Many people complain about the ambient sounds. I get it. My feedback - if there's gunfire, make it immersive and nature goes quiet as if they flee. Then, when you're entering a new spot and it is quiet, you can understand that somebody has been there recently. Like Ai enemies, respawn after like 15-20 minutes. That would be a HUGE tactical immersive experience.
@@giacomo7332 Mosquitos? I was crazy once. They locked me in a room. A rubber room! A rubber room with mosquitos,and mosquitos make me crazy. Mosquitos? I was crazy once. They locked me in a room. A rubber room! A rubber room with mosquitos,and mosquitos make me crazy. Crazy? I was crazy once. They locked me in a room. A rubber room! A rubber room with mosquitos,and mosquitos make me crazy. Crazy? I was crazy once. They locked me in a room. A rubber room! A rubber room with mosquitos,and mosquitos make me crazy. Crazy? I was mosquitos once. They locked me in a room. A rubber room! A rubber room with crazy,and crazy make me mosquitos.
funny thing is if you're not an actual soldier or have tatical training (or play a lot of these milsims) people do that esp when overconfident. When was the last time you were paying attention to your shilloutte when cresting a hill? (for example). Having played the game I find the AI is pretty good but thats like recent
GZW seems to promote more team play even with randoms, since friendlies show up in your tacmap. Eft is just a glorified deathmatch, playing with random just isnt possible and everyone you spot is always enemy.
We all know what will happen if you play with strangers, they will run in and not play with the team. Hell Let Loose in the alpha, people played with their squad, stuck together, the game on release became basically Battlefield on hardcore mode. The same will happen with this game.
was watching a stream lastnight and a dev was in the chat, apparently the AI gets more tanky the longer the server is up for whatever reason. when the servers are fresh, ai will take around 2 shots, but after a while youd have to magdump, its a weird bug
The fact the devs are already so communicative and transparent with the community despite the game not even being public yet already puts them in a more positive light than BSG imho
That has to be because there is something in this game that’s health scales up as time goes on, but it’s bugged on everyone.. so I’m just wondering what the hell is scaling health as time goes on
@@rkjeffery777 It's easy for EFT to be the "better game" when it's had a monopoly on a very specific niche for years. You and many like you also seem to completely forget what the state of EFT was like back when it first entered public open beta in 2017; it looked and played almost _nothing_ like it does now beyond the raid/extraction system. Furthermore, EFT has been in development since _2012._ That's literally 12 years, and the game is not only still in "Beta" after all this time, but it is also heavily lacking in quality and content when compared to many other successful games in the industry that were developed in less time with smaller or equivalent sized dev teams. BSG is not nearly as special nor talented as fanboys like you believe.
I love the way you guys play and communicate. Shoot. Move. Communicate. Hell even the ammo checks from teammates. I'm retired army infantry, so I get a chubby listening to the proper way of working with a team. I'm so damn ready for this game to get a release date!!!
It would be amazing if the birds chirping and frogs croaking would suddenly go silent if someone walks through certain areas. Like when ya'll were going quiet near the end, it would be awesome if all of a sudden the nature sounds in the background went silent because an enemy patrol was passing through (and vice versa).
How shitty that idea is... You pull shit like that and later down the line You get a bug like the audio pop when players enter a 100m range of You. Make a solid system, framework for sound and then you dont have to rely on scripting or bandaids like audio zones and blending indoor/outdoor audio.
I have done some deep dive into the MADFINGER studios. And they have done only mobile games. This is their first attempt for AAA game. Sinnce I'm Czech and this is a Czech studio I was looking into their team and Technicaly this game should be sound. Technical Lead was working in Bohemia Interactive which is another famous Czech studio behind ARMA games. Others were working for 2K Czech (Mafia games) or Warhorse studios (Kindomecome Deliverance 1 and 2). So Technicaly Czech studios can deliver and I believe this will be out later 2024. The only problem I was seeing with their AI Lead, Marketing and how will they handle continuous support for the game. Ready or Not was a success I believe because it was compact, their Technical Lead obviously goes for what he know best which are ARMA games and those are not for everyone. I hope they will have some Casual mode for players and down the line they will ship map/game editor similar to ARMA (which i believe they will).
Yea man i really get it but this is unfortunately the way things are with smaller teams having to make bigger games and need public testing due to their size.
It's weird that they can always make the most amazing outdoors graphics but interior graphics have basically stalled out for the past 10 years. I can't wait till they have fully destructible environments at high fidelity. Games in 10 years are gonna be insane.
I think most of the time, lighting are the ones inhibiting development of interior graphics, with exterior you can simply have simple global illumination, and dark and bright light level with only one level, with interior since its supposed to be darker than the exterior, it looks kinda jarring because even the dark light level is the same as the exterior, so the interior looks very bright even in the dark areas, thats why having path tracing really changes the way interiors would look
a big factor is scaleability. If you just model 4 trees and make a forest out of them, no one will notice or complain. but if every house has the same 4 room presets that would instantly be noticed. Thus every single interior has to practically be individually made, while nature can just be copy-pasted
Well for starters they've got the adrenaline and immersion to sharpen their reflexes and such, which makes it easier. But also this recording, like all recordings, is compressed, meaning that details are lost. Also Drew is playing in 4k, which certainly makes it easier to spot enemies. Also, this particular enemy wasn't that hard to spot, you might've just been distracted and focused elsewhere
It jsut takes practise, Drew and his friends play these kinds of games all the time and know what signs to lookout for to identify potential enemies. Muzzle flash, unusual movement in the environment, audio cues.
the inventory being a damn near 1-1 copy of tarkov is certainly a choice lol they even went ahead with the "safelock" container the blurry overlay so you can see the background and the diagonal bar pattern on the inventory hell the fucking sub tabs im pretty sure are identical
It sure does looks like tarkov, but its not like other game dont do that too. Take Rust, Dayz or similar games; its always the kinda same things, just arranged differently but the principle stays the same
I'm perfectly fine with games copping what other games do right. trying really hard to always be different is overrated, if something works, no reason to try to do different.
@@mrrager1409 i do because tarkovs inventory system is awful in late game because it becomes a container/storage box fest primarily due to its lack of tab sorting (inventory tabs that only display certain items IE weapons, armor, healing, food/water) that make gearing up (especially after death) a sometimes 20 minutes ordeal of opening one container for one gun another contain for a set of attachments another container for armor opening 30 different backpacks that you have stacked together plus i am yet to see a weapon editor similar to tarkov which mitigates the inventory roaming by allowing you to just edit the gun itself and it will auto pull items from your inventory if you have them
Seeing a lot of comments on other videos from people that don't comprehend what state of game a pre-alpha is meant to be, which is proof of concept. This is a bare bone basics look of what the game is going to be, past here is where a couple years of polish takes place. I for one am excited for what i've seen so far.
They legit said Spring 2024 for early access release. That’s right now. Early access does not equate to “pre-alpha.” Bottom line is for a “PvE focused game” they needed dramatically better AI, this is not that.
I don’t think YOU understand that this game is definitely not in pre-alpha if people like Summit and the Tarkov streamers are playing it this much on stream for everyone to see the game and it’s potential. This is early access/beta. Enough to get people interested in playing it/allowing the wider community to provide feedback both good or bad.
Dude, seriously, your videos are the absolute best. Your group of guys, your tactic, these are some of the most enjoyable and entertaining video on youtube.
'This guy PLANES' 'I'm actually a private pilot' Honestly, thats the life, playing unreleased milsims in your free time, and flying planes as your job.
@@Smellon just saying I usually don’t watch his vids since it’s never edited so most moments but when did he fell off? Also how many views did he use to get?
The game dynamic should be something like COH 2. You complete these objetives and get rewards, better equipment or whatever. And the final objective is to destroy the enemy main base. If the game doesnt have an end it becomes boring real fast.
3:54 just how realsitic and amazing the forest in this scene here, It's already terrifying it's probably gonna get worst at night too, where you can just see a night vision google eyes.
The damage effects seem pretty cool. It feels immersive to have to sew your organs up to live to see the end of the match, even if its a stretch lol. I love this gameplay, and how everyone on the team had to help one another.
Man watching you guys play is night and day some of the other streamers. It really shows the capability of the game. Hiding and sneaking from AI etc feels more realistic! Much more suspenseful. Can't wait to see more from this and you guys! Thanks!
Really enjoying the GZW content! I have a lot of nostalgia and love for Madfinger Games, so really hoping they land this one and cement themselves as a real player in the PC dev scene; so far what I've seen of GZW look very promising and I really appreciate the way they've marketed it with actual gameplay trailers and now letting the relevant content creators gradually explore more of the game, it's far superior to the standard cinematic trailers we get with most releases that tell you nothing about what the actual gameplay is like imo.
@@jgsource552 really that would only turn it into tactical paintball game. There needs to be more depth to it, some background sim of different types going on - or you may as well just go buy ARMA
absolutely find hilarious how they're like "over here" and "this way" and "over there" and im thinking "Where is over there?" but they all somehow know. Shows how well they know each other and how long they've been playing, cause I was mad confused trying to understand some of their callouts.
I'm impressed with the sunlit vegetation. Not many games do it justice, think I saw some in Arma Reforger from past Drew vids Iv'e been bingewatching lately. It really ups the immersion even just watching. Not sure if these are the types of games I'd play though, old hands, old eyes.
Honestly tho, with the state the game is currently in, i wished they would just wait a bit more before opening it to the public to view. With more closed doors testing. Theres ALOT of issues, that will bog it down if it launches in a similar state to what it is right now. Lots of fixing polishing and additions to do. Great base and concept tho
I just really hope that later on they do a playtest for us regular players. I plan to preorder GWZ either way, this seems to be similar to EFT but with the Arma Milsim aspect for now
I love how at around the 17:00 mark, everyone was pushing up to get an angle on one enemy and everyone stepped into everyone else's line of fire causing all the bleeds etc lol 😂
Ultimately one of the biggest things that tarkov has over other extraction shooters is the amount of loot on the map and the amount of uses for it. Any extraction shooter going forward needs to match that as well as also have a player driven market for me to be interested.
The character must have a at ease body position.. firearm ease or down, so the character dont look robot on campbase. Adding bandits tent or camp on woodline, and on selected area like their post defense preposition may give the pmc unit feel trouble and not relaxed while passing the woodline.. I enjoy wacthing them.. hmmm its already 50%+ to reality...
problem with wounds and healing in realistic themed games is exactly that any hit no matter where would require you to pull back for extraction; even if its just 2 fingers, or your big toe that's gone; unless you have no other choice you would fallback for extraction or be handicapped and unreliable for the rest off the mission which honestly its properly better to be 1 down ;) on the other hand as a game this would be extremely tedious very fast; so we allow healing by magic; which honestly always breaks any immersion that's been built up until then. - not sure how to fix that honestly. maybe have npc's which follows and holds cleared area's when you die or get wounded you take one of them over and your original returns for patching what can be patched at base; in worse case the squad will have to get the npc who managed to get wounded and back with so little they are still combat ready.
They need pilotable vehicles, specially the little bird maybe even an attack version, add some random manpad spawn locations, with a map that big it should be standard
I definitely wanna play this game. It’s definitely still got some work, but it’s early access. I’m kinda tired of early access titles, but this looks like a ton of fun.
P.S. Average human peripheral is 115 degrees axial, and that is why you assign teams of 3. The 15-degree difference to 360 is because the head stays on a swivel. Shifts around the box are 1 and 0, to keep it simple for the simple. I learned this as a child.
something graphically i noticed is the way the LODs and lighting changes when aiming down sights compared to when lowering the gun to hip fire. this makes it hard to see through glass windows, and i get that it’s to optimize performance, but it’s a bit of a throw off. games not out tho so it might not be final of course. just think it’s something to be acknowledged
I was massively sceptical of this game when I heard the devs talk about it and the soft promises they made but it really seems like it’s a rare case of a game actually being as advertised.
I would love a mil-sim game that treats injuries realistically where you get hit and cant just fix your lungs but that you need to get your injured friend evaced out as they become a massive liability
They should make viable items like rope/repels to gain access to different areas or NVGs for super dark spots with good loot or C4 to detonate blocked off areas.
Just had an idea, the devs should try walking and running thru a bush irl and implement their experience to the game. This is something all fps get hella wrong and I believe this really impacts how people maneuver in areas with dense vegetation.
Many people complain about the ambient sounds. I get it. My feedback - if there's gunfire, make it immersive and nature goes quiet as if they flee. Then, when you're entering a new spot and it is quiet, you can understand that somebody has been there recently. Like Ai enemies, respawn after like 15-20 minutes. That would be a HUGE tactical immersive experience.
Great idea with the sounds, it would definitely make you pay closer attention when pushing a point
drewski tell the devs this please its actually good gameplay idea. Reminds me of some things Hunt Showdown does really well
goated idea
As a developer this is great feedback. I’d like to see something like that as well.
Arma Reforger does something similar. Sometimes you can anticipate from what position an enemy is advancing because of startled birds.
I'm glad they calmed the froggos down
Nah bump the frogs back up fr
@@OperatorDrewski Forgs just providing verbal encouragement
yeah but they gotta chill with the mosquitoes in my ears lol
@@giacomo7332nah years living by a swamp I have built a hearing filter to em.
@@giacomo7332 Mosquitos? I was crazy once. They locked me in a room. A rubber room! A rubber room with mosquitos,and mosquitos make me crazy. Mosquitos? I was crazy once. They locked me in a room. A rubber room! A rubber room with mosquitos,and mosquitos make me crazy. Crazy? I was crazy once. They locked me in a room. A rubber room! A rubber room with mosquitos,and mosquitos make me crazy. Crazy? I was crazy once. They locked me in a room. A rubber room! A rubber room with mosquitos,and mosquitos make me crazy. Crazy? I was mosquitos once. They locked me in a room. A rubber room! A rubber room with crazy,and crazy make me mosquitos.
“I’m treating myself, eating a snack too” is one of the funniest things I’ve ever heard during a firefight😂😂😂
operators need snacc too
@@OperatorDrewski OperatorChewski
@@OperatorDrewski *:3*
Ambient mosquitoes make me do a reality check, God I can't sleep even when there's just one in the room
@@justvid366 Idk how but even with a net once in a while one gets through
@@snoucajld Probably through your door or something.
@NathanHigger this is low key the greatest advertisement to move to the rockies.
LOL, probably only who lives in the tropical can relate. This sound is annoyingly so realistic, that it freaks me out 🤣
@NathanHigger Spiders.. you surely have spiders!?
If not, sign me up!
11:30 “no one stands out in the open like that”… the AI “i am about to Bob and weave so hard rn”
Bob and his god damn weave...
funny thing is if you're not an actual soldier or have tatical training (or play a lot of these milsims) people do that esp when overconfident. When was the last time you were paying attention to your shilloutte when cresting a hill? (for example).
Having played the game I find the AI is pretty good but thats like recent
“Don’t even say friendly, say ‘opium’”
The rest of the video: “FRIENDLY FRIENDLY FRIENDLY”
12:51 smh!
From what I can tell from GZW videos its either going to be hella fun with friends, or cancer like EFT
you gotta realize this is like very early access.
GZW seems to promote more team play even with randoms, since friendlies show up in your tacmap. Eft is just a glorified deathmatch, playing with random just isnt possible and everyone you spot is always enemy.
We all know what will happen if you play with strangers, they will run in and not play with the team. Hell Let Loose in the alpha, people played with their squad, stuck together, the game on release became basically Battlefield on hardcore mode. The same will happen with this game.
Its gonna pretty much be EFT, not that I'm saying that's a bad thing. Just I hope they have an anticheat.
Even EFT can be fun with friends x3
Quote of the Day:
"I saw him but didn't see him."
- Drewski
😂😂
was watching a stream lastnight and a dev was in the chat, apparently the AI gets more tanky the longer the server is up for whatever reason. when the servers are fresh, ai will take around 2 shots, but after a while youd have to magdump, its a weird bug
I mean at least the bug is coming up rn, so it can be fixed
The fact the devs are already so communicative and transparent with the community despite the game not even being public yet already puts them in a more positive light than BSG imho
That has to be because there is something in this game that’s health scales up as time goes on, but it’s bugged on everyone.. so I’m just wondering what the hell is scaling health as time goes on
Bsg still has the better game and that wont chamge for a while@jonathanoriley8260
@@rkjeffery777 It's easy for EFT to be the "better game" when it's had a monopoly on a very specific niche for years.
You and many like you also seem to completely forget what the state of EFT was like back when it first entered public open beta in 2017; it looked and played almost _nothing_ like it does now beyond the raid/extraction system. Furthermore, EFT has been in development since _2012._ That's literally 12 years, and the game is not only still in "Beta" after all this time, but it is also heavily lacking in quality and content when compared to many other successful games in the industry that were developed in less time with smaller or equivalent sized dev teams.
BSG is not nearly as special nor talented as fanboys like you believe.
26:37 "Alright I'm white. Yay!" -Drew 2024
This out of context... 😂
BRUUUU XD
What Drewski was thinking when he had register his guns with the ATF.
Based
white people be like
I love the way you guys play and communicate. Shoot. Move. Communicate. Hell even the ammo checks from teammates. I'm retired army infantry, so I get a chubby listening to the proper way of working with a team. I'm so damn ready for this game to get a release date!!!
It would be amazing if the birds chirping and frogs croaking would suddenly go silent if someone walks through certain areas. Like when ya'll were going quiet near the end, it would be awesome if all of a sudden the nature sounds in the background went silent because an enemy patrol was passing through (and vice versa).
Yep, as in real life.
How shitty that idea is... You pull shit like that and later down the line You get a bug like the audio pop when players enter a 100m range of You. Make a solid system, framework for sound and then you dont have to rely on scripting or bandaids like audio zones and blending indoor/outdoor audio.
It would be nicer if they removed the ambient sounds altogether
@@RealOny shit take
100% agree this would bring it a whole other level also add weather affects and day to night cycles where you gotta use night vision.
can't wait for this to be in early access for 6 years like most FPS games nowadays
Tarkov 2.0
I have done some deep dive into the MADFINGER studios. And they have done only mobile games. This is their first attempt for AAA game. Sinnce I'm Czech and this is a Czech studio I was looking into their team and Technicaly this game should be sound. Technical Lead was working in Bohemia Interactive which is another famous Czech studio behind ARMA games. Others were working for 2K Czech (Mafia games) or Warhorse studios (Kindomecome Deliverance 1 and 2). So Technicaly Czech studios can deliver and I believe this will be out later 2024. The only problem I was seeing with their AI Lead, Marketing and how will they handle continuous support for the game. Ready or Not was a success I believe because it was compact, their Technical Lead obviously goes for what he know best which are ARMA games and those are not for everyone. I hope they will have some Casual mode for players and down the line they will ship map/game editor similar to ARMA (which i believe they will).
Yea man i really get it but this is unfortunately the way things are with smaller teams having to make bigger games and need public testing due to their size.
@@nathanmitchell7961it’s not so much about testing as it is to get a cash infusion during development
@@85Portar Every single streamer that was given access was not paying anything.
It's weird that they can always make the most amazing outdoors graphics but interior graphics have basically stalled out for the past 10 years.
I can't wait till they have fully destructible environments at high fidelity. Games in 10 years are gonna be insane.
I think most of the time, lighting are the ones inhibiting development of interior graphics, with exterior you can simply have simple global illumination, and dark and bright light level with only one level, with interior since its supposed to be darker than the exterior, it looks kinda jarring because even the dark light level is the same as the exterior, so the interior looks very bright even in the dark areas, thats why having path tracing really changes the way interiors would look
a big factor is scaleability. If you just model 4 trees and make a forest out of them, no one will notice or complain. but if every house has the same 4 room presets that would instantly be noticed. Thus every single interior has to practically be individually made, while nature can just be copy-pasted
6:53 I'm always amazed how these gamers see the enemies. I always miss them if they're like more than 30m away from me. Guess I'm just old.
It was not that hard to see that enemy as you could see the smoke from his gunfire.
Well for starters they've got the adrenaline and immersion to sharpen their reflexes and such, which makes it easier.
But also this recording, like all recordings, is compressed, meaning that details are lost. Also Drew is playing in 4k, which certainly makes it easier to spot enemies.
Also, this particular enemy wasn't that hard to spot, you might've just been distracted and focused elsewhere
It’s not really reaction time it’s just learning what to look for, it takes a little practice
It jsut takes practise, Drew and his friends play these kinds of games all the time and know what signs to lookout for to identify potential enemies. Muzzle flash, unusual movement in the environment, audio cues.
I guess having a 4k giant screen 3 inches from your face would help for that
not even 4k has enough bitrate to contemplate the graphics
Crazy how detailed the world is. Every object feels hand placed, almost as if it were a game made 10 years ago.
18:01 He was, he was, he was, he was, he was like hurting lmfao
his cd got scratched
😂
"this guy planes" 😭 6:37
this has a lot of potential, i really hope the devs take their time and get every correct. i'd play this 24/7 if it comes out polished
I think what the game needs is more frog sounds
They are not frog, those constant background sounds are cicadas
That’s literally what jungles sound like lol
@@losklandos6962 thats why they need more frogs
@@greg-le5fo We need tigers
@@losklandos6962 we need tigers with frog heads
that last encounter and bunker infiltration was awesome
the inventory being a damn near 1-1 copy of tarkov is certainly a choice lol they even went ahead with the "safelock" container the blurry overlay so you can see the background and the diagonal bar pattern on the inventory hell the fucking sub tabs im pretty sure are identical
It sure does looks like tarkov, but its not like other game dont do that too.
Take Rust, Dayz or similar games; its always the kinda same things, just arranged differently but the principle stays the same
I'm perfectly fine with games copping what other games do right. trying really hard to always be different is overrated, if something works, no reason to try to do different.
if it works it works. hopefully they wont also copy the lack of care for cheaters and overall sloppy game design
Who gives a shit? Lmfao
@@mrrager1409 i do because tarkovs inventory system is awful in late game because it becomes a container/storage box fest primarily due to its lack of tab sorting (inventory tabs that only display certain items IE weapons, armor, healing, food/water) that make gearing up (especially after death) a sometimes 20 minutes ordeal of opening one container for one gun another contain for a set of attachments another container for armor opening 30 different backpacks that you have stacked together
plus i am yet to see a weapon editor similar to tarkov which mitigates the inventory roaming by allowing you to just edit the gun itself and it will auto pull items from your inventory if you have them
Class leading immersion
**stitches up gunshot wounds in own lungs**
Seeing a lot of comments on other videos from people that don't comprehend what state of game a pre-alpha is meant to be, which is proof of concept. This is a bare bone basics look of what the game is going to be, past here is where a couple years of polish takes place. I for one am excited for what i've seen so far.
They legit said Spring 2024 for early access release. That’s right now. Early access does not equate to “pre-alpha.” Bottom line is for a “PvE focused game” they needed dramatically better AI, this is not that.
I don’t think YOU understand that this game is definitely not in pre-alpha if people like Summit and the Tarkov streamers are playing it this much on stream for everyone to see the game and it’s potential.
This is early access/beta. Enough to get people interested in playing it/allowing the wider community to provide feedback both good or bad.
@@TitanUp7they initially said Q1 2024 which has come and gone
I looked at tarkov pre alpha video. And this is way more complete
Also the degree of hype by TH-camrs is not appropriate for "Pre-alpha"
walking sim where the only fun comes from playing with friends and using your imagination.
6:33 THANK YOU! I will not stand for the slander of my beloved, the Piper Archer 😤
Dude, seriously, your videos are the absolute best. Your group of guys, your tactic, these are some of the most enjoyable and entertaining video on youtube.
I absolutely LOVE how you can find new LZs in game! Really promotes exploration.
'This guy PLANES'
'I'm actually a private pilot'
Honestly, thats the life, playing unreleased milsims in your free time, and flying planes as your job.
yes.
one of my favorite details is the shell casings that are persistent and don't just shrink or melt into the ground.
"casings"
you rep games HARD with the immersive gameplay. love it.
Great gameplay, really shows the potential of this one, excited for the future.
I love this team dynamic, makes the game look 100% more fun to play. Can't wait for early access.
1 view at 17 seconds? Drewski hit a wall man
he fell off so hard
@@Smellon just saying I usually don’t watch his vids since it’s never edited so most moments but when did he fell off? Also how many views did he use to get?
@@cjtimmons5498 Comedy
what are u talking abt bud🤣
Bro i fell off bad
The game dynamic should be something like COH 2.
You complete these objetives and get rewards, better equipment or whatever. And the final objective is to destroy the enemy main base. If the game doesnt have an end it becomes boring real fast.
3:54 just how realsitic and amazing the forest in this scene here, It's already terrifying it's probably gonna get worst at night too, where you can just see a night vision google eyes.
'Sneaks and whispers: contact, contact'. Proceeds to magdump him with multiple unsupressed M4's 😂😂😂
No need to render distant terrain when it's part of the skybox😂
The damage effects seem pretty cool. It feels immersive to have to sew your organs up to live to see the end of the match, even if its a stretch lol. I love this gameplay, and how everyone on the team had to help one another.
Man watching you guys play is night and day some of the other streamers. It really shows the capability of the game. Hiding and sneaking from AI etc feels more realistic! Much more suspenseful. Can't wait to see more from this and you guys! Thanks!
Really enjoying the GZW content! I have a lot of nostalgia and love for Madfinger Games, so really hoping they land this one and cement themselves as a real player in the PC dev scene; so far what I've seen of GZW look very promising and I really appreciate the way they've marketed it with actual gameplay trailers and now letting the relevant content creators gradually explore more of the game, it's far superior to the standard cinematic trailers we get with most releases that tell you nothing about what the actual gameplay is like imo.
6:47 contact, contact *boom* contact down
9:49 id like to see you have to individually reload magazines. I mean if theres an animation for eating CRP, make it so you have to re bomb your mags
16:20 also for some reason that felt like a ghost recon breakpoint moment were a ghost gets ambushed by wolves. Poor dude.
Im praying this will have a fun game play loop
It certainly doesn’t right now. We can only hope.
i think it just needs more players per map, way more AI than players.. A lot of ai would be fine if they weren't so braindead
@@jgsource552 really that would only turn it into tactical paintball game.
There needs to be more depth to it, some background sim of different types going on - or you may as well just go buy ARMA
@@ThePlayerOfGames arma physics is janky as shit, this dosn't look as janky
I wish tactical shooters would concentrate on pure pvp….
cant help but notice you guys not saying opium, absolutely broke my immersion
absolutely find hilarious how they're like "over here" and "this way" and "over there" and im thinking "Where is over there?" but they all somehow know. Shows how well they know each other and how long they've been playing, cause I was mad confused trying to understand some of their callouts.
The guns seem like toys
The health status effects is great... i love the image blur, it doubles like dizzy, ect... . Nice innovation..
I'm impressed with the sunlit vegetation. Not many games do it justice, think I saw some in Arma Reforger from past Drew vids Iv'e been bingewatching lately.
It really ups the immersion even just watching. Not sure if these are the types of games I'd play though, old hands, old eyes.
Your videos made me get the whole stalker trilogy, spend hours on them and now im having fun in Anomaly. Thank you for making videos.
'LZ Baby!' "AT THE AIRFIELD?" ... i mean... i feel like this is the place you should most expect an lz.
Honestly tho, with the state the game is currently in, i wished they would just wait a bit more before opening it to the public to view. With more closed doors testing. Theres ALOT of issues, that will bog it down if it launches in a similar state to what it is right now. Lots of fixing polishing and additions to do.
Great base and concept tho
I just really hope that later on they do a playtest for us regular players. I plan to preorder GWZ either way, this seems to be similar to EFT but with the Arma Milsim aspect for now
Arma + Tarkov, but PvPvP is something interesting, with secret side missions supplying weapons and drugs like real life is pretty cool
Awesome teamwork. A joy to watch you guys operate.
I love how at around the 17:00 mark, everyone was pushing up to get an angle on one enemy and everyone stepped into everyone else's line of fire causing all the bleeds etc lol 😂
Ultimately one of the biggest things that tarkov has over other extraction shooters is the amount of loot on the map and the amount of uses for it. Any extraction shooter going forward needs to match that as well as also have a player driven market for me to be interested.
"I saw him but did't see him" - Flawless communication: Check! xD
Me when the police officer stopps me - 26:37
26:37 “alright, I’m white. Yay!” lol 😂
I want to live in the magical world where my ACOG has six inches of eye relief.
Man I can't wait for this, it looks so fun.
"Alright, I'm white... Yeayyy!!!"
Really got me smh 😂
25:46 "more tea sir?" ass pose lolol
"I'm aiming directly on his mean" - meanwhile the bullets landing no where near him
The character must have a at ease body position.. firearm ease or down, so the character dont look robot on campbase.
Adding bandits tent or camp on woodline, and on selected area like their post defense preposition may give the pmc unit feel trouble and not relaxed while passing the woodline..
I enjoy wacthing them.. hmmm its already 50%+ to reality...
problem with wounds and healing in realistic themed games is exactly that any hit no matter where would require you to pull back for extraction; even if its just 2 fingers, or your big toe that's gone; unless you have no other choice you would fallback for extraction or be handicapped and unreliable for the rest off the mission which honestly its properly better to be 1 down ;)
on the other hand as a game this would be extremely tedious very fast; so we allow healing by magic; which honestly always breaks any immersion that's been built up until then.
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not sure how to fix that honestly. maybe have npc's which follows and holds cleared area's when you die or get wounded you take one of them over and your original returns for patching what can be patched at base; in worse case the squad will have to get the npc who managed to get wounded and back with so little they are still combat ready.
I love how some dude just knew exactly what the plane was.
2:18nice generation kill reference
Me at the start: If the audio of the guns hasn't improved, I'm still going to hold off a while.
Me 5 seconds into the view: You have my attention.
They need pilotable vehicles, specially the little bird maybe even an attack version, add some random manpad spawn locations, with a map that big it should be standard
Man, this can't come out soon enough. I've had that tactical shooter itch for a while and have yet to find anything that really scratches it.
I think it takes more bullets to kill at distance because once they got inside and were closer, they seemed more effective.
I'm digging the carry handle mounted optics. Wish I could do that in ground branch.
they got the stupid ledge between the holosun optic and riser, amazing
These forests really remind me Crysis 1 :)
Judging by that blue helmet in the squad, your "friendly" word should be "CORN SYRUP!" 🤣🤣🤣
"He’s one of those Ai" yup… that was rough to watch. When a game can’t let me have my tiny dose of dopamine by killing a stationary AI NPC, ugh..
Yea that was the most frustrating thing back in the dayz era
you totally friendly fire sprayed your friend at 16:43 lmao
9:21 they gotta fix the armor system or ppl will rage quit constantly lol
“He’s down” yeah y’all lit him tf up I’m pretty sure they knew that
I definitely wanna play this game. It’s definitely still got some work, but it’s early access. I’m kinda tired of early access titles, but this looks like a ton of fun.
37:53 this dork is actually whispering like the Ai can hear u 🤓🫡🤣😂🤣😂ssshh everybody hold 🤫
Life lead? It's TQ- Tourniquet. Nice content!
I like the atmosphere of that game and the teamwork! Only downside so far is how many rounds you need to kill someone. Also the mosquito sounds haha 😂
I was really engaged watching this. The game was awesome.
That lettuce cameo 🔥
thought I heard that voice
P.S. Average human peripheral is 115 degrees axial, and that is why you assign teams of 3. The 15-degree difference to 360 is because the head stays on a swivel. Shifts around the box are 1 and 0, to keep it simple for the simple. I learned this as a child.
Can't help but see huge Indica plants everywhere.
Loved the bunker clearing
Dude, this game looks really good as it is. Can't wait to see it develop further.
something graphically i noticed is the way the LODs and lighting changes when aiming down sights compared to when lowering the gun to hip fire. this makes it hard to see through glass windows, and i get that it’s to optimize performance, but it’s a bit of a throw off. games not out tho so it might not be final of course. just think it’s something to be acknowledged
6:29 that size feels about the right size for a piper archer which is similar looking
You can watch grandpa gaming for scope calculation and aiming help hahaha
I was massively sceptical of this game when I heard the devs talk about it and the soft promises they made but it really seems like it’s a rare case of a game actually being as advertised.
I would love a mil-sim game that treats injuries realistically where you get hit and cant just fix your lungs but that you need to get your injured friend evaced out as they become a massive liability
They should make viable items like rope/repels to gain access to different areas or NVGs for super dark spots with good loot or C4 to detonate blocked off areas.
Just had an idea, the devs should try walking and running thru a bush irl and implement their experience to the game. This is something all fps get hella wrong and I believe this really impacts how people maneuver in areas with dense vegetation.