• nick@midwest.social
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    2 months ago

    Don’t say “school” and “tactical shooter” in the same sentence anymore

    • mosiacmango@lemm.ee
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      2 months ago

      Yeah, I was going to say it’s bad timing, but it’s always bad timing here.

  • Copernican@lemmy.world
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    2 months ago

    The picture in picture scope is a weird design choice. I remember old delta force games, after moving on to rainbow six, ghost recon, or operation flashpoint, not sure why you would go back to that for scopes…

    • NuXCOM_90Percent@lemmy.zip
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      2 months ago

      It is genuinely more realistic and tactical because people don’t close one eye while looking through an optic (usually).

      But yeah. Hard to convey and they haven’t pulled it off yet. But modern (and historic) Microprose knows how to rev my engine so still very interested.

      • SSTF@lemmy.worldOP
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        2 months ago

        There’s no good 1-for-1 way to represent it on a screen.

        In real life, the entire image in one eye would be the scope, and the other would be everything else. On a monitor with a little scope pop up you have a small image-in-an-image that you’re looking at with both eyes and bouncing back and forth with to the surroundings. Your brain isn’t processing it the same way.

        This is a case where i don’t think it is possible to replicate the real experience, but that doing image-in-image is a more annoying choice than others. I’d veto it on being annoying to play with grounds, and do hope what we see in the trailer either doesn’t represent how it works or is an option.

        • bigmclargehuge@lemmy.world
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          2 months ago

          I personally think it’s a cool way to increase situational awareness while using a scope. Also, being an obvious callback to the old Delta Force games, there’s definitely some nostalgia there. I at the very least hope it’s an option that can be toggled on or off.

      • Copernican@lemmy.world
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        2 months ago

        But can’t you do that with a scope over the iron site that is not full screen and not blurring the peripheral around the scope on the center? But as a 90s/00s gamer, I did love silent scope on arcades. I get what you mean.

    • SSTF@lemmy.worldOP
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      2 months ago

      I’m hoping that was done for some sort of misguided “cinematic” reason for the trailer. I caught a moment at 0:50 that looks like full screen scoping in, and then later at 0:54 that looks like a clearly cinematic angle where the scope-in-screen seems visible in the corner.

    • SSTF@lemmy.worldOP
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      2 months ago

      Yes, but I believe they are only a publisher. The actual dev team seems to be a two person operation with a few indie titles under their belt.

  • LouNeko@lemmy.world
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    2 months ago

    While I see that nothing like this currently exists on the market, I can kind of see why. The reason old school shooters look and play like they do is because of technical limitations. There’s a reason new Ghost Recon games don’t look like Ghost Recon 1 anymore, even if Ghost Recon 1 is still available and playable today. And if you’re interested in ultra janky gameplay, we have Arma 3. I just don’t understand who this game is for exactly.

    • ampersandrew@lemmy.world
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      2 months ago

      Me. This game is for me. The desire for this has nothing to do with desiring “ultra janky gameplay”, and I’ve already played Ghost Recon 1.

    • bigmclargehuge@lemmy.world
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      2 months ago

      As a guy who still plays those old school FPS games, they’re for me. Don’t get me wrong, I enjoy Ghost Recon Wildlands, but the og GR with the Heroes Unleashed mod is unmatched. Ready or Not is visceral, but SWAT 4 feels better and has infinitely better AI.

    • NuXCOM_90Percent@lemmy.zip
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      2 months ago

      That is wrong on many many levels.

      Old school milsims actually were pushing the tech envelope. Novalogic were the kings of it and went all in on voxels for good or for bad (mostly bad). And it let them do VERY large worlds with a lot of entities being actively simulated at once with an art style that could run on hardware of the era.

      And even the OFP/ArmA era were similarly beasts of games that mostly just took advantage of uniforms (that thing soldiers wore before cod and battlefield decided they wanted to sell skins) to reduce the textures that needed to be in memory.

      The reason newer Ghost Recons don’t actually play like Ghost Recons is that they aren’t actually milsims anymore. They are movie sims. They want you to feel like you are Jim from The Office getting froggy with all the terries. You can see the same with the Rainbow Six games where they went from tactical room clearing to fighting off hundreds of terries in a single small house in Vegas (good game) to outright not even having pve anymore in Siege.

      Which is the same reason Battlefield keeps trying to make people think it isn’t a Battlefield game whereas cod increasingly tries to become one. Major studios make games that sell well by remaking games that sold well.

      Which is why publishers like MicroProse (modern and historic) are awesome. They make games that others aren’t making or that others aren’t doing a good job of. Sometimes that is a ridiculously complex mech game that nobody understands and other times you get something like High Fleet that is almost universally praised for its accessibility and style while also being streamer candy for the ones who try it.


      But, at the end of the day: Just because a game isn’t made for you doesn’t mean it shouldn’t be made.

    • SSTF@lemmy.worldOP
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      2 months ago

      For people who want FPS single player, squad control games. The choices are really original Ghost Recon, GRAW, Brothers In Arms, and kinda-sorta Full Spectrum Warrior.

      Arma is more open ended. There is a niche for a game that is out of the box squad control with missions designed around it.

      Sure you can tell people to keep replaying those old games over and over, but new entries into the genre would be nice. The graphics of this new game are a mix of indie game devs knowing their limitations and appealing to original GR era nostalgia.

      • LouNeko@lemmy.world
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        2 months ago

        I’ve played all the games you mentioned and I am a huge fan of squad control games. I’ve recently looked through Steam games with tags “single player” and "shooter"most recent titles are primarily arcade style shooters. One thing I’ve noticed while playing CTA Gates of Hell is that no AI, whether friendly or not has ever had any sense of self preservation, and this is true for any game. So what ends up happening is, you as a player always end up babysitting your AI. You expect a squad full of capable soldiers, but end up having one capable one and a punch of crayon eating babies. That’s why most modern titles cheat with their friendly AI, making them immortal, invisible, teleporting them and giving then wall hacks. I’ve mostly given on the Idea that a squad control game can have satisfying AI interaction. If I have to tell every single unit where to go, who to shoot and when to hide, I’m not playing a shooter, I’m playing a strategy game in first person.

        • ampersandrew@lemmy.world
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          2 months ago

          If I have to tell every single unit where to go, who to shoot and when to hide, I’m not playing a shooter, I’m playing a strategy game in first person.

          Yeah, that’s what I’m here for. Another way to look at it is this: remember how much “All Ghillied Up” wowed people when they showed it off at E3, and then again when people got to play it? I wanted to be the guy telling the player what to do, not just following a series of instructions. You’re right that when a game like Wildlands has to resort to wallhacks, there’s a lot of satisfaction that evaporates with it, and that’s why there might be a market for a game made the old-school way.