- Joined
- Mar 12, 2009
- Messages
- 668
This game is still in it's alpha stages but it is just mind-blowing how impressive this game is. It is completely realistic, short of actually being shot in real life. There isn't a huge amount of people playing due to it being released recently so if we can get some people playing it, not only would it help them but it may be a great thing for eGO. I personally think this game is worth a lot of attention so check it out.
Here is a link to the direct download site:
http://www.resistanceandliberation.com/downloads
Here is a synapsis from the creators of it:
Author: Blackened Interactive
The goal of Resistance and Liberation is to realistically portray the events
and actions taken by the 82nd Airborne during their stay in Normandy. Our
initial release will follow the regiments through a campaign that mimics that
followed by the men themselves. The campaign will begin with players dropping
into Normandy in the early hours of June 6th, with the ultimate objective of
capturing the town of Sainte-Mere-Eglise. From there subsiquent maps will
include missions based on locations such as Montebourg Station, La Fiere,
Carentan, and other key areas.
Our approach in recreating such events is quite different than that of most
standard first person games. The principal of our focus is on realism. The
realism we are referring to is beyond that of Counter-Strike or Day of Defeat.
Our initial release will feature several items listed below:
* No crosshair
* No HUD
* No death messages
* Revised score display
* An advanced damage system
For future releases we plan to add:
* Weight and intertia added to weaponry
* Full balistics added to weaponry
Now we'll explain the above details a little further. We'll start with the
crosshair.
No Crosshair
The idea here is for the player to familiarize themselves with their weapon.
Each weapon will have three positions of use. First you have the "shoulder"
position. This will be your typical position of the weapon while moving at a
steady pace. About the only effective use of this position would be for extreme
close quarters combat, or covering fire on an enemy position.
The following 2 positions are both supposed to be ?iron sights? positions. The
first one will still allow the player to move the weapon around with freeaim but
will keep a distance between the iron sights and the player's eye. The second
one will bring the iron sights very close to the players eye but tie the weapon
to the player's view. This position does not feature free aim.
No HUD
Probably a first for games these days, RnL will not include a HUD in first
person perspective. Instead, all details normally accounted for in the HUD will
presented in individual and unique ways. For example, instead of having a
compass or directional locator, a player may have to communicate with an NCO,
who will carry a map, to determine their current location.
No Death Messages
To further extend the realism of RnL servers will no longer display the typical
death message associate with today's first person shooters. Players will need to
re-think their tactics when assaulting an enemy location. They will need to play
with more caution, considering a player could have gone prone or only been
slightly damaged by an attacking player.
Revised Score Display
We're going to the extreme here and taking out a scoreboard. Instead, players
will be shown a recap of the map objectives and which force was victorious. The
idea here is to promote more teamplay. Players shouldn't be focused on who got
the most kills, but how their team is performing as a whole. As a member of an
Airborne unit, your personal objective is to assist in the unit's objective.
An advanced damage system
Depending on engine limitations, we're hoping to expand damage into a per poly
hit detection system. It would allow us to create more specified locations that
would produce varying amounts of damage effects to a player. Both his physical
and mental health will be taken into effect.
Weight and Inertia added to weaponry
Continuing from the aiming positions, each weapon will have a weight and
intertia property assigned to them. What this means is that a soldier carrying a
light sub-machine gun will have much great turning and aiming ability than
another soldier carrying a much heavier weapon, such as an MG42. By implementing
these properties, sub-machine guns will have the close combat advantage that
they rarely have in other games. As well, riflemen will have a much more
difficult time slinging around their weapon than a soldier carrying a lighter
gun.
Full Ballistics added to weaponry
A complete ballistics system will be implemented for all weapons. Bullet
calibur, rate of fire, velocity, bullet drop, etc will all be taken into
account. The goal is for each weapon to behave according to its real world
counter-part. Players who take the time to learn their weapon, it's
characteristics, and it's behaviors will have a significant advantage over
others in combat.
Here is a link to the direct download site:
http://www.resistanceandliberation.com/downloads
Here is a synapsis from the creators of it:
Author: Blackened Interactive
The goal of Resistance and Liberation is to realistically portray the events
and actions taken by the 82nd Airborne during their stay in Normandy. Our
initial release will follow the regiments through a campaign that mimics that
followed by the men themselves. The campaign will begin with players dropping
into Normandy in the early hours of June 6th, with the ultimate objective of
capturing the town of Sainte-Mere-Eglise. From there subsiquent maps will
include missions based on locations such as Montebourg Station, La Fiere,
Carentan, and other key areas.
Our approach in recreating such events is quite different than that of most
standard first person games. The principal of our focus is on realism. The
realism we are referring to is beyond that of Counter-Strike or Day of Defeat.
Our initial release will feature several items listed below:
* No crosshair
* No HUD
* No death messages
* Revised score display
* An advanced damage system
For future releases we plan to add:
* Weight and intertia added to weaponry
* Full balistics added to weaponry
Now we'll explain the above details a little further. We'll start with the
crosshair.
No Crosshair
The idea here is for the player to familiarize themselves with their weapon.
Each weapon will have three positions of use. First you have the "shoulder"
position. This will be your typical position of the weapon while moving at a
steady pace. About the only effective use of this position would be for extreme
close quarters combat, or covering fire on an enemy position.
The following 2 positions are both supposed to be ?iron sights? positions. The
first one will still allow the player to move the weapon around with freeaim but
will keep a distance between the iron sights and the player's eye. The second
one will bring the iron sights very close to the players eye but tie the weapon
to the player's view. This position does not feature free aim.
No HUD
Probably a first for games these days, RnL will not include a HUD in first
person perspective. Instead, all details normally accounted for in the HUD will
presented in individual and unique ways. For example, instead of having a
compass or directional locator, a player may have to communicate with an NCO,
who will carry a map, to determine their current location.
No Death Messages
To further extend the realism of RnL servers will no longer display the typical
death message associate with today's first person shooters. Players will need to
re-think their tactics when assaulting an enemy location. They will need to play
with more caution, considering a player could have gone prone or only been
slightly damaged by an attacking player.
Revised Score Display
We're going to the extreme here and taking out a scoreboard. Instead, players
will be shown a recap of the map objectives and which force was victorious. The
idea here is to promote more teamplay. Players shouldn't be focused on who got
the most kills, but how their team is performing as a whole. As a member of an
Airborne unit, your personal objective is to assist in the unit's objective.
An advanced damage system
Depending on engine limitations, we're hoping to expand damage into a per poly
hit detection system. It would allow us to create more specified locations that
would produce varying amounts of damage effects to a player. Both his physical
and mental health will be taken into effect.
Weight and Inertia added to weaponry
Continuing from the aiming positions, each weapon will have a weight and
intertia property assigned to them. What this means is that a soldier carrying a
light sub-machine gun will have much great turning and aiming ability than
another soldier carrying a much heavier weapon, such as an MG42. By implementing
these properties, sub-machine guns will have the close combat advantage that
they rarely have in other games. As well, riflemen will have a much more
difficult time slinging around their weapon than a soldier carrying a lighter
gun.
Full Ballistics added to weaponry
A complete ballistics system will be implemented for all weapons. Bullet
calibur, rate of fire, velocity, bullet drop, etc will all be taken into
account. The goal is for each weapon to behave according to its real world
counter-part. Players who take the time to learn their weapon, it's
characteristics, and it's behaviors will have a significant advantage over
others in combat.









I was all hyped up for this too lol.






