1
Products
reviewed
620
Products
in account

Recent reviews by divinitydoe

Showing 1-1 of 1 entries
2 people found this review helpful
1,202.6 hrs on record (679.9 hrs at review time)
I had participated in the Six Siege closed beta and saw potential in the game when I had played it then, but wasn't able to actually pick up the game until the Starter Edition went on limited release at the turn of Year 1 Season 2: Dust Line.

I played for about a month before convincing my brothers to pick it up and shortly some of my friends there after, at that time, I was still pretty new to the game, I had definitely played a fair bit, logging over 100 hours at that point, but that's just the thing, I felt and told the people I was introducing to the game that I felt that at 100 hours of playtime in Siege, I was just starting to break into it.

I am an individual that loves depth in design and in systems, and while at the surface level Siege seems like a class based shooter with destruction elements, trying to express just how core those destruction elements are is a bit difficult. It seems simple enough, any wood or drywall surface can be destroyed and attack operators have a number of tools to assist in the destruction of these surfaces. On the flip side, defense operators get limited metal reinforcements that turn a breakable wall into a harder to breach metal reinforced wall, but like I said, these are only walls, so any floor or cieling that is made of a breakable material can also be torn down and shot through, as well as kill holes and long angles that can be held by attackers from outside.

One of the things I love most is thinking about the map throughout the course of a round, first 45 seconds of the round is prep phase, where attackers roam around on camera drones for intel, and the defenders set up their reinforcements and equipment, the action phase begins, where defenders are revealed to all if outside for more than 3 seconds, and attackers first make their approach and entry into the building and push up, roamers often around trying to make picks in the early phases. After the round ends and objective has been pushed on or driven away, what you have left is a map that tells a story, from every wall blown by a breach charge to every bullet hole sprayed into cover, it often feels to me like I could walk through a map after a round I wasn't a part of and still make pretty accurate predictions as to what went on.

The sound design which I have to mention because it is absolutely crucial to the game, from directional sound, to unique equipment place sounds (For everyone that gets clustered all day), discerning armor class by step pitch, down to my favorite, hearing someone place a charge on the other end of the metal wall you're camping and shocking it off with a battery. Everything makes a sounds in Siege, for you and the enemy and everyone can hear it, when you switch to drone, when you reload, when you pin a frag, when you crouch, anyone close enough can hear and most walls are destructable, this can make getting into the game initially frustrating because you'll find yourself getting wallbanged fairly commonly, but that usually comes down to learning to play around sounds.

To this day any time I play Siege I feel like I'm unlocking new information to use about how to best utilize each map, Siege certainly isn't a game for everyone, but if you really like to sink your teeth into a game, pick up the starter edition, and give it a whirl.

P.S. Ubi please make compass persist during death so I can make quicker directional callouts thank.
Posted 11 May, 2017. Last edited 29 May, 2017.
Was this review helpful? Yes No Funny Award
Showing 1-1 of 1 entries