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From the alpha or beta footage we were able to gleam I do have several suggestions for the game and I am excited having enjoyed the last game, but found it wanting. Since this is an open world RPG of sorts, I do have a lot of feedback. I am experienced with feedback and have dabbled in modding. Most of these aside from the animations or programming would not take too much effort or resources. The ones that do not work. Oh well Just use them in something else if you like. This will be a tremendously long feedback for fare warning. lol
Immersion suggestions:
I am not certain, but if it isnt a thing you should add player and NPC upgradable backpacks. It is immersive and that kind of attention to detail certainly helped games like the likes of The Last of Us. Do not skimp on the animations because as I will get to later it breaks the flow of the game. And I think from some of the weapons you have shown, you know to make it look like it was not made in a factory, but progressively hobbled together as its upgraded. Practicality over fashion. It should have a limit on how much you can pack into it based on weight and how much space something takes up. Makes planning a mission crucial and it would also mean that realistically the resistance would need a place to store munitions, foodstuff, and perhaps most importantly medical supplies. You would not be able to hide EVERYTHING behind a homeless graffiti sign and also I hope further in the game they adapt to this tactic.
Every single item in the world that we grab seems so unreal that it breaks the immersion. He grabbed a machine gun like Bruce Lee. It had no weight, could not be felt, and disappeared out of thin air going nowhere. Make the grabbing animation look more natural and have him bend over there and pick it up and put it in his backpack with the rough time it would take to do so. Not only does it look a ten times better, but it also adds a new element to the game. Your heart starts racing, and you are out of ammo in a firefight you just started and you see a dead soldier lying in the street with his weapon across his chest and his grip tight around it. You lower your head running from cover to cover to get to him, prying the weapon from his dead hands, and you begin the fight anew. This is much better than running with your head up through the fire like a moron and instantaneously having it without ever touching it and it is much more atmospheric.
From the look of it, the customization of guns is almost perfect. I only hope that you slow it down a little and make him look a little more new to it. I did not see suppressors, flash suppressors, heavy barrels, tactical lights, laser sights etc. Different grips would also be nice. Also, incorporate the backpack suggestion. I would also like to customize the resistance some and the player character and possibly companions.
Raids should be for things that actually matter. If I liberate a sector, I should slowly be able to see the changes that happen. The same goes for the length of time an area is occupied. Like the NPCs appearing malnourished, disillusioned, and beaten for instance. Some of the families in the oppressed sectors telling you in trade that they pass a picture around the houses as just another way to stick it to them. Murals horning the ones who have given their lives for four bloody years. Capture the oppression.
If I find some food, water, munitions, medical supplies, or misc. supplies in the world we should have two options. Use it for ourselves or donate it to the cause. Mark it for pick up by the resistance; call someone, or something along these lines. Which means there is a lot more depth to an environment. This is extremely important as it is guerilla warfare. Not much would be wasted. This also means like the upcoming game The Division the PC and NPCs should interact with the environment theyre taking cover behind. That moment when he closed the car door for instance.
As far as the story goes the people in the resistance should exhibit the symptoms indicative of a long bloody guerrilla conflict. Such as PTSD (shellshock), survivor guilt, clinical depression, feeling of hopelessness, and much more. They should be real. We should be able to connect to them and experience catharsis.
I think there should be if it is not in the game, a stat system that governs every NPC and the PC. For example, marksmanship would be critical. For someone who is new to it your skill would not be very high, but the way we increase these skills should be by use and possibly training.
A.I. suggestions:
Add detailed schedules to NPCs so they do things like normal people, medical conditions like a sprained arm that affects gameplay, the need to eat, drink, and sleep. Not so tedious as to draw away from the game, but enough to draw us in and give unique function to the game that would never be forgotten. Such as, planning night raids or attacking food stores and then stealing the replacement to feed the resistance and their families or to recruit new ones. This is after all a post-apocalyptic game and they would have to deal with these things. It would give a face to the thing you were fighting and motivate you. It would make the game special.
Difficulty levels are important as well. It should not be the common, you increase the difficulty, the enemies health is increased, and that is it. Make the A.I. Adaptive. The same tactics should not work recurrently; they should play to their strengths, and be innovative. This enemy was tough enough to successfully invade the United States. Something the Soviet Union and other great powers thought was impossible. They had better fight like dogs to keep it. Certain regions with low strategic value should be relatively easy to take, whereas areas of the utmost strategic value should be guarded with the highest difficulty. There should be areas at the beginning of the game that we know if we go there we die and that is that. The higher the difficulty like say there are four. Casual, intermediate, hard, and nightmare. If I am playing on hard or nightmare there should be limited HUD, no pausing (everything is real time), AutoSaves with no way to save progress yourself so that you can cheat and just reload until you pass something. The dark souls adage where there are traps that you can die from or take advantage of yourself. I will cover dying below.
When we die in the game I think that the way it should be is depend on difficulty, but it should punish you. If you are playing on casual or intermediate no punishment, but if youre playing on hard or nightmare it should take away items you earned during that mission or upgrades or stat increases. It should all be explained in the lore kind of like what bioshock does maybe. Not the room bookers shows up in, but incorporate the multiverse. If I die, sure, that story is over but there are an infinite number of me out there doing this quest or mission and now I am playing as one of them and they didnt have as much luck as me and didnt level up or find this weapon. That attention to detail has kept comic books relevant for years. They update based on new information and explain things within the scope of reality so as not to break immersion and have the viewer or reader think about the same thing through out the entire experience.
Optional: Add levolution to everything. IF we blew up a hospital that is being occupied, it should be destroyed through the entire play through, unless we try to rebuild it in game and clean it up. In which case it should happen over time. We love levultion.
Add realistic weather and affects.
Some of the meshes and textures look as though they could use some work, but I know its alpha or beta.
The lighting could be more realistic. Think Watchdogs.
From the alpha or beta footage we were able to gleam I do have several suggestions for the game and I am excited having enjoyed the last game, but found it wanting. Since this is an open world RPG of sorts, I do have a lot of feedback. I am experienced with feedback and have dabbled in modding. Most of these aside from the animations or programming would not take too much effort or resources. The ones that do not work. Oh well Just use them in something else if you like. This will be a tremendously long feedback for fare warning. lol
Immersion suggestions:
I am not certain, but if it isnt a thing you should add player and NPC upgradable backpacks. It is immersive and that kind of attention to detail certainly helped games like the likes of The Last of Us. Do not skimp on the animations because as I will get to later it breaks the flow of the game. And I think from some of the weapons you have shown, you know to make it look like it was not made in a factory, but progressively hobbled together as its upgraded. Practicality over fashion. It should have a limit on how much you can pack into it based on weight and how much space something takes up. Makes planning a mission crucial and it would also mean that realistically the resistance would need a place to store munitions, foodstuff, and perhaps most importantly medical supplies. You would not be able to hide EVERYTHING behind a homeless graffiti sign and also I hope further in the game they adapt to this tactic.
Every single item in the world that we grab seems so unreal that it breaks the immersion. He grabbed a machine gun like Bruce Lee. It had no weight, could not be felt, and disappeared out of thin air going nowhere. Make the grabbing animation look more natural and have him bend over there and pick it up and put it in his backpack with the rough time it would take to do so. Not only does it look a ten times better, but it also adds a new element to the game. Your heart starts racing, and you are out of ammo in a firefight you just started and you see a dead soldier lying in the street with his weapon across his chest and his grip tight around it. You lower your head running from cover to cover to get to him, prying the weapon from his dead hands, and you begin the fight anew. This is much better than running with your head up through the fire like a moron and instantaneously having it without ever touching it and it is much more atmospheric.
From the look of it, the customization of guns is almost perfect. I only hope that you slow it down a little and make him look a little more new to it. I did not see suppressors, flash suppressors, heavy barrels, tactical lights, laser sights etc. Different grips would also be nice. Also, incorporate the backpack suggestion. I would also like to customize the resistance some and the player character and possibly companions.
Raids should be for things that actually matter. If I liberate a sector, I should slowly be able to see the changes that happen. The same goes for the length of time an area is occupied. Like the NPCs appearing malnourished, disillusioned, and beaten for instance. Some of the families in the oppressed sectors telling you in trade that they pass a picture around the houses as just another way to stick it to them. Murals horning the ones who have given their lives for four bloody years. Capture the oppression.
If I find some food, water, munitions, medical supplies, or misc. supplies in the world we should have two options. Use it for ourselves or donate it to the cause. Mark it for pick up by the resistance; call someone, or something along these lines. Which means there is a lot more depth to an environment. This is extremely important as it is guerilla warfare. Not much would be wasted. This also means like the upcoming game The Division the PC and NPCs should interact with the environment theyre taking cover behind. That moment when he closed the car door for instance.
As far as the story goes the people in the resistance should exhibit the symptoms indicative of a long bloody guerrilla conflict. Such as PTSD (shellshock), survivor guilt, clinical depression, feeling of hopelessness, and much more. They should be real. We should be able to connect to them and experience catharsis.
I think there should be if it is not in the game, a stat system that governs every NPC and the PC. For example, marksmanship would be critical. For someone who is new to it your skill would not be very high, but the way we increase these skills should be by use and possibly training.
A.I. suggestions:
Add detailed schedules to NPCs so they do things like normal people, medical conditions like a sprained arm that affects gameplay, the need to eat, drink, and sleep. Not so tedious as to draw away from the game, but enough to draw us in and give unique function to the game that would never be forgotten. Such as, planning night raids or attacking food stores and then stealing the replacement to feed the resistance and their families or to recruit new ones. This is after all a post-apocalyptic game and they would have to deal with these things. It would give a face to the thing you were fighting and motivate you. It would make the game special.
Difficulty levels are important as well. It should not be the common, you increase the difficulty, the enemies health is increased, and that is it. Make the A.I. Adaptive. The same tactics should not work recurrently; they should play to their strengths, and be innovative. This enemy was tough enough to successfully invade the United States. Something the Soviet Union and other great powers thought was impossible. They had better fight like dogs to keep it. Certain regions with low strategic value should be relatively easy to take, whereas areas of the utmost strategic value should be guarded with the highest difficulty. There should be areas at the beginning of the game that we know if we go there we die and that is that. The higher the difficulty like say there are four. Casual, intermediate, hard, and nightmare. If I am playing on hard or nightmare there should be limited HUD, no pausing (everything is real time), AutoSaves with no way to save progress yourself so that you can cheat and just reload until you pass something. The dark souls adage where there are traps that you can die from or take advantage of yourself. I will cover dying below.
When we die in the game I think that the way it should be is depend on difficulty, but it should punish you. If you are playing on casual or intermediate no punishment, but if youre playing on hard or nightmare it should take away items you earned during that mission or upgrades or stat increases. It should all be explained in the lore kind of like what bioshock does maybe. Not the room bookers shows up in, but incorporate the multiverse. If I die, sure, that story is over but there are an infinite number of me out there doing this quest or mission and now I am playing as one of them and they didnt have as much luck as me and didnt level up or find this weapon. That attention to detail has kept comic books relevant for years. They update based on new information and explain things within the scope of reality so as not to break immersion and have the viewer or reader think about the same thing through out the entire experience.
Optional: Add levolution to everything. IF we blew up a hospital that is being occupied, it should be destroyed through the entire play through, unless we try to rebuild it in game and clean it up. In which case it should happen over time. We love levultion.
Add realistic weather and affects.
Some of the meshes and textures look as though they could use some work, but I know its alpha or beta.
The lighting could be more realistic. Think Watchdogs.