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I've been playing this game on the PC since the midnight launch last night. Pretty nifty. I especially like how they incorporate the story into the multiplayer. At the beginning and end of each mission you get to see a little cutscene starring you and your buds (and your enemies) that advances the story a bit.Besides that, the shooting and the movement is very good. Sliding around while shooting is epic and never gets old, and climbing the environment can make for some interesting tactical decisions. The guns feel pretty good, with a good mix of spraying and bursting for accuracy. My one complaint is that the guns, visually, just aren't interesting. You have a huge selection of firearms, but they almost all look the exact same. On the plus side you can customize your guns and that helps give a feeling of ownership, but it just isn't enough. In a firefight you can't distinguish any particular gun's silhouette, so aesthetically speaking you might as well choose your guns by "eeny meeny miny moe". This might seem like nitpicking, and I guess it is, but it really does bug me and I think it is a really badly missed design opportunity.
Quote from: Handshakes on May 10, 2011, 07:12:52 PMI've been playing this game on the PC since the midnight launch last night. Pretty nifty. I especially like how they incorporate the story into the multiplayer. At the beginning and end of each mission you get to see a little cutscene starring you and your buds (and your enemies) that advances the story a bit.Besides that, the shooting and the movement is very good. Sliding around while shooting is epic and never gets old, and climbing the environment can make for some interesting tactical decisions. The guns feel pretty good, with a good mix of spraying and bursting for accuracy. My one complaint is that the guns, visually, just aren't interesting. You have a huge selection of firearms, but they almost all look the exact same. On the plus side you can customize your guns and that helps give a feeling of ownership, but it just isn't enough. In a firefight you can't distinguish any particular gun's silhouette, so aesthetically speaking you might as well choose your guns by "eeny meeny miny moe". This might seem like nitpicking, and I guess it is, but it really does bug me and I think it is a really badly missed design opportunity.Good input.Do you think the difficulty in distinguishing one firearm from another make tactics more difficult? Meaning, if I can't see what gun the other guys has, I don't now how to approach the fight.Or is the combat so fast and chaotic that tactics are moot?
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