The development team went so far as to have all three enemy factions speaking the proper and native tongue. Al Qaeda speaks Gulf Arabic, Taliban speaks Pashto and Chechen insurgents speak Chechen.
The single player has local destruction but not full destruction. Hang around cover too long and you’ll find out how local the destruction can be but you won’t be mowing down everything and anything you see. It was a natural feel and balance.
The hit box isn’t one big block, you can shoot through an enemy’s legs and miss or under an extended arm.
I asked the question, does the suns position impact the AI accuracy and enemy detection and was pleasantly answered ‘yes it does’. This means tactical players can work to keep the sun at their back to improve odds of success in mission. When I asked this question I was also told that while bright light will impair detection and accuracy, dark does as well. AI in a dark room startled by fire will ‘blind fire’ in fear.
Night mission through the mountains of Afghanistan.
Lance informs us that the game is setup to render at 30 frames per second and while some murmur about ‘other’ games 60+ frames Lance quickly qualifies his 30 fps with the statement that they opted for a lower frame rate that allowed twice the amount of textures as those other titles. This gave the team the ability to give the environment the depth, grit and realism that this reboot was looking to make a signature for visual impact.
The game is rendered on the primary platform (PS3) at 1080p and looks amazing, the details in the little things are what kept catching our eye throughout the play testing from environment to weapons, clothing and textures.
There will be blood! It appears realistic and that is your identification that shots are making hits on target in addition to the physics but don’t expect pools of blood all over. MOH has a standard that it would like to carry through which leads to the next point.