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"Ability to pick which mission type to play a level on has been removed due to limitations with design and testing, and to avoid narrative conflicts."
who the actual hell cares about the narrative
It was awesome.
Bummer, it really added some neat variation and let you play around with RoE, maybe it'll come back or some modders will push it back in
Yeah, unfortunately the patch notes confirms it
It makes sense in the singleplayer campaign mode, but not in multiplayer. No one, as you say is really gonna bother with the narrative then.
Not to mention the awesome hotel map is gone, the old version of the farm was one of my favourites as well and one of the most challenging maps.
And I'm still salty proper mirror reflections were removed a while back for "performance reasons" but now where are here with arguably worse performance (low fps in dx11 and stutters in dx12) and broken-looking reflections everywhere :/
Idiocy! I bought the game for the sake of co-op fun with friends and I don't give a damn about "naratives"! It's a huge folly to remove replayability from all maps.
Now it just doesn't make sense to go through the same map more than 1-2 times.
P.s Thank you for clarifying the situation
"""avoid narrative conflicts""" is such a flimsy excuse seeing as games like Rainbow Six 3, SWAT 4 didn't have those limitations by putting different parameters on existing singleplayer/campaign maps. Devs are stringing people along again with surface level mechanics and additions, and removing stuff that actually encourages replay value and gameplay.
Tactical Gamer™ boom crowd that keeps harping about "environmental storytelling and narrative atmosphere" before 1.0. Devs catered to those voices again instead of thinking about meaningful inclusions that could complement replay value and procedural gameplay experiences. Good environmental storytelling is good, so is narrative atmosphere, and SWAT4 is even known for its grimy atmosphere and levels because of the aforementioned stuff. But SWAT4 also had solid foundation for FUN gameplay and isn't just there to look pretty which the devs of this game seem have been prioritizing on.
They knew what they were doing - all those new animations and guns are there to please first impressions; they're there to sit pretty and have you say "Wow, that's cool... attention to detail... wow..." before you realize how superficial it all is, and because they can't be half-assed to maintain their content islands from before (the other mission types) they just cut them out entirely instead of tweaking them because they poured their resources into surface level presentation-grabber bits.
Community's riding the high of the honeymoon phase just like Starfield, Cyberpunk before it. I hope most people will see the game for what it really is; a very shallow but pretty (graphics wise) emulation of tactical games that did things better before it.
SWAT4 even had a basic quick mission editor/creator that could let you remix missions and add parameters to bring some novelty from time to time, and best part is that YOU make them. But hey look! Ready or Not 1.0 has a Commander mode guys! Wow... everyone asked for this...