View Full Version : WTF mate
05-07-2006, 05:20 PM
I just purchased this game and have been playing for 2 days now and i must sya it blows big time. As a 5 year veteran of the original, i must say that certain aspects just pi** me off including the peek that sticks unless u press q or e again, the lack of running room u have. I can see it now, all the noob clans strategies will be based having on guy constantly nade an ally, WTF! I've waited five years and all i got was this shi**y game, thanks ubi. I just wasted 50 bux. They better release a patch soon to fix this dumb ****, or better yet give us another expansion to the original and refund us our money!
05-07-2006, 05:52 PM
I end to agree right now.
This game is NOTHING that it should have been.
Just too much like a last minute, thrown to- gether thing. At least that's what the demo says to me.
I'm still waiting for the patch before I buy, to see if GRIN is listening to the community at all, and not only add the MP, but fix some of these major bugs as well.
After the way Ubi slammed us with Lockdown, there wasn't any way I was going to let it happen with GRAW to, at least not to me. Just to me, it seems like not everyhting is in the game for one, and what is there just doesn't fit right.
05-07-2006, 07:04 PM
This game just feels all wrong. It's subjective, I know... But I think I know why.
All the old games of the late '90s and early 2000 (GR; R6; CS; Doom; etc.), were very limited in the kinds of engines they used which were built on the principles of very basic, geometric movements (left; right; back; forward) and animations more or less. This limited what could be done in these games, but at least players knew their boundries and adapted to it.
Fast forward to now and games are a lot more fluid in both animations to how the player moves... But a lot of games tend feel too loose when compared to their parent games in my opinion.
I know you guys hate this game, but it is a perfect example of this: Counter-Strike: Source.
Compared to the original, CSS feels more fluid, but it also looses the feeling the original game had since it feels less responsive -- because it isn't as rigid as the old HL1 engine -- And I think this is the same exact thing which has happened to GRAW when compared to the original GRs.
As much we may hate to admit it, being less fluid actually feels better because in real life there are things we can and can't do and we know this... Whereas modern day games are trying to replicate a so-called "freedom", but in the process they go beyond normal parameters and we end up with games which feel very "organic", but not in a good, solid way the games of five years ago felt.
I don't know if this makes any sense, but I can't be the only one to feel that when comparing the original GR games to GRAW, they just feel more solid, more natural and just more responsive than what GRAW and similar modern-day shooters are striving for, ironically.