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Fortunately tactical realism fans disappointed wtih Wildlands, Siege and other cartoon arcade games that promised more may not have too long wait -- there are Developers that understand the genre; Ready Or Not looks poised to fill the void -- check out their impressive Reveal Trailer...

With none of the middle-ware limitations of Ubisoft games like their horrible mutant console derivative renderer, Quazal net-code that's literally the worst in FPS gaming in the last decade and only gets worse, match making systems also built on Quazal that put you in join for an asinine amount of time -- making the last three Clancy games literally unplayable for a preposterous number of people that bought them (thank Gabe Newell for the Steam return policy).

This isn't 'hating on ' Ubisoft, it's a heads-up: Ubisoft had it all and squandered it; an audience more patient than any other, yet Ubisoft continues to pump out arcade dreck, dissemble and call it 'Tactical Realism ', slap the Clancy moniker on it, rinse and repeat for a decade of disappointing output. They've dropped the ball way too many times for way too long, and had the tactical realism genre wholesale in their tied up with bows and; they screwed the proverbial pooch repeatedly what comes next will probably surprise them. 

Fortunately there are others that get the genre, and looks like Void Interactive intends to fill the...void... SOTA renderer and net code built for PC, a server browser instead of the console abortion match making system, weapons that are a reflection of their real counterparts not something that came out of a magic unicorn's ass, or that  you have to buy in the arcade Casino, and finally a game that will eschew Liberache fantasy DLC costumes and other kiddie dreck to separate children of marginal means and intelligence from their money.

Yeah, I guess I'm more then a little disgusted with Ubisoft...

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Oh wow that looks pretty darn cool! Never heard of this game. Those indoor gun shots definitely sound like the real deal, very nice.

Big fan of SWAT 3/4. This reminds me a lot of some of darker toned missions from #4. Thanks for sharing this, i'll be keeping an eye on it!

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Still don't appreciate your venom for anything other then what you think is good. You still speak as if you are the only opinion that matters, you're not.

 

Back on topic, as with all games time with tell, as will the community that buys those games. The trailer though dark is very good.

I will probably buy this and beat the daylights out of it as I have hundreds of other games.

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11 hours ago, NightCrawler said:

Still don't appreciate your venom for anything other then what you think is good. You still speak as if you are the only opinion that matters, you're not.

Your 'appreciation ' is not my concern; no where have I ever on any occasion -- said, suggested, or implied that 'my opinion is all that matters', ever, in my entire life, in text or words spoken; the assumption here is all yours. Own it...

Those opinions I have expressed are opinions concerning the importance of facts, based on facts, and are mine alone, though with respect to Ubisoft's last decade of 'Clancy' games I'm far from alone in holding them, and am entitled to them -- maybe not in expressing them here, but that remains to be seen...

I'm not sure how you define 'opinion ' but I prefer the direction most dictionaries, rational, and literate people choose: 'a view or judgment formed about something, not necessarily based on fact or knowledge' making most of what I've said, not an opinion, but an appraisal.

To wit:

When there are twelve year old games like SWAT 4 that require players to go through a lot of hoops just to set the game up to play and find servers, and the game has more servers on PC then Siege has PC players; it should point something out, and ring some bells -- it obviously did for the guys at Void Interactive... 

These forums, even with Rocky 'rocking it ' and making every effort to make it one the best LZ's in realism gaming, which it is; the forum post decline since Ghost Recon is dramatic with each new 'Clancy' game -- it's incremental, it's sad, and in my 'opinion ' has nothing to do with Rocky and everything to do with Ubisoft's abnegation of tactical realism games in a market saturated with arcade shooters.

 

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guys, hug and make up, c'mon, we're friends here.

101's entitled to his opinion, you're entitled to yours, but let's not make this personal.


I don't like it when mommy and daddy fight...

on topic, but off topic, did anyone else notice the sign? :rofl:

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There's no argument Zee. My only problem with 101459 is the negativity in his writing, he may be right and accurate but some things just don't need to be stated.

I'm not anyone's enemy and I'm friends of many here at GR.net and have been since the earliest of days.

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16 minutes ago, Zeealex said:

fine, balls to it, I tried... have your petty ass arguments then, i'm out!

Petty? I don't know... Maybe, gaming is really pretty trivial stuff in the larger context of what's going on... But don't you find it a little ironic that on THE website that was THE locus of Tactical Realism Gaming, that discussion of Tactical Realism Gaming discussion is now only happening in the original Ghost Recon and other PC game forums? :help:

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4 minutes ago, NightCrawler said:

There's no argument Zee. My only problem with 101459 is the negativity in his writing, he may be right and accurate but some things just don't need to be stated.

I'm not anyone's enemy and I'm friends of many here at GR.net and have been since the earliest of days.

Ahh, I see and you're the final authority and abiter of what 'needs ' to be stated... Ok, have fun with your new moderation job... Just what is it pray tell EXACTLY that you object to so strenuously? Not the vague assertions of negativity -- what are you so hostile to?

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9 minutes ago, NightCrawler said:

Nope didn't say that just that most of the posts that you've posted for quite some time have been mostly negative about GR. To the point of redundancy.

You're so far off the mark, and obviously have not read 'most' of my posts. I don't like Wildlands or Siege -- two games of how many that wear the 'Ghost Recon' moniker? I've even been very complementary of Siege's game design, which is quite good, but...

I'm a Tactical Realism fan, I wouln't think I'd have to be an apologist for it here... There's literally nothing to like in terms of tactical realism in Wildlands, it's not a tactical realism game, and Siege runs on deplorable infrastructure -- that's not being negative those are facts.

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5 minutes ago, AlexKimov said:

Tactical Realism Gaming such a B-word (nowdays).

this. what even is tactical realism gaming? it seems nowadays any game with bullet drop, realistic weapons and military lingo is considered a "tactical" game. I remember making fun of Modern Warfare 2 for fitting the word "tactical" in almost every place possible. and don't get me started on people who boast about playing a "tactical" game like Arma but play as if it were a Counter Strike match. 

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Oh my word.

101, do you ever reflect on your posts and perhaps consider why your posts create more bad feeling than any other poster in this forums history (okay maybe there one or two other guys). Your posts descend into arguments like I've never seen before!

I mean, did you post to ###### all over Ubisoft (again), or to promote a new title you've spotted? Because you could have done the later without the former and it would have been so much more pleasant...

As for the "reveal trailer", it was extremely poor. It did not reveal anything about the game that people want to know, I Googled it for further info not because of the trailer but to see what you were getting all excited for - and I still came up with more concerns than excitement. Good luck to those guys, prove me wrong.

 

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1 hour ago, Rocky said:

Oh my word.

101, do you ever reflect on your posts and perhaps consider why your posts create more bad feeling than any other poster in this forums history (okay maybe there one or two other guys).

Sorry Rocky, I won't accept responsibility for other people's 'bad feelings'...  People's feelings and emotions are their responsibility not other people's... Do you or does Ubisoft accept responsibility for the ill will and disdain instigated by their dissembling, bad marketing, and lack of technical support? Not from what I've seen; it's a consenting arrangement -- no one is being forced to buy Ubisoft's games, just as no one is being forced to read my posts.

 

1 hour ago, Rocky said:

I mean, did you post to ###### all over Ubisoft (again), or to promote a new title you've spotted? Because you could have done the later without the former and it would have been so much more pleasant...

Again? I've never posted anything on Ubisoft's forums to promote anything, they don't have a forum for posting about other tactical realism game, GRN does...

Rather than the 'me too ' reaction -- how about weighing in on what I've actually said: Ubisoft has not been producing tactical realism games in quite a while, they keep misleading and dissembling, leading would be fans to believe this next game will be, and that's has not been the case.

Ready Or Not looks a game that might be, as yet no one from Void Interactive has told any lies or abrogated any commitments to warrant doubt beyond 'haven't delivered a game yet '... 

 

1 hour ago, Rocky said:

As for the "reveal trailer", it was extremely poor. It did not reveal anything about the game that people want to know, I Googled it for further info not because of the trailer but to see what you were getting all excited for - and I still came up with more concerns than excitement. Good luck to those guys, prove me wrong.

Now who's a 'Negative Nelly '? A small self-funded indie developer with only two people working on the game, and not wanting to take much time away from that; a teaser in the context it was presented; as part of a blog, that's not being advertised anywhere (and they didn't put it on YouTube someone else did) I don't see how you get to  it's 'extremely poor' -- I think you're evaluation is, and unfair.

Considering they have a budget of "O", no history of lying to customers, and they at least intend to try and offer features that engage tactical realism fans, I'd at least give them an "A" for effort. While I don't think it's cause for excitement and never said it was (your assumption not mine) I do think it's more cause for optimism then anything Ubisoft has been doing for tactical realism.

For reference -- the context of the teaser was offered in was their very first blog post:

Ready Or Not – Devblog 01 – “Teaser and beyond”

POSTED ON MAY 4, 2017 BY VOID INTERACTIVE

Devblog.jpg?resize=800%2C339

 
 

Ready or Not is a tactical first person shooter which places you in the boots of an elite SWAT team, tasked with diffusing hostile situations in intense, claustrophobic environments. It’s set in a nondescript modern America, where an income disparity between the classes have become unsustainable and the country has been plunged into havoc. Bring order to chaos with up to 8 players in cooperative play, battle enemy squads in a close player-vs-player environment, or command AI in a striking single-player mode.

Ready Or Not has been in development since June 2016, and includes an array of unique features. Today, we’re going to run through some of the already included features we’re most excited about.

Current features include:

Incremental lean system
Our most prominent feature involves the players ability to maneuver around obstacles, opening up infinite possibilities regarding tactical positions. Players can duck under low cover to avoid oncoming fire, or peak above high cover in order to spot and return fire upon the enemy. The assigned keys can be tapped in any order to “peek”. On top of this, we have also included a classic quick-lean system seen in many shooters.

Incremental Door control system
This gameplay feature allows for doors of multiple types such as sliding, swinging, and revolving doors, to be manipulated by the mouse wheel at any time. Provided the door is unlocked, players can interact and incrementally move them.

Modular speed control
Our final mouse-wheel-based feature involves the control of the player’s speed by scrolling up or down. This allows for precise movement in a close-quarters environment, which may mean the difference between life and death in a hostile situation. This, of course, can be re-bound to suit our users needs.

Simulated and detailed third person inventory
In a real life situation, each item has its place in a loadout. We wanted to ensure this level of replication, so we included detailed animations and systems which show your teammates exactly what you’re doing. Magazines, grenades, and items are retrieved and returned to their specific pouches, with the pouch flaps opening and closing in synchronicity with the players reload or draw, respectively.

Convex collision armour, allowing for precise protection
Armour collision in Ready or Not is calculated based on the mesh coverage on the player, allowing for accurate levels of realistic ballistic protection.

Projectile dynamics, bullets penetrate, ricochet, and deteriorate
Rounds have realistic range, drag, and tumble velocity. Calibers and ammunition types affect how far and how well a projectiles penetrate and exit. All rounds have the ability to ricochet based on surface materials and angle of impact, and deflection has recently been included as a feature. Less-than-lethal rounds will be unlikely to penetrate, but can sometimes still kill depending on proximity and impact area.

Responsive damage system and effects
If a player is shot in the legs, movement is slowed down based on the level of damage. Arm damage will decrease accuracy and increase draw times. Head damage, provided it is survived, can intermittently “haze” the players vision. This is all shown via a passive (read: hidden unless needed) indicator at the bottom of the screen.

Visceral gore
Deaths need to be impactful to the end user and we’re committed to providing an experience like no other. If characters in the game are hit, parallax bullet holes spawn on flesh, and blood will then seep out into surrounding fabrics. A gory bullet hole also becomes an emitter, as individuals who knock their wounds onto objects create a small splatter, based on bone velocity. In the future, we plan to implement an entire bodily destruction system.

Highly detailed weapons, characters and environments
As seen in our gallery and teaser, Ready or Not’s assets aren’t camera-shy. A realistic and high-detail representation of all assets is necessary in immersing the player in our world. Weapon edges are smooth and seamless, environmental detail is minute.

Massive selection of items
As of pre-alpha, we currently have over 30+ items in total, with plans to greatly expand this selection monthly. Concerns may arise over balance issues, but each item will have its place and value considered in order to avoid having duplicate functioning (but visually different) gear. These items include weapons, devices, grenades, and deployable items (read: items that can be selected in our planning phase)

Fully supported competitive servers based on Amazon Gamelift API
Ready or Not features a fully competitive set of gamemodes to test your mettle against other squads in PvP. However, players can still host listen servers and play with custom game rules.

Plans to support squad competitive play
Create a squad with up to ten friends for PvP and Coop. Work as small groups to reap squad rewards, and compete in yearly leader-board competitions to earn unique skins. A passive pointscore system allows players to work together to level and earn more squad points, opening up options in a mission’s planning phase.

Tactical Analysis
All missions begin with a tactical analysis and planning phase, currently allowing teams to shut off power grids, blockade entrances, create or choose new entry points, and spawn unique devices including ballistic shields, heavy rams, and telescopic ladders.

We hope you stick with us through our journey in making a true-to-life tactical shooter that can be held up to the greats. We’re excited to share our work over the course of this year.

For those who haven’t seen it, here’s our reveal.And apparently I'm not alone in that perspective... But hey, I get it now, GRN is a intended to be a 'Safe Space ' where no one however irrational their reactions might be should ever be uncomfortable. I promise I'll never post here again.

 

Apparently I'm not alone in this perspective, but I misunderstand the intention of these forums and did not realize that GRN was intended to be a 'Safe Space' for Ubisoft, it's apologists, and irrational people that are hypersensitive and easily offended.

For reference I did a word count on my posts, and less then 0.1% are in sentences criticizing Ubisoft or their games -- but rest assured I won't ever, under any circumstances risk the prospect of offending anyone here again...

Happy Trails!

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This thread is hilarious.

ANYWAY, I hope it pans out to be a SWAT 5. The fluid peeking and door movement reminds me of Raven Shield. SWAT 3 and 4 had some of the best teammate AI in any game I have every played. SWAT and OLD Rainbow Six games are two things I really enjoy that have sadly gone away. Really excited to see what this game turns into! Perhaps in the future a few of us can get together and launch an assault on The Anal Staircase.

Although I really hope they change the name. "READY OR NOT" sounds like a $6.99 Steam title.

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  • 3 months later...

Void Interactive has posted their second dev blog -- lots of impressive attention to detail that some will love and others won't. They have a very nice HLS sight system:

And very nice FF sound capture and render that's quite realistic in to small acoustic steridians:

They're promising some actual game-play footage in their next dev blog.  While CQC is not my or gonna be everyone's favorite realism sub-genre; it's definitely serious tactical realism, no Liberachie DLC, and it looks like they're seriously committed, making steady progress and fully intend to deliver.

It's interesting that Bohemia Interactive, New World Interactive, and now Void Interactive all have 'interactive' in their monikers; it appears they've all recognized the casual/passive grindy/salesy direction the big publishing has taken, and what that has cost...  

BI and NWI have and continue to deliver enormous payloads of value, truly interactive games, that are incredibly features deep, with deep mod support, and strong long term communities just like Ghost Recon.

Anyone remember Ghost Recon? :ph34r:

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