Hey dudes.
I just beat RTCW the other day. The last resurrection level with Heinrich was interesting to say the least. After I took him out, I had to go back and re-do the level because it froze after the initial cutscene and didn't auto-save. Cheers to Id for allowing unlimited saves. This game struck me as being SOF light, with an added component of supernatural monsters. That non-human element created a nice factor for gameplay and emliminated the monotony effect IMO. Nice balance there. I also like how they slowly worked in the zombie hoards later on in the game instead of straight out from the start.
One area had me confused however. Heinrich, like the "gorrila" at the earlier level, conjured up flying ghost armies. The initial boss had range limits with these flying terrors, however the Heirich version did not. I did manage to keep moving and hitting long enough in order to keep him busy, but out of the blue he would release a batch of these killers and well...snuff me out, frightnight style. Anyways, I was wondering what convention was used for the AI to trigger these ghosts. It make me think the gameplay did not necessarily have to be so fast and furious at times. Of course there seemed to be a wildcard effect were Heirnrich lauched these ghosts out of random decision...
Oh and the rest of the AI was fairly seemless. I did catch the odd time were one Nazi was just standing around next to his fallen comrad, just goosesteping around sort to speak.
Note: The max textures did slow down on one part with my ti4400.(Have to edit my sig too) It was the final level were your pursued the remaining SS Occult agents through the courtyard with the giant knight statue. Possibly due to multiple lighting effects I'll wager. It became MX like all over again...
So, any notable comments on gameplay?
