Sound was more vital than ever, since a footstep or the noise of a respirator could reveal the location of a nearby agent. It worked because of how different it was. A bit like the Splinter Cell VS Mercenaries Cell that we saw in the Sam Fisher saga, brought to the first person in its fullness. The others, with all their combat arsenal. One team had an invisibility suit, which had to sneak away from enemies in order to plant an ax bomb in hand. In any case, there was a third almost experimental mode in which the classic exchange of shots was broken. You saw some players slide across the stage, knife in hand… Not fun. No, they do not work as you think, but depending on your performance you can accumulate bonuses of four types: movement speed, ammunition received by death, increased cadence and the possibility of obtaining a personal shield. This imbalance is fostered by the introduction of pergame ingame advantages. They do not contribute anything, it is an accumulation of bad decisions put into practice. Games in this mode are boring and devoid of any meaning at the controls. Although there is a small margin of protection, nothing could save them from being prey to a butcher shop. The layout of the map was appalling: a pair of semi-curved corridors where the opponent’s regeneration zone could be hunted. The disaster was chewed from the first moment. Once a certain score was reached, players had to jump from the building to another, a phase in which only a single capture position was available. During the first half both teams vied for the conquest of two flags in parallel, but on different floors. The experience in this mode is not optimal in the conditions that were seen in the beta. It is the example of the generic shooter until the bars, including all the bad that it brings with it. On the other side of the balance is the modern side, which is the opposite extreme to what was discussed in previous paragraphs. Of course, the weapons (at least in the beta) are all available from the start. It should be said that there is no economy in this mode, but it works by adjustable classes from the main menu. This is easy to fix, so it doesn’t bother us too much. One, for example, surprised us, and that is that from both reappearance points there is a line of action available without having to move. Its approach works at all levels: loopholes, measured jumps, recesses … It is flexible, adapts to any situation. The map we were able to test based its design on three clear lines of combat, for each side and the center. It is normal in a console shooter, especially one with such competitive roots. The same cannot be said for the magnetism of ballistics, which allows long-distance combat to be somewhat more bearable. Self-targeting hardly influences, not to mention almost imperceptible. We are surprised by the absence of help in close and medium range combat. The shot works from the hip, without aiming an iron sight (except the obvious zoom of the precision rifle). Here the gunplay is in the same way that we might expect from Valve’s success.
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