Occasionally Fatal said:
everyone bitches about the respawning outposts... and i dont think its enough to be honest. easily one of the worst design decisions ever.
It was not only the outposts, all of the bases, mansions, stations had respawning enemies. It would be at least interesting if you were able to be on one side or another, or create a faction for yourself. After taking the outpost, you would populate them with your own soldiers, or the side you were would dominate. And sometimes, the other factions would try to take them from you. but nooooo...
I began the game and was rescued in the slaughter house, and after I left and completed the mission, it was all filled with enemy AI. Oh, and in the beginning of the game, you come to town in a cab, pass through outposts and they don't shoot first. they treat the driver in a civil way. Is my main character such a wanted person? If so, why don't the bosses of each faction don't kill me at first sight? I'm the most wanted person there, and nobody even mention the jackal guy.
same mistake as assassins creed - lots of missions but theyre all basically the same and of ultimately little interest. ai is so fucked up you really cant do anything except go in guns blazing.
Well, I liked AC, but indeed the missions were repetitive. But at least, in one town, the missions presented some variety and distinction. And gameplay was kind of fun and wouldn't get old too fast, and objectives were in close vicinity. And repetitiveness only happened from town to town, each town had the same set of missions.
This brings the GTA-clone factor in. I loved GTA-III series (VC and SA). I finished them with 100%. A lot of similar games came out, but I don't think they never nailed the feature that made GTA great. I didn't play GTA4 and I don't know if they managed to be like it's predecessors.
But in GTA 3 to SA, not one mission was like the previous. Even when you had some context mission (like firetruck, pizza delivery, paper-boy) and thy had the same mechanics, they would have some variation. For example: the paper boy mission in SA. Each of the cities would have that kind of mission, but they would vary in difficulty, duration. The races would differ in time, duration. Not on mission looked the same. Even the main plot missions were varied.
but take the clones. Godfather? side missions were take the rackets. no variety. Scarface? take out gangs. make drug deals. Just Cause? take cities. Godfather 2? at least the enemies could take back their racketts... you get the idea.
GTA (and some of its clones) have one more thing: respawning idiot NPCs population. You could kill dozens of civilian AI, they would respawn later, but it never felt like a game braeaking concept. If you remain on screen, civilian AI would even react to that. You don't get that in FC2 because every AI is bad AI.
FC2 tries to be a sandbox, but fails like every GTA clone. Don't know if there is some variety in AC2... and looks like I'll never know because of the DRM.
i dont recall the weapon degrading to be a real issue except how lulzy it was to pick up a gun from an enemy and discover it was apparently manufactured 200 years ago and carefully stored in an outhouse and then sanblasted with shit.
Never a issue to me. the only thing it would happen is the weapon jamming. press reload and you're good to go. I used fallen AI weapons, and it exploded only once or twice. In fact, I belive the devs were so worried about realism in the "phisical world" and gameplay, that they forgot to add a story, details. The fire phisics is nice, the weather, driving is ok, and gunplay, though repetitive, is well done. The healing system is a novelty, though not so realistic as they intended. But all of this for nothing.
my friend had a funny bug where any time he would try and grab a health kit from the boxes his computer would blue screen.
Console port retardness: In the PC, you could save anywhere. Yet, you still hae safe-houses with save points, which were represented by blue health-kit boxes. Other problem was assingnig control keys: you can only leave a mounted gun if the letter "e" key is assigned for that function. If you assign to "f" for example, you could mount the gun, but not unmount.
made for joysticks, i believe.
And besides all that: the AI IS easy and predictable. respawning doesn't make the game difficult. It's a burden, because sometimes you have to kill them just to progress, and it's not so fun after dozens of times.