Review of a Review
By: Daywanderer
Disclaimer: The views of this reviewer do not necessarily
reflect the views of GhostRecon.net.
I was doing my weekly check-up on GhostRecon.com
today when I found this
review over at AllOutGames.com. I'll
state up front that I don't really feel comfortable with
talking down on reviews written by other sites (or by people
I don't know well in general).
I sat by idly watching the lynch mob
tear GameSpot.com's Ghost Recon
review apart, and I can't say I blame them either. Let's
face it - we all have different opinions of many things,
and one of these things is games. What makes them good,
what makes them bad, what's a classic and what you wouldn't
want to touch with a thirty metre stick even when it's at
the bottom of the £9 bargain bin. This AllOutGames
review, however, was different. There are several factual
errors in the review - errors which I'd like to see straightened
out. So, I'm going to quote certain paragraphs from the
review and make remarks, with the reviewer's comments in
italics. Noman, if you read this, know that I have nothing
against you - I simply feel the urge to point out certain
things regarding your review :) I'm funny like that. I hope
you won't bear a grudge against me over this.
With that out of the way - here goes...
"We all know Red Storm,
the development team that has single-handedly changed the
face of the first person shooter market. It all started
with a Tom Clancy book, called Rainbow Six, which went on
to become a bestseller and spawned a bestselling game."
The Rainbow Six book was written concurrently with Red Storm
Entertainment's development of the Rainbow Six game. In
fact, RSE finished the game before Clancy was done with
his book - and therefore the storylines aren't identical:
By the time RSE had to make the last bunch of missions,
Clancy himself didn't know what would happen in the book
(or maybe he did - but he didn't tell anyone).
"Rogue Spear was more like an upgrade rather than
a new game. It didn't have the many number of bugs that
Rainbow Six had, and just improved on the graphics and the
AI."
This, of course, is a subjective statement - and the
reviewer is completely entitled to feel this way. Personally
I feel like Rogue Spear added a lot to the Rainbow Six series.
Updated graphics and A.I. wasn't everything it had, it also
boasted new features, new movements and new weapons. Just
about everything was new - the only old stuff was Team Rainbow
(what would a Rainbow game be without them?) and the basic
gameplay.
"They have finally done it, R.S.E. have made a tactical
shooter which does NOT use the Rogue Spear engine."
Well, there was Rainbow Six and Eagle Watch on the Rainbow
Six engine. Then came Rogue Spear on a new engine, followed
by one add-on (Urban Operations) and two stand-alone "add-ons"
(Covert Ops Essentials and Black Thorn). Some might argue
that these aren't add-ons, but hey..). Then they revamped
the Rogue Spear engine and made Ghost Recon. Technically,
a total of 40% (if I'm not mistaken) of the original Rogue
Spear engine remains in Ghost Recon. (Editors note - I am
not sure about that 40% figure, but the fact is Ghost Recon
runs on a stripped down and rebuilt RS engine, not an all
new engine as many would have you believe)
"They even have chest movement associated with breathing."
That was already in Rogue Spear!
"Here are the disappointing aspects of the engine:
There is virtually no damage system to speak of. Vehicles
do show damage from time to time. But comparing it to Operation
Flashpoint, Ghost Recon really loses out here. In Operation
Flashpoint you could knock down trees, while in Ghost Recon
the best you are able to do is scrape some chips of wood
off of them."
I actually partially agree with the reviewer on this
point - in the sense that I wouldn't mind level deformations
and such (but I'm perfectly fine with it the way it is).
I'd like to point out, however, that the term damage
system (or damage model) is more commonly used
in regard to how damage to characters are handled in the
game. This is why I was surprised when I first read that
sentence, as I thought the reviewer was referring to the
damage models on the characters. Ghost Recon has a quite
nice locational damage model. In a perfect world, every
game would have something akin of Red Faction's Geo-Mod
engine with deformable terrain all over.
"Often when you take down an enemy your teammate
will make some insensitive comment like, "Good bye." For
Pete's sake I just took another life here! ... So I shot
him in the face, resulting in all my team mates shouting
out, "Friendly fire, stop shooting."
My personal
opinion on this is that anyone that are so affected by games
that they actually open fire on their computer-controlled
squadmate for saying "Goodbye" when capping a tango.. Well.
Erm, anyway - I thought the doctor story preceding that paragraph
was completely irrelevant in a game review. Although I must
agree that I was surprised to hear my support operative yell
"Nailed 'im!" when expecting the emotionless "Threat neutralized"
I grew accustomed to in the Rainbow Six games.
"The music is top notch.
It's typical of Red Storm to produce such outstanding music
in their Tom Clancy games."
I'd like to see the actual creator (who is not part of
RSE) Bill Brown get
credit for this in the future, thank-you :)
"First of all the interface of the tutorial is really
annoying. Certain times, a section of the tutorial can only
be triggered by walking into a certain area--which is fine.
It is not fine when you get to the section of your tutorial
on commands. There you have a small space divided into four
sections. As soon as you hit a section a large instructional
window pops up, coupled with a little voice message from an
annoying female voice. Now, in order to issue commands, you
need to open your command window. Unfortunately it was almost
impossible to do this in the command tutorial, because the
pop up window always overlapped your command menu, making
it impossible to do anything. I would naturally move back,
so that the pop up would disappear, but I'd walk into the
wrong place opening another pop up window, followed by another
voice instruction."
Annoying? I found it confusing at first, but quickly got used
to it - and quite enjoyed it. The fact that the map is rather
free and there are "useless" places to wander around and about
made it turn into a fun expedition. No Indiana Jones-esque
adventures, but a nice walk nontheless.
Something this reviewer clearly did not have the patience
to figure out was that if you just wait a little bit, the
pop-up windows disappear, giving you plenty of room to do
whatever you were instructed to.
"The reason that you
carry only six members on your team is to keep the chances
of detection low, but come on! I am sure twelve highly trained
professionals could be as stealthy as six. It's really suicidal
for six men to take on twenty-four."
I don't see the big deal about this. There's not really
any need for more than six squadmembers - and having a dozen
would be overdoing it (even in Operation Flashpoint I never
controlled more than ten soldiers at a time - including myself).
And most Ghost Recon missions have closer to forty hostiles,
not twentyfour :)
"And don't tell me that American soldiers are so stupid
that if they ran out of ammo on their weapons they wouldn't
pick up the weapon of a fallen soldier."
Probably not - but according to RSE's military advisors
it is against Standard Operating Procedure to "loot" dead
or incapacitated people - friendlies and hostiles alike. Apparently
RSE decided that if you're not supposed to do it, they
won't let you do it in the first place (unless it really
screws up immersion of course - or else they'd remove friendly
fire too).
"It's incredible that since Rainbow Six there have
been over five sequels plus expansions, and we still see the
same problems that plagued earlier games in the franchise.
Another annoying fact is that you can't jump."
What the reviewer fails to consider here is the possibility
that these "problems" aren't problems at all, but design decisions
the develpers were fully aware of. Now, why would a special
operations operative jump? He wouldn't. There's no need to.
You can't hit a barn door when you're jumping. You can hardly
jump at all while carrying loads of military gear. Jumping
does nothing good.
Jumping is bad, mmmm'kay? :)
"Ever since I started
playing online, I picked up the word "bots" from the online
community. Bots is short for "robots" of course and is a term
used for your computer opponents. The term Bots, is no truer
for any game than Ghost Recon."
Actually, 'bots' is a term used
about A.I. that replaces human players in multiplayer games.
Quake III has bots. Unreal Tournament has bots. Return to
Castle Wolfenstein does not have bots. Ghost Recon does not
have bots.
Technically.
"If you trample the wrong
leaf, or if you spit in the wrong direction the enemy will
be alerted and finish you off."
In my experience, the tangos
won't spot you as easily as you claim. As long as you don't
go wandering off straight into their line-of-fire in a standing
stance, you'll be relatively fine. Of course, if your Stealth
skill is shot, you can barely hide behind an M1 Abrams without
being spotted. On the other hand, with a high Stealth skill
you can lie in a small bush and a tango patrol can walk by
five metres away without suspecting a thing.
It doesn't matter where you
fire from, they will know which direction no matter how quiet
the shot, or how concealed you are.
If you're in a well-concealed
position and fire a loud weapon, they'll hear the approximate
source of the gunshot and lay down suppressive fire (though
I have yet to be killed by said suppression). If you're using
a suppressed weapon (that is, the MP5SD) you can pretty much
take down a large patrol and they won't even open fire.
"... the enemy would
make accurate long-range shots with their AK-47s. That's very
difficult to imagine, as the Kalashnikov isn't known for its
accuracy."
Not that hard really. While the recoil is somewhat harsh
on the AK weapons, they still manage to hit home on semi-automatic
mode with a decent shooter. The tangos will seldom hit on
the first shot, however, but more often than not get in
a "lucky shot" on the second, third or sixth attempt. Again,
this is my personal experience, and applies to tangos with
AK47s at ranges between fifteen and thirty metres (rough
approximate).
Now as my editor pointed out... :) ...it's somewhat
surprising that despite all these gripes the reviewer appears
to have with Ghost Recon, and that he spent the vast majority
of the review moaning about, it still got such a good score
as 87% (according to AllOutGames.com's
'Scoring Explanation', only the ultimate groundbreakers,
the best of the best, cream of the crop.. Makes it into
the 90-100% range).
Hope y'all learned something today then!
-Day
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