I'm beta-testing it right now. It's very hardcore in the weapons department - you have to buy, load and replace clips manually, for instance, but people who like tactics usually have higher complexity requirement anyway. This game, is set in some tropical country (Palinero) that had US and USSR bases, that later got withdrawn, but much of the weaponry spread amongst the populace - so, one can find pretty much anything from Makarov hand-gun to G11K2. Of course, latter (+ funky things like Vintorez, F2000, Desert Eagle, Jackhammer) is quest-only, unique and each have it's own background of getting into Palinero.
Nice graphics, animation, and all abovementioned weapons are modeled with painstaking detail, from models, skins to tech stats and descriptions. If you will not like it, at least you'll be able to use it as weapon encyclopedia - no kidding.
There are three major features I want to describe in particular:
Adrenaline, SMP (Smart Pause) and inventory system.
Adrenaline system (and shock) is, a bit simplified, of course, emulation of what a solder feels when suddenly encountering an enemy, being under fire, etc. Basically, your hands start to shake (great decrease in accuracy - so you'll have to resort to spary&pray tactics), and you'll get increase in speed (in case you'll want to resort to "run like mad" tactics ). The more experience as a soldier you are (the only game where experience is a stat, and only game where it is used right, heh), the calmer you'll be under fire and faced with multitude of enemies.
Shock - is when your char is temporally incapacitated. It can happen when you are hit - pain shock, or when you suddenly encounter an enemy. Duration of latter is based on reaction stat, and how much adrenaline will be pumped into your blood - on your experience (see above).
SMP - is essentially realtime gameplay system, but each your action will be measured in seconds (up to one hundredth of a second), and each time there are enemies nearby, and you run out of orders - the game will be paused with a comment "out of actions" and a clickable icon of that idle char. Same will happen if you'll encouner new enemy, get under fire or hit, etc (everything is fully configurable).
Perhaps a bit more messy then pure turn-based system, this one is much (I mean, 100%) more realistic, you don't have to wait for 30 enemies (and civilians) to take their turns, while retaining full control of the situation. You can also pause the game any time you want to.
It makes possible tactical situations like:
You walk around the corner, and suddenly see an enemy right before you. You (and him) will get shocked based on your reaction, and get adrenaline increase based on your experience. Game auto-paused, so you can decide what you'll do:
1. If you have a hand-gun, you can fire at the enemy away at the enemy w/o aiming - it's rather hard to miss from such small distance. If your opponent also has handgun or a sub, and will resort to same tactics - it will all depend on your reaction, gunfighting skill, and gun stats - westerns anyone? Different models have different preparation times, mostly as different as fractions of a second, but one who fires and hits first - usually the winner. That’s because when you are hit - it's a shock, disruption of your action and maximized adrenaline... while your enemy continue to fire at you, if even the hit was not lethal (and high-caliber pistols, btw, (like Colt or USP or, heh, Desert Eagle) usually kill or beat the enemy into unconscious state with one hit when hit body.. headshot is, usually, deadly).
2. If you have assault rifle with a bayonet - you can try and impale the fucker - provided he'll not be using the (1) tactics, which may prove to be faster... so be quick or be dead.
3. If you just have an assault rifle (or, god forbid, sniper rifle) - they have noticeably longer prepare times, even for shooting w/o aiming, therefore, if your opponent will come up with (1) or (2) tactics, your are screwed, unless you'll be luck enough to score a hit after being missed.
You can also try to hang the rifle on the shoulder (or even drop it- faster) and beat his ugly face in. About same as (2), takes more time, but once you got him down - you can finish him off with a few well-placed kicks (like, say, crushing the larynx).
Btw, there are separate skills for gunfighting - shooting without any preparation at all, shooting - shooting using iron sights or collimators, and sniping - using optics.
About inventory - you must use equipment to carry stuff in, and different equipment require different time to put/get stuff from. Like pockets (default containers) - can hold very little, but have fastest time to get things out from. You can get a tac. belt, tac vest, and backpack. Weapons like assault guns can be handed in the neck, left or right shoulder (cannot do this with handguns, of course), and there are foldable stocks (on weapons that have that stat in RL) to carry them in backpack, or to carry small submachineguns in pockets.
Those are facts that are already known to the public - but to the Russian public. More specific facts, like storyline (I can only say that it's not linear and there are 3 factions you can join), etc - I cannot tell about because of NDA.
If you are interested, however, I can tell more - just will verify if it's legal.
Also, if you want to look at screen (or if you can read Russian) - you can check the website:
http://www.e5brigade.ru/
P.S. And if you will get impression that this game is inspired by Ja2... right you are. Btw, they even have one of Ja2 ex-devs in their ranks, so I heard.
Nice graphics, animation, and all abovementioned weapons are modeled with painstaking detail, from models, skins to tech stats and descriptions. If you will not like it, at least you'll be able to use it as weapon encyclopedia - no kidding.
There are three major features I want to describe in particular:
Adrenaline, SMP (Smart Pause) and inventory system.
Adrenaline system (and shock) is, a bit simplified, of course, emulation of what a solder feels when suddenly encountering an enemy, being under fire, etc. Basically, your hands start to shake (great decrease in accuracy - so you'll have to resort to spary&pray tactics), and you'll get increase in speed (in case you'll want to resort to "run like mad" tactics ). The more experience as a soldier you are (the only game where experience is a stat, and only game where it is used right, heh), the calmer you'll be under fire and faced with multitude of enemies.
Shock - is when your char is temporally incapacitated. It can happen when you are hit - pain shock, or when you suddenly encounter an enemy. Duration of latter is based on reaction stat, and how much adrenaline will be pumped into your blood - on your experience (see above).
SMP - is essentially realtime gameplay system, but each your action will be measured in seconds (up to one hundredth of a second), and each time there are enemies nearby, and you run out of orders - the game will be paused with a comment "out of actions" and a clickable icon of that idle char. Same will happen if you'll encouner new enemy, get under fire or hit, etc (everything is fully configurable).
Perhaps a bit more messy then pure turn-based system, this one is much (I mean, 100%) more realistic, you don't have to wait for 30 enemies (and civilians) to take their turns, while retaining full control of the situation. You can also pause the game any time you want to.
It makes possible tactical situations like:
You walk around the corner, and suddenly see an enemy right before you. You (and him) will get shocked based on your reaction, and get adrenaline increase based on your experience. Game auto-paused, so you can decide what you'll do:
1. If you have a hand-gun, you can fire at the enemy away at the enemy w/o aiming - it's rather hard to miss from such small distance. If your opponent also has handgun or a sub, and will resort to same tactics - it will all depend on your reaction, gunfighting skill, and gun stats - westerns anyone? Different models have different preparation times, mostly as different as fractions of a second, but one who fires and hits first - usually the winner. That’s because when you are hit - it's a shock, disruption of your action and maximized adrenaline... while your enemy continue to fire at you, if even the hit was not lethal (and high-caliber pistols, btw, (like Colt or USP or, heh, Desert Eagle) usually kill or beat the enemy into unconscious state with one hit when hit body.. headshot is, usually, deadly).
2. If you have assault rifle with a bayonet - you can try and impale the fucker - provided he'll not be using the (1) tactics, which may prove to be faster... so be quick or be dead.
3. If you just have an assault rifle (or, god forbid, sniper rifle) - they have noticeably longer prepare times, even for shooting w/o aiming, therefore, if your opponent will come up with (1) or (2) tactics, your are screwed, unless you'll be luck enough to score a hit after being missed.
You can also try to hang the rifle on the shoulder (or even drop it- faster) and beat his ugly face in. About same as (2), takes more time, but once you got him down - you can finish him off with a few well-placed kicks (like, say, crushing the larynx).
Btw, there are separate skills for gunfighting - shooting without any preparation at all, shooting - shooting using iron sights or collimators, and sniping - using optics.
About inventory - you must use equipment to carry stuff in, and different equipment require different time to put/get stuff from. Like pockets (default containers) - can hold very little, but have fastest time to get things out from. You can get a tac. belt, tac vest, and backpack. Weapons like assault guns can be handed in the neck, left or right shoulder (cannot do this with handguns, of course), and there are foldable stocks (on weapons that have that stat in RL) to carry them in backpack, or to carry small submachineguns in pockets.
Those are facts that are already known to the public - but to the Russian public. More specific facts, like storyline (I can only say that it's not linear and there are 3 factions you can join), etc - I cannot tell about because of NDA.
If you are interested, however, I can tell more - just will verify if it's legal.
Also, if you want to look at screen (or if you can read Russian) - you can check the website:
http://www.e5brigade.ru/
P.S. And if you will get impression that this game is inspired by Ja2... right you are. Btw, they even have one of Ja2 ex-devs in their ranks, so I heard.