The good, The bad and The ugly
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01-28-2011 01:25 PM - last edited on 01-29-2011 08:40 AM
Since a couple of people said they wanted my feedback, here are my thoughts on S4 after playing the game for about 4 1/2 hours yesterday.
The Good:
* Hit detection is rock solid. 4 to 5 bullets to the body and the enemy goes down
* Hip fire accuracy works well from close to medium long. Long range needs to scoped in to be more accurate
* Head shots are truly headshots. No hitting a limb and getting a HS credit like S:C
* Graphics are very smoothed and polished ( the Abandoned remake is gorgeous)
* 16 v16 did not have any lag, jaggies or screen tearing that I saw. The game ran very smooth
* Character movements are fluid. Left and right turning while sprinting seems better than the wide turns you have to take on S:C
* The standard character speed is faster than S:C and we asked them to increase the Character speed in the "Classic" mode by 25% (which they want to do)
* The 4 maps we played seemed to have a good flow to all of them . All modes are playable on all maps, but they didn't seem to be as symmetrical as the S:C maps. Didn't get to play enough to get a great feel, but I liked what I saw
* PTT, No Health regen, No OTS view, Air Strikes, cover system or blood spatter in "Classic" mode
* A true Clan battle management system in game. Accommodates 2v2, 4v4, 8v8 etc.. You get the party together and "green up" and then you can send and receive Clan war invitations to other clans of similar size that are also ready to go
* 10 MP maps at launch I can live with. Would have like 12 or so, but this should be enough to keep you busy for 6 months until we get DLC (not confirmed just a guess)
* There will be one Night map (but no NVG's)
* No thermal scopes
* 39 weapons in total (would like a larger variety, but weapons are easy to add in DLC)
* No Jump reload, no jump firing
* No Quick scoping with the sniper rifle
* No reload interruptions.
* Spec Ops vs Insurgents ( I'm just glad they didn't use Mercenaries)
* Odd numbered rounds and NO side switching
* Proxy chat is in the game
* No more rank system. Leaderboards are based off of stats or Skill and seperate leaderboards for respawn and Ranked
* 5 Player Co-op
The Bad:
* PTT is D-pad up. Who wants to take their finger of the movement button to call out an enemy? You're a statue trying to talk on the mic
* Not a fan of unlocking weapons and character skins, but the base weapons are solid enough for any new player, it won't bother me too much
* Being able to see the last guy alive with 2 minutes left on Suppression. Gilley made the suggestion that if it stays that way, it at least needs to flash every 10 or 15 seconds instead of staying solid
* Removal of the classic lobby system. Until I see the new version in action, I'm skeptical about the new system
* No grenade arc. It's not as bad as it's sounds, but makes it much more difficult to pinpoint a throw through a window. Just remember to aim slightly lower then your reticule to do so
* USCP (User Suggested Custom Playlists) If this is implemented on a weekly basis it could work, just not sold on this without seeing it in action
* No pistols. The dual primaries grows on you, but I'd still like to humilate someone with a pistol
* Even though it's odd numbered rounds, no tie breaker round so you can end in a draw
* No taunts
* Preset controller settings - No customizable buttons
The Ugly:
* The removal of the core game modes that made SOCOM what it is today ( my comment to zipper during the round table was that the Demo game mode is SOCOM )
* Camera angle in "Classic" is waaaaaaaaayyy to close, needs to be pulled back to show at least from the ankle/shin up. Where it stands now seems to be about the waist or a little lower
I personally got the SOCOM feeling from playing the "Classic" mode. A few minor tweaks and it would be a very close resemblance of S2 IMO.
There are things I'm not happy with as I outlined above, but at the end of the day, I feel that it will be a very fun game. Should it be called SOCOM? I guess that's in the eye of the player and can be debated until you're blue in the face. I just would ask you to go into the Beta with an open mind and you just may be shocked at how closely the "classic" game mode resembles the SoCrack we once knew.
I'm disappointed that the old game modes aren't in their from the start, but I think Zipper got the message loud and clear during our round table how vital they are to the SOCOM franchise and will bring them back at some point.
Playing Suppression on Abandoned gave me that heart stopping feeling that I got when I played S2 for 8 hours a night for 18 months straight so I plan on playing the hell out of S4 when it releases.
For those of you here that may think we didn't stick up for you about old features that are missing, you're dead wrong. We asked alot of tough questions and got answers as to why they thought they weren't necessary to be in S4.
Zipper couldn't have picked a better sample to represent this community and I enjoyed meeting every single one of the guys from this board. I have some new friends that I have gone back and forth with on this forum and for that I am truly thankful to Zipper for this opportunity.
If I think of anything else, I'll update this thread.
BTW, here are the 4 maps we played yesterday