In my never ending quest to bring folks impressions of games they probably will never play, I now give some impressions of Ready or Not after a couple hours of gameplay. The game is still in pre-release which is expected to bring a single player campaign and loads of improvements, but I wanted to get a feel for the game which has Very Positive reviews on Steam.
UPDATE: For those starting at the top of the thread (first of all, thanks!
), please don't take too much notice of the some of the impressions in the next few posts as these were gathered while playing an older pre-release version. Skip further down to where I've noted that I am now playing the full release version.
There is pretty much zero on-boarding right now, which was what I expected since that's something that supposed to come in 1.0, but if you've played these kinds of games before, it's pretty easy to figure out. There's a room where you change your loadout and a room where you pick your missions. I went on my first playthrough with the default loadout and picked a map which looked to be a fairly straightforward location. It turned out to be anything but that.
I'm now presented with the mission type I'd like to play. You can read from the image the different mission types.
I went with the easiest Barricaded Suspects mission. I've actually in my two hours of gameplay done this mission several times as it isn't easy. On the first couple of tries I went without night vision googles (NVG) but then switched to them as there are some very dark places on the map.
I'm not posting any in-mission images right now as I don't want to spoil the surprise for anyone who played the map. It is amazingly well decorated with props to be very immersive.
Even without any tutorial I figured out the control system pretty quickly. You have four team mates, split into two sections red a blue. Your main control is the middle mouse button; the game is not playable with a controller, nor would you want to. Click the MMB and rotate it to get menus for giving orders to the red section or the blue section or both (yellow). You then press the 1, 2, 3 or 4 key on the keyboard to either go to a submenu or to actually issue orders. The order system works very well and pretty much covered any situation I ran into.
The gameplay isn't the cleanest as sometimes NPCs do overlap a bit, but that's pretty minor and doesn't distract. And the physics are a little wonky at times with objects bouncing a bit when you run into them, but again pretty minor stuff. The order menus are context sensitive, depending on what you are pointing at when you press the MMB which is a nice touch and keeps things fairly clean.
Overall the AI squadmate system works very well and by my second playthrough I was very comfortable issuing orders. My only gripe is that I have trouble remembering which pair of guys are the blue team and which are the reds, but that's more on me as the NPC models are different.
I'd say the game compared very well with the (limited) memories I have of Sierra's SWAT series and I'm pleased with the game even in its pre-1.0 state. I'll be happy to answer questions and post more info and images and expect a fuller report after the 1.0 release in a couple of days.