For those who have never heard of Insurgency (which is a fairly confidential franchise, it is true), know that it is a multiplayer FPS that is both competitive and cooperative. For the competitive aspect, the game has three modes: objective capture, team deathmath, and objective capture without respawn. If we find nothing revolutionary on this side, the PvE side of Insurgency: Sandstorm game is much more exotic because it is one of the rare titles to offer to seize objectives defended by bots . Depending on the number of players in the team, the enemies will be more or less numerous and the objectives will differ slightly. Indeed, some of them must be taken and then defended for a certain period of time against enemy forces, and other times, we will simply have to blow up an ammunition depot. The larger and more experienced our team, the more difficult the objectives and the more opponents there will be. Moreover, we were quite surprised by the quality of the AI which, sometimes, shows a particularly advanced tactical sense. Far from a wave of stupid bots coming under your bullets, the opposite camp is able to identify threats and define its priorities. For example, while our team was defending an objective, we went to snipe the reinforcements a little further before they entered the building we were protecting. After a few shots, we could see the opposing troops turn around and avoid our firing zone. Better still, we saw the arrival of enemies who were determined to dislodge us from our hideout. If the AI sins in its reflexes and we always observe simple behaviors (soldiers who pass through the same door at random, rushing towards death), the fact that we die very quickly prohibits the player from taking himself for Rambo.
THE CLASS IN DALLAS
Indeed, even with heavy kevlar, one or two bullets are enough to die; and in PVE, the respawn only occurs when a new objective is reached. Each death in the team therefore seriously handicaps the chances of success, the survivors then having to guarantee their survival and the success of the objective. Insurgency: Sandstorm still uses the proven class system and offers 8 choices, knowing that all have a player limit apart from the basic Rifleman which can accommodate everyone. The Commander will therefore be able to request a very varied fire support (artillery, gunship, smoke shells, sarin gas) thanks to his binoculars and thus prohibit entire areas of the map to traffic, or then annihilate the resistance on a capture point . Once the coordinates are marked, he will have to call on the Observers to transmit the data to HQ. As in Rising Storm, these positions are of key importance, and these players need to be together often for maximum effectiveness. The Breacher, on the other hand, specializes in urban combat and clearing buildings with short-range weapons, such as shotguns and other SMGs. The Gunner will be the support class with the heavy machine guns. For its part, the Demolition will be equipped with explosive weapons and rocket launchers essential to destroy enemy vehicles. The Advisor is a somewhat special class that offers specific modern weapons that are generally more effective than average, provided you know how to use them. Finally, the Sniper will have to watch over his buddies from afar and hunt for the pixel that protrudes from a rock. Moreover, for more realism, it is specified that all the action takes place in a place that makes us think strongly of the Middle East, while the opposing troops are local insurgents and private paramilitary companies.
Indeed, the player will be able to choose his equipment as he wishes by spending a nest egg of points whose total varies according to the game mode. Each weapon will therefore have a certain price, just like accessories and equipment.
If these classes each have a well-defined role, know that the main difference lies in the material they offer. Indeed, the player has the possibility to choose his equipment as he wishes by spending a nest egg of points whose total varies according to the game mode. Each weapon will therefore have a certain price, just like the accessories and the equipment. If you want to get the latest assault rifle with the biggest magazine, crazy optics, grips and lasers, then you're going to have to cut corners on something else, like grenades, secondary weapon or your protection. Equipping your soldier is therefore a matter of trade-offs, and mistakes are often made before learning how to make the right choices. Each map offering a different topography, it will suddenly be necessary to choose your equipment carefully to be as efficient as possible. For example, there is no point in taking an optic with a zoom in a mainly urban map. Similarly, a sniper should preferably favor his secondary weapon (in order to defend himself) at the expense of grenades whose usefulness is questionable when fighting at long distance. In addition, each mode having its own quota of points, the choices will be more or less Cornelian. In PvE, we can generally equip ourselves thoroughly, while the equipment will be much more scarce in PvP and especially in ranked matches. This forces players to diversify and not just be a pro with one and the same gun. The mastery of weapons is also relatively easy since the ballistics are very permissive. There are very few bullet drops, and the wind has no effect on a shot, even from a distance. On the other hand, the recoil of weapons will be a much more important factor, especially since it can be modified or even contained with certain accessories.
TOO NAKMA NOYA SOLO!
In terms of gameplay, the shooting sensations are very good, with several small specificities such as fast reloading. When reloading normally, your soldier will remove the magazine, then stow it in his vest before putting on a second one; which is slow, but keeps leftover ammo in the old store. By double clicking on the command, we can perform a faster action, where our soldier will then throw his old magazine on the ground, losing the ammunition it contains in the process. However, cartridges are precious in Insurgency: Sandstorm, because apart from a few crates available for a very limited time, it will be impossible to restock. For now, the game is fishing a little by the content since there are only six maps, even if the latter have a more than respectable size. Indeed, each map offers a different environment (mountain village, village in a valley, oil refinery, big city) and enough surface area for you to have to spend a good time there before knowing all the nooks and crannies. We should also mention that a single-player mode was initially planned, and that the latest news, the developers have not completely abandoned it but just postponed in order to meet the release deadlines. Once the current content has been tweaked, the last bugs removed and the PC optimization improved (the game lingers at times, especially during aerial supports, which causes the framerate to collapse), we therefore hope that New World Interactive will really look above. As a reminder, the latter had to slip us into the shoes of a soldier accompanying an Iraqi rebel. This single player campaign should be able to be played in multiplayer up to four.