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Ghost Recon Wildlands - Weapon Echo System


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After a fairly long drought, we've got some new gameplay footage to look at (and possibly dissect!)

Some things to take away from this:

  • The echo system looks to be promising!
  • The firearms have actual recoil now.
  • Apparently the Ghosts do a scanning animation after firing their weapons. A nice touch but it might get annoying.
  • At 0:19 in the video, am I seeing bullet ricochet? The SR25 is fired twice but I can see three dust particle effects popping up, with the third one appearing a little further down the road.
  • The weapons aren't hitscan.
  • First operator may or may not be a female Ghost.

I really want to get my hands on the beta, though this video does beg the question:

Why isn't Ubisoft marketing these types of features?

Live-action stuff is lame and a waste of time when Ubisoft could be generating hype by actually showcasing the game. Like, how about some single-player action so we can see the AI command wheel?

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10 minutes ago, nyleken said:

 

  • First operator may or may not be a female Ghost.

 

it is... i think, but those delts have me pressing F to doubt... I wish I had deltoids like that. 
 

 

Quote

Apparently the Ghosts do a scanning animation after firing their weapons. A nice touch but it might get annoying.

My thoughts exactly, I have a similar problem in A3 when the character goes into a crouching animation, they check their weapon like an effing goof. but yeah, nice touch, would be interesting to see if this has any effect on target highlighting or if it's just for show 

The one thing i want to know is how this affects nearby AI, and if certain areas will have a higher gunshot detection radius based on their terrain and the location of the player within the terrain. 

 

but no, you're right, this is the type of stuff i want to see, gameplay features, things we can discuss and give ideas on. not stupid movie series and washed up pornstars in camo swimsuits with a Kriss Vector. isn't that right 101?

Edited by Zeealex
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5 hours ago, Zeealex said:

I have a similar problem in A3 when the character goes into a crouching animation, they check their weapon like an effing goof.

Or when they stare at the bottom of their boot like they're always stepping in dog ######.

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Ok, this is happening, I'm going to say something nice about an Ubisoft game post OGR\SOAF\R6 Raven Shield: the weapon Foley actually sounds decent; it's not the near-field over modulated arcade crap we hear in so many action realism shooters...

There are some obvious flaws and ear sores in terms of realism: weapon handling sounds are way too loud relative to discharge, relative sonic scale between weapon and their real world ROF is off, and some of the harmonic motion you get firing a real weapon full-auto is obviously absent (this requires a special trick only known by a few elite Sound Designers & Engineers who are very guarded about it) but summarily the weapon sounds is decent, and better then I expected...

On another track I hope the map Foley is as good, that we get dense, rich un-repetitive subtle map Foley; a good rule of thumb here is that is the audio payload isn't at least as as large as the game's texture payload -- the Sound Designer and Foley Artist aren't doing their jobs  if the aim is a realistic acoustic environment.

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