Hell Let Loose: Vietnam has plenty of things that should make a Battlefield player feel comfortable. Huge battles, helicopters, patrol boats, explosions and dozens of soldiers fighting over the same piece of land are all present. Then you leave cover, hear a rifle shot from somewhere in the jungle and spend the next few seconds staring at the deployment screen.
Welcome to Vietnam. The new Hell Let Loose isn't trying to compete with Battlefield by becoming faster or more spectacular. Instead, it takes many familiar ingredients and uses them to create a much less forgiving kind of war.
The basic difference becomes obvious almost immediately. Individual skill matters in Hell Let Loose: Vietnam, but being good at shooters won't automatically make you useful. Knowing when to move, where your squad is attacking and what your commander actually wants can be more important than having perfect aim.
Death also arrives quickly. There are no long exchanges of gunfire where both players empty half a magazine while jumping around each other. A bad decision can end a ten-minute approach to an objective in seconds.
The jungle makes that even harsher. Dense vegetation and uneven terrain constantly hide enemy movement, so spotting a soldier before pulling the trigger becomes a skill of its own.
Vietnam introduces one of the most obvious ingredients of its setting: helicopters. For American forces, they provide transportation, supplies and fire support. A good pilot can rapidly move troops around the battlefield and help create an attack where the enemy wasn't expecting one.
But this isn't a personal highlight reel. Helicopters exist to support the wider battle, and using them effectively requires coordination with players on the ground. Meanwhile, North Vietnamese forces have their own answer through tunnel networks, which allow infantry to approach objectives in less predictable ways.
Both sides therefore play by noticeably different rules. One controls mobility from the sky. The other can make an apparently secure position considerably less secure from below.
That asymmetry works best when players actually talk to each other. Hell Let Loose has always relied heavily on communication between commanders, officers and individual squad members. Vietnam doesn't change that. If anything, the less predictable battlefield makes coordination even more important.
A squad sharing enemy positions and planning its movement can accomplish far more than several talented players running independently toward the nearest gunfire.
Without that communication, things become considerably messier. You walk. You hear gunfire. Someone asks where it came from. Nobody knows. You walk another twenty meters. Then you walk back from the spawn point.
Hell Let Loose: Vietnam isn't trying to convince every Battlefield or Call of Duty player to abandon their favorite shooter. Its slower pace and dependence on teamwork will frustrate anyone looking for constant action.
Even experienced FPS players have to accept that personal performance sometimes matters less than following a plan. For the right audience, that's precisely the attraction. Vietnam offers the helicopters, large battles and destruction associated with modern military shooters, then removes most of the power fantasy surrounding them.
You aren't the hero of the battle. Most of the time, you're one soldier trying to understand what on earth is happening in the trees. And if Hell Let Loose: Vietnam is working properly, someone on the other team is having exactly the same problem.
Opmerkingen