Insurgency: Sandstorm

I’ll never forget the screaming. We'd just locked down checkpoint C, a three-storey townhouse in a wartorn village, and the six of us had taken up positions guarding all windows and entry points, waiting for the counterattack. First a pregnant silence, then a racket of assault rifle bullets and panicked shouts. We were repelling them. The timer had almost expired. Then a squadmate threw a speculative incendiary grenade at a doorway, and the screaming started. The area was being contested, and the insurgent contesting it had just been set alight. The round ended with six of us watching in mute horror as he crawled, wailing, through the fire, into the hallway where he eventually expired. 

This unscripted moment from one of Insurgency Sandstorm's eight-player co-op matches against waves of AI forces really does speak of its qualities. Not just of the eerily convincing soundscapes it conjures, full of dialogue and terrifying reverberations, and not just of the inherent tension to its control point-based modes. It also demonstrates an ability to convey the ugliness and horror of modern military combat, without the need for overwrought scripted sequences as with Battlefield and Call of Duty. Not bad for a series that started life as a Half-Life 2 mod.

Sandstorm is equally brilliant as a co-op or competitive multiplayer game, offering competent large-scale 16v16 fights with vehicles but really excelling at tighter encounters on chokepoint-heavy maps with fewer combatants. The exact nature of the conflict you're fighting and dying for is non-specific but the reference points span Black Hawk Down to Zero Dark Thirty via The Hurt Locker—in other words, a patchwork of post-millennium war in the Middle East. Among the men in bomb vests sprinting at you and the RPG fire, what stands out in particular is that no one's playing the hero. 

I haven't played a multiplayer shooter as exciting as this for ages, and I'll be coaxing friends into its co-op mode for months to come

Instead, every player-controlled and AI soldier sounds terrified. They shout out when they spot an enemy, when they need to reload, or when an objective state has changed, but they never sound like they're relishing the fight like Call of Duty's psychopathic operatives do. They're bricking it, like any sensible person would do. I'd love to see the inner workings of Insurgency: Sandstorm's code so that I could understand how developers New World Interactive manage to trigger appropriate canned dialogue at just the right junctures. That said, they've probably got their hands full, what with this game releasing, so walking an imbecile through their complex systems maybe isn't the most sensible use of their time. 

Nevertheless, the game's unusually articulate soldiers have plenty of provocation to sound terrified in a given match, treated as they are to very few lulls in the action and bombarded by surprise attacks. Co-op consists of a series of checkpoint captures, in sequence, while AI attack each one in waves. Competitive modes, meanwhile, range from Hardpoint-like power struggles to traditional two or three point control scenarios. There's no attempt to reinvent the wheel that's turned at the centre of modern military online shooters, nor any great imperative to do so. Insurgency: Sandstorm just gets on with doing the fundamentals brilliantly.

Weapon behaviour takes a bit of getting used to, mind you. There's no extra layer of visual or sonic feedback for successfully shooting an opponent, so you're sometimes at a loss as to whether your long-range shots connected or not. The active reload mechanic is also sure to catch the new player out at least a dozen times, but these are concessions to realism that Insurgency Sandstorm absolutely convinces you are worth making. 

Eventually the absence of hit confirmations becomes something to actively enjoy, just like those moments you remember to lean around a corner and hit your mark. Here, more than anywhere except arguably ArmA, you can take tremendous pride in playing like a professional soldier and forgetting about K:D ratios.

If nits must be picked, it's the vehicles that stick out for their rough and ready implementation. I've had some great moments in the gunner seat of a converted pickup, true, but the vehicle handling itself and the extent to which map design actually accommodates them just isn't quite there. There's the lightest touch of jankiness reminding you this isn't a triple-A shooter, but it's only with vehicles that you feel the experience actually suffers for it.

Even with those creases, I haven't played a multiplayer shooter as exciting as this for ages, and I'll be coaxing friends into its co-op mode for months to come. I'll also try—and occasionally fail—to describe just how good it sounds from moment to moment to anyone who'll listen. See you at checkpoint C.

Update: This review has been updated to reflect the maximum co-op player count of eight, and that bullets do not self-replenish.

Grand Theft Auto V Legacy - contact@rockpapershotgun.com (John Walker)

Hey, remember the good old days? Those giddy times I like to think of as last week? When the Charts felt fresh and new, filled with potential, as if any interesting game could take a top spot? Well, forget all that because it’s all gone to shit again.

(more…)

Insurgency: Sandstorm - contact@rockpapershotgun.com (Matt Cox)

I don t know if I m cut out for this. It pains me to write that. I m RPS s shooty boy, the kid with the crosshairs. I chomp M4A1 rounds for breakfast. But an average round of Insurgency: Sandstorm tends to chew me up instead, then squat over me while informing me about my poor life choices.

I think I m having a good time?

(more…)

Insurgency: Sandstorm

Insurgency: Sandstorm launched yesterday, and I was just about to share that fact with you when, instead, I found myself hiding behind walls, sprinting between alleys and trying not to get shot as insurgents poured into courtyards under the cover of smoke. It’s a startlingly loud shooter, especially with headphones, and extremely stressful. I rather like it so far. 

Sandstorm has the air of a sim without getting too bogged down in the details. It feels authentic, even though it’s as brisk as an arcade shooter. Guns are hefty, mechanical bits of kit that take a while to reload; bullets are very, very lethal; and if you die, you can only respawn when your team captures a new objective. 

I died three times in the tutorial alone. I could pretend it was because I was distracted by a bee, but it’s December and all the bees are dead. I just got surprised. Enemies aren’t especially smart, but they’re very adept at appearing right where you aren’t looking, which is typically fatal. They love a smoke grenade, too, and will use them to quickly surround surprised soldiers.

My first mission went considerably better, backed up as I was by a large group of gun-toting chums rather than AI stand-ins. It was a brutal fight down a street-turned-warzone, surrounded by too many doorways and windows to cover. There was rarely a quiet moment, and while there were plenty of discrete, objective-based shootouts, the whole thing felt like one giant, terrifying battle. When the gunfire briefly relented, it usually meant a lot more of it was coming.

Fighting to objectives was wild, trying to make sense of the streets and open buildings all while trying not to get shot. Walking up to one door, I’d barely opened it before a shotgun blast filled me with holes. It’s full of surprises. I stopped opening doors so boldly after that. Allies started dropping off but the insurgents kept coming. It was trying to protect those objectives after capturing them when things got really hairy, though. With smoke everywhere, bullets from friends and foes cutting through everyone indiscriminately and enemies pouring out of every doorway, it can devolve into a mess very quickly.  

It looks fine but sounds incredible. It’s extremely loud, and the explosions and bullets—the din of battle—sound unnervingly close. It’s the audio, rather than the minimalist UI, that helps you make sense of the chaos, too. It’s a very chatty game, with both allies and enemies barking updates and orders, or just reacting. Positional VOIP is helpful, but the in-game audio does a brilliant job on its own. 

The 8-player co-op is probably where I’ll be staying for now, but there are also 16 vs 16 PvP modes. There’s a surprising amount of cosmetic customisation, too, and it’s available right out of the gate. Both factions, Security and Insurgents, get unique clobber to wear, ranging from flashy military gear to a regular hijab. As well as clothes and accessories, you can choose your gender and a few other physical traits. 

Insurgency: Sandstorm is out now.

Insurgency: Sandstorm - contact@rockpapershotgun.com (Dominic Tarason)

Joining the crowded ranks of tactical shooters set in the eternal desert war that has dominated this generation, Insurgency: Sandstorm is out now. New World Interactive’s team shooter aims to be realistic without being pointlessly fiddly. Realistic ballistics and some complex reloading mechanics are backed up by simple controls and twitchy, responsive movement. Plus, if you’re not into Counter-Strike or Battlefield-inspired competitive play (there’s maps for either scale), there’s a cooperative mode pitting a small squad against waves of AI grunts. The launch trailer lies below.

(more…)

Insurgency: Sandstorm - New World Interactive
We are releasing a patch today to address some issues and add some final polish for the launch of Insurgency: Sandstorm. A big thanks to everyone who participated in our alpha and beta tests. Your feedback was immensely helpful in the development process. Enjoy, and we'll see you in-game!

New Content
  • Added unlimited texture pool size option, which is necessary for those choosing to keep their textures loaded in memory. This should be used with caution and only on high spec machines with sufficient VRAM and system memory.
  • The "Bug Hunter" Tattoo has now been made available for pre-order players

Visual Improvements
  • Added first person deployed aim down sights transitions.
  • Updated Security Combat Glasses to be darker and less reflective.
  • Added new grenade sprint animation.
  • Updated jump and landing animations.

Bug Fixes
  • Fixed an issue where the updated Competitive Firefight rule set was not being applied correctly.
  • Fixed Competitive placement match counter displaying 0 matches completed.
  • Fixed an issue with the first person foregrip bipod on the M16A4.
  • Fixed an issue with the Play menu UI after returning to it from other menus.
  • Fixed an issue where the initial automatic benchmark was also being run on dedicated servers.
  • Fixed an issue where the Settings menu was not accessible from the Replay menu.
  • Fixed an issue where the Explosive Drone would occasionally not detonate if it could no longer path correctly.
  • Fixed an issue where certain particles would render over smoke particles.
  • Fixed various floating weapon issues on third person characters.

Gameplay Improvements
  • Added the Alpha AK to the Insurgent Competitive Assaulter class.
  • Updated +10 round extended magazines for FAL, G3A3, and Mk 17 Mod 0 to cost 2 supply instead of 1.

User Experience Improvements
  • Removed blurring from the post-match victory screen to allow visibility of players using VoIP.

AI Improvements
  • Updated AI driving logic to ensure they don’t drive too fast around dangerous corners and crash into walls.

Map Balance & Fixes

Farmhouse
  • Fixed terrain issue with river tunnel.
  • Cleaned up HLODs.

Refinery
  • Adjusted restricted area on Checkpoint Security B.
  • Moved cache E objective to a better protected location on Checkpoint Security.
  • Fixed broken counter-attack vehicle spawn on Checkpoint Security.
  • Fixed minor material issue.
Insurgency: Sandstorm - chaton


We're excited to announce that Insurgency: Sandstorm's full release will be available on PC today!

Prepare for battle with the new launch trailer, and then get online at 6pm CET/9am PST for your choice of co-op or competitive, large- or small-scale matches in this fictional, contemporary Middle Eastern conflict.
https://www.youtube.com/watch?v=nXQQDlTI89Q
Insurgency: Sandstorm is a game of team-based tactics and objective-oriented gameplay complete with player versus player, competitive matchmaking and co-operative game modes versus AI. Your soldier’s appearance, weapons, attachments, armor, and equipment are all up to you. Call in airstrikes, use vehicles with mounted weapons, and equip a wide range of specialist weaponry from grenades to drones to C4 explosives.

Prepare for a hardcore depiction of combat with deadly ballistics, light attack vehicles, destructive artillery, and unprecedented audio design putting the fear back into the genre. Death comes fast, ammunition must be carefully managed, and the environment must be tactically navigated at every step toward victory.



After months of closed beta testing for pre-order players and a successful Open Beta weekend, Insurgency: Sandstorm launches later today with an incredible amount of content for you to enjoy. Future updates will include new maps, vehicles, weapons, and more, all free of charge to avoid splitting the community.

We also invite you to read the latest blog by NWI CEO, Jeremy Blum where he discusses the future of Insurgency: Sandstorm and what you can look forward to as we continue to update the game!

We're excited to announce that Insurgency: Sandstorm's full release will be available on PC today online at 6pm CET/9am PST!

https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
Insurgency: Sandstorm - New World Interactive
We are releasing a patch to address some issues and perform some final polish to the game before release tomorrow.

New Content
  • Added a new “Ready Up” system for competitive matchmaking.
  • Added new player level icon for when surpassing level 999.
  • Added a new advanced video option “Keep Loaded Textures” which will prevent textures from de-loading. This option requires a lot of VRAM so should be used with caution and only on high tier machines.
  • Added new third person jump animations.
  • Added remaining Lesson video tutorials.
  • Added “Paper Plane” Tattoo for Security, and “Geometric A”, “Geometric B”, “Sword and Flowers” Tattoos for Insurgents.
Optimization
  • Improved hitching related to air support vehicles first spawning in.
  • Optimized eyebrow textures.
  • Optimized Insurgent pattern textures.
  • Optimized Security camo textures.
  • Optimized cosmetic ID textures.
  • Optimized Support Helicopter textures.
  • Optimized weapon LOD profiles with bone reductions.
  • Rebuilt all LODs for characters with proper bone LOD settings.
  • Rebuilt all LODs for all 3P weapons and weapon upgrades with proper bone LOD settings.
  • Optimized master materials and material instances.
  • Optimized vehicle textures and destroyed vehicle textures.
Visual Improvements
  • Player cosmetic loading will now begin in the Loadout menu and not at spawn. This should reduce cases of players initially spawning with missing cosmetics on slower HDDs.
  • Fixed visually illuminating foliage bug.
  • Improved consistency of normal scope experience across all weapons.
  • Updated soft padding glove cosmetic textures.
Bug Fixes
  • Potential fix to address the loss of input when transitioning between maps on dedicated servers.
  • Fixed an issue preventing the ready animations from playing on weapons fully.
  • Fixed an issue with the weapon not showing in the players hands in third person if equipped with an under barrel grenade launcher.
  • Fixed an issue where third person world models would not always show the correct attachments.
  • Fixed and issue where weapon attachments would not always show reliably in the Loadout menu.
  • Fixed an issue where the weapon model would occasionally disappear from the soldiers hands in the Class select menu.
  • Fixed an issue in the Tutorial Level where players could pick up the weapon instead of scavenging it as instructed.
  • Fixed an issue causing the third person vaulting animation to not always properly trigger.
  • Fixed an issue where a weapon model could be seen at the player’s feet when using an under barrel grenade launcher.
  • Fixed an issue where smoke grenades would trigger the Incoming Grenade VO response.
  • Fixed a localization overflow on the post match cosmetic badge UI element.
  • Fixed an issue with the Security gas mask texture.
  • Fixed an issue where smoke mortar projectiles would sometimes be left in the world after detonation.
  • Fixed improper player level colors in the scoreboard.
  • Fixed the round start music from playing during the Tutorial Level when you respawn.
  • Fixed an issue where fire support reminder and available lines would play during the Tutorial Level.
  • Fixed an issue where the Nvidia Highlights button would not be hidden in the game menu when set to to not activated.
  • Fixed a startup process for Nvidia Highlights which would prompt some users to give permission to Nvidia to record highlights.
  • Fixed an issue with the fire support indicator which would prevent it from showing under certain circumstances.
  • Fixed an issue where key action hints and Lesson hints would not show the correctly bound key if the user selected the alternative toggle or hold version of the default action.
  • Fixed a typo in the advanced video settings.
  • Fixed an issue causing foliage in certain maps to be overbright.
  • Fixed an issue where the vaulting prompt icon would not show.
  • Fixed multiple issue with the video setting menu in regards to resetting and saving behaviours.
  • Fixed a localization overflow issue with the matchmaking progress UI element.
Gameplay Improvements
  • Versus Firefight match length adjustments:
    • 4 rounds total.
    • Team swap every 2 rounds.
    • Win limit 3 rounds.
  • Reduced the number of fire support rounds fired for:
    • Explosive Artillery
    • Smoke Artillery
    • Chemical Mortars
    • Explosive Mortars
    • Smoke Mortars
    • Rocket Barrage
  • Reduced vehicle usage in Push to only spawn one vehicle at the start of the round, and another if the attacking team runs out of waves while still attacking the first objective.
  • Vehicle impact deaths should now trigger the gruesome death VO response.
  • Slightly increased overhand grenade throw range.
  • Lowered the density of glass to allow for easier bullet penetration.
  • Reduced vehicle glass health slightly.
  • Disallowed players to jump while priming and throwing grenades.
  • Smoothed out transitions for third person strafe animations.
AI Improvements
  • Bot “zeroing in” now begins when they start firing at their enemy, instead of when they first see an enemy. This fixes bots becoming too accurate too quickly, resulting in unfair and unpredictable deaths.
  • Increase accuracy of bots when they are “zeroed in”, ensuring they always kill a player they have been aiming at for long enough.
User Experience Improvements
  • Auto profile in the video setting menu should now be more accurate when suggesting video settings for the player.
  • Automatic benchmark should now run propery the first time the game is run.
  • Admin menu should now list the correct map names.
  • Updated the server browser caution message to better inform players of differing experience when playing on unofficial servers.
  • Updated translations for all supported languages with various bug fixes and improvements to the localization.
Map Balance & Fixes

Hideout
  • Reduced memory footprint for loading static meshes.
  • Fixed players able to hide in some large scatter rocks on Push Security A.
  • Smoothed out bot navigation.
  • Increased number of bot cover positions to eliminate potential AI spawn issues.
Farmhouse
  • Reduced memory footprint for loading static meshes.
  • Fixed spawn camping issues on Security Firefight West spawn.
  • Restricted access for an out of bounds area.
  • Adjusted vehicle insertion path on Checkpoint Insurgents.
  • Fixed several minor issues.
Refinery
  • Reduced memory footprint for loading static meshes.
  • Fixed fence materials.
  • Fixed an issue where the player had to jump at the top of the stairs.
Summit
  • Reduced memory footprint for loading static meshes.
  • Adjusted Push Insurgents and Push Security restricted areas.
  • Reduced particles on the main Market street to address performance issues.
  • Smoothed out bot navigation.
  • Adjusted insertion vehicle path on Checkpoint Insurgents.
Precinct
  • Reduced memory footprint for loading static meshes
  • Fixed a bug where player could vault through an awning.
  • Fixed a restricted area so players won’t think it is a flank on Push Insurgents.
  • Adjusted restricted areas in Firefight East, Push Insurgents, Push Security, and Skirmish.
  • Fixed several minor issues.
Crossing
  • Reduced memory footprint for loading static meshes.
  • Fixed an issue with a supply cache on Checkpoint Insurgents.
Insurgency: Sandstorm - Jonny-Higgins

Hi everyone,

We would like to thank you all for joining us last weekend for our open beta test. Our team have been busy scouring the forums and listening to in-game feedback from the hundreds of thousands of you who joined us over the weekend. We learned a lot of valuable information to help us improve the game ahead of our launch on Wednesday.

The open beta is now over, however, if you enjoyed our experience you can continue playing Insurgency: Sandstorm right up until release by pre-ordering the game. Pre-ordering will grant you a 10% discount on the full retail price or a 20% discount via our loyalty deal for owners of the original ‘Insurgency’. Note that the Loyalty Discount does not stack with other promotions. Pre-ordering will also grant you an exclusive in-game “Bug Hunter” forearm tattoo for both the Security and Insurgent factions. Those of you who stuck with us during the pre-order beta have helped us in a big way in the hunt for bugs, and we think it’s fitting to recognize that.

(click to expand)

https://store.steampowered.com/app/581320/Insurgency_Sandstorm/

Wednesday’s launch is just the beginning. We are committed to continuing to iterate and improve on the Insurgency experience for years to come. You can see a sneak preview of some of the cool features and content we plan to add post-release in our recent blog post “The Insurgency legacy continues” by New World Interactive's CEO and founder Jeremy Blum. You can also follow our team's progression and updates by adding Insurgency: Sandstorm to your Steam Wishlist.

We've got a lot of exciting things planned for launch, and we look forward to seeing you in the servers on launch this Wednesday!

Insurgency: Sandstorm - contact@rockpapershotgun.com (Dominic Tarason)

Gritty tactical team shooter Insurgency: Sandstorm launches next week. New World Interactive’s dusty game of desert warfare – both competitive and co-op – arrives on Wednesday, December 12th. Those wanting to sample its buffet of harrowing desert war scenarios can try it free right now – currently live and running until 5pm GMT on Monday, the current beta build is open to all, accompanied by a major update detailed here. There’s a new map, an offline training level, improved character models and some major optimisations. Below, a video explaining its many modes.

(more…)

...