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you missed the point, the first sentence, death by stray headshot, this game is not hard, it is a walk in the park if your viewing the park at 11fps in some areas, i can see the campaign is short but this is a campaign in which there is no save points, like a linear progressive level, its more of a sprint to the finish but hey you get 1 try, i have beaten the campaign it was fun, once you learn how to "break" A.I its not hard especially 173 but for some people they have found playing solo is hard, maybe A.I squad companions or a little help for some solo, after all the idea was supposed to be a "coop based tactical shooter" in the horror genre i dont think it was intended to play solo.
further more i think we understand the reference of "hardcore" and "tactical" using Q and E to fast peak and counter peek, clearing your corners, checking your blind spots its a bit of common sense when your approached with these types of realistic emulated combat games in the tactical play style, it is to be expected. i just dont expect to be killed by events that are not within the players control (killed through walls, mauled through doors, instant killed by stray bullet behind cover from a bot that isnt aware of your position) that kind of tom foolery while the game is in its early stages is why some believe a checkpoint or some sort of way to not completely restart but be punished for trying to play it like call of duty, ive seen a fair share of people run out guns blazing only to be dead in 2 seconds, maybe a back up squadron for lore wise to pick up after the first squad is eliminated, maybe an insurgency point half way through the level, it may also allow players to break down the 2 hour content into digestible sections content, there is so much potential just hope they get it right.
Yeah damn nut allergies.
Yes, it may be "hardly 2 hours" but for the less genius of us, me and my friend spent a half a chapter wandering around for a solid hour and a half because:
some people don't want to use any tactics to "break" the AI or know where they spawn OR google the answers (personally, I love the "ah-ha!" moment of figuring something out or the random zombie jumpscare). I understand that's not what you are completely saying, but still.
Furthermore, I shouldn't be punished by this game for when something WAY beyond my control, aka a crash or electric outage, ends my game and lose a hour and a half's worth of work. At least make it so that the other person in the server becomes server host so that, again, a HOUR AND A HALF is not wasted. We weren't punished for being "too aggressive" or not tactical enough. We swept corners, we used the leaning, we even crouched so the other person could stand and fire over us, we had a rear guard and a point lead, we never rushed into rooms, AND we conserved ammo!! We lost our progress to something that can be barely blamed on us. Also, this wasn't even ON solo.
Having save points would not detriment this game in any way I can see. Breaking up each little section where you get a new spawn is probably the most appropriate way. Granted, I'm no developer, so I can't say for sure, but from this perspective, this game would be a LOT better with save points. There's only so many times I can do the same thing over and over again without needing a good, solid, month-long break, or until I quit entirely.
That's the end my little tangent. TL;DR, checkpoints are very much needed.