This kind of content will be done in stages as the team works on implementation and player feedback. The distance fall-off on all weapons has been drastically increased to give better directionality and to make the battlefield more alive.ĭevelopers will be paying special attention to the handling of external and interior vehicle noises, environmental interaction audio with gunshots, as well as refining existing sounds. Every single weapon sound has been revamped as Developers move closer to a quality they are happy with. They have been working extensively across the entire soundscape of the game according to player feedback in the latest playtests. Audio ImprovementsĪudio is one of the most requested improvements by the community and the developers are listening to feedback. This ranges from running animations to how soldier models respond to certain actions, such as bullet hit flinching and new context-sensitive death animations. Improved AnimationsĬontinued refining of all animations, including TPP and FPP to give players a more engaging, responsive experience. This should address the awkward situations when we feel we should be able to make a jump, whilst also giving a more authentic, tactical approach to engaging with battlefield terrain. But not just that, players will be able to haul themselves out of trenches, over fences and even over conveniently short walls. Perhaps the option to respawn or otherwise restart is already a step too far in the context of a time that offered few second chances.Vaulting it’s finally coming! Waist-high walls won’t be an obstacle anymore, as players will be able to vault them and move along. I can easily imagine that for some audiences the threshold will be higher. But it’s a sliding scale, and for me games like Call of Duty sit too far at the other end of that scale. I enjoyed my time with Hell Let Loose and other games that have tried to convey something of the horrors of conflict. It’s a flippant remark, but one that gets to the heart of the matter: Is there really a way to “gamify” such misery? Should there be? After half an hour, he put the controller down in disappointment, commenting that it would be more authentic if the player had to sit in a trench for several days while their squad mates were shot, before being shot themselves. Around the time that Brothers in Arms came out, I invited a friend of mine to try it, citing it as an authentic World War II shooter. The soldier hasn’t opened fire on me, and although I have him in my iron sights, I hesitate: How does Hell Let Loose indicate friendlies?Īnd yet the problem remains that, on some level, all of these games have to be fun to play – a concept that seems fundamentally incompatible with the idea of war. As I jump down, I catch a glimpse of a lone figure in the distance. I pass the mutilated body of a horse and find myself near a trench leading to a small bunker. It’s a different war, but there is something of the quiet menace seen in Sam Mendes’ 1917 in this accidental trek across the French countryside. I hear faint claps of gunfire in the distance and make my way towards them. In Hell Let Loose I imagine myself a lone rookie, barely able to use or carry my rifle. In another shooter this would mean I’m a tank, compensating for my lack of maneuverability with firepower. My running pace is only marginally faster than my walk. The recoil kicks the camera right up, and the reload takes several nerve-wracking seconds. My M1 Garand rifle feels heavy, its swing from side to side slow even with the control sensitivity turned up. I use the opportunity to get accustomed to the controls. I am a kilometer or more away from the bulk of the 50v50-player main forces. The Axis troops have retreated, pushed back by the Allies. The artillery craters and Czech hedgehogs are there, but the guns at the far end of the beach are silent. I am greeted instead by an eerie solitude. As a result, I deploy on Omaha Beach, expecting a D-Day landing scene similar to in Saving Private Ryan or Call of Duty: WWII – men crammed into landing boats, waiting for the ramp to drop, to rush onto sandy dunes pocked with machine gun fire, anti-tank obstacles, and barbed wire. I misread the ordnance map that’s displayed prior to spawning and indicates the current location of the game’s shifting frontline. My first match in Hell Let Loose is a study in failure.
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