2 mensen vonden deze recensie nuttig
Niet aanbevolen
0.0 uur in de afgelopen twee weken / 48.3 uur in totaal (18.4 uur op moment van beoordeling)
Geplaatst: 17 dec 2023 om 2:20
Gewijzigd: 17 dec 2023 om 15:00

A game that shouldn't have released quite yet. While the gunplay and mechanics are here, the gameplay and balance is missing.

After tinkering around with 1.0:

The Good:
Essentially everything but balance.
  • Friendly AI are good 95% of the time. They do what you tell them, and they do it well. Their animations and actions are logical and they act surprisingly well with only some guidance from the player. They feel like they're doing things step-by-step and methodically.
  • Gunplay is excellent.
  • Good amount of tools that allow for several play styles and approaches to missions.
  • Plenty of weapons to choose from.
  • Atmosphere and environmental storytelling is exceptional. Sometimes overdone, but it gets the message across.
  • Sound design is likewise excellent.

The Bad:
A lot of stuff involving balance.
  • Friendly AI are a little too good at putting suspects 6 feet under. You can't get them to surrender if they're dead.
  • You have no control over the environment. There is no way to cut a building's power, or to access a building's security systems/camera feeds. You are given ZERO intelligence updates as the mission progresses.
  • Likewise, enemy AI is INSANE. Every meth addict and gang banger in Los Sueños was trained by John Wick himself. They can see and shoot through walls, can run and shoot with near perfect accuracy, and in general feel more like special forces than lowly criminals or security guards.
  • Enemy AI will not surrender. You can shoot them until they stagger - and they will still fight. They will continue to fight until incapacitated or killed.
  • The only surefire way to get suspect AI to surrender is to either gas them or shoot them with a beanbag gun. Even bullet wounds don't seem to encourage them to surrender. Oftentimes surrendering AI will attempt to kill you with a hidden weapon as you walk up to arrest them. It doesn't matter if you're pointing a gun at them while doing this - they'll try it anyways.
  • AI have nerves of titanium and won't flinch or give up no matter how much overwhelming force you use. C2 breach a door, have AI flashbang it, and use your grenade launcher to shoot a second flash bang deeper into the room? Suspect AI doesn't care and will shoot the ♥♥♥♥ out of you the second that door isn't there. Suspect AI will watch you give 3 of their buddies express tickets to Hell and will not surrender. These do not feel like criminals, they feel like religious zealots ready to die for their cause.
  • Weapon damage against suspects is all over the place. Nothing but a shotgun seems to one-hit-kill. Shooting an unarmored suspect with .300 BLK jacketed hollow point takes 3+ hits to kill.
  • Suspects do not seem to hide or act as unpredictability as they used to. Now they will directly confront and combat the SWAT team, reducing the diversity of encounters players can have during missions.
  • Suspects do not seem to care if their limbs have been shot, and continue to behave as if they have taken no damage.
  • Night vision has no real purpose. Every AI is innately blessed with the gift of perfect night vision and can see without impediment in dark environments. Equipping NVGs only serves to put you on the same playing field as the NVG-less enemies.
  • Your flashlight has no lighting spill and only illuminates a tiny spot in front of you. Weapon lights are immensely powerful and can easily illuminate an entire room in real life. It's comical how much they suck in this game.
  • Maps tend to be medium sized at smallest, and absolutely huge at largest. You will clear complexes that would need 20+ SWAT officers with 5 men. The proof is in the duration of missions. Many will take 20-40 minutes to complete. Combine this with a platoon's worth of John Wick AI that WILL fight you to the death and the missions quickly become a drawn out, crawling gunfight form start to finish.
  • While there are a lot of weapons, almost every SMG is useless due to its poor armor penetration and low damage, making rifles and shotguns the only truly viable lethal classes.
  • Attachments are lacking. Namely canted sights and more magnified options.
Was deze recensie nuttig? Ja Nee Grappig Prijs
2 opmerkingen
Sanakan 17 dec 2023 om 14:55 
Not to mention the briefings themselves claim that there are other units on stand-by in case things go south.

Things ALWAYS go south because the suspect AI is so aggressive, and so willing to fight to the death.

Yet those other teams mentioned in the briefings NEVER show up. Your intelligence is NEVER updated.

IRL a SWAT team would likely have control of the building's power, water, phone lines, internet, possibly even the camera feeds. There would be drone coverage for the exterior of the building.

In Ready or Not you are essentially sent on a suicide mission to clear out a compound of 20+ motivated-to-die criminals every time you hit play.
My failure 17 dec 2023 om 3:45 
Very well explained. I feel the maps are too big for a 5 men SWAT. Moreover, some missions you are fighting a bunch of well trained terrorists and some genius think ONE SWAT team is enough to do the job. Jesus Christ do they even know that national guards and special forces exist?