Unfortunately at close range the enemy AI seems to respond quite differently, giving you a lot of time to take out a close range enemy. Calculated shots are a necessity all throughout the game and enemy grenade barraging forces swift cover change as well as accurate enemy disposal. The crouch mechanic also unfortunately seemed redundant and only there for show, as seen when you crouch behind cover as opposed to still having to get into into cover by tapping A and didn’t really serve any sneak or stealth purpose.Ĭombat difficulty edges more towards realistic, where any prolonged exposure puts you at risk of an instant death, either from a gun burst or from flanking. Considering how dynamic other movements are, it would have been nice to see a dynamic grenade action, with a cooking possibility. While the mechanic works well when in cover, I didn’t find it transferable to non-cover combat, which is possible on a minor scale. Grenade throwing proved to be a hit and miss for me. And be sure to look for any environmental elements that may be destructible, it may not be clear but if you can hit this it could save you a lot of anguish (and precious ammo). The environment is also often times quite open, but in a thoughtful way, giving you plenty of options for attack and to experiment with cover and progressing forwards, or flanking - a big component when with faced with a turret or bombarder. Visually this creates some amazing scenes, through destructions and light flares, making positioning combat ever more important. At any given time this sand build up creates pressure points you can burst and windows can offer additional damage. This not only looks amazing, but provides a wide diversity in battle scenes, from hotel lobbies to rooftops, bars and gymnasiums, all before you reach the old ground level of Dubai, cluttered with a range of sports cars, buses, trucks, army vehicles and containers. Due to sand piling you may enter a building not knowing what level you are on, only to come out the other side into a huge expanse with massive drops, overlooking parts of the remaining city. And although ammunition is scattered strategically, it still remains scarce throughout, so use wisely.Īs you close in on Dubai city the environment progressively becomes more and more impressive. Progressing through a range of modern day accurate weaponry gives you a wide choice of assault rifles, SMGs, light machine guns, sniper rifles and hand pistols as well as some turret interaction. CIA involvement creates more confusion and Konrad’s motives to stay behind as well as his mortal state come into question. Either way it leads you into Dubai, and closer to Konrad’s distress signal - you’re only objective.Īs you progress closer to the signal and uncover more objectives, it becomes clear this isn’t going to be a simple search and rescue mission. A bright, sand covered expanse, vehicle ruins peppered along what perhaps used to be a highway. This opening segment also sets a tone for some of the environments you’ll come across, but is still merely a taste. Not to mention an iron-sightt mechanic that is intuitive to maneuver, with minimal tweaking, even on long distance targets. Prompted from the get-go to use this altered environment in combat over individual takedowns, you are then thrown into the dynamic run, vault, slide-cover and slide-out controls. But this first skirmish proves Spec Ops offers somewhat more dynamic controls as well as interaction and utilisation of your now sand-weighted environment. You also unexpectedly find some of Konrad’s Damned 33rd, slaughtered and left to rot.Īt very first glimpse controls, cover and shoot mechanics seem pretty standard. Seems pretty straight-forward for someone of your capabilities and experience, get in with your team of two, find Konrad and any of his remaining team then get out.ĭropping in on the outskirts of the city, you come across the obvious onslaught of what appears to be outlaws, probably forced to attack as a means to survive.
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