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Other Games => ... and all the other things floating around out there => Topic started by: Asheram on December 24, 2015, 04:19:53 am

Title: Tom Clancy's Ghost Recon: Wildlands
Post by: Asheram on December 24, 2015, 04:19:53 am
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Xant on June 26, 2016, 10:59:29 am

Just more usual Ubisoft shit.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: LordBerenger on June 26, 2016, 11:32:13 am
Console gameplay though...lel
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Asheram on February 20, 2017, 05:38:15 pm
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Vibe on February 20, 2017, 06:47:02 pm
an exceptionally unmemorable game
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Asheram on February 20, 2017, 06:56:53 pm
an exceptionally unmemorable game
that's about the same feeling I had for For Honor.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Mr_Oujamaflip on February 20, 2017, 08:00:03 pm
that's about the same feeling I had for For Honor.

For Honor is memorable.

Memorable in that I never want to ever touch it again but I will because I feel like I'm missing something.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Molly on February 21, 2017, 08:10:48 am
Had an invite to the closed beta which got lost in the server chaos.
Gonna try the open beta now but my hope's not high.

For Honor... it entertains me for 15min and then it's boring. Not gonna touch, not feeling I miss out on anything.



(click to show/hide)
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Vibe on February 21, 2017, 12:02:31 pm
For further info, I played the closed beta and it's basically like a very very average version of far cry with multiplayer.

For Honor, whether it is to your tastes or not, brings something new to the table at least.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Asheram on February 22, 2017, 03:49:53 pm
Something new to the table in what way? It felt alot like Chivalry to me.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Patoson on February 22, 2017, 04:02:32 pm
It has more of Warband than Chivalry (attack/block directions, feints, chambers) and then Dark Souls' light and heavy attacks where you can't move as you perform them, and the essence of fighting games.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Vibe on February 23, 2017, 10:09:34 am
Something new to the table in what way? It felt alot like Chivalry to me.

it plays nothing like chivalry

way more a combination of dark souls and fighting games
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Asheram on February 23, 2017, 04:19:08 pm
So in what way does a ghost recon game not play like a ghost recon game? Just because it has guns and an open world it's far cry now? I guess I will see once  I download the beta.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Molly on February 24, 2017, 03:30:20 pm
Created a character. Lots of choices. Cool!
Watched cutscene. Not that bad.
Played first mission. Quit game. Uninstall. Never gonna look back.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Asheram on February 24, 2017, 04:51:28 pm
Created a character. Lots of choices. Cool!
Watched cutscene. Not that bad.
Played first mission. Quit game. Uninstall. Never gonna look back.
I haven't had the chance to play yet, what was bad that made you quit?
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Molly on February 24, 2017, 08:18:59 pm
The whole game play/mechanics is crap. Feels like a simple 3rd person shooter.
I wonder who they are trying to bullshit about tactics and this being Ghost Recon.
It's just a retextured Division. Feels as arcade as Division.

Ghost Recon used to be demanding and unforgiving. This is just another shooter aka booooring.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Gurgumul on February 24, 2017, 11:54:39 pm
this is a tacticool operator simulator
tangos in sight over
copy alpha bravo cheesecake niner
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: axel on February 25, 2017, 12:07:33 am
SPOILER ALERT: dis gaem iz bad
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Asheram on February 25, 2017, 01:34:18 am
Ok I will have to agree with the consensus here and save my money. So Mass Effect next month then, I guess. Besides I still have Far Cry 4, Just Cause 3 and Deus Ex Mankind Divided to finish.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: gallonigher on February 25, 2017, 05:00:37 am
i miss the old ghost recon.  Before this 3rd person crap

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Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Xant on February 25, 2017, 07:09:03 pm
The gameplay looked like something out of GTA: V. So nice to see them replace tactical, original GR mechanics with this shit.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Molly on March 01, 2017, 04:44:30 pm
Apparently it becomes way better with HUD off and highest difficulty.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Xant on March 02, 2017, 12:25:26 am
Doesn't look awful, I suppose, but still just seems extremely boring and it constantly reminds me of GTA. Which isn't a good thing to be reminded of since gunfights aren't exactly GTA's specialty. A game like Wildlands, but tactical like the old ones, would've been so epic.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Leshma on March 02, 2017, 04:19:20 am
Tactical is so rare these days. Every squad based game should involve stances, orders, organized movement. I cringe so much at 3rd person strafing combat where you shoot at stuff removing percents of health bar without any visual feedback or effects.

You made realistic, life-like high definition graphics. Added believable animations and blended those animations to maximize immersion. Lip sync is everywhere and there are proper facial animations. That's cool, really. Thanks for that. But don't stop there motherfucker.

If it looks real, make it react like it is real. AI must seem smarter. If monster has fur, skin bellow it, muscles, skeleton beneath it, I'm sorry but invisible HP bar won't do it anymore. When I slash, parts fall off or get bruised. When I shoot holes appear. Last and most important, that affects monster in realistic manner. Same for human opponents.

In 1999. I played game called SWAT3. It had shattering glass and realistic materials. You could create holes in most of them and each would react as expected. Sound design followed that as well. Humans had decent AI for that time and you could wound them in many ways.

It is goddamn 2017. I expect more. Your tower conquest gameplay won't do it anymore. I want destruction everywhere. Want feedback from the world I'm shaping with my actions. And I want to it to work without me, the player. Simulated behavior of every actor.

If they could do it 18 years ago on PII 300Mhz with less than 2 million dollar budget with a team of no more than 20 people working on it for couple years, then I don't understand how a team of 300-500 people on a 5+ year budget of more than 100 million dollars can't make proper advancements in game design. It is called incompetence, you know.

You can say same thing about Mass Effect or any other AAA game of today. They just aren't well made.
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Molly on March 02, 2017, 08:03:56 am
(click to show/hide)
Title: Re: Tom Clancy's Ghost Recon: Wildlands
Post by: Gurgumul on October 10, 2021, 01:32:23 pm
Tactical is so rare these days. Every squad based game should involve stances, orders, organized movement. I cringe so much at 3rd person strafing combat where you shoot at stuff removing percents of health bar without any visual feedback or effects.

You made realistic, life-like high definition graphics. Added believable animations and blended those animations to maximize immersion. Lip sync is everywhere and there are proper facial animations. That's cool, really. Thanks for that. But don't stop there motherfucker.

If it looks real, make it react like it is real. AI must seem smarter. If monster has fur, skin bellow it, muscles, skeleton beneath it, I'm sorry but invisible HP bar won't do it anymore. When I slash, parts fall off or get bruised. When I shoot holes appear. Last and most important, that affects monster in realistic manner. Same for human opponents.

In 1999. I played game called SWAT3. It had shattering glass and realistic materials. You could create holes in most of them and each would react as expected. Sound design followed that as well. Humans had decent AI for that time and you could wound them in many ways.

It is goddamn 2017. I expect more. Your tower conquest gameplay won't do it anymore. I want destruction everywhere. Want feedback from the world I'm shaping with my actions. And I want to it to work without me, the player. Simulated behavior of every actor.

If they could do it 18 years ago on PII 300Mhz with less than 2 million dollar budget with a team of no more than 20 people working on it for couple years, then I don't understand how a team of 300-500 people on a 5+ year budget of more than 100 million dollars can't make proper advancements in game design. It is called incompetence, you know.

You can say same thing about Mass Effect or any other AAA game of today. They just aren't well made.