From the website:
A run and gun lone wolf approach quickly results in your death; only by cooperating with your team can you hope to achieve victory. But so many players who would love military shooters are discouraged by what they perceive as brutal competition from day one. Don't worry. We're including mechanisms that not only allow you to play with players at your skill level but teach and encourage you how to play tactically.
The design philosophy is simple: bullets are deadly, and any character not wearing body armor or staying out of the line of fire will not last long. There are no absolutes in lethality, but in H-Hour, you won't take a shot to the head and keep fighting while you miraculously regenerate health. If you are looking for a change of pace from reckless play and want a little more realism in your combat, you'll love the feeling of H-Hour and the game will monitor your performance, point out what you did right and wrong, and offer strategies for your improvement.
Reality is a theme of H-Hour. The game is inspired by real world events—the personal stories of Special Operations Forces—repurposed and staged in new and equally deadly locations for the purposes of preserving national security. Environments emphasize all the filth, chaos, and visual disruption common to many of the locales where savages plot and launch their insurgencies or terrorism campaigns.
All animations are sourced directly from Special Operations veterans who bring their expertise and decades of combat experience into the motion capture studio and their war stories into our offices. It's hard not to be inspired when you work with these heroes.
Core Gameplay
H-Hour is a hybrid third person and first person shooter. The third person perspective allows you to view your character and provides increased situational awareness—an intelligence edge in combat situations. The first person view presents you with only a reticle and adjusts the field of view so that you have the feeling of being "in the poop" and a naturally enhanced "zoomed in" perspective that provides a twitch play edge.
The ballistics model is as complete and authentic as any weapons simulation available in a game needs to be, taking into account all the pertinent variables such as stance, weight, character speed, and the particular characteristics of each weapon. Any more realism would just get in the way of fun.
You can choose to carry more or less gear, heavier or lighter weapons, and more or less body armor among other options. Each of these choices bring benefits and tradeoffs in the form of increased firepower or protection but reduced speed, accelerated fatigue, or obstructed peripheral vision.
The President of the studio is a retired US Army Special Forces person.
For more information on the title just do a quick Google search, not sure I'm allowed to link it.
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