Kittonwy said:
The chimeras need to use cover more. I don't understand their development philosophy. The main problems with the first game were:
1) Visuals (in order of priority from first to last: lack of HDR/tone-mapping, dynamic shadowing and self-shadowing, lack of reflection map on water and windows, lack of destructability, lack of iconic structures and landmarks that truly distinguish a level)
The water is both reflective and refractive, and it varies based on the environment and lighting. We can make it reflect everything, or nothing. Just because you didn't get a good look at it doesn't mean it's reflecting. There are some destructible objects --- and I think many levels have iconic elements - including the Node in Chicago, the town square in Twin Falls and other levels we haven't even talked about.
Kittonwy said:
2) Music (lack of truly rousing, epic pieces, atmospheric pieces are fine for survival horror game but not for an epic shooter, they need to be memorable to the point of people humming them)
New composer. Actually orchestrated music with a symphony. You haven't had a chance to hear much yet, but the podcast has some of the music that people seem to love. Maybe I'll swap in some other new R2 music for this week.
The sound in the game is quite improved, if you don't have surround sound or good headphones, I feel bad for you, the game's sound is one of its best elements.
Kittonwy said:
3) SP Gameplay (too much linearity, needs more intelligent AI in terms of behaviours, tactics and taking cover, needs more verticality in SP levels as well as more open levels, TRUE BOSS FIGHTS)
Have you played the whole game? Did you see Chicago and the nature of the buildings there? Could you imagine some of the open town squares we might have throughout the game? Do you remember the open battles in RFOM? Do you think we just dropped those?. We showed our opening (tutorial level) and our third level (in which the Lumberyard battle starts to reflect some of the large scale of battles and multiple paths you can take) and now you already want more?
Kittonwy said:
4) MP Gameplay (needs to get rid of any kind of CTF, more Breach/Assault type games but without the Nottingham breach-type chokepoints that will result in massive deaths that can destroy the player's k/d which tends to keep k/d whores away from objective games)
We've already made lots of tweaks and focused our objective games into Skirmish. Plus you know we'll support the game beyond launch.
Kittonwy said:
What they ended up doing was revamping the entire weapon system, slowing the pace of MP, nurfing grenade throwing which can be seen from the recent footage, NONE OF WHICH WERE NECESSARY AT ALL WHATSOEVER. You don't fix what wasn't broken and you certainly don't BREAK what already worked extremely well.
The engine and the the lighting tweaks as well as the water tech came in basically at the last minute when those should have been the FIRST THING they needed to do after R1 shipped and R2 got the go-ahead from Sony, the engine was rushed, it was inadequate, lacking in key current gen features. R2 development, especially engine development should have been a higher priority over development of Q4B or even FTOD (both COMBINED didn't sell as much as R1).
We changed the weapon system for good reasons, MP plays at the same pace, grenade throwing isn't the Brett Favre tosses it use to be, but it's not the private beta either.
The lighting and water came on last minute because our engine team has been working on it all of this time. They also worked on new tech for Ratchet last year that went into that. It's ALL THE SAME engine Kitty. The features from TOD that made that game look good are all in R2.
Kittonwy said:
The gamekyo video is simply frustrating to watch, it's not because the level isn't linear, it's because there aren't enough visual cues to show the player where to go, such as increasing number of tree stumps, or more barren landscape, or some sort of onscreen indicator in the hud to point the player at the right direction, having one or two flying drones is WAY TOO SUBTLE and people won't pick that up, especially when the player might just shoot them down. How much later can they wait to show the "good stuff", is the game not coming out on November 4th? Sony can have these game events to show off the game but it's up to IG to bring the goods.
There is also a giant, huge, objective marker/arrow that shows up when you're lost and directs you to where you're supposed to go.
And I've argued we've shown the "good stuff" but we're intentionally holding stuff back. The press LOVED what they played, and their previews proved it. We showed we're delivering. People are excited, and everywhere we show Orick, we get great feedback.
Kittonwy said:
It's not 60fps, and it's not about the dev team, it's about the product they put out, you're a good team BECAUSE OF THE QUALITY OF YOUR PRODUCTS, not the other way around. I would like to see that "scale" in the SP campaign, so far it's all been linear corridors in iceland and orick, it needs to get bigger, which I hope will happen.
Guess what - you'll play the game in 6 weeks or so. And you'll find out for yourself. Why not save the bitching until AFTER you have the final product. Do you have any reason to believe we won't deliver?
*stone cold stunnerz*