I'm really looking forward to playing this, I did a tour in Iraq in 2010. Are you guys considering tracer colors? We used red tracer and usually the enemy had green, but not always. It would be sick if there was a system to call in an artillery strike or a JDAM or something but I don't know if that's achievable
I heard yalls game was delayed since 2009 or around that time, I feel bad for you guys that you had to wait a long time just to to back to development but now I’m glad your back!
>"Waaah, it's too dark!" >"Waaah, the sound design complicates hearing your teammates!" Soo.... the game is using intentional design to put you in a stressful environment, which is exactly what CQB is. Cool.
@@RosaRodriguez-nc1ku It's those players that think everyone is in some special group, gets access to whatever they want, and can slide around places. They don't know that real combat is long, tiring, terrifying, and deadly, especially since you are just an average Marine patrolling a city filled with hiding enemies.
@@bm2618 E sports has ruined gaming Every game has to be some MMR matchmaking hell, it's like going to an arcade to play against random people but instead youre kidnapped and forced to play in a tournament
Things I liked about what I saw: - The sound ambience is amazing. - Graphics look solid, although there is room for improvements. - The dark rooms. Makes you think a lot before every move. - The fact that the levels are procedurally generated are great for the replayability and the the sense of an unknown location. - Proximity voice is amazing. Things I think that can improve: - Gun sounds are good, but I think they can be a little punchier. - First person gun sounds I think could be a little louder. They are litterally next to your ear and yet, sometimes, feel quieter than other soldier's guns and other sound effects. - Explosions could be more "explosive" haha. Both graphics and sound. - Some weird blinking graphic artifacts, specially when in ADS with specular light. Overall, this game is looking incredible. Can't wait to try it out!
@@captainuseless2120 The AI is actually very smart. They will attempt to flank, they've been know to actively suppress players. Along with other AI seeing another AI suppresing, the other AI will actually help the other AI suppress without knowing you're there.
Sorry to break it to you but it was in development hell since like 2006. This just barely fits your point. 100s of entire projects have started, cancelled and finished in its time.
Suggestion for devs: make an option in the settings menu to REDUCE the opacity of contexual popups. Personally Id rather have ZERO hud. If the objective is to secure and hold a compound, have those instructions come through radio and if the player isnt paying attention he can open the menu and check the current objective. Or an animation where he radios command to repeat the objective. My two cents. This game is incredibly immersive and i look forward to watching its success.
You're absolutely right, man. Would love a no-hud experience with this game. It would remind me of Battlefield 1 no-hud gameplay, which looks and plays absolutely incredible. The sheer confusion with zero handholding from the game makes you feel so much more present. This game without hud would be nothing short of a masterpiece.
I like that they got the SAW to look and feel right. Too many games have light belt fed weapons jumping all over the place unless they're braced or fired from prone. I was surprised when I fired one for the first time in the army how easy it is to control in short 4 to 8 round bursts
You shot a SAW for the first time with no support? I doubt that. First time would have been Ft Benning. Drills would never let you shoot them all John Wayne like. Lol. And your bursts are off. 3, 6, 9, 15 and then longer bursts. The SAW isn't designed to be used like a rifle. It's a support weapon. You have better control with the bipod out. I was a SAW gunner for about a year then went to 203. Then I got the best job. Platoon sgts gunner on a Bradley. Can't beat being 11M.
@@willthorson4543 Well that's cool you think so bro, but I just went through infantry school 3 years ago, the 22 week program. I was a POG in the Marine Corps so I never got to fire any machine guns besides the M249 and M240G while in the prone. In the new infantry OSUT, the first time we fire the SAW, we do the qual practice. It's a 200 round belt. You have the same amount of targets as the current rifle qual, same distances and everything. You shoot some of them standing unsupported, then prone, then kneeling supported, then standing supported. Weird shit, I know. idk how long you been out, but a lot of shit has changed And I have plenty of experience with machine guns now. Did my first year in a weapons squad on an M240L, then in a D Co unit and was a M240L gunner with the CROW system.
The sound is FANTASTIC. I didn't realize that the proximity voice actually echoed in certain rooms. My "he's dead" call at 8:10 sounded like it came from the game. 🤯
Yeah man I saw a comment the other day from some kid that mentioned that their dad was in Fallujah. Made me realize that a lot of those young men I used to see in footage on TV when I was a kid are now approaching or already in their 40s with kids of their own.
The replayability value on this jewel is infinite, the fact that everytime you load this game the entire map generates procedurally is brilliant, the sound design is definently top notch, did a tour in Iraq 2010, and this game captures many of the things i went through perfect. I hope they bring some new Operations into the war that allows for more modern gear and weapons customization, that would be fantastic, this game is milsimers paradise for sure.
my only gripe is that every game, while 'different' will all play exactly the same. Ready or Not suffered from this repetitive feel. Maybe it's just me, I'll def pick up this game cause it looks interesting enough. But I just hope the gameplay itself is captivating. Simply having a procedurally generated map won't make a good game
@@dreadedTanker3173 yea, but the difference is ready or not doesn't have procedural architecture, so yes after a while playing the same maps it gets repetitive, same case of Insurgency sandstorm.
This game is 100% what I thought I was getting when I picked up Insurgency Sandstorm: door-to-door, room sweeping, urban Iraq combat. I like Insurgency, but it feels a little too Counter-Strike at times. And some of the maps aren’t “the right setting”, so to speak. I’m so stoked for this game and hope to see it on Xbox before the year is out. Even if it’s still in like a beta phase, I’d still play the shit out of what I’m seeing right now.
I had the same idea when I picked up IS, is a good product, my only problem with it, is movement is entirely too slow, actions like switching to your sidearm are practically useless as it is way too slow, and the AI is not the best, I get is a tactical shooter, but it seems the devs design the game with children handling guns instead of trained soldiers, this game definitely looks more fluent, and has a team behind that actually cares about their game and listens to the community's input, something the team behind Insurgency doesn't do at all, let alone the fact they constantly Twitt about their modding community and give nothing but scraps to consoles. This guys are doing a much better job.
Don't you just hate the fuckin retarded ass sights tho? Idk about you but no one in my battalion or even regiment ever used the top of your RCO as an optic. That's just fucking stupid. -0311
I was skeptical at first but now I'm really pumped. Even though there are some small things that should be addressed, for early access its very impressive. Would love to see more videos of Six Days.
I like the different levels of aiming you can choose from! One thing I would change is @5:32 the SAW reload with 201/200 rounds. The SAW fires from the open bolt, so if you remove the belt of ammo from the feed tray, and you pull the trigger, the bolt will close on a empty chamber. Assault packs come with only 200 rounds unless you link another belt on the end of the first belt.
There is something that has been on my mind with this gameplay, when you check your gear, an UI representation of what is strap in your kevlar to indicate what you have and what you dont have anymore, and one of those is the radio, do you know if its possible to lose the radio, or damage to a point were its not usable anymore? Because the way the UI is design, it looks like its.
I feel like this game really has a lot of potential. Unlike the frothing masses I'm not concerned with the graphical fidelity as much as I am the gameplay. The proceedural system of map creation, as well as weather factors and time of day, make it really dynamic and replayable. Hopefully the deployment mission types has some varriation. Maybe a high priority target extraction, or some varriation outside of just "Go here and kill them all". Lastly I think the AI needs a bit of work. Obviously I bet the team is working with vets to get an idea of how the fighting went down but I feel there was almost zero suppression from the enemy when they stormed the teams location. Maybe concentrated MG fire from an ajacent roof to keep your head down or a sniper. Also we need crazy insurgents popping out from an alley, hip firing with a belt fed PKM.
Having read many books based on this battle, it's eerie to finally see a game about it come out. This was truly my generations "Battle of Hue". Also, not gonna lie. When that RPG hit you all, it really made me jump. I absolutely love the naturally flowing dynamic of the AI. They are aggressive, and non linear. I can't wait to see more of this game as it develops.
This is the most hyped ive been for a game in years man. Everything looks exceptional but if i had two recommendations it be : 1. Building on the medical system they should add buddy drag. Also add tourniquets. Pending the GSW a TQ is paramount. Then when possible throw quick clot dressing on and bandage . 2. SFX for weapons. Give them more punch and metallic sound. Anyone who shot enough knows what i mean with that. Final note.. add more ear ringing. When you got blown up from RPG. . Your ears should of been screaming. It be a good immersive nod for explosions or gunshots ( especially in doors). Edit : another thing .. when your shot your guy should react as such. I.e flinch back. Shot in leg he should limp or maybe even stumble over.
Hello. I am actually very excited for this game. However, I am more excited for single player portion of the game where I can command friendly AI an all that. I know co op tactical experience is great but I am a huge fan of single player tactical shooter. If you have any experience with the single player portion of this game can you please talk about it or may be show some footage just so that we can see how the command system is, how the AI is etc?
There is a promotional video I believe where one of the developers plays single player with a squad, it was posted way back though so it might not be an accurate representation.
I want this game NOW! i love the comms ingame..and the acustics depending where you are and how the radio sounds! Details man, its all in the details !!
Does it have a ballistics system or do they use hitscan? The tracers looks very weird and and while in point shooting the bullets go where your iron is aiming at so I'm not really sure. The tracers didn't look this bad in the gameplay trailers.
The guns kinda sound like electric toy guns ngl, especially the 249. Also wish there was a buddy system to jump walls instead of just jumping over the 7ft high wall like you have no gear on. Other than that I’m excited for the game’s release
Really enjoying how grounded this game looks. Especially with the movement being more chained to reality than most games now adays. Like the slower movement speed and such
I hope they have a variety of game modes, besides take and hold an objective. Only should include multiple 4 man teams that need to work together. Game has plenty of potential
This game does not look dated. It looks higher fidelity than squad. Im very impressed especially because i feel like it is filling a different kind of niche that is not currently available.
Remains to be seen. Once the wider public get their hands on it, they start exposing ai and cheesing the game. Be interesting to see how long it takes for gamers to start noticing patterns and picking it apart
Honestly i do not understand the people that critizise the sound design or the looks of the game. I play alot of games and i also play battlefield and the newer graphic bangers and i'd say sure, some shaders might not be as fancy, but the realistic look of the flashlight, the debree and the small details in the environment and the overall design and believability of the assets is up there. This game looks phenomenal for what it is and for such a small developer and most importantly it looks really atmospheric because of how the light works and things like that. And the sound design man... what are those people hearing? This sounds like some of the best sound design works i've ever heared in a game. The environmental VoiP is something i've wished for in tactical shooters for years and finally someone did it properly. And the compressed sound of the gunshots inside, just chefs kiss, brilliant. I have really high hopes for this game. The only thinks that i'm unsure of is how good will the AI be? Because that's really importan for a realistic coop shooter like that. And how is the performance of the game. How well does it run on your system and what kind of system is that? I know it's a beta and performance is not final but it should be some indicator of where it's going to be.
The dark rooms is the best part. Outdoors and indoors feel terrifying for completely different reason. Outdoors, youre exposed to who-knows-what sightlines. Indoors, you're at a huge disadvantage entering. For a PvE tactical shooter game, this is a design choice that I think will be one of the things that gives the game the most replayability.
I'm always interested in what form of AA (antialiasing) or interesting notable options for either control or aim. options to turn of on ect . thank you if you answer.
I love the fact that the FOV doesn't zoom in after your ADS as it does in most other games, this is a very good thing. The minimum HUD is nice also, I hope you can completely remove all HUD elements in the options. I love the darkness and sound design, very atmospheric and realistic.
As a serious note, do your rounds hit where they "should" when using a hold over technique to aim or do they hit where your irons are? I ask this because it seems a little odd to have rounds impacting where your irons are and not where your flashlight is hitting, since you're not actually lined up.
The game looks amazing! But something that I don't understand is how the point shooting works. It appears that the bullets go where your front iron sight is pointing even though you are looking over the top of the acog meaning that your sights are not aligned. In real life, your bullets would be vectored higher than your sight especially at medium to long ranges.
How does the aiming work in this? I know they have point shooting and actually adsing but does it feel fluid and what are the controls? I know games like insurgency and hell let loose will readjust the gun for you when deploying a bipod or in insurgency if the wall you're kneeling at is abit high your character will automatically raise the gun up when you ads is it like that or do you actually have to click more buttons to change how you aim?
Still can’t tell the point of impact shift when looking over the top the the rear sight. Same with the acog. Is the point of impact way higher when looking over the sights?
I'm looking forward to it, the darkness I think is a good touch it adds to that horror element of CQB. The sound was excellent, I have a question, in the video one of the team dead checked a downed enemy was that just done out of habit? or do the enemy have the ability to recover like in ready or not?
Man this game looks absolutely incredible. Hoping they don't change a thing outside of bug fixes and that it's available for purchase this year. The hardcore tactical FPS community desperately needs this game.
Is it easy or common to shoulder fire that M249? In one of the first moments it seemed like the recoil control kept the shots in a very tight grouping.
It's not particularly difficult to shoulder fire the SAW. It's heavy, but we train it. I think the game handles SAW recoil fairly. They could make it more difficult, but I think it would reduce the viability of the kit in-game.
This vid reminds me of that vid of squad of infantry or marines during battle of Fallujah clearing the house, they killed an insurgent but when they return the body is gone and they go to the second floor and the insurgents return and is on the ground floor trapping them. They threw grenades through a small hole
my only concern is that it seems like there's a LOT of enemies to the point that it kinda looks like a horde shooter. I don't know if that's entirely accurate but still don't really care that much considering im getting this day one, just something I noticed
I've say that some camera shake here and there would do wonders, for example when the C4 on the door exploded it felt to bland, a camera shake would make it feel like an actual explosion same with the grenade downstairs
are there functional differences between "peeking over" the weapon sights, and actually looking through them? i would guess that peeking over would make the shots land higher
I was going to mention the lighting effects from WML's but I remembered back then our guys didn't have all the crazy WML's we have today so the lack of "Spill" really adds to the tension in dimply lit atmospheres.
Damn, this game looks like pure chaos, looks like a blast to play with my lil' brother. One question though... does it include FoV slider? Because if it doesn't, he won't play with me since he'd get dizzy with low FoV😅
Hands down the most realistic game i have ever seen i feel like im there. The way the flashlights look inside to the voip if your to far away you cant hear someone bc there voice faids out. I want to buy and play it now this will be one of my top games to play for a long time. Very curious will it have a campaign like feature where you play through the real life events i hope so and i hope it has controller support i have high hopes bc you said they plan on console release which is crazy. Im on pc so im getting it when it releases. Thanks for answering questions and for the gameplay i watched the gameplay over a few times and it blows me away everytime on how real it looks down to the sand blowing off the roof by the wind looks so realistic with the physics mind blowing you can tell the devs work hard on this game its there passion and it comes through in the gameplay
So I am curious about one thing. Are there any civilians in the game or do you know if there are plans to be? Game seems fantastic and am probably gonna get it either way, however, I feel like adding the aspect of having to check your fire not only for friendlies but for civilians which could add a cool/more difficult factor to the game.
That’s a good idea for a game mechanic, but I feel like we’d end up with quite a few people just gunning down civilians, unless of course they made it a mission objective
@@noahwakkure1870 Whilst I see what you are saying, the point of it is to make you consider your actions. Fact is we're kicking in the doors of a city that had been under siege and is estimated to still have had anywhere between 30,000-90,000 civilians still in the city when the battle truly started.
If I remember right there is going to be civilians in the sp portion of the game at least. Doesn't looks like they will be in the co-op portion of the game unfortunately, though I can understand why since they would probably have to punish the players for killing civilians, which could become annoying quick if a player in your lobby has an itchy trigger finger or is just an outright troll. There is of course the other option of no punishments for civcas, but that would result in lots of mp lobbies just becoming war crime fests out of laziness or sadism, which I'm sure the devs don't want. I'm all about immersion and would love to see it (especially the latter option), but I also know that too much of the gaming community is too immature to handle something like that the way it'd be intended, and that those people would completely ruin the mp experience for those of us trying to play seriously.
I don't know to what extent that will be in, but quite a few of the interviews conducted for research for this game were done with Iraqi civilians. There's also civilian sections in the SP campaign. I would be surprised if the weren't put into CO-OP by release.
What’s the difference between using the rear sight and just the front sight? I know it’s for visual clarity but is there a downside to use just front sight only? Also how do people use the grenade launcher sight on an M16 with a giant ass ACOG blocking the launcher sights? I know you use the front sights to zero the distance but what if you want shorter ranges like 100m? Just curious.
I love the more natural movement animations and the general sound design is on point (vox echoing inside rooms!), perhaps the weapon sounds need work or are place-holders though? They don't feature the same level of detail the more environmental sounds appear to have. I hold Squad up as the apex of audio design for weapons etc. but this game's vox & environmental sounds knock it ouf of the park. It's looking really good
"AcKtUaLly" there were plenty of older Eotech 5 series seen on M16A4's during Operation Phantom Fury. Even the old Mars sights. Lol Along with earlier Aimpoint Comps on Army rifles specifically. But yes Marines were then and even more so as the GWOT progressed primarily rolling with the ACOG.
The only qualm I have is that point shooting is too accurate. Irl, at CQB range, you aim at their stomach and hit them in the chest. These guys are point shooting with accuracy at targets 50-100 yards away. Those bullets would be feet above their head. The point shooting mechanic just gives you a greater field of vision without any disadvantage over ADS.
This game looks dope! I'm still pretty hyped for it. The procedural generation aspect is definitely a driving factor, not to mention it just looks fun. I found that any aspect of feeling "dated" seemed to stem more from the intentional concentration on accuracy towards the setting and timeframe, like you mentioned. When you add the fact that this is at the early stages, it makes it even more impressive. Should be a great buy when it releases.
Blue screen of death aside ... this game is seriously serious ... love it - now give me mods to re-imagine how it would've worked if we knew what we know now
What i am curious about is can you really aim over your ACOG with your front sights.. I feel like you need to raise muzzle so much to get that sight picture that you would be shooting way above your target.. Also can you aim just with your front sights.. Like the character did with the SAW.. I mean there are 2 sets of sights for a reason right.
Aiming over sights is a real tactic that was taught to Marines at this time. Reason was the M16 was very large for CQC fighting, so fully aiming the rifle was difficult.
if they got rid of the darkness, i think that would be pretty dissapointing. The sound i think is amazing However explosions need to be more pronounced.
So, what was the answer on IEDs? Will be included? This kind of procedural environment and content is perfect for a clever representation of that threat.
The ONLY thing I dont like is the bullets and tracers remind me of the old Americas Army True Soldiers on Xbox360 where its like a round yellow ball with a trace coming off and looking like it travels at about 500 feet per second. If they touched that up a bit I dont think I'd have any complaints from a 3rd party spectator stand point other than maybe needing some more punch in the gun audio and little visual things that I'm sure they are aware of and will just be fixed regardless
I wonder if the developers will keep things period-appropriate or maybe they'll let us play around with more modern equipment? Perhaps through different modes in the future. Also, while I don't remember anymore where I got the source from, one thing that stuck with me about this game is the idea that room clearing scenarios will have an additional threat in the form of murder holes on ceilings where enemies can just open fire on you from the safety of higher floors. While I haven't seen it yet in your gameplay videos, I do hope the devs will actually implement it into the game.
i saw this game one day, i think when i was looking into squad or RoN. From what I've seen this looks AMAZING and i cant wait to get my hands on it. im gald we are seeing gameplay happy to see this is actually a thing other then a thought. Love the work the devs are doing.
Not going to lie, thought this game was going to pull a Duke Nukem given how long it's been in development. Very happy to see that's not the case and how they are delivering on their promises to such a high caliber. Really want to get my hands on this game now
Awesome to see you back for more! Thank you, CP.
I'm really looking forward to playing this, I did a tour in Iraq in 2010. Are you guys considering tracer colors? We used red tracer and usually the enemy had green, but not always.
It would be sick if there was a system to call in an artillery strike or a JDAM or something but I don't know if that's achievable
@@TheRolvaag Im pretty sure the artillery strike and the ac130 will be in the game
Yall got this way too real. Lol
I heard yalls game was delayed since 2009 or around that time, I feel bad for you guys that you had to wait a long time just to to back to development but now I’m glad your back!
Awesome game guys keep up the development!
>"Waaah, it's too dark!"
>"Waaah, the sound design complicates hearing your teammates!"
Soo.... the game is using intentional design to put you in a stressful environment, which is exactly what CQB is. Cool.
Is recreating house to house stress combat perfect.
I bet it's the call of duty players complaining.
@@RosaRodriguez-nc1ku It's those players that think everyone is in some special group, gets access to whatever they want, and can slide around places. They don't know that real combat is long, tiring, terrifying, and deadly, especially since you are just an average Marine patrolling a city filled with hiding enemies.
I know it’s like people want every fps to be designed like an esports games
@@bm2618 E sports has ruined gaming
Every game has to be some MMR matchmaking hell, it's like going to an arcade to play against random people but instead youre kidnapped and forced to play in a tournament
Things I liked about what I saw:
- The sound ambience is amazing.
- Graphics look solid, although there is room for improvements.
- The dark rooms. Makes you think a lot before every move.
- The fact that the levels are procedurally generated are great for the replayability and the the sense of an unknown location.
- Proximity voice is amazing.
Things I think that can improve:
- Gun sounds are good, but I think they can be a little punchier.
- First person gun sounds I think could be a little louder. They are litterally next to your ear and yet, sometimes, feel quieter than other soldier's guns and other sound effects.
- Explosions could be more "explosive" haha. Both graphics and sound.
- Some weird blinking graphic artifacts, specially when in ADS with specular light.
Overall, this game is looking incredible. Can't wait to try it out!
also the UI looks a bit dated
@@capitcha true looks like sandstorm
I'd also add better AI. The enemies don't look all that smart from what I've seen.
@@captainuseless2120 The AI is actually very smart. They will attempt to flank, they've been know to actively suppress players. Along with other AI seeing another AI suppresing, the other AI will actually help the other AI suppress without knowing you're there.
I think the blinking artifacts are one of the simulated stress reactions. It might be a feature, but I also may be wrong.
its weird seeing a tactical game thats actually about to release, and isn't a perpetual early access
It has been in development for years!
@@itsallmakebelieve9151 Kinda the point he's making
Sorry to break it to you but it was in development hell since like 2006. This just barely fits your point. 100s of entire projects have started, cancelled and finished in its time.
@@osamabinwallbanging dude this is not the same game they were working on in 2006 just the same name
@@osamabinwallbanging He means it's not going into a 5+ year EA like Ground Branch and will actually release as a finished game.
Suggestion for devs: make an option in the settings menu to REDUCE the opacity of contexual popups. Personally Id rather have ZERO hud. If the objective is to secure and hold a compound, have those instructions come through radio and if the player isnt paying attention he can open the menu and check the current objective. Or an animation where he radios command to repeat the objective. My two cents. This game is incredibly immersive and i look forward to watching its success.
You're absolutely right, man. Would love a no-hud experience with this game. It would remind me of Battlefield 1 no-hud gameplay, which looks and plays absolutely incredible. The sheer confusion with zero handholding from the game makes you feel so much more present. This game without hud would be nothing short of a masterpiece.
There is an option to disable HUD
Absolutely agree with this! gets my vote.
You gotta remember that gamers don't go outside. So they don't know what bright sunlight transition to indoors looks like 😂
I absolutely love how dark the interiors are. Like you said it makes things more chaotic.
That's exactly how Fallujah was. We cut power right before we pushed
I like that they got the SAW to look and feel right. Too many games have light belt fed weapons jumping all over the place unless they're braced or fired from prone. I was surprised when I fired one for the first time in the army how easy it is to control in short 4 to 8 round bursts
It’s an intermediate cartridge out of a 25lb gun of course it’s stable lol
You shot a SAW for the first time with no support? I doubt that. First time would have been Ft Benning. Drills would never let you shoot them all John Wayne like. Lol. And your bursts are off. 3, 6, 9, 15 and then longer bursts. The SAW isn't designed to be used like a rifle. It's a support weapon. You have better control with the bipod out. I was a SAW gunner for about a year then went to 203. Then I got the best job. Platoon sgts gunner on a Bradley. Can't beat being 11M.
@@willthorson4543 Well that's cool you think so bro, but I just went through infantry school 3 years ago, the 22 week program. I was a POG in the Marine Corps so I never got to fire any machine guns besides the M249 and M240G while in the prone. In the new infantry OSUT, the first time we fire the SAW, we do the qual practice. It's a 200 round belt. You have the same amount of targets as the current rifle qual, same distances and everything. You shoot some of them standing unsupported, then prone, then kneeling supported, then standing supported. Weird shit, I know. idk how long you been out, but a lot of shit has changed
And I have plenty of experience with machine guns now. Did my first year in a weapons squad on an M240L, then in a D Co unit and was a M240L gunner with the CROW system.
Dude from t Rex arms fired the m249 standing and didn't move him at all so I believe u on that one
@@iramosin8724 pretty surprised he could hold it up tbh
The sound is FANTASTIC. I didn't realize that the proximity voice actually echoed in certain rooms. My "he's dead" call at 8:10 sounded like it came from the game. 🤯
9:50 damn 2004 events are now being described as “Historically accurate”. I’m old as fuck
Yeah man I saw a comment the other day from some kid that mentioned that their dad was in Fallujah. Made me realize that a lot of those young men I used to see in footage on TV when I was a kid are now approaching or already in their 40s with kids of their own.
I was Born in 04 now I am in the Marines lmao
@@unfortunateson5016 boot
The replayability value on this jewel is infinite, the fact that everytime you load this game the entire map generates procedurally is brilliant, the sound design is definently top notch, did a tour in Iraq 2010, and this game captures many of the things i went through perfect. I hope they bring some new Operations into the war that allows for more modern gear and weapons customization, that would be fantastic, this game is milsimers paradise for sure.
my only gripe is that every game, while 'different' will all play exactly the same. Ready or Not suffered from this repetitive feel. Maybe it's just me, I'll def pick up this game cause it looks interesting enough. But I just hope the gameplay itself is captivating. Simply having a procedurally generated map won't make a good game
@@dreadedTanker3173 ready or not is barely randomized
@@mw00295 i didnt say ready or not had randomized maps
@@dreadedTanker3173 yea, but the difference is ready or not doesn't have procedural architecture, so yes after a while playing the same maps it gets repetitive, same case of Insurgency sandstorm.
This game is 100% what I thought I was getting when I picked up Insurgency Sandstorm: door-to-door, room sweeping, urban Iraq combat. I like Insurgency, but it feels a little too Counter-Strike at times. And some of the maps aren’t “the right setting”, so to speak. I’m so stoked for this game and hope to see it on Xbox before the year is out. Even if it’s still in like a beta phase, I’d still play the shit out of what I’m seeing right now.
I had the same idea when I picked up IS, is a good product, my only problem with it, is movement is entirely too slow, actions like switching to your sidearm are practically useless as it is way too slow, and the AI is not the best, I get is a tactical shooter, but it seems the devs design the game with children handling guns instead of trained soldiers, this game definitely looks more fluent, and has a team behind that actually cares about their game and listens to the community's input, something the team behind Insurgency doesn't do at all, let alone the fact they constantly Twitt about their modding community and give nothing but scraps to consoles. This guys are doing a much better job.
Haha, and then you have Rainbow Six Siege, whereas Ready Or Not is what it should've been!
This game is way too fucking real. I get goosebumps n my chest gets tight watching this lol. Cant wait to play!
Don't you just hate the fuckin retarded ass sights tho? Idk about you but no one in my battalion or even regiment ever used the top of your RCO as an optic. That's just fucking stupid.
-0311
Don't play games like Hell Let Loose then. Lol. I'm not seeing what you are seeing.
@@willthorson4543 were you in Falljuah? I was. And that's about as real as you can make that battle without actually experiencing it
@@Jarhead1086 im sure the devs would love to hear that . thank you for your service sir
Rah!
The fact this game isn't done yet and already looks better than most games made by AAA studios in the past 5 years is incredible.
I was skeptical at first but now I'm really pumped. Even though there are some small things that should be addressed, for early access its very impressive. Would love to see more videos of Six Days.
I like the different levels of aiming you can choose from!
One thing I would change is @5:32 the SAW reload with 201/200 rounds. The SAW fires from the open bolt, so if you remove the belt of ammo from the feed tray, and you pull the trigger, the bolt will close on a empty chamber. Assault packs come with only 200 rounds unless you link another belt on the end of the first belt.
There is something that has been on my mind with this gameplay, when you check your gear, an UI representation of what is strap in your kevlar to indicate what you have and what you dont have anymore, and one of those is the radio, do you know if its possible to lose the radio, or damage to a point were its not usable anymore? Because the way the UI is design, it looks like its.
the game is looking absolutely sick. I can't wait for the full release of the game.
I feel like this game really has a lot of potential. Unlike the frothing masses I'm not concerned with the graphical fidelity as much as I am the gameplay. The proceedural system of map creation, as well as weather factors and time of day, make it really dynamic and replayable. Hopefully the deployment mission types has some varriation. Maybe a high priority target extraction, or some varriation outside of just "Go here and kill them all".
Lastly I think the AI needs a bit of work. Obviously I bet the team is working with vets to get an idea of how the fighting went down but I feel there was almost zero suppression from the enemy when they stormed the teams location. Maybe concentrated MG fire from an ajacent roof to keep your head down or a sniper. Also we need crazy insurgents popping out from an alley, hip firing with a belt fed PKM.
Having read many books based on this battle, it's eerie to finally see a game about it come out. This was truly my generations "Battle of Hue". Also, not gonna lie. When that RPG hit you all, it really made me jump. I absolutely love the naturally flowing dynamic of the AI. They are aggressive, and non linear. I can't wait to see more of this game as it develops.
This is the most hyped ive been for a game in years man. Everything looks exceptional but if i had two recommendations it be :
1. Building on the medical system they should add buddy drag. Also add tourniquets. Pending the GSW a TQ is paramount. Then when possible throw quick clot dressing on and bandage .
2. SFX for weapons. Give them more punch and metallic sound. Anyone who shot enough knows what i mean with that. Final note.. add more ear ringing. When you got blown up from RPG. . Your ears should of been screaming. It be a good immersive nod for explosions or gunshots ( especially in doors).
Edit : another thing .. when your shot your guy should react as such. I.e flinch back. Shot in leg he should limp or maybe even stumble over.
Hello. I am actually very excited for this game. However, I am more excited for single player portion of the game where I can command friendly AI an all that. I know co op tactical experience is great but I am a huge fan of single player tactical shooter. If you have any experience with the single player portion of this game can you please talk about it or may be show some footage just so that we can see how the command system is, how the AI is etc?
There is a promotional video I believe where one of the developers plays single player with a squad, it was posted way back though so it might not be an accurate representation.
Check out Devil dog gamer
th-cam.com/video/fFsHq-OllY8/w-d-xo.html
I must say, the weapons sounded much, much better in the earlier footage we got from the devs.
The weapons need a lot more bass I feel like.
I want this game NOW! i love the comms ingame..and the acustics depending where you are and how the radio sounds! Details man, its all in the details !!
Me and my buddy where just talking about how we needed some good saw gameplay
Squad is good
@@joeferris5086 oh ya for sure
Does it have a ballistics system or do they use hitscan? The tracers looks very weird and and while in point shooting the bullets go where your iron is aiming at so I'm not really sure. The tracers didn't look this bad in the gameplay trailers.
You keep saying this "state of the game" but the funny thing is it is in state still better than a lot that is out there! this is really well made!
Exactly. Compared to my it's peers, it's killing it.
audio variation between indoor and outdoor enviroments seems nice
Man this CQB stuff could be a genre within itself
The guns kinda sound like electric toy guns ngl, especially the 249. Also wish there was a buddy system to jump walls instead of just jumping over the 7ft high wall like you have no gear on. Other than that I’m excited for the game’s release
Really enjoying how grounded this game looks. Especially with the movement being more chained to reality than most games now adays. Like the slower movement speed and such
6:25 felt real damn
I hope they have a variety of game modes, besides take and hold an objective. Only should include multiple 4 man teams that need to work together. Game has plenty of potential
This game does not look dated. It looks higher fidelity than squad. Im very impressed especially because i feel like it is filling a different kind of niche that is not currently available.
Finally a true hardcore shooter.
Remains to be seen. Once the wider public get their hands on it, they start exposing ai and cheesing the game. Be interesting to see how long it takes for gamers to start noticing patterns and picking it apart
Honestly i do not understand the people that critizise the sound design or the looks of the game.
I play alot of games and i also play battlefield and the newer graphic bangers and i'd say sure, some shaders might not be as fancy, but the realistic look of the flashlight, the debree and the small details in the environment and the overall design and believability of the assets is up there.
This game looks phenomenal for what it is and for such a small developer and most importantly it looks really atmospheric because of how the light works and things like that.
And the sound design man... what are those people hearing? This sounds like some of the best sound design works i've ever heared in a game. The environmental VoiP is something i've wished for in tactical shooters for years and finally someone did it properly. And the compressed sound of the gunshots inside, just chefs kiss, brilliant.
I have really high hopes for this game. The only thinks that i'm unsure of is how good will the AI be? Because that's really importan for a realistic coop shooter like that.
And how is the performance of the game. How well does it run on your system and what kind of system is that? I know it's a beta and performance is not final but it should be some indicator of where it's going to be.
Pairs, you totally need to stream this game. This game is absolutely sick and I really want more content!
The dark rooms is the best part.
Outdoors and indoors feel terrifying for completely different reason.
Outdoors, youre exposed to who-knows-what sightlines. Indoors, you're at a huge disadvantage entering.
For a PvE tactical shooter game, this is a design choice that I think will be one of the things that gives the game the most replayability.
I'm always interested in what form of AA (antialiasing) or interesting notable options for either control or aim. options to turn of on ect . thank you if you answer.
I love the fact that the FOV doesn't zoom in after your ADS as it does in most other games, this is a very good thing. The minimum HUD is nice also, I hope you can completely remove all HUD elements in the options.
I love the darkness and sound design, very atmospheric and realistic.
I think the fov does zoom a bit
@@ronaldbenz_ That's a shame. Hopefully they add it as a setting slider like there is in STALKER Anomaily. It makes a big differance to immersion.
Every time I see more new gameplay the intensity of wanting to play the game increases
As a serious note, do your rounds hit where they "should" when using a hold over technique to aim or do they hit where your irons are?
I ask this because it seems a little odd to have rounds impacting where your irons are and not where your flashlight is hitting, since you're not actually lined up.
I think he is not hitting anything when putting the enemy on the iron sights in the ACOG sequence, so it might be realistic.
The game looks amazing! But something that I don't understand is how the point shooting works. It appears that the bullets go where your front iron sight is pointing even though you are looking over the top of the acog meaning that your sights are not aligned. In real life, your bullets would be vectored higher than your sight especially at medium to long ranges.
How does the aiming work in this? I know they have point shooting and actually adsing but does it feel fluid and what are the controls? I know games like insurgency and hell let loose will readjust the gun for you when deploying a bipod or in insurgency if the wall you're kneeling at is abit high your character will automatically raise the gun up when you ads is it like that or do you actually have to click more buttons to change how you aim?
To me this games looks awesome! Can’t wait for the release. Thanks for showcasing this game
Big Pairs!! Hope you've been well bro happy to see the channel so active and poppin!! Hard work and dedication right there
I'm wondering where the bullet would go when shot fired with point shooting. Seems it goes on front sight or slightly down from the middle..
So glad this is releasing on console, a good tactical game is exactly what i need
Still can’t tell the point of impact shift when looking over the top the the rear sight. Same with the acog. Is the point of impact way higher when looking over the sights?
Probably 3 MOA above the front sight post. It shifts, but not enough, imo.
@@ControlledPairsGaming that’s what I was thinking, especially with the ACOG.
Love the look love the sound. So like the team heal not knowing your bleeding until your team mate checks you is insane. Thanks for the gameplay
I'm looking forward to it, the darkness I think is a good touch it adds to that horror element of CQB. The sound was excellent, I have a question, in the video one of the team dead checked a downed enemy was that just done out of habit? or do the enemy have the ability to recover like in ready or not?
Prob my most anticipated game of the decade.
Aside from the weird popping flares from the lights, the game looks pretty solid.
Man this game looks absolutely incredible. Hoping they don't change a thing outside of bug fixes and that it's available for purchase this year. The hardcore tactical FPS community desperately needs this game.
Dude the whole lighting and ability to see clearly going down or up when entering and exiting buildings scares the shit outta me.
Is it easy or common to shoulder fire that M249? In one of the first moments it seemed like the recoil control kept the shots in a very tight grouping.
It's not particularly difficult to shoulder fire the SAW. It's heavy, but we train it. I think the game handles SAW recoil fairly. They could make it more difficult, but I think it would reduce the viability of the kit in-game.
This vid reminds me of that vid of squad of infantry or marines during battle of Fallujah clearing the house, they killed an insurgent but when they return the body is gone and they go to the second floor and the insurgents return and is on the ground floor trapping them. They threw grenades through a small hole
Is that the one where they are on the roof arguing what to do and then the insurgents start chanting “ALLAH AKBAR!” from the stairwell?
my only concern is that it seems like there's a LOT of enemies to the point that it kinda looks like a horde shooter. I don't know if that's entirely accurate but still don't really care that much considering im getting this day one, just something I noticed
We're encountering 30-40 on average per run.
You do realize this was a city with a ton of barricaded terrorist in it? A city. Let that sink in.
From what I’ve been seeing I think this game is going in the right direction and the sound is just unreal
I've say that some camera shake here and there would do wonders, for example when the C4 on the door exploded it felt to bland, a camera shake would make it feel like an actual explosion same with the grenade downstairs
are there functional differences between "peeking over" the weapon sights, and actually looking through them? i would guess that peeking over would make the shots land higher
I was going to mention the lighting effects from WML's but I remembered back then our guys didn't have all the crazy WML's we have today so the lack of "Spill" really adds to the tension in dimply lit atmospheres.
Is it super limited like Tom Clancy's Seige? Or do we get to actually secure an entire block with our platoon?
Everything about this game is just getting me so excited.
Personally the lighting, environment and SOUND are perfect!
Damn, this game looks like pure chaos, looks like a blast to play with my lil' brother.
One question though... does it include FoV slider? Because if it doesn't, he won't play with me since he'd get dizzy with low FoV😅
Good vid havent watched you in a while 122K congrats!
We need more tactical shooters where you're playing as an average grunt and not some highly trained spec ops operators
Hands down the most realistic game i have ever seen i feel like im there. The way the flashlights look inside to the voip if your to far away you cant hear someone bc there voice faids out. I want to buy and play it now this will be one of my top games to play for a long time. Very curious will it have a campaign like feature where you play through the real life events i hope so and i hope it has controller support i have high hopes bc you said they plan on console release which is crazy. Im on pc so im getting it when it releases. Thanks for answering questions and for the gameplay i watched the gameplay over a few times and it blows me away everytime on how real it looks down to the sand blowing off the roof by the wind looks so realistic with the physics mind blowing you can tell the devs work hard on this game its there passion and it comes through in the gameplay
So I am curious about one thing. Are there any civilians in the game or do you know if there are plans to be? Game seems fantastic and am probably gonna get it either way, however, I feel like adding the aspect of having to check your fire not only for friendlies but for civilians which could add a cool/more difficult factor to the game.
That’s a good idea for a game mechanic, but I feel like we’d end up with quite a few people just gunning down civilians, unless of course they made it a mission objective
@@noahwakkure1870 Whilst I see what you are saying, the point of it is to make you consider your actions. Fact is we're kicking in the doors of a city that had been under siege and is estimated to still have had anywhere between 30,000-90,000 civilians still in the city when the battle truly started.
If I remember right there is going to be civilians in the sp portion of the game at least. Doesn't looks like they will be in the co-op portion of the game unfortunately, though I can understand why since they would probably have to punish the players for killing civilians, which could become annoying quick if a player in your lobby has an itchy trigger finger or is just an outright troll. There is of course the other option of no punishments for civcas, but that would result in lots of mp lobbies just becoming war crime fests out of laziness or sadism, which I'm sure the devs don't want. I'm all about immersion and would love to see it (especially the latter option), but I also know that too much of the gaming community is too immature to handle something like that the way it'd be intended, and that those people would completely ruin the mp experience for those of us trying to play seriously.
I don't know to what extent that will be in, but quite a few of the interviews conducted for research for this game were done with Iraqi civilians. There's also civilian sections in the SP campaign. I would be surprised if the weren't put into CO-OP by release.
What’s the difference between using the rear sight and just the front sight?
I know it’s for visual clarity but is there a downside to use just front sight only?
Also how do people use the grenade launcher sight on an M16 with a giant ass ACOG blocking the launcher sights?
I know you use the front sights to zero the distance but what if you want shorter ranges like 100m? Just curious.
If the ballistics are modeled correctly then, if you aiming over the weapon and just use the front sight, you'll hit above you're point of aim.
Both sights need to be used or the round doesn’t go where ya want lol. It’s geometry! They’re on the weapon for a reason 😂
@@SaintBrick
gotcha, so there’s really not much of a difference except visually and point of aim.
@@FightCain front sight is for close quarters where speed is more important than aim
@@capitcha
Thanks for the info!
I love the more natural movement animations and the general sound design is on point (vox echoing inside rooms!), perhaps the weapon sounds need work or are place-holders though? They don't feature the same level of detail the more environmental sounds appear to have. I hold Squad up as the apex of audio design for weapons etc. but this game's vox & environmental sounds knock it ouf of the park. It's looking really good
I was excited for the game, then I learned it has proc gen maps and missions. Now I'm infinitely more excited! The sound design is amazing.
The camo patterns and color of them look great. Shows how gear actually was back then.
"AcKtUaLly" there were plenty of older Eotech 5 series seen on M16A4's during Operation Phantom Fury. Even the old Mars sights. Lol Along with earlier Aimpoint Comps on Army rifles specifically. But yes Marines were then and even more so as the GWOT progressed primarily rolling with the ACOG.
The only qualm I have is that point shooting is too accurate. Irl, at CQB range, you aim at their stomach and hit them in the chest. These guys are point shooting with accuracy at targets 50-100 yards away. Those bullets would be feet above their head. The point shooting mechanic just gives you a greater field of vision without any disadvantage over ADS.
Beautiful looking game. Not sure about the light glitches (random light spots dotting about), but looks very good.
Looking forward to what the modding community does with this one
Hey Pairs, not really expecting a video on it, but have you tried solo'ing in Fallujah at all? If so, how's the teammate AI?
This game looks dope! I'm still pretty hyped for it. The procedural generation aspect is definitely a driving factor, not to mention it just looks fun. I found that any aspect of feeling "dated" seemed to stem more from the intentional concentration on accuracy towards the setting and timeframe, like you mentioned. When you add the fact that this is at the early stages, it makes it even more impressive. Should be a great buy when it releases.
I think a proper gore system would greatly improve the immersion
Who remembers that game “first to fight” Xbox back in the day this reminds me that
Blue screen of death aside ... this game is seriously serious ... love it - now give me mods to re-imagine how it would've worked if we knew what we know now
that "point shooting" mechanic is perfect. why the hell no other games do this? Arma, Squad- i'm looking at you
What i am curious about is can you really aim over your ACOG with your front sights..
I feel like you need to raise muzzle so much to get that sight picture that you would be shooting way above your target..
Also can you aim just with your front sights.. Like the character did with the SAW.. I mean there are 2 sets of sights for a reason right.
Aiming over sights is a real tactic that was taught to Marines at this time. Reason was the M16 was very large for CQC fighting, so fully aiming the rifle was difficult.
@@bobtank6318 i get that it's a real tactic.. I want to know is how you do it and does it work as well as aiming with both sights.
if they got rid of the darkness, i think that would be pretty dissapointing. The sound i think is amazing However explosions need to be more pronounced.
So, what was the answer on IEDs? Will be included? This kind of procedural environment and content is perfect for a clever representation of that threat.
Hi Controlled Pairs, if you can I would really like to see some shotgun use in the next gameplay video.
Love the concept just need to see animations polished, the audio, gameplay and lighting effects are well done and it trips me up.
The ONLY thing I dont like is the bullets and tracers remind me of the old Americas Army True Soldiers on Xbox360 where its like a round yellow ball with a trace coming off and looking like it travels at about 500 feet per second. If they touched that up a bit I dont think I'd have any complaints from a 3rd party spectator stand point other than maybe needing some more punch in the gun audio and little visual things that I'm sure they are aware of and will just be fixed regardless
Seeing bullets eject after firing is an amazing touch. 👏
The environment and graphics settings look amazing very real view of urban combat, ill be trying this out
I wonder if the developers will keep things period-appropriate or maybe they'll let us play around with more modern equipment? Perhaps through different modes in the future.
Also, while I don't remember anymore where I got the source from, one thing that stuck with me about this game is the idea that room clearing scenarios will have an additional threat in the form of murder holes on ceilings where enemies can just open fire on you from the safety of higher floors. While I haven't seen it yet in your gameplay videos, I do hope the devs will actually implement it into the game.
GLID Gaming had one of those ceiling murder holes in their footage.
This games looks great and your input makes me extremely excited about this. Can’t wait!
Night and day cycle would be the cherry on top of the sunday here, hopefully they take it into consideration.
just need more dust and debris on bullet impact... that would be chaotic qnd awesome
the multiplayer footage looks even more intense.
i saw this game one day, i think when i was looking into squad or RoN. From what I've seen this looks AMAZING and i cant wait to get my hands on it. im gald we are seeing gameplay happy to see this is actually a thing other then a thought. Love the work the devs are doing.
This is looking solid the more content I see.
Hope to see you show some shotgun play
Not going to lie, thought this game was going to pull a Duke Nukem given how long it's been in development. Very happy to see that's not the case and how they are delivering on their promises to such a high caliber. Really want to get my hands on this game now