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- non-lethal grenades... just what the doctor ordered
- ugly, "tile" U. I. looks identical to SE5
- good weapons are seemingly restricted to field / temporary pick-ups (and DLC)
- same dum-dum A. I.
- options locked out, almost certainly to hide the M. I. A. Authentic Plus difficult option
- "skill tree" is the same -- just poorly veiled, vertical 'progression' / drip fed functionality (no word on whether or not it's resettable once fully unlocked)
~ "propaganda missions" unlocking more map areas, is a stretch... but, we'll see
~ hoping in trucks -- basic QoL, and we're yet to see if they have a substantive gameplay effect
~ perhaps a bit more in-map exploration / building climbing (TBC)
~ possibly more sniper conducive maps than in SE5... for whatever that's worth, given that the scope "glint" makes it more like shooting spotlights in a barrel 🙄
? no mention of ancillary modes, like Survival or Invasions
? no mention of playable / unlockable characters (it better have Marie or Wolf, or I'm out)
? no mention of customisation
? no mention of mission count in base game (we can assume it's 7.5~8.5 missions + 5 DLC, as usual)
? no mention of any innovation (likely none, given they would certainly use any as a selling point)
So far, it looks like the glorified, SE5 expansion that most predict that it will be.
Yes, this video really deflated my expectations for the game, meager as they were to begin with.
Knowing the recurring problems of enemies spotting you through walls and barriers that can't be vaulted over haven't been addressed which leads me to assume there will be the same problems with certain window frames blocking crouched shots that force the player to stand and shoot even though the barrel is clearly out of the window.
Having an identical skill tree is the epitome of laziness. I understand and would want some of them to return; shooting while down, the ability to pick yourself up, but they could have added at least one new mechanic like being able to crawl when downed to get out of harm's way so another player can pick you up, especially in Survival.
And speaking of Survival, that's the mode I play the most with friends, and with 5 it was treated as an afterthought, and this trend will probably sadly continue.
I also don't believe these things will be fixed prior launch, and the game we're seeing in these videos is the final product.
I'll most likely buy the game and use the 2 hour refund policy to go through the modes and make my own decision.
It's a shame because this series could be great if Rebellion would address and get over these recurring stumbling blocks.
Again, game engine: The way the maps are likely made is with vanilla props which need climbing logic "painted" onto them; which then requires extensive bug testing (e. g., everything climbed over scores of times, under scores of different scenarios, off-line and on-line; in solo, co-op, PvP, Invasions; with different weapons equipped; in different characters states et al., etc., ad infinitum). Hence, the odd vaulting inconsistencies of identical segments of walls, parapets, fences, sandbags etc.. For if the props already had climbing / vaulting logic, such as in Fallout 4, they would all be interactable, and they could simply plonk them down and stick some obstruction before them if / where they did not want players using those routes. I find this quirk most irksome with downpipes, as it directly affects the access to roofs -- something that the SE games are now becoming infamous for barring their """elite""" snipers from availing.
This is actually partially game-breaking, as I've been sniped more than once (shot countless times) from the character having to unduly expose themselves in order to shoot at the target, and from what should be a perfect vantage... Veritable "I've got the high ground, Anakin" retcons, where Vader never came into being! I re-call on that Survival map with the Normandy-like beach, in that Nazi H. Q. building between the farmland and beach front promenade, where the window of one first floor rooms works as a cover to shoot from, while the other does not... Really annoying. It makes the game seem half-baked, given it's something that should be encoutered in the first hour of testing... Which circles us back to the game engine issue 😪
Yes... And for me, it's that so many of the so-called "skills" are just casual crutches -- more med kits; revival with bandages; less heart rate effects for what is already almost non-existent scope sway (go back to SE3 to see what I mean); auto-looting (please 🙄) -- which make the game feel almost insultingly arcade-y; or fundamental functionality, like throwing back a grenade. These are not real skills: either falling into the category of basic QoL, or custom difficulty tweaks. I had to re-start my profile in SE5, after realising how easy the game was with the skills all on (they unlock very quickly, which is another issue); even though I needed some of them for their utility. I finally settled on a (IIRC) full green pie chart, partial blue one, and empty red (health). It's just a sloppy system all 'round, frankly... Even ZA4's meagre class based skills were a better system; if for no other reason than because they made characters feel more indivdualised.
These are no-brainers, really... Difficult to not be cynical if they are indeed again omitted. Shooting whist down is also sketchy, in that the SMG reloading should not be a thing -- at most, a "skill" one can choose to keep turned off -- because of the ridiculous reloading animation; as well as how incongruous it is for a character who cannot even drag themselves into cover, to still be able to mow down enemies whist all but incapacitated; exacerbated by the dum-dum enemy A. I. that will happily line up to be shot by the supine player... who also gets bullet "grace" for a number of shots have being put down 🤪 This is another reason why I don't like the idea of reloading an SMG when downed -- i. e., it being restricted would compensate [somewhat] for the poor A. I., and if only a handgun could be used, that, too, should not be reloadable (only having whatever's in its clip at the time).
It always seems to be, despite its obvious replay value potential. In SE4, we played it to death, despite the limited maps; and largely because, with the more challenging enemy snipers, it made for some rather amusing and emergent gameplay scenarios. Conversely, in SE5, it is far less enjoyable due to the Ps1 era A. I. beelining to players' locations; and the inane "X-ray vision" forced for the final enemies, which are naturally almost always the snipers or amour -- destroying their already gimped threat potential. I could go on and on about this game mode... But, I haven't seen them evolve it in the obvious ways it can be, and that makes me think that it's just a waste of time to elaborate on it further; and because I already did so in a thread from a month or so back. We'll simply get four maps in the base game, comprising mostly less-than-optimal cordoned off areas; then, an additional map in one of the DLC "packs" to round it all out... with the Batman vision and sniper spotlights all present and accounted for... Whoopie!
Certainly. Only the top tier AAA games, like Monster Hunter Wilds, are shown of in a "pre-[insert Greek letter]" state, because those games have massive budgets, sell gorillions, and getting things right is an imperative; plus they are supported for years. Whereas, a game that unashamedly looks like it's an expansion, coming out less than 24 months after the final DLC of the title it's apeing, isn't expecting to break sales records, as much as it's hoping to break even. What we see is what we'll get; with a handful of bug fixes that come with the content updates. The overall play and look of the game is etched in stone now, and likely was since during SE5's development--as my sneaky suspicion is that SER is a compilation of cut or in utero content that was either intended for or tossed about as ideas for SE5; as distinct from made specifically for this game. /conspiracy theory to be proven fact in six months time
I'll wait for reviews and content confirmations, before I decide. I normally wait until the "base" game drops in price (which is usually precipitous, and timed with DLC release/s), then jump in if the boxes I need ticked are checked. I've still got plenty of playtime in SE5 to chew up, given that I didn't get it until about a year after launch; on account of all the teething issues it had, and the wishy-washy reception it got... Which SER may show to be déjà vu.
1. Game engine
2. Budget
3. Developer handover (stand to be corrected on this -- just what I read)
4. Focusing on the wrong I. P.'s (we're due for another SB and ZA, before another SE)
5. Lack of communication with community (stems from their earlier days, when even their own, proprietary forums which they directed players to, were a tumble weed sanctuary).
It's still a unique enough series that they get away with taking us, WWII sandbox suckers for granted... But, everything passes; everything pales; and everyone's tolerance palls.
I think a lot of the anticipated new features (or features apparently cut from SE5) have been just wishful thinking.
SE: Resistance is basically SE5.1.
And I'm kind of okay with that, I didn't expect much more from this game.
I just hope there will be other playable characters, not just Harry, because I'm just not vibing with him much.