- Joined
- Aug 25, 2010
I have made it through Medal of Honor and would like to share how I feel about the game so far. (have not stepped into multiplayer yet)
I love the story line, because it is deeply based in reality.
MOH opens with satellite chatter that switches between news coverage of the 9/11 attacks and military operatives discussing who did it and were to look for them.
From there the game starts rather slowly. This makes sense because you are in Afghanistan only days after 9/11 and are starting the search for the guilty party.
From there the game picks up quickly and you are thrown into battle. Sneak by or go loud, you occasionally get the choice, and this keeps the game challenging.
But not too much so...
Game play I feel needed alot of work before release.
The AI is kind of dumb, you can step out into the open and be surrounded by enemy and only one of them will shoot at you. Same for your partners, the other tier one guys do pretty well, but the regular army guys often leave everything up to you only taking a few kills for themselves.
There are times that you finish an objective then have no destination indicator, and there is no audible clue as to what you need to do next, or if there is a prompt as to what to do, your guys do the exact opposite. So it leaves you lost for a few moments. I have had several times were I have to walk off on my own to find were to go next, and the only clue that I am going in the right direction is my team starting to follow me.
As an example,After I cleared out the mortar teams, on mission 2, one of my guys said "inside the building", then the 3 of them took cover behind crates in front of the building leaving me uncertain of if we were supposed to go inside, or if they saw something inside we needed to take cover from.
There is also some weird team spawn glitches I have noticed.
In the previous scenario, I swept the first floor by myself and realized I probably needed to go up the stairs on the side of the building. I was the first one to head up, and when I entered the upper floor of the building my guys were already inside looking out the windows pointing out the snipers on the building across the way.
Back on the first mission I had an enemy in cover behind a truck, I worked my way up closer to try to work around to a better line of sight, when suddenly one of my guys spawned right behind the truck, and started shooting the guy from about 3 ft away...and was not hitting him.
I noticed this in Bad Company 2 as well were the AI on your team will some times shoot towards a certain enemy just to point out the location but its up to you to get the kill.
Also you can be putting down a stream of suppressing automatic fire and your guys will walk right in front of you and then get mad because you shot them. Or they crowd into were you are taking cover and are so close that you glitch inside them, your shots fired from inside them counts as a friendly fire hit.
I am ok with the vehicle missions, however my complaint with the EA/Dice games is the sensitivity, they need to have sensitivity controls that are separate for vehicles and for first person mode.
I play FPS games with my sensitivity set really high, however this setting for the ATV missions makes them impossible to drive, I have to reduce the sensitivity 3/4th's of the way just to make these missions possible.
Also the light engine is weak, MW2 was way easier to setup the brightness settings.
With MOH though I have to adjust it constantly from night missions to day missions. Don't get me wrong, my 360 is hooked up by HDMI to my fully calibrated Plasma TV. Most games, except the ones using the adjustment system on the EA/Dice games look perfect...set it and forget it.
However there is such a difference between the way the two lighting senarios look that if you adjust it to be able to see what you are doing on the night missions everything looks hazy on the day missions. This goes beyond the ambience of night, or fog or dust...its an imperfect engine.
Also the explosions look like they were put in for design testing and they forgot to put in the final explosion animations they designed for the finished game.
On the whole though, I like the game. I like the destructible environments, I like the realistic "hit damage", I also like that you can slide into cover behind objects all though it is easy to slide past the cover and be out in the open.
I also like being able to lean out from cover like you could do on the classic MOH games.
I also think they did an exceptional job on the sound production. The guns, and explosions sound great.
This game is emotional. The music plays a very important part and works like a good movie score to build up what is happening.
Listen to the music in the Helmand valley segment when you are surrounded, it plays off what the characters are discussing perfectly.
Final thoughts.
As critical as the dialog is for this game it is excessively profane and often has a lack of depth and a tendency to state the obvious that makes it feel like a team of top script writers for the Lifetime network tried their hand at a war movie.
I love it because of the story and the characters are guys you would want fighting by your side.
I don't like it because it feels like a game that had a release date set and had to be rushed into a final product to meet that deadline.
The result is a fun game with alot of really annoying imperfections.
6.5 out of 10.
I love the story line, because it is deeply based in reality.
MOH opens with satellite chatter that switches between news coverage of the 9/11 attacks and military operatives discussing who did it and were to look for them.
From there the game starts rather slowly. This makes sense because you are in Afghanistan only days after 9/11 and are starting the search for the guilty party.
From there the game picks up quickly and you are thrown into battle. Sneak by or go loud, you occasionally get the choice, and this keeps the game challenging.
But not too much so...
Game play I feel needed alot of work before release.
The AI is kind of dumb, you can step out into the open and be surrounded by enemy and only one of them will shoot at you. Same for your partners, the other tier one guys do pretty well, but the regular army guys often leave everything up to you only taking a few kills for themselves.
There are times that you finish an objective then have no destination indicator, and there is no audible clue as to what you need to do next, or if there is a prompt as to what to do, your guys do the exact opposite. So it leaves you lost for a few moments. I have had several times were I have to walk off on my own to find were to go next, and the only clue that I am going in the right direction is my team starting to follow me.
As an example,After I cleared out the mortar teams, on mission 2, one of my guys said "inside the building", then the 3 of them took cover behind crates in front of the building leaving me uncertain of if we were supposed to go inside, or if they saw something inside we needed to take cover from.
There is also some weird team spawn glitches I have noticed.
In the previous scenario, I swept the first floor by myself and realized I probably needed to go up the stairs on the side of the building. I was the first one to head up, and when I entered the upper floor of the building my guys were already inside looking out the windows pointing out the snipers on the building across the way.
Back on the first mission I had an enemy in cover behind a truck, I worked my way up closer to try to work around to a better line of sight, when suddenly one of my guys spawned right behind the truck, and started shooting the guy from about 3 ft away...and was not hitting him.
I noticed this in Bad Company 2 as well were the AI on your team will some times shoot towards a certain enemy just to point out the location but its up to you to get the kill.
Also you can be putting down a stream of suppressing automatic fire and your guys will walk right in front of you and then get mad because you shot them. Or they crowd into were you are taking cover and are so close that you glitch inside them, your shots fired from inside them counts as a friendly fire hit.
I am ok with the vehicle missions, however my complaint with the EA/Dice games is the sensitivity, they need to have sensitivity controls that are separate for vehicles and for first person mode.
I play FPS games with my sensitivity set really high, however this setting for the ATV missions makes them impossible to drive, I have to reduce the sensitivity 3/4th's of the way just to make these missions possible.
Also the light engine is weak, MW2 was way easier to setup the brightness settings.
With MOH though I have to adjust it constantly from night missions to day missions. Don't get me wrong, my 360 is hooked up by HDMI to my fully calibrated Plasma TV. Most games, except the ones using the adjustment system on the EA/Dice games look perfect...set it and forget it.
However there is such a difference between the way the two lighting senarios look that if you adjust it to be able to see what you are doing on the night missions everything looks hazy on the day missions. This goes beyond the ambience of night, or fog or dust...its an imperfect engine.
Also the explosions look like they were put in for design testing and they forgot to put in the final explosion animations they designed for the finished game.
On the whole though, I like the game. I like the destructible environments, I like the realistic "hit damage", I also like that you can slide into cover behind objects all though it is easy to slide past the cover and be out in the open.
I also like being able to lean out from cover like you could do on the classic MOH games.
I also think they did an exceptional job on the sound production. The guns, and explosions sound great.
This game is emotional. The music plays a very important part and works like a good movie score to build up what is happening.
Listen to the music in the Helmand valley segment when you are surrounded, it plays off what the characters are discussing perfectly.
Final thoughts.
As critical as the dialog is for this game it is excessively profane and often has a lack of depth and a tendency to state the obvious that makes it feel like a team of top script writers for the Lifetime network tried their hand at a war movie.
I love it because of the story and the characters are guys you would want fighting by your side.
I don't like it because it feels like a game that had a release date set and had to be rushed into a final product to meet that deadline.
The result is a fun game with alot of really annoying imperfections.
6.5 out of 10.