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Lighting could definitely be improved, as some areas are so dark you can see anyone, and others are blinding. Thematically, the shadows and lighting isnt very cinematic, and while usually I would find this an issue, in this case I dont as this game isnt looking to be the next LA Noir, its looking to give a blend of realism.
The one Issue I do think differently in, would be map design. The unknown bomb threat, and essence of speed on the elephant makes sense. Civilian Life comes first, and such as a situation as columbine, there's no way of knowing if they had planted bombs. If you take too long to kill the shooters, they start executing civilians, which, is realistic as seen in real world scenarios.
This is not to say maps don't have their issues. The lighting on maps do make some (I think there is a good many that are well lighted for the scenario, Elephant and Hospital being 2, Along with the Cartel and 4 U gas stations being some others) maps feel unrealistic and difficult at times (Looking at you, continental hotel and Cartel Tunnels, that for some reason have virtually no lighting even tho the Cartel somehow doesn't have any lighting sources that are apparent, and makes you wonder both where the lights coming from, and how they work in such darkness).
Although regarding layout and design, I think your overlooking the purpose. In real life, there is nothing straightforward when it comes to Close Quarters combat, especially in the police sphere. These scenarios (Most, not all) Represent Calls that are time sensitive, and most times wouldn't allow for anything more than the map of the building and a short plan. And that the point. To confuse the player, make him think, make him search, throw things in their face they wouldn't expect. The Anti Linearity of it makes it good because its confusing, adding to the feeling of being met with new scenarios behind every door and the stress of split second decisions. If they were small, linear maps, what would make it different from games like ground branch, and SWAT. The mix of Large and small Spaces, and the mix of Large and Small maps gives players I feel, gives players a taste of the diversity of spaces a SWAT team has to deal with.
Like for real, have you played the game in commander mode and not noticed a single one of those issues?
Cause I can say after a decent few hours I have noticed most of the mentioned issues, and so have countless other players if you just take the time to look at the front page of discussions.
Lighting:
Regarding the lighting, that's debatable. The primary issue is lighting exposure when inside a building looking out. On the newly made vineyard map, trying to figure out where in a doorway i'm being shot at is borderline impossible. Literally spray and pray.
However on most levels i'd honestly say the lighting is fine. However, they do need to focus on lighting that guides the player into a natural path.
Level design:
Level design i do agree with. It has the exact same issue as any other room clearing game.
WHERE.IS.THE.LAST.CIVILIAN!?! Honestly it's so unbelievably boring to have to go through the entire level yet again to find that one enemy or last civilian. Some of the levels can have too much in them. It's why Thank you come again and twisted nerve are just perfect. Short, sweet and aren't so big you get lost or forgot a room that wasn't obvious.
Hub world:
The Hub world is complete dog sh*t though. Why do we need all these rooms? what purpose do they serve? You have to trek to all these places just to customise or test out your weapons. We're supposed to believe the city is under chaos and you're under funded. Police station looks fine to me. Looks pretty well funded as far as i'm concerned. Either way, it's clutter and just isn't needed.
Story:
I'd like the ''story'' to be kept in but it needs to be sectioned off.
Act 1 - introduction to gameplay, take out some drug dealers, robbers etc.
Act 2 - corrupt millionaires, underground weapons deals etc.
Act 3 - progress onto the whole sex ring type ♥♥♥♥. CP, extortion, abduction, sex auctions etc.
Act 4 - Cultists
Swat 4 had a similar map, "Old Granite Hotel," where players were unaware of the bomb threat initially, discovering it with a timer as they progressed through the map.
You are correct that police always face new situations, but in my view, each map in the game attempts to be unique, even though the AI behaves similarly and is a crucial part of the game.
While you may mix up different aspects, I agree that not revealing everything to the player is a positive aspect. It adds to the thrill if the mission involves entering a house assumed to be a routine hostage situation but turns out to be different. I believe map linearity is essential, especially as the game starts easy and becomes more challenging. I don't think the game has moments of quick decision-making, as a significant part of the gameplay involves slow movement. Quick decisions arise because the enemy AI is subpar, posing a threat to the player within milliseconds upon spotting a few pixels of movement. Just because another game has a janitor's closet doesn't mean the games are suddenly alike. The mentioned game aims for a completely different style of gameplay. Ready Or Not is unique in its attempt to adhere to Rules of Engagement (ROE).
In the game, there are many maps where the lighting is exceptionally bright. Perhaps the ugliest map is the lower floors of the Hospital and the final map, Port Hokan.
The Hub World is probably another move by the game developers. They likely have ideas for its implementation, but we, as players, don't get to see it. All we observe is the fluctuation of FPS numbers.
Ubisoft seems content with its own games, creating a yearly copy and reselling it. If they need more money, they simply "recreate" their older games.
It's not as bad as you're making out to be and makes me think you're just out to trash the game. But you did have good points, in fact a lot of them. RONs problem for me is it was not as good as we hoped to be at launch, that's all. It's a huge update after all, bugs were bound to happen. That said... lemme add on top of yours..
Visuals - I don't agree. I think they look Okay. Certain lighting choices are obvious creative decisions taken by director some of which are meant to hinder your vision. There are some i like and Some i don't like but I wouldn't downright call it bad.
Maps - The maps are terrible you said. That's a sweeping statement. No, I don't think they are terrible. But I also don't think the new maps they put in, and the new re-imagining of the maps were particularly designed well. My opinion on this was how particularly one-dimensional the design is. Lemme explain.. So every map that was in Adam update that they didn't tweak or change largely i don't have a problem with. But new maps Garage, Hoken, Campus, Karens of the vine are inferior to their own old maps. Older maps have variety in how we progress the level.
Let's say port Hoken, there was always a shifting in large to small area, verticality as you progress. First half of it was largely open areas and then starting to choke the operational space once we enter the main building now checking the threats from upstairs also becomes a factor. Like a mario castle run, we had to go floor by floor varying styles of rooms and corridors to clear to arrive at auction on top floor which had varying style and layout in all the rooms just in that top floor. Some rooms have pillars obstructing your view. Some have boxes and cages and some are chocked hold by narrow one side stack only doorway. There was a lot of variety in the same.. New port Hoken was nothing but a big square area with boxes littered on top. There was no vertical threat anymore, there was this tower but nothing of substance is there and you don't have to be there to get to the main rescue objective area. It's open, messy and with or without swat ai, the design philosophy is not as good as the old map. Quite honestly, they can keep the new maps for campaign but there was magic to be hard there with old maps.
The same can be said about other maps.. Karens of the vine is just one square play area with courtyard in the middle surrounded by 3 quarters on all sides. Old Vineyard had that on a much smaller, compact and better designed layout on top of other areas you have to go through to get there.
New maps look beautiful but pretentious... Their map designer might not be the same guy who did all those maps during EA. and he's definitely inferior to the creator of previous work. So gist is i guess you and I feel similarly there so this is probably an issue with more ppl. School map is the worst here.. Sure, realism or what not but just a very big wide H in terms of layout. Symmetry is boring in art. Who thought that map layout was a good idea was beyond me, whoever in charge of these new maps is an amateur.
UI - yea agreed. I give zero poop about the flip phone and rather press tab to see the information and also want better briefing. Current briefing is fine but not art directed properly.
Swat AI - Disagreed. Swat Ai is not bad and saved my dome many times during the pushes with gas and nades. They now clear room very well. The level of over extension you're talking about also hinges on your knowledge where the invisible borders of the room.. that's coming back into map design but there are invisible borders in the game where it's considered a room.. some are very big and some are small so swat clearing that room would extend out as far as it is. The problem I agree with you comes from when they finish the search and just standing around and doesn't fall back to you. So any suspects comes into the space and start shooting them, they just stand there and return fire like a robot. That's where most of my swat ai casualties comes in.. I play around them by calling them back, while they retrieve, i cover them and i apply the practice with my friends too. It has its problems but It's the one redeeming quality of this launch.
Sus AI - it's downright bad. Because swat ai becomes buff, Void must have lazily push the sliders up to 12 for suspect ai file rather than reworking in the same complex way they did with swat ai. If you work in art/media industry.. cutting corners to meet deadline is a thing... and i'm sure they cut that corner there. I'm sure they didn't even play test this nonsense before going out. All they must have known is Swat AI will bully adam update ai balancing so they turn it up whole sale. What suffers as a consequences is our coop sessions with friends where we dun have buff swat ai to cover our ass but a bunch of clueless pricks getting shot from across the map as you said. For me, AI's god reflexes, wall banging are present but not getting shot from across the map though. They did shoot from far ranges before but a lot of this ai comments out there feels exaggerated. But within a week, someone came out with No crack ai mod by simply moving some sliders back and the game is a joy to play again. So shame on void really.
Void should work on two AI models to go with. One would be default adam update ai, another one would be hardcore for ppl who wants to challenge themselves in singleplayer and have it available as 1-2 difficulty slider.
Story - yes, Story is what i would describe is cringe and pretentious. Void is trying too hard to be edgy... all i want is more scenerios, more layouts, more randomizations and realistic swat game rather than this insurgency sandstorm aimbots which i cannot shoot back.
Sound - yeah, again trying to be too edgy.. School shootings stood out to me because, that level felt like an after thought in terms of design, sound and music. Felt like burger joint map, if you remember. They should just drop it.. It serves no purpose in this game rather than a cheap controversy.
Animations - Yeah kinda bad in my book as well. They seem like they don't really code or control transitions well. This is a major contribution to AI being twitchy also. They need a lot more realistic transitional animation. You made a good point about ppl turning like carousel. As animator, i can tell you.. Turning a body is a complex move where weight distributions will have to take place to pivot and step then weight transition again and rotation follows. RON simply doesn't have it. If these stages of transitions are present, we won't even have twitchy ais anymore and we'll have better time playing cos we can read their movements.
Missing Features - Oh yes. They won't sell well for their next game. They know it too. They will fold once this is done and ride off into the sunset.
Final thoughts - I agree but to a less dramatic impression that you have. To me, this is just very "mid".. 6.5/10 game.. Nothing to write home about. I had my enjoyment out of adam update and had my money worth already. Now, a bit worse than Adam but at least, it's well packaged game with some mind boggling creative decisions. AI issues can be bandaid with mods... So i'm cool for it. But i understand the reason we're talking about this and caring about it so much is because of the potential it has.
The AI is the biggest offender, but I find most of the glaring issues to be the AI content, the lack of interconnecting voice lines, (TOC or your SWAT members just spewing a random observation about their surroundings) the completely lacking briefings that either feed you false or useless information that barely gives you any idea about the missions, and the multitude of seemingly dropped plot threads for the plot.
We had such an interesting through line with the Yellow King and the possibility of calling on Carcosa, but the only remnants of that story that I can find is the possible reference to Shub-Niggurath with the forest witches. But that, along with dozens of other elements in the game, seem to have vanished.
I don't have much hope they won't just run to the bank with whatever profits they've managed to scrounge up so far, but I really hope they don't. I want this game to succeed and surpass games like SWAT 3/4, but as it stands...
There's also the problem of RoN regarding feature-creep and shallow design additions that only seem to serve the purpose of looking pretty at a glance; of which resources and time should have been devoted to fine-tuning and tweaking gameplay systems and mechanics that were already positively received by players, and then create an actual solid balancing dynamic around them.
Seriously, the balancing is all over the place in this game. You are very slow even with light armor, and your aim is still wonky and sways everywhere even after a relatively minor jog/approach. Factor in the fact that the A.I is overly tuned and has superhuman reflexes, and with you being SLOW (even with low ready!), makes for a very tedious gameplay loop where you have to abuse the A.I and metagame by using flashbangs and CS gas on every room for the sake of survivability and efficiency, instead of making dynamic entries and different, novel approaches to different situations. And, the removal of mission types and scenarios even reinforces this approach. That does not sound like a fun game to me. There's no replayability.
And I think the playerbase of this game really has no sense of balancing because they're unable to think about how settings or mechanics can be tweaked. There's already the discussions about the overly tuned A.I with 200ms reaction times and rapid turning and impeccable accuracy. The same people who emphasize "realism" and "immersion" in this game are, ironically, the same people who did not want SPRINTING to be added into this game because they think it's going to be like Call of Duty; they somehow don't realize that operators can sprint, and often do sprint to to gain ground quickly and get to cover, nor can they realize that in the context of the game the devs can tweak sprinting to have its pros and cons to punish running and gunning. They somehow think it's more realistic for Operators to waddle slowly in the same pace as their overweight brisk walks to Walmart.