I'm following this title (release in early Oct. 2019), and are signed up for the Online Technical Test this weekend. Anyone else following, or looking forward to it? FYI: I've signed a Non Disclosure Agreement with Ubi for the OTT and will NOT discuss any aspects of the test after it's over. Sorry!
I liked GRW, but was frustrated by many of the things Breakpoint is supposedly changing (no bullet sponges, more impactful damage and injury to the player, enhanced focus on military themes making it a more proper Tom Clancy game and not silly dress up NITRO! GTA nonsense in a TC game - i.e. a LOT of the DLC content produced for GRW).
Having said that I don't have faith in Ubi to deliver non-causalized games so I will wait until after release. Some things I'm on the fence about:
* Removed AI instead of fixing it so you either play co-op or solo... but since you need a teammate to revive you I dunno how that will work out too well solo... I actually liked sync shot and that feeling of working with a team to clear a base, but the brain dead AI and the cringe dialog made things really unimmersive in Wildlands. I just wish they would have tried to improve it a bit more. * Food and "survival" will really just be buffs dispensed at the bivouac. No idea why Ubi can't commit to some basic needs in a game. It doesn't have to be an all out survival game, but just the occasional need to eat and drink would suffice for any of their titles :/ * While humans are no longer bullet sponges there seems to be plenty of drones that are. So honestly there are still enemies to dump clips into, but now they are just robotic foes. Honestly I guess that's probably the best way to handle tanky enemies and the games are always going to have them so...
At the end of the day though it is an Ubi open world game so I'm sure the production value will be very high and I definitely like the theme of this entry so I'm really hoping this is what it looks like: a much improved version of Ghost Recon Wildlands.
While you can't discuss any details due to your NDA, you should be able to grade the play experience overall (A-F, 1 to 5 stars, 1-10 rating ) and let us know if you feel like it's a title you will buy at launch, wait for sale, wait for deep discount or skip altogether.
Come on flanker - inquiring minds want to know!
And all this science, I don't understand... It's just my job, five days a week
As luck would have it, was gone most of the past weekend, and my "invite" for the OTT2 once I accessed email didn't leave enough time to d/l and play it. Signed the NDA however just to gain access to the OTT forum in order to read further on what was experienced.
I have no plans to acquire the game upon release; not impressed whatsoever with the direction Ubisoft has apparently decided to take. So will wait to see what gets released initially, as well as the DLCs. Perhaps it might be worth playing as just a TPS (or not) and it has gone on sale -- and if I'm not fully engaged with Dying Light 2
"The NUKE, are you crazy?" "Oh relax, it's got a very small yield. Just enough ..."
Just got my confim on the BETA; DLing now---absolutely looking forward to it! As there is no NDA for BETA participation I will post any impressions, rants, ideas, and sniveling here as well as in the GRBP forum.
WATCH OUT! There's a tiger behi..............aaaahhhhhh; never mind!
Thank you, Ubisoft, for allowing me to participate in the GRB BETA Test; I enjoyed it!
I participated in the test on PC (specs below) with M/KB for controls. GRB ran smoothly with no noticeable frame drops (widely reported by others) @ 2K rez @ 144Hz (27” G Sync display; V Sync turned off); @ Ultra settings with motion Blur turned off, AF set to 8X; with out of date Nvidia 431.60 drivers.
I played solo exclusively (Panther based character) splitting my play time between Advanced and then Extreme difficulty settings; with the bulk of the HUD "fruit salad" turned off, no tagging, threat indicators, etc . Using stalk and pounce, rapid lateral movement, “neutralization” of overwatch, exercising patience (always in short supply for me!); I found Extreme to be challenging but doable; excepting Tiered Areas I was barred from due to “my level”.
I was spontaneously disconnected (not at announced maintenance times) from the Ubi server 5 times over the course of the BETA. Gggggrrrrr!!!!!
The even larger than GR Wildlands game world was welcome, and well done to Ubi’s usual very high standard. GFX, at the settings noted above, were noticeably more polished than in the most recent OTT. Sound, through my home theater system, was excellent; giving me great position where ever I was in the game.
More labored and difficult character movement over rough terrain is a step in the right direction from the way most games present it. Character "over travel" when stopping, difficulty with fine character placement, and "still" clunky 3rd person camera in tight confines remain issues for refinement. My character would occasionally get stuck on, or stumble over relatively low objects (rocks, bushes, etc), so cross terrain movement could use a bit more work. My character was unable to back away from threats; when I pressed the reverse key he turned 180 degrees and walked away from threats with his back to them. NOT good!
Very nice character CQC moves from both the back and front of enemy NPCs! Well done! Being able to use purchased/acquired scopes/lasers on more than one weapon WITHOUT having to purchase/acquire them individually for each weapon! More well done!
Glitches: My character’s arm and leg wounds at game start continued to be prominently displayed over my clothing (including the long sleeve jacket I was wearing). Another apparent (non GFX) glitch was the Azrael Drone once spotted me even though I was under a solid roof at a home steader's camp.
Ground vehicle’s handling of mud, snow, water was better (vehicle reacted more realistically to them) than in GRW; though I prefer the lighter handling and lesser inertia of the GRW vehicles. Ground vehicle sounds were NOT an improvement over GRW.
The small helicopter outside Erewhon would make dragon flies and hummingbirds envious; as it had no weight or inertia feel to it; and starting and spool up time set some kind of speed record!
Some of the weapon sounds were very good—some were not. I still think Ubi should review and consider the way weapon (unsuppressed & suppressed) sounds are implemented in both of Undead Labs, State of Decay games. Gun shots done right!
Bivouacs: Even though I established 6 or 7 Bivouacs (got the “establishing Bivouac” cut scene and subsequent Bivouac menu OK), NONE of them ever displayed on my map and fast travel was non functional to them and Erewhon (this worked fine for me in the last OTT).
Enemy NPCs: Static enemies do NOT act like high end security professionals. All too often looking in the same direction (when the standard is “head on a swivel”); groups/patrols looking in the same direction instead of watching “their arcs”. Sheesh! Enemy NPC visual and auditory horizons are still set too low; especially on “extreme difficulty”. I did not find enemies to be bullet spongy! Well done!
Game design choices: Weapons damage stats suffer from not paralleling their real world counter parts, and result in pistols & subguns being OPed, or rifles being under powered compared to the pistols/submachine guns. Weapon ranges (relative to their caliber) need work also.
Bivouacs: A camp fire (with a player supplied tent?) in the middle of the woods?? Next to a main road or trail routinely used by the enemy?? The under ground, or cave hide outs/stashes would have been MUCH better as (semi) believable bivouacs/safe houses. The plot premise: a corporation’s (no matter how large and wealthy) hired security contractors taking on the US Government & Military by attacking and destroying US Military assets & killing significant numbers of US Military personnel---LOL will suffice!
GRB received a significant PR Campaign touting it’s use of Spec Ops Consultants to buff the game’s tactical realism (a really good idea!). Then Ubi blended in various RPG game elements from Far Cry and Assassins Creed (and apparently The Division/s) badly undercutting the concept. WTBleep??!!
Unable to scrounge more than a pistol and a bandage or two off 4 chopper crash sites. Unable to scrounge weapons off dead enemies (despite them obviously having them to begin with). Unable to pick up enemy comms off bodies, desks, counters etc; when getting inside enemy comms would be an ABSOLUTE survival priority. Unable to question (almost) any of the civvies, and more especially Skell Tech Personnel. My character’s constant auto harvesting of pick ups (with it’s attendant “puff of dust”) Much of this stuff I didn’t want; the ONLY saving grace being able to sell it to the Erewhon arms dealer.
The Erewhon Arms Dealer: A total blockade of movement to and from Auroa; but the Arms Dealer is able to keep up a plentiful supply of “stuff” for us to trade, buy, sell. Yup!
Online Player Hub: At times there were 20-40 other players present—dovetails nicely into the game premise the Player, and one other GRW Team Mate were the ONLY survivors! As an amusing side effect to this very questionable game design choice---was being able to watch “numerous” players all trying to talk to Mads Schultz at once.
Tiered weapons and gear; weapons and gear with “magic” attributes (who doesn’t appreciate a new pair of tactical undershorts that gives them 2% more stealth capability!). Tiered enemies; some so high that you are BARRED from some areas of an OPEN GAME WORLD until your level and stats are high enough! Buffing your weapon/s with add on spare parts; allowing a magic extension of range, damage, and handling. In fairness; the weapon buffs do allow you to obviate the worst aspects of the weapon tiering; in that you can buff and keep that favorite rifle/pistol, shotgun, etc. Main/chief enemies and leadership that look like refugees from The Matrix; wearing ridiculous kit for a “tropical island”. And the usual XP based “perks and abilities”. W00t! I’m a reloading speed demon, and sneaky Pete Panther now!
Loot, loot, more loot, and even more loot! And much of it lying about the game world in odd places. As opposed to raiding enemy armories, convoys, and such to gain weapons, ammo, explosives, etc. Did I mention loot?
Player Inventory: Way too much stuff! Period! No apparent effect on speed or mobility.
Survival Mechanics: As in---what survival mechanics? I had to heel myself twice, and eat a twinkie once in 19 hours of BETA testing.
Suggestions: If possible; import player character models from GRW. Make weapons base damage and range stats more real world.
5 out of 10; I'm really conflicted as the RPG; looter shooter; and crafting stuff are REALLY out of place in this type of game.
Specs: Win 10 Home 64 i7 8700K OCed to 4.7GHZ on Turbo 240mm CPU AIO with 4 120mm fans ASUS Z370H MB 32GB DDR4 3000 RAM ASUS RTX 2080Ti GPU (stock clocks) Creative Sound Blaster Z SATA 3 OS & Storage SSDs 27" 2K/144Hz/G Sync display
Thanks for the extensive write up Flanker! Very interesting.
I'm still happy to see that they made steps to make the game more thematically Ghost Recon, but yeah sounds like it's still pretty casualized for the console masses.
Unfortunate that Ubi won't break the mold and stop trying to force online only play down everyone's throat ("games as a service!" yeesh... they need to adopt CD Projekt Red's free upgrades and DLC attitude and stop trying to bill their games as MMO light. You can have community without making it a core aspect of the game. Remember when Far Cry 3 had separate islands and modes for COOP and MP? They could have done something like that instead of having odd "player hubs" stuck in the middle of the campaign where you are crash landed as a "lone survivor". Sillyness still abounds at times.)
I also don't get why they won't ramp up hard modes to have faster and better AI detection and response. It's always just higher difficulty = more damage OR sometimes a special mode (like Ghost Mode) where they arbitrarily take away certain elements instead of tuning the enemies and you get no customization options. Bleh. Give me lots of options to turn on or off via the menus and then have the difficulties adjust damage, AI response times and maybe even the number of AI. I recall back in the day in video games how if you would play on "hard mode" you would have more bad guys milling about not just "oh now the thugs pistol shots do 300% more damage too you (another annoying trend where harder = more damage to you and less damage to them :/)
Anyway I'll probably still pick it up at some point as I like some of what they did change over GRW and hopefully we'll see more improvements over the next year.
And all this science, I don't understand... It's just my job, five days a week
The Azrael Drone in GRB, is a jet powered drone that looks very similar to the US Gobal Hawk Drones. As reported in the Ubi GRB BETA Forum---they are nearly universally deadly ON SIGHT! One even spotted me through a solid roof inside a building! Here's my appendix to my forum review (above).
Oh yea---I forgot to mention my EXTREME fondness for the implementation of the omnipotent Azrael Drone.
TrainEx 1: Unlike some other BETA Testers; I could hear the jet engine sound of the Azrael, as it approached. Fall into some cover and try to "prone cover"? NADA (prone cover was another glitch for me; though it worked fine in the last OTT?)!! Immediately followed by my mini map being jammed; a flare marking my location; immediately followed by a very nearby spawning of a heavily armed band of Matrix Refugees, and two trusty Imperial Attack Droids. NOT good! Bad guys 1. Flanker 0.
TrainEx 2: Just like TrainEx 1; only instead of prone cover; I used the Panther anti drone spray (another glitch??). Bad guys 1. Flanker 0.
The ONLY time I survived was by dumb luck. I'd just taken out a two man vehicle patrol; as soon as I heard the incoming jet engine sound I jumped on the vehicle's mini gun. Nailed the Matrix Crew, then both drones---it it darn well weren't easy!!
Suggestions: Perhaps the prone cover and/or anti drone spray will work in the full game; which would be fine. That does not address the essentially wwaayy OPed current implementation of the Azrael and it's Hunter Killer Teams spawning on top of us. It would be much more realistic if the Azrael just missiled us fer gosh sake! The Azrael's QRF needs to/should spawn in at a much further distance from us, and we should have a fair bit of quality "run for it, and hide" time between discovery and the QRF arriving to scorch us.
Ooooorrrrrrr...............you could just give us different tactical undershorts that buff our damage resistance!
WATCH OUT! There's a tiger behi..............aaaahhhhhh; never mind!
Post by mikeweeks2346 on Sept 12, 2019 3:00:23 GMT
Great write-up Flanker!!
I was able to get in some 14 hours of Beta between my other commitments for the period. My experience(s) doesn't change my mind regarding the game - always on-line is a no-go for me at full retail price right from the start in any event.
My Far Cry moment came after gaining control of the character and heading towards the smoke, and coming across the bad guys - couldn't at first place why the banter sounded so familiar. Then it hit me -- Dr. Krieger's mercs from the original game!! I was half-expecting a "I'll fix his little red wagon!" comment.
Also suffered server/game failures at exactly the wrong times when working to clear a location - all that effort, and when THAT close, oops/burp, crash!!!
The very first encounter of this so-called social hub concept took my breath away!! Didn't know what to expect when "pulling that curtain aside", but not masses (hundreds?) of players all running around from various point-to-point, or just simply standing, "doing nothing". Naturally quickly found out what standing around was about - trying to understand the overly complex menu system and getting various selections to correctly function.
Upon exiting the social hub the first time, my established character disappeared and a brand new one was created; with no options to "re-build" the one I started with. Very strange.
My favorite glitch was when I wanted to carry a body (F key prompt), it would instead remove my suppressor first (same key when in ADS mode), then work. Would have to remember to re-attach the suppressor of course ...
And as mentioned by Flanker above - my backwards ballcap had better stats over my ACH (say what?)... <sigh>
In any event, simply a few comments that re-enforce Flanker's much more detailed explanation of what this game looked/felt like less than one before release.
It's going to be very interesting to see how GRB works out for Ubi. I can't ever recall seeing the level of dissatisfaction [constructive and the "other kind" ] with an upcoming title in Ubi's forums. Remember 2014; when they released Watchdogs (tanked and required multiple patches to make it playable), Assassins Creed Unity (an even worse ****storm requiring multiple patches) and Far Cry 4 of course (and it's very creative way of rendering shadows and botched SLI support---and what? 10 or so patches?). Word on the street (internet street) has it there were several senior Ubi DevTeam and/or Management Heads that rolled over those blows to Ubi's AAA Developer Street Cred. MEH; who knows if any of that chatter was accurate or not?
It just boggles me that given the sales success of GRW; Ubi's multi year support of the title (yes, some of the DLC missed the mark--but at least Ubi published GRW and continued to support it, and didn't immediately move on to the NEXT BIG THING right away), and the overwhelming requests of the community for an improved/evolved Team AI, a tuning up of both the Team and Enemy AI so they couldn't see through walls/solid objects; Enemy AI bot shooting the player, etc, etc, etc----Ubi produced GRB as the successor. I can easily understand NOT wanting to churn out the same old, same old in title after title in a series---but it looks like GRB is the result of a concerted Corporate effort to blend their franchises into cookie cutter games with interchangeable plug 'n play elements that originally were from one franchise in particular.
Maybe Ubi will straighten out some of the more egregious issues with GRB with follow on DLC or patches (especially if sales tank, and the Ubi Forum uproar continues). I'm not optimistic though. I can't see a meaningful/artful way to ditch the Social Hub (totally destroys the games premise of just YOU and one other GRW Team Member having survived the opening sequence and remains a huge roadblock to the main story line). How can Ubi ditch, or even massage the terrible choice of tiered weapons, gear (with magic perks!) and enemies, and the awful grind it creates (to this day I have NOT finished AC Odyssey--a beautiful historical world to play in; that BEGS to be explored; it is just SO bleeping grindy) to ever improve "your stuff" so you can gain access to the off limit areas of the "open game world"? The Matrix Refugees (aka The Wolves) and the omnipotent Azrael Drove and it's deadly QRF would be an easy enough fix. The over hyped and badly implemented survival mechanics, bivouacs, gun smith, and crafting would all seem to be candidates for a fix. BAH! What do I know----my crystal ball quit working a long time ago.