Just like the real life US Army Ranger
units they are depicting, Zombie assaults us head on with
their latest, Spec Ops: Ranger Team Bravo. Fans of the
popular game will be happy to see 9 new missions filled
with plenty of action, and to top it all off full
multiplayer support is included.
Zombie’s been hard at work since the
release of Spec Ops and with the addition of the Ex-Pack
they’ve given us some 25 missions in all from which
to play multiplayer matches, both co-op and standard
deathmatch.
One of the first things I noticed when
playing the RTB expansion was the difference in enemy AI
even on the Private level. They seem more lethal, making
for some challenging gameplay, and to help balance this
your friendly buddy Rangers AI has been improved as well.
RTB puts you and your Ranger buddy to the
test again, from the snow covered mountains of Bosnia, the
fetid jungle of Vietnam (circa 1968) to the arid Iraqi
desert there’s plenty of action to be had.
When I got hold of this one I was real
excited about the multiplayer functionality, as well as the
new scenarios to be played. The single player end of things
is very nicely done the same as its parent product but
there are a couple of minor problems with existing features
I will cover later on. Don’t get me wrong, Spec Ops
and the Ex-Pack are both very enjoyable and playable games,
but there are a couple of issues that I feel need to be
addressed by Zombie.
Graphics
Graphically this one is as sweet as its
parent and it now looks to be friendly to every sort of
accelerator. More than that, it also sports software
rendering for those less fortunate souls who haven’t
embraced 3D support as of yet.
During the install process you are asked
what API you’d like to install, be it Glide for both
Voodoo 1 or Voodoo 2, OpenGL, or software only. This is a
very nice way to include everyone and not have people
clamoring for graphics patches and wondering which one they
may need.
As I said the graphics are just sweet, from
the snow covered forests and mountains of Bosnia, down to
the tiger striped camo’s and camo face paint of your
Rangers in the Vietnam jungles this one’s a beaut. I
vividly remember my first experiences in the Vietnam
missions. I was patrolling the jungle and was caught
unawares by a lightning and thunder followed by a
downpouring of heavy rain- nice touch. Along with the great
environmental touches like this we’re still treated
to authentic sounding voices in the enemies we’ll
face.
Speaking of graphical touches I have to say
I still get a tremendous kick out of the poor hapless
Ranger (and you’ll see this happen in multiplayer
often) who happens to run through the after effects of a
grenade. Once through the patch of flames you’re
liable to catch fire yourself and do the Ally McBeal
‘Baby Dance’. Only thing missing in this
situation is the ‘uga chaka’ music! (would make
for a nice easter egg in the game, if anyone had the desire
to throw it in in later incarnations…. Possibly Spec
Ops 2?!)
Not only is this one graphically appealing
but the missions are a varied assortment of challenge, such
as intel gathering, war criminal apprehension, B-52 pilot
rescues and dealing with chemical weapons sites.
You’ll have a definite change of pace with each
mission, and to deal with the differences in missions
you’ll need a wide assortment of tools and weapons.
In a nutshell you get: M-16, M-16/M203,
MP5, HK G11, SSG, BMP 50, M-60, M-249, Ithica Shotgun, M4,
NVG’s and an IR scope to choose from as well. A
pretty decent armory to draw upon, with something for just
about any situation, so you shouldn’t be caught with
your pants down often.
One of the real neat things about RTB is
the way Zombie listened to the fans of Spec Ops and their
desire to have more control over the loadouts their Rangers
carried. In RTB you are not only given several loadout
choices, but you can fully customize each to your personal
liking. We have the standard machine gunner, rifleman and
grenadier here but also have the options of sniper, recon,
CQB or a custom loadout you can create from scratch. Good
on ya Zombie for not only listening but for following
through on gamers submissions to you!
With the addition of the Ex-Pack (RTB) you
can now play through every mission in the original Spec Ops
not only in single player but in multiplayer as well. So if
there’s a mission or two you didn’t get through
before you can go back through and tackle it now, or
practice up for multiplayer and get the lay of the land.
I’m very excited about the addition
of multiplayer in Spec Ops as there are plenty of very cool
environments and missions I’ve been happy to play
through again. Multiplayer comes in both co-op and
deathmatch modes, with a front end to get you hooked up to
a server and playing in no time, Zombie even has their own
dedicated server to host up to 49 game channels!
Co-op is truly a blast in RTB. Just last week I was playing
the first Vietnam mission with another gamer--it was
awesome. I’d never played with him before but from
the first minute we worked well together, moving in leaps
and bounds, clearing the jungle paths of AI enemy. I was
ecstatic how smooth this plays over the internet, really
sweet.
Co-op has been my preferred mode of play
since and I’ve been thoroughly enjoying it, co-op is
too often overlooked when it comes to multiplayer by most
gamers. When playing co-op you’re in control of
yourself and your Ranger buddy as are the other gamers in
the game. So if you have a game with 6 people you have
yourself your own little squad, nothing more impressive
looking than 12 Rangers prowling and growling through the
jungle.
As much fun as co-op is, the deathmatch
portion of RTB leaves me less than thrilled. Some fixes are
needed for deathmatch to be more playable.
For starters, in some maps the drop in
points are extremely close to one another and there’s
little or no randomization as in most deathmatch setups. I
was playing one of the Honduras missions and was utterly
amazed at how close together we were to one another- there
was almost no room to move with 6 players playing. We all
seemed to regen right where we died and the whole time we
were in a rough circular formation just spraying and
praying, not really taking time to aim nor having the room
to attempt more than feeble tactics.
To give you an idea of the situation we
found ourselves in on this map, just think of the gunfight
at the OK Corral scene in the movie Tombstone. Not every
deathmatch map is like this though, so it doesn’t
kill deathmatch play all the time, just on certain maps.
For example the Bosnia maps have great start points that
are well spread out from one another usually and allow for
some nice movement and tactics.
The most useful tactic I found in the
Honduras map was to hit the dirt, and if you’re clear
enough use sniper mode (X key). Pick your target, drop him,
and wait for him to regen and drop him again. I did this 11
times to one player alone!
While this may make some gamers who lust
after high body counts happy, it dwindles the enthusiasm of
the gamer getting hosed. As soon as you are regenerated
you’re not only getting shot at but hit, so you have
little to no reaction time to fight back. Add to this the
still existing problem of close up shooting and the auto
aim feature and it can get downright frustrating at times.
These points seriously need fixing.
As gamers noted in Spec Ops there is a
problem with firing on an enemy up close and it still
exists in RTB as well. The problem is that when you run up
on an enemy, be it a suicidal charge or a sudden encouter
while cresting a hill, you can’t hit him from as
close as 1 foot! This is due to a combination of factors, I
feel: the lack of first person control and the auto-aiming
feature.
The auto-aiming feature is one of my least
favorite aspects in this game due to a feeling of limited
or no control, since your Ranger picks his own targets. For
some reason this gives you no opportunity to choose
another, possibly more threatening, target. You can use the
‘first person’ perspective in Spec Ops but I
feel it’s too limiting so we’re pretty much
forced to use the third person perspective. In most cases
the third person views serve well by helping you know where
enemies are that you would otherwise not notice, so
it’s a tradeoff.
Many of our readers have raised this
issue: some love the third person perspective and others
don’t. In playing a third person style game you
relinquish the utter control you have in a game like
Rainbow Six, but there are also advantages like better
situational awareness.
So, would it be better to forgo the
situational awareness in place of complete control? For a
game like Rainbow Six you NEED the control, with a dash of
situational awareness thrown in. In that game situational
awareness is supplied by being able to switch to the third
person perspective.
In Spec Ops you’re facing much
greater numbers of enemies and you have the allowance of
taking several shots before dying. With the emphasis placed
firmly on action, I feel it is better to have situational
awareness first. However, that doesn’t mean we should
surrender total control; we need more control over picking
our targets in order to be successful. I hope this gets
addressed in a patch soon, as this is my biggest sticking
point with this game.
Another minor issue I have with RTB is also
a hold over from the first Spec Ops. If your Ranger takes a
tumble he automatically falls to the prone position and you
are forced to make him stand, something that takes time and
can get you killed in multiplay.
I didn’t pay it much mind in single
player before but have noticed in multi that it not only
slows you down, but can make you an easier target. To
switch modes (crouched, prone, standing) you must be
standing still, a big no no in deathmatch. Delta Force
allows you to switch modes on the fly literally and so
should Spec Ops. These are all minor issues that can be
fixed and I hope will be as they are not game killers but
instead annoyances that can frustrate a gamer while
playing.
Overall RTB is a great addition to the Spec
Ops game for the fans of the original; if you have it go
grab the Ex-Pack. Those who haven’t picked it up
might now be more inclined to do so with the addition of
multiplayer support.
One little pointer: while playing the single player
missions use the IR scope whenever possible, it makes a
huge difference. The IR scope allows you to see all enemy
targets as white silhouettes on a red background, making
your pickings that much easier. Try this one in
multiplayer, if you find yourself in a nice sniper spot you
can wreak some havoc.
If Zombie addresses the issues I mentioned
above, I think we’ll have us a really addicting and
fun game. True, its not heavily realistic as is Rainbow
Six, but it's nevertheless a highly enjoyable action
shooter in its own right.
Ratings:
Core Rating : 25 (Action Oriented)
Gameplay : 80* (see below)
Graphics : 95
Sound : 85 ** (see below)
AI : 83
User Interface : 80
Fun Factor : 90
Learning Curve : 1-2 Hours
Overall Rating : 85
*- In my original Spec Ops review I gave
the game a score of 90 on the gameplay. The reason I've
dropped that score to 80 in the RTB pack is due to the
close-in and auto-aiming issues I mentioned in this review.
If these get fixed this then I would rate RTB a 90 as well.
** - In my original Spec Ops review I
scored the sound at 95. While the sound was very good in
both games there's nothing new to warrant as high a score
again. Especially since we're seeing games like Delta Force
using directional sound in a great way.