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  1. #1

    I wanted ARMA - but 'good'. And it is almost that...



    "Not every game can be everything to all people" - Shane Bettenhausen, American Philosopher
    (or maybe it was a quote by me, I forgot)


    Me? Old. Army Veteran. Playing games since PONG.

    First time I saw a presentation of this game incl. first gameplay, my hopes were "this could be ARMA - but *good*" ... as in controls, animations, HUD, UI in general, Game/NPC AI, etc, etc, etc...

    First time I saw a gameplay stream was on Gamespot. And those 'idiots' played it like a GTA or Just Cause game. Play on easy. Create mayhem. Run and gun. My interest sank.

    Now, that I decided to join the public beta, I am surprised in the most positive ways.

    Ghost Recon: Wildlands' use of the AnvilNEXT engine

    Very impressive use of the already formidable AnvilNext engine. The modifications the GRW team made to accommodate their needs (draw-distance, elevation, vegetation, etc) create stunning vistas and are at times jaw-dropping. It has come a long way from AC 3 (I liked) and ever since the also technically impressive AC Unity (Global Illumination).



    Driving physics and simulation


    Another thing that surprised me is your implementation of driving physics. Having to deal with highly elevated 3D terrain, there must have been no easy way to accomplish this, but a DiRT Rally like driving simulation (wheels driving on the terrain, not cars floating on a plane) was the last thing, I expected and it makes it a lot of fun to drive (I am a sim racer, among other things, Assetto Corsa, Raceroom Racing, rFactor...).

    Even the motorcycles in this game are fun to ride, thanks to the extreme environment. "GRW - the Motorcylce Game" alone, would have sold it, in other times.

    Lastly, as a DCS World, FSX, Prepar3D and XPLANE pilot (the kind that learns 1000+ page manuals and knows IFR, cold starts or MFCDs in and out, I approve of the *wonky* helicopter controls in your game. Don't let the whiny kids make you change it. You did this for a reason.



    Single Player friendly


    I hate playing with other people. I never play with strangers on the Internet. My real buddies don't share my taste in video games. I play solo vs or with AI. And this game allows me to do that ... and not fail. While I like ARMA (2 especially) a lot, their Game AI is bad, the single player experience is worse and their ridiculous control scheme is insanity.

    Even trying to bypass the Invoker style (Dota2 reference) 5-button command before "a dude" may or may not do a command, with GlovePIE voice command, is no solution.

    I prefer your solution more.

    Though, I would have preferred MORE COMMAND OPTIONS FOR MY NPC SQUAD. I would have liked a "Halt Fire" button. Giving individual Squad mates different "move/find-cover/engage" commands. But no game can have everything. You made your decisions. Coop players don't have this problem (unless you play with the kind of people, I don't want to play - the kind that does not follow orders or doesn't know how to give appropriate orders in squad based, no-nonsense, tactical shooters).

    UI and UX done right


    Again, I suffered years and years using ARMA's inexcusable control scheme, having no gamepad controls on PC, which I started to like in many games, the older I get. Old man hands. While I play most of the time with NO HUD in GRW, I do appreciate the non-intrusive nature of it. I only switch HUD on, if a mission demands an action, I would otherwise not see how to accomplish (intel gathering, Lt. interrogation).

    Another 'critique' would be the lack of being able to LEAN. I would have really liked that. Also, while your cover system works most of the time, in some situation, it does not. I have no chance to 'peak out' of cover effectively in fire fights.

    Allowing me to climb very steep slopes and mountains (where other games would tell me "no way buddy" is a great developer decision in this game. Spec Ops, don't stop, because game engine says "you shall not climb". Also being able to climb up and down manually designed and placed rock formations, makes it interesting. I managed to get up high to almost the plateau of a certain enemy base, but the last 50 yard where 90 degree rocks. I hit the wall (literally) ... and didn't mind at all. That's just good design - not 'gamey' design!

    Bolivia - it works


    I like the setting. You clearly all have been on a field trip. I recognize certain aspects that are 'familiar' for people, who have traveled in Middle-/South-America. You did your research and implemented, what felt right for you and fits the game. The ridiculous elevations in this game are amazing. Flying with a helicopter over mountain slopes, the highest peaks.

    ARMA Gameplay Loop (if you want it to be)

    I tried to play more tactical in lot's of FPS. Some allow more control than others. Operation Flashpoint and clones tried it. ARMA tries it (and DOES succeed at times, despite the bugs).

    In GRW, I turn off HUD. Completely. I turn off the radio. I would turn off my chatty brothers, but I know, why you did this. It's ok. I turn voice to 30% - can barely hear them ... like in real life. I walk! I don't run. I do use empty vehicles to get to points, but my approach to missions is slow, systematic, with purpose. It is called GHOST RECON. You are supposed to be invisible. Low profile. "Blend in" (though the civilians are not convinced. And right they are (love the amount of civilian NPCs, makes friend and foes harder to figure out (again - no HUD). But it is possible. Also audio cues when enemies are aware increases until they spot you. I give out commands to my Squad members. I use my drone to assess the terrain, to find or mark the targets (again - more team commands would have been reeeaaally nice, but see fat quote above).

    And then "Open Fire!" - the dance begins. I die.

    But, unlike in ARMA games, where the NPCs have "perfect view" (even through buildings or terrain elevation, or the mission script breaks (happens constantly)), ), you don't 'just' die in GRW - your GRW NPC buddies always manage to revive you one time (on "Expert" - hardest setting. Why ever NOT play on 'most realistic' setting? It is Ghost Recon!). Yes, Arma let's you 'heal', but it is really the "game design" and "mission design" in ARMA games which are not working for single player types... since they build a game engine, but have no clue how to make 'video games'. For 20 years now. They depend on their devoted multiplayer community, completely. I digress...

    ... and so I pre-orderd

    ... despite having several 1000 games already, I don't play enough, nor the recent back-catalog of a couple hundred, currently installed, this beta made me switch from "don't care" to "want to play Day-1". So, your marketing department will gladly hear, that 'marketing' works. Especially via what we used to call "Game Demos" and are now known as "Public Betas".

    Btw, the fact, that some glitches might appear, some Game AI moments, when the script loses it (but then, kicked in again, after I switched menu on/off) etc, is a GOOD sign, in my old eyes. This tells me, you are challenging yourselves, you are pushing the bounderies and - unlike the Internet mob couch critics everywhere - I appreciate that this game is exactly NOT the "usual Ubisoft open world" game. Each one is different. Each new one has some new things to offer. Some games I like (because purely of taste), others, less (I don't want to play Watch Dogs 2), but I never would accuse the Ubisoft Studios of not trying to deliver "their" unique take.

    It is visible in this game.

    -- end of message --
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  2. #2
    hey man, i 100% agree with you, i started with "pong", some years later i fell in love with "operation flash point" and you know the story!

    I already had a lot of fun with closed and open beta, so i pre-ordered. Nothing can be perfect and i realy hope to see some improvements day one but this game is very fun!

    And at the end, it will probably be the only cool "shooter game" this year, so do we have a choice?
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  3. #3
    Awesome write up man 100% agree,as a fellow Sim racer I totally agree with your opinion on the driving physics (even though most people don't really understand).
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