I was surprised to see Battlestate Games appearing at TGS, but everything they did, down to the quality of the briefing guides, made it feel like they are serious and passionate about selling Tarkov in Japan. They'd give us a thumbs up and praise us when we did well, and I got to feel like I was a new US Army recruit in boot camp. This hands-on experience featured PMC (USEC and BEAR) cosplayers supporting us from behind. Sergei mentioned that other NPCs may appear as well. While we didn't encounter any NPCs this time around, Sergei mentioned the existence of a "cleanup crew." An official post describes them as enemies that appear if there's no winner during the point capture period that takes place once time runs out. Speaking of similarities to Tarkov, Arena is also a PvPvE game, according to the official website. The surprising accuracy when hip firing was also just like the original Tarkov. It was only once I started properly firing in semi-auto that I was able to win my fights. The immense recoil when firing in full-auto made it difficult to hit anything, though the nature of the HK416-A5 I used did also play a role in that. The gun fights in Arena were also straight out of Tarkov. When I asked Sergei if friendly fire is part of their attempt to pursue realism, he said it was, explaining that "While people may feel disoriented when playing Tarkov for the first time, it makes for an even more challenging experience." As for why teammates aren't marked, he simply replied, "It's not like you get those kinds of indications in the real world." Talking to him gave me the sense that being true to life, or true to Tarkov, is something that Arena values. The only way to distinguish between friend and foe is by the red or blue band around their arm. Like the original Tarkov, Arena doesn't show where your teammates are or mark them in any way. I thought that Arena had a casual feel at first, but it didn't go that easy on me after all. The areas where you come into contact with the enemy are more or less decided, allowing you to enjoy pure and straightforward gun fights. The map we played on, Air Pit, was similar to Call of Duty's Search and Destroy mode when it came to enemy encounter timing and map structure. If time runs out, the rules switch to victory being decided by controlling a point on the map.Īs far as how the game feels under these rules, you can think of it as an FPS defuse mode without the bomb.No respawns, and wiping out the enemy team results in victory.5v5 team battles with rounds that end after 1 minute and 25 seconds.The basic rules of the mode are as follows: I had the opportunity to try out the 5v5 Team Fight mode, one of five apparent modes. I chose Assault and bought the preset with the HK416-A5 assault rifle. There were four roles to pick from: Assault, CQB, Scout, and Sniper. As a Tarkov game, preparing your loadout in advance is naturally going to be important in Arena. We began by purchasing a character preset, separated by role.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |