chirp chirp KAWWW chirp chirp
rustle rustle KILL HIM
brrrrt brrrrt brrt
This is what R:R sounds like with its current sound design.
I can also not quite understand what made you keep the default GG heartbeat sound in the game.
But first I like to mention some positive aspects of the game.
Now I like the approach to the game. Its an FPS that drops you into a map with a set of objectives you'll have to make. It gives you a map for easy navigation and orientation and your tasks are usually the most basic (collect a laptop, kill an enemy, reach the extraction point). Even so, the game still provides you with waypoints once you are close to an objective so you seriously can not get lost.
The environments are sparce and spartan. You will see some shrubbery, the occasional tree and mostly vacant industrial types buildings to traverse. Now, usually these look pretty on point with the exception of some ruins/construction sites in the first level that look very much like assets stacked on top of each other and not like proper structures. Other than that, the game can have some visually pleasing levels. You will se a little town and some industrial/military base type areas. these are competently made but lack detail, especially if you enter a building. Solar also converted some decent unity 3d models and made some of his own media which is a welcome sight. To this date I dont understand why this is so rarely done even in decent GG projects. But alas, props to solar for taking the time!
However, my main issue with R:R is not that its simple, I welcome that as it makes it far easier to develop a good game than trying to implement all kinds of features, its more that the core elements of the game are extremely rough around the edges.
The enemies have your usual GG AI, and that together with the rapid fire hit scanning, every enemy having the same "KILL HIM!!" line when they spot you and the little reaction time you get makes combat more a chore than fun to play. this, for an fps, is a bad sign.
The guns are EAI's classic work and those have legendary status for a reason. However, there are some additions here that seem out of place and awkward. The running animation for the AK makes it seem as if the player is jumping along on one leg (you can see that in my video). The extra rustling sound added here doesn't help making things better, quite the contrary actually. Other guns are alright but could still use some better sounds and better shader maps. Still, no store or stock guns, so it has that going for it.
Sound design is a big thing about this game. There is a lot of ill fitting and very loud music and a constantly repeating ambient sound that plays in the outskirts and in the city. No ambient sfx apart from that, no enemy chatter, no nothing. There is a lot of room for improvement here.
Not a major issue, but the sound effect that plays when the player jumps is a war crime.
There are also radioactive barrels that chip away at your health. There is no indication of this, other than the player loosing health rapidly so most of the times I assumed I was being shot at. Some geiger counter SFX and maybe some HUD overlay would do nicely here.
The levels all have that sterile feeling you get from the maps out of games like Armed Assault or the first project IGI. While this is not a bad thing, I think that some little details here and there would liven things up a bit.
All in all, my take away from R:R is that its a very rough, very early release of something that could have the potential of being an enjoyable shooter if the core gameplay elements are being polished.
Here is a video of my playthrough: