Damn there are so many things to this game that if they were polished it would be one of the best games of the decade.
Take, for example, machine gun combat
With such brilliant music, great weapons and interesting locations, it could really compete with shooters like DOOM. Weapons have great animations, you can feel the power of shooting at the opponent as if they are hit, bullets ricochet, sometimes something here or there will be destroyed. In combination with some interesting perks for the player's mobility, it was possible to create a nice shooter with interesting mechanics - driving opponents out of the field by quick movements, surprising attacks from high, lightning-fast dodges like in the matrix with projectiles flashing next to you.
All this is already implemented in the game, but it is not polished. The opponent's AI sometimes has a flash and looks for us in the place where we were last seen, but more times it stands like a stake or passes through cars as if they were not there. Passers-by sometimes react in an interesting way, e.g. by running on the line of fire, but more times they run away screaming when we jump off the roof too close to them. Weapons are not balanced.
In the video, I tried to recreate one action out of 10 that I came up with and it was effective with deceiving opponents and attacking by surprise during the fight, but it turned out so - I could not get the opponents to get close to the place where I could potentially be - they preferred to stay in one place, but generally you can guess what I mean.
Take, for example, machine gun combat
With such brilliant music, great weapons and interesting locations, it could really compete with shooters like DOOM. Weapons have great animations, you can feel the power of shooting at the opponent as if they are hit, bullets ricochet, sometimes something here or there will be destroyed. In combination with some interesting perks for the player's mobility, it was possible to create a nice shooter with interesting mechanics - driving opponents out of the field by quick movements, surprising attacks from high, lightning-fast dodges like in the matrix with projectiles flashing next to you.
All this is already implemented in the game, but it is not polished. The opponent's AI sometimes has a flash and looks for us in the place where we were last seen, but more times it stands like a stake or passes through cars as if they were not there. Passers-by sometimes react in an interesting way, e.g. by running on the line of fire, but more times they run away screaming when we jump off the roof too close to them. Weapons are not balanced.
In the video, I tried to recreate one action out of 10 that I came up with and it was effective with deceiving opponents and attacking by surprise during the fight, but it turned out so - I could not get the opponents to get close to the place where I could potentially be - they preferred to stay in one place, but generally you can guess what I mean.