Goodaye,
Positives
All the things mentioned to date - superb interface, recon mode, graphics, optimisation, team mates, planning, atmosphere etc. Well done.
Negatives
1.The Tango AI. I found it virtually identical to GRAW1 - very passive and reactive. Mostly tangos standing around waiting for something to happen. The actual individual tango tactical AI is quite good, stuff like peeking around a corner, ducking back into cover and then crouching before they peek again is excellent. It's the big picture AI that's lacking.
2.Replayability. Limited. I tried the demo once on hard and failed first up. I started again and, having a better idea of how the interface worked, and more importantly the scripted events (such as approaching the bridge ), and had little trouble cruising through in a surpisingly short time. I then did it on hard a second time with a different approach route and found it even easier. Becoming a little frustrated I cranked it up to the highest difficulty level and dropped my team size in half and, while it definetly took a lot longer, it didn't show me anything different.
Eg. There appeared to be minimal, if any, randomisation of tango's each time I played and cranking up the difficulty level just put a few extra into the mix. Once you learned where they where it was all downhill. The events and reactions of the tangoes appeared to be identical on each playthrough even though I went out of my way to vary my approaches and tactics. Very much a case of the same guy in the place doing the same thing every time.
There seemed to be a two man patrol walking a very short, back and forth route and another two or three dozen tangoes just standing around, mind in nuetral, finger up bum. Staring fixedly at a particular spot on the wall. I'm yet to see one actually swivel his head to look around. It's as if they have their necks glued down and their brains deactivated until somebody takes a shot at them.
All of which are comments I could make about GRAW1. However, unlike GRAW1, GRAW2's improved interface, recon mode, etc have actually made playing the game a more streamlined experience with the end result being a dumbed down difficulty. I just didn't get that feeling of 'Damn, this is hard!' that I got with the GRAW1 demo or [GR].
A major additional failing of GRAW1 was the difficulty involved for modders in being able to create SP missions. This pretty much ensured that once you had played through the campaign you had nowhere else to go as there was little incentive to replay the same scripted stuff again. I'm guessing but I'd say the majority of players would be SP. By putting too many hurdles in front of the modders I think GRIN did themselves a major disservice as they deep, rich vein of SP content that flowed from [GR] and it's accessible modding tools just wasn't there for GRAW1. Hopefully GRAW2 won't be the same story.
I'm keen to support GRIN as I think they are heading in the right direction and my observations above, based on limited experience, may not be replicated by others. I think GRIN has done an awful lot right and deserves full credit for this. While I'm pretty down on the AI and the dumbed down difficulty I present my comments in the vein of constructive criticism.
Cheers,
Tas_Cam