Squad

Looks interesting. Something to keep an eye on, at least. Everything being shown can already be done with Tactical Battlefield for Arma 3, though, and it's a lot of fun. Definitely recommend it. PvP adds a whole new dimension to the game.
 
Actually mentioning ArmA as I did probably isn't to appropriate a comparison really. ArmA can really be anything you wan't it to be. A better comparison to make is to it's real predecessor, Project Reality, which have only just just released version 1.3 that is free to play without needing Battlefield 2. I have actually checked it out and I must say I am quite impressed by it. Lost of co-operation and team work, a mic is essential.

I encourage you to try it out here, free standalone, lots of players:

http://www.realitymod.com/

 
Was going to start a similar thread, but figured there would be one somewhere here.

I bought in at the Squad Leader level, so my access to closed beta will begin later this month (September).
Will report back here with a review, but all things point to this being an amazing game, and a worthy spiritual successor to Project Reality.
 
If things progress as I think they will, can see myself buying in to Squad. Look forward to hearing your thoughts and evaluations.
 
Well it looks like I get Alpha access this weekend, my Key arrived via email today, very excited.
The latest change-log looks promising, you can read it here

http://forums.joinsquad.com/topic/4679-closed-alpha-announcement/

For anyone still on the fence, you have time to buy in at the Squad Leader level still, and get Closed Alpha access starting this weekend.

Will report back in full after my first serious session.
 
Well, I've played 2x serious sessions of SQUAD this week, total of maybe 6 hours. Since it's still alpha, I think I'll stick to the bullet points here and do a quick initial reaction review. I'm only going to comment on the basics, as I haven't sunk my teeth into Squad Leading or base building yet.

For the past 5+ years all my FPS trigger time has been on Arma 2, Arma 3 and Project Reality (PR), and during this entire report, I will be stacking SQUAD up against these great games! :)

Unreal 4 engine
This is my first time playing this engine, and it is going to take some time to get used to it.

But, even for alpha, the game runs really really smoothly, on full settings (only shadows dialed down, at developers recommendation) with an aging system.

i5-2320 @ 3.00GHz
8GB RAM
NVidia 670 3GB GPU
Win7 64bit

You get used to a games engine and environment over time, and learn how to distinguish friend from foe, and spot movement at distance and within terrain. Jump into a new engine and you feel.....blind. The unreal 4 engine feels and looks a little "light" (for lack of a better word) to me, but it's a very very refined engine so far.

As with any of these huge open world shooters, it's the draw distance that takes away from the immersion. Sure I can see the hills 5km away, but they are barren, no trees etc. But that's splitting hairs...nothing we can do about that right now.

Maps
There are 4x maps right now, all of which are WIP. Initial impression is, they are getting it right, and either have consultants/devs who have been in Afghanistan, or they really did their research. I've only played on 2x of them, and have not fought in night conditions yet. I am confident the maps will be as amazing and as varied as PR.

Can't wait for Fallujah!

CQB/Moving & Fighting in Buildings
Huge improvement over the ARMA series, god how I hate fighting in ARMA buildings. It's still not as fast/smooth as PR, but that's not a fair comparison.

On the plus side, there are none of the clunky, unrealistic engine/object restrictions here that you face in PR. Example, you can crawl prone over a door threshold! ;)

Player Movement
Your character moves and feels really good already.

You can lean (missing from PR) but there is NO FREELOOK! Huge disappointment there!

The devs have commented vaguely on problems with the models/engine right now, but it sounds like they are going to work on implementing Freelook at some point. In my opinion, it should have been right at the top of the list from the start. :(

I'm sure there are lots of new features to come, and I would really like the ability to rest my SAW on a wall for additional stability...which I think will happen.

Weapons
Excellent already, but selection is limited.

Recoil is realistic and challenging, sound effects are good if not great (the M4 sounds a little off in my opinion) but the SAW and AK's are bang on. As a Squad Leader backer, I get custom skinned M4 & AK...can't wait! ;)

Damage/hit boxes might need work, but so far I've made 6x confirmed kills, and they all felt perfect. The guys I've wounded (there is blood splash from what I can tell) felt right too.

Impact effects from rifles into terrain and buildings is really really cool.

Visual Effects
Grenade explosions and RPG impacts are stellar. When you are engulfed in an explosion, there is a great little spark effect that no other game has picked up on. I can see some really cool explosion effects in the future...I predict the 50cal is going to be a thing of fearsome beauty.

Tracers are really good. I found myself hugging the earth in the middle of a poppy field last night, enjoying a vicious light show taking place inches above my head!

Audio Effects
I use a decent headset, and the bullet cracks are awesome! You will flinch at your keyboard, I kid you not. The distant chatter of rifle fire is excellent.

There doesn't seem to be much in the way of ambient sound yet, but I did find my way to a river last night, through thick scrub brush, by using the sound of running water only, pretty cool.

3D directional sound, in relation to the player needs a lot of work, but I'm not worried.

Radio & Local Communication
The radio model is basically the same as PR, where I would much prefer to see an ARMA2 ACRE audio mod in place. ACRE is hands down, the greatest ARMA mod of all time.

You can use local chat to speak to guys next to you without tying up the radios, but that's nothing new.

Overall Impression So Far
I have complete confidence in this dev team, and am ready to give them as much time as they need to get this right, because like Project Reality (and the Combat Mission series for that matter) I know I will take countless hours of enjoyment from this game over years to come.

This is the team who gave us Project Reality, and continue developing that free mod to this day, for a very small community, for little to no pay. Now they are taking the next step, and have run one of the most successful Kickstarter campaigns, and I wish them great financial success!

I shelled out nearly $90 CND, and it's already worth every penny in Alpha state! I'm not interested in new FPS's that come and go, I want a game that I can play for years like I did with PR.

Bottom Line
If you like realism shooters, go buy this game right now. Alpha is very playable, and you will be supporting a relatively small developer create something really special.

Squad Leader is $70 USD right now, which gives you instant access. Or wait a few months and buy in at $30 for early access on Steam, but you won't get the badass Desert Tan M4! :)

Hope to see a FGM SQUAD unit in the near future!
 
Hi Mauser,

Great review! Sounds promising. I had no reason to expect anything less from the PR team. This game looks like a certainty for me as I really think PR is such an excellent style of game.

A few questions:
- What is the Freelook you are referring to? The Arma thing of being able to move head independently/look in directions opposite of your current facing/movement?
-I may have read on the Squad forum an addressed question as to if crouching has been implemented (yet). Is crouching implemented?

I have long been of the opinion that developers designing games purely for multiplayer (ie. typically liberated from having to design a CPU opponent/AI) have an enormous developmental advantage over those who design a game that instead has a single player aspect to it. I wonder, in the example of PR/Squad, how much this has contributed to their success.
 
@Bullman, Freelook being the ability to move your head/vision independently of your body and the direction your body is traveling. Example, you are running across an open field, and are able to check over your shoulders and scan tree lines to your right and left, without breaking your stride or altering your direction.

It's what sets a great FPS apart from a good FPS, in my opinion. ARMA has it, PR does not.

Crouching is in now, and you can toggle it on/off (I think) to avoid pinky finger fatigue! :)
The hours I've spent with my poor pinky finger depressing the left ctrl key.....shudder....

Agreed 100% on developing solely for multiplayer, especially when I don't play any single player games...at all...ever!
It's maybe null and void for the SQUAD team, other than just one less thing to have to do.

I should add to my review, there is currently no insurgency mode, only assault/advance and secure. I highly prefer PR's insurgency mode, and hope they make it happen sooner than later.

Those would be the only 2x real complaints with SQUAD at this point:
1. they should have made freelook a top priority, even if it meant using a different game engine
2. there should be more urgency to implement insurgency mode...not sure how high up on the list it is now
 
It's what sets a great FPS apart from a good FPS, in my opinion. ARMA has it, PR does not.

Yes it would be an awesome addition. Any talk of it by players/in the forums as being something they might actually include?

Crouching is in now, and you can toggle it on/off

Great!

Agreed 100% on developing solely for multiplayer, especially when I don't play any single player games...at all...ever!
It's maybe null and void for the SQUAD team, other than just one less thing to have to do.

Mauser, it's interesting you say that you never play single player games. I preferentially play multiplayer where I can but there are some games that I play that only offer single player. Multiplayer is definitely the most rewarding experience by a long shot. I think may players totally underestimate just how difficult it is to design/develop an CPU opponent/AI to stand in place of a human player, especially in detailed tactical games like Combat Mission for example. In fact the skill and talents to design "a game" are essentially divorced/independent from the effort to then design/develop a CPU opponent/AI to play the part of a human player. Coding for AI is in many ways for me a totally separate thing to coming up with and designing "a game" that can be played multiplayer.

Those would be the only 2x real complaints with SQUAD at this point:
1. they should have made freelook a top priority, even if it meant using a different game engine
2. there should be more urgency to implement insurgency mode...not sure how high up on the list it is now

Not sure about 1 being fulfilled, but 2 definitely will come, just a bit more patience.
 
@Bullman

There was a couple vague references to freelook by the devs, but they also go on to suggest that right now, it's break the models...or the engine...not sure they are pretty vague about it all.

For PR players, it's not a deal breaker because they are not used to having it to begin with. For ARMA players, it's a huge blind spot, so to speak.

I think the last game I've played single player would be CIV V or Hearts of Iron 3...and even those games are better vs a human opponent. I agree 100% that AI design is a beast of it's own, and very interesting.

Have you bought SQUAD yet or what!? :)
 
Hey Mauser, ,how are ya?

Can I turn off the nametags and medical crosses above the players heads?
 
@macjim I don't think so as of yet. Name tags only show at close proximity, or when you hold your sights on a friendly at distance, with a delay. Much like the system in place in PR.

I am all for added realism, I'd prefer to do away with name tags altogether to be honest.
 
@macjim Name tags show at close proximity, or when you hold your sights on a friendly at distance, with a delay. Much like the system in place in PR..

Too bad. That feature alone is a show stopper for me. Perhaps one day they will improve the game and have an option to toggle the tags on or off.
 
Either that or it will be a server side option to turn on/off, or they will let modders remove it for a realism mod.

Curious, if the name tags are a no-go for you, what are you currently playing for a shooter? Onlything that comes to mind is ARMA mods?
 
Either that or it will be a server side option to turn on/off, or they will let modders remove it for a realism mod.

Curious, if the name tags are a no-go for you, what are you currently playing for a shooter? Onlything that comes to mind is ARMA mods?

I'm Jimbo :)
 
I'm Jimbo :)

Are you kidding me...Jimbo!?
You salty sunofa butch, this just made my night!!! Outstanding to see you here bud. :) Glad I keep the same avatar/handle everywhere I go. ;)

Having some nice United Operations flashbacks right now. Haven't logged in at UO (until just now of course) for some time. Still have ARMA2 installed...I think.

As for SQUAD, it's got huge potential to be adopted by the realism modders just as ARMA2 was, because that's part of the dev's end goal. When that happens, I could see all communities like UO getting A LOT of hours out of this game.

If name tags are a no-go for you, then right now likely isn't the time to drop $70 USD to get alpha access. But when it drops to $30 on Steam, I really hope you give it a shot.

I'm going to shoot you a pm here, hoping you have all the CM2 titles?

Outstanding.
 
The nametags can be fully configurable now. Really helps with immersion. A simple key binding allows me to choose when I want to see them. Other people just play with them on all time. There is even an option that plays a little animation (wiggly thing) above the tag to show who is talking.



Also --- The in your face popups for accessing rucksacks is also gone. Makes for very clean visuals so we can enjoy the virtual world without continuous popup reminders that we are in a "game". Afterall the graphics in these games are getting quite good. I wouldn't really enjoy a movie as much if there were little nametags above everyone's head LOL. I suppose I'm just not competitive enough that I value the advantage constant nametags and visual cues provide.
 
Oh nice, that looks really good. I notice that's a 4 month old video, who is doing this, and where are you playing with the mods on?
 
Last edited by a moderator:
Oh nice, that looks really good. I notice that's a 4 month old video, who is doing this, and where are you playing with the mods on?

Lots of communities using good mods but don't want to derail this thread more than I already have.

Squad looks to have some promise. I'll keep my eyes open for future updates and hopefully the developers or the community improve it.
 
Back
Top Bottom