The details on the upcoming GRB Open BETA are posted on UPlay's News Page; check it out if you like. Despite my misgivings about the game, and my current intention to be a "non" purchaser at release (planning on waiting to see how it develops over the first 2 or 3 DLC/patches) I'm going to play the OB (solo) to see what if anything has changed since the Closed BETA.
If you're a Lil Wayne fan (I'm not) there is also a new 4 player coop trailer posted:
The live action sequences are done quite well; and I did, in fact get some laughs out of the "gamer goof ups" (that many of us have either committed or suffered from) featured in the video. The primary to secondary transitions are they way I was taught to do them (former Marine Force Recon Trainers). Sigh!! If only we could do them that fast in game!
Thank you, Ubisoft, for the GRB Open BETA Test; I enjoyed it!
GFX Settings: PC with M/KB for controls. GRB ran smoothly with no noticeable frame drops @ 2K rez @ 144Hz (27” G Sync display; V Sync turned off); @ Ultra settings with motion blur off, AF set to 16X; brightness reduced to 38%; with out of date Nvidia 431.60 drivers. System Specs: Win 10 Home 64 i7 8700K OCed to 4.7GHz on turbo 240mm CPU AIO/4 120mm fans ASUS Z370H MB 32GB DDR 4 3000 RAM ASUS RTX 2080Ti (stock clocks) Creative Sound Blaster Z into HT System SATA 3 OS & Storage SSDs
GFX Suggestion: Please give us the option of turning off the DARN vignetting! It is REALLY annoying!
Settings & Difficulty: I played solo exclusively (Panther based character) on Extreme. I used a custom HUD with the vast majority of it turned off. NO enemy markers, incoming fire, tagging, detection meter etc. I used the Recon Drove extensively to identify features, ingress/egress points, external defensive positions, static and mobile enemy etc. Using terrain features to stalk and pounce, on small static positions/patrols, checkpoints, and small unknown structures. Using terrain features to approach camps/facilities, Recon Drone as noted above, “neutralization” of overwatch. I found Extreme to be challenging but doable; excepting Tiered Areas I was barred from due to “my level”.
Connectability: I experienced some “minor” connectability issues at Open BETA start up. In pleasant contrast to the Closed BETA—I DID NOT experience any loss of server connection through my three days of testing! However, I remain totally unimpressed with the online always requirement.
Game World: Game GFX appeared to be further refined since the Closed BETA and looked very good on my system. I noticed more wild life in the OB; adding a more natural feel to Auroa. Ambient and positional sound over my system was excellent! I could hear footsteps approaching, and in several situations noticed shadows approaching corners; behind vehicles etc. +1 Vehicle sounds in most cases continue to be not so good.
Character: The new movement implementation was welcome; especially the reduction in character inertia. Stopping appeared more natural, and allowed me to more precisely position my character on ledges, roof edges, drop offs etc! +1
Character Requests: Please import the male and female faces and hairstyles from GRW and add them to the current GRB heads and faces to allow us more choice. Being able to use my character from GRW would give a bit more continuity to GRB as well! More colorful arm tattoos would be welcome; the current crop though well done; look like a bunch of dark brooding prison tats! -1
Please implement the character movement from GRW that allow us to BACK OUR CHARACTER AWAY FROM THREATS WHILE STILL FACING THEM!
Eating/Drinking & Injury/Healing Mechanisms: Considering the PR billing these features previously received they remain VERY POORLY implemented in game. I ate something ONCE in 3 days to recharge my stamina. Regenerating health mostly negates the injury/healing mechanism. These features are broken!
Azrael/QRF: Much improved from the CB! Out of 15-20 encounters: I avoided detection half the time, and was able to defeat the QRF once and nearly defeat it a second time! Much more realistic implementation; powerful and dangerous yet NOT omniscient. +1
Faction Missions: Good! +1 Excepting---the Hack the Computer; then defend against hordes of reinforcing enemies missions! -1
Bivouacs: Seemed to be up and running (had to activate them in the CB and last OTT) by default? I did not get any “activate bivouac” dialogue; nor was their any bivouac feature menu (crafting, sleeping, etc) available?
Weapons: Please fix the calibers listed for the weapons in the weapons shop.
Please list calibers correctly per weapon in game; i.e. FN FiveSeven is 5.7 x 28mm NOT 5.56. The FiveSeven should NOT sharing ammo with my 5.56 assault rifle! Jeez………………………
Please give us the real world muzzle velocities and ballistic drops your PR campaign said we’d have!
Please better balance weapon/calibers/barrel lengths vis a vis their real world counter parts!
Any weapon type firing the same cartridge from a similar barrel length should have virtually the same damage, penetration, and range!
Currently pistols, in general are OPed, assault rifle calibers are too close to the OPed pistols in damage, and the battle rifles/cartridges (7.62 x 51 NATO) have been nerfed to where there is no difference between them and their 5.56/5.45 little brothers. This stuff is easy to look up and calculate; please fix! TY!
Please give us more pistol (and submachine gun) type and caliber choice! How about some .40 S & W and 10mm auto chamberings? TY!
Please eliminate the nerf of any of GRB’s weapons when equipped with a suppressor! TY!
NPC Interaction: I may have missed this in the CB, or perhaps you improved this since then. Either way; I’m able to briefly question a fair few Auroa local NPCs about the location of bivouacs, sites, etc. This is a very welcome feature, and adds some immersion to GRB. +1
It would be nice if we could engage in similar interaction with more of the Skell Tech NPCs (I only noticed this capability with a couple that were germane to completing specific missions).
Erewhon: While it is well done and pretty—it remains a very poor design choice for solo players and runs totally counter to the game premise of very few survivors from the failed Ghost chopper insertion. -1
I'm at my breaking point trying to play this game. Oof This was a terrible launch in my opinion considering it went through several of those betas...
I opted to try out Ubi's $15.00 a month plan so I could try the game (and Division 2) without forking over $60+ after reading your reviews here.
So far it's crashed repeatedly on me and not allowed me back in because Ubisofts servers were having issues. What I have played of it leaves me a bit lukewarm. I'm playing on hardest difficulty with most of the HUD turned off which is pretty good. And I really like the non-guided exploration mode where you do investigations instead of being given a hand-holding icon to chase around the map. The island seems much better (and more beautiful) an open world than even Bolivia was and the wildlife is really well done. Sadly however the bivouac system all seems a bit pointless and yeah the weird RPG weapon leveling is odd in a modern shooter like this...
There are a lot of visual glitches in full normal Ubisoft style. My nomad sometimes has black eye lids whenever he blinks making for some frightening expressions... maybe he is getting ready for Halloween? All the characters inner ears in my game are bizarrely distorted and kind of bulging out in a very strange, but noticeable way. Just 5 minutes into a new game and Nomad was putting invisible bandages on his arms and normal ones on his legs
He also didn't like my hair choices apparently because first his hair turned gray (after I had specified black) and then it switched to corn rows. I was able to fix both after a short reassessment with him about what covert ops deems appropriate for the mission at hand.
Despite this his arms sometimes glitch out during cinematics and twitch oddly (PTSD?). I did catch an AI running circles around a pillar during a base alert (even WORSE PTSD??). That was pretty hilarious and VERY typical of an Ubi AI controlled character.
...but to me the greatest sin is the writing. What I have seen so far it's bad. Really, really bad. As in some of the worst I've seen Ubi churn out... and the last few games haven't been especially great to begin with. For example some poignant moment where you are reuniting with one of your wounded squad trapped behind enemy lines and it's literally "Well we really screwed the pooch on this on." and Nomad replies "Yup" and that's it. That's the pulse pounding type of dialog you get. I guess it's better than some of the groan inducing jokes your squad would let rip (over and over) in GRW, but still it feels like the bar has fallen wayyy down. Maybe it gets better as you go along. To be fair I haven't been able to play more than a few hours worth (of that) because of the service disconnections (always online gaming is GREAT! ...said no one ever..)
Finally the cave full of Nomads running around is just dumb. It's immersion breaking, plot breaking and ever bit as bad a design choice as I thought it would be. It's just dumb.
Well anyway I would give it a thumbs up despite the flaws, but I can't seem to play it for very long so for now I wouldn't recommend anyone bother with it until they get some kind of stability patch out. :/
Overall if it wasn't for the glitches and bad dialog it would be clearly superior to Ghost Recon Wildlands in just about every way.
Thankfully; I haven't suffered from the GFX issues you (and many others in the GRB Forum) have reported (fingers crossed). The only thing I use the hub for is to get the missions that are only available there. I've been doing all my inventory sell off, and purchasing at the bivouac stores. The grind to constantly keep your gear score going up is as aggravating as it was in ACO (a beautiful historical local!); a game I've never finished. The gear grind is even more out of place in a GR title, sadly. Given the dearth of somewhat realistic tactical military based shooters out there; it's beyond a shame Ubi has done this to GR. As usual, for a strict firearms realist like me-----the weapon balance is really messed up (9mm MP5 does the same [or more] damage as the 5.56 x 45 assault rifles, etc) too. I like the game and gun play, and the pay walling of most cosmetic items hasn't been an issue for me (yet!). Waiti8ng for patches/DLC!
Stability has been * better * (sic) during the last few nights I tried playing so thankfully I have been able to put in more time. I've been ignoring the story and just focusing on side missions, base clearing, attachment and blueprint collection, etc. That seems to be the bread and butter of Ubisoft games and they at least have those elements down. Running around and just "doing stuff" is what Ubi open world excels at. Having scripted, constrained mission types is where things seem to fall apart :/
A new patch is dropping today (downloading it now) so we will see what bugs it fixes. Since my initial impressions I have run across a LOT of strange bugs that are not graphics related such as getting stuck in certain spots, not being able to interact with some objects, invisible walls, etc. etc. Hopefully many of these will be ironed out in this patch and across the first few months. Still it's a shame there are so, so many missteps.
Hopefully we will see this one get changes and fixes like GRW, but also hopefully it doesn't take 2 years like it did with that title
I agree the shooting and stealth are fun elements and do hold my attention (at least in the short term) so I AM enjoying he game... just frustrated (as always) in so much of it's implementation.
And all this science, I don't understand... It's just my job, five days a week
Good idea. I'm CPU bottlenecked anyway. Forgot how physics intensive their games get...
After the patch I get flickering water (and other random textures).
Still can't basejump anywhere, but that's a widepspread issue. Plus all the little UI annoyances.
Pro tip - if you turn master volume down to 50% and then voices down very low to around 5 or 10 on top of lowering the master volume then people no longer sound like they are right on top of you (and Nomad doesn't sound like a herd of elephants in a China shop every time he/she moves around in the bush). The voices thing doesn't seem to effect cutscenes and as a bonus it makes the civvies WAYYY less annoying (well they still are... just not nearly as bad). I decide to try this after hearing some guys having a loud conversation while I was 400m above their base in a helicopter
Apparently the NPCs DO have proximity based sound, but you couldn't tell because it was WAY overblown so it sounded right next to your character.
Drones also tend to be just a tad less outrageously loud. Not as good as the NPCs, but better... and turning down SFX interfered with too many other noises.
And all this science, I don't understand... It's just my job, five days a week
Thanks for the "sound" tip. Sometimes footsteps, rustling bushes, rain ans such were out of proportion loud, and as most have noticed you can hear NPC conversations from a ridiculously long ways away. Due to the difference in our sound systems; I ended up with 80% on master volume, and 65% on voices. TY!
WATCH OUT! There's a tiger behi..............aaaahhhhhh; never mind!