In the end, any gameplay instance that isn't shared with other
human opponents feels like a stopgap to a main attraction that likely won't happen often enough for most.
Not exact matches
We understand that we need to spend more time with Joanna, Beetee, Wiress and Finnick, but reducing their
human opponents to «the brother and sister team» and «the one with the sharpened teeth» among a cavalcade of undifferentiated others
feels like a trick missed.
Mind you, it's much harder on a
human opponent, but it's not impossible — again only amping up that
feeling of accomplishment.
While I've not had any time during pre-release to play online against
human opponents — my battles have been mainly against normal or higher AI in arcade, versus and story mode — I
feel confident that I can at least make other players work for their wins.
Such unpredictability can
feel like cheating when it benefits AI
opponents, which is why it's best enjoyed with at least one other
human player.
That
feeling you get when you start a 1v1 duel and, from the very beginning of the fight, both you and your
human opponent slowly walk towards each other instead of madly sprinting at each other.
There was no opportunity to connect to a match before release, and while I imagine the gunplay would be more interesting against
human opponents, I can't see it redeeming the lifelessly by - the - numbers
feel of the rest of the package.
Those who
feel they've practiced enough can push themselves to the limit against
human opponents either via local pass - and - play or a World League system that seamlessly pits you against multiple challengers around the world to increase your position on a global ladder.
Grunt kills are similar to the sensation of a player
feeling proficient at a FPS» single player campaign but overwhelmed by the unpredictability of
human opponents in multiplayer.