RDR2 and Witcher 3 are great examples of what can be achieved. Especially RDR2.Originally Posted by Kean_1 Go to original post
I agree about stoppages and jams. They shouldn’t start until the weapon is truly neglected, with the simple ‘tap and rack’ to clear acting as a warning, before things get bad. And I very much get where you’re coming from with your apprehension. The slide down slopes mechanic in BP, is a prime example. It’s so overused. You can’t run down even gentle slopes, yet you can crouch walk across almost vertical cliff faces.
These are the sorts of details that need to be properly thought out. It doesn’t matter if you almost never see a detail, as long as it fits and enhances the game. Going back to RDR2 again, there are details you barely notice. You take them for granted because it simply feels natural. Only when you stop and really think about them do you realise that someone took the time to program it in.
BP has some of these, like Nomad shaking his hands after he exits water, or blowing on them in cold environments. (Unfortunately, the first thing I noticed in these examples was that the weapon suddenly had a sling. Albeit an invisible one.)
Aye 😂Originally Posted by MikeWeeks Go to original post
Wildlands as a whole is greater than the sum of its parts and Breakpoint less, I think.Originally Posted by Hugo-FOU Go to original post
Yeah, I agree.Originally Posted by AI BLUEFOX Go to original post
I also don't think BP spoils anything in my experience with WL. My friends and i have gone back since to revisit that game and still had a blast. If anything is a cause for making WL feel tired it's that we've already spent a year playing the hell out of it. If there was new content and all else were equal, we'd jump back into WL in a heartbeat.
......it's still on my SDD btw as we have introduced friends to it recently who never played it before. They can't get enough of it.
I'm still stuck in between. Wildlands has the right feel when it comes to the world of Bolivia, enemy character design, teammate dialog, and civilian population. But then I miss being able to decide to go one primary and pistol like I can in Breakpoint without losing the progress if I die... or remove both primary and secondary weapons. Though the daily objectives in Breakpoint can get repetitive, I find myself wishing for a better version of it in Wildlands.
That was another "WTH" moment for me when they introduced those long requested features in WL locked behind a permadeath mode. At the very least they should have included them as options in the base game as people had asked. They did it for a couple of the new features but not all.Originally Posted by Keltimus Go to original post
I feel the need to say this as well. The radio communication between Nomad and Bowman is something else that is greatly missed in Breakpoint. There are CB radios in Erewhon, why the hell didn't Nomad and Mads choose a frequency to use? Instead we ended up with a lot of missions forcing Nomad back to Erewhon just for an unpolished, crap dialogue with gaps, dull animated cut scene.
Great analysisOriginally Posted by Hugo-FOU Go to original postWith the game being advertised as behind an enemy lines, and so forth, I thought stoppages and jams would be a part of the game early on, to create a sense of being outgunned. Perhaps that could've worked to incentivize getting better guns from enemy types, etc. as the game progressed . On the mannerism of Nomad, it was good to see Ubisoft included some suggestions that made the character more reactive. With that said, Nomad and the A.I. should say/do a LOT more to fill in the game's narrative, the lore of Auroa and be reactive to the situations and settings they encounter.
The radio communications were absolutely HUGE missed opportunity indeed.Originally Posted by Keltimus Go to original post
Wildlands and Breakpoint to me is one of the following. A spin-off to GR or just a new IP that slapped GR name on it. I honestly think Wildlands is overrated but I agree everyone has they own taste in games. Compared to the movement, features, gun handling, and variety of modes took steps backwards from Future Soldier. Open world is good but it just led to a lot of repetition at the end. Don't get me wrong, a game can get repetitive, but Wildlands bored me faster than an GR predecessor before it.Originally Posted by Vault_Traveler Go to original post
I felt like the location had too many copy and paste. You have the same gas stations, the same churches, and so on. Majority of houses was two story just like the buildings. Some buildings was 3 or 4 stories tall but scattered around the map the same. I just felt like if they made quite a bit of huge/wide underground, some rigs, or other maps as an expansion it would be ok. Tagging things such as food felt like a chore. The overall progression in both games was weird. All I can say that Wildlands was fun for like a month or two but once you realized the repetition it gets you to boredom. Breakpoint immediately showed repetition as soon as you left erewhon.
The game felt dead. No Scott Mitchell or Bowman commanding. I felt I was play an alternative Day Z game without the zombies. So I feel the same. Even Bowman wasn't enough to keep me going like Scott Mitchell but within time I like her. These games just isn't GR and I don't ever think Ubisoft will ever get GR back to its roots. Perhaps Ubisoft should remaster/remake GR1, GRAW2, or GRFS. Theres players thats been asking that for years since they can't make a good GR game anymore.