Before saying anything, I want to express that I find this game’s development trajectory to be highly uncertain. It’s a one-man dev team with an AI-generated studio logo, and although it may seem like this is their debut title, it’s actually the third game they’ve released; their other titles include a zombie survival game named Heavenworld, which uses marketplace assets and has mixed reviews, and another game named Black Day, which seems to be an early build of this exact game and has since been delisted from the Steam store, meaning that this game has actually been in development for almost eight years overall. On top of that, this game also happens to use marketplace assets (E.g. the Residential House and Arial Offshore Drilling maps, both of which I recognise from Bodycam) making me question how much work has actually gone into it compared to just how much money has been thrown at it. Many downgrades have already been made since the project started, and many features have been cut since release (I’ll expand upon on this later). To new buyers, go in with an err of caution knowing that development may one day take a turn for the worst. With that out of the way, the game’s pretty good. Buggy, but good. It plays a lot like Ghost Recon: Breakpoint, or at least what I remember of Breakpoint from my four hours of playtime, and it does seem like it’s come a long way since the initial release, but as I wasn’t around to play it myself, I can’t say that with 100% certainty. I’m not gonna go through all of the bugs I experienced in my hundred and thirty odd hour playthrough, but I do wanna cover some of the more important issues which had an impact on my gameplay experience throughout. If you wanna read the full bug report, it can be found on page nine of the pinned discussions thread. - AI operators can’t go through windows, struggle with fire escapes, and in my later runs while I was cleaning up the more grindy achievements, would often do things like break down doors without being ordered to do so just because it was the most direct route to my pointman. Similarly, hostages will always try to get to the back of the group by any means necessary, which sometimes means running through a room full of enemies instead of following you through a window. - As soon as a single unsuppressed shot is fired, every enemy on the map knows exactly where you are for the rest of the mission. I’d understand if they stayed alert for the duration of the mission without knowing your operatives location, but being able to pinpoint where they are at all times seems a bit harsh and unrealistic. - Environment hitboxes are imperfect, often leading to stealth being broken and rendering the UAV completely useless on maps with a lot of trees. - The PoW gamemode is quite fun and provides justification for the otherwise underutilised inventory system, but personally, I don’t think it should be included as an option during Covert Strike, or at least not on the harder difficulties. I also wanna talk a little about the achievements. First of all, the achievements for different Covert Operations lengths should stack like the achievements for the Serpent’s Whisper campaign. As much as I like this game, twenty randomly-generated missions on extreme difficulty is enough to last a lifetime; fifty-four is overkill, and if you ever get Talmio, you’re better off just restarting the campaign (Even after the rework). There was a period in time where I even considered cheating in the achievements for the “Average” and “Long” lengths just so I wouldn’t end up having to play them. All of the grindy achievement numbers also need to be halved, that way the player can get most of them naturally throughout the course of the campaigns. At the moment, you can finish every campaign on the highest difficulty setting and still have to grind for another thirty hours to get the rest of the achievements, and I feel like that’s only the case ’cause the dev wanted the game to have exactly two-hundred of them. Even after finishing every other achievement, I still had to grind for another seven hours to finish off the thousand missions achievement, and that’s after optimising each mission to be a minute long, including menu navigation and loading screens. As one of the few players who has actually completed every achievement this game has to offer, the following are numbers I think would be reasonable; five-hundred tasks, two-hundred hostages, one-hundred captures, two-hundred missions, and five-thousand kills. Updates are small and infrequent, often feeling like two steps forward, one step back; for example, the latest major update (As of writing this) fixes the issue of operators sometimes ignoring orders by making them teleport through/into various objects when they get too far away from the player. Furthermore, the dev has a habit of expanding upon or reworking fully functional features, such as squad customisation and UI, instead of prioritising some of the more barebones design elements. In an attempt to optimise performance and installation size, they will often sacrifice visual fidelity (Doing things like lowering texture resolutions, cutting frames from animations, disabling the animations of distant enemies, adding transparency dithering to every surface, etc.) and sometimes even cut features (E.g. vehicles and swimming, both of which were featured in Black Day, or K9 units and female operators, which originally existed and have since been removed from BOBB). Not only does this severely reduce the level of clarity and realism that the game strives to achieve, but it also just generally makes everything look like ♥♥♥♥, and it doesn’t even help with load times due to a bug which forces the shaders to recompile every time you launch the game. Even before these downgrades were made, the game already looked blurry due to forced resolution scaling, and although AMD Fidelity somewhat fixed it, the game lagged a ton on the larger maps as a result, especially during missions with a high enemy count. To make matters worse, the current roadmap doesn’t really cover anything I would hope to see in future updates, including the re-implementation of these cut features or any sort of multiplayer, which I know will be a dealbreaker for many potential buyers. All that aside, there’s only one thing which genuinely makes this game almost unplayable for me; in my hundred and thirty odd hours of playtime, I’ve seen countless enemies spawn, despawn, then respawn elsewhere before my very eyes. Doesn’t matter if they’re across the map or if I’m actively shooting at them, the chance for them to suddenly disappear is always there. I couldn’t tell you how many times I’d clear an area, then scan it with the UAV and see no enemies left only to turn the corner and get shot in the face by a guy who spawned literally right in front of me. Sometimes they even shoot at you before their models load in, which accounts for many of my otherwise inexplicable deaths. For a genre that lives and dies on realism, this seems like an extremely poor decision, and unfortunately, I’m fairly confident that it’s exactly that; an intentional design choice made as an attempt to improve performance rather than some nasty bug to be patched out in the future. The addition of these extra enemies has a negative impact on performance, as previously mentioned, and it also just ruins the game. Sure, it makes sense for some mission types like Siege and War, but in every other instance, it’s just stupid seeing three guys run out of a one-room building that you’ve previously cleared. Although I have yet to play Ground Branch, my impression is that this is just a budget alternative. As long as it stays cheaper than Ground Branch or miraculously overtakes it in terms of quality, it will most likely retain its place as the strongest competitor on the market. P.S. Dev, if you're reading this, please give me a key for Black Day 😊
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