There are still very few resources in this market. That's why every game has to come out in early access to fund the rest of its development, usually by less than a dozen devs. There's certainly a lot of passion for the first time in a decade, but the genre has a long way to go in its recovery
@@Prometheus7272 Sadly, that will just cause youtubers to get a lot of hate when an early access game doesn't deliver. TH-camrs already get a lot of undeserved hate for being "shills". Sad fact of the matter is that early access is kind of a great way to fund a game when done right. It's just too often used by devs who just make shovelware and abandon it half way through. Great example of early access is Baldur's Gate 3... Arguably one of the best games ever. They did it right. Same with Star Citizen, they must have done something right cause people still love that thing even after like 6 years in early access.. I think we as consumers treat Early Access as a cash grab when in reality it's everything from a cash grab to an honest effort to financial desperation that might end a project etc. etc. We have to assess each early access game more thoroughly than just going "these games are often scams". Ebay sales are often scams, but we don't view all auctions as scams the way we tend to view all Early Access games negatively. Gotta do our own research on the team and then judge whether we want to help this dev or not. Some of these people have the most honest and noble intentions. Some very much do not.
I honestly welcome more tac shooters, even janky ones. Getting ideas out inspires others and brings innovation. Looking beyond the jank and bugs by many of these solo or small team projects, the level of authenticity we have now over what we’d have if we relied solely on big name devs is insane. It might be the fact I’ve been following Star Citizen for 10 years, but I don’t mind seeing early, buggy, unoptimized versions of games just as long as they push the envelope in one way or another, and show active development. Game dev is slow and that can be frustrating, but I’ll take slow and steady to CoD or Ubi firing up the copy/paste money printer every year.
@@deemwinch TLDR: Generally indie devs listen to people more and move quicker to fix things when time and resources make it possible. Take Ghost Recon Wildlands vs Breakpoint vs the attempted battle royale abomination. Wildlands was an amazingly good game. Had its faults, sure, but you could tell the people involved were fans of Clancy’s work and attention to detail. Still arcadey and prioritized fun over realism, but a solid game. Then Breakpoint, where they inexplicably decided to give it the Ubisoft treatment and turn it into a ‘looter shooter’ with ‘rpg elements,’ ‘raids,’ and a ‘compelling and relatable’ villain with a pitiful backstory to make morons feel sad when they kill him after a bunch of boring, copy/pasted missions which forced you to grind so your .338 Lapua could actually do more than tickle the big bad. (Sorry, I’m still bitter…lol) When we beta tested it and saw leveled enemies and areas and guns that somehow did less ‘damage’ than a gun of the same caliber with a different color next to it, people swarmed the forums warning they would cancel their preorders because they wanted Ghost Recon, not The Division again. Ubi’s response was ‘great thanks! See you at launch! Wait, why is no one playing???’ Then their genius response to the backlash and preemptively warned failure of Breakpoint was to announce a ‘Ghost Recon’ battle royale game what had people spawning in giant sniper towers that dropped from the sky. Not sure if the announcement is still up, but the downvote ratio on it was legendary. The studio behind it was closed a few months later and the project was scrapped. That’s an extreme case, but in general, you can use things like discord and Reddit to converse with smaller devs and give feedback directly, and those same devs have the latitude to choose to spend time implementing or changing things according to suggestions, without pressure from investors or managers to hit a deadline.
I agree in a way but his charging 30aud for this game. When compared with other early access titles like Ground Branch, Ready or Not and Days of Fallujah it's needs more, the steam reviews seem to echo the same sentiment.
I am gonna say its quite easy to see your stance, considering the symptom / cause that is "following scam citizen for 10 years". Really explains to what lengths you have to go to keep your internal reality consistent.
The genre has 5 problems. 1. You must choose to either play a super dated game, or an incomplete game. 2. The commentary is small enough that it is hard to find people you play with, and if you do they probably won't own the same game you do. 3. When choosing a game to buy/play the question is "which experience do I want more?" When picking a tac shooter it's "each game has a different feature/mechanic set. I want to use them all, but that's impossible so which one do I want to play with now?" 4. The combination of 2 and 3 make it seem like you need to spend a ridiculous amount of time and money to properly experience the genre. 4. Sponsors, nexus, and the algorithm, have turned most content creators into salesmen making it really difficult to find accurate information about the state of the game.
This might be one of the most honest hot takes I've seen in a minute. I enjoy tactical shooters, I absolutely love just vibing out in Ground Branch or some patrol work in Ready or Not, but Ready Or Not is honestly the most "complete" package I've seen and that I wouldn't say is complete. That said, I'm glad these projects are coming out in some capacity, and early access is a great place to have these games get out to those that love them to provide feedback before hitting the masses in force. To be honest, it was Ground Branch that made me get my first true gaming PC just to run it in the first place, so I have to give a lot of credit there.
Im literally in process of buying or building a pc for fps gaming. Im on the fence in regards to what game to start with. Ground branch is more appealing to me but every video I watch seems empty, with stupid enemies. Ready or not looks good but again looks slow, boring and always in close quarters. I also don't like the fact that you need to cuff enemies and civies mid raid and cuff dead bodies lol. The police shouting ' freeze ! Hands in the air is also annoying.
My pet peeve with the genre is that they are overly focused on the "shooter" aspect and not the broader range of interaction that is necessary for the experience of soldiering/policing. The consequence of that is the gameplay loop becomes immediately reductive towards shooting(and hitting) as the primary(often sole) metric of which the player's performance within the game is ultimately measured. No matter how good a job you did suppressing the enemy, covering your sector so your guys can do work, talking your sniper onto the target, etc game systems are too unsophisticated to reward the value of those roles and too often those things become immediately secondary in the way the base interaction is designed and systematized. The genre relies far too heavily on *roleplay* as the primary reward system, which the core audience understands but alienates the mainstream player that needs the game to define goals. Otherwise to no surprise they just default to what they understand from mainstream shooters; K/D and trolling. [/rant]
This is a naive perspective. People can go play armamilsim if they want. But it's not like an fps at all. Just because you get dome imaginary points doesn't change anything. People don't want to shoot because of kd or stats but because it's fun. Milsim isn't fun it's a lot of waiting. And the organization takes a lot of effort.
@@Raumance how to say you don't get it without saying you don't get it. The point is that for tactical shooters/milsims to become their own games they need to abandon the genre conventions of FPS. By all means, if you think that these games are boring, there are plenty of FPS out there for you to play. And you don't have to look far to see that equating just shooting to being fun is not a hypothesis that holds up very well given the market saturation of the genre and clearly some games doing better than others.
@@BenedictTanShanWen You are the who doesn't get it. Even when I explain if to you. I've played all kinds of fps games and I've been in an Arma milsim clan and I've served in an actual military in real life in leadership positions. It has nothing to do with scoreboards. Playing as a platoon or company structure with all yhe non-shooter roles just is incredibly boring. You need a tremendous amount of effort for that level of organization. There are so many leadership roles where you aren't shooting but managing. And it's not like an rts game because you are dealing with people. Your whole perspective is based on your naivetu and lack of experience on yhe subject. Imaginary points don't form complex leadership structures.
I'm personally drawn to the strengths of most tactical shooters. Ready or Not, Ground Branch, and others all do some things exceptionally well while doing some other things not so well. Id really like to see a game that takes all the best parts and mashes it into one solid piece of content. Maybe Operator will do that at some point. Edit: "very cool, very based"
I think a developer has made a game and buying it now would be a huge help for him to continue the project, he has a lot to do however he also has a lot of potential. Buying the game and continuing to support and give feedback to the creator is the best way to make this game perfect
Precisely, people love to dog a game that is pre-release for a reason and they only see it as purchasing an crap game. You get the finished product as well, but you also get to take a more proactive approach in it's progression.
Somebody *finally* fucking mentions campaigns! That's part of why OG Ghost Recon is still one of my favourite tac-shooters (even moreso with the Heroes Unleashed mod). It has a shitload of missions & objective types to run through, whenever you want. And the AI still holds up decently (not perfect but it's 20+ years old). And in regards to Operator - I saw the notification from Steam just before going to bed last night, was pretty surprised - started thinking "might check it out tomorrow, haven't got much on". Then I saw the price - $30 Australian. Like, I get it, but right now, I don't think I can justify that, especially with cost of living at the moment (and especially with only three maps - I'll have them all done in one afternoon). I'm excited for this game, and I want this dev to succeed, but I think I'm gonna hold off a few months, wait for a couple updates.
30$ not justified for a game made by a kid on his own? For now its fun. Dev needs more help. For now this is more fun and replayable then ready or not was at ea launch.
Looks promising, I agree with your take. Personally I believe these tactical games should launch with what Rainbow Six Rouge Spear and Ghost Recon accomplished back then (20+ years ago)
Issue is, the market shifted; those young adults playing those games made kids that crave cranking 90s instead. You take the time on a tactical game, and your work doesn’t pay off. It’s a niche market these days, and it’s too much of a gamble to not do early access for these small dev teams. It’s honestly a miracle that this, ground branch and hell, ready or not even exist 😂 I completely agree with you and pairs, but it’s just not possible these days
Imagine if instead of building all these separate games, all these developers just worked together on a single project. We would have had something that rivals AAA by now.
@@alejandroarciniegas672 Lots of the things in Operator we're already working on, but as you can see with Operator things are very rough around the edges. Operation: Harsh Doorstop is already in enough of an alpha state, and our objective at this point is to polish up the core shooter framework prior to adding in additional unstable features. You have to balance between pushing new features and avoiding jank. It is a difficult balance to achieve, and after our launch we're planning on pushing more towards stability than rapidly iterating on new features before the game is ready.
@@Bluedrake42 As a software dev I do understand the concept of technical debt. I value that Operation: Harsh Doorstop development is focused towards the core of the game. I think it won't be long until the community starst to bring more complex features as seen in Operator to the game without making the core dev team lose their focus! I'm looking forward to add some cool features to Operation: Harsh Doorstop as mods.
I think you're pretty accurate across the board, as someone who frequents a couple of communities that play games like RON and Ground Branch etc I'll probably end up picking this up but I'm also aware that I won't be playing it after a few weeks at best whilst I wait for more content. I think I have to give a fair amount of credit to the fact the developer is just one guy I believe but it also means we're all buying this game with our eyes wide open in terms of what we're getting. As long as the developer stays dedicated we could see a really great game in six months+ but then you have a game like Ready or Not which is only just talking about a 1.0 release two years later and an actual team of developers working on it. of course, if the game has support for modding, then the concerns about maps and missions goes out the window.
I agree 100% Said the same but not as eloquently as you on the Steam community for this one earlier! Way too early for release, but I bought it in the hope that this guy does well and delivers on his vision. So what is it with this genre and such slow development? Zero Hour (small dev team, lack of funding) , Ground Branch (larger team, but still small and lack of funding?), RoN (VOID Interactive - small? Also lacking funds?) It is frustrating that we haven't had a 'finished' product since SWAT 4, and Ravenshield. Thanks for entertaining as always!
I supported this on Patreon, so I got to play it pre-Steam, and I agree on a lot of points - but it is madly impressive how this guy has done this all by himself, and in arguably, a very short space of development time. Steam buyers will not get that duality, and I think he should have just kept it to Patreon (which seems to earn £7K a month atm), until it was in a more polished state. I'm running a strong PC build, and this game stutters now and then. Operator has legs, but it's not yet ready to walk amongst other Early Access games on Steam, I don't think. Excited to see more of it though, and I hope the games well received by the greater audience outside of the Patreon folks!
I think you hit the nail on the head with the state of tactical shooters in both the flat screen, and VR market. They are seen as niche, so there's not really any big developers pushing them out. So what you get, are passion projects that are put into early access and then (hopefully) fleshed out over time. As others have said, the devs need the early access funds to keep going on the development, and to guage the interest of the community. It seems like a lot of these games do tend to sit in a long term early access state though, like Ground Branch, which has been in early access for at least 5 years, and was in development for a while before that. The issue with that, is that players get what they can from these games, and then want more. So they either have to wait in the hopes that more comes, or move on to another game. Ready or Not is probably one of the more fleshed out games in recent memory, with decent (not great) squad AI, good enemy AI, and a decent number of maps. With mod support, it also gets the support of player generated content. It's still lacking a cohesive campaign, and ends up feeling like a swat mission anthology. It also lacks a lot of the features the devs were pushing in the beginning, like choosing an insert point, a pre-planning map, sniper support, etc.
I think a big issue for tactical shooters is funding. With the exception of stuff like ARMA, tac fps don't make a lot of money. If we want him to ever finish Operator he probably does need the money he can get through early access to allow him to spend more time on the game by reducing his hours or completely quitting his normal day job. Same for 6 days in Fellujah, INCREDIBLE concept but still a long road ahead. I'll be buying Operator and then let it cook for maybe a year. Even if it never comes to full release, this dude got talent, so maybe it'll allow him to break into the market as a member of a bigger team down the road by making a name for himself with this game.
Opening doors partially with the mouse wheel was a feature in Rainbow Six Raven Shield. Was very handy for both peeking and rolling a flashbang into the room
One problem I have with so many of these indie games, especially when it comes to tac shooters... is they put essentially zero resources or thought into the Art Department. It's always the most random and generic assets, environments, and assets. They don't have a unique identity or art direction and just look incredibly generic. It's hard to take these games seriously when they look so low effort without any art direction.
I'm endlessly frustrated how none of these games have decided to bank on how much gameplay potential would be unlocked by focusing on graphics that don't try to be photo-realistic. Instead we get the inverse like with how Ready Or Not doubled down on graphics and though the maps needed baked lighting to look better, which meant they had to cut letting the player disable lights in buildings as a feature. Similarly for this genre, a lower fidelity art style would make breaching walls a far more feasible feature to implement. Even more pressing would be that a more of a lo-fi art style could help stretch the budget enough that a proper campaign could be feasible.
9:28 - content according to video title finally starts and lasts for ca 1 minute, first 95% of the video is just praising the game. That being said, i feel the market starts to get oversaturated with more of the same: More customization, more "irl operator mechanics", more gadgets, more braindead stupid AI and more armchair rifle and tactics specialists (that are cold blooded alpha chads irl of course) claiming how (un)realistic feature xyz is. I really like the tactical shooter genre, and i also kinda like rifles and guns.. but too much is just too much. That's why RoN is my favorite of the bunch as of late - worst customization (not even irl items but "fakes") and least "Operator like" of them all, but more polished game than the rest combined. I hope GB's integration of Kythera AI will bring me back over there once in a while, but given Star Citizen uses or used to use the same, i'm not too sure about that.. We'll see soon(tm).
The nod setup alone is a huge move in the right direction for the genre and hopefully something pulled into other games. Great points and great coverage!
2:58 the door handling mechanic goes back to the rainbow six days where you had dynamic door positioning rather than binary, “open”/“closed”. Really like the feature.. for sure adds to that peak and breach method ..
Good analysis. All forms of media have democratized these past couple decades. 20 years ago, legacy 20th century corporate media curated news and entertainment for the masses. Now the masses create their own content. This game is just one example. Your YT channel is among the millions of examples in the video game genre of media. Keep up the good work.
I'm a pass on this one, I'm afraid, at least for now. I just can't get myself worked up enough to pay $20 based solely on door opening mechanics. (BTW, if I'm not mistaken, the idea of using the mouse wheel to dynamically open the door dates all the way back to Rainbow Six 3--it's not a new idea.)
I have 2 huge problems with this genre. 1. All these games are barely distinguishable with small differences, 2. meaning thousands or possibly tens of thousands of man hours have been wasted creating the exact same assets and code over and over and over. Operation harsh doorstop fixes both these problems in such a wonderful way. I can't wait for it to get more traction.
Something i noticed on that "Block III" MK18 with the URGI rail, either the barrel is too short or the rail is too long because you wouldnt be able to lock the collar on that RC2 because its inside the rail lol.
I love tac shooters but this is the exact reason I don't buy them anymore, we have all of these somewhat pretty games, with immersive mechanics and costumization, but that at the end of the day have no substance whatsoever. What's the point of just another game with a few maps with brain dead npcs to jump in alone and shoot at? Might aswell jump in Gmod
@@ChickentNugExactly, mf has been working on this since he was 13/14, he’s not just after money, people these days just see bad things about a game or hear bad things and go “this game is bad lol” “yeah imma pass on this cash grab” like do your damn research on a game before you shit on it. Operator isn’t a bad game, it is fun, I barely have a problem with the low amount of issues I have, most is just caused by my Reshade I have messing up my menu manipulation and graphics
I did a double take when you said “20 bucks”. Wtf was this guy thinking? Three missions total, and no f*ing way there’s going to be a modding community before it dies. Does the dev think that he can keep a player base for the next decade while he finishes it?
Its an Early Access game for another 1-2 years. In case you're not aware, that means the dev isn't done with the game. I'm not sure what you're looking for out of a game that still not done?
Releasing poor experiences is a great way to kill momentum. The game already has a mixed rating on steam meaning people will be skeptical to buy it, and as a solo dev it will take ages of trickling in content to turn that around. Maybe the game will be able to run in a year or two, but I find it hard to believe there will be enough content to justify more than a few hours of playing, especially with much more polished experiences already on the market.
@@virtuallyreal5849 Im literally in process of buying or building a pc for fps gaming. Im on the fence in regards to what game to start with. Ground branch is more appealing to me but every video I watch seems empty, with stupid enemies. Ready or not looks good but again looks slow, boring and always in close quarters. I also don't like the fact that you need to cuff enemies and civies mid raid and cuff dead bodies lol. The police shouting ' freeze ! Hands in the air constantly is also annoying. Could you please advise on a decent game please ? Mostly wanting singal player.
@@ShadowDreamer100 This game will be in early access for more then 1-2 years lmao. Its a single dev working on this who also said he does not want a team to work on it... Ground Branch and RoN with much bigger teams have been in EA for multiple years now. Just making the AI better will take lots of time. I bought the game but basically refunded it right away since I realized it will take years for this game to become better then RoN or GB.
I have a fear shooters just uninstalled because the lack of content RON GROUND BRANCH AND SIX DAYS WITH CONTENT AND AI TEAMMATES ILL PASS ON THIS and get more into nba 2k and madden until further notice Danks for being honest control PAIRS
Totally feel the same. Haven’t touched ready or not in forever because there is no reason to play anymore after doing all the missions. And ground branch just feels like an empty sandbox
I dont think your take was too harsh. Rather instead it's just realistic. I was able to witness the game get released and saw both the positive and negative reviews in the discord server. I instantly noticed the divide on opinion, some saying the game was under baked and some putting it on a pedestal for it's potential. I agree that the game does have potential, it has plenty of things that I look forward to seeing more of in the future, but it was truly too early to be released and quite pricy ($15 - $20 is not something I, to be specifc, am willing to give out.)
Have you tried out the latest updates? The developer has been busy with patches & adding more content such as the Dark Waters level (work in progress) over the past year.
Gotta say one thing. Seems nearly every "newish" tactical shooter IE Ground Branch etc. Bad this is they all look the same, customization, weapon mods and in general game play. They look so similar that all these games are hard to tell apart and lastly all of them are EA titles as well. The market is just saturated with these modern tactical FPS games.
I know that saying this puts me in a corner and I limit myself from games that I can play like before, but I'm all for VR now and have moved on from flat-screen 2D games. I use to play Arma III and a little of Squad. I stopped playing Battlefield and COD a long time ago. I know it's just a matter of sitting down and running the game and I'm back to the way it was before, but my money goes to VR devs now. FPS 2D games doesn't cut it for me. I still appreciate these games so I got no issue watching whats new in this channel.
Setting up VR is such a pain in the ass and there are only like 3 games that come remotely close to this style that I can think of: TAVR, Onward, and Pavlov (with mods). Onward is so shit compared to how it used to be and is plagued with children (same with the other two really), and pavlov is pretty much just VR CSGO. TAVR is fun but you can only do so much in game before it gets repetitive. I'm really looking forward to Geronimo, but that probably won't be available for a while
Fully agree, in a saturated market for FPS, we definitely need more game modes. I strongly feel that co-op is the bare minimum at this point, with SP/AI second. I'm starving for more co-op modes and campaigns. I'm often going back to Rainbow Six 3 to play with a few friends.
Between a few of the tactical shooters, Operator looks like it can be a very interesting add by way of the actual Tier 1 side of things. I say this based on the in depth manner that Operator seems to invested in the equipment accuracy and how it plays (zero experience until later today). That said, there are marked differences between this and Ready or Not - both are tactical in the sense of shooting and moving, but Ready or Not is still more a police action based game (most of the time in vanilla). Operator should and could wind up overtaking Ground Branch as a tactical leader by continuously improving, updating and deploying updates at a faster rate. We will see this evening as to how Operator plays out. Thanks for your insight!
my biggest issue with pretty much every tactical shooter has been around since Arma 3. there's never any set in stone objective aside from just going to a location and killing anybody that has a gun. it's a formula that openly admits that it has nothing going on and all it does is encourage people to roleplay which is what people are gonna do by default when they're bored. player driven roleplay as opposed to gameplay driven roleplay, will cause the game to die out pretty quickly since there's nothing extrinsic to keep players coming back. even a game like Ready or Not suffers from this issue, since your only reward in that game is a new high score. which is a pretty arcade-y system for a game that's touting its realism first and foremost. the only reason why Arma isn't dead is because of how modular of a game it is, that it's possible to create your own scenarios or complete them in many different ways. plus it has a campaign that gives you a basic run down of the mechanics. and since the game has a lot of tools in it by default, you'll have a lot to toy around with before you start modding it. Compare that to a game like Ground Branch where the only modularity you get is the number of enemy AI, how difficult they are, what map you're playing on, and what time of day it is. the game died pretty quickly because even after waiting on it to update, nothing new even came out for it, so all you had was just an empty game, where if you've seen one map you've seen them all. In the case of Ready or Not it had slightly more longevity because of how slow, atmospheric, and shocking the whole game was. but it's been a year since it had any updates so the novelty of it is really dry at it this point, let alone the content. Zero Hour is an even worse case since the game basically hasn't changed at all since it entered early access. still suffering from the same issues its always had, and basically just exists to be a bootleg Ready or Not. which is saying a lot since both game pretty much were born of the the Clean House craze from CoD. So all in all they're roleplaying games that don't make you feel like you're playing a role the game tailors for you. and even if it does, the game runs outta content and updates so slowly you forget it even exists. they're fun for a short bit, but they lack longevity and content.
I would love to see how this game progresses. I bought it as soon as I could, and my main issues with it so far is: The aiming is punishing, especially at longer ranges. The sensitivity is extremely high the first like 5 degrees, so making small adjustments at range is very difficult. The people who have the game can probably understand where I’m coming from. Also, the character customization is quite janky. Your weapon doesn’t save, and I both like and dislike this. I like it because it makes it feel like there’s consequences, and if you die, you restart as a new operator. And the customization of your vest and stuff really doesn’t want to work for me. Like I said, can’t wait to see the progress!
I'm currently of the inclination to pick up Operator as the price is fairly reasonable and it's a passion project. Taking into consideration the game as a passion project, in theory the game should continue to see development for quite some time and (hopefully) reach a much improved state. It's also worth noting that Operator is, to the best of knowledge, being developed by a single individual who has been really learning as they go. In contrast the above there is Six Days in Fallujah which released at twice the price of this into Early Access with arguably significantly fewer features (admittedly not all of these make sense) but with a similar amount of content (4 missions as opposed to 3 missions in Operator). Further to this Six Days has had significantly more time for its development (I accept that it's had its issues) from a much bigger team.
Really like this game myself and it´s super fun to hear your opinion on it, and I do really believe that this game has some ridiculous potential as long as the developers goes in the right direction with the game. But it is as you say that the game really misses some content that would make the game less repetitive and more attractive for a bigger audience on the market. But it I believe that it´s an amazing game that really gives you that "real life tactical feeling" and that it´s really a one-of-a-kind in todays market for tactical shooters and that makes it really stand out from all the other similar shooters. And I´m a really big fan of the channel, so it really made my day to see you do a review on one of my favorite games
How do I aim down sights in this game???? I’ve pressed and held down every single button on my keyboard! What do I have to do to aim?????? Please help me
Only tactical shooters relased by bigger studios were either SWAT games, Ghost Recon 1 and Advanced Warfighter 1 and 2 and Rainbow six up until Lockdown which was crap. Only studio that carried the torch was BI with ArmA which is still the best series but now we have some gems RoN is a good example but I don't think and AAA developer would risk creating game like that.
first time i see an animation for the door opening. love it but you should be able to quick swap to your gun cause if you get stuck in the animation whenever you see an enemy you are dead. i like the passion there's put in this this game. keep it on .
So far I've really been liking it. Definitely has a lot of jank shit but it doesn't bug me that much. The gunplay already feels way better than ground branch imo
for me I am getting tired of the tac games even though we have very few of them simply because every time one gets released its an alpha game that does 1 or 2 things that are extremely cool and unique but then the rest of the game is either broken or trash. These games can be ditched at any time or take YEARS to get anywhere decent if not finished and each of these games are charging £20 +. It makes it hard for me to want to purchase these games when I know it could either be abandoned or take years before its worth ACTUALLY playing. Sometimes I would rather it just not get released and have time to work on it and tease us first rather than release these glorified tech demos that cost the same price as some new, good and complete games on steam.
We need this game in consoles, for real we lack this type of game, realistic, clearing rooms and OPERATING LIKE A SOF OPERATOR . Wish more games like these would Come to consoles
Its the same as the Tactical gear/arms industry. The more competition the more effort they have to put in. it all pushes the industry to a higher standard unlike games like COD and battlefield in the recent years
I got this game last week and there is only 2 missions. But I see all kinds of different missions in videos. I was supposed to download the steam version correct
I just want a new Ghost recon class type game to come out with good AI teammates and enemies. Fun story and freeplay modes with updated tech and shooting realism
Other games have as well. Operator animates the interaction, allows proximity to effect the physics in a natural way, and does a good job on the door physics.
Just a heads up, YT is unsusbcribing your subscribers again. I though it was strange i had not seen any new stuff from you, i had to look up your channel to find it and subscribe again.
load into game, chamber round, reload once, reload stops mid reload so I fire my last chambered round, have to reload again. Forget I must now rerack bolt because of janky reload cancellation. Shoot 3 times, out of ammo, no magazines left. Attempt to restart mission, doesn't work. Attempt to go back to lobby, end mission screen will not go away. Exit to main menu, Must once again manually grab equipment before inevitably starting a new mission only to once again run out of ammo after 2 magazine reloads. Absolutely ridiculous. This game is the most jankiest piece of shit I have ever played. It is a glitchfest an absolute impossibility to easily navigate menus.
This game was definently published too soon. I just bought it and downloaded it, as soon as I open it crashes and won't even open. I do have the required specs, but I thought that the dev could work on the game more.
I don't think your completely wrong in the fact that they're kind of a cash grab. However, I think the potential in games could be actually brought to life if they used one feature that has brought games to life for the past decade, and that's steam workshop and access to mods. Especially in less jank games, like especially Tactical Assault VR, for example, because they have all of the basics mechanics down to a tea, and they just need more content, like new maps and weapons. Anyway, sorry this comment is awfully worded and hard to read, but I hope you get my point.
Seeing as it is a solo dev so do I not think this has mroe potential then Ground Branch. GB overall in its current state and even the earlier stages felt much more better then this game. The one thing holding GB back now (imo at least) is the AI.
yes. Everything interesting, good potential, but ridiculously short on content and unpolished. I have a sort of a hot take on that, but seriously. I could BET that all these devs, releasing games that are light-years from being finished, have thought in one moment or another is this: "If Ground Branch can do it (and gets a pass by the 'fans'), why can i not?"
played it, and it does do some REALLY cool stuff, and its attention to detail is superb. You can tell the dev is really trying to do something cool, with so many original systems that are rarely seen (bullet penetration and bullet holes that you can actually look through, the weapon manipulation and customization, the whole ATAK device, and much more). I also like the medical system, I see a lot of people dogging it for being simple but I'm really confused by that lol, simple compared to what? Maybe simple compared to ACE medical in ArmA, but compared to practically every other tactical shooter its a great step in the right direction since most games are still just a 'Press _ to heal' (like squad or RoN). BUTT, the game is a buggy shit show right now, from the character customization bugging out (switching clothes, but some pieces of old clothing down despawn so your character ends up wearing a buggy looking mess with 4 computers phasing into one another), to missions not having an end, having no indication how many mags you have, there's no way to save your modded guns (which take awhile to set up), very very very little content, buggy menus, confusing interface, and on and on. I think it was a poor choice to release this early as it will give the majority of players the completely wrong vibe and I could see a lot of people being turned off by it, but personally I'm hopeful because what is there is very unique and seems to have a lot of good work behind it (like the penetration and customization systems, they aren't easy to create). I also love the references to the show Seal Team lol. I'd love to see the game get full workshop integration, and have the dev just focus on systems, mechanics, locomotion, and shit like that while the community builds heaps and heaps of assets and maps. That's the best way I think for a solo dev to approach a project like this, by leveraging a passionate community to amplify content. I'm cautiously hopeful
My three big issues with all the newest milsim games 1) they're always CQC SWAT stuff. The OG ghost recon and even some of the earliest rainbow six stuff actually had you out in the wilderness amongst the trees, field, mountains etc. But that shits hard so it's all just houses and stuff these days 2) AI hard so no solo stuff, no campaign, no bots. Just make it a PvP game and call it a day 3) _WAAAAY_ to much pandering to the goober gun nut crowd, i don't need 10 trillion pixels making the perfect gun and way to much funding on the animations. Save the bucks and work on the basics, _then_ add the fun gun stuff. as for my opinion on your video? uh yeah fuck your stupid clickbait title, you spent 3 mins at the end talking about the "issues".
9:28 no truer words have been said there have been too many times tacshooters release with barebones content and empty promises and especially ALOT of jank too many ideas thrown in and nothing done to flesh it out for better user experience for player enjoyment
There are still very few resources in this market. That's why every game has to come out in early access to fund the rest of its development, usually by less than a dozen devs. There's certainly a lot of passion for the first time in a decade, but the genre has a long way to go in its recovery
100%
Wish these teams would pool resources.
You also need people willing to pay. None of us want EA style microtransations but the soil devs also need money to live so its a struggle.
@@TheStevenWhitingYou could have youtubers run funding campaigns for games they think have potential through patreon.
@@TheStevenWhiting Same as Indie Stones who made Project Zomboid... Decided to bought the game from Steam to support the Devs
@@Prometheus7272 Sadly, that will just cause youtubers to get a lot of hate when an early access game doesn't deliver. TH-camrs already get a lot of undeserved hate for being "shills".
Sad fact of the matter is that early access is kind of a great way to fund a game when done right. It's just too often used by devs who just make shovelware and abandon it half way through.
Great example of early access is Baldur's Gate 3... Arguably one of the best games ever. They did it right. Same with Star Citizen, they must have done something right cause people still love that thing even after like 6 years in early access..
I think we as consumers treat Early Access as a cash grab when in reality it's everything from a cash grab to an honest effort to financial desperation that might end a project etc. etc. We have to assess each early access game more thoroughly than just going "these games are often scams". Ebay sales are often scams, but we don't view all auctions as scams the way we tend to view all Early Access games negatively. Gotta do our own research on the team and then judge whether we want to help this dev or not.
Some of these people have the most honest and noble intentions. Some very much do not.
Honestly a miracle it's even created. And it's from what a single 18 year old kid? Dude has been working on it since he was 13
He must have team guys in his family.
@@MalikShauntealot of stuff can be picked just by watching videos
Nope@@MalikShaunte
I think he meant guys in the military, or so I intetpret @@vukberbakov344
I honestly welcome more tac shooters, even janky ones. Getting ideas out inspires others and brings innovation. Looking beyond the jank and bugs by many of these solo or small team projects, the level of authenticity we have now over what we’d have if we relied solely on big name devs is insane.
It might be the fact I’ve been following Star Citizen for 10 years, but I don’t mind seeing early, buggy, unoptimized versions of games just as long as they push the envelope in one way or another, and show active development. Game dev is slow and that can be frustrating, but I’ll take slow and steady to CoD or Ubi firing up the copy/paste money printer every year.
Solid point.
So you prefer indie crap instrad of corporate crap
@@deemwinch TLDR: Generally indie devs listen to people more and move quicker to fix things when time and resources make it possible.
Take Ghost Recon Wildlands vs Breakpoint vs the attempted battle royale abomination. Wildlands was an amazingly good game. Had its faults, sure, but you could tell the people involved were fans of Clancy’s work and attention to detail. Still arcadey and prioritized fun over realism, but a solid game. Then Breakpoint, where they inexplicably decided to give it the Ubisoft treatment and turn it into a ‘looter shooter’ with ‘rpg elements,’ ‘raids,’ and a ‘compelling and relatable’ villain with a pitiful backstory to make morons feel sad when they kill him after a bunch of boring, copy/pasted missions which forced you to grind so your .338 Lapua could actually do more than tickle the big bad.
(Sorry, I’m still bitter…lol)
When we beta tested it and saw leveled enemies and areas and guns that somehow did less ‘damage’ than a gun of the same caliber with a different color next to it, people swarmed the forums warning they would cancel their preorders because they wanted Ghost Recon, not The Division again. Ubi’s response was ‘great thanks! See you at launch! Wait, why is no one playing???’
Then their genius response to the backlash and preemptively warned failure of Breakpoint was to announce a ‘Ghost Recon’ battle royale game what had people spawning in giant sniper towers that dropped from the sky. Not sure if the announcement is still up, but the downvote ratio on it was legendary. The studio behind it was closed a few months later and the project was scrapped.
That’s an extreme case, but in general, you can use things like discord and Reddit to converse with smaller devs and give feedback directly, and those same devs have the latitude to choose to spend time implementing or changing things according to suggestions, without pressure from investors or managers to hit a deadline.
I agree in a way but his charging 30aud for this game. When compared with other early access titles like Ground Branch, Ready or Not and Days of Fallujah it's needs more, the steam reviews seem to echo the same sentiment.
I am gonna say its quite easy to see your stance, considering the symptom / cause that is "following scam citizen for 10 years".
Really explains to what lengths you have to go to keep your internal reality consistent.
The genre has 5 problems.
1. You must choose to either play a super dated game, or an incomplete game.
2. The commentary is small enough that it is hard to find people you play with, and if you do they probably won't own the same game you do.
3. When choosing a game to buy/play the question is "which experience do I want more?" When picking a tac shooter it's "each game has a different feature/mechanic set. I want to use them all, but that's impossible so which one do I want to play with now?"
4. The combination of 2 and 3 make it seem like you need to spend a ridiculous amount of time and money to properly experience the genre.
4. Sponsors, nexus, and the algorithm, have turned most content creators into salesmen making it really difficult to find accurate information about the state of the game.
@@dylancounte1448You should see the new Ready or Not update
This might be one of the most honest hot takes I've seen in a minute. I enjoy tactical shooters, I absolutely love just vibing out in Ground Branch or some patrol work in Ready or Not, but Ready Or Not is honestly the most "complete" package I've seen and that I wouldn't say is complete. That said, I'm glad these projects are coming out in some capacity, and early access is a great place to have these games get out to those that love them to provide feedback before hitting the masses in force.
To be honest, it was Ground Branch that made me get my first true gaming PC just to run it in the first place, so I have to give a lot of credit there.
Im literally in process of buying or building a pc for fps gaming. Im on the fence in regards to what game to start with. Ground branch is more appealing to me but every video I watch seems empty, with stupid enemies. Ready or not looks good but again looks slow, boring and always in close quarters. I also don't like the fact that you need to cuff enemies and civies mid raid and cuff dead bodies lol. The police shouting ' freeze ! Hands in the air is also annoying.
@@jackabean3080Don't play RoN then if you don't want to do Police stuff. I would recommend Ground Branch over it though.
@@jackabean3080 I'd strongly recommend ISMC sandstorm
My pet peeve with the genre is that they are overly focused on the "shooter" aspect and not the broader range of interaction that is necessary for the experience of soldiering/policing.
The consequence of that is the gameplay loop becomes immediately reductive towards shooting(and hitting) as the primary(often sole) metric of which the player's performance within the game is ultimately measured.
No matter how good a job you did suppressing the enemy, covering your sector so your guys can do work, talking your sniper onto the target, etc game systems are too unsophisticated to reward the value of those roles and too often those things become immediately secondary in the way the base interaction is designed and systematized.
The genre relies far too heavily on *roleplay* as the primary reward system, which the core audience understands but alienates the mainstream player that needs the game to define goals. Otherwise to no surprise they just default to what they understand from mainstream shooters; K/D and trolling. [/rant]
This summation eloquently states everything I feel. Stealing.
This is a naive perspective. People can go play armamilsim if they want. But it's not like an fps at all. Just because you get dome imaginary points doesn't change anything. People don't want to shoot because of kd or stats but because it's fun. Milsim isn't fun it's a lot of waiting. And the organization takes a lot of effort.
@@Raumance how to say you don't get it without saying you don't get it.
The point is that for tactical shooters/milsims to become their own games they need to abandon the genre conventions of FPS.
By all means, if you think that these games are boring, there are plenty of FPS out there for you to play.
And you don't have to look far to see that equating just shooting to being fun is not a hypothesis that holds up very well given the market saturation of the genre and clearly some games doing better than others.
@@BenedictTanShanWen You are the who doesn't get it. Even when I explain if to you.
I've played all kinds of fps games and I've been in an Arma milsim clan and I've served in an actual military in real life in leadership positions.
It has nothing to do with scoreboards. Playing as a platoon or company structure with all yhe non-shooter roles just is incredibly boring. You need a tremendous amount of effort for that level of organization. There are so many leadership roles where you aren't shooting but managing. And it's not like an rts game because you are dealing with people.
Your whole perspective is based on your naivetu and lack of experience on yhe subject. Imaginary points don't form complex leadership structures.
@@Raumance I've played both organized arma and also worked in video games. Your assertion of naivete is entertaining to me.
I'm personally drawn to the strengths of most tactical shooters. Ready or Not, Ground Branch, and others all do some things exceptionally well while doing some other things not so well. Id really like to see a game that takes all the best parts and mashes it into one solid piece of content. Maybe Operator will do that at some point.
Edit: "very cool, very based"
Problem with every single one of those games is no AI. Its incredible how no game can beat Swat 3 AI in 2023
I think a developer has made a game and buying it now would be a huge help for him to continue the project, he has a lot to do however he also has a lot of potential. Buying the game and continuing to support and give feedback to the creator is the best way to make this game perfect
What?
Precisely, people love to dog a game that is pre-release for a reason and they only see it as purchasing an crap game. You get the finished product as well, but you also get to take a more proactive approach in it's progression.
Your a bot
@@JesusMorgado-iq5em wtf?
Somebody *finally* fucking mentions campaigns! That's part of why OG Ghost Recon is still one of my favourite tac-shooters (even moreso with the Heroes Unleashed mod). It has a shitload of missions & objective types to run through, whenever you want. And the AI still holds up decently (not perfect but it's 20+ years old).
And in regards to Operator - I saw the notification from Steam just before going to bed last night, was pretty surprised - started thinking "might check it out tomorrow, haven't got much on". Then I saw the price - $30 Australian. Like, I get it, but right now, I don't think I can justify that, especially with cost of living at the moment (and especially with only three maps - I'll have them all done in one afternoon). I'm excited for this game, and I want this dev to succeed, but I think I'm gonna hold off a few months, wait for a couple updates.
If you think Ghost recon is a Tac shooter you need to rethink life
@@Mr_Nobody913 it might help if you play it on a difficulty level higher than Recruit, dude 👍
$24 CAD is honestly ridiculous for what the game currently offers. Ground Branch regularly goes on sale for a 4th of that.
30$ not justified for a game made by a kid on his own? For now its fun. Dev needs more help. For now this is more fun and replayable then ready or not was at ea launch.
Looks promising,
I agree with your take. Personally I believe these tactical games should launch with what Rainbow Six Rouge Spear and Ghost Recon accomplished back then (20+ years ago)
Issue is, the market shifted; those young adults playing those games made kids that crave cranking 90s instead. You take the time on a tactical game, and your work doesn’t pay off. It’s a niche market these days, and it’s too much of a gamble to not do early access for these small dev teams. It’s honestly a miracle that this, ground branch and hell, ready or not even exist 😂 I completely agree with you and pairs, but it’s just not possible these days
Ghost Recon 2001 is so good
Imagine if instead of building all these separate games, all these developers just worked together on a single project. We would have had something that rivals AAA by now.
I know, man. Hurts my soul.
Operation Harsh Doorstop could use some ideas from Operator.
@@alejandroarciniegas672 Lots of the things in Operator we're already working on, but as you can see with Operator things are very rough around the edges. Operation: Harsh Doorstop is already in enough of an alpha state, and our objective at this point is to polish up the core shooter framework prior to adding in additional unstable features. You have to balance between pushing new features and avoiding jank. It is a difficult balance to achieve, and after our launch we're planning on pushing more towards stability than rapidly iterating on new features before the game is ready.
@@Bluedrake42 As a software dev I do understand the concept of technical debt. I value that Operation: Harsh Doorstop development is focused towards the core of the game. I think it won't be long until the community starst to bring more complex features as seen in Operator to the game without making the core dev team lose their focus! I'm looking forward to add some cool features to Operation: Harsh Doorstop as mods.
I think you're pretty accurate across the board, as someone who frequents a couple of communities that play games like RON and Ground Branch etc I'll probably end up picking this up but I'm also aware that I won't be playing it after a few weeks at best whilst I wait for more content. I think I have to give a fair amount of credit to the fact the developer is just one guy I believe but it also means we're all buying this game with our eyes wide open in terms of what we're getting. As long as the developer stays dedicated we could see a really great game in six months+ but then you have a game like Ready or Not which is only just talking about a 1.0 release two years later and an actual team of developers working on it.
of course, if the game has support for modding, then the concerns about maps and missions goes out the window.
I agree 100% Said the same but not as eloquently as you on the Steam community for this one earlier! Way too early for release, but I bought it in the hope that this guy does well and delivers on his vision.
So what is it with this genre and such slow development? Zero Hour (small dev team, lack of funding) , Ground Branch (larger team, but still small and lack of funding?), RoN (VOID Interactive - small? Also lacking funds?) It is frustrating that we haven't had a 'finished' product since SWAT 4, and Ravenshield.
Thanks for entertaining as always!
I supported this on Patreon, so I got to play it pre-Steam, and I agree on a lot of points - but it is madly impressive how this guy has done this all by himself, and in arguably, a very short space of development time. Steam buyers will not get that duality, and I think he should have just kept it to Patreon (which seems to earn £7K a month atm), until it was in a more polished state. I'm running a strong PC build, and this game stutters now and then. Operator has legs, but it's not yet ready to walk amongst other Early Access games on Steam, I don't think. Excited to see more of it though, and I hope the games well received by the greater audience outside of the Patreon folks!
They always act like they did it by themselves but thats usually not the case
I think you hit the nail on the head with the state of tactical shooters in both the flat screen, and VR market. They are seen as niche, so there's not really any big developers pushing them out. So what you get, are passion projects that are put into early access and then (hopefully) fleshed out over time. As others have said, the devs need the early access funds to keep going on the development, and to guage the interest of the community. It seems like a lot of these games do tend to sit in a long term early access state though, like Ground Branch, which has been in early access for at least 5 years, and was in development for a while before that.
The issue with that, is that players get what they can from these games, and then want more. So they either have to wait in the hopes that more comes, or move on to another game. Ready or Not is probably one of the more fleshed out games in recent memory, with decent (not great) squad AI, good enemy AI, and a decent number of maps. With mod support, it also gets the support of player generated content. It's still lacking a cohesive campaign, and ends up feeling like a swat mission anthology. It also lacks a lot of the features the devs were pushing in the beginning, like choosing an insert point, a pre-planning map, sniper support, etc.
I think a big issue for tactical shooters is funding. With the exception of stuff like ARMA, tac fps don't make a lot of money. If we want him to ever finish Operator he probably does need the money he can get through early access to allow him to spend more time on the game by reducing his hours or completely quitting his normal day job. Same for 6 days in Fellujah, INCREDIBLE concept but still a long road ahead.
I'll be buying Operator and then let it cook for maybe a year. Even if it never comes to full release, this dude got talent, so maybe it'll allow him to break into the market as a member of a bigger team down the road by making a name for himself with this game.
Opening doors partially with the mouse wheel was a feature in Rainbow Six Raven Shield. Was very handy for both peeking and rolling a flashbang into the room
Ground Branch uses a similar system. Operator animates it, which is cool.
One problem I have with so many of these indie games, especially when it comes to tac shooters... is they put essentially zero resources or thought into the Art Department. It's always the most random and generic assets, environments, and assets. They don't have a unique identity or art direction and just look incredibly generic. It's hard to take these games seriously when they look so low effort without any art direction.
Get out of here stalker
I'm endlessly frustrated how none of these games have decided to bank on how much gameplay potential would be unlocked by focusing on graphics that don't try to be photo-realistic.
Instead we get the inverse like with how Ready Or Not doubled down on graphics and though the maps needed baked lighting to look better, which meant they had to cut letting the player disable lights in buildings as a feature.
Similarly for this genre, a lower fidelity art style would make breaching walls a far more feasible feature to implement.
Even more pressing would be that a more of a lo-fi art style could help stretch the budget enough that a proper campaign could be feasible.
9:28 - content according to video title finally starts and lasts for ca 1 minute, first 95% of the video is just praising the game. That being said, i feel the market starts to get oversaturated with more of the same: More customization, more "irl operator mechanics", more gadgets, more braindead stupid AI and more armchair rifle and tactics specialists (that are cold blooded alpha chads irl of course) claiming how (un)realistic feature xyz is. I really like the tactical shooter genre, and i also kinda like rifles and guns.. but too much is just too much. That's why RoN is my favorite of the bunch as of late - worst customization (not even irl items but "fakes") and least "Operator like" of them all, but more polished game than the rest combined. I hope GB's integration of Kythera AI will bring me back over there once in a while, but given Star Citizen uses or used to use the same, i'm not too sure about that.. We'll see soon(tm).
Holy crap!!! That shoot house footage had real life levels of immersion! I thought it was your shoot house footage!! Damn this game looks so dope
The nod setup alone is a huge move in the right direction for the genre and hopefully something pulled into other games. Great points and great coverage!
Ground Branch has peripheral vision too, does it not?
@@virtuallyreal5849 lol no?
2:58 the door handling mechanic goes back to the rainbow six days where you had dynamic door positioning rather than binary, “open”/“closed”. Really like the feature.. for sure adds to that peak and breach method ..
It's mental how that first bloke you brassed up didn't hear the Helo behind him 😂
You can actually sit in the helicopter and engage all of them. They don't start shooting until you dismount.
Good analysis. All forms of media have democratized these past couple decades. 20 years ago, legacy 20th century corporate media curated news and entertainment for the masses. Now the masses create their own content. This game is just one example. Your YT channel is among the millions of examples in the video game genre of media. Keep up the good work.
I'm a pass on this one, I'm afraid, at least for now. I just can't get myself worked up enough to pay $20 based solely on door opening mechanics. (BTW, if I'm not mistaken, the idea of using the mouse wheel to dynamically open the door dates all the way back to Rainbow Six 3--it's not a new idea.)
Wish it was VR. I’d be sold.
Whole point of the game is to do VR style things without a VR rig
Same
look into geronimo
Geranimo should be out sometime this year…
In shallah brother
Hot take spot on homie. I'm fuckin fatigued.
I have 2 huge problems with this genre.
1. All these games are barely distinguishable with small differences, 2. meaning thousands or possibly tens of thousands of man hours have been wasted creating the exact same assets and code over and over and over.
Operation harsh doorstop fixes both these problems in such a wonderful way. I can't wait for it to get more traction.
Something i noticed on that "Block III" MK18 with the URGI rail, either the barrel is too short or the rail is too long because you wouldnt be able to lock the collar on that RC2 because its inside the rail lol.
I love tac shooters but this is the exact reason I don't buy them anymore, we have all of these somewhat pretty games, with immersive mechanics and costumization, but that at the end of the day have no substance whatsoever. What's the point of just another game with a few maps with brain dead npcs to jump in alone and shoot at? Might aswell jump in Gmod
I do appreciate the game’s representation of the PVS-14, how it looks and feels plus being able to still use your peripheral vision.
heavily agree, im tired of these cash grabs when they could take longer to develop and make an amazing game that reaches to so many more people
This isn’t a cash grab, he has been working on this for years and it is early access so you really should only buy it if you are fine with some jank
@@gyrotwist6335100%. I can tell the dev actually gives a shit and isn't just trying to get money
@@ChickentNugExactly, mf has been working on this since he was 13/14, he’s not just after money, people these days just see bad things about a game or hear bad things and go “this game is bad lol” “yeah imma pass on this cash grab” like do your damn research on a game before you shit on it. Operator isn’t a bad game, it is fun, I barely have a problem with the low amount of issues I have, most is just caused by my Reshade I have messing up my menu manipulation and graphics
I did a double take when you said “20 bucks”. Wtf was this guy thinking? Three missions total, and no f*ing way there’s going to be a modding community before it dies. Does the dev think that he can keep a player base for the next decade while he finishes it?
Its an Early Access game for another 1-2 years. In case you're not aware, that means the dev isn't done with the game. I'm not sure what you're looking for out of a game that still not done?
Releasing poor experiences is a great way to kill momentum. The game already has a mixed rating on steam meaning people will be skeptical to buy it, and as a solo dev it will take ages of trickling in content to turn that around. Maybe the game will be able to run in a year or two, but I find it hard to believe there will be enough content to justify more than a few hours of playing, especially with much more polished experiences already on the market.
@@virtuallyreal5849 Im literally in process of buying or building a pc for fps gaming. Im on the fence in regards to what game to start with. Ground branch is more appealing to me but every video I watch seems empty, with stupid enemies. Ready or not looks good but again looks slow, boring and always in close quarters. I also don't like the fact that you need to cuff enemies and civies mid raid and cuff dead bodies lol. The police shouting ' freeze ! Hands in the air constantly is also annoying.
Could you please advise on a decent game please ? Mostly wanting singal player.
RoN is my personal favorite single player tactical FPS on steam. But it's up to you what you want to play, man.
@@ShadowDreamer100 This game will be in early access for more then 1-2 years lmao. Its a single dev working on this who also said he does not want a team to work on it... Ground Branch and RoN with much bigger teams have been in EA for multiple years now. Just making the AI better will take lots of time. I bought the game but basically refunded it right away since I realized it will take years for this game to become better then RoN or GB.
About the doors, press F and scrolling. Ground branch has that already 😂
He added the animation. Ground Branch has the same functionality, which is nice, but still uses contextual clues.
I have a fear shooters just uninstalled because the lack of content RON GROUND BRANCH AND SIX DAYS WITH CONTENT AND AI TEAMMATES ILL PASS ON THIS and get more into nba 2k and madden until further notice Danks for being honest control PAIRS
Guns with slide/bolt releases should cycle automatically, or have a single hotkey, with charging handles or manual arms using the shift modifier
Totally feel the same. Haven’t touched ready or not in forever because there is no reason to play anymore after doing all the missions. And ground branch just feels like an empty sandbox
I dont think your take was too harsh. Rather instead it's just realistic.
I was able to witness the game get released and saw both the positive and negative reviews in the discord server.
I instantly noticed the divide on opinion, some saying the game was under baked and some putting it on a pedestal for it's potential.
I agree that the game does have potential, it has plenty of things that I look forward to seeing more of in the future, but it was truly too early to be released and quite pricy ($15 - $20 is not something I, to be specifc, am willing to give out.)
Have you tried out the latest updates? The developer has been busy with patches & adding more content such as the Dark Waters level (work in progress) over the past year.
Gotta say one thing. Seems nearly every "newish" tactical shooter IE Ground Branch etc. Bad this is they all look the same, customization, weapon mods and in general game play. They look so similar that all these games are hard to tell apart and lastly all of them are EA titles as well. The market is just saturated with these modern tactical FPS games.
I know that saying this puts me in a corner and I limit myself from games that I can play like before, but I'm all for VR now and have moved on from flat-screen 2D games.
I use to play Arma III and a little of Squad. I stopped playing Battlefield and COD a long time ago. I know it's just a matter of sitting down and running the game and I'm back to the way it was before, but my money goes to VR devs now. FPS 2D games doesn't cut it for me.
I still appreciate these games so I got no issue watching whats new in this channel.
Setting up VR is such a pain in the ass and there are only like 3 games that come remotely close to this style that I can think of: TAVR, Onward, and Pavlov (with mods). Onward is so shit compared to how it used to be and is plagued with children (same with the other two really), and pavlov is pretty much just VR CSGO. TAVR is fun but you can only do so much in game before it gets repetitive. I'm really looking forward to Geronimo, but that probably won't be available for a while
Fully agree, in a saturated market for FPS, we definitely need more game modes.
I strongly feel that co-op is the bare minimum at this point, with SP/AI second. I'm starving for more co-op modes and campaigns. I'm often going back to Rainbow Six 3 to play with a few friends.
Between a few of the tactical shooters, Operator looks like it can be a very interesting add by way of the actual Tier 1 side of things.
I say this based on the in depth manner that Operator seems to invested in the equipment accuracy and how it plays (zero experience until later today). That said, there are marked differences between this and Ready or Not - both are tactical in the sense of shooting and moving, but Ready or Not is still more a police action based game (most of the time in vanilla).
Operator should and could wind up overtaking Ground Branch as a tactical leader by continuously improving, updating and deploying updates at a faster rate.
We will see this evening as to how Operator plays out. Thanks for your insight!
my biggest issue with pretty much every tactical shooter has been around since Arma 3. there's never any set in stone objective aside from just going to a location and killing anybody that has a gun. it's a formula that openly admits that it has nothing going on and all it does is encourage people to roleplay which is what people are gonna do by default when they're bored. player driven roleplay as opposed to gameplay driven roleplay, will cause the game to die out pretty quickly since there's nothing extrinsic to keep players coming back. even a game like Ready or Not suffers from this issue, since your only reward in that game is a new high score. which is a pretty arcade-y system for a game that's touting its realism first and foremost. the only reason why Arma isn't dead is because of how modular of a game it is, that it's possible to create your own scenarios or complete them in many different ways. plus it has a campaign that gives you a basic run down of the mechanics. and since the game has a lot of tools in it by default, you'll have a lot to toy around with before you start modding it.
Compare that to a game like Ground Branch where the only modularity you get is the number of enemy AI, how difficult they are, what map you're playing on, and what time of day it is. the game died pretty quickly because even after waiting on it to update, nothing new even came out for it, so all you had was just an empty game, where if you've seen one map you've seen them all.
In the case of Ready or Not it had slightly more longevity because of how slow, atmospheric, and shocking the whole game was. but it's been a year since it had any updates so the novelty of it is really dry at it this point, let alone the content.
Zero Hour is an even worse case since the game basically hasn't changed at all since it entered early access. still suffering from the same issues its always had, and basically just exists to be a bootleg Ready or Not. which is saying a lot since both game pretty much were born of the the Clean House craze from CoD.
So all in all they're roleplaying games that don't make you feel like you're playing a role the game tailors for you. and even if it does, the game runs outta content and updates so slowly you forget it even exists. they're fun for a short bit, but they lack longevity and content.
I would love to see how this game progresses.
I bought it as soon as I could, and my main issues with it so far is:
The aiming is punishing, especially at longer ranges. The sensitivity is extremely high the first like 5 degrees, so making small adjustments at range is very difficult. The people who have the game can probably understand where I’m coming from.
Also, the character customization is quite janky. Your weapon doesn’t save, and I both like and dislike this. I like it because it makes it feel like there’s consequences, and if you die, you restart as a new operator. And the customization of your vest and stuff really doesn’t want to work for me.
Like I said, can’t wait to see the progress!
I'm currently of the inclination to pick up Operator as the price is fairly reasonable and it's a passion project. Taking into consideration the game as a passion project, in theory the game should continue to see development for quite some time and (hopefully) reach a much improved state. It's also worth noting that Operator is, to the best of knowledge, being developed by a single individual who has been really learning as they go.
In contrast the above there is Six Days in Fallujah which released at twice the price of this into Early Access with arguably significantly fewer features (admittedly not all of these make sense) but with a similar amount of content (4 missions as opposed to 3 missions in Operator). Further to this Six Days has had significantly more time for its development (I accept that it's had its issues) from a much bigger team.
Really like this game myself and it´s super fun to hear your opinion on it, and I do really believe that this game has some ridiculous potential as long as the developers goes in the right direction with the game.
But it is as you say that the game really misses some content that would make the game less repetitive and more attractive for a bigger audience on the market. But it I believe that it´s an amazing game that really gives you that "real life tactical feeling" and that it´s really a one-of-a-kind in todays market for tactical shooters and that makes it really stand out from all the other similar shooters.
And I´m a really big fan of the channel, so it really made my day to see you do a review on one of my favorite games
The mouse wheel door opening was done in splinter cell Chaos theory on PC.
How do I aim down sights in this game???? I’ve pressed and held down every single button on my keyboard! What do I have to do to aim?????? Please help me
might have accidentally changed it, same as all other fps games
Black One Blood Brothers is also made by one guy and it has SOOOOOO much content, but no one seems to care for some reason...
Only tactical shooters relased by bigger studios were either SWAT games, Ghost Recon 1 and Advanced Warfighter 1 and 2 and Rainbow six up until Lockdown which was crap. Only studio that carried the torch was BI with ArmA which is still the best series but now we have some gems RoN is a good example but I don't think and AAA developer would risk creating game like that.
In case you want to skip 8 minutes of describing every detail and see what The Problem is @8:25
That take was right on the money!
Thanks man. Hate that we're at this point.
first time i see an animation for the door opening. love it but you should be able to quick swap to your gun cause if you get stuck in the animation whenever you see an enemy you are dead. i like the passion there's put in this this game. keep it on .
So far I've really been liking it. Definitely has a lot of jank shit but it doesn't bug me that much. The gunplay already feels way better than ground branch imo
How do you get a helmet cam view?
What button is for cycling through white light, laser, etc?
Mouse 4
The mouse wheel door mechanic is lifted from Rainbow Six 3 (the best rainbow six game)
for me I am getting tired of the tac games even though we have very few of them simply because every time one gets released its an alpha game that does 1 or 2 things that are extremely cool and unique but then the rest of the game is either broken or trash. These games can be ditched at any time or take YEARS to get anywhere decent if not finished and each of these games are charging £20 +. It makes it hard for me to want to purchase these games when I know it could either be abandoned or take years before its worth ACTUALLY playing. Sometimes I would rather it just not get released and have time to work on it and tease us first rather than release these glorified tech demos that cost the same price as some new, good and complete games on steam.
How to spawn ai in different maps?
if this game had even a few more people to add content and fix bugs, it would be pretty damn top tier as a tac shooter
We need this game in consoles, for real we lack this type of game, realistic, clearing rooms and OPERATING LIKE A SOF OPERATOR . Wish more games like these would Come to consoles
they usually have too many inputs that a controller wouldn’t be able to accommodate
Games like this are the future. AAA devs need competition.
This world have been perfect for a steam demo upload
Its the same as the Tactical gear/arms industry.
The more competition the more effort they have to put in.
it all pushes the industry to a higher standard unlike games like COD and battlefield in the recent years
J Dog the Wise did a video like this just a few days ago. Hit on similar points as you.
How do I toggle lights
where can i buy it
Pls reply me,is this game works in notebook?
imagine if Tarkov finally got the moving attachments on the rails
How do I use my mic on this game
I got this game last week and there is only 2 missions. But I see all kinds of different missions in videos. I was supposed to download the steam version correct
I'm really hoping they will provide full controller support soon. I personally use a steam Deck.
Doesn’t Ground Branch have same door mechanics?
Sorry yeah. Similar mechanics, but not animated.
I just want a new Ghost recon class type game to come out with good AI teammates and enemies. Fun story and freeplay modes with updated tech and shooting realism
How did you activate the helmet cam
its in the console the command is togglehelmetcam
Ground Branch has had grabbing/swinging doors long before Operator was announced...
Other games have as well. Operator animates the interaction, allows proximity to effect the physics in a natural way, and does a good job on the door physics.
Just a heads up, YT is unsusbcribing your subscribers again.
I though it was strange i had not seen any new stuff from you, i had to look up your channel to find it and subscribe again.
load into game, chamber round, reload once, reload stops mid reload so I fire my last chambered round, have to reload again. Forget I must now rerack bolt because of janky reload cancellation. Shoot 3 times, out of ammo, no magazines left. Attempt to restart mission, doesn't work. Attempt to go back to lobby, end mission screen will not go away. Exit to main menu, Must once again manually grab equipment before inevitably starting a new mission only to once again run out of ammo after 2 magazine reloads. Absolutely ridiculous. This game is the most jankiest piece of shit I have ever played. It is a glitchfest an absolute impossibility to easily navigate menus.
Cant wait to see what they drop, I still enjoy it even though its pretty barebones lol.
This game was definently published too soon. I just bought it and downloaded it, as soon as I open it crashes and won't even open. I do have the required specs, but I thought that the dev could work on the game more.
@deadchannel1905 Fixed it. Had to redownload like 5 times.
I got the game and I can’t chamber a round even though I press the button
I don't think your completely wrong in the fact that they're kind of a cash grab. However, I think the potential in games could be actually brought to life if they used one feature that has brought games to life for the past decade, and that's steam workshop and access to mods. Especially in less jank games, like especially Tactical Assault VR, for example, because they have all of the basics mechanics down to a tea, and they just need more content, like new maps and weapons.
Anyway, sorry this comment is awfully worded and hard to read, but I hope you get my point.
Issue is its 1 guy, GB has both a team and a publisher. Early access is a way to get funding
Bit of a long shot, but is this coming to series X by any chance?
Nope
@@ControlledPairsGaming didn't think so. Shame really there's nothing like this on console
Thank you for the shoutout to the singleplayer-only people like myself. 😊
SP is underrated these days, sadly.
Looks interesting. Wishlisted
Ground branch but with more potential
but it’s got a very long way to go as of right now
Fair take
Seeing as it is a solo dev so do I not think this has mroe potential then Ground Branch. GB overall in its current state and even the earlier stages felt much more better then this game. The one thing holding GB back now (imo at least) is the AI.
Considering it’s one guy, it’s well surpassed any expectations I had
yes. Everything interesting, good potential, but ridiculously short on content and unpolished.
I have a sort of a hot take on that, but seriously. I could BET that all these devs, releasing games that are light-years from being finished, have thought in one moment or another is this:
"If Ground Branch can do it (and gets a pass by the 'fans'), why can i not?"
how do you get this damn game
Reminds me of Geronimo, even though I don’t like it especially the door physics
played it, and it does do some REALLY cool stuff, and its attention to detail is superb. You can tell the dev is really trying to do something cool, with so many original systems that are rarely seen (bullet penetration and bullet holes that you can actually look through, the weapon manipulation and customization, the whole ATAK device, and much more). I also like the medical system, I see a lot of people dogging it for being simple but I'm really confused by that lol, simple compared to what? Maybe simple compared to ACE medical in ArmA, but compared to practically every other tactical shooter its a great step in the right direction since most games are still just a 'Press _ to heal' (like squad or RoN). BUTT, the game is a buggy shit show right now, from the character customization bugging out (switching clothes, but some pieces of old clothing down despawn so your character ends up wearing a buggy looking mess with 4 computers phasing into one another), to missions not having an end, having no indication how many mags you have, there's no way to save your modded guns (which take awhile to set up), very very very little content, buggy menus, confusing interface, and on and on. I think it was a poor choice to release this early as it will give the majority of players the completely wrong vibe and I could see a lot of people being turned off by it, but personally I'm hopeful because what is there is very unique and seems to have a lot of good work behind it (like the penetration and customization systems, they aren't easy to create). I also love the references to the show Seal Team lol. I'd love to see the game get full workshop integration, and have the dev just focus on systems, mechanics, locomotion, and shit like that while the community builds heaps and heaps of assets and maps. That's the best way I think for a solo dev to approach a project like this, by leveraging a passionate community to amplify content. I'm cautiously hopeful
My three big issues with all the newest milsim games
1) they're always CQC SWAT stuff. The OG ghost recon and even some of the earliest rainbow six stuff actually had you out in the wilderness amongst the trees, field, mountains etc. But that shits hard so it's all just houses and stuff these days
2) AI hard so no solo stuff, no campaign, no bots. Just make it a PvP game and call it a day
3) _WAAAAY_ to much pandering to the goober gun nut crowd, i don't need 10 trillion pixels making the perfect gun and way to much funding on the animations. Save the bucks and work on the basics, _then_ add the fun gun stuff.
as for my opinion on your video? uh yeah fuck your stupid clickbait title, you spent 3 mins at the end talking about the "issues".
do someone how to change camara angles PLSSS
This game is wild for a 1 person team
Looks good. Well done by the developer.
Don’t miss Decimated!
9:28 no truer words have been said there have been too many times tacshooters release with barebones content and empty promises and especially ALOT of jank too many ideas thrown in and nothing done to flesh it out for better user experience for player enjoyment
Playing R6 3 made see game like ready or not have alot to go before the hit market. Current market is far cry from the ps2-360 era tac shooters.