The problem with this question is that it's actually somewhat subjective. I've found that different FC fans have varying degrees to which they want gameplay changes. Some want sweeping overhauls to the entire structure, some seem to just not want towers anymore. I suppose I'd be somewhere in the middle. I do think Ubi has over used the tower mechanic. I would have no issue with it if it was exclusively a Far Cry thing, but the fact that the same system is also used in AC & watch_dogs made it get old even faster. I think they could find just a different way to accomplish the same thing. I'd like to see more depth added to combat, more options given to the player in all situations, increase in navigational abilities etc... but I don't want them to change the core gameplay structure to much. It works, i have no real issue with it. I think the formula/ structure they have is a marked improvement on what they'd done in FC2.... How different from FC3 do you really want it to be?Originally Posted by The4orTy67 Go to original post
Well, I'd like them to redo all of the animations, I'm tired of seeing the same takedown animation 4 games in a row. And not reuse every asset. That is all I want. Make it 'look new'.Originally Posted by HorTyS Go to original post
I definitely agree with you on the animations. I'd love to see a massive expansion of animation in the FC games in general. One idea i've been throwing out there is that when you buy the "faster reloads" or "reload while sprinting" skills, those should totally change the reload animation, not just be the same one sped up 15-20% or while running... the starting animation should be one of inexperience and slightly clumsy, but when you get those skills you should see the progression of the character's abilities in the reload, he should clearly be better & more efficient at it...Originally Posted by The4orTy67 Go to original post
Reloads are such a thoughtless act in FPS games. Everyone does it all the time without thinking. Most people reload after shooting just a couple rounds of a large clip it's so mindless. I think reloads could stand to have a bit more depth. There was a game called BLACK that came out around the end of the original xbox's lifecycle that took a small step in the right direction. When you reloaded, the background faded & blurred a bit, focusing on the reload animation itself, and that animation changed depending on if you were in danger or not. If you were in the middle of a fight, it was a quicker reload, nothing fancy about it, but if you reloaded while safe, the animation was a bit slower, more deliberate, and it played out in a way to show that the character you're playing as was checking the clip as he put it in to make sure it's full, and when he'd caulk (just getting around auto-censorship) the gun, he'd make sure it chambered correctly. Little details like that impressed me...
I think i read that Ubisoft Toronto are the devs making this one. They made the shangri-la missions in 4 (thank god this isn't a whole game of that) and helped on primal, but this would be the first time FC is made primarily by them. I'm interested to find out who the leads are. I know Clint Hocking, lead on FC2 works there now, wonder if he's involved.