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My 3 suggestions after beating the game


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#1 Poor_Yurik

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Posted 19 April 2012 - 11:00 PM

Warning, suggestion #3 is somewhat of a spoiler. To start this off, I've always been a huge JA2 fan, love 1.13, etc. Blah blah. Anyway, Back in Action is awesome. It had obvious quirks and issues on release, but the patches have been truly great in addressing them. I've been huge into pc gaming for 15+ years, and championed JA2 for years on forums. I was not without my worries about how this game would turn out due to how many failed attempts there were to make it happen. Thankfully, it turned out exactly as a I hoped for within the confines of reality -- a fantastic game, built with obvious love, drenched in homages to JA2, but with some rough edges due to not having a $100 million dollar budget. I have a ton of love for this game and respect for the developers. Without any sort of hesitation, after beating the game I feel like it is one of the best squad-based tactical games ever made.

To my surprise, the vast majority of suggestions I made in my first feedback post were implemented into the first major patch. That post is here: http://boards.jagged..._8786#entry8786

When that first major update hit I was about 75% done with the game. With the awesome improvements like shoot-til-dead, I took a renewed stab at the game and nearly 100%’d the game’s quests and achievements, and had the entire map under my control. I also feel like I fully explored every gameplay option possible. I got a multitude of stealth kills with melee weapons without save scumming, I sniped, I did CQB assaults with two squads hitting from two directions simultaneously. I used the P&G system to do synced attacks and feints, etc.

With all that said, here are my three major remaining suggestions in light of the first major update that fixed, added, and improved most of what I had issues with.
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The Suggestions:

1) DOORS AND STEALTH: You should only kick doors open if your guy is in run mode. Otherwise that animation should never play, and also the volume of opening doors should be based on stealth skill and stance. I mentioned this in my old suggestion post.

2) C4 ON DOORS: I still think it would be cool to be able to place C4 on doors to blow them up as the explosives-skill dependent alternative to lockpicking or crowbars. The reason for this is because in CQB sometimes you want to breach a door violently and then run in. You’d still run the risk of an enemy rushing the door and kicking it open as you tried to plant, but it would reward people for stealthing an explosives expert to a door with hostiles on the other side of it, and add about a thousand more surfaces to plant C4 for tactical options. Also, C4 weighs far more than lockpicks and doesn’t stack into piles, which would balance it out as an option compared to lockpicks or crowbars, both of which have multiple uses.

3) DEIDRIANNA (POSSIBLE SPOILER): Deidrianna should have had some dialogue when you encounter her. This is huge, and would have been a great way to cap off the game.

After all the work I put into taking over the island, there really should have been some sort of effort to give her some characterization. I didn’t have a problem with removing the cutscenes of her slapping Elliott, that was fine. But when I actually saw her, I expected her to be more than just a regular thug with a machinegun and a custom model. I think it was a huge wasted opportunity to leave her mute.

I wanted her to at LEAST have as much dialogue as a random quest npc. Even just a taunting phrase like “I DON’T KNOW HOW YOU’VE GOTTEN THIS FAR, BUT NOW YOU DIE, PIGS OF ENRICO!”. Also, she definitely should have had a Rocket Rifle. Maybe she had one, I don’t know. It looked like a machinegun and I killed her very quickly.
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Well, that’s it. I feel like I should have posted this weeks ago, but I got super busy and distracted by other obligations. I still hope this will still make a difference at some point because I think those three things would all be great additions to the core game and the lasting feeling people are left after they beat it. There are other little things I thought about to add, but all of them really were things I felt 50/50 about, and felt the existing ways they were handled were fine, especially when Sector Inventory is added. Thanks for reading.

#2 Poor_Yurik

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Posted 20 April 2012 - 06:28 PM

Ohhhhh and I forgot: MELEE ATTACKS NEED SOUND EFFECTS!!!!!!!!! I'd love to hear a satisfying impact when Bull hits an enemy with his fire axe.

#3 Im@rtAl

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Posted 21 April 2012 - 12:01 PM

nice idea's .... would love the melee sound effects ... have you looked at the wishlist tho ?

how about you read it and then post your idea's there as well and have them added ?

scope is doing a great job with it and would probably add some of your points if they are not there already :)

#4 Poor_Yurik

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Posted 23 April 2012 - 04:28 AM

Thanks for the suggestion. I rewrote my ideas to make them more concise and posted them in that thread.

#5 Igor Dolvich

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Posted 27 April 2012 - 08:03 AM

In JAZZ: Hired Guns you can shoot every item, can explode every walls... You can change your side too. And E5, E6, Silent Storm too... It's so sad, JA: Back in Action is just for casual gamers.




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