@@anamegoesherebruh his job is to be an “influencer” This video was put out to influence his audience and let them know about the game. He got paid for it, or the fact that this game is “trendy” will give him some decent views, which equals decent payout from Google adds. That’s just how business works lol. Don’t like it, fuck off lmao
yeah I hope they fix the audio. Having the right sound effects for guns , bullet cracks , whizzing sounds and echo is often overlooked in games but imo , it is one of the most immersive aspect of a tactical shooter.
Sound design and how the guns "feel" are def difficult but, are to me about the most important part like you said. Games like Tarkov, RoN, and some others keep me into them mostly just for the weapon design. I feel the devs will do better leading up to release for this given the feedback
@@quaveraI agree, and they seem like serious perfectionists when it comes to the graphics, so I’m sure they’ll try their best to improve anything else.
@@quavera I always forget how cartoonish guns can sound in some games when compared to something like Tarkov side by side. Definitely a fixable issue though i’m excited to see all the improvements.
As a south-east-asian, I can confirm frogs are annoyingly loud. Especially if you're in villages or remote places with bushes or woods nearby, they can wake you up even if you're in a deep sleep.
I am from Siberia, Russia, and 10 years ago I was at Philippines. There was a hotel on a island, among the jungle. I was amazed how loud this frogs! It seemed to me, that they are more loud than a revving motorcycle. But at the same time, they gave some kind of relax and comfort feeling. Like a peaceful grandma's village.
I would love to see more dynamic sound effects like footsteps causing birds to go flying, or gunshots making the frogs go silent. Could you imagine? You hop off your helicopter and all you hear is the wind and the sound of the rotors, and then when the helicopter flies away and the silence sets in you just get hit by this cacophony of wildlife.
I have basically watched all videos for GZW and mostly everyone was just excited but my mind was asking same questions and had same concerns you raised here, so thank you for bringing those up. I see a lot of potential but I see also a lot of potential issues that you were mentioning.
The scope is tanking frames because its activating a second camera component, basically doubling the render load on the GPU.. A solution would be to use a post process material effect that has a custom mask to zoom the area that the scope is occluding, creates the lens distortion, and blurs the surrounding peripheral image, all on the same render.
@@WAY2PWNdeveloper knowledge lol 😂 it’s a basic fact because 70% of games do this. And some have figured it out. It just seems that this studio somehow feels like they need to reinvent the wheel again
For the death side of things i think the helicopter should be user controlled and stays where you landed so for example if you die your team have to come back and pick you up. This also goes with you saying, getting shot at while going to a mission, you have the option to land and fight.
The comparison to Arma Wasteland is the smartest one so far I think; I've always found this game to be an interesting clash between DayZ and Stalker, but in a fully grounded real world setting. I think as people have more experience they will begin to have a better grasp of what this game could be; but like you said, it's really something that hasn't been done before. Good thoughts!
Maybe for the insertion/exfil part of the game, they have it where one player is actually in control of the aircraft during flight and when you land and exit the aircraft the computer takes over and flies away. That way, if you do encounter enemy users in route you can control the flight path and if you want to land there or find another LZ.
Something i noticed during the raw footage of the firefight was when your operator went to reload the glock you could hear the reset of the the trigger when he let go of it. That attention to detail is wild to me!
I just heard that too, so cool! The shots themselves sound kind of garbage but that was a neat detail. (edit to add) Oh and the weapon animations are super cool too. Hitting the forward assist on a rifle or doing a magazine/slide tap to get the BCG or slide back into battery is a nice touch.
@@marincusman9303 it's actually a bad habit to do because they let the reset determine when they take the next shot. A lot of beginners do it so I assume the developers thought it is proper technique. I just like that the reset is clearly there.
@@ammonpluim3479 I agree, I’m trying to fix that habit too. Just funny cause in the video he’s holding it like 5+ seconds until he reloads lol. But yeah super cool to hear it
For your hypothetical at 28:20 I hope that in those kinds of emerging scenarios where other player teams are on your AO it influences how your mission plays out. Example: VIP Rescue, Other team gets there before you and depending on their affiliations/reputation you have to either help them or rescue the vip from them. Additionally, getting PID on the other team and having to call "higher ups" to get info on them would be so immersive to get information on who your engaging with
The early access notes stated that the motivational AI for the npcs isn't in the early access version so that's why the AI is still kamikaze bold in the test version.
It’s so strange how much we’ve advanced graphically and in pure power with computing. But we still struggle to create realistic, dangerous AI, in fps games 😂
i mean ig most devs are afraid of making them to OP uk, like not missing shots and hearing and that uk really take all the fun out of it for a majority of the player base uk
I love the clean UI, I wouldn't even care if there was no stamina bar, the more info you withhold from the player the more involved they get. I'd love if you could put those things on a watch and just hit a button to see it. I'm in the military and that's how I check direction, time, heart rate, ATAK messages.
I wouldnt necessarily say that withholding information makes the player get more involved. In some cases, yes. Having imprecise mag checks withholds information and puts the player more within the world where they dont have ESP to know the exact bullet count of a magazine. However withholding something like a stamina meter doesn't actually put the player in the shoes of their character. IRL you can feel yourself get tired, and absent that physical sensation you need _something_ to communicate that to the player (whether its a screen effect, audio queue like panting, or visible bar on screen). You might not know your heart rate irl, but you do know when your lungs are burning from exhaustion and about how much further you can push yourself before you start slowing down. Similarly, in EFT you have colored body sections on screen to tell you where you are hurt. You cant physically experience the pain your character is in, so you need that pain communicated in some other way or else you as a player are actually less involved. Especially in cases where it doesn't directly impact the handling of your character. If the player knows less than their character does, there is a problem.
@@42ZaphodB42 breakpoint feels more alive then wildlands and from how the equipment looks i don't remember how it was in wildlands, breakpoint feels more realistic if you use the immersive/realistic mode and the landscape is pretty good, apart from that there are things that trow me off, like some animations, boring missions ( like the ones where you need to talk to the 3 scientists for blonde rich guy ) and the fact that the option to remove drones is as usefull as a revolver underwater, on top of that unisoft stopped giving updates wich creates bugs, i encountered a bug where one of the wolves big dogs was under the map and there were some places where you character would do the animation to get down from something and it would bug you under the map killing you
7 years later, Ghost Recon Wildlands is still my all-time favorite game. I couldn't even bring myself to finish Breakpoint. There are some things that Breakpoint added that were great like injuries, being able to carry bodies and injured squad mates, and the ability to cut through fences. However, the map being lifeless compared to Wildlands and the story being completely unbelievable, plus futuristic drone enemies and being made as a looter shooter were what made Breakpoint a large step backward. I'm hoping that Project Over will fix all of those and they allow us the option of first AND third person.
its not now. breakpoint is still a better made game in gameplay aspects and RP aspects. wildlands has only better story mode. breakpoint wins in enviromental fights, vertical fights, graphics and sound design.@@EVLfreak666
This game looks great but the audio was definitely something I didn’t notice, and being a squad fanatic, if they matched the way squad sounds when your in battle. This game would be insane, chaotic, and the best visual appealing fps game there is
I noticed a small thing, At 5:58 when you guys are in a firing line. The guy in front of Drew's Bullet casings, while they 'faded into nothingness' before that happened. they actualy interacted with the environment. Bouncing off of the car onto the void ground. That tiny detail tells me all I need to know about the dev team. Can't wait.
Had to slow down playback speed to really see this lol. It kinda looked like they were but not really. If you slow it down you really see the casings from the guy infront of him bouncing off the truck. Good catch!
I CRAVE this kind of game.. I love the whole "Infil / Exfil" via chopper and how you and your team are left to their training and wits as they close in on the AO... Thanks for making such an intriguing video, Drewski! Cheers to you!
@@OperatorDrewski Just wanted to say thanks for making these videos. Your videos got me into Milsim/tactical games back in like 2018. You rock, hope to be able to play an event with ya'll some day, like a large scale Arma op or something similar
@@kreeperskidvery much appreciate that brudder I wish i could play arma with every bit of you guys…. If only arma 3 could host higher pop servers without crashing and 2fps lol
if theres anything ive learned from helldivers, there will still be plenty of both, theyll just be mocked a lot more relentlessly (and thank god for that)
Really impressed with this dev team. Seems like they're poised to deliver _something_ worth playing. Considering the game's progress thus far, I have no doubt they will advance the AI, fix the optimization issues, and add depth/find balance with the audio in the game. This is awesome, and you can tell they really care about this project. Sign me up.
@@Nevvalth team said that they will try there best when it comes to optimization but the game run on UE5 at it's highest limits so gotta grind for that gamer pc 😅 Unless they pull it off somehow and make it work for the mid end computers
I would love to see like True AI that can answer and respond to what you say to them and ones that will talk to each other, work together and come up with new ways of ambushing and attacking so Every encounter is different .
The sound is very important. Crickets frogs bird and animal sounds stop when fire fights break out. You have to be able to hear and feel the chaos through headphones/speakers. This game, star citizen, hell divers 2, Poe 2, and more are the new innovators and pioneers. These indie devs are the new gaming standard.
I absolutely want to see more of this game. FPS PVP gameplay is my favorite but I haven't played any heavily since battlefield 2 because I enjoy the complexity or more realistic/dynamic shooters. This looks extremely promising!
6:49 LOL I will have to point out the Preview Test and Raw Footage were both done on different older builds but the Frogs is a Meme and I'm here for it!
@@ravioli-ravioli much better than the horse shit games we get now. tarkov is such a ran through concept of a game and i feel like its the only style of game people ever talk about anymore other than the shitty excuse for steam games such as unrecord and these really stupid ideas for games that would be better as standalone mods for other games that already exist. were in a day and age where people are releasing games that feel like DLC rather than the full game. this seems really well in depth already and most the animations and assets they have used aren't just the standard crappy reused assets from other games. its looking promising you gotta admit that part
@@Therealsalerno i mean it's promising, but i just disagree with that whole "looks too good to be real" concept, because it's looks like a generic 2024 shooter on ue4/5 with good graphics, and like that's all. Plus half of the shit is came straight from Tarkov (the whole mf inventory ui, the eat/drink/heal in raid with fancy animations, modding guns, etc..) like the we saw these things already in existing (and still alive and popular) games, so why they need make another one? I think i'm gonna try it anyway, but for me it's gonna be probably one of these games for one evening and that's all (i still have my CoD and Tarkov to fill the rest of my free time). sry for bad eng tho
@@TheMason7125 looking at his profile picture and name- and the fact he put ackchyually- i think he knows and was doing that to be goofy and not an actual correction (since most of drews fans are gun guys and would find that funny, or at least i did)
Ikr i dont want to sweat playing a game, i want to feel nice playing, maybe smoke a cigarette and talk with my mates mess around. I want the hurry up and wait experience, i want to feel like im still fighting guerrillas but not so seriously
@@jeancorzo4755 ideal arma experience is 2-5 hours of waiting/driving/patrolling while talking and 50 minutes of action imo, the social part of arma makes it for me personally and i really hope this game has something thats sticks and hits similar to that feeling of being a logi/transport driver/pilot for a milsim group
@@xancake5092 obviously, i wasnt saying it should be, im saying i hope it has something that hits the same at some point or another, like running supplies or something similar from your spawn to captured areas to get friendly AI or something along those lines, something that breaks the typical "throw me into a fight" pace- if its just fly in and fight and nothing else the game is gonna go the route of tarkov, aka stagnate and sit on the brink of death constantly with just enough players to know that its still playable but enough cheaters and losers amongst those few players to make you wonder if its even worth it
Looks amazing!! I would definitely love to see some loot-able interactions. (Honestly what keeps me going back to tarkov) would definitely help with the longevity of the game IMO
To this day, Fear 1 has always had the BEST AI. That truly dynamically change their behavior, with realistic reaction times and voice coms/commands to other squad members. They send out a scout, hunker down together and even split flank push correctly. Even solo ai in fear are just as deadly, if not more! Than sneaking crouch walking ai in stalker.
To be fair, Fear 1's ai is more the illusion of intelligence than intelligence itself. The voice coms do not affect the Ai behavior, but them announcing what they are doing makes it feel more dynamic. There is also the fact that fear has extremely simplistic combat environments, which allowed the devs to create a bunch of routines the ai could execute utilizing the entire space effectively. When you scale up to these large open maps, it becomes significantly harder to get the ai to act predictably and intelligently based on the players' actions. Still, fear 1 is awesome.
I thought Madfinger games sounded familiar, they made some of my favorite mobile games back in the day like dead trigger and shadowgun. Glad to hear they're still around and kicking ass!
I love hearing your takes on this game, it seems like a super promising game and hearing what you have to say about it, as someone who's played a lot of games like Tarkov and Arma, is incredibly enlightening me and makes me start asking those questions you brought up myself.
I've managed to get a creek in my neck as I've been nodding at every single point you made so far. Just pausing for a break and an ice pack, then back to it. Great work Drewski, as always mate 🤝
Devs need to hire people like you as a consultant. If they took some of your feedback, this game could have a lot of potential. Has a long way to come in gameplay.
This needs suppression mechanics for both players and bots. And then the bots doing bounding and peeling, setting up actual ambushes where they try to stay hidden and follow you until you're in a killbox as opposed to passively waiting for a trigger or to be fired upon.
I remember several people who, when The Day Before "released", began to release some videos that at least "Gray Zone was an up and coming real project"... but then only showed developer and trailer footage. To which I rightfully pointed out that while I don't want to start doubting every developer, we can't know and claim games are real unless we get something more substantial or until some people can actually play it. I'm glad that moment has come, because Gray Zone indeed looks very promising. I really like to learn more about how it works with regards to the loading screens and bases and map areas. For some reason it reminds me a lot of classic Delta Force games where you usually get inserted with an immersive (for its time) insertion procedure. Looks very promising.
It kind of reminds me of the earlier days of Operation Flashpoint (as in what became Arma, not what Codemasters bastardised with Red Dragon/Red River that was an entirely different developer when Bohemia walked away) with a lot of the modded multiplayer missions like capture the Island. You'd have a starting base then expand out by capturing towns from AI, and if there were enough on the server, other players on the other factions. You got points for holding more capture points to build out your base and upgrade buildings to produce things like tanks and choppers that could ether be AI controlled or commanded by the player. This seems to be along the same line. Just one big open persistent battlefield. The same game modes were carried over to the Arma series too, so things got more immersive and impressive as the tech improved.
By the way so I was thinking about looting other players if they die... the question is always about the concept "if you lose everything, the weakest players always start leaving and eventually you have a low playerbase" versus "if there is no loot, people won't find PVP satisfying in this type of game and the game might not take off very well". In that case, why don't extraction shooter developers think of a middleground? Let's say you can bring up to two primary firearms (as in, non-sidearm) to a lobby from your base. One you can mark as your main weapon, which you will keep on death. The other can be looted by other players, if you brought a second primary firearm. Basically it allows players to consider bringing another weapon for extra firepower, which if they do, essentially becomes their stake. The players that don't obviously have one benefit that they could use that slot for an extra weapon they loot during the match. This works best with a fixed ingame vendor economy without a "free market for players", though. At worst, it's possible most players will just loot lesser quality firearms in general that get picked as a popular cheap backup weapons. You could also flip the above idea on its head and just allow a couple basic firearms to be unlootable (e.g. some kind of starting unmodded M4 or something), while you can make/find/buy far better guns that are always lootable. Of course ammo for the unlootable firearms shouldn't be super difficult to acquire because what's the point of keeping the gun if you can't use it, anyway. As for armou and rigsr, it might be a little too crazy to allow people to keep it because those with the best armour can just infinitely use it and you just have to acquire it once. Same for if someone can always use the best rig and carry more stuff. It would make sense to always allow these to be looted, but that's my opinion. As for items, the SafeLock seems fair to just guarantee that you can keep a few items. That's nice. I just don't recommend going the Tarkov route where people who pay more get better containers. No matter how you look at it, it introduces an advantage to people who just paid extra to get that advantage.
@@Lithenius I think DLSS + less-than-4k screen res can do fair wonders. The game world does seem very dense though, kinda makes me wonder the choice of location when more easily optimizable worlds could have been made.. Anywho, it's still an early build so cautious optimism seems to be the way to go for now
Now watch them butcher the game because they realized people like it so instead of refining what needs refining, they start adding a bunch of unnecessary stuff into the game which eventually turns into spaghetti and it ends up running like absolute crap. It has happened before, it will happen again. The question is if this is that game.
You should also make it so players can create cache locations of items and a weight burden. That way you can scavenge and build a little personal armory at any location you want for yourself or your team. And cover the items so enemies can't walk up and detect them unless the move the brush and reveal a cache by absolute lucky find only.
For coming back in after you die, the team need a set number of "reinforcement" calls that slowly replenish over a period of time and they can only be accessed by, say, a leader, or someone with a radio. That way, if a radio guy dies, someone else has to pick up his radio in order to call people back in and make a set time where you have to "learn" how to use it, and you cant be doing amything else while that is taking place, making that person vulnerable. However, he can't just spam the reinforcement call, because inevitably, you'll run out. It also brings in the dynamic of having to protect that guy in order to ensure you can get back into the match.
This game has massive potential and if they're actually able to deliver on some of the feedback, this game will be so good for the buddys to get together
Something seems kind of awkward about how the weapon moves when you look around. It just stays perfectly still. If they can implement the gun sway and effects from the Squad ICO, it would be way more compelling
such a pleasant surprise to see a 'pre-alpha' build that's pretty clearly already had a lot of love lavished on it, as opposed to 90% of early releases on steam
One thing I would love to see in the game would be more military type comms, like arriving in t minus 30 seconds or something like that. this is the most realistic gave i've ever seen
on sound- tbh i would love if they replicate active hearing protection when youre wearing it. ambient sounds are amplified under 80db, all sounds are muted over 80db, and using comms vs just speaking becomes a more important choice.
Adding idle animations(chatting, having a drink, resting etc..) for the enemy AI and maybe doing patrolling every now and then in recently engaged areas and injury mechanics too for the AI(I'm looking at you MGV5:TPP) will make this have it's own eco system
I would love an option to be able to call in one mortar strike per hour. Mark it on the map, call it in, and boom. With there being distance limits and distance from base impacting time on target
in my opinion this game needs a storyline as you mentioned in the beginning of the video that there is anomalies in the forest, so maybe lost weapons of some kind or possibly warheads.
They really have to add some type of whoosh from oncoming bullets, bullet ricochet sounds as well as gun jamming from time to time based on what type of gun you're using and how reliable that type of gun is in the real world. Haven't got to the end of the video yet, just came up with it at 6:25
Hey Drewski idea on the quests, Let quests still be the main form of progression but to incentivize players to do squads together give them an XP reward for playing together (Completing quests with squad mates is a 15% XP buff per teammate or something like that.) That would still allow players to play both ways while still incentivizing team play!
I've gotta say--as a game design student--hearing feedback like this is invaluable if the devs listen to it. I don't really consider negative feedback on games that are in such an early state to be "negative" per se, more like opening a path to improvement; especially with the references you guys made to other games. Whenever I hear it, it just makes me happy; It really gets me thinking of ways to improve the game, and it's important to remember that the more negative feedback you get at early stages of development--the better the game is gonna be at launch. Some people--fans, and devs--get disheartened by it, but it makes me excited for what it could turn into! Great video Drew :)
Im so proud that this game was created in my little country - Czechia. I can feel that this game will be hugeee. Thanks for showing us this future masterpiece
My only gripe I can see from the gameplay footage is it doesn't appear your gun ever lowers at rest while walking around. You're always ready to shoot it looks like, 90s shooter style. Everything else looks amazing.
I hope they expand on the PVE experience as well. Even dropping in and trying to recover all of the data on the island would be a sweet treat. Expanding upon the dynamic live events like a tank or helicopter moving in to reinforce a specific point a team is moving to. Perhaps special teams like sniper or mortar teams or support. This game, as you say, has HUGE potential. Can't wait for it!
Be sure to remind them to make it so if you step in water it splashes and ripples and make the water sound. This and other environmental effects would make the game better. My friend said this game looked so close to real life, and it’s only in pre-alpha!
In Ghost Recon's defense regarding UI (not that I'm a passionate fan), they did offer players the customization options to reduce UI as much as one could want. But I agree that the default settings did have a lot.
Don’t know how hard it would be, but being able to pre plan a heli insert would be crucial. Make it simulate you talking to pilot and putting a flight path on a map by waypoints and the AI pilot follow that
Can always trust Drew to give an HONEST opinion on a game build instead of marking it the best thing ever. Happily gives suggestive pointers for the Dev's.. good man
Easy fix on the quest. You get good bonus rewards for completing a teammates quest. So it’s good to help your team quest. Also you should have some squad quest each time.
Humble beginnings, the company that first started on mobile phones that made shadowgun, dead trigger, Samurai II: Vengeance took over the pc/console game scene is so beautiful, i always knew, that if u know how to code on mobile, than u DEFINITELY know how to use your resources for a high end machine, u learn more techniques, u learn to be resourceful, and u learn to bring the best quality art, with less power, I love this for the team, and I’m looking forward to this game
Comment from the future, I am almost 300 hours into the game and completed 100+ quests, this is the best game I ever played regarding realism, it is in amazing shape for an early access and the devs actually listen to the players. What else can you ask for!
This reminds me of the old Ghost Recon series. I hope coop campaign is as difficult and enemies will actually flank you when you stay in a position for too long.
This is just airsoft footage.
Doubt, cuz no field does Milsim with GBBRS only :(
man imagine the heat, humidity and the sweat
Pin of shame
Bro kinda wish drew still uploaded that sometimes
@@luminusydoom2562I don't think this is a pin of shame ._.
I can confirm you. Frog in South East Asia is hella loud.
Louder than GUNS? Heheh
@@OperatorDrewski people like you get special privileges that others don't, because of your sub count... companies should stop doing that.
@@anamegoesherewhat are you even talking about
@@anamegoesherebruh his job is to be an “influencer”
This video was put out to influence his audience and let them know about the game. He got paid for it, or the fact that this game is “trendy” will give him some decent views, which equals decent payout from Google adds.
That’s just how business works lol. Don’t like it, fuck off lmao
@@anamegoeshereHow do you go about stopping companies from doing that?
yeah I hope they fix the audio. Having the right sound effects for guns , bullet cracks , whizzing sounds and echo is often overlooked in games but imo , it is one of the most immersive aspect of a tactical shooter.
Sound design and how the guns "feel" are def difficult but, are to me about the most important part like you said. Games like Tarkov, RoN, and some others keep me into them mostly just for the weapon design. I feel the devs will do better leading up to release for this given the feedback
@@quaveraI agree, and they seem like serious perfectionists when it comes to the graphics, so I’m sure they’ll try their best to improve anything else.
@@quavera I always forget how cartoonish guns can sound in some games when compared to something like Tarkov side by side. Definitely a fixable issue though i’m excited to see all the improvements.
@@LittleMakwa Yeah, if BSG could make it so sound was localized accurately in space and actually always worked, it'd be the best out there.
Just like racing games....gotta have the right sound or it ruins it
As a south-east-asian, I can confirm frogs are annoyingly loud. Especially if you're in villages or remote places with bushes or woods nearby, they can wake you up even if you're in a deep sleep.
I like frogs
@@GORILLA_PIMP frogs scare me
Nope they are sweet
I am from Siberia, Russia, and 10 years ago I was at Philippines. There was a hotel on a island, among the jungle. I was amazed how loud this frogs! It seemed to me, that they are more loud than a revving motorcycle. But at the same time, they gave some kind of relax and comfort feeling. Like a peaceful grandma's village.
@@ZeroSen07 😊
Hopefully the devs actually follow through with this one. It looks like it has a lot of potential
yeah i hope it has better optimization but game looks pretty good for pre-alpha.
@@UmmKnownApeno bro they are releasing it this year or next at maximum
@@iwalkmygoose7732I’m sure they already planned to delay it
@@iwalkmygoose7732 if it realease this years they die this years mark those words
like 90% of trailer/pre alpha/release soon/incredible new extraction shooter game since years
I would love to see more dynamic sound effects like footsteps causing birds to go flying, or gunshots making the frogs go silent. Could you imagine? You hop off your helicopter and all you hear is the wind and the sound of the rotors, and then when the helicopter flies away and the silence sets in you just get hit by this cacophony of wildlife.
Cicadas irl will go silent if you get close to them or make a big noise.
Arma Reforger has this with birds and it works really well
@@LabiaLickerthey absolutely do (also nice username)
Also I noticed that the unsuppressed rifle sounds eerily similar to the og Fortnite AR from back when I used to play it
@@The_State_of_Oklahomato me it sounds like one of the AR’s from Pubg
I have basically watched all videos for GZW and mostly everyone was just excited but my mind was asking same questions and had same concerns you raised here, so thank you for bringing those up. I see a lot of potential but I see also a lot of potential issues that you were mentioning.
The scope is tanking frames because its activating a second camera component, basically doubling the render load on the GPU.. A solution would be to use a post process material effect that has a custom mask to zoom the area that the scope is occluding, creates the lens distortion, and blurs the surrounding peripheral image, all on the same render.
there are very good way to optimize the render target to cost very very little.. but that's on them to optimize!
Picture in picture is way better tho. Hardware will get better so we need games to push the agenda.
Didn’t expect to see AiAngel here dropping developer knowledge 😩
Like Squad with Anti-Aliasing and Clarity?
@@WAY2PWNdeveloper knowledge lol 😂 it’s a basic fact because 70% of games do this. And some have figured it out. It just seems that this studio somehow feels like they need to reinvent the wheel again
"we're working on it"
*Gives IGN frog cicada noise*
LOL two different older builds for both the preview test and raw footage but I did indeed laugh at that one
@@TheDevildogGamer I thought I recognized your voice in the video. Are you a dev of this game or just someone who was invited to play w/ Drew?
@@sanguinesteven790 I'm one of the Community Managers for GZW and also help with creators :)
For the death side of things i think the helicopter should be user controlled and stays where you landed so for example if you die your team have to come back and pick you up.
This also goes with you saying, getting shot at while going to a mission, you have the option to land and fight.
The comparison to Arma Wasteland is the smartest one so far I think; I've always found this game to be an interesting clash between DayZ and Stalker, but in a fully grounded real world setting. I think as people have more experience they will begin to have a better grasp of what this game could be; but like you said, it's really something that hasn't been done before. Good thoughts!
Not me coming here after having JUST watched your video.
Love your stuff brother, I hope this community treats this game well.
ARMA Wasteland was the coolest shit ever. It had a profound impact on my young mind
Maybe for the insertion/exfil part of the game, they have it where one player is actually in control of the aircraft during flight and when you land and exit the aircraft the computer takes over and flies away. That way, if you do encounter enemy users in route you can control the flight path and if you want to land there or find another LZ.
I’m sure they’d have to start over for that one haha
Something i noticed during the raw footage of the firefight was when your operator went to reload the glock you could hear the reset of the the trigger when he let go of it. That attention to detail is wild to me!
I just heard that too, so cool! The shots themselves sound kind of garbage but that was a neat detail. (edit to add) Oh and the weapon animations are super cool too. Hitting the forward assist on a rifle or doing a magazine/slide tap to get the BCG or slide back into battery is a nice touch.
@@GMan56M very true! It's amazing the attention to detail for the weapons themselves but I agree the shots definitely need improvement.
Super cool detail, but why would he be holding the trigger down like that?
@@marincusman9303 it's actually a bad habit to do because they let the reset determine when they take the next shot. A lot of beginners do it so I assume the developers thought it is proper technique. I just like that the reset is clearly there.
@@ammonpluim3479 I agree, I’m trying to fix that habit too. Just funny cause in the video he’s holding it like 5+ seconds until he reloads lol. But yeah super cool to hear it
Not starfield still catching strays ☠️
It will forever be a trash game
Lmaooo
Starfield will be fine without my guy ..grow up
@@a-animal1206video game grow up are u serious? Fallout 4 was shit when it first came out for someone who never played fallout b4
@@TheTAEclubStill crying, smh.
fantastic review ! love the questions raised. looks fantastic excited to see more of it.
For your hypothetical at 28:20 I hope that in those kinds of emerging scenarios where other player teams are on your AO it influences how your mission plays out. Example: VIP Rescue, Other team gets there before you and depending on their affiliations/reputation you have to either help them or rescue the vip from them. Additionally, getting PID on the other team and having to call "higher ups" to get info on them would be so immersive to get information on who your engaging with
The early access notes stated that the motivational AI for the npcs isn't in the early access version so that's why the AI is still kamikaze bold in the test version.
It’s so strange how much we’ve advanced graphically and in pure power with computing. But we still struggle to create realistic, dangerous AI, in fps games 😂
we still need to save our self from space some day. but we did not do anything. even we have a mind to pull it off!!!
That's why F.E.A.R. and Trepang 2 exist bby
@@urosmamic4172 F.E.A.R changed my life as a kid
@@urosmamic4172F.E.A.R. still scares me instant classic when i played it at 8 years old i had nightmares😂
i mean ig most devs are afraid of making them to OP uk, like not missing shots and hearing and that uk really take all the fun out of it for a majority of the player base uk
I love the clean UI, I wouldn't even care if there was no stamina bar, the more info you withhold from the player the more involved they get. I'd love if you could put those things on a watch and just hit a button to see it. I'm in the military and that's how I check direction, time, heart rate, ATAK messages.
But you feel fatigue. Don’t have to look at your watch for that. It should be on the screen in games.
Have audio cues, like have your character pant
Or, have your vision tunnel slightly or something
That's a great idea. I love the clean UI look as well. Some games just mass tons of crap on the UI and it really takes away the immersion
u have a fitbit, proud of you bud
I wouldnt necessarily say that withholding information makes the player get more involved. In some cases, yes. Having imprecise mag checks withholds information and puts the player more within the world where they dont have ESP to know the exact bullet count of a magazine. However withholding something like a stamina meter doesn't actually put the player in the shoes of their character. IRL you can feel yourself get tired, and absent that physical sensation you need _something_ to communicate that to the player (whether its a screen effect, audio queue like panting, or visible bar on screen). You might not know your heart rate irl, but you do know when your lungs are burning from exhaustion and about how much further you can push yourself before you start slowing down.
Similarly, in EFT you have colored body sections on screen to tell you where you are hurt. You cant physically experience the pain your character is in, so you need that pain communicated in some other way or else you as a player are actually less involved. Especially in cases where it doesn't directly impact the handling of your character.
If the player knows less than their character does, there is a problem.
This is what Ghost Recon should be like post Breakpoint.
Breakpoint was dooky imo
@@EVLfreak666 Wildlands was a lifeless, boring game aswell. But it looked good and people still liked it apparently
@@42ZaphodB42 breakpoint feels more alive then wildlands and from how the equipment looks i don't remember how it was in wildlands, breakpoint feels more realistic if you use the immersive/realistic mode and the landscape is pretty good, apart from that there are things that trow me off, like some animations, boring missions ( like the ones where you need to talk to the 3 scientists for blonde rich guy ) and the fact that the option to remove drones is as usefull as a revolver underwater, on top of that unisoft stopped giving updates wich creates bugs, i encountered a bug where one of the wolves big dogs was under the map and there were some places where you character would do the animation to get down from something and it would bug you under the map killing you
7 years later, Ghost Recon Wildlands is still my all-time favorite game. I couldn't even bring myself to finish Breakpoint. There are some things that Breakpoint added that were great like injuries, being able to carry bodies and injured squad mates, and the ability to cut through fences. However, the map being lifeless compared to Wildlands and the story being completely unbelievable, plus futuristic drone enemies and being made as a looter shooter were what made Breakpoint a large step backward. I'm hoping that Project Over will fix all of those and they allow us the option of first AND third person.
its not now. breakpoint is still a better made game in gameplay aspects and RP aspects. wildlands has only better story mode. breakpoint wins in enviromental fights, vertical fights, graphics and sound design.@@EVLfreak666
This game looks great but the audio was definitely something I didn’t notice, and being a squad fanatic, if they matched the way squad sounds when your in battle. This game would be insane, chaotic, and the best visual appealing fps game there is
this reforger update looking fire
edit: oh hey look 515 likes that's pretty cool, I guess
Ue5 arma 4 when
@@OperatorDrewski When you get bored from this new game
@@OperatorDrewski That will suck.I hate unreal engine,most fps games in unreal engine has this generic feel to it.
I agree , I hate unreal engine as well @@contra7631
@@OperatorDrewskiArma 4 with an engine that can do tunnels? A man can only dream...
I noticed a small thing, At 5:58 when you guys are in a firing line. The guy in front of Drew's Bullet casings, while they 'faded into nothingness' before that happened. they actualy interacted with the environment. Bouncing off of the car onto the void ground. That tiny detail tells me all I need to know about the dev team.
Can't wait.
good eye! I never would've noticed that
I can already smell my cpu cooking haha
Had to slow down playback speed to really see this lol. It kinda looked like they were but not really. If you slow it down you really see the casings from the guy infront of him bouncing off the truck. Good catch!
I CRAVE this kind of game.. I love the whole "Infil / Exfil" via chopper and how you and your team are left to their training and wits as they close in on the AO... Thanks for making such an intriguing video, Drewski! Cheers to you!
It's literally Tarkov
download escape from tarkov
Do you really CRAVE this type of game?
@@JustDatBoi No, they said it just to rustle your jimmies
@@AnotherViewBot well, then I guess I CRAVE a jimmy rustlin
0:35 Carry handle goes hard
Yeee :D
@@OperatorJackYT Really hope they add some CAR-15s, A1 and A2 carry handles and such. Let me go all old school
Real
@@OperatorDrewski Just wanted to say thanks for making these videos. Your videos got me into Milsim/tactical games back in like 2018. You rock, hope to be able to play an event with ya'll some day, like a large scale Arma op or something similar
@@kreeperskidvery much appreciate that brudder
I wish i could play arma with every bit of you guys…. If only arma 3 could host higher pop servers without crashing and 2fps lol
I like the bigger focus on PVE than PvP. Removes some of the annoyance of hackers and metasweats
if theres anything ive learned from helldivers, there will still be plenty of both, theyll just be mocked a lot more relentlessly (and thank god for that)
No it really doesn't at all.
@@TherealRTZ973how doesn’t it?
@@TherealRTZ973found the metasweat
They plan to have PVE only servers on launch iirc (as in you can choose to just play PVE only, there will still be PVEVP servers)
12:38, hell yeah man! It's the little details that truly stand out and add to the immersion.
Really impressed with this dev team. Seems like they're poised to deliver _something_ worth playing. Considering the game's progress thus far, I have no doubt they will advance the AI, fix the optimization issues, and add depth/find balance with the audio in the game. This is awesome, and you can tell they really care about this project. Sign me up.
I'm pretty sure *John Romero* is working on this and that's got me hella excited
Optimization, yea.. No one does that anymore
@@Nevvalth team said that they will try there best when it comes to optimization but the game run on UE5 at it's highest limits so gotta grind for that gamer pc 😅
Unless they pull it off somehow and make it work for the mid end computers
I would love to see like True AI that can answer and respond to what you say to them and ones that will talk to each other, work together and come up with new ways of ambushing and attacking so Every encounter is different .
I like how there is accually a vortex logo on the scope that's really cool
I noticed that too. And the eotech holo sight. Like like they going in on the guns and accessory realism too. Pretty cool
Great video. Drew always giving us that early look. Good looking out bro
The sound is very important. Crickets frogs bird and animal sounds stop when fire fights break out. You have to be able to hear and feel the chaos through headphones/speakers. This game, star citizen, hell divers 2, Poe 2, and more are the new innovators and pioneers. These indie devs are the new gaming standard.
Star Citizen has been in development for like 30 years mate
@@JostVanWairBecause it pushes the technical boundaries of gaming like few other games
the frogs, birds n crickets dont even completely stop, the volume just ducks down when you're shooting. still a great detail
This game seems like a final form of ALL the tactical shooters right now tbh
Cry some more
Well that's unreal engine 5
Don't let the graphics fool you, so far gameplay wise it's very boring and unfinished
Yet it really isn't.
Great concept, yet they won't pull it off correctly sadly.
We've seen this with every single "tactical/milsim" shooter.
@@lerandomguy2109It's unfinished because it's Pre-Alpha lol.
@@Tavis15ifydid you play the game? What did you get to assume this?
I absolutely want to see more of this game. FPS PVP gameplay is my favorite but I haven't played any heavily since battlefield 2 because I enjoy the complexity or more realistic/dynamic shooters. This looks extremely promising!
6:49 LOL I will have to point out the Preview Test and Raw Footage were both done on different older builds but the Frogs is a Meme and I'm here for it!
Cautiously optimistic about this. Looking forward to seeing more of this as it develops.
Same as we all should be... Weve honestly seen too many disappointments when games "look too good".
@@Invertmini1212is that game really considered as "looks too good"? No way man. :D
@@ravioli-ravioli much better than the horse shit games we get now. tarkov is such a ran through concept of a game and i feel like its the only style of game people ever talk about anymore other than the shitty excuse for steam games such as unrecord and these really stupid ideas for games that would be better as standalone mods for other games that already exist. were in a day and age where people are releasing games that feel like DLC rather than the full game. this seems really well in depth already and most the animations and assets they have used aren't just the standard crappy reused assets from other games. its looking promising you gotta admit that part
@@Therealsalerno i mean it's promising, but i just disagree with that whole "looks too good to be real" concept, because it's looks like a generic 2024 shooter on ue4/5 with good graphics, and like that's all. Plus half of the shit is came straight from Tarkov (the whole mf inventory ui, the eat/drink/heal in raid with fancy animations, modding guns, etc..) like the we saw these things already in existing (and still alive and popular) games, so why they need make another one? I think i'm gonna try it anyway, but for me it's gonna be probably one of these games for one evening and that's all (i still have my CoD and Tarkov to fill the rest of my free time).
sry for bad eng tho
@@ravioli-ravioli aye man you said it better than i could that's a really good insight
The sound that I love is the sound of incoming rounds and the snap they make.
i love how he says technologically ahead while the clip with the dustcoverless ak runs
Ackchyually its called a 'magazine' not a 'clip'
@LabiaLicker he's talking about the video clip...
@@TheMason7125 looking at his profile picture and name- and the fact he put ackchyually- i think he knows and was doing that to be goofy and not an actual correction (since most of drews fans are gun guys and would find that funny, or at least i did)
@@LabiaLicker lmao
I would like more tactical milsim style shooters like this with PvE focus.
Ikr i dont want to sweat playing a game, i want to feel nice playing, maybe smoke a cigarette and talk with my mates mess around. I want the hurry up and wait experience, i want to feel like im still fighting guerrillas but not so seriously
@@jeancorzo4755 ideal arma experience is 2-5 hours of waiting/driving/patrolling while talking and 50 minutes of action imo, the social part of arma makes it for me personally and i really hope this game has something thats sticks and hits similar to that feeling of being a logi/transport driver/pilot for a milsim group
Arma 3 ?
@@kaliphri9590gonna be nothing like arma 3
@@xancake5092 obviously, i wasnt saying it should be, im saying i hope it has something that hits the same at some point or another, like running supplies or something similar from your spawn to captured areas to get friendly AI or something along those lines, something that breaks the typical "throw me into a fight" pace- if its just fly in and fight and nothing else the game is gonna go the route of tarkov, aka stagnate and sit on the brink of death constantly with just enough players to know that its still playable but enough cheaters and losers amongst those few players to make you wonder if its even worth it
Looks amazing!! I would definitely love to see some loot-able interactions. (Honestly what keeps me going back to tarkov) would definitely help with the longevity of the game IMO
No raid timer extraction shooter sounds amazing.
To this day, Fear 1 has always had the BEST AI. That truly dynamically change their behavior, with realistic reaction times and voice coms/commands to other squad members. They send out a scout, hunker down together and even split flank push correctly. Even solo ai in fear are just as deadly, if not more! Than sneaking crouch walking ai in stalker.
To be fair, Fear 1's ai is more the illusion of intelligence than intelligence itself. The voice coms do not affect the Ai behavior, but them announcing what they are doing makes it feel more dynamic. There is also the fact that fear has extremely simplistic combat environments, which allowed the devs to create a bunch of routines the ai could execute utilizing the entire space effectively.
When you scale up to these large open maps, it becomes significantly harder to get the ai to act predictably and intelligently based on the players' actions. Still, fear 1 is awesome.
Nah, nothing is as realistic as Tarkov AI with SAIN mod plonked into them.
So, Joint Operations from 20 years ago let you insert on a chopper, but another player flew the chopper.
Glad you're covering this, hopefully it holds up to expectations!
I thought Madfinger games sounded familiar, they made some of my favorite mobile games back in the day like dead trigger and shadowgun. Glad to hear they're still around and kicking ass!
its actually immensely impressive that they goes from funny zombie shooty shooty to an all out AAA level game
Mhm. Madfingers makes hella banger games, so call me surprised.
I love hearing your takes on this game, it seems like a super promising game and hearing what you have to say about it, as someone who's played a lot of games like Tarkov and Arma, is incredibly enlightening me and makes me start asking those questions you brought up myself.
I've managed to get a creek in my neck as I've been nodding at every single point you made so far. Just pausing for a break and an ice pack, then back to it. Great work Drewski, as always mate 🤝
ok but can they add the "you gonna fuck on me" voiceline to the scavs
Devs need to hire people like you as a consultant. If they took some of your feedback, this game could have a lot of potential. Has a long way to come in gameplay.
I read that they havr Jonathan Ferguson (the Gamespot/Royal Armories Museum guy) as a consultant for the firearms
I read that they have Jonathan Ferguson (the Gamespot/Royal Armouries Museum curator guy) as a consultant for the firearms.
why do they think they’re running an alpha pre-release?
Slaves marketed as developers cant hire.
Why do you think they were even allowed to play the game, 1st we can get a look at it 2nd to get feedback from actual players
The AI seem like absolute tanks
They had full kits on so they are trained personal it seems
@@PushSomeHeavyWeight One of them ate 4 rounds of 5.56, in a yellow tank top
@@iontiodau what do you think the tank stands for?
@@iontiodau that tank top is made of titanium and an armor plate is inside it.
Asians in tank tops are simply built different
It would be cool to calibrate a scope on the go in game they should also put the two bars on either side of your screen to make it more immersive
this really oiled me up. thanks drewski!
This needs suppression mechanics for both players and bots. And then the bots doing bounding and peeling, setting up actual ambushes where they try to stay hidden and follow you until you're in a killbox as opposed to passively waiting for a trigger or to be fired upon.
This game have a very potential
WELCOME TO THE RICE FIELD ****** ******!!!
YEEAAHHH
I remember several people who, when The Day Before "released", began to release some videos that at least "Gray Zone was an up and coming real project"... but then only showed developer and trailer footage. To which I rightfully pointed out that while I don't want to start doubting every developer, we can't know and claim games are real unless we get something more substantial or until some people can actually play it.
I'm glad that moment has come, because Gray Zone indeed looks very promising. I really like to learn more about how it works with regards to the loading screens and bases and map areas. For some reason it reminds me a lot of classic Delta Force games where you usually get inserted with an immersive (for its time) insertion procedure. Looks very promising.
It kind of reminds me of the earlier days of Operation Flashpoint (as in what became Arma, not what Codemasters bastardised with Red Dragon/Red River that was an entirely different developer when Bohemia walked away) with a lot of the modded multiplayer missions like capture the Island. You'd have a starting base then expand out by capturing towns from AI, and if there were enough on the server, other players on the other factions. You got points for holding more capture points to build out your base and upgrade buildings to produce things like tanks and choppers that could ether be AI controlled or commanded by the player. This seems to be along the same line. Just one big open persistent battlefield. The same game modes were carried over to the Arma series too, so things got more immersive and impressive as the tech improved.
By the way so I was thinking about looting other players if they die... the question is always about the concept "if you lose everything, the weakest players always start leaving and eventually you have a low playerbase" versus "if there is no loot, people won't find PVP satisfying in this type of game and the game might not take off very well".
In that case, why don't extraction shooter developers think of a middleground? Let's say you can bring up to two primary firearms (as in, non-sidearm) to a lobby from your base. One you can mark as your main weapon, which you will keep on death. The other can be looted by other players, if you brought a second primary firearm. Basically it allows players to consider bringing another weapon for extra firepower, which if they do, essentially becomes their stake. The players that don't obviously have one benefit that they could use that slot for an extra weapon they loot during the match. This works best with a fixed ingame vendor economy without a "free market for players", though. At worst, it's possible most players will just loot lesser quality firearms in general that get picked as a popular cheap backup weapons.
You could also flip the above idea on its head and just allow a couple basic firearms to be unlootable (e.g. some kind of starting unmodded M4 or something), while you can make/find/buy far better guns that are always lootable. Of course ammo for the unlootable firearms shouldn't be super difficult to acquire because what's the point of keeping the gun if you can't use it, anyway.
As for armou and rigsr, it might be a little too crazy to allow people to keep it because those with the best armour can just infinitely use it and you just have to acquire it once. Same for if someone can always use the best rig and carry more stuff. It would make sense to always allow these to be looted, but that's my opinion.
As for items, the SafeLock seems fair to just guarantee that you can keep a few items. That's nice. I just don't recommend going the Tarkov route where people who pay more get better containers. No matter how you look at it, it introduces an advantage to people who just paid extra to get that advantage.
"Star Field take notes" Savage :D
The frogs in the right season are that loud here 😂.
Excited to see you play this❤
Sounds like they went to an indoor shooting range for the gun noises
I like the game design you introduced (many factions) and the attention to visual and decor details is stunning.
my 2070 super will kill me in my sleep if I try to run this...
Yeah this might be the one that finally gets me to upgrade. Unless DLSS works some miracle on the performance.
@@Lithenius I think DLSS + less-than-4k screen res can do fair wonders. The game world does seem very dense though, kinda makes me wonder the choice of location when more easily optimizable worlds could have been made.. Anywho, it's still an early build so cautious optimism seems to be the way to go for now
Looks like operation flashpoint and that game came out like 10+ years ago.
Love all of your vids, Drewski!
80fps with a 4090 its a pc killer
oh God, so good! we all dreamed about this game all this years of playing!
So Army of Two's multiplayer.
Man I miss when that series was good.
Now watch them butcher the game because they realized people like it so instead of refining what needs refining, they start adding a bunch of unnecessary stuff into the game which eventually turns into spaghetti and it ends up running like absolute crap. It has happened before, it will happen again. The question is if this is that game.
be positive
@@jdiggidydog he's probably been burned before. I bought 2042 for example, natural to be apprehensive
You should also make it so players can create cache locations of items and a weight burden. That way you can scavenge and build a little personal armory at any location you want for yourself or your team. And cover the items so enemies can't walk up and detect them unless the move the brush and reveal a cache by absolute lucky find only.
I actually love this idea, can't wait for a full release
For coming back in after you die, the team need a set number of "reinforcement" calls that slowly replenish over a period of time and they can only be accessed by, say, a leader, or someone with a radio. That way, if a radio guy dies, someone else has to pick up his radio in order to call people back in and make a set time where you have to "learn" how to use it, and you cant be doing amything else while that is taking place, making that person vulnerable. However, he can't just spam the reinforcement call, because inevitably, you'll run out. It also brings in the dynamic of having to protect that guy in order to ensure you can get back into the match.
This game has massive potential and if they're actually able to deliver on some of the feedback, this game will be so good for the buddys to get together
Something seems kind of awkward about how the weapon moves when you look around. It just stays perfectly still.
If they can implement the gun sway and effects from the Squad ICO, it would be way more compelling
such a pleasant surprise to see a 'pre-alpha' build that's pretty clearly already had a lot of love lavished on it, as opposed to 90% of early releases on steam
THIS SHOULD BE THE QUALITY FOR THE NEXT DAYZ
One thing I would love to see in the game would be more military type comms, like arriving in t minus 30 seconds or something like that. this is the most realistic gave i've ever seen
on sound- tbh i would love if they replicate active hearing protection when youre wearing it. ambient sounds are amplified under 80db, all sounds are muted over 80db, and using comms vs just speaking becomes a more important choice.
when you die you could spawn back at base, but as a new person as if one of your buddy's from the barracks were to come out and assist your team.
Adding idle animations(chatting, having a drink, resting etc..) for the enemy AI and maybe doing patrolling every now and then in recently engaged areas and injury mechanics too for the AI(I'm looking at you MGV5:TPP) will make this have it's own eco system
I would love an option to be able to call in one mortar strike per hour. Mark it on the map, call it in, and boom. With there being distance limits and distance from base impacting time on target
in my opinion this game needs a storyline as you mentioned in the beginning of the video that there is anomalies in the forest, so maybe lost weapons of some kind or possibly warheads.
They really have to add some type of whoosh from oncoming bullets, bullet ricochet sounds as well as gun jamming from time to time based on what type of gun you're using and how reliable that type of gun is in the real world. Haven't got to the end of the video yet, just came up with it at 6:25
Hey Drewski idea on the quests, Let quests still be the main form of progression but to incentivize players to do squads together give them an XP reward for playing together (Completing quests with squad mates is a 15% XP buff per teammate or something like that.) That would still allow players to play both ways while still incentivizing team play!
I've gotta say--as a game design student--hearing feedback like this is invaluable if the devs listen to it. I don't really consider negative feedback on games that are in such an early state to be "negative" per se, more like opening a path to improvement; especially with the references you guys made to other games. Whenever I hear it, it just makes me happy; It really gets me thinking of ways to improve the game, and it's important to remember that the more negative feedback you get at early stages of development--the better the game is gonna be at launch. Some people--fans, and devs--get disheartened by it, but it makes me excited for what it could turn into! Great video Drew :)
Im so proud that this game was created in my little country - Czechia. I can feel that this game will be hugeee. Thanks for showing us this future masterpiece
This looks amazing. I was always bummed that the red orchestra series never got a 3rd installment, this looks like it could be a worthy successor.
based on the signs and banners in the village, this is somewhere in Laos
My only gripe I can see from the gameplay footage is it doesn't appear your gun ever lowers at rest while walking around. You're always ready to shoot it looks like, 90s shooter style. Everything else looks amazing.
I hope they expand on the PVE experience as well. Even dropping in and trying to recover all of the data on the island would be a sweet treat. Expanding upon the dynamic live events like a tank or helicopter moving in to reinforce a specific point a team is moving to. Perhaps special teams like sniper or mortar teams or support. This game, as you say, has HUGE potential. Can't wait for it!
Looks really nice I just hope it will be an equal teamplay experience like Squad / Squad 44 or ARMA
2 different games.... classified differently....
@@domingofung ?
15:20 The synth music choice is so fcking good man.
Be sure to remind them to make it so if you step in water it splashes and ripples and make the water sound. This and other environmental effects would make the game better. My friend said this game looked so close to real life, and it’s only in pre-alpha!
In Ghost Recon's defense regarding UI (not that I'm a passionate fan), they did offer players the customization options to reduce UI as much as one could want. But I agree that the default settings did have a lot.
Don’t know how hard it would be, but being able to pre plan a heli insert would be crucial. Make it simulate you talking to pilot and putting a flight path on a map by waypoints and the AI pilot follow that
Can always trust Drew to give an HONEST opinion on a game build instead of marking it the best thing ever. Happily gives suggestive pointers for the Dev's.. good man
0:06 the reflection of the trees loads as the trees load in view haha
squad has the best firefight sounds of any current game by far. no one does immersive firefights better than squad right now
Easy fix on the quest. You get good bonus rewards for completing a teammates quest. So it’s good to help your team quest. Also you should have some squad quest each time.
Humble beginnings, the company that first started on mobile phones that made shadowgun, dead trigger, Samurai II: Vengeance took over the pc/console game scene is so beautiful, i always knew, that if u know how to code on mobile, than u DEFINITELY know how to use your resources for a high end machine, u learn more techniques, u learn to be resourceful, and u learn to bring the best quality art, with less power, I love this for the team, and I’m looking forward to this game
Comment from the future, I am almost 300 hours into the game and completed 100+ quests, this is the best game I ever played regarding realism, it is in amazing shape for an early access and the devs actually listen to the players. What else can you ask for!
This reminds me of the old Ghost Recon series. I hope coop campaign is as difficult and enemies will actually flank you when you stay in a position for too long.