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Spec ops the line playtime
Spec ops the line playtime








spec ops the line playtime

Spec-Ops tows the line with class distinctions and upgradable perks. While it's a good trick, soon enough no-one lingers in those vicinities and the wait to catch someone out is camper tedium. Less successful are the sand avalanches, parts of each map that can be shot to swallow and instant-kill enemies squatting nearby. Storms play a big part in changing the play style of maps - either by reducing their size and leading to taut office shoot-outs, or allowing for brief cover out in the open. Sandstorms that blast every map randomly drop view distance to zero, forcing everyone to either sit and wait it out, or duck into buildings for refuge. While there's a mini-map its rarely used - sound the better judge for enemy proximity. Last Resort sees moments of pure silence as well, as bullet barrages lull and there's a palatable tension in the air as ears perk to listen for footfalls. Kill-cam pinpointing of your attacker used by all, fuelling the quick rolls and charges between areas. The rooftop's big enough that we spend the majority of a Mutiny match skulking round cover in a game of cat and mouse with an enemy. Last Resort mainlines map verticality with a four-floor layout with an open lobby shadowed by four curved and connected balconies, bookended by two stairwells leading down into two side-rooms, and covered by a building ceiling dotted with service shafts and connected by two partially-destroyed pillars. It's the same with the other two each have their dangers. Cover points are filtered generously throughout each rooftop, but there's only one per roof that safely defensible - and each only give a funnelled POV of the map. Gaps in walls and barriers make for possible snipe points, be it attacking from or aiming at. Routes from any point to another are plentiful, but wrought with the danger that comes with open ground. The studio's obviously worked long and hard over the blueprints for these maps. Constant exposure to the elements has gradually worn the sheen of this high society oasis, and those left in the city's ruins have coupled together makeshift bridges, nailed metal and wooden plating were they can for cover, and zip-lines run between the two highest buildings. Opener Crow's Nest is atop four skyscraper roofs turned shanty-towns. Pre-match party voting is not going to be so clear-cut come release.

spec ops the line playtime

We flick between them across a trio of maps, the builds of which give three very different experiences. Yet it's the maps that lead to an enjoyable few hours across the new and classic gameplay modes. Light it up and win the match.Įach point can be repaired by its defenders, but given the maths - eight players, two teams, three vital points to attack/defend per foursome - clear-cut strategies are temperamental at best, and the inclusion of rocket launchers required to take out vital points dotted across the map tosses a explosive variable into the usually tense and fast-paced face-off.ĭifferent name and style, but the basics of the template are familiar. Destroy all three and a high value target specific to that map will be unearthed (jet engine, attack helicopter missiles). Each spawn location has three vital points, marked by a small glowing area. That last sets up two spawn points, one for each team, at either side of any given map. Team Deahmatch's by name of Mutiny, a King of the Hill variant labelled Rally Point, and Buried, which is Yager Entertainment's entry into the "unique multiplayer mode not appearing in any other game". Spec Ops: The Line's multiplayer takes the single player campaign, the horrific Heart of Darkness-inspired trek through Dubai, and regurgitates the combat system (fast-paced cover shooter), the locations (separate from SP, but still urban havens reclaimed by the desert) and unique mechanics (random sandstorms and avalanches) and ties them into a 4-on-4 multiplayer replete with a variety of modes.ĭuring today's hands-on, we see three.










Spec ops the line playtime