Arma 3
[SP CAMP] Underdogs
Underdogs review (spoilers behind black screen so you can read it even if you haven't played campaing yet)
Finished campaign and here's my review with questions and suggestions to improve:

POSITIVE FEEDBACK

+ Good introduction to campaign theme and it's charters. However, priest's part to campaign story was very obselete. EDIT: The priest returns in one of the endings so that sin off.

+ Easter egg to campaign creator earlier creation

+ Non clear "A or B-option" desions (most of time)
I'm not sure can "Damn I forgot to put VGA-cable back to it's place!" be counted in real to anytype desion or was it just a joke to player so they realise this campaign have non clear desions.

Still better than too usual A: Kill this guy B: Don't kill this guy.


+ Great use of animations
(I espicially loved Wolf1 interrigation scene in mission 2.)

+ Cool final cutscene (the political party arrest)

+ Cool credits presentation

+ Overall very insteresting story and enjoyed to play something this high-quality ArmA-made missions/content.

- - - - -

QUESTIONS/ SUGGESTIONS FEEDBACK

* Mission 2 Elias is hidden in "hideout" (next building of his house, such good place hide to place, *WOW*. Master of can not be founded.)

* Why we never interrigated Manos'es friend who runned away in mission 4???

* Mission 5 boat near Fureo-island which drives away one people on ride puropose???

* What was the point of getting document near Fureo island inside building before house was turn on fire? Reporter said I don't have any proofs and I didn't notice it had some effect to story.

* I don't know what you think but it would be cool to have like Telltale series "how others acted pool" example Google Forms link after finishing campaign where players could answer to desions they made and after answering players could see how X many % players decided to this or that.

- - - - -

NEGATIVE/ SUGGESTIONS FEEDBACK

- Undamagable Wolf 1 in mission 2
(Seriously Wtf?, I think that was pathetic solution. It shouldve just been like "Do I kill Wolf1 or do I focus rescue my friend?-type of choice. Not just "Do you manage to rescue your friend or not?"). I bet you could've come up with other solution to plot than that.


- MOCAP tutorial how to use
When I first time required to use MOCAP I was like "How I use it?" and before I realise I'm killed.
Luckily you have scripted cutscenes so that it skips once cutscene has been played already once (how did you do that???) so I just checked from internet and carried on.

- Not much a real use to MOCAP
And don't see huge potential to use MOCAP-mod if you can only use it once since ArmA Ai will hear you even if you sneak behind him (someone should make a mod where Ai won't hear sneaking from behind so Deus Ex or some-else kind of stealth-missions/ campaigns could be made.)

- If you manage to sneak fully undetected to Fournos it would be nice if player first entering to Fournos detects guards and boat ready to leave it would be nice that objective would change to those buildings.

- Hard to read white small text in cutscenes. HINT: I also have/ had problem with this on campaign I'm working on and fixed it like below, good thing is also that even if you press ESC-button you can still read the text even if main-game image is blurred.

["<t color='#0000cc'>Alpha", "Bravo, this is Alpha. What is your status?"] call BIS_fnc_showSubtitle;
//example all BLUFOR dialogues

["<t color='#ff0000'font = 'TahomaB'>Andrei","<t font='TahomaB'>WHAT?!"] call BIS_fnc_showSubtitle;
//example all OPFOR dialogues

["<t color='#00ff00'>Mike", "Oscar Mike, let those two fight between themselves."] call BIS_fnc_showSubtitle;
//example all RESISTANCE dialogues

["<t color='#9900cc'font = 'TahomaB'>Andrei","<t font='TahomaB'>WHAT?!"] call BIS_fnc_showSubtitle;
//example all civilian dialogues

["<t color='#9900cc'font = 'TahomaB'>Andrei","<t color='#9900cc'font = 'TahomaB'>WHAT?!"] call BIS_fnc_showSubtitle;
//civilian, dialogue color ALSO purple or anyother color you want

["<t color='#ff9900'>Unknown", "Die you ♥♥♥♥♥♥♥!"] call BIS_fnc_showSubtitle;
//example all Unknown faction dialogues

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MY FINAL VERDICT
4/5

"If you have played ArmA-campaigns earlier and get used to user made campaigns sometimes 'clunky' working I VERY, VERY highly recommend to download and play this campaign."

- Unluckymonster
Last edited by Unluckymonster; Apr 28, 2017 @ 6:20am
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Showing 1-9 of 9 comments
Undeceived  [developer] Apr 25, 2017 @ 12:22am 
Unluckymonster, thanks a lot, great feedback. I'll get back to it later as I'm at work now, so make sure you keep an eye on this, as I have one or two questions. For now just wanted to say thanks.
Undeceived  [developer] Apr 27, 2017 @ 10:34am 
Ok, now I can respond to your review.

The priest returns in one of the endings.

Yeah, you're right, the documents found in the burning building don't add anything new to the story. I just wanted the player to feel that he has got something and then "rise up" against the journalist in the phone call at the end. In fact it's supposed to be useless anyway - there are only names on the list, no hint that leads to Venizelos.

Un-kill-able WOLF 1 in mission 2. Hhmm.... You're right, this is not the best way to do it. But I don't know how to tell the story if the player can kill him right there. As you saw, WOLF 1 returned to "the scene" many times after that which wouldn't be possible if I allowed the player to kill him. Any other idea how to make that better?

MOCAP... Also a valid point... I require MOCAP and only used an animation of it... Damn, you're right - I should expand this and create some situations where MOCAP use is rewarded. Scripting the AI so that it doesn't detect the player right behind it should be somehow possible.

I didn't get what you meant in your last spoiler (Fournos, change objective, etc.). Could you elaborate a bit more on that?

Thanks a lot for this fair and good review, Unluckymonster!
Unluckymonster Apr 28, 2017 @ 6:18am 
"The priest returns in one of the endings."

A: Oh okay, haven't played campaign 2nd time yet so that sin off.

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Un-kill-able WOLF 1 in mission 2. Hhmm.... You're right, this is not the best way to do it. Any other idea how to make that better?

A: When player enters to city/ near it you could make Wolf 1 already then leave and player charter would see car from distance futher away and say like "That car left off where my friend lives. Hopefully I'm not too late..."

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I should expand this and create some situations where MOCAP use is rewarded. Scripting the AI so that it doesn't detect the player right behind it should be somehow possible.


A: Usebility of MOCAP in ArmA really is difficult as Ai is scripted to work like normal human, not as stealth-game Ai which is totally blind and deaf of what happens behind his back.

I don't know has anyone even made script that changes ArmA Ai to more suitable for stealth. (If would have I would want to create Deus ArmA-mission right now :p )

So right now I'm afraid there's no better solution than tell MOCAP-controls on briefing and have only once real use to it. It removes the "what I need to click now?"-amusement when MOCAP is required.

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I didn't get what you meant in your last spoiler (Fournos, change objective, etc.). Could you elaborate a bit more on that?

A: I entered to Fourmos area from left side with car, other side of hill where there are not enemy checkpoint. I spotted two guards at the buildings and dock-area but since objective was to go to small island itself I decided to go Fourmos stealthly (as I had got the information stealthy I tought it would still best if we are undetected) and I swimmed to Fourmos-island itself.
Once I got to island my group guys were just "Umm... there's nothing here, let's go check those buildings." And I was like 'Oh c'mon! Why didn't you said that like 5 minutes ago and then I loaded my last save from where left car and went straight to buildings.

Last edited by Unluckymonster; Apr 28, 2017 @ 6:18am
Undeceived  [developer] Apr 28, 2017 @ 8:12am 
Thanks a lot, UM! That's some good feedback and suggestions, I'm gonna implement them.

On MOCAP: Well, tbh I myself created a stealth 'n kill mission in my Arma 2 campaign "Black Lands". Not with MOCAP but with the Arma 2 animations, which all in all worked quite well.

I'll think about if I can create some MOCAP situations in the next versions.
Pepito Apr 28, 2017 @ 9:05am 
I really enjoyed the campaign, I like the fact that we can choose between some actions. Even if the second ending is the "sad" ending i loved it (better than the happy ending) just because it's more emotional and because we can see the priest again !!! (i love this character, he's such a nice guy), otherwhise i think you should add missions before the car-dealer mission, this would add a better context to the story and to the main characters . (I'm sorry if my english is incorrect, and I hope that you can undurstand me anyway)
Undeceived  [developer] Apr 28, 2017 @ 10:11am 
Thanks a lot, Patate. Please rate up the campaign if you liked it. It's getting some thumb downs and the problem is that I don't know why. :D Might be some problem I'm not aware of.

Anyway, first, your English is absolutely fine.
Secondly, do you have a suggestion what the missions before the car dealer could be about? I'm open for any inspiration though I can't promise if there will be more missions. But I'm looking forward to see what you think.
Pepito Apr 28, 2017 @ 11:07am 
For exemple a mission that will introduce the characters way of life such as a stealth robbery, a car theft (things they usually do in order to earn money), even if it is a short mission. This could also be a mission in which the characters are confronted to the police without shooting at police officers (arrestation, dialogue... (like you did during the first mission)), or a mission in which we could learn more about the uncle or about the guy with the quad (i don't remember his name). I really think that a sort of "prologue mission" would be great, I think the campaign is getting to the point (to the action) too fast. That's why we can't really "meet (as a player)" the main Protagonists
Undeceived  [developer] Apr 28, 2017 @ 11:46am 
That's cool, thanks for the suggestions. No idea if I'll do that but your ideas are great.
Pepito Apr 28, 2017 @ 11:56am 
Thank you, Keep up the good work :D
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