That doesn't need any fixing, in fact THAT was the fix. Before the first balance update knifing was a huge mess. You could have the worst weapons of the game and just go run and knife and win any match. It was beyond annoying.
Not really because that would require it to change the nature of the game it is. It is still a First person shooter. The cover system works fine but if you're looking out over the cover, obviously you are exposed and can be hit. If you're not looking over it, well, your covered. It is still essentially maintaining a first person perspective. Not an over the shoulder or third person perspective. In order to make it automatic and like GTA series as you say, well that would require a change in the perspective/character filed of vision also as with it being a first person shooter. Which would basically turn it into a third person shooter. As to the knifing, Varo covered it exactly. It was seriously over ranged when it came out first in that game. But as this is a different game with a different development team from MC4, it won't need any fixing, it'll just be a different system. There is still knifing in it, but it a very close range feature that will not be easy to pull off. Which is about right as it avoids the kind of stuff VaroFN mentioned above of guys running around using only knives.
All the videos and streams so far haven't shown any real improvement to the AI (it just stands around) or level design (super linear) IMO.
I doubt a cover system of that kind will be possible,It would require changing the perspective to over the shoulder/3rd person view.I rarely see people taking cover in mc games they just mostly run around till they find someone,By the time you take cover the guy is already.in front of you it's pretty useless for a twitxh shooter like mc.For a strategic shooter however it's essential.
Ha,ha. Now that one is funny. And terribly misguided of whoever came up with it. Hey, a thread of some of the weirdest pr stuff you get would be pretty cool.
Suspected it,Shiny turd as they say.Good scripted set pieces are my only hope.Can't say I'm impressed the last game felt like a glorified shooting gallery and this ones seems that way too.Mc2 was the only game which had a decent sp atleast the set pieces were memorable and tight,Level design has always been crap in all GL games though(regardless of the platform Killzone,unit 13 and socom are mobile games with great level design all of them have incredible a.i and massive environments with a level design that allows for dynamic gameplay,Wouldn't give them a pass just because it's on ios,gamers nowdays have very low standards you give them anything and they'll jump on it).
There are plenty and some excellent ones but, unless I'm misunderstanding what is meant by cover, they are either hybrids, third person, tactical or specifically cover based shooters. Not all are the same as what I would classify in the genre of a first person shooter. And the modern combat series has always been specifically in the genre of a first person shooter. All the videos you've seen so far are beta builds and far from final bug fixes or AI final implementation. As to the linear part, well, yeah, its linear, what isn't. Start, objective, complete. Its kinda pretty standard to have a linear campaign. Some exceptions but few and far on iOS (which I'm limiting to as discussing other platforms is somewhat pointless and have little or no relevance to the platform in hand).
The chances of the AI changing in any noticeable way between now and the game's release are verry, VERRY small. The way I see things now the AI is doing everything it's supposed to do correctly. The problem is that there isn't verry much that the AI is supposed to do besides move to a specific point on the map and start shooting (and also duck behind a piece of cover if there is one). And in regards to the game being linear, it's becoming somewhat of a trend to have small combat arenas that are connected in a mostly linear fashion rather than just having linear corridors. Many of the minigame levels they showed off (sniping from a fixed point, breaching... things, etc.) looked extremely repetetive and in no way make up for having shorter propper levels with completely broken pacing (that in some cases copy and pasted together. I'm looking at you, asian hospital place.).
Well, I suppose I should have been a bit clearer with my terminology but I thought it would be relatively obvious that the first set of videos were closer to a late alpha and I'm sure we both know very well that the changes between that and a release version can be verry, VERRY large. Of course that would be dependant on the individual case but it is one of the very specific areas that had special attention received in the meantime. The build that was at e3, which was still specifically a beta area version, further along the line than the first set of videos, but still not Gold, shown some very specific differences in AI behaviours. And that still wouldn't be final. And while the AI was doing what it was supposed to anyway, further dynamic behaviours have been added so I'll wait for the final before a judgement can be made. As to the linear nature, I'm not really sure what the expectation would be to be honest so I don't really know how to tackle that one. Missions and objectives are kinda par for the course and if it ain't broken and all that, I don't really see the problem. There are various objectives and multi level environments along with alternate routes in certain areas. What has been demonstrated is a very limited example of what is going on so maybe reserving judgement till we've seen the full thing might be the way to go. There's no doubting it will have a linear nature but from what I've seen its nowhere near as limited as you seem to think it is. In relation to the copy and pasting comment, well the spec op missions is the only thing I can think that you might be referring to there and well, they are not the main campaign. They are just supplementary missions added in for replay ability. It based in the environment of the main mission that they supplement. I can't really see the problem there as they are additions and very much mini missions designed to complement the campaign. I would have thought that would be a good thing. Of course they will get repetitive over time, everything does, but they will at least add a little bit more to the game to improve replay ability beyond just replaying the same campaign mission. At this stage of it, I think its best to reserve final judgement until the final release because if it was final and finished, well, we'd have it now so obviously the work is still ongoing and obviously enough there will be improvements between now and then. It's not gold master yet.
Tis a curse I have to bear. On the release date, nothing, nada, zilch, not a sniff, whiff or hint. And I've asked but the CIA doesn't clam up as fast. I'm hoping for the second half of July though. (Disclaimer. Based on nothing but guesswork, speculation and wishful thinking.)
Second half of July? I think that's pretty damm early... We probably won't see this until September or October
I can definitely without any doubt whatsoever rule out late September or October. That one I am 100% sure of. July is my optimistic hope and one that could actually turn out to be right based on some recent stuff but dependant on one or two outside factors. August is my expectation if certain things take longer than expected. First two weeks in Septemeber is the worst case scenario.
It's a random date, Gameloft would announce the release date of literally their biggest upcomming game more than 4 days in advance. (And it probably wouldn't be on a wednesday)
Well, considering that TASM 2 and Gangstar 4 were released without much fanfare, with Gangstar being a stealth release on a Tuesday, it's not out of the realm of possibility. That said, I think we'll of course see a lot more PR hype before the actual release.