For those of you who don't know, there is a new tactical modern warfare FPS out there called SQUAD. A 50v50 game in UE4 made by the devs of project reality.
The game has been well received, and there's big overlap between the audiences of SQUAD and soon-to-be RS2. It is only in anti-matter games interest to examine closely.
Squad does several things right.
1). Sound design
Sound design--one of the best in a shooter I've seen. The main reason is that weapon sounds are LOUD. You cannot hear much else within a firefight. Describing it is difficult. Videos do a much better job.
Here is the loud BOOM from an RPG firing in SQUAD 45 seconds in the video:
http://cdn.akamai.steamstatic.com/steam/apps/256656395/movie480.webm?t=1449990873
Now here is a grenade explosion in red orchestra 2....
https://www.youtube.com/watch?v=_W4F8Scn3q0
Notice a huge difference? The grenade explosion sound has no punch to it.
As for gun sounds:
http://cdn.akamai.steamstatic.com/steam/apps/256656394/movie480.webm?t=1449990855
SQUAD weapons have a real thunderous sound to them. RO2 sounds are a bit lacking in this regard--sounding a bit flat and muffled, although RS made some minor improvements in this area.
While on the topic of sound design,
2). Immersion Under Fire
SQUAD captures that feeling while being under fire the best. Bullet cracks are loud just like in the IOM mod. Shots kick up thick volumetric puffs of smokes, not just simple 2-d thin brown sprites. Suppression is handled well also. Instead of greying out your screen, your vision at distance becomes blurred making it hard to see shooters.
I command a lot of squads in SQUAD. Firsthand, I witness how new players panic when under fire. They huddle together and start firing in the direction someone else happens to be shooting at randomly. Often times I have to yell multiple times at them to get them to start shooting 180 degrees in the opposite direction where the enemy actually is . In fact, the simulated confusion when under fire is so well done, I often seen friendly vs friendly firefights happen at distance between 2 far-away buildings/positions. One guy starts shooting at a building, its friendly occupants randomly shoot back. Once again, I'm usually the guy walking over and breaking up the mess over comms. Honestly part of it might be that the gun sounds are so loud and so immersive that it just looks and sounds cool to spray.
Once again videos to illustrate the difference:
Suppression in Squad:
https://www.youtube.com/watch?v=TZITa2BXDq8
Suppression in Red Orchestra/Rising Storm:
https://youtu.be/tDFfH3kLr7U?t=1m48s
3). Teamwork/Meta Gameplay
This is a rather broad category. First off positional VOIP does wonders for SQUAD. I can warn nearby enemies of a grenade, I can tell the guy next to me that there an enemy in that building ahead of him, etc. Red Orchestra 2's lack of position VOIP tends to reduce the communication down to a single team leader yelling "get in the cap" or go left or go right to the whole team. Sometimes it extends a little beyond that, but thats all the system can usually allow without positional VOIP. With a single a shared team chat VOIP, only 1 person can talk at once in practice. I know the devs say VOIP is an expensive resource hog, but I truly do think its worth investigating even if the system requirements go up a bit.
Finally for Squad, there is that need to find where the enemy actually is. In Red orchestra 2 there's a constant front which is fine but you always know that there is enemy in front of you. The need to protect from spawn camping with the spawn protection red zone really limits the ability to out-maneuver your opponent sometimes. When people reminisce about large maps in R01, I don't think they miss the large wide open space (people from experience hate ARAD2/Barashka in RO2), but the uncertainty of where your opponent could be on a grander scale. I think this could be resolved by having a single spawn for each team on the ends of map, no out of combat zone for each cap, and letting squad leaders place a spawn point (think vietcong tunnel entrance/insertion point) so their squad members can spawn at a more forward location just like in SQUAD. Although RS2 map sizes will be smaller, this would still allow for more randomized chaos in where fightfights happen and allow dynamic strongholds to be created. Not to mention, it would better capture the guerrilla nature of the Vietnam conflict.
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Those are my 2 cents. I am excited for RS2, but it does need to improve and innovate a bit to co-exist with the competition thats out there now. The RO series has much already going for it such as simulating gore and PTSD, etc. I do hope some of these things are examined at least.
Thoughts, Comments?
The game has been well received, and there's big overlap between the audiences of SQUAD and soon-to-be RS2. It is only in anti-matter games interest to examine closely.
Squad does several things right.
1). Sound design
Sound design--one of the best in a shooter I've seen. The main reason is that weapon sounds are LOUD. You cannot hear much else within a firefight. Describing it is difficult. Videos do a much better job.
Here is the loud BOOM from an RPG firing in SQUAD 45 seconds in the video:
http://cdn.akamai.steamstatic.com/steam/apps/256656395/movie480.webm?t=1449990873
Now here is a grenade explosion in red orchestra 2....
https://www.youtube.com/watch?v=_W4F8Scn3q0
Notice a huge difference? The grenade explosion sound has no punch to it.
As for gun sounds:
http://cdn.akamai.steamstatic.com/steam/apps/256656394/movie480.webm?t=1449990855
SQUAD weapons have a real thunderous sound to them. RO2 sounds are a bit lacking in this regard--sounding a bit flat and muffled, although RS made some minor improvements in this area.
While on the topic of sound design,
2). Immersion Under Fire
SQUAD captures that feeling while being under fire the best. Bullet cracks are loud just like in the IOM mod. Shots kick up thick volumetric puffs of smokes, not just simple 2-d thin brown sprites. Suppression is handled well also. Instead of greying out your screen, your vision at distance becomes blurred making it hard to see shooters.
I command a lot of squads in SQUAD. Firsthand, I witness how new players panic when under fire. They huddle together and start firing in the direction someone else happens to be shooting at randomly. Often times I have to yell multiple times at them to get them to start shooting 180 degrees in the opposite direction where the enemy actually is . In fact, the simulated confusion when under fire is so well done, I often seen friendly vs friendly firefights happen at distance between 2 far-away buildings/positions. One guy starts shooting at a building, its friendly occupants randomly shoot back. Once again, I'm usually the guy walking over and breaking up the mess over comms. Honestly part of it might be that the gun sounds are so loud and so immersive that it just looks and sounds cool to spray.
Once again videos to illustrate the difference:
Suppression in Squad:
https://www.youtube.com/watch?v=TZITa2BXDq8
Suppression in Red Orchestra/Rising Storm:
https://youtu.be/tDFfH3kLr7U?t=1m48s
3). Teamwork/Meta Gameplay
This is a rather broad category. First off positional VOIP does wonders for SQUAD. I can warn nearby enemies of a grenade, I can tell the guy next to me that there an enemy in that building ahead of him, etc. Red Orchestra 2's lack of position VOIP tends to reduce the communication down to a single team leader yelling "get in the cap" or go left or go right to the whole team. Sometimes it extends a little beyond that, but thats all the system can usually allow without positional VOIP. With a single a shared team chat VOIP, only 1 person can talk at once in practice. I know the devs say VOIP is an expensive resource hog, but I truly do think its worth investigating even if the system requirements go up a bit.
Finally for Squad, there is that need to find where the enemy actually is. In Red orchestra 2 there's a constant front which is fine but you always know that there is enemy in front of you. The need to protect from spawn camping with the spawn protection red zone really limits the ability to out-maneuver your opponent sometimes. When people reminisce about large maps in R01, I don't think they miss the large wide open space (people from experience hate ARAD2/Barashka in RO2), but the uncertainty of where your opponent could be on a grander scale. I think this could be resolved by having a single spawn for each team on the ends of map, no out of combat zone for each cap, and letting squad leaders place a spawn point (think vietcong tunnel entrance/insertion point) so their squad members can spawn at a more forward location just like in SQUAD. Although RS2 map sizes will be smaller, this would still allow for more randomized chaos in where fightfights happen and allow dynamic strongholds to be created. Not to mention, it would better capture the guerrilla nature of the Vietnam conflict.
-----------
Those are my 2 cents. I am excited for RS2, but it does need to improve and innovate a bit to co-exist with the competition thats out there now. The RO series has much already going for it such as simulating gore and PTSD, etc. I do hope some of these things are examined at least.
Thoughts, Comments?
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