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"I got up, one shot second hostage, what is there to say"

"I got up, one shot second hostage, what is there to say"

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The process of playing Ready or Not is painful and joyful.

After a few hours, I was pretty sure it was supposed to be the most fun I'd ever had the second half of the year playing first-person shooter. Not only that, but it won the first place in Steam's global sales last week, and as the high sales continued this week, the overall rating of the game also remained in rave reviews.

"I got up, one shot second hostage, what is there to say"

Think back to it, which shooter last achieved such acclaim and acclaim results? At least this year, in the environment of several large factories jointly opening, the emergence of small workshop-style boutiques has given people a feeling of finding shiny crushed gold from the sand.

As a tactical FPS game with CQB as the core, "Waiting for The Front" is hard enough. However, as a "niche" play category, it also belongs to the category of people who love to death, and people who have no feelings only want to be more energetic on the hour.

"I got up, one shot second hostage, what is there to say"

You may be like me, whose previous contact with such games has tended to zero, and its most famous Rainbow Six is basically cloudy. So this time, we may wish to try to explain from Xiao Bai's point of view, where is the fun of "Waiting for the Strict Array".

Please don't be sure that you will never be related to a certain kind of game, after all, people's taste preferences are fluid, maybe one day you will reach out to it and harvest a new happiness.

Let's explain the core OF the game's CQB concept.

The full name is Close Quarter Battle, or indoor close combat, you should have seen a similar scene in the film and television drama - a bunch of swat officers/soldiers with live ammunition crowded through a doorway, just waiting for an order, quickly opening/breaking the door to throw flash bombs/tear gas and subduing the gangsters in the room, and then rushing to save the hostages.

"I got up, one shot second hostage, what is there to say"

This is a very typical CQB. Unlike large battlefield or outdoor scene shooting, due to the cramped indoor environment, complex structure, and obstructed line of sight, CQB pays special attention to strategy compared to the common on-board charge action shooting.

"I got up, one shot second hostage, what is there to say"

In other words, efficient actions must be based on good information collection and temporary tactical formulation, such as knowing which room has people, the specific location and number of people, how to deal with unexpected situations, etc., all of which must be planned and then executed, and the planning process is naturally also a layer of gameplay.

"I got up, one shot second hostage, what is there to say"

Coupled with the game's numerical design tending to be hardcore realistic, the characters' movements are basically slow and outrageously brittle, and the enemy can send you to receive a box lunch with two shots. So every step of our action must be cautious.

All this leads to the fact that newcomers tend to create "tragedies" with high frequency.

In the first few rounds of "Waiting for The Front", my black teammates and I forgot to set up guns because we were not familiar with the terrain and encountered corners to kill, were bombed by booby traps, immersed in the short victory of putting restraints on the gangsters, were shot on the spot by the new gangsters who snatched the door, and walked too noisily and were killed by the enemy through the wall.

"I got up, one shot second hostage, what is there to say"

Source B station @iLetyoudown33

It's false to say it's not uncomfortable.

At present, the game in the EA stage has 8 map scenes, which are not implemented PVP, and the main online confrontation AI. Don't be too playable, each scene sets a different gameplay goal, such as the most basic (in-game difficulty is Normal) goal is to "round up the suspect" - collect items from the scene, and then control everyone present, even if it is completed.

"I got up, one shot second hostage, what is there to say"

Hold on, that sounds like a simple three words, right? But the game does not encourage harm to lives, not even a more violent way of acting. For example, you managed to control everyone, but some of the unlucky eggs you hit the shock bomb again, and the rubber troll nodded, tossing the guy enough, and the task settlement evaluation had to deduct points.

"I got up, one shot second hostage, what is there to say"

This is based on realistic considerations, after all, innocent hostages who suffer some collateral injuries in the process of being rescued by the police will have to complain a little.

Don't forget what I said earlier, this is The Normal difficulty, and there are more difficult "raids" (long process of high-risk suspect confrontation), "active gunners" (suspects constantly moving and shooting hostages), "bomb threats" (locating and defusing bombs, saving civilians) and other Hard and Very Hard targets, you have to solve more difficult dangerous situations on the basis of ensuring the lives of hostages, which is not an easy task.

"I got up, one shot second hostage, what is there to say"

Before the start of the general mission, the player can change equipment in the base, customize accessories, each has an irreplaceable role, flash bombs, tear gas, peep gun, pepper spray, broken door hammer...

"I got up, one shot second hostage, what is there to say"

In order to create a real anti-terrorist environment, you can not jump high, nor can you run, you can only walk slowly and walk slower, the field of vision will become smaller when wearing the corresponding headset, and the gas mask and goggles can only choose one, either blinded by flashes or choked to cough. The bullets are loaded so slowly that they need to be viewed with the naked eye. Injured to the hand and head damaged, injured to the leg to walk slower, head injury ... That's time for passion ob and pointing fingers.

"I got up, one shot second hostage, what is there to say"

The player's SWAT squad will gradually penetrate from the outside into the box-like interior, and each corner may be full of danger. There is a more meat pigeon in the game, and it is also quite a characteristic setting: every time you start again, in addition to the building in front of you, it is still the same, but it is like a moving maze, the layout of the AI configuration is completely changed, where to meet who is the program random, and this is more complementary to the dynamic civilians and suspects in the game.

You may not understand what it means to be a "dynamic" civilian with a suspect.

For example, in the game's comments section, players are reminded of a level in the 2019 Call of Duty 16 storyline where a squad of soldiers searches a dimly lit residential building and makes chickens and dogs jump, most impressively a woman who approaches the detonator while telling herself to be a victim.

"I got up, one shot second hostage, what is there to say"

COD16

According to the player, "In a game that strives to restore the CQB experience, there should not only be armed enemies and head-holding civilians, but also such people." ”

Imagine how we, as policemen, judge and react as policemen, as we break into the room, a civilian-looking man retreating in fear as he gets closer and closer to the gun on the table behind us? Regardless of the outcome, it interprets the chaos of reality: the human heart, the unfathomable motives.

"I got up, one shot second hostage, what is there to say"

If you forget to confiscate the gun, the man may pick it up again and hit you

It's not hard to see why the game blurs the line between suspects and civilians in order to create a sense of pressure in a small area where the powder keg is on the verge of erupting. Whether it's a civilian who pulls out a leg and runs, or a (front) civilian who pulls out a gun in the crotch of his pants after being frightened, you won't be the first to think that AI is mentally retarded.

Coincidentally, I encountered such a thing at a certain level: when I opened the task interface and saw that all the suspects had been controlled, only the civilians were not all controlled, my teammates and I re-examined the second floor of a residential building, and in a relatively private corner room, I met the suspect who was instantly "switched" by the civilians, because there was no flash, and the arm was successfully hung.

"I got up, one shot second hostage, what is there to say"

Notice that the character's armor exploded and his arm was permanently injured

At that moment, I was very helpless, but I had to convince myself that in a tense situation, human actions were so unexpected.

Later, I understood that the black brother who spits on you as soon as he opens the door is not necessarily a suspect, and a stable and obedient "hostage" is not necessarily a good product. For the game itself, this setting not only eliminates the rough and effective strategy of the back version, but also adds more solutions to the level and enriches the playability.

"I got up, one shot second hostage, what is there to say"

So, spending so much time saying "pain", where is the "joy" of the game?

At least after five waves of bitter lessons, my teammates and I, who were pursuing (as much perfection as possible), finally had a little bit of a righteous SWAT look:

For example, before entering, you must first use a peeping gun to peek through the bottom of the door, and then look down to check whether there is a booby trap; each room must be counted correctly, and remain vigilant when teammates bundle people to ensure the safety of the surroundings; if the enemy is not far from the door, slightly open a door gap to throw shock bombs to suppress, the first time after the explosion, the first time to enter the door and loudly ask them to kneel down and hold their heads; for dishonest people, pepper spray stun guns are waiting, and the real fierce and vicious people will use live ammunition to attack.

"I got up, one shot second hostage, what is there to say"

Each step mentioned here requires a corresponding operation, but fortunately, the operation logic of the game has been simplified as much as possible, so that it will not be pressed at once. With constant failure, review and summarize problems, refine strategies and hone habits. It's like every time a boss is conquered in Dark Souls, even if it's a bad win, you feel like you've grown and become more skilled (and painful).

"I got up, one shot second hostage, what is there to say"

The troll opens the door, throws flash bombs, hides aside, and does it all in one go

Adapting to the rules and constantly using them to make them stronger is incredibly rewarding. The so-called "suffering" is the process by which you constantly transform pain into happiness.

In addition to the happiness brought by the content of the game itself, "Waiting for the Front" can intuitively convey people's happy emotions, and it is more important that it turns the opening black into a farce that can be big or small.

"I got up, one shot second hostage, what is there to say"

This damn sense of ritual

Although a single person can also play, a team of AI teammates who obediently listen to instructions are not as good as the living people who do things, and intentional or unintentional things are counted. In the atmosphere of no PVP hostility, witnessing teammates eating or eating themselves is a touch of schadenfreude. Especially when the work is realistic enough, all its elements have the opportunity to bring explosive laughter.

For example, in "Rainbow Six", which has similar core gameplay but pays more attention to PVP, even if you have not played it, you should have already been exposed to some out-of-the-loop terriers, such as the most famous one, the directional blasting skill of Operator Fuze.

He often even took his teammates with his teammates to solve it together, praising the prestige of "Maoist anti-terrorism rescue".

"I got up, one shot second hostage, what is there to say"

Just like the real thing that is not very glorious in the violent anti-terrorism law enforcement, after the fermentation of the Internet context, it emits a temperament similar to hell jokes, and the realism of the game will strengthen this sense of contrast.

In "Waiting for the Front", the annual confusing news-like scenes are more than enough, especially if you and your friends who open the black are newbies.

Extremely rigorous tactics and communication will make your game flow very stable, the hostages are safe, the villains are caught, and everyone is happy, which is very Cool.

"I got up, one shot second hostage, what is there to say"

Source B station @ kitten egg roll

The consequences of the monkey rushing to open the door

But when there were a few gunshots from the other rooms, there were voice channels like "There's someone here!" The teammates exclaimed, only to listen to the flash bombs, tear gas thrown out, a crackle after the smoke dissipated, when the suspect disappeared;

When a monkey-anxious teammate squeezes into a certain door and is then booby-traped, leaving you alone to look at the corpses of several teammates and be overwhelmed;

When the game is too pure UI, let the highly nervous you recognize the teammate with the gun as a bandit when the two shots collapse;

Or maybe you find that the bandit's super sharp marksmanship method is in stark contrast to the police's caution, confirming the humble situation of "the enemy is playing CF, we are playing CFB" in the netizens' mouth...

"I got up, one shot second hostage, what is there to say"

Or kill hostages to understand anger

It's hard for you to insincerely meditate on a sentence, grass, how can this ghost game be so engaged.

Compared with killing, rescue can be the fun of "Waiting for The Front", but the various unexpected situations that occur in the process, driving people's subconscious immediate reactions, are the most extreme program effects.

As long as you are patient with this, you can discover the mystery.

"I got up, one shot second hostage, what is there to say"

《Swat 4》

I've seen a lot of people refer to it as the spiritual sequel to the CQB tactical FPS masterpiece "Swat" series of that year, and I don't know if "Swat" matters. The current "Waiting for a Strict Array", with more mainstream level of graphics, excellent shooting feel, orderly and free and highly self-consistent fun, placed in a generally impetuous game environment, such an experience is not common.

It's just that as an indie game, it has many problems, bugs, balance, network connection problems, which will inadvertently disgust you.

"I got up, one shot second hostage, what is there to say"

Admittedly, it has a certain threshold for playing, but as I mentioned last week, "Double Trip" and "Escape Day", which require very high-intensity communication in the open black mode, there is no unity of opinion, and the discipline of execution is not necessarily something that must be avoided, because the good ones will always bring extra variables to the fun of the game.

"I got up, one shot second hostage, what is there to say"

Boynextdoor, boy can be your teammate

The game's English name literally translates to Ready or Not – if you're ready or not, it's going to show a very different side.

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