I like tangible
weapon upgrade systems like this, but it felt very limiting; although there are a variety of upgrades available (such as rate of fire, ammo capacity, duration of effects, greater damage, or increased drop - rate of bolts, raritanium, or holocards), only three of these types of upgrade can be applied to each weapon.
Not exact matches
Instead of opting for a loot box
system like in Overwatch, where players spend real money to unlock virtual cosmetic items, EA's plans were to allow players to purchase
weapons and
upgrades that would give players a huge advantage over their competition.
«We have listened closely to our fans and have evolved the multiplayer in Crysis 3 by adding a host of new gameplay features including the unique Hunter mode, deadly new
weapons like the Predator bow, deeper loadout and unlock options, enhanced
upgrade systems and more social features
like the New York Feed.
The game builds on the perks
system that rewards you for things
like stealth kills and explosions, and goes a step further by letting you
upgrade your
weapons this time around.
Thankfully, Capcom decided to take the series in a fresh new direction, removing the cheesy dialogue, tank -
like controls, zombies, and awful inventory
system so they could make room for intense action sequences, interactive cutscenes, an over-the-shoulder perspective,
weapon upgrading, and, of course, Los Ganados.
Mechanically, that's most felt in the game's streamlined progression
system, which trades out the crafting,
upgrade trees, and a traditional XP
system for a «challenge» based structure that rewards you with perk points whenever you complete certain tasks,
like completing the aforementioned «stashes,» racking up kills with a specific type of
weapon, traveling a couple of kilometers in the wingsuit, or completing stages in the game's «Far Cry Arcade» mode (which offers both traditional multiplayer and a level creator that functions as a sort of Mario Maker for Far Cry levels.)
We'll have a full write up of our hands - on with EndWar and its voice control
system later this week, but in the meantime you might
like to know more about the factions and how their various
weapons and
upgrades stack up.
The ability to synthesize new
weapons theoretically adds a lot of replay value, but this
system is so poorly explained and new
weapons seem
like such incremental
upgrades, that there's not much reason to keep playing for new
weapons alone.