There was a (sort of) serious message amidst the satirical rant.
Black is affectionately referred to a "gun porn". The weapons look realistic, reloading blurs your distance vision, everything has a meaty sound to it, weapons can destroy scenery (shotguns taking down doors), and so on. There's even the little touch of pushing too close to a wall and your gun sinks down, as if closer to your body.
The entire game is built around being more real than other action games. The feature in the demo proves this. More significant than my rant is the fact we have proof here of publishers making changes prior to release. Don't tell me Criterion spent however many months developing the game with tactical ammo management only for their lead designer to have a change of heart and alter a central game mechanic.
I played it yesterday without using the reload the button, spraying excess bullets to force an auto reload. I'd waste half a mag sometimes, or use an entire 60 bullet mag on one enemy to make him dance like a pony on fire. And you know what? There was way, way, waaaaay too much ammo around the level, even when I was wasting 75% or more of it. I finished the second level (the farm) and to tell the truth, most of the time I reached the 500 bullet ammo cap and could not pick up any more! This was normal difficulty.
This proves to me beyond any doubt that the game was built, designed and structured around the concept of tactical ammo management - and even then had an excess of ammo. Using the "dumb reloading" method in effect breaks the gameplay because you will never be short of ammo. Maybe later levels are different, but the game actually feels broken because of this last minute alteration.
It's a good example of publisher meddling. This had to be EA's doing.
EDIT:
For Ikobo, that shot of my jungle training regimen in a foreign country again:

And yes, as a forum member pointed out last time, that's probably illegal in England.
Black is affectionately referred to a "gun porn". The weapons look realistic, reloading blurs your distance vision, everything has a meaty sound to it, weapons can destroy scenery (shotguns taking down doors), and so on. There's even the little touch of pushing too close to a wall and your gun sinks down, as if closer to your body.
The entire game is built around being more real than other action games. The feature in the demo proves this. More significant than my rant is the fact we have proof here of publishers making changes prior to release. Don't tell me Criterion spent however many months developing the game with tactical ammo management only for their lead designer to have a change of heart and alter a central game mechanic.
I played it yesterday without using the reload the button, spraying excess bullets to force an auto reload. I'd waste half a mag sometimes, or use an entire 60 bullet mag on one enemy to make him dance like a pony on fire. And you know what? There was way, way, waaaaay too much ammo around the level, even when I was wasting 75% or more of it. I finished the second level (the farm) and to tell the truth, most of the time I reached the 500 bullet ammo cap and could not pick up any more! This was normal difficulty.
This proves to me beyond any doubt that the game was built, designed and structured around the concept of tactical ammo management - and even then had an excess of ammo. Using the "dumb reloading" method in effect breaks the gameplay because you will never be short of ammo. Maybe later levels are different, but the game actually feels broken because of this last minute alteration.
It's a good example of publisher meddling. This had to be EA's doing.
EDIT:
For Ikobo, that shot of my jungle training regimen in a foreign country again:

And yes, as a forum member pointed out last time, that's probably illegal in England.

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