I know everyone has their own opinion on what they feel this series should be when they say ââ‚¬Ĺ“realisticââ‚¬Âť. But in your mind, what do you feel should be made realistic about the next Rainbow Six?
In my opinion, I can care less about the way I inflict damage. If I get shot in the leg, I wouldnââ‚¬™t expect my player to move slower with an obvious limp. I donââ‚¬™t expect my sound so dissipate when I just got into a firefight and unloaded a clip or two. All I need is a more believable and better overall environment and one hell of an excellent presentation.
Letââ‚¬™s think of it like this, when I shoot someone, the body should stay. Most of you think that, ââ‚¬Ĺ“yeah, itââ‚¬™s cool, but why?ââ‚¬Âť Simple. I like to hunt. And most of the time for me in this series is spent online. When I hear shots, I react. Most of the time, I try to make my way back to the place I heard the shots and see if I can place together where that shot came from. Yes, believe it or not, I observe previous battles on the playing field to get a better feel of what happened. Now some of you are thinking, ââ‚¬Ĺ“okay, but itââ‚¬™s a dead body, what is there to tell you about what happened? You see a dead body, obviously you can tell what happened. Thereââ‚¬™s more to it than that.
You can tell from blood patterns (on the wall or even on the floor) where the damage was inflicted. You can tell by the way the body lays which way the shot to your incapacitated opponent/team mate came by the lay of the dead body. And believe it or not, made success to me because I could see where the player shot and moved. So what would I change?
I wouldnââ‚¬™t change too much to this other than the overall presentation. I would like to see bullet patterns stay in walls, empty casings on the floor, even if the player who incapacitated the opponentââ‚¬™s body Iââ‚¬™m standing over, Iââ‚¬™d like to see the wall show blood spray if he took damage. Most of you think that, ââ‚¬Ĺ“itââ‚¬™s just a game, nobody looks for things like that.ââ‚¬Âť You are absolutely wrong. I do it, Iââ‚¬™ve seen people do this type of investigation in after action screens. So itââ‚¬™s most definitely done.
So what does this have to do with realistic? Everything. Knowing how players where shot helps to justify where and how a player went down. I think seeing things like bullet holes, blood patterns, even bullet casings on the floor can help players progress through games like Team Survival a lot faster. There is options there for investigation, you can either make a guess on where your opponent ran, or you can take observations to dead team members and get a better clue of your enemies location.
So what else would I like to see in my version of realistic? Just as I said, a better presentation to my overall environment. Why does the glass have to disappear when shot? Why canââ‚¬™t the glass stay on the floor to manipulate sounds? Maybe Iââ‚¬™ve got a player nearby and I canââ‚¬™t pin point their location. Well they just gave it away when they ran over the broken glass on the other side of the room. Footsteps. Why is it that the footsteps stay in the snow, but nowhere else? Well if I could have it my way, rainy maps would have this effect. A player decides to move into dry conditions and clear a building. Maybe he knew I was there by the wet footprints on the carpet, or even on the marble floor. Perhaps he followed my oily footprints in the garage because the shot to the barrel leaked oil to the ground and I stepped in it. Maybe someone shot out the lights. Now Iââ‚¬™m forced to use night vision because the lights are shot out or turned off. There are so many possibilities.
All it boils down for to me is a much more immersive and interactive environment. Maybe for most of you this is little to nothing, but for myself and others, this would bring a whole new feel and play to the game. With that said, what is your definition of reality?