You know that feeling of moment-to-moment unscripted chaos, as a product of multiple elements that aren’t in your control and which you try to manage through the tools you’ve put in your box at the mission start?
Certainly, you have a solid concept of squad play? Target identification and priority? Threat management, organized movement etc?
It’s that, but now yank up the friendly fire to 11, add 3-7 button combination stratagems with various effects that have to be activated and deployed with some precision and timing, while under pressure from enemies, doing objectives that have various sequences and requirements and also remove the core concept of melee.
Yeah. The game is a study in Murphy’s Laws made abundantly manifest.
One thing I came to appreciate is the mistake threshold and the TTF (time to f***up). If a mistake occurs among an organized and communicating DT squad, the time it takes for that mistake to spiral into an uncontrollable situation is considerably larger and the other members of the squad have time to react, deploy panic tools, peel and restore cohesion.
In an organized and communicating HD2 squad, one miscommunication, failure to spot a threat or, most commonly, a dropped airstrike, can have instant and spectacular consequences. And these consequences are accounted for by the design of the game, and spun into equally spectacular gameplay opportunities.
One final thing - you know how when four solid, organized, skilled players make a team in VT/DT, and the game feels fun and easy, and everyone is pulling their weight, making the challenge almost relaxing?
HD2 has that, but with a much greater emphasis on reliance on your squad mates, and a little less so on your individual abilities.