Just played the first one and a half missions, so I thought I might offer some feedback
.
The intro cinematics were pretty darned impressive, and overall, the rest of the game so far has been impressive too. Even though I've never been a fan of the WC3 ship designs, they do look great in the game here, particularly the capships. And as somebody suffering from a strange obsession on the count of afterburner hangar fly-throughs, I really can't wait to see the Armada carrier in person.
Above all, I'm loving the fact that I don't know the story - I mean, in all those years since Secret Ops, there's been no new WC games, and I happen to have worked on the only two other WC mods that have been released, so it's wonderful to finally play something
new.
The manual is also a great touch - man, it's been
nine and a half years since I last saw a manual for a new WC game
. It's something I wish we'd gotten around to doing for Standoff.
That having been said, some gameplay elements do feel rather awkward. I just failed the second mission, and I'm having a hard time persuading myself to try it again (I will eventually, but it might take me a few hours
). It's frustrating to fail a mission for being too far away from somebody... but I could get over that (although if that kind of thing means mission failure, you should give the player repeated warnings - just a one-off "form on me" and then mission failure is too harsh). What bothers me in this case is how long it'll take me to get to that point in the mission again, even though I hadn't even been in combat yet. The mission is chock-full of dialogues that I really don't want to go through again. It's bad enough having to wait a minute or two to get from one navpoint to another, but then having to listen to chatter for another minute at every navpoint just adds insult to injury. If you don't mind a bit of advice, try to limit the dialogues in the main campaign - ideally, dialogues should only appear during takeoff, landing, and at times when the player has something else to do. You can have huge five minute conversations during combat if you like, and nobody will mind - the first time, they'll pay attention, and the second time they'll simply ignore the chatter and get on with the fighting. But even thirty seconds of talking when the player has nothing to do feels really painful every time after the first. I would also recommend that you guys keep the autopilot thing as limited as possible. You're working with a different engine, and you don't need to try to imitate the original WC games in every way possible - I'd much rather see you guys focus on keeping the game fast-pased and interesting than to see lots of navpoints and autopiloting just because the WC games had it... not if the engine you're using doesn't support handling such stuff in an effective manner.
Also, I have a comment about the credits. Overmortal's name is actually Nick Mahaffey rather than Nick Blitz, though I suppose that might be intentional too. Finally, it would be nice if the credits also showed which voice actor played which role(s).
Anyway, that's all for now - I'm looking forward to playing more of the game and doing some actual fighting...
after I bore myself to tears for ten minutes waiting for autopilot and listening to all those dialogues in mission 2 again
.