Ready or Not - The 2nd video game to let you flash bang a small child

Unlikely. Game Journos played their hand too early, complaining about a mission not even out yet. Any sort of brigading they do from here on will be on deaf ears. If they had enough support they could've caused enough backlash to cause Steam to step in.

Steam is a private company and less likely going to give a fuck unless it is a genuine PR disaster given their open approach to porn games and even allowing darker rape games to be published by Kagura Games and now Dlsite. Given RoN's current surging status on Steam they will view the game as too valuable to demand changes to the game no matter what some journalist said.

Remember Void already cut ties with a publisher since publishers don't want to hold liability. It's when the risk of losing a distributor that worries a dev since you are one bad day away from losing your bank account to moral busybodies
 
Steam is a private company and less likely going to give a fuck unless it is a genuine PR disaster given their open approach to porn games and even allowing darker rape games to be published by Kagura Games and now Dlsite. Given RoN's current surging status on Steam they will view the game as too valuable to demand changes to the game no matter what some journalist said.

Remember Void already cut ties with a publisher since publishers don't want to hold liability. It's when the risk of losing a distributor that worries a dev since you are one bad day away from losing your bank account to moral busybodies
Then the secret way forwards is to get in touch with The Daily Mail and let them know that Gabe (fat) allows loli, pedo, rape porn games to be sold on his platform.
 
Then the secret way forwards is to get in touch with The Daily Mail and let them know that Gabe (fat) allows loli, pedo, rape porn games to be sold on his platform.

I have seen people bring this up and got Downvoted on social media, they are not going anywhere. Even if Daily Dot brings it up, they are still a private company and make their own financial decision that won't be swayed by a bunch of oily geezers more concerned with their hedge funds than investing in businesses
 
Steam isn't going to demand content be removed unless the devs add in a sandy hook level with ultra realistic gore , steam only really gives a shit about troll games and actual illegal content.
Well, there has been that game where you play as a school shooter and it was an obvious troll game. I do believe that steam eventually stepped in and removed it, despite game journalists wagging their fingers at steam for not stepping in faster.
 
Well, there has been that game where you play as a school shooter and it was an obvious troll game. I do believe that steam eventually stepped in and removed it, despite game journalists wagging their fingers at steam for not stepping in faster.
That was a bit more than just a troll game , the dev was a known scammer who had been banned before , so it was mainly about ban evasion.
 
Double posting but that post was made last year.
Devs posted a steam community post about the January. Link
Update will go out first to Supporter edition buyers on their testing branch , and after they iron out most of the bugs it will release onto the main branch , so the January update may very well be a February update for us basic edition buyers.
 
I have seen people bring this up and got Downvoted on social media, they are not going anywhere. Even if Daily Dot brings it up, they are still a private company and make their own financial decision that won't be swayed by a bunch of oily geezers more concerned with their hedge funds than investing in businesses
Probably because most of these people are also coomers and dont their favourite h games getting pulled
 
Been playing the shit out of this lately and compiled some thoughts on the game.

Weapons
Recoil feels weird across the board. Shooting on automatic IRL is more controllable because you can pull the gun closer to your torso and direct the recoil into your center mass, where that energy has more room to dissipate. I don't know if attachments do anything quite yet, if not that's no big deal, but for the most part the assault rifles should have similar recoil "kick" and a near similar pattern. The M4A1 in game and the SR-16 have similar barrel lengths and the same direct impingement gas system and fire identical ammunition. They should have near identical recoil before attachments are taken into account. The 416 ought be extremely similar as well. The SBR-300, in 300 Blackout, should be a little bit more recoil shot per shot, but not incredibly much because 300 black was designed to not kick that much harder than 5.56. The SA-58 obviously ought to kick like a mule, being a short barreled FN FAL and holy goddamn shit does 7.62 kick out of a short barrel. Additionally, most of the assault rifles support 3 round burst fire modes and I believe the H&K offers a trigger group for the 416 that is semi/burst/full for police/military purchase.

There's a lot of people in the official discord doing the "I played SWAT 4 and know an M4A1 will have recoil that can't be controlled on full auto" routine, and 5.56 isn't really that uncontrollable in my experience. The guy that showed me to shoot, when I asked him about the recoil, showed the light recoil of the M4A1 by magdumping from his crotch. Unless you are a stick armed weakling, or perhaps that one guy from Polygon, you can control a 5.56 on auto.

Submachine guns would benefit from having burst fire modes to capitalize on their low recoil impulse and I believe H&K and SIG offer S/B/A trigger groups for LE/military purchasers. Otherwise the SMGs feel pretty nice. Maybe ammo options for FMJ or JHP ammo to better deal with situations at hand. The car dealership level has dudes in soft body armor that just ignore SMG rounds, so being able to use JHPs to defeat them would be nice.

Shotguns need differentiation. There's no reason to take the 870 over the M4 because they have identical capacities, identical attachments, and the same ammo but one can be fired on semi. Why take the pump? Ammo options like slugs or low power for suppressed use would be my suggestion to give the 870 a reason to live. Attachment options need to be a thing for shotguns. Right now the only options that matter are either a spread choke that, counterintuitively, increases pellet spread and a muzzle brake that reduces recoil. A real choke that tightens spread, big suppressor cans, etc feel needed to give shotguns a reason to exist. Their big saving grace is that the health system is very similar to CoDs in that repeated hits anywhere on the body can kill things, even if the hits are non fatal. This means shotguns are ridiculously lethal to everything because catching even half the pellets on target will drop most anything.

Armor
Body armor needs looking at. The armor we wear is of the correct thickness to be either Level 3+ or 4 plates on front and back. As is, suspects with 9mm pistols can double tap our armor and finish us off in under a second, despite this armor being rated to resist current generation M855A1 rounds. Even armor pauldrons, once exclusively soft armor, are increasingly being fitted with ceramic or steel inserts. Either body armor needs to behave authentically, in that it no sells things it's rated to resist, or we need to be given Level 3A soft armor instead like a beat or school cop. A Makarov cannot, repeat cannot, breach the body armor we wear, or the 3A ballistic Ops Core helmets we wear. This kind of armor is why stuff like M995 AP rounds exist. As is, the overwhelming majority of the criminals in game use 9mms. A small handful use P90s and MP5s. A couple I've seen use assault rifles and a precious few have RPDs (!) in bigger maps. It feels a bit weird to see a suspect with a Makarov or a Tec-9 or something to that effect kill someone wearing body armor designed to resist green tip ammo. The P90s and ARs and RPDs are all nicely dangerous, but it sort of deflates the tension when a nignog with a Tec-9 is equally as dangerous to my body armor as a skinhead with an RPD. It's consistently inconsistent and it deflates a lot of the tension of the game. Dudes with handguns are a SWAT team's breakfast, for lack of a better term, and carelessness should be the big killer dealing with dudes using 9mm.

AI
This is the thorny one. The AI varies wildly between drunken comedy buddy cop movie and T-800, sometimes in the same AI. There needs to be a larger gradient between detection and reaction and the AI's knowledge of player position needs to be nerfed a bit. If they detect you, even if you're completely unmoving through a wall, they can reliably wallbang you with clean headshots and they'll follow your movement through solid objects. Either the AI detects where we are based on what we see (if we see a specific part of a wall, the AI extrapolates where we are based on that) or it's being fed information from the game engine once they change state from passive to combat. This makes them inconsistent even among their "factions" and it makes them extremely lethal once they detect the player. It also makes it frustrating as a player to get absolutely demolished by an AI in a split second when they wallbang the entire team with headshots even with no feasible way of knowing where we are. There's also an interesting habit I've noticed in the AI where they will flee from direct confrontation to run a loop around the map and flank you. With no way for the player to run, this is something of an issue. There's also animation issues with the AI, where they'll just stop all animations but still move and shoot. I had one literally rotate like a pillar with gun clutched to his chest and double tap me with a shotgun without actually moving. I'm not sure if the animations are a latency issue, but I have seen them do this as client and as host so I don't think it's networking related.

Maps
Some of the maps feel too large for a 4 man team to feasibly be expected to be responsible for securing. Hotel feels like one of those maps where there would feasibly be more than one SWAT team on scene at a time to cover that much space. AI spawns and placements feel like they could be diversified a bit or you have this situation where you can go into a map and be like "oh the AI spawns here and they patrol there" etc. If this game is meant to be infinitely replayable then these need to be diversified. I'd probably also adjust some of the lighting. Most of the maps don't feel like they need NVs and the one or two that does still isn't that dark. Taking some inspiration from The Forest where night is not just dark, but actually black would work nicely. This could also pair with something like an IR flashlight instead of an IR laser. Most of the maps would benefit a bit from better lighting. RoN does the invisible light thing a lot of other games do, so some places are lit oddly. It makes some maps, like the Farm, feel really inconsistent. But the placement of invisible lighting is also really well done in some maps and adds to the atmosphere.
 
(Can't reply directly for some reason)
Some of the maps feel too large for a 4 man team to feasibly be expected to be responsible for securing. Hotel feels like one of those maps where there would feasibly be more than one SWAT team on scene at a time to cover that much space
Realistically, any SWAT operation would have more than just 5 people. For the most part, the outside entrance area would be a non-issue for the team since there'd be a line of police holding the perimeter (in other words, you wouldn't have to be re-clearing the front and back entrances of the Gas Station level). Raids would also be done with a sizable enough team that you wouldn't have to constantly be "leaving doors for later." And in larger operations with multiple buildings or floors, you'd probably have several teams conducing the raids. Hell, street cops dealing with a single druggie with a knife usually have more than 5 officers on scene. For the most part, I can forgive RoN for this. It's a game, and it wouldn't be as fun if you only had to clear one or two rooms.

The size of Hotel is fine IMO. The map feels controllable enough that it's fine to play. I think the bigger problem in terms of size is the warehouses map. You have one massive multi-story building that could probably be a map unto itself, but then you have several other two-story warehouse buildings and several outdoor lots to clear after that. It's overwhelming as fuck.
 
The biggest issue i see with RoN's weapon selection is that fact its all unlocked from the get go, issues, like the fact the 870 exists alongside the M4, would be fixed if you had a career mode where you unlocked weapons as you went.
 
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The biggest issue i see with RoN's weapon selection is that fact its all unlocked from the get go, issues, like the fact the 870 exists alongside the M4, would be fixed if you had a career mode where you unlocked weapons as you went.
On the face of it this would seem like a good idea but it also really only works if guns have specific bonuses or advantages over others. If you start with the M4A1, then the next rifle up would need to have some benefit over the M4 to justify working towards it. I don't know how good that would feel in game since the guns are already fairly similar.
 
Locking guns isn't in the spirit of these games. The issue is they've just not been very well fleshed out so far.
 
On the face of it this would seem like a good idea but it also really only works if guns have specific bonuses or advantages over others. If you start with the M4A1, then the next rifle up would need to have some benefit over the M4 to justify working towards it. I don't know how good that would feel in game since the guns are already fairly similar.
Im talking swat 4 career , where you unlock gadgets as you go , i think swat 4 career could work well
 
Locking guns isn't in the spirit of these games. The issue is they've just not been very well fleshed out so far.
I think the guns are mostly fine as is. I don't want this to be like Call of Duty where spergs obsess over what guns and attachments are meta. It's better if people can just run whatever tickles their fancy as long as it's reasonably appropriate for the mission.
 
I think the guns are mostly fine as is. I don't want this to be like Call of Duty where spergs obsess over what guns and attachments are meta. It's better if people can just run whatever tickles their fancy as long as it's reasonably appropriate for the mission.
I agree. By fleshed out I just meant feels distinctive, has different ammo choices, etc. One of the coolest things about OG Rainbow Six all the way back in 1998 was I could choose what kind of ammo to load my gun with.
 
Is it worth getting in its current state?
Strictly speaking, no. You're not going to get that much playtime out of the 40 dollar purchase unless you really like retrying missions to optimize them. If you're fine with that and really want a shiny new tactical shooter to play, then go ahead.
 
(Can't reply directly for some reason)

Realistically, any SWAT operation would have more than just 5 people. For the most part, the outside entrance area would be a non-issue for the team since there'd be a line of police holding the perimeter (in other words, you wouldn't have to be re-clearing the front and back entrances of the Gas Station level). Raids would also be done with a sizable enough team that you wouldn't have to constantly be "leaving doors for later." And in larger operations with multiple buildings or floors, you'd probably have several teams conducing the raids. Hell, street cops dealing with a single druggie with a knife usually have more than 5 officers on scene. For the most part, I can forgive RoN for this. It's a game, and it wouldn't be as fun if you only had to clear one or two rooms.

The size of Hotel is fine IMO. The map feels controllable enough that it's fine to play. I think the bigger problem in terms of size is the warehouses map. You have one massive multi-story building that could probably be a map unto itself, but then you have several other two-story warehouse buildings and several outdoor lots to clear after that. It's overwhelming as fuck.
We once had the ability to do 8 man teams in Co-Op, but saying anything else breaks NDA. It could be just they want to do work on the servers before putting that up again.
 
We once had the ability to do 8 man teams in Co-Op, but saying anything else breaks NDA. It could be just they want to do work on the servers before putting that up again.
You really think they're going to track you from KF for breaking their NDA on a indie game?

Unless you're one of those geniuses that use the same screen name everywhere.
 
You really think they're going to track you from KF for breaking their NDA on a indie game?

Unless you're one of those geniuses that use the same screen name everywhere.
I like the game enough not to break NDA, simple as. The Devs were good to us (after they dropped their shitty multiplayer siege-like alpha) so It's only fair to return the favor.
 
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