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过去 2 周 0.0 小时 / 总时数 2,817.8 小时 (评测时 2,033.0 小时)
发布于:2020 年 3 月 3 日 上午 2:33

After 2,000 hours of this game, I finally feel able to properly give this game my opinion.

Gameplay

The shooting mechanics here are very realistic and are more relatable to Insurgency but faster paced. You have a primary and secondary gun, a limited tactical gadget, drones or cameras at your disposal, and a gadget unique to your operator that can play a big factor into how the round may turn out. The mechanics feel tight, enjoyable, and well balanced.

There are a ton of maps that are multi-level and destructible with many rooms and ways to move about. Anyone can learn to use a gun easily but the hardest thing to do in this game is learn the ins and outs of the maps, and this will make all the difference. Learning which walls are soft and which are hard, where hatches are, where the entrances and doorways are, where default cameras are located on the map, even which objects in the environment create audio like music from jukeboxes or beeps from metal detectors.. there's a ton here to understand beyond what good lines of sight are. For the most part, most of the maps are great and only a few I would call unsuitable to competitive play, which are thankfully not part of the ranked lineup.

Many military FPS games have matches under time limits with respawns or other game modes that are completely different in how they play split the player base to do whatever they want but Siege having strictly 3 game modes for competitive play with the same mechanics between each really keep the game uniform and the player base intact. This is objectively integral to the game and really excels here.

A big difference Siege has from other games is there is no actual downtime in match. Other games, when you die, you sit and wait to play again either by respawn or the next round if no respawning is enabled. Siege offers use of drones and cameras when you die so you can still support your team and provide valuable information. Information really is the name of the game and can turn the tide of any round in an instant from a single ping or audible footstep nearby.

When you go into ranked play, there is a heavy focus on outplaying and outsmarting your enemy through tactics. One of the special tactics in this mode is the ability to ban operators on attack and defense sides. This is done to be a detriment to your enemy's planned tactics so that you have an upper hand but they have the same ability to harm your tactics too. There is also more limited time in each round here. Ranked mode is well fleshed out and really shines as best around.

And terrorist hunt still exists I guess.

History

The multiplayer gaming scene has been rife with military FPS games left, right, and center for a long time now. Back in 2015 was when Call of Duty and Battlefield were the norm, those of us wanting a deeper tactical shooter were playing things like ARMA, Insurgency, and Rising Storm. While these more tactical games offered more versatility in gameplay and cooperative mechanics, they still lacked a certain polish that AAA games could put out. Even mechanically, the best we could hope for was Due Process to get past alpha and release as a full game eventually. Then Siege held an open beta where I was able to participate and I immediately saw the potential in the game, primarily because of the destructible environment and the tactics of choosing operators based on what unique abilities they can bring to a round. Even more than that, the inclusion of camera usage after a death was a huge factor that helped it stand out from other shooters given that even down time can be active and helpful to your team.

When it released in 2015, there were a number of problems and the lack of content at launch was definitely worrisome to the longevity of the game. As much I loved of it at the time, I was a bit scared no one else would find what I found in it and it was possible for it to have died within 6 months unless they made changes. Everything, even how awful the Uplay launcher back was in 2015, was out to make this game fail, but hard work and dedication from the developers was able to not only keep it alive but improve it beyond anyone's expectations.

Even the community was entirely unique in its space in the gaming industry. While Call of Duty and Battlefield were incredibly popular, they were rarely better than toxic cesspools. Siege harbored an oasis of players who were not only kind to new players and willing to teach but also incredibly creative in how to approach the game's mechanics and tactical maneuvers to catch the enemy off guard.

From early things like operator balance with Frost and Blackbeard, to adding better maps like Border and Coastline all the way to 2020 where we have base content like maps and operators getting reworked to a more acceptable state in the wake of more than triple the amount of starting content in update content now. We have Vulkan support, planned next gen console support, cosmetics that are mostly awesome, seasonal game modes, pick and ban to ranked play, incredible tournaments to watch.. there really is no end to the amount of great things we have and have coming in the future.

TL;DR
Where other games are playing checkers, Siege is playing Chess and Go at the same time.

It's incredible the trajectory a game like this has had and I feel entirely grateful the gaming community and the developers have put as much attention and faith into this experience as they have because they have all made the game worthy of its status. A game with a strong foundation can be built upon and repaired, and no other game has demonstrated how important that is than Siege. It will take time to learn and even more to be decent at but I would highly recommend to anyone to give it a go because its unlike anything else out there. Now, may you seige the day.
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