A few notes about how I held my summer game festival in Steam

Yes, dudes, Summer Game Fest in Steam’e, has been a long time ago. But I must at least somehow justify the review of the demon.

In general, I chose several projects that I wanted to try for one reason or another and now I will talk about them.

This is a stalker for the poor, I thought when I saw the game for the first time. I don’t even know why I decided that there was an open world in it, it was probably worth reading the description to begin with. But, Komon, who, in general, knows how to read in 2k22, right, boys?

However, I was not too lazy, probably for the first time in my life and still went to the page of the game. But her description was so vague that even if I got acquainted with him, perhaps it would only strengthen my faith in the presence of OPEN VORLD.

In general, Apocalyptic Vibes on the structure of its levels reminded me of the first Half-Life. That is, the game is linear, but you cannot just go straight as a normal person, because the main road is always blocked by something and you have to look for bypass tracks.

On the other hand, this is not a seamless adventure, as in halva, here we have a set of levels that, as it were, follow each other. That is, if you are ending the level, leave some plant and see the bridge in the distance, then loading occurs, and the next, where you are already standing on this very bridge and continue to move on.

From positive aspects, you can immediately distinguish the visual component and music.

The picture here is very simple, perhaps even too much, but the goals that it must fulfill, it fulfills, setting the right mood and the eye does not cut anything here. Only if you are not an ardent opponent of such a retro-visual.

However, the locations themselves are lacking some kind of fullness, in plan, various objects and all garbage, which, in theory, should be lying everywhere. Because of what, even Duke Nukem 3D looks more detailed against its background.

The levels are sometimes so empty and elementary in terms of geometry that the feeling is created that they were made on the knee in five minutes.

As an embossed, we have the sound of howling winds, rain and, I don’t even know what to call it, the sound of mournful guitar shutters in the Metro style of 2033.

That in a compartment with a visual part creates a rather pleasant melancholy atmosphere.

And perhaps this is all the good that can be said about Apocalyptic Vibes.

To be honest, in general, I don’t understand why to make such demos, after which it is not that I don’t want to spend money on a full version. I just want to throw the computer out the window, together with the demo installed on it, to never remember the experience of the nightmare again. But, on the other hand, no deception and marketing tricks.

Apocalyptic Vibes begins to fall into the abyss of despair, literally, with the menu.

The game was designed on the GZDOOM engine, as I understand it, this is the engine of the original doom’a, on which you can develop other games, do not ask.

Why are all the inscriptions here in English, with the Russian language included? But only on the title screen, if you go into the settings, everything will be in Russian, though with points and fonts that have not undergone any changes regarding the original Gzdoom’a.

I understand that fonts are not the most important thing and, perhaps, they were simply left in the end, as a non -priority part of the development. But, damn it, the game comes out in the fall, and the first impression is pretty spoiled. Menu design is the first thing a person sees when starting the game.

According to the plot, in the world of apocalyptic wines, the First World War ended because someone invented the reactive engine, it seems, and everyone was horrified by the power of this weapon so much that they stopped fighting forever. Hello Gatling, with his machine gun. Then they lived in peace and prosperity, exploring the cosmos, and then the world died in nuclear flame.

I will say anything about the part where the reactive engines were scared, as we see, even the presence of nuclear weapons does not particularly stop those who want to fight. But why the world of Apocalyptic Vibes died in nuclear fire if everyone lived in peace and prosperity, who, in general, came up with nuclear weapons if people did not fought among themselves, and there were no reasons for the development of weapons. Japan lived calmly for hundreds of years in isolation without firearms, because they simply had no one to fight with.

Why invent such a stupid tie, if it could simply be said that, for example, the USSR did not fall apart, the tension was growing between the three superpower, and at one point someone could not stand it and pressed the button?

Yes, this is literally Fallout, but it is better than cool history, about terrible jet engines, or what was there, to be honest, I no longer remember. (there were missile engines, but it does not change the essence)

In fact, these are all minor trifles that I would not even pay attention to if Apocalyptic Vibes had no pain.

If it is very brief, then this is a typical Vasyan stalker mod inspired by the NLC-7 on the engine of the first doom’a, but only a linear.

First, shooting in the game is unpleasant. There is no impact, enemies practically do not respond to hits, and armor-piercing guys holding three shots in the head, from for some reason of the six-shoe beam, kill all the desire to play further.

The problem is clearly not in the engine, because it made an amazing Brutal doom, which, incidentally, I like much more than the Rebut of the 16th year. This is a phakap, namely, from the development side.

There is a cool opportunity to look at the fully, charged drum, when pressing the reload button. The main character will get him for a second from the revolver and, thus, we will understand that reloading is not required. Such trifles are pleasing, they are here, but of course, it cannot save the general situation.

The game contains two levels of complexity – light and hardcore. The main difference that I was able to notice between them is that on hardcore there is an opportunity to persist only in bonfires, and the enemies probably beat more painfully.

Of course, I played at a slight https://ltccasino.co.uk/ level, but I did not learn about the possibility of persisting at any time and almost half of the demo passed, persisting only in bonfires.

Thanks to this, I was able to discern in detail all the jambs of the game design.

Let’s start with the fact that on hardcore, demo, in principle, is not passable, because after the fire on the bridge they seem to be no longer found. And in front of us two huge locations with a bunch of enemies are waiting for us.

Opponents here are not very honest, as I already said, for a start it is difficult to kill them. It works very randomly and hopes that you can easily put the headshot, saving cartridges, which are extremely few, do not stand without problems.

By the way, cartridges from opponents are also selected very crookedly, here they are painted on corpses, as in the subway, but to choose them, you must stand up, at some completely incredible angle. Search for the right position, in order to just remove the ammunition from defeated enemies, takes an unforgivable time.

Such elementary mechanics can not be stolen as the selection of ammunition.

You can’t even imagine which figures sometimes have to dance around the corpses, only in order to just collect supplies

As a rule, there are several opponents in each room and while you are trying to kill one enemy, the rest are as it should be, they are bending the collar, sending to the nearest fire. Since the protagonist can withstand only a few hits.

There are also few first aid kit and the funniest, in treatment, they eat part of your health. How this, in general, must be a damn thing? In theory, you need to look for food that can make up for health enough so that you can be treated with a first -aid kit and not die, but it is not enough too. I spent all the food at the very beginning, when there were no first -aid kits, and, as a result, he constantly died, trying to be treated with too low health levels.

That is, once again, if you do not have food, and you will not have it, but there will be a first -aid kit and there will be a fairly low level of health, then this is GG. You can’t treat yourself in any way, but just die when trying to do it, because the first -aid kit to eat your health, and the only way out you will have – will return to the fire and start passing the entire segment again.

The whole huge segment with dozens of enemies, each of which can easily send you to send you to the very beginning, with the slightest mistake on your part.

The last straw for me was dishonestly located enemies, who will definitely inflict damage to you if you do not know about their location. And yes, then again welcome to the nearest fire.

I was finally finished off three dude, located outside the door, to which a thin plank thrown over the abyss leads. You open the door and immediately go back to the fire. Damn it, there is elementary there is no place to move away from the line of fire. Who, in general, is designing levels, Hitler?

If after that I did not find the opportunity to keep the game at any time, I would simply delete the demo, not even interrogating it.

As a result, the most effective tactics for the passage remain the sow scam or memorization, in general, all enemies on locations, if you play on hardcore, of which there are dozens. That for me complete madness, because with any slightest oversight, you will immediately throw you back on one or two locations back to the last bonfire.

I don’t know how you can enjoy it, this is not a simulator, like Arma, which is built on the realism of everything that was happening and not Hotline Miami, where there were small levels that were easy to memorize, and when switching to a new screen, you reached a control point. And not even Dark Souls, which theoretically can pass without damage if you perfectly learn the timing of opponents’ attacks.

It all depends on whether you know where the enemies are and on simple luck. The enemy will fall through you by taking off half Hals Bar or not? The number of enemies and their location is clearly designed for the most ordinary juman, perhaps even with the regeneration of health, so that the player does not lose anything from the damage received from enemies hidden outside the field of vision.

But no, Apocalyptic Vibes gives you a whole bunch of not killed enemies that take you off a couple of bakes, and does not give any tools to solve the tasks, except for the sevum of the scam. In general, as I said, this is just the standard Vasyan mod.

That the game began to work normally, you need to either radically increase the number of resources, or introduce some new mechanics, let’s say light grenades or the ability to look tactically due to shelters. It is necessary to radically review the entire balance of the game, so that the only option for its passage would not remain the stupid save scam.

However, in general, as a free mod for doom’a, Apocalyptic Vibes has the right to exist, but if they ask for money for it, just go to hell.

Of course, all of the above can be attributed to the fact that this is just a demo and everything will be different on the release. But let’s so, the main task of the demon is to show the future game in the best light and sell it to the potential buyer.

So if the developers do not cope, even with such an elementary task as to make an interesting, 20-minute gamlay teaser with a normal balance of supplies, what quality of the main project, in general, can be talked?

Why is this game?

As a shooter, she works quite and even cheerfully plays, if only not to take into account the fact that even on a PC she works only with auto priority. This, like, is such a tribute to her inspirers.

But why does it exist?

I understand that agent 64 is such a spiritual heir to Golden Eye and Perfect Dark, who reached Nintendo 64, hence the number in the name. But the problem is that there was nothing special in these games. Why are they inspired?

Their main achievement is that they went on a platform where there were no normal shooters. And Golden Eye and Perfect Dark were shooters and they were normal, even good for their time. But why try to do something similar?

I understand that when people want to convey waibs from shooters of the 90s, like the same DUSK, yes, then in the shooters there was a completely different approach to the game design and people can nostalgize at that time.

But agent 64, I don’t even know, of course, someone can miss similar projects with the study of spacious levels and the implementation of the tasks that change along with the level of complexity. But, firstly, without this 64th agent there are projects that offer approximately similar gameplay. And secondly, the game itself looks so faceless and secondary.

The above mentioned Dusk’a had its own style, I wanted to plunge into this world. Golden Eye was a Bond game, and Perfect Dark acted as the main character, which was quite unusual and revolutionary for the games of those years. Well, in general, in Perfect Dark is also an interesting setting. He, as it were, the most common about spies with all sorts of super gadgets and technologies of the future, but there is something in it. Probably, it is simply well made by talented people. You just look at this game and you want to learn more about her world.

And here, well, damn it, some kind of white elderly man, I condemn as much as possible, and a completely nondescript generic office.

Having hidden the Internet, I realized that this is the halter under the elderly Sean Connery, but I would not have guessed about it in my life if I hadn’t looked at third -party sources

In general, if someone is really a fan of such shooters with Ninated 64 and has been waiting for all these years of something similar and new, and the most banal and not interesting setting without any chip does not bother you, then the flag is in hand, as they say. But, if I personally want something like that, I better go through the originals.

Here I will immediately reveal all the cards and say that this is the best game of those that I tried for this vidos.

Gloomwood is absolutely amazing, in general, everything that is here has been done absolutely correctly: atmosphere, sound, art design, character management, impact, plot, or rather his tie, building locations, balance. All elements in this game, or rather its demo versions are made at the highest level.

This is just an exemplary demo, after which I wanted to throw money in a monitor, to immediately purchase a game. I hope that on the release she will not hit the dirt in the mud and become a modern classic, because such projects are now very missing now.

It is probably worth saying that she, in general, is. Knowledgeable people dubbed her the spiritual heir of the original thief who was published in the 90s. But I, as a less tempted person, would describe Gloomwood as Dishonored in the BloodBorne’a setting. That, as you understand, already 10 out of 10.

How I like the atmosphere of Victorian England, with all these lanterns, cobblestone streets, cylinders and narrow streets

I won’t, he says, I really look forward to her output on the wild hype, judging by the trailers, the game over the past years of development was incredibly transformed for the better.

I can praise her, literally, for hours, but better try it yourself, this is the experience that a person must survive personally and understands him like this or not.

I will allocate, only one moment when we received a revolver, and we did not have a counter of cartridges, and their number had to be watched, opening the drum. I realized how well the developers understand what, specifically, they want to do and what they do. I’m talking about the emergency.

Because this seemingly very small trifle immerses you into the world of the game as much as sometimes thousands of pages of Laura, some RPG. Still, the interface complimated in the game itself is a great thing.

About her is very briefly, I also liked the game, looks, sounds, controls, plays very cool. The guys who make it big fellows.

The only thing that I can’t, in general, say nothing about the plot, we seemed to be told the tie, but the game was in English, so I did not understand anything. And unlike Gloomwood’a, it does not end with a cool twist, because you don’t want to continue immediately.

Gloomwood was also in English, but there even without knowledge of the language, it was clear what was happening.

Even the Moonscars demo was perhaps the shortest of all and, as I understand it, it will be a metro -vanning, but I can’t say. Therefore, again, how interesting it will be to explore the world in the main game is not very clear, since a completely linear passage was presented in the demo.

But if you are a fan of this-there are 2Ds that it is, Bitemap, Action, Dark Souls, I don’t know, then at least try to try the demo and understand whether the game will be a metroide, I would still recommend you.

Let’s look at things objectively – Doshirak tastes tastier than Rolton. And if you came to the store and you have a choice, then you will always buy a doshirak. But if it does not turn out, then Rolton, too, in principle, will come. Yes it is not so tasty, rich, the structure of the noodles is not so pleasant. However, having eaten Rolton, you will not be unhappy, because on its own, outside the context, this is quite a good beach package.

And now agreeing with this thought, imagine that Doshirak is Blood, and Cultic is Rolton.

At first I wanted to say that Cultic is just Blood on minimals, but it would be completely unfair to such a good game. Analogy with noodles, much more precisely reflects reality.

Yes, Cultic is more linear and it is weaker than Blood’a, in almost all aspects, especially in music.

Shooting could be more advanced. With stylization, then a bit was too foamed. I really like such a halter for old PS-one games with giant pixels. But even me, something was not pleased with the local visual. Moreover, when you watch a trailer or gamily on the yutyub, the game looks just amazing. However, when you personally run it, you don’t really want to look at the monitor.

I don’t know what the problem is, maybe the weapon can be too huge and occupies an inaccessible way of the screen on the screen or FOV is small because of which in the compartment with the most poisonous stylization for what is happening it becomes unpleasant to watch.

But, there is one huge but. How many more cool games exists as Blood, I personally cannot remember a single. And Cultic tries to walk on her and she is quite able to do it, so why not?

Perhaps, on a five -point scale, I would appreciate it for a firm four, maybe even with a minus. And he would add that this is the game that can perfectly go, right on the 10th, namely, to a certain mood.

So I would advise all the lovers of the Oldov Shutanov to pay attention to her, but there it is already as it will go.

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