Agree with pretty much everything warbie says, but this is the kicker, everything SD have done with the genre since picking it up with ET, from ET:QW through Brink and now DB, has moved the game away from the “pure” teamwork mechanics that made RTCW so great, and whilst I can understand their reasoning for doing so (no-one’s going to pay money for a game that already exists, so new games by default have to be “different”) the thing is RTCW was 14 years ago, I suspect there are only a very few old-timers like me and warbie who even remember it from it’s heyday. A new game NOW based on RTCW would have been a viable proposition IMO.
I do get that maybe I’m looking at RTCW thru rose tinted glasses, but it was my first game, and I don’t remember needing my hand held in order to understand it or like it. Team work was forced, through simple mechanics like not having ammo racks and having to rely on a team-mate to provide it, like not having global health regen and having to rely on Medics to keep you alive, like having asynchronous spawn times so objectives weren’t simply meat-grinders and luck wasn’t the defining factor in who won the day.
I’ve said it before and I’ll say it again, it feels to me like SD are intent on re-inventing the wheel just for the hell of it, and DB is like a sophisticated suspension system they’ve come up with so they don’t have to use wheels that are round. Why? Why did they not take this opportunity, as a game they commissioned themselves, and originally intended to publish themselves, why did they not take this opportunity to take the genre back to where it began, and where it worked best, and start from there?
