About innovation:
And how is RO2 innovative? Aside from animating the crewmen moving around inside of the tank, I can't think of many new and unique features that RO2 brings to the table.
- First person cover system
- 3d Scope system with occular shadow
- Adjusting range on all weapon sights
- switching between scopes / iron sights
- cover and peak system, both around corners and over cover
- blind firing over cover
- wounding system that goes beyond rendering the skull as the only high damage area
- Campaign mode for FPS that goes much more in depth then other games equivalents ( resources continue from one map to the next, poor managment of them can cause a loss of a campaign after winning every battle )
- Fully modeled vehicle interiors
- First game I know of with a mkb42 :trollface:
- The first game I can think of to mix Realism & Simlicity ( more than roost ). ( ARMA 2 has about as many controls as a flight sim ).
- Would you like me to continue?
The small details are what makes a game, and in this case THE game. If you want them to re invent the entire period then people ( including you ) will whine because the game is then not realistic. Theyr hands are tied in that they must remain in that era, and as realistic as is 'gameplay' possible. The area's where they ARE allowed to make innovations ( the combat itself and its dynamics ) are where we have seen lots of improvements that will have a very large cumulative effect.
I sir will eat my hat if ROHOS is a lesser production then ROOST.
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