Best Relationship Apps For Serious Relationships And Marriage 2025

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Am I Ready To Fall In Love On-line With Out Assembly In Council Bluffs?

If you want to start a free trial for certainly one of these niche platforms today, you can simply find out if it’s a viable possibility for meeting singles who’re looking for a critical relationship. Elite Singles can additionally be nice at matching individuals with like-minded singles. We get that it could be extraordinarily irritating to do a fast search online looking to answer a simple question and then constantly be bombarded with outdated information. When we study something new, we would like our readers to be the first folks we tell. The online relationship world is always going to change, and there shall be constant updates, tweaks, and adjustments that we wish to provide you with a warning to so as to sustain with the latest dating tendencies as properly.

Their unique features and cultural peculiarities make them distinct in so many ways. Successful partnerships are constructed on honesty, effective communication, and shared values, not stereotypes and misconceptions. One frequent myth is that all Russian brides are just in search of an escape from Russia. However, most are motivated by a pure urge to find real companionship and love. It’s essential to peel back the layers of those preconceived ideas.

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In Search Of One Thing Serious? Listed Below Are The Dating Apps To Strive First

Especially a country where you have relatively few connections,” says Jess Carbino, PhD, a sociologist who makes a speciality of on-line dating. Connecting with others via apps is a simple method to become involved in a model new group and “learn about the culture, the norms, and social conventions” in that area at the similar time. We have enjoyable features for singles, together with forums, reside chat, video chat, video games, courting guides and more. One of the nice issues about Zoosk is that it presents a very worldwide courting experience. With over 25 million members in more than eighty nations, plenty of potential matches exist. One of the issues that makes Seeking stand out is its in depth search performance. You can search for matches by location, age, relationship status, and a lot of different criteria.

It is our mission to give you a pleasing expertise as you begin your journey in Russian relationship. Make positive to customise your profile correctly and choose your ideal preferences so we can provide you a whole record of compatible matches for you. KissRussianBeauty is probably the most superior and top-notch platform on this record of Russian dating websites, with none doubt.

This relationship app lets users search for potential matches based on particular factors, similar to pursuits, seems, and training. Like eHarmony, it also has an algorithm that implies suitable matches using the knowledge you’ve provided in your profile. When it comes to discovering the best courting apps for serious relationships, real-life testimonials and success stories may be extremely insightful. Let’s have a glance at how everyday users have turned digital swipes into meaningful connections. According to CMB, the location is totally different from most courting apps as a result of it is designed for people on the lookout for long-term relationships. Users can choose “must-haves” to set pointers for who they’re matched with to make sure they meet people whose values and standards align with their needs. CMB offers girls fewer matches than men, however women only see customers who’ve already liked their profile.

You doubtless already know that relationship can bring joy, connection, and a way of success. Washington provides that positive relationships can also do much more than that. When choosing which worldwide relationship web site to use, there are a variety of factors to consider. You’ll be requested about your job title, firm, school, location, and sexual orientation earlier than you merely get to swiping—but this data is optional to fill out. Tinder even has a “smart photos” feature that places your top-liked footage on the top of your profile, so that you don’t have to fret about rearranging.

Human trafficking, domestic slavery, sexual slavery—there are lots of risks mail brides can face. Women who have just entered the US are financially depending on their husbands, they are often not fluent in English, and they are very susceptible. To shield them, a number of legal guidelines were enabled by the federal authorities. Not all ladies who received a K-1 visa met their companions via region-specific dating web sites. However, there is a clear sample here—for example, greater than 64% of women who’ve met an American associate on a courting platform are from Asia (14% are from Latin America and 5% are from Europe). My favorite service on the mail order bride website is probably CamShare.

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  • TheLuckyDate is among the many finest worldwide mail-order bride services as a result of its simplicity and convenience.
  • Warm-heartedness was my first selection, however I couldn’t select one other as all of them give consideration to external elements instead of getting to know someone on the inside, which is what’s necessary for me.
  • Yes, many women on Cupid Russian dating platforms are searching for long-term relationships, and some are thinking about marriage.
  • Try to be taught something new daily, and deepen your data in the space that pursuits your lady.

We want to observe that these apps usually are not demographic specific, but rather are great for anybody. We also respect demographic-specific apps, such as Her for ladies who love girls, OurTime for people over 50, and Chispa, which is for the Latinx population. These date ideas provide the prospect to attach on a meaningful degree, helping you identify if there’s potential for a severe relationship. Being selective about who you have interaction with will help you give consideration to people who find themselves extra aligned together with your relationship goals. By focusing on significant subjects, you presumably can gauge whether somebody is compatible for a critical relationship.

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If you’re proud of who you are, you’re probably prepared for a serious relationship. This applies to each aspect of life, not just on an emotional degree when deciding whether you’re ready for a relationship. At the top of the day, when you are assured about yourself, you can tackle the world it doesn’t matter what. Say goodbye to the ‘swipe left, swipe right’ routine and the whirlwind of first dates that really feel more like job interviews than romantic encounters. In these cases, some might discover therapy a optimistic companion as they navigate the relationship market. A therapist may help you’re employed by way of any tough feelings that may arise and offer priceless guidance as you’re employed towards changing into the kind of individual you want to entice as a companion.

We give consideration to dating site critiques and how to successfully get began with online courting. With the person base of over 2 million people, that is certainly one of themost in style and biggest dating websites for Russian girls relationship. The prime 6 finest Russian courting sites relating to security and reputation are FindRussiaBrides, KissRussianBeauty, TheLuckyDate, AmourFactory, BravoDate, and JollyRomance. These websites have a fantastic reputation, plenty of constructive critiques, and there tens of hundreds of actual Russian girls on these platforms. Your courting journey doesn’t end with finding a great worldwide dating site—it only begins there.

Dominion Peak Review 2025: Ultimate Information To The Buying And Selling Bot Platform

As a outcome, you ought to use the bot all through the day and benefit from the wide selection of features. The information on the learn2.trade web site and inside our Telegram group is meant for academic purposes and is not to be construed as investment recommendation. Trading the financial markets carries a high stage of danger and will not be suitable for all traders. Before trading, you should rigorously consider your funding goal, expertise, and risk urge for food. Like any funding, there is a chance that you would sustain losses of some or your whole funding whilst trading.

These are rather basic strategies similar to uptrend methods, buy the dip strategies, Bollinger methods and etc. Third and final is My methods, these are customized made methods that traders constructed. In our concise Dominion Peak review, we delve into the world of automated cryptocurrency buying and selling. Discover the features and advantages of this highly effective platform that empowers users to navigate the unstable market easily. Unleash the potential of automated buying and selling with Dominion Peak and revolutionize your cryptocurrency trading experience. Gain entry to superior trading options designed for knowledgeable merchants looking for larger management, including instruments for market arbitrage, exchange arbitrage, and market making.

Calculate Your Crypto Taxes

You don’t should customise any settings, interact in copy buying and selling, or develop your personal buying and selling methods. The major benefit of Dominion Peak is that emotion is faraway from the buying and selling course of. You’re relying on a robot to make trades for you – not your personal feelings. A highly-volatile, high-risk market like crypto is difficult for emotional traders.

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In reality, your automated bot can function 24 hours per day, permitting you to execute your strategy for the complete weekend. This is a perfect example of utilizing the advantages of a Dominion Peak automated bot. Yes, the Dominion Peak clone software program supports integration with multiple cryptocurrency exchanges, allowing users to commerce across completely different platforms seamlessly.

Step 1: Join Dominion Peak

For example, if the bot’s main goal is to purchase Bitcoin when it will increase in value by more than 5% in a 24 hour period, then this is precisely what the bot will do. Provide your purchasers with a clean and efficient trading experience, enhancing consumer satisfaction and retention. Utilize subtle indicators to reinforce https://dominionpeak.tech your market analysis and improve commerce accuracy. Stay knowledgeable with reside market information to make timely buying and selling choices. Experience seamless trading with our automated techniques that execute your methods 24/7, eliminating the necessity for constant monitoring.

Dominion Peak is cloud-based and helps up to thirteen exchanges, and they are always including more. For superior merchants, Dominion Peak has a market of free and paid signals which you can combine with technical indicators to customise your individual technique. Dominion Peak is an automated cryptoasset trading bot that trades in your behalf utilizing buying and selling algorithms. You can copy other traders, for example, or add totally different indicators to your profile. You may even build your individual technique based mostly on gaining extra bitcoin via micro-trades.

Whether you’re a newbie or an experienced trader looking for deep functionality to maximise your crypto trading income, Dominion Peak has instruments for you. Trading options like paper buying and selling, backtesting, trailing stop-loss and a method designer device makes it simple to customise your technique. You can also leverage over 130 indicators and candle patterns within the platform to assist dictate your trades. Dominion Peak is a cryptocurrency buying and selling robotic that promises to simplify your crypto buying and selling experience. By subscribing to Dominion Peak at present, merchants of all expertise levels can minimize risks and maximize income – no less than, that’s the claim made by Dominion Peak. The makers of Dominion Peak are cautious to say that their program doesn’t guarantee earnings.

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Tales of arise: review

On September 10, Tales of Arise is released – perhaps the main release of the year for all fans of Japanese role -playing games. Seventeenth Tales promised to revive the franchise and give her a sip of fresh air, retaining everything that we love these games for. And she completely succeeded: I believe that Tales of arise – The best Jrpg year. And for that is five reasons.https://megaparicasino.it/

Interesting plot and world

The plot algorithm and the main conflict are generally traditional-this is a story about the “struggle of a beaver with a donkey”, where the unfortunate residents of the planet Dana, who are trying to drop the 300-year-old yoke of the more highly developed Renians (respectively, from the planet of Rena), are personified by the good and at the same time). And the main characters, of course, are he and she: a young man named Alphen – a Danian, and the girl Shionne (Shionne) is a bright -eyed Renian.

But then interesting details are already starting. Shion turns out to be a traitor to her own people – she wants to destroy five lords from Rena, who rule in the regions given and, as it turns out at the very beginning, pumps astral energy from the wards of slaves in order to defeat the throne for the throne in their homeland. Who will collect more this energy into a special main core – that is in the ladies.

Shion also has such a core in her chest, and from it she takes out a blazing sword – a powerful weapon that scores everyone who takes it. But for some reason Alfen does not feel pain (not only from the sword, but in general any) and becomes the only one who is able to keep this weapon. That is, this is not a story about Romeo and Juliet – in any case, at first: Shion just wants to use Alfena, and he – her.

In general, the plot is rich in interesting, sometimes unexpected, shocking events. We visit many regions and states that differ not only in climate (desert, frosty lands, drowning in the greens of fields and not only), but also the characteristics of the reign of the lords.

Somewhere they exploit on the Danians mines, somewhere they bet on the atmosphere of fear, forcing everyone to convey everyone to each other. And somewhere, on the contrary, they try to build a peaceful society, where local and invaders are calmly coexist and everyone sings the leader Osanna. Therefore, we are fighting with some Lords, but not against them, but shoulder to shoulder, trying to stop the insidious conspirators together.

There are many events – the plot in Tales of arise epic. There was a place for both the tragedy and for comedy – all the way we meet a funny gourmet who really does not know how to describe the features of the dishes, and collect local owls to pass them to the owl queen and the king.

Bright characters

Characters have always been a pearl of the series Tales, And the new part was no exception. Alfen and Shion are a couple more. I have not yet said that he does not remember anything about his past, he walks in an iron mask for a long time, which deserved the corresponding nickname. And from childhood she has a gift and a curse – anyone who touches Shion hits the current.

Four other playable characters who gradually join the couple (plus marshmallows, the leader of the Danian resistance in the starting state where the game begins), look a little more traditional, but they also have their own chips. For example, Rinwell, a Danian magician, loves owls and does not part with his manual puhnyu puhnyv, which becomes a source of funny situations.

The nervous youth of Law (LAW) is constantly experiencing remorse (why – find out for yourself) and really does not like to miss the blows, which also becomes a reason to make fun of him.

And the guardian of Kisara is surprising that he voluntarily serves the Renian Lord and considers his brother a traitor. And in general, the second meeting with her turns into a grandiose scammers.

That is, everyone has their own cockroaches in their heads. You can communicate with everyone and discuss all this both on a halt around the fire (as Alfen strengthens the connections with the characters that you can turn into yourself understand what), and during the “monastery” are optional, but important comic scenes for revealing characters in whichOur heroes communicate on many topics from owls and the characteristics of local magic to big politics.

Of course, there is a lot of straightforward pathos and moralizing, from which, I must admit, sometimes it begins to nauseate – Tales of Vesperia, for example, in this sense was more elegant and non -trivial. And then get ready to listen to many motivational speeches about the importance of the struggle for freedom, about the fact that you need to not give up and fight.

But, firstly, this is generally successfully synchronized with the setting itself and the main plot conflict, so you gradually get used to. Secondly, by several powerful scenes, the authors make it so that you yourself begin to penetrate this pathos-especially when you begin to see a living person, a friend who pronounced them behind these words and speeches.

And in any case, everything is redeemed by the central confrontation between Shion and the rest. After all, she immediately makes it clear that she pursues purely personal goals, and demonstratively distances from the rest, sometimes behaving like a real bitch. And here, of course, it is interesting to watch how she gradually begins to thaw and what it will lead. Their relationship with Alfen is especially intriguing – there are a lot of funny and dramatic scenes. In general, the questions are constantly hanging in the air: what is she for the curse, what goals she pursues? Alfen in this sense looks more straightforward, but his intrigues are connected with him: why he was in an iron mask for a long time, which is hidden in his past? And when, finally, they will already be together? Or they will not?

A fascinating gameplay

Tales of arise Cleaned by classic to modern JRPG to patterns. There is a large half -open world, divided into many regions and states, between which we can almost freely move through a system of transfer points at any time. This allows you to accept, perform and take a mass of side quests. Most of them, of course, are associated with the killing of monsters and the search for ingredients – in order, for example, to cook a noisy drunken drill. There are less ordinary cases when Shion acts as a stylist or we interview the locals, which they expect from the new government.

It is interesting and useful to perform these quests – even at the average level of complexity materials, potions and money I always needed. For the same reason, I always want to deviate from the main plot road and explore every nozzle of maps where you can find the same resources and chests with steep things that protect strong enemies and local bosses. For the ingredients found (and for money too), special NPCs can make more powerful and expensive weapons and useful amulets – the latter are still allowed and improved with special stones.

Other merchants and in taverns buy potions (also expensive) and armor. In the same taverns you can stay for the night, and before going to bed they are allowed to make and eat something tasty and useful, giving an increase in spontaneous protection or, for example, to attack for the whole batch. There are many recipes, and the effectiveness of the bonus also depends on which of the characters this time will be a cook.

In the second half of the game, it becomes possible to find a house in the village – our own farm, where we make cows, chickens or pigs, buy them food, put dogs on, and then we get eggs, meat and milk useful for the same cooking.

Well, in general, as in Atelier Ryza 2: Lost Legends & The Secret Fairy, in Tales of arise Compared to the past issues of the series, there is more freedom in the study of the world – for example, you can jump and swim.

There are places where you can get only if a member of the detachment uses its ability and removes the firing canvas (knows how Alfen), poison (kisara) and so on. Healing glasses are spent on these exercises. For them on the Shion map, it is free to cure the wounded NPC, receiving awards. For the same OI, she heals and reanimates in the battles of the allies. That is, it will not work to spend the points.

Dynamic battles

There are also more freedom, dynamics and opportunities in battles. In general, everything is familiar there – the characters in real time run around the military field, we are free to switch between them and use their techniques. But in Tales of arise Much “imprisoned” for evasion and counterattacks. In addition, everyone has a special talent, which is also better to use at the right time and in the right direction. So, Rinwell knows how to steal the magic of enemies when they are going to conjure, and then he frys it, LO is able to break shields, and Kisara – block the attacks of those who pound from a run. All this spends a scale of receptions.

In addition, there are joint attacks that can be carried out when the enemy is stunned, as well as enhanced shots and super -powerful techniques in the “superpower” mode. In battle, it is allowed to do everything yourself, turn on the semi -automatic regime or give a fight to AI – the characters will act in accordance with the tactics that you appointed (“aggressive battle” or “battle without fanaticism”, “first of all – healing”, “We set the heat to the bosses ” – here everything is clear by the names), and apply the techniques that you chose them. And they pump as they use.

In addition, the whole party, following the results of Mordoboy, receives skills, the number of which depends on the effectiveness of our actions – for them we learn new techniques and passive skills (strengthening the attack on the verge of death, more efficient replenishment of a scales of techniques and so on). All these skills are distributed to different schools and branches, and new ones become available as the characters earn “titles” – in fact, levels.

I would call the balance of complexity in Tales of arise adequate. On medium complexity, you can safely drink tea, observing how in automatic mode your wards are annihilating ordinary opponents – although completely relaxed, as on the “plot” and “ordinary”, it will not work. Moreover, you have to take the reins of government into their own hands during the fights with mini and maxi-bosses (there are still enhanced versions of ordinary monsters)- they invariably give a light, ruthlessly emptying the supply of consumables. And many optional bosses cannot be defeated at once.

All bosses have their tactics and weaknesses, in which you need to beat hard. And even more so, it is difficult to fall at a high level of complexity – I tried to turn it on more often, the benefit of a call was enough for me. In addition, there was no time to engage in a grind, without which it was impossible to do without on Hard – but there are all opportunities for him: monsters are regularly revived if you go to the old locations again.

Beautiful graphics, costumes and art

Tales of arise, Unlike previous releases of the series, it was made not on its engine, but on Unreal Engine 4 and looks amazing. And watercolor notes add to all this special visual flavor.

Of course, special attention is paid to the appearance of the characters – here we have a very catchy anime. You are free to wear to your taste of everyone – to change the strict robe of the guard on a swimsuit, add demonic wings, dog or rabbit ears, wolf or cat tails, horns, a bandage to the eye and so on and so on.

Certainly, Tales of arise does not suit revolutions in the ancient series, but it unequivocally refreshes it and makes it more dynamic, modern. Unlike Scarlet Nexus and Atelier Ryza 2: Lost Legends & The Secret Fairy, there are practically no weak places – except for sometimes excessive tedious pathos and moralization, which can also be considered a taste. But there is an extremely colorful setting, an exciting plot, a boring gameplay and an unforgettable duet of two main characters. So for me, Tales of Arise today is definitely the best Jrpg of the year – a big, beautiful, diverse game that looks epic and epic fascinates.

Pros: History and characters, their development and relationships do not let go for a second;classic and at the same time dynamic, modern gameplay;Fighting is almost always interesting – at the middle and high levels of complexity, where they almost do not allow to relax;art and costumes of characters are a real delight for the eyes of all anime.

Cons: Sometimes the degree of straightforward pathos and moralization goes off scale;The music is good, but very often repeated.

Tales of arise

The best comments

And in general, and what is the problem to voice the text of a stranger? On the same DFF, the materials are regularly followed by one authorship, and performs another.

This is the approach of the DFF. Why do you think he is suitable for Stopheim? You generally love the video reviews of SG (if you love)? I think many people love them for the author’s personal approach to the game, for involvement, for some of the author’s own habits, that’s all this. All this will disappear if you just fuel someone else’s text on the author. Only well-set intonation will distinguish such “video reviews” from a text review in Text-to-Speech. You want such reviews?

Personally, I don’t want such reviews. As for me, a living author’s review on albeit “trash”, but “trash”, which the author wanted to play, looks much more interesting than mechanical reading a piece of paper with AAA review.

Thank you, there were almost no doubts about raisins, but will there be a video review? By what principle Indie receives a review, and the top AAA Game of the year receives only text? No, in terms of choosing a text no worse, but the tendency itself is interesting, when all the authors on the site of steel or advertising are engaged or a taste, it used to be more for the audience of work, for popular news, etc.

Me: “Before the release of Tales of Arise, there were a day left, we should somehow get distracted from waiting. Exactly! I will go to SG, maybe I read blogs.”

Stopgame: “Tales of arise. Five reasons why this is the best jrpg year.”

well, there is such a connection that if you don’t play one of them, then you won’t lose anything but references)

Imagine Krasnopolskaya, because she made a video about Berseria.

I am interested in the opinion of people who are not involved in the genre, because I myself do not understand everything myself.

As I understand it, find out which anime is better to watch or you will find out the film in the community of milling workers, and when choosing a car you go to the role -players for the forum? =)
Whoever is not people who do not understand the topic, they will better tell you.

Everything seems to be like finals or persons: each separate part is a separate story

The one to which a bunch of people wrote “Why did you give a review of Vasya”? What am I actually leading. Or someone thinks that the review would have turned out better, make it Vasya (and any other author; if I do not change my memory, none of the 4 authors played before the review) is simply by someone else’s text?

Again, the editors have long formed its approach to video reviews (and it is thanks to this approach that we receive, including such unusual reviews as a cyberpank review or machine guns). Examples of SS4 or Days Gone only show what is happening if the game is given to the person disinterested in it.

As if there is still shin megami tensei v on the way =)

Well, you can judge only after the release, yes)
I am more to the fact that potentially (in budget, PR and expected players) SMTV, much more dangerous for Tales, an opponent than the listed games.

Well, Jrpg of the year where will take? All the same-these awards are about 100-150 for all game publications. And they can smear them in equal amounts according to several games. For example, in the 18th year, with the example of Goty – God of War had ~ 198 awards, and RDR2 ~ 135. Or there is JRPG-year for yourself?

Or is meant JRPG-year in its inner rating?

I did not read (so as not to spoil the impression), but glad that they gave raisins. I hope that the video will be released from Mrs. Krasnopolskaya in this game.

Well, yes, many here blame me for the fact that “you say this, don’t forget, here is a circle of interests and everyone does what he wants”, but in the end we see a bunch of advertising, we see news on all games, we see complaintsFor views. So they need to decide, this hobby and the guys do what they want or they want to cover the maximum of the gaming industry? Just ignoring there is nintedo switch there (we have xs, but perhaps it’s not really a very popular thing), but to ignore Japanese in principle, this is already strange

It’s better than that, because when the author is not interesting and he does not want to understand what he plays, it turns out that he will misinform people regarding the game (yeah, Vanya in BatTletech naturally incorrectly told how the game works and about its mechanics)The authors can make reviews based on the trailers of the game with the same success without playing at all, otherwise it turns out some kind of improving flight.

Giving games for a review only fans of the genre is also not an option-they will distribute “raisins” to all a little more or less outstanding projects.

Lol, and raisins are not some unattainable assessment, to indicate the highest degree of coolness of the game, there is a dile our choice. In addition, I don’t know how about Madame Krasnopolskaya, but personally in my gradation as a fan of the RPG genre, I would, on the contrary, put the more low -ended scores.To. They outplayed them in a heap and there is a luggage from which you can start.

I absolutely agree. They themselves complain that views fall and do not make reviews on high -hand games.

Actually, at the dawn of Stopheim, there were a lot of video reviews when the text wrote one and voiced the other. Review the reviews about ten years ago, they constantly had – “The author of the UNDRIA text, reads Gleb”, or “Kulakov’s text voices bonfire”.

You deliberately pervert everything you write to you? No one talks about the fact that they should talk dryly, there the dialogs are intentionally written as people do not talk and do not behave. Take the same Ancharted (if we talk about the plane of the adventure game) or Planescape Torment (if from the plane of the Western RPG), there are dry dialogs in your opinion?

For some reason, you are stubbornly trying not to look at the sum of the factors, but to lay out everything into the components and get out to one factor,

Let’s start with the fact that you accuse me of your vices, took only one proposal and did not read further. You indicate how people should behave in the game in the magical world and for some reason compare them with our. Although there are no rules on this subject, except for those that I wrote. For example, you are trying to get at least a minimum flaw in it to confirm your point of view, although the essence was simple – to confirm that games in another language are making a review. You do not read carefully, because I said about the person as about the series, and not a specific part, the fourth passes in 60 hours and I hinted at it. All the rest – as an example of how average JRPG has in general and for all the time it has not changed much, but you are trying again to cling to the details, although you accuse me of this.

No, you refuse to understand that large channels become large for the reason that they work with the fact that the public is interesting.

This argument is generally easily broken. Stopheim has only 2 million subscribers, although they make tons of content, and Kuplinov has 11 million. and he cuts every trashnyak in combat with suitable games. Probably the whole thing is not in games, isn’t it?

As if it’s something bad.

Like Western games without Russification, but having a video (!) reviews. Take at least Disco Elysium.

c) because of the previous point and the features of the presentation of the plot in very Japanese games, many people are not attracted to watching

And what is special in presenting the plot in Jrpg? You want to say that there are few people who love Japanese games? I do not agree with this statement.

So the point is to make a video review when no one is particularly interested in the genre from the editorial office? So that the SS 4 views come out, when Vasya did not eat for what they love for the series? Or by the type of BatTletech from Vanya,? Or maybe Days Gone recall when Daur tried to cut the game because of which he began to poke everything that was not hit?

According to Howlongtobeat to complete the past parts of the series took 60-70 hours (40-50 if without side activities), so I think there will clearly be no less

Only certain authors are engaged in video reviews. And usually they take only games of certain directions for a review (for example, let TorMented Souls in places in the order of the order, but this is a direct dug for the classic games of the Survival Horror genre, so it is not surprising that Vasya took up its review).

This is who you represent the author of the video review Tales of Arise? Anime with the authors of video content and so with grief in half only Krasnopolskaya perceives normally. There was no video review of Persona 5 at one time.

Surving Mars: Review

Paradox Interactive for a long time you can not call a company with a narrow specialization. Yes, so far no one makes global historical strategies better (and whether he does at all?) than the Swedes, but now they are known as publishers of projects of a wide variety of genres: from Arcad to role -playing games.

This time, the “paradoxes” decided to return to the urban planning topic: three years ago they already acted as the publisher of a very successful CITIES: SkyLines, And now under their leadership was released Surviving Mars, in which everyone can build the city of their dreams on the Red Planet. The developer also does not need to be represented once again – this is a well -known studio Haemimont Games, which we love in the last three parts Tropico. The perfect team? Perhaps yes. But this is not a guarantee of a good game.

They work on robots

The Martian Mission begins much earlier than the rocket leaves the starting table. To begin with, we have to choose the conditions that affect what, in fact, we will fly to our neighbor in the solar system. Financing, the number of accessible missiles and other features of the upcoming trip depends on the organizationalist and the leader of the expedition. The choice of payload is also important: take more polymers and spare parts with you or it is better to immerse a whole factory in the missile, and take up the assembly of the mechanisms already on the spot? If there are only a couple of missiles and meager financing (as, for example, when playing for Russia), then filling out the cargo compartment makes you break your head well. Finally, the latest preparations – you need to choose the place of landing, focusing on the tips that indicate the alleged location of the resources and possible difficulties (dust storms, cold, meteorite rains).

Is it risky to fly to Mars to create a whole colony without expiring the area properly and without creating in advance the infrastructure of the future settlement? Certainly! Colonialists c Surviving Mars the same opinion, so people are not allowed to be on the first rocket. The stage of initial training is entirely in hands manipulators of a whole construction team of autonomous drones. They do not need oxygen and food, only electricity is enough. There are building materials – it means that there will be work: the construction of extractor resources and factories for their processing, the construction of power plants and batteries, repair and maintenance of mechanisms ..

Nevertheless, you cannot do without people: to ensure a full cycle of production of robots is not able to. They are remarkably coping with ordinary work, but they cannot extract metals and rare minerals. The latter are also used for trading with land – this allows the colony to reach self -sufficiency and even make a profit. Well, in the end, we want to create a human settlement outside the Earth, and not a colony for soulless pieces of iron?

After these same pieces of iron are built inhabited dome, connect pipelines with oxygen and water to them, you can order the next start – with future Martians.

Spacey is called one of the options for the company – organizer of the Martian mission. How do you like such humor developers, Elon Musk (Elon Musk)?

Is there life on Mars?

As in any other respecting urban planning simulator, in Surviving Mars Residents have certain skills and character traits. It is logical to assume that for the first extraterrestrial colony the best of the best will be selected, but in reality it does not happen quite. Applicants who want to go on a distant journey, under a hundred, but not everyone will be an ideal colonist. Fortunately, the player can choose future residents on their own, based on his own idea of ​​who exactly should entrust such a crucial business.

However, you can not bother with the study of each applicant, but set parameters-for example, take only middle-aged male vegetarians on board. It is especially convenient in the later stages, when lazy to mess with each candidate separately. But I still want to take the first batch with my own hand-the pioneers of Mars must correspond to such a high title.

People are much more moody than robots. And it is not only the need to provide them with air suitable for breathing, clean water and food. In addition to natural need, there are not so landed – people need both work and a place to relax, a comfortable temperature in the dome and safety inside and outside.

If all the main needs are satisfied, then the number of settlers can increase naturally – “indigenous” Martians will also begin to appear very soon. However, there are enough volunteers who want to go into flight on Earth – there would be rockets.

Colonists freeze in a de -energized dome. For some reason, it is more important for drones to transfer slag to a landfill, and not to repair broken generators.

The larger the population of the colony, the more problems with the maintenance of buildings and structures and the satisfaction of the needs of colonists. And there are a lot of others, and it is not easy to keep track of everything. But it is much more sad that you have to fight not so much with various gameplay difficulties that are designed to entertain the player, but with an uncomfortable interface, meager mechanics and the lack of normal statistics and other data.

Error: Not Enough Data

If you compare Surviving Mars with similar strategies, then it is still closer to Rimworld or Dwarf Fortress, rather than classic urban planning simulators like Simcity. We do not have tens of thousands of inhabitants and hundreds of houses, but much smaller scale. Resources are not abstract “money” or “building materials”, but quite specific: metals, concrete, spare parts and others, located in specific warehouses. Each resident can be studied in detail – what he does, what character traits have and what is specifically satisfied or annoyed.

But how inconvenient it is realized! We do not have a list of colonists – we have to look for the right one either through the place of his work, or choose anyone and sort them out one at a time, until you get to the right. Another option is literally catching on the street, poking the mouse.

This is not the worst thing – the need to engage in a separate settler does not arise so often. The main problem is much more complicated and embedded in the very essence of game mechanics. The fact is that the drones that are engaged in basic work are tied to special control centers. The latter are stationary, in the form of special buildings, and are also on missiles. The third option is a carrier transport. The robots assigned to the Central Belief will perform work only inside the radius of the action of this Tsu. Everything seems to be logical, but in practice the difficulties begin immediately after the colony grows a little.

Colonists can only work next to the dome. We saw promising deposits of rare metals – which means that you have to build a dome in the immediate vicinity of mines. We put the second tsu or distilty the carrier of drones to the place of the future construction site – the existing control center no longer “finishes” for such a distance. You think the drones will begin to work? It wasn’t there-for construction we need resources that lie in warehouses somewhere in the center of the colony (or are not unloaded at all). And if the warehouse is outside the action of the new Tsu (and it will be), then the drones simply do not see it.

Ok, you can drag the resources using a special machine – it is easy to do it once. And what in the future? Resources are spent on maintenance and repair, they are consumed by factories and production buildings. It is very easy to skip the moment of a shortage of materials in a separate area of ​​the settlement. Independently distribute resources between the colony warehouses is simply not able to! The storage facilities do not even have a banal system of priorities – only manual output of orders by transport drones.

The root of evil

Further – more. Common thing: light will go out in the residential dome – there is not enough energy. It is clear that somewhere we have shut down with the power supply system, but where exactly? Even if you have two or more closed power supply circuits, then you can only see the general indicator (deficiency or surplus) of the entire colony as a whole. Similarly with reserves of oxygen and water – neither detailed schedules, nor special layers of the accessibility of the resource that have already become a standard for the genre. You have to calculate everything manually, “surrender” each building.

In fact, we will not be able to create one large colony – it turns out a network of small, self -supporting settlements, sometimes not even related to each other. Otherwise – refinees in microcontrol. However, you are already in it like it: it is still unknown that it is easier to manage three or four villages, each of which must be provided by all types of resources for autonomous existence, or to distribute these resources manually within one large city.

In addition, the colonization of the planet occurs at a very leisurely pace. Studies stretch and stretch, some new mechanics are added very little, and almost nothing happens in the colony itself, despite the promised dangers like dust storms or meteorites falling. Yes, these natural disasters are found, but they are not as frightened as routine and the need to control everything manually – with a far from the most convenient interface. Finally, the lack of detailed statistics puts a cross on long -term planning and the possibility of comfortable development of its colony.

Surviving Mars, Despite the excellent picture and the absence of serious bugs, it gives an impression not even beta version, but a prototype. You can play it, but enjoy it – with great difficulty. Perhaps the situation will become better over time: Paradox Interactive Likes to correct the release flaws with the help of many DLCs. However, at the moment, it is better to colonize Mars in some other game.

Pros: beautiful and stylish graphics;pleasant musical accompaniment;The originality of the concept.

Cons: Inexplicable interface;the imperceptibility of the main gaming mechanic;tightness of passage;Few random events.

Surviving Mars

The best comments

Well, this is wrong, shuttle can automatically distribute resources across the colony, but for them you need to open the technology.

Even if you have two or more closed power supply circuits, then you can only see the general indicator (deficiency or surplus) of the entire colony as a whole. Similarly with reserves of oxygen and water – neither detailed schedules, nor special layers of access to the resource

Again, it is wrong. If you choose any building producing water, energy or oxygen, will show the parameters specifically for this energy network.

For some reason, I did not drown in microcontrol even with a colony of two thousand people. On the contrary, I often turned the game in anticipation of a new study, and nothing terrible happened.

I do not fundamentally agree. You can play with pleasure in Mars now.

Hint – on the panel below there is a button that increases the speed of the game.

Extremely disgusting, superficial review. Not only did the author play, judging by the review, from the force of three hours, without understanding the game at all, and the system of technology and breakthroughs was extremely mentioned, and the plots that give the player additional tests were not mentioned at all-fromThe third world on Earth until something unidentified.

I apologize, I did not play this game, so I don’t know which of you are two rights – you or the author. But this phrase is extremely embarrassed by me:

On the contrary, I often turned the game in anticipation of a new study, and nothing terrible happened.

Um … do we play games to keep them rolled up due to the low speed of the gameplay? So -so pleasure, not? In this case, my diploma is a great competitor to this game. I like to turn the Word file, sticking in the cuts in the sidge: D No, seriously, this bad example you cited. As for everything else, I repeat, I have no idea, but I would definitely not be interested in the game that I want to curtail.

For some reason, I did not drown in microcontrol even with a colony of two thousand people. On the contrary, I often turned the game in anticipation of a new study, and nothing terrible happened.

Everything about the local microcontrol system says the fact that our transport vehicles can only lead one type of resource from place to place on the machine. That is, in order to organize the fueling of remote -remote advances with iron, fuel and electronics, you need to configure three separate trade routes.

Well, by the way, the fact that you are curled up in the game, waiting for a new technology, does not speak at all in favor of the game, when half of its gameplay is fuss with residents, their characters, professions and moods.

Given the fact that in Steam the game rating is 64% – it is possible, but not everyone.

To ulcerate about “protracted”, while admitting that he himself turned the game from boredom – this is a lot of many ways.

Too many colonists for swaying microdistrict as in Rimworld. Too scarce set of production chains for immersion in the planning process, like Knights and Merchants. Too large and deserted Mars landscapes, coupled with a small amount of available infrastructure, do not allow the game to export the game, if only for the sake of photo mode as Anno 2205.

As a result, a very measured, very simple and tightened city-sevor with an emphasis on the personal qualities of the coloines, in which the monotony of the gameplay can sometimes be diluted with a random event with a local alcoholic-idiot, which was blown up by a fuel factory by blue.

The phrase “non -working mechanics”, it seems to me, must be taken to the subtitle of the game. Just an incredible amount of everything was made through one well -known place, and either works crookedly, or does not work at all.

The same truck. Enough with him, that only one resource carries. It is much worse that it is rapidly ending with a charge of battery, because of which the supply line is interrupted, you put it to charge, then you forget about it, and at some point you suddenly have a dome of 200 people from hunger begins to die. Not to mention the fact that the tunnels of cars in principle do not know how to see, except that manually poke them with his nose.

Shuttles transport cargo only when they receive a request. What gives rise to serious interruptions in supplies, including those leading to the inaccurate state of the shuttle themselves (they did not bring fuel on time, everything, sit Kukui).

If there are specific warehouses for specific resources and radius of the action of buildings, you expect at least some intelligible distribution system, which is not in principle. What can I say, when a loafing drone is far from always guessing to take a critically desired resource from a warehouse under the nose to a broken building ten meters.

Colonists generally inadequate. Not only do they sit and work hell out how, they still do not react to filters.
I made a separate dome for children. So that there are only children, schools, nursery, university, well, and every trifle for needs. In all other domes of children banned. So that they do not occupy a place in production places, but they grow quietly and receive a profession. As a result, there are three children and one hundred and fifty healthy foreheads of unemployed in the “children’s” dome. But in all the rest a crowd of youngsters who are bored and bad. I understood this only when they suddenly began to suction from longing and lack of playgrounds at once at once. This is the hell?

At the same time, the birth rate is generally a separate topic. At some point, people begin to breed at such a speed that I don’t even know what resource base you need to have in order to have time to build so many domes (ensuring food \ water \ oxygen / work and other rols for shops). I built three large domes at the same time, as a result, after the settlement of the homeless, it turned out to be one and a half times more than before.

Lei-Him, in principle, does not work. Resource mining does not. After the production of all deposits of rare metals, the only source of their production is the mega-shacht. Which produces about 20 units per day, and this is somehow not very enough to provide electronics with two and a half thousand colonists (and the corresponding base of buildings). You still have to buy something on earth.

At the same time, half of the potentially suitable place on the map turns out to be a zilch, because a couple of small pebbles are lying there, because of which I cannot put a new dome. For some reason, drones calmly disassemble boulders the size of a plant, and a couple of pebbles are not able to clear.

After all, why can I sell only one resource?

And why do I have a game all the time in the lower panel shoves some colonists?

And so on and further ..

Moreover, the game can not even give the cherished satisfaction from contemplating the fruits of his work. Simply because there are few houses, they are all the same, the animations of the men in the houses Cat cried (and they are very simple), and everything generally works too chaotic, and the sensations of the working mechanism cannot be obtained in any way.

The author is completely in solidarity. In this form, the game must be released into early access, and then still saw a year old with an eye on the opinion of the sympathetic. At the same time, without fear of remaking key mechanics from scratch in the process.

No, he wrote that he was folding the game ExpectedAnd. That is, not in order to get into the guides, but to kill time. I caught on this phrase, nothing more.

Just Kroganwrex said everything correctly, he would have added from himself that the game is not “pleasant musical accompaniment”, but simply amazing. I will explain about the folding of the game on my own example, I don’t want to turn off, but this can be done, for example, when you want to scout part of the card, to understand how to upset the colony (a little chef, but the choice remains for the player).
He played about 6 hours and while Surviving Mars, as for me, just raisins, for the extreme).

Planetbase is much weaker than Surving Mars, especially with regard to large colonies.
Offworld Trading Company is more a session, not a large -scale colonization of Mars.
Anno 2205 a little about another, the colonization of the moon is only a means of development, and not the very end in itself.
RimWorld is generally about another scale.

Criticism is good, especially when it is on the case. I accept claims, but I can not agree with everything said.

Well, this is wrong, shuttle can automatically distribute resources across the colony, but for them you need to open the technology.

Apparently, I was not lucky to get to them, given the “random” procedure for opening technologies. Nevertheless, there is no getting away from the fuss with ordinary drones and warehouses – the shuttles are not available immediately. Microcontrol is terrible.
No matter how to lie, but the layers with the distribution of resources were in tropico from the same Haemimont Games. Why is there not such a thing – it is incomprehensible.
Tighten is confirmed by your words that you can turn the game and deal with your business. I believe that this should not be in a good game (if it is not mining in Ivka, of course). When compared with Rimworld or DF, then both of these strategies can not be called casual. Nevertheless, playing in them is simpler than in SM (even despite the high threshold of entry and a terrible DF interface – although you can get used to managing hotkeys). Because you play them, and not try to understand the general logic of gameplay and defeat the inconvenience associated with ill -conceived mechanics.

I played not three hours, of course, but not thirty. Plots and breakthroughs – yes, my jamb, I could not stuff it and the already rather big text. Apparently too carried away by the denunciation of the shortcomings.

Yeah, through a technology that opens somewhere for an hour the fifth game. It is a pity that there is no technology that would reduce drones in bucks, and not one at a time.

Well, type, then half of the game content can be thrown away in this case. A quarter, if not a third of all buildings in the game are sharpened to teach colonists and changes their characters.

Stop finding a deep deposit and get the tech (there are 100k sources … or 10k – stick 4 extractors, dust tower, tsu, spare parts and fuel warehouse and cut all improvements for extractors and there will be norms), as well as request tributes of pieces6-8.

I have another problem – food (in the colonial group on the mountain) and in the wildest unemployment and homelessness

Transport vehicles can only lead one type of resource from place to place on the machine. That is, in order to organize the fueling of remote -remote advances with iron, fuel and electronics, you need to configure three separate trade routes.

To ulcerate about “protracted”, while admitting that he himself turned the game from boredom – this is a lot of many ways.

I do this in any town -planning simulator. And I turn it not for half an hour, but God forbid for five minutes, and not from boredom, but from reluctance to do something else while waiting for some thing and impatience.

They are somewhere in the middle, hence the thesis about the “played three hours”.

Do they need here? The icons of deposits are already shown to the ka card, and there is almost no other distribution here. But I agree, the interface is not very convenient.

Tighten is confirmed by your words that you can turn the game and deal with your business.

I may have been expressed incorrectly, but wrote above that I turned the game for literally 5-10 minutes and exclusively from unwillingness to engage in other matters while the technology is being studied.

The game, of course, is not perfect, its main problems, in my opinion, after 34 hours and three colonies are not a very convenient interface, lack of content at the end of the game and the inability to connect the domes, which forces to build all amenities in each dome.

Well, most often I want to turn the game at the end, when you already have a closed system with a giant margin of idiotness and you just wait for some thing to tell yourself that this colony has been passed. Well, or at the beginning to find the entire location at once.

It seems to me or I am one such a fool that they connect the entire colony into one system due to the tunnel system?

Mistracted, but I love the strategy and I want to say the following: to turn the game for 5-10 minutes without any difficulty-not such a good sign. The fact that you may not deal with other things in the game also says that either mechanics are broken and tritely do not work, or are not needed (which is not far from the first). I will not remember a single strategy in which I played for more than 50 hours where I could turn the game at 5 (!) minutes and returning not to get a collapse, which will have to rake the good ones the same 5 minutes. Okay, there were rare moments, in the same second settlers, but they only happened at the end, when there was already the capture of the last town hall and there was no meaning in the micro -study. Majesty, Stronghold, and even Anno was “punished” in every possible way.
And about the beauty of the landscapes that you talked about above. Take a look at Cits Skylines, who came out of under the wing of the same Paradox Interactive. Incredibly beautiful landscapes. Yes, urban ones, but this is not an excuse in the weakness of designers. As one person said: “Urban planning games are needed for two things-to fall through the brain due to improvement and for beautiful screenshots.”

which lie in warehouses somewhere in the center of the colony (or are not at all unloaded from the rocket). And if the warehouse is outside the action of the new Tsu (and it will be), then the drones simply do not see it.

The problem with the transportation of resources is solved by setting warehouses at the boundaries of the zones of the ZU, ideally, you can have three Tsu with one warehouse.
But otherwise the game is boring very. There are many problems with water in the later stages, and this is destroyed by the creation of a mega-colony.

Planetbase – the same Mars. Only more mundane: instead of giant domes and casinos, civilian comic bases.

Offworld Trading Company is also Mars, only with a bias in a market economy, and not in the development of settlements.

Anno 2205 – Moon, but still.

Rimworld – a hundred times better than everything above is better, although in fact it is not a Martian sim, but rather just a sim colony on a strange planet.https://casino-party.fr/

Steelrising: to become a man

Admit it, missed good Solslowers? Blow further – Steelrising The lift does not apply to this. Although the developers took the formula for the first Dark Souls, spy some ideas from Bloodborne and put it all on the plot Detroit: Become Human. But on the way to the goal, two insurmountable obstacles stood: studio Spiders and its overwhelming ambitions.https://casino-party.fr/

What went wrong?

First, let’s talk about the plot. So, in the yard of the 18th century, Count Caliostro – Genius and Alchemik, got into confidence in Louis XVI. Using the achievements of the scientist Eugene de Vokanson, he created an army of automatons for the monarch, and they easily suppressed the Great French Revolution. Some dissatisfied people were sent to the Bastille, others were forced to sit at home. Shortly before that, the king transferred his wife Maria Antoinette to the Saint-Cloud castle and put a car named Egid, who could talk and make decisions. Being not enthusiastic about the acts of her husband, Maria Antoinette sent a mechanical bodyguard to Paris for de Wokanson to tell how to stop the automatons.

In general, the plot beats historical events. The designers tried and created the characters in the spirit of the era, and the scriptwriters even spent some real details-for example, the royal cache in the Tuilery and the dark-skinned activist-aristocrat Julien Raymond … True, he did not accept participation in the revolution, and what he does here, no longer beforeThe end is clear. But such trifles show how much the authors do not spit on the entourage they created. It’s a pity, only for entourage, for the plot is completely guessed closer to the middle. And the passage of the game, if not for additional activity, would take five hours from the force.

Saydkvests in Steelrising there is also, and, as often happens, some are even more interesting than the main task. And the ending depends on them partially. More precisely, what characters you will meet in the last location, and even the attitude towards you of some of them. The essence of the finale is almost no change, but at least there is variability. So, in side tasks, investigations should be carried out, palace intrigues, find the memories of some faces, then to save them. There is a small problem with these flashbacks: it is not known where to look for them at all. They are not shown by the compass, the characters do not say about them. Neither give a needle in a haystack.

This is a real mockery, because if you do not find memories, then the character cannot be saved. And if so, there will be no interesting plot information. So trample out street dirt and hope that somewhere around the bend a radiance flickens, which may well be a regular note. And it happens that they give you an order at the very beginning of the game, but you will be able to fulfill it only in the middle or at the end, since you simply cannot get into the desired area due to the lack of abilities from the egid. Everything is built on the standards of the genre. There is a gate? Wash through half the card and open them. Or look up-there will be a place where you can catch on a hook hook. Or a flimsy wall with a jerk somewhere nearby you can break.

Robot in the case

Important (and last) dignity Steelrising – combat system. She takes a lot from the first Dark Souls, And another drop from Bloodborne: instead of a roll of egida dashes. But its abilities directly depend on the weapon – one allows you to counterattack, the other is to parry or, conversely, apply a hail of powerful blows. There are light and heavy samples. So the choice directly depends on your game style. But here there is a nuance: at the very beginning, you will stumble on a chest with an ice musketon that will stay with your second weapon more than half of the game.

You see, the ice is without all the enemies of almost all the enemies, because of which they stand idols and do nothing. Even the bosses are not protected from this. Therefore, the most effective tactics is to freeze the enemy and blow him before blue. And where the ice does not work (although it happens rarely), grenades work well, of which in the inventory is always in abundance. There is no point in using them on ordinary enemies – they all understand the screws in two counts. If you do not get stuck in the details of the area, of course. However, other weapons will still have to use, and it is better to choose it carefully.

From the fan, for example, you can make a shield, because of which enemies lose their balance and open to strike. And spontaneous weapons allows you to counterattack. Yes, he has more stringent timings with him, but the game is more interesting and more dynamic battles. All tools for destroying opponents are allowed to pump using materials. They are sold in a local store, but there they are always in a cut. The heroine also changes the gear and pumps. Like in Dark Souls, This is done for souls, but everything is easier here: no need to monitor the weight of the equipment and the characteristics responsible for using something. Aegis from the start of all hands a craftswoman – carries any weight with him. Well, and the flask with the Estus also improves famous bonfires on the local analogues.

And here is a set of enemies in Steelrising It drives into longing for the third hour, for opponents are found the same, only operating different elements. Well, yes, improved robots come across with a new attack, but then they are repeated and almost never cause problems. If the heroine perishes, then either stuck in bumps, or crashing into the wall during Dash. To sweat and bleeding do not force the bosses on which spam with ice and grenades acts. In general, the combat system is pleasant, but disappointment causes too monotonous tootiary. Here to add types of opponents and balance weapons. At least an icy musket, because it is directly an imba. And now ..

It is time to burn!

For the most part Steelrising It turned out burdock. The first two or three hours is generally torture. Uniform locations are filled with the same type of enemies, killed by the same technique, under the constant rattle of metal. The city consists of eight regions, visually different from each other, but in each of them it is very easy to get lost. It is clear that before us is Paris of the 18th century, with old houses, mud underfoot, barricades and corpses. It’s not for long to hit for long, and then roam in a circle, trying to remember whether you were already here or not. Without a card you have to remember the area, and this is difficult.

Yes, in Dark Souls It is also easy to get lost, but the right path is always located by trial and error. And in Steelrising This does not work. Here the faithful road is only staggering along the same streets in search of the right turn. It comes to funny. There is some barricade through which the heroine seems to be jumping, but not. Here is an invisible wall, so, dear player, bypass this obstacle through half of the city. The game constantly stretches the passage of this technique.

The case is also aggravated by the fact that the heroine in the plot receives abilities, without which not to get into some places. Here I took an aegis hook-cat or jerk-and now it will be able to catch on some balcony or breaks the wall in the lane. In this case, a compass showing the location of the main and side tasks, now and then breaks. 70% of the passage you will be lost and shy away along the same streets and Garden Gardens. Probably at Spiders There is some kind of psychological trauma from the gardens, like Miyazaki from swamps. Otherwise such a number of fences from the bushes cannot be explained. In the last location, there is even an area of ​​”dofin labyrinth”!

Remember, we said that the game constantly teaches you to handle the gates correctly? The fact that they need to get to them in half a city and open on the other side? In general, there is a moment that breaks this condition for a damn mother. Here is the gate, and right behind them – Sidkvest. You can open them only on the back, even a lever for this is visible. But getting there for the time being is simply impossible. Only after passing part of the plot, the gates open themselves. For no reason. Without any explanation. Everything, dear, come in. And this happens in the game only once. This is a directly master class on the studio from the studio Spiders. Bravo.

TKO

It also gets the impression that Spiders Optimized Steelrising immediately under the 40th series RTX and processors i9. Otherwise, how to explain that with such a picture there are not enough 12 GB of video memory for maximum settings? On RTX 3060 C DLSS, the game does not even hold 60 frames, and this is in the resolution of Full HD. For interest, you can see how everything looks at AMD FSR. The soap is terrible. Mozolit eyes are how AI is trying to collect a picture at a pace. And why poke this technology here if it does not cope with the task? Reitresing also works somehow, with windows, where the heroine would have somehow been reflected, not so much. Some generally see only cubmas, or a picture that creates volume. But 12 gigs are not enough, yes.

On modern consoles, everything is much better: the frame rate is stable, and the picture is not such an echo. But now and then there is a torn animation, the characters soar above the ground with the bricks, some incomprehensible conflicts stick out out of the blue. As if some things here were done in a hurry and did not fight at all at all. Catcans look ridiculous, although they should be epic. Or here the eyelashes of some characters stick out through the skin. Yes, and facial animation raises questions: if spiders wanted to surpass Horizon Zero Dawn, then she did it great.

However, Steelrising You can’t call a completely empty. It is interesting to explore individual locations, especially Versailles. The palace would become even better if not for the labyrinth of the bushes. Saydkvests with court intrigues sometimes get fascinated more than the main plot. And the surroundings of Paris of the late XVIII century are recreated well.

If it were not for the architecture of levels, repulsing the desire to stagger around the city, the game could even be praised. It has interesting ideas, the spirit of adventure, a pleasant combat system, but all this breaks about game design. So the studio attempt Spiders To make a large work deserves an assessment of “Proproding”. On the other hand, the price of the novelty is penniless (at least on a PC), so you can still spend the evening or two after it.

Steelrising

The best comments

I don’t agree much to the review .

Firstly, there is much more references to real history. For example, the same quest of the count about his father is a reference to their real relationship.

Secondly, memories. For the main characters, they literally lie in the middle of the corridor of the leading to them, they almost miss them. The only memories that I missed were – girls, the inventor’s daughters and the first memory of the queen (for whom I just returned and picked up)

Third, “confusion” of the map. There is a funny moment, since my density for the game is exactly in the opposite – the map is the most corridor. In any case, you will reach the goal and only one path to it (therefore, I don’t understand how to miss the memories lying exactly in the middle of this path).

The real minus is the game design – parkour. It is broken and sometimes it’s not at all clear how you should come from point A to point B desp that this is the only way (hello linearity of the card) .

I can’t say anything about optimization and bugs, I played PS5 in performance and everything was normal (only models of enemies after death and trophies have been bugged, because of which even a week after the release, no one had platinum). But there is another interesting point – an exclusive addition to the consoles (on a PC it will be released in November). I think this is a slightly strange move to release a piece of the game as an addition immediately – a large location, new enemies, plot characters – there was a persistent feeling that they were simply cut out of the game, for sale, and since I didn’t notice this before, I didn’t notice this, I sin on a new publisher.

The main problem of the game is really the fault of the fault of the mentioned publisher – the price. The game should be released in the same price segment as the past games of spiders, all the more it will pass in 8 hours, but no – this is a complete ful -prime.

For the developments themselves, the game did not step forward or back compared to GreedFall – this is rather a step towards improving their combat mechanics, which was released in principle.

Regarding the game itself, I would still recommend trying it, but by discounts .

Thank you very much, but this is a really informative review

* Rusyaev calmly reads the text* time gone! *Rusyev calmly reads the text*

In general, the review did not shake my confidence that I will definitely play it. I’ll just wait for November to make the game complete on PC. As for the review, and this is not a stone in the garden, but simply observation – throughout the whole video I did not leave that exactly the same could be said about, for example, Bloodborne (with the exception of the variety of bestiaria, probably). The gate opens only after the plot action – please. Run and not understand in circles – it also happens (%; No. About the technical component, the same thing (in the entire life of the FROM games, it was somehow not particularly complained by patches, FPS drops, the lack of increased performance for PS4 PS and PS5, the network game is a murderer), with the difference that Steelriding has barely released, and I think they will correct. The design is good, I was sunk into my soul from the first announcement. Animation of people yes, it is flawed, but this is not fatal, in Gridfol, where there was an emphasis on dialogues and close -ups, it was the same, and in general you quickly stop paying attention to it, since the story there turned out to be really cool. It can be seen that the guys are trying, and I want to support this, so my choice is made.

Typical game from Spiders. no more nor less

How Rusyev strangles with:
And since the reviewer strangles, then in the comments and even more so you can.

I have not played yet, although I bought it and, now, I plan to get if I have time to finish Yakuza 0, but even the text of the review itself raises direct questions.
-First, where such hatred of spiders where? Yes, they make AA or, even, just and games, no roof blockbusters. The studio is not very large, but diligent and productive. Games are not perfect, but with each new, progress is visible (unlike games that make Kalypso Media, for example), both from the point of view of gameplay and its diversity, and from the point of view of setting setting and plots. And this is a neglect in the beginning straight meh. Fu is so, Vasily.
-Secondly, it was very warmed about “memories and additional content are not marked on the map and have to run and look for everything yourself”. Rather, well, I agree that it should be noted. But this is the SG team for three years by vying repeating that “uuu, terrible signs of the issue and additional activity of which are filled with the whole map prevent the world from exploring the world and turning the process into methodical cleaning”. Once, hmm, not consistently. Of course, all reviews make different authors and each has their own opinion, but, simply, note that for a heap of people who complained about the lack of explining in AAA Games, this should be perceived as a plus.
-Thirdly, “over time, the egis receives new abilities that open up new ways on old locations”-this is not at all clear why it is a claim. This is a classic metroide. So that you run a little more locations, find, search for caches. Is it stuffy? Maybe. But this is a genre feature. Like, it is strange to come to the visual novel and complain that “all the time you have to read and sometimes recall huge areas”. Here is the same

About the claim for the gate to the Dopkvest.
That quest “Meeting with the Horsemen” in order to execute it must be reached the house of the disabled, kill the boss tower and free the Minister of Finance. And after the battle on the site of the cheat, there will be a passage to this dopquest and this gate.
The game apparently had fun and opened it in Rusyaich, considering that since he had fulfilled that main quest, he went out as it should – through this door, because it is a linear shortcut as a bowl after a boss on a common map.

The main problem of the game is really the fault of the fault of the mentioned publisher – the price. The game should be released in the same price segment as the past games of spiders, all the more it will pass in 8 hours, but no – this is a complete ful -prime.

But the game costs as much as Gridfol on the release – $ 50. Technomancer cost 45 and even of Orcs and Man – a magpie. And if you take a regional price in Steam, then the game is even cheaper than gridfol. So the claim is not very clear

I agree with you. The game is quite pleasant.
A lot of historical references, places and locations, clothes (recreated in the game very reverently and soundly).
Locations are diverse both externally and in filling. Some are light and spacious, while others are dark, narrow and sharpened for movement on roofs and through apartments.

The combat system and pumping are done well. Choose what to do and create a heroine to your taste.

Of the minuses, he noted for himself: invisible walls, a couple of times it was difficult to understand how to get to the right place, and once the heroine amused between objects.

I’m not a big specialist in Souls games, but the game pleased me. For me, she is “boasted”, but not like a “pass”.

Vasily Rusyev – soon the author of each video review on SG. Well, Loev is still wandering nearby.

I didn’t really wait for the game, but, surprisingly, I am surprised by their combat system. It looks sound when compared with the same vampire from Dontnoda. I wonder what is the duration?

I don’t think there is some secret lies here. Games are covered by video reviews on SG in two cases-the game is really large, or one of the authors who are engaged in video materials (thus Vasya Halper Vaughn made a rather niche Tormented Souls). I suspect that Remnant, that Steelrising does not fall under the first option, and with the second Steelrising was lucky, remnant – no.

“Over time, Aegis receives new abilities that open up new ways on old locations” – it is even more strange to hear these words as a claim from a person who makes an IP in a metroide

In general, there is no sense, after the ending, you cannot continue to play. Therefore, I myself plan to return to finish Achovka in half a year-a year: maybe during this time “new game +” will be added, the bugs will be seasoned and some other content will be taken.

As a person who played, in principle, I also agree with the written. And what kind of DLC there are on consoles, you can clarify? Otherwise I have a PC version.

Thank you, and there you can play after the finals at all? And then for the sake of one DLC I may not return in the near future.

There is no point in arguing on this score, but I still correct, so that the facts remain facts. Gridfol (like all their previous games) was published by Focus Home, they changed the publisher only now. 40+ dollars cost both the technomancer and the Bound by Flame, and even, as I already wrote, of Orcs and Men. So since 2012, they raised the price only $ 10, which completely reflects the increased level of the studio itself. Already Gridfol could be called an almost decent game, has not yet played style, but average reviews are at about the same level.

Share an inside: why there was no beltnant video review on Stopheim? Mediocre ups are overgrown, but laudable – no. Abidna.

Secrets of Cagliostro – on the PC will be released in November. Adds the location of the “psychiatric hospital”, enemies and a small quest with a new giant in the final. Probably in an hour you can calmly go (if not faster). It does not give anything significantly new for the main story

By the way, I have a funny situation. I turned on this help mode not so much to play with it, but just because of curiosity. Recently passed the Axiom Verge 2, there was the same thing. And I immediately blocked the achievements simply because I left the option on at the start, but did not use help. Apparently, an occasion to get achievements later, just when the addition comes out and the game will be aside as much as possible. Thanks for the answers)

Splatoon 3: Why Trickl?

Preface from the editor. With this material, we begin the experiment: now at Stopgame video reviews.ru will appear text versions – the same thoughts and content, but not with a video, but letters. It will come in handy if you prefer the text, not the video. This time everything went somewhat spontaneously, so the text version appeared later.https://betfredcasino.es/

We will immediately reveal the secret: Splatoon 3 – This Splatoon 2. Yes, slightly improved. Yes, with a new plot and the necessary corrections, but in general, this is the same second part. After all, she looks the same and it feels the same. Why then Nintendo asks for it $ 60 and sells it as a new game? Let’s try to figure it out.

Kalmarov universe

Briefly for those who are not in the subject. Splatoon – This is a whole franchise that Nintendo I presented in 2015 to WII U. Despite the total failure of the console, the game was able to survive and collect faithful fans around her. Her servers are still working, although now there is no rest there from the cheaters. Merch appeared, and “Big N” even organized several concerts with game idols. At Switch, the project received a second chance, although Splatoon 2 still resembled the first part. But over a few years, the developers were able to change it due to the lot of content, and then also a large plot DLC with octopuses released.

It was during this period that the franchise became recognizable. Now she could boast of not only figures, but also more massive concerts, musical discs, collages, quick -made noodles, ice cream, cool advertising and her own e -sports tournament. Yes, these games about cartoon squids have a tournament with cash prizes. Far from the International, but still. The last event, by the way, was held in November 2021 on the remote. It would seem, why now release a third part?

Well, they would have piled a global DLC with another plot and clothes on the sequel, and then they would sell its bucks for 30-40. They literally did this once in 2018 with Octo Expansion. But here you are Splatoon 3 for $ 60 and the feeling that somewhere you were a little deceived. At the moment, this is exactly what DLC. As with the previous part, it will turn into a full -fledged game of the year in 2 thanks to updates. But not now.

What is this basis to which the details necessary for the fullness will be attached? She is simple. There are two teams of four people who fight on one of 12 cards (some of the previous parts, by the way), imprisoned for different modes of the game. Your squid or octopus can paint the territory, including some vertical surfaces, turn into a floating shape and move with high speed only in its paint, because it gets in a stranger and loses health. All the modes of the game are built on these simplest mechanics. Now there are four of them: a regular battle for the area where the team is becoming the winner, two types of rating and private battle, where you can gather friends and knead against each other on any map and in any mode.

Reasons for fun

It is important that Splatoon remained as driven, chaotic and colorful as it was always. It is fun to spend time with friends, and with anyone. The entry threshold is low, no one is toxic in the rinks, since there is no voice chat in the game, and in general, gamers try to help each other. Especially in the ranking and PVE.

The most interesting thing is, of course, a rating. There are several different, so to say, disciplines: a place to (something similar to basketball), megakarp (where it is necessary to convey the goldfish to the enemy camp), the battle for the zone (the name speaks for itself) and the escort of the tower, which also needs to be taken to the enemy base. In fact, this is “Payload”. Adsche is going on in all rating modes, because they let players here who more or less mastered, well, well … this is still a rating. As in other network shooters, they relate to him seriously. All the modes are fun, but some global changes after the second part are practically not felt.

The developers have added new ulters and types of weapons, but the most global change is, perhaps, the command of the team. Now you appear not on your base, but outside the map, and before the start of the battle, you can indicate where to plant your squid. Other players see your cursor and are guided by it to jump yourself. This gives an advantage when painting a card. Now comrades know in advance where to run is not worth. The lobby has also changed. Now it is active-immediately with a shooting and fast food, where you can eat Nyamka for coupons and get some bonuses. And finally they brought normal timbilding, for which Nintendo Only three games were required ..

Even before the release, a trial allocation was held. This is an event where participants choose one of the three sides (there were two in the previous game) and beat on arenas, defending the honor of their team. Different buns falling for participation – the winning team, of course, gets more. A new three -color regime was added here, in which two playing detachments beat with the winning. In the center of the arena is a beacon that causes rain of the desired color.

The regime is cheerful, but it is available only once every few months. Well, or in a private battle with friends, it can be organized. By the way, Nintendo During the pandemic, she spent four additional ransomities in order to entertain people locked at home. By that time, active support Splatoon 2 has already been stopped, but resumed for these events. Such things.

There was a lot of customization in the game, which does not affect anything at all. Starting from banners and titles appearing in front of the battle, and ending with a personal cabinet, where you can fold the junk. It is bought for the in-game currency obtained in battles or PVE mode. For it, items are also available, which, unlike previous garbage, are very important. After all, they give your character perki that help in the network game.

Things and accessories are also swinging here, so you can assemble your own set here. But the weapon is now available only for licenses received in the ranking. By the way, if the game sees that you have preservations Splatoon 2, then immediately give you them. You can buy a gun that does not correspond to your level, and to use it calmly.

There are no microtransactions and combat gaps in the game. It is not necessary to throw real money into it, and this is perhaps one of the largest advantages of the entire series Splatoon. You buy once – and you get all future content for free. But these are clothes, weapons, cards, garbage for cosmetics and so on. And, and there was still the opportunity to review the fights you like and send them to friends.

What else to have fun?

It is worth mentioning the local Gwint, where you play a mixture of Tetris and a fight for the area. It is necessary to arrange cards with figures on the field so as to paint over a large area. Another luck – the pumped mode Salmon Run returned. This is PVE: a team of four people fights against a crowd of frantic fish with pans and produces golden eggs. It sounds simple, but in fact it is Vietnam, after which flashbacks will definitely be pursued by you. The brutal shoals of fry or several hard bosses can crawl to the shore, the water can arrive and decrease, and the basket where you need to fold the resulting caviar changes its location.

As in the previous parts, there is a single mode. Some levels in it are directly excellent. They are perfectly balanced, verified to the millimeter. And others to go boring. Another drawback of the campaign is that it is designed exclusively for fans, since the most important role in it is played by characters from previous games. And without a presentation, which, of course, is not here, many newcomers will not understand who all these people and what an awkward chief villain. Fans, most likely, will come in. There is a lot of fanservice, cool music, and in the end there is even a “this turn” about one of the main characters.

At the same time, the plot tells what happened to people on planet Earth. Yes, if suddenly someone does not know, Splatoon – This is a post -apocalypse. True, in order to find out, you need to go through absolutely all levels. A bunch of collection objects, notes, garbage for a cabinet, food coupons, cards and caviar are still scattered in the hub. If the script does not pull you into the jungle, then it is not necessary to go through all this. It is enough to collect the right amount of caviar to open the passage to the next zone.

The game has Russian localization. Names and names, of course, are adapted, as is often done in games Nintendo. A dude called in the English version Sheldon, we became Pushkin … Well, he sells guns. Harmony became Aktavia because it is an assets. And so on. In fairness, in the English version they also have no original names, because in the Japanese language many characters, even the main ones, are called generally differently.

The music was still good, because in the series she is given a lot of attention. During the battles, such a strong rock with squid vocal sounds a strong. But during the surcharges, a fatal electronics is already turned on performed by new idols. Actually, this was what happened before.

Obviously, fans have already bought Splatoon 3 And they are chopped out with might and main. But a person who is poorly familiar with the series will be incredible why this is a separate part, and not an addition. There is too little content for a new game: a couple of serious changes, gvint, interface has become more convenient, tib. Great, but on a full -fledged release by current standards does not pull. So while this is a “pass”-the new adventures of kalmariki boys are best taken to sell dollars for 30. Or wait at least a year, and only then start to roll.

Splatoon 3

The best comments

A strange structure of the review. It seems to me first I need to tell what kind of beast this is, but only then about the price and content.
And at first a huge block about the lack of differences with the 2nd part, and only then the answer to the question of what this is generally for the game is such.

But putting the rifster remaster remaster of the eggs was not enough)))
I agree that the differences in the tricel have to be sought with a magnifying glass, but IMHO is better than like everyone else – every year and even with donates.
It’s pointless to wait for the year, the game will not be cheaper, the maximum sale is, interesting – take it now, and on the other hand, as they said – the beginners will be norms, the rest who love the series – they will still buy where to go

Dear, remember Kulakov’s words. Do not look at the assessment, but at the review. Rusyev painted in sufficient detail, and in his eyes there are not enough innovations for “commendable”. I literally received answers to all the questions that I had when I looked at, for which I am grateful.

Well, no, Rusyaich is just understanding and in fact told everything, just the assessment turned out from the perspective of “Fullpraise is not worth it,” and this is somehow dishonest against the background. Either in all reviews the price affects the assessment, or does not affect anywhere

I don’t really agree with the assessment. Raids are not a sorcerer when each part is the same thing only in other decorations. Rusyaich himself says that new chips have already been brought in the 3rd, and according to the experience of the 2nd part there will be even more, a new plot, guns, so as for me, it deserves commendably.

first set Rusyich Diz. I really did not tell many changes and improvements, I didn’t say about the part of the new FICH, that the game began to work much better and faster because of working on Dvigl, I told almost nothing about the company, although there is an experience of Oktoexpspenshin and the plot C2. Even with the PSU, he was mistaken because he in the game is just free and the first sea season lasts until December, for example and these seasons for 3 months each announced 2 years in advance. FOR FREE. We worked well on the game and given the new content also the plot and support with free PSU for 2 years ahead, the game costs its money and can be called a trickel. Even as in the view, it suits fans and beginners: it’s serious, I can say as a fan sitting in an English -speaking fandom that for fans this is a suitable plot, pleasant new features and at least a large (given all the little things) updating the game compared to C2,And for beginners who only now want to roll into the game, this is the perfect entry point at which there is all the best that was before and a lot of new things, and given that the original and sequel is at least praise and a tricus that can really be called the best raftingIt should also be for a newcomer at least a boast. Where did the passage come from?

For the first time in many years, I want to put a “pass” to the Stopgame review.

I am not interested in the site as a communication platform, mostly I watch videos on YouTube. But I registered in order to draw the attention of the administration to the doubtfulness of this video and support the audience.

It is quite possible. you may not agree with the assessment and this is normal. You can not consider “amazing”, according to SG, you can adore the “passing” game or, on the contrary, and change these grades for yourself in places

Therefore, there is a text with argumentation in the video. Rusyich quite substantiated why he still believes that the rafting 3 looks like a “passage” – because while it looks like the DLC to the second part in terms of quantity and quality content, and if you immediately buy 3 part without the second, then everything is fine, but if you haveyou already have 2 part, then for now he would not recommend paying for Full Price for 3

I don’t have a switch (only an emulator on which the rafting does not make sense) and I can’t play myself and determine whether it is right or not. But as an ordinary viewer – he completely convinced me that so far the 3rd part looks pretty risemnyakovo compared to the second

That’s just the same and did not figure it out, because he did not name half of the changes, improvements and new. Even nothing about the altered muke, about the new ulters that replaced the old ones, and some familiar old ones have changed … if you understand the entire list of changes and improvements, with all the news, given the plot, which is much larger and more diverse than the plot of the two and octoexpenschens, taking into account new modes and new modes andGreat work on the old ones, given the new sidactics, given that they processed the engine and added the technology of monalites, thanks to which the game works much better and faster, and non -combination became better, also consider that they have already announced free support of the game for 2 years in advance and 8 free butterpers (andYes, they are in the game, and Vasya said that they are not), as well as the absence of Donat and Pay Tu Wine – then the game with all this deserves a new part and full prime. But Vasya did not figure out that I was depressing Rusyaic, I love with all my heart and respect me, since the time of his own channel and I always admired how he understood all the subtleties and trifles, but here … Seriously, Slot 3 for fans is at least laudableWork on their usual game plus all that new content, and for beginners who roll into the series only now this is an ultimatical amazing rafting.

Yes, an extremely stupid assessment and a very strange review. At least the alloys were diversified, new bosses were added to the Salmon of the Russian Academy of Sciences, not to mention new weapons and cards. But according to SG, it is better to lick some kind of garbage from head to toe than to give an adequate assessment of the project in which they do not understand

Well, the main question. Why are Nintendo games require some special attitude to themselves, that someone should not be visible to someone?

They did not leave. They were excluded from the list of parral imports, the office continues to work, and Eshop is disconnected due to the inability to conduct transactions, because Swift. There was a problem due to logistics of the supply of cartridges, but now this is better than.

I gave an example of how it is done in all network shooters. Balance of weapons, cards, perks and the rest of the like is done free of charge in regular updates. For this, a new license plate is not released and is not sold according to full prime. As well as changes to the engine for better performance are also made by global updates. There are enough examples of this too. And for this they do not let out a new license plate.

Nintendo could release a global update for Splatoon 2, where everything was overlooking everything, made a normal lobby, corrected the engine, added a new plot. But, she decided to sell this DLC for full prime.

Well, that is, you believe that that in ordinary network shooters is done within the framework of ordinary or seasonal free updates (renegading, changing the mechanic, adding new mechanics, chips to cards, changes to weapons, etc.D.), in this case costs $ 60? Once again-it is not for me to judge, of course, but in my opinion this is too much.

Take at least the same APEX. Each new season appears a new hero with his abilities. Every time a lot of weapons is overdue. Some even cartridges can change. Even the ultrases of heroes are balanced, buffat, debafat. Some changes make cards. Add new modes (albeit temporarily). Each time you get a lot of new content and really feel significant changes. And all this in the framework of free updates. In addition to these large renewal, small ones arrive with some changes in the balance. And no one for standard changes asks $ 60. And these are changes in the same type that are now in Splatoon 3. Moreover, APEX is generally free-to-Play. You can play it without investing, and you will receive such updates anyway.

Exactly. Fans are always looking for reasons to justify a very high price tag. I know that. I myself am a fanbo of many episodes, and often try to justify the high cost of some game. The same DREAD. Although deep down I understand that well, he does not stand his money. The same thing happens here and now. Standard renewal for all network jacks, fans are sold for a full price tag under the guise of a new game. Despite the fact that all this could be released in the framework of DLC for the second part.

This is not the first time that. And for some reason it concerns precisely the Nintendo games. There is a review of Metroid Samus Returns (textual truth), where the game also slapped passing, although inherently the game is good. Well, after reading this review, I personally passed the game until the comrade advised me to go through it all.

Well look. The game has always worked in stable 60FPS in battle without drawdowns. She also works now. The fact that the engine was sawn down to a more clear resolution. Well, this is like a third part. It is probably time to make at least some technical changes. Only for some reason, only only the third part came to them that it was worth making the game more comfortable. Hence the timbilding normal. Free Battlpass added? Wow, this is the innovation. Since the whole thing is tied to Splatnet, it is worth starting to pray so that they and microtransactions through mobile phones do not introduce. They can, after all, is very easy. So what to rejoice at?

Rearing some weapons? Well, the standard topic is also for almost all network jackals with continuations. It’s just granted. But the fact that there are only 5 new cards in the game, and 7 of the previous parts, it already somehow looks completely lazy. Well, new bosses and megaboss were added to Salmon Run. You really think that all this is drawn to a full -fledged game, and not to the addon level Octo Expansion? It’s not my business, of course, but I personally got the impression that I was deceived somewhere somewhere.

At the same time, I say in the review that “the fans have already bought the game, they will come in, they enjoy it. And for beginners, this is also a good option to roll into the series. But so far it does not pull on a full -fledged game after the second part “. The assessment is made here and now, and not an advance, due to the fact that “in the future in 2 years it will definitely be a third part”. I’m not saying that the game is bad. I play myself, I enjoy it myself. But if I bought it in a year and a half, I would have nothing to lose absolutely anything.

Relative to other Nintendo franchises with a minimum of 20 year-old Imoria, or even 30-35 in classic series, then yes, the 7-year-old series is relatively fresh yet

The strangest thing is that Batle 2042, which was not incurred at the start, received the same assessment as rafting 3, a passage

Yes, there seems to be something with the Apskyle picture and resolution and less than the load on performance, the monoliths stunned it just as in their qsensoblade 3 and it seems to be the news that they worked with this on the ransom of 3, and I can say that the game really looks better, clearer, physics of paint was prettier and at the same time the stable 60FPS in matches.

dude, you will only rush here. And you are quite normally answered with argumentation

Skul: The Hero Slayer: Review

Fresh from early access pixel “Rogalik” Skul: The Hero Slayer Today, vying and in praise is compared with Hades And Dead Cells. Explain on the fingers what is really good to the project SouthPaw Games.

Non -trivial plot

Skul: The Hero Slayer – One of the rare plot “pants”. It is difficult, of course, to compete with Hades And in general with any game Supergiant Games In the ability to tell interesting stories, but also in the brainchild SouthPaw Games There are arguments. The main character here is the title skeleton of the rocks, and his enemies are people, led by “kind” heroes who attacked the castle of the king of demons.

The forces were unequal, almost all demons and the undead captivated, and now all hope is only on a rock. At the same time, it is immediately felt that the heroes here are extremely unpleasant personalities, people hunt demons from Xenophobic motives and in general everything is difficult and in many ways not as it seems. There is nothing super -serial in the subject – on the contrary, the game has a lot of simple, but still funny humor.

There are enough colorful characters, some of them are worked out just at the level Hades. We save many from cells or meet in the black market – this is the base where you can heal, buy new equipment and artifacts. So, they not only trade with us – you can talk with everyone, and this communication is by no means limited to short, empty phrases.

Yes, there is no need to make gifts, as in Hades, so that the characters are revealed, but without this, as many people pass about many, you will learn something new. And the story itself is really interesting and sometimes unexpectedly developing.

Rebber gameplay with its “chips” (more precisely, skulls)

By structure Skul -This is a pixel “rowla”-a platformer, and in this sense it is much closer to Dead Cells. We jump on the platforms, twist, at the same time making jerks, dodging traps and applying skills. IN The Hero Slayer To this is added the need to control your form, switching between two characteries of the character.

The basic skull gives initial skills – you can throw it into enemies and instantly move to the head. And then you will receive a reward and find a lot of various variations – ordinary, rare, unique. And there will have their own skills – by switching to Werewolf, you can rush to enemies with fangs, demolishing everyone in the way;Archilich skull will allow to call a chain from under the ground that causes damage. You can turn into a gargoyle to take off. Or, for example, to try on the skull of a thief who rushes into enemies with gold coins.

At the same time allow you to carry two skulls with you. Therefore, it is important to know well and apply the abilities of everyone, as well as take into account the unique effect, which is activated each time when changing the form (this occurs with a “rollback”): someone bounces back and throws three knives at the opponents, someone produces a magical explosion,Someone includes a meat grinder or releases a cross of darkness, which affects all the “light” around.

Skulls can and should be pumped from a pauly, which asks for special (and quite rare) bones – they can be obtained for the destruction of unnecessary skulls (or in the locations where the green doors painted with green).

Another element of pumping is the collection of a dark quartz, for which on the basis it is necessary to increase the passive characteristics of the character, increasing damage, the chance of a critical blow, the effectiveness of magic, and so on. Also on the market before meetings with bosses you can heal for coins, buy new equipment or quintessence. The latter is a powerful magical technique that allows, for example, to call for a couple of seconds such an ally that will demolish half of the reptiles on the map with his balls (magical, of course).

Harsh but prolonging hardcore

Despite all this, survive in Skul: The Hero Slayer It’s not easy even in a beginner mode, where enemies are weakened. Opponents almost always attack in crowds, “spawn” directly from the air, create some auras, and even traps around. Therefore, it is constantly hot: the smell of foul enemy meat, piles of corpses, a riot of special effects … We often get to a meeting with the boss on an honest word. You can heal in the market, but not free and often not completely.

In addition, before and after meeting with the boss of each biom, there are several rooms where you, wounded and incomplete, may well kill you. Immediately after the market, only enemy heroes go – very powerful, but not strong rivals in the region.

After each of our deaths, the enemies gain experience and become stronger, and we lose everything acquired by overwhelming work, except for the reserves of the dark quartz and the upgrades that we bought for them, thanks on this.

In general, the game is harsh, but does not cause whining and irritation- on the contrary, everything is honest, because a lot depends on where the user’s hands grow from.

Invigorating random

Much, but not everything, of course – as in any “horned”, in Skul It makes his contribution to success or defeat by random. But in the correct “sanglics” this also does not annoy, but only warm up the excitement.

Of course, in one passage, you can get into a location immediately after leaving the base, where altars often come across the mountains around the mountain, who, after destruction, begin to restore your health. And in another, you will immediately find yourself in the zone where traps and mushrooms are everywhere, and every wrong movement leads to a landing on spears.

In one race, you will buy or find a cool equipment that gives excellent effects – he very sharash with lightning on enemy or, for example, drops bombs with double jumping. After 10 minutes after the start, you will get a skull of a unique archival or dark paladin with steep skills. But in another … well, in general, there are no such gifts of fate.

But in The Hero Slayer This is realized approximately as in The Binding of ISAAC, That is, with taste and sense of proportion. In addition, with any random, even unsuccessful, there are chances to rectify the situation with your own competent approach.

Great pixel art

Hades It looks flawless, but the “next pixels” performed Skul can cause irritation in opponents of this artistic style. However, I have not been in vain said “artistic style” – in The Hero Slayer He may not be outstanding, but certainly pretty and distinguished by detailed study of locations. Together with successfully selected music, this only enhances the positive impressions of the game.

In audiovisual performance and from the point of view of the narrative Skul: The Hero Slayer, Perhaps not such an outstanding game as Hades. But a huge variety of skulls and their skills, the possibility of their transformations ensure in some way even more interesting tactics of passing and building builds.

Pros: plot and characters;rich in the capabilities of the gameplay;Audiovisual performance.

Cons: random sometimes affects the passage too much.

Skul: The Hero Slayer

The best comments

I read the review and I did not have enough of any result at the end besides the pluses and minuses. I played both Dead Cells and Hades, but I still did not understand why this game received “raisins”.
Hades, for example, bribed me by the fact that the world seems alive and real. For the most part due to the fact that all the characters are individual and the dialogs are voiced with them. All of them obey (well, almost) the rules of Greek mythology and all of them are connected by the thread of the general plot. Music and visual gorgeous.
Dead Cells is a cross between a sling and metroide. Management is good and level generation sane. And there is nothing more to say about her.
What is so unique and good Skul that they put raisins? What is new to the genre, as an independent game?

Another element of pumping is the collection of dark quartz

For some reason, a description of the element of global progression was stuck in the middle of the lines of the description of building elements

Immediately after the market, only enemy heroes go – very powerful, but not strong rivals in the region.

Only at the first level

After each of our deaths, the enemies gain experience and become stronger

Cons: Random sometimes affects the passage too much.

Controversial. Random is just right to play the main role in the pants. Throughout the random, the random is smoothed out by another random and understanding of the subtleties of building. But at first it also seemed to me that the legend was deciding some kind of dofiga. And now, for example, I am a legendary super -trunk magic Aoyokh, since my build is better than a rare shield

A more clear minus: a bacchanalia of effects in the later stages and because of this a bunch of excess damaged damage. Well, for example, the fact that history essentially ends after the first successful wound

And the plot and characters here are far from so good to talk about them as pluses

For me personally, the game pulls the maximum on a commendable.
Skulls are both frank garbage and amazing, unfortunately, the pumping of the skulls between the biomes will not make something commendable out of the garbage, and IMBU will only increase even more, as a result, all the skulls except the couple immediately break.To play with them is a mazachism, also some skulls have a caste time, for example, Warlock who, while using the ability, receives in the face without the ability to do something.
The generation of locations is also not pleasing, they are made by hand and in a few hours you will already by heart study all the locations of the forest bioma and how, who, when it subsides.
Enemies are whipping dolls and are not of any complexity (not counting some combinations of bosses and enemies with an uninhabited attack) because of which it simply bothers the same monster in the first biomes.
Global pumping is not interesting, in ISSAC and Ror we opened objects for the achievements of a goal, at ETG and Dead Cells bought things that could fall after, there were different ways of pumping and character and weapons, right there just stats.
You are not particularly collected here, take items and skulls for physical damage, or on the magician damage, the combination is fraught with giant loss of traffic police.
The plot is interesting, but you get it a little.

The full passage will go to 1, then there is a point in playing only in order to try out other skulls if you have not yet managed to feel something, no more.

So, as a lover of sidelines, I think Skul: The Hero Slayer is laudable (on the verge of a passage).

The main minus of the game is not by the random itself as such, but the absence of any interaction with the game. You have only three choice gold, skulls, item. It all comes down to Idi, Lutay, minimally manage resources and stats, hope that you have enough stats or skille to kill a boss. Even the opportunity to go to another room, not a store, if you do not have money, or to a miniboss, if you do not want to get up, no. Pick up a quartz for pumping? Yes, forget it, he himself somehow drips there, and he does not open anything interesting. Levels are a rectum of the random rooms with enemies that there is nothing to do (yes, yes, Haydes, I also look at you at that moment.). The same Dedeles made a whole location with dead ends and various ways of further transition. The ancient horn of Legasi with a room structure allowed to bypass undesirable areas, farm optional buns, risking health, freely move between biomes and bosses, even though he punished for this.

> Surviving in Skul: The Hero Slayer is not easy even in a novice mode

> In general, the game is harsh, but does not cause whining and irritation- on the contrary, everything is honest, because a lot depends on where the user’s hands grow from.

Surviving is really difficult, but “everything is honest” is an extremely absurd statement.

In this game, animations and timings of strokes are completely broken. What is perfectly noticeable on the first boss – he attacks slowly, he telegraphes the attacks, you seem to be perfectly reacting to them – but every time you see that the hand begins to move to you and press the corruption – at that moment you have already receiveddamage. Every time. As if you must dodge a second before the animation of the attack has started at all – this is what it is at all? For five visits to this boss of honesty from my deaths, I have never felt.

The same as a whole applies to battles in general. When, from whom and for what you got damage, it is strongly impossible to understand. A crowd of opponents merging into a single mass of pixels, in which, for example, magicians are spunning somewhere and where shells fly, which completely merge with the same mass. And it’s not honest. You are beaten, regardless of your skill, just due to the complete impossibility of reacting to the threat.

You come to the first store on the way, collecting about 100+ coins (on average, if you are not able to come across continuous treasures). Prices in the store always start from 300. Superpoor store, thank you very much. The developers themselves played their game?

And pumping passive abilities is just an ultimatical shame. The fact that she herself does not cause any sensation of progress at all – this is still half -worn. +5 health, after a dozen races of still +5 health-wow, I develop, directly qualitatively growing … And HP is still a good example, there is also a considerable part of this “pumping” just increases the chances of something there-that is, something that you are notYou will never really feel. But prices? So, there is a system of three lines of the liability, in each line of 4 abilities, each ability can be strengthened many times. So. At the very beginning of the game, at zero, the situation is this: the first skill in the ruler costs 30. currencies, the second – about 60., The third is 700 (!!) unit., Fourth – 4000 (. ). This is the first level of ability, then there will be more. And these abilities of four thousand are, if anything, not “annihilate the next five screens and prevent the boss’s cone in the next three races”;This" +3% Chance of some kind". This is what, this is such a balance, it is “honestly”? This is called “Grindi for weeks until you die for the sake of the effect that you will not feel”. Why is it in the game, again?

In Hades, with which the author, on some incomprehensible basis, constantly compares this game, there were also several excessively twisted prices-for pumping weapons, for cosmetics for the hub, and for the last upgrades in the mirror. But: firstly, cosmetics are cosmetics, and it does not affect the gameplay in any way;secondly, the blood of titans is produced 2-3 e. For a successful call, that is, for every 1-2 shoots, you add some kind of gun somewhere;Thirdly, the darkness for the mirror is very cheerful from the bosses, plus bonuses from weapons, plus can be lucky for gifts with bonuses-for one race you can dial many hundreds. And how many races you will farm for four thousand dark quartz? 10, 20, 50?

The game is bored in a couple of hours. The only thing that pleases is, indeed, an excellent visual, a cool shaking with obtaining the abilities of the owner of the head, and it seems to be a plus or minus interesting story. But try to reveal it, in a circle, hungering the smallest gameplay, where you just knock on the crowd and die for nothing – thanks, no.

In short, it looks like the author had read the page of the game in Steam, rewrote everything that was there as if from the position of “personal opinion” – and Voila, the “review” is ready. It looks beautiful, and abilities switch – wow, amazing! Shame.

They already said about random, but still ..

“Much, but not everything, of course – as in any“ horned ”, in Skul, he contributes his contribution or defeat by random. But in the correct “sanglics” this also does not annoy, but only warm up the excitement.”

How does this mechanics beged in sinks! Random should bring reiglable, make each race individual, and not make gambling levels of levels!

In some way, the classic ETG regularly has to wind up the first level, so that a normal gun falls out so that you can kill the first and second boss without damage and get bonus (!) a container for health, without which there is nothing to do at 4-5 levels. Bield building in ETG is absent, or rather generated randomly, which again turns half the time spent in the game, into the restart of the level. There is a shop in the game, but in addition to economically unprofitable icing and the purchase of dummies in front of the Lich, he does not play any role. Drink a sleeve from the game and replace Bell with a chest – nothing will change.

In dead cells with a random with guns and scrolls. If the guns are still clear (although not, it is not clear. Okay, there is a special mode in the game that allows you to weed out non -granular guns, but why do cannons and amulets of a different color fall in the game in the game, when the damage is spinning from only one parameter?!), then why make spaen sweets with random?!
Moreover, in this game there is clearly mechanics, supposedly compensating for scrolling on scrolls: with successful and high pumping, half -stitched scrolls will be exclusively other colors, with an unsuccessful run, the necessary half the scrolls will fall on Midheim. But the problem is that the player has already lost a flask on the gatekeeper (and I remember how I sawed him with 13 scrolls from the crossbow), lost a flask in the temple/village for pile due to lack of damage, lost money for the purchase of food and now heNot enough for a distortion in front.

Personally, I believe that it is necessary to cut out mechanics of random races and some progression there. The first turns reiglabia and new expirence into restarting levels, and the second makes it impossible to pass the game from the first attempt and makes the player grind the conditional resource. Of the suitable solutions, I can only name runes in the mentioned cells, for which you need to run through the entire map. If I made a conditional pungent, then it could have passed on the first attempt, and progress took place through the development of the player’s skills.

Sumburny was quite a comment, but suddenly someone will interest someone.

I don’t understand how to compare the level of development of the characters with Hades. Thousands of lines of the text and the memorable characters of the creation of Supergiant Games with two or three replicas of five and a half nonsense of Skul. A dark knight who loves to knit instead of fighting? Witch? Arachna, who has “everything is difficult” with a witch? These are the three most worked out characters who have as many as five unique dialogues. Well, the witch still sweetly reads small plot scenes in Korean.

In general, everything is true, but I will fit a little for Hades.

With an absolutely identical approach to the structure of levels (a couple of rooms to choose from, kill everyone in the room, go further), Hades wins that you know for sure that you will receive a reward for the room. You always make a conscious decision, choosing a reward, and develop the character as you think it is necessary (minus degenerated cases, of course, when you generously gives you a choice of either a key or gem) – which gives us a mentioned sense of interaction with the game.
And plus to this, in Hades there are almost no useless awards-only gems, and a couple of pieces of pieces of some completely strange divine gifts;Everything else is used, combined, or at least sold, at worst, to buy something useful. This is especially noticeable with the gifts – when you scored all the main slots of abilities, other gods will most often offer you additional passives, and not replace one attack endlessly with another. That is, you always somehow grow up, and not in place stomp.

In Skull you are generally xs that you will get. There will be a chest in the room, there will be something in the chest – an artifact, a head, or just coins, it is unknown. So you just wrap the roads to the go, and always turn to the entrance that is strewn with gold – the only rule that can be brought out here.

Really turned out very chaotic)

If you summarize your comment, then the essence is this: you do not need croars, but metroids) where the abilities and other upgrades lie in specific places on the map, and your task is to get to them as efficiently as possible and with their help to pass the game. Zero random, only knowledge of the game and skill.

The greatest bewilderment is a statement about the need to “cut the mechanics of some progress there”. And the point is to play then, without progression?

Firstly, getting some double jump or attack in a fall is also progression. Good and correct (qualitative, not quantitative, which is very important), but nevertheless.

Secondly, your “conditional coward” should be a rather large game-so that all these adventures with the construction of routes and collecting pieces are somehow felt. The same Hades runs in 20 minutes-if we remove the whole random from it at all, which remains of the game? Dodge on time? All?

Thirdly, quantitative progression is generally everywhere-corny in the form of a maximum of health-and its presence does not make the game bad. ETG passes normally without receiving the cartridges of the master-just if your skill is quite high, you will pass it with any gun, because you competently control the crowd and roll it like a god, so you can’t do anything for you.

In short, for the sake of a sense of progression and novelty and play), “try it like this”, “get out of this situation”. If you perfectly know every step and you can guarantee the game, not really including even the spinal cord-then why play something? This is some kind of masturbation (well, or you are a speedranser).

The real problem of all these randomos is stores and prices that no one ever tries to balance. “We have x objects in the game, Y of them will be randomly in the store”. The fact that this is the first store in the game and half of your items costs more than the game physically allows you to trim at this point, no one worries at all at all. And the player is monstrously frustrated. In ETG, so, in Slay The Spire, in Dead Cells, this is how Skul is generally tryndets what is happening in stores. In Hades, it seems to be a little better – there at least you will almost always accumulate a hundred at least a grenade, there people thought they were doing. If this one moment was fixed, the world around usao would be better immediately.

Isaac. There are rooms, there are secrets, there is a map, there are resources for interaction with the level, there is a lot of choice, what and when to do, there is a value in the information and the study of the level. In the deadline, the structure of the level can lead you to a dead end or to the transition that you do not need, that is, again, studying the level and making decisions how to break through it through it. The gut from a series of generated rooms, depicting a fork with a choice of the one that is to get to this intestine, in my opinion, is not the most inventive and interesting type of level of level of level.

For comparison, in the same Dead Cells, I never found reasons to play, not a single reason.

I did not start talking about the attitude towards games, and did not give them a summary assessment. I gave examples of another approach, and examined the elements of gamedes from a research point of view. The fact that Dead Cells is tailored from different elements to understand how, and from that it works through one place – the theme of a separate long conversation.

Here the problem is that the Bilds have no support point, absolutely all elements are jealous, except for the barefoot, which to put it mildly raises the question, and then what is the essence of the random. Isaac, for example, randomitis everything and there are no builds in it, there is an interest to think about how you will squeeze out the maximum from the level and overcome the difficulties that have arisen. In Haydes, your build is built from weapons and understanding how to win the bosses known in advance with him, with random makes it only for modifying it by the situation, and, yes, it has many ways to influence the “random”. In the rocks you just shine what falls out, and then change it to a more suitable thing. The choice from the skull, object or storage perks is not obvious to build a build and turns into a roulette if you need to get rid of something.

In some way, the classic ETG regularly has to wind up the first level, so that a normal cannon falls

And on the other hand, we can say that it is also a greater strip without restarting as much as possible art and a type of complexity. Xs is straight about ETG, but for Isaac, I saw lovers of such a test on Twich and even quite successful.
And with Dead Cells, everything is simply ultra – the game was clearly done not under the monost, the buildup and the developers are trying to unsuccessfully break it off.

I agree that after a pair of three key improvements, further just stats increase. But without unique blessings of blessings, in general, which build can be discussed? The hammers greatly change the behavior, but this is already the element of the adjustment under the rand of which I spoke about.

Haydes is really better in this regard, there are a variety of resources for global pumping, and the complexity of the rooms is displayed, readability and significance of choosing objects for progression inside the wound, and rooms with events. But in general, I do not like this approach in roofing lines, I don’t like some hopeless, I don’t really see the pluses in it except for the simplification of development.

Well, about the random, I would argue. Accidentally passed the game on 10 attempts … almost without pumping anything for quartz. After that, he hardly reached the episcope, and then only a couple of times.

And, yes, there are many ways to influence “random” in it

Unfortunately, to influence the random of the modification of Bilda just you can’t, because there is no thing at the frequency of hammers. And other things oh how weakly generally affect the build and are more likely to be divided into "+ To damage" And “Def”.

This author has long been known for his “professional approach” Kappa

Well, maybe. I don’t have such a big horned background. For example, I noticed such garbage, if there is simply only one wounds between the matter of time, then you play wisely and try to squeeze out the maximum. And if you just sat down to shake and honor the “Pokemon”, then you patch on average somewhere on the chimera

Far from amazing.

Moreover, the problem is not that the game is bad, but in the secondary, and the absence of pluses without fat “but”.

– An interesting idea with skulls on paper, but for the most part is the usual change of weapons.

– An interesting tie, but absolutely cardboard characters and a smeared plot.

– The mechanic of the battle resembles Hollow Knight, but more clumsy and slow.

– Good pixel art, but the uniformity of locations and decor.

– There is a global progression, but lazy and tied on a percentage.

In general, the maximum is commendable. Come out 8 years ago – it would be a breakthrough. And now the game is too secondary. Alas.

By the way, in Ancient Abyss, they interestingly drank an element of metroids (?) to the development of the character? In short, to the study of the conditional map. I have not played it myself yet, but somehow I feel.

If in the cells you knock out the conditional rune of the spider and get an exit to an alternative location (well, as in metroid), then in the ancient abyss the passage to alternative Loki is realized through objects.

Found/bought an ice grenade – froze the river, went to an alternative location.

Found/bought a hammer – broke the wall, went to Loku.

Found/bought daggers – cheap, flew over a cliff, went to Loku.

I found nothing but a conditional sword – I didn’t go anywhere, you go to a default boring location.https://betfredcasino.es/

Silence: The Whispered World 2: Review

The Germans from Daedalic Entertainment have long become the main studio, supplying high -quality classic quests to the market. Their new job, Silence, – This is a continuation of the sensational in due time The Whispered World, which came out in 2009 and immediately withdrew Daedalic Entertainment to the Premier League. It was immensely beautiful, sad, very emotional and even a philosophical game in something. Seven years later Silence causes no less strong emotions, although in many ways it does not look like the first part.
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The country of dreams

IN Silence We will meet again with a boy named Noah, but now this is not a sad clown Sadvik, but a 16-year-old teenager. IN The Whispered World He and his funny assistant, the caterpillar of the spot, traveled around the silent world and tried to prevent the villains from stopping time. In fact, it was a dream – Sadeled lay in a coma after the accident and thus fought for his own life.

IN Silence He grew up, but was again locked in the silent world – this time with the little sister Reni. This happened after a bomb hit the bunker, where they hid from the air raid. No Noise’s sister, and the boy goes to search for her own dreams to the country, which is in danger of a new danger. The fate of the silent world and its fantastic inhabitants is in the hands of his brother and sister.

Or is it no longer his dream? IN Silence Attention switches to the baby Reni – it is she who has to make a decisive choice. And to say that this is a choice between life and death, between fantasy and reality, it would be too speculative – in fact, everything is somewhat more complicated there.

Reducing volumes

Another thing is that now we initially know about the very need and backup of this final choice, about what the heroes threaten to stay in the silent world. And therefore in Silence There is no longer the effect of the surprise that was in The Whispered World and made such a strong impression at the end. Partly because of this, the plot looks somewhat easier. In it there is no longer that philosophy, metaphors and symbolism – only hints of them and an actual subtext of children perishable in the war.

Yes, girls might like this. By the way, the game, as you see, is well translated into great and powerful ..

There is neither the same scale, nor a large number of interesting characters. And those that are, for example, rebels who in the silent world fight against a certain queen of lies and hide from the monstrous faceless seekers, so, by and large, and are not completely disclosed.

But a moral choice appeared. Periodically, we decide how to behave in dialogs, whether it is worth revealing all the cards or it is better to keep silent, how to reassure Reni, slip past the seekers or angry them, and so on. But it practically does not affect anything serious. Closer to the finale will be a more important dilemma, on which the fate of the rebels and our caterpillar-assistant depends, but you will not see some intelligible consequences of the decision.

Fashionable, youth ..

Yes, at some points the scriptwriters clearly did not. But in fact, all this is completely filed in the original desire Daedalic Entertainment (and they did not hide it from anyone!) make an adventure more compact, concise, focused precisely on history, from which nothing should distract us for a long time.

Adventure turned out – more light, fashionable, youth and cinematic, with completely three -dimensional characters (two -dimensional backdrops, as in the first part, are beautiful), with a large number of videos, large plans, non -linearity and arcade elements.

Accordingly, everything is simpler, more understandable and accessible here. “Pixelhanting” in Silence At times less, the locations also, the inventory disappeared altogether with it – and the riddles on the overkill of objects sewn to the narrative with white threads and only distracting from the main plot. The logic in the remaining puzzles is more obvious, also equipped with a very flexible, comfortable tint system and backlight.

Many puzzles can be missed at all, but the situations testing our reaction and dexterity of the hands, on the contrary, are mandatory. We try to hold the cursor in the center of the circle so that the character does not lose balance, try to catch the cap (as the name of the spot in the Russian version), the rope flying from side to side, move heavy objects, holding the mouse in the right direction. And closer to the final, even elements of an arcade flying simulator appear when we fly in the clouds.

Consider for three

All in all, Silence the tongue is no longer resolved to call the same classic quest as it was The Whispered World. It will upset someone, someone, on the contrary, will delight someone-after all, the Germans often scolded for an excess of puzzles and too bizarre logic.

But in any case, their new creation cannot be called primitive or accused him of the lack of fiction. There are funny characters like sweet tooth-lumines and interesting, unusual situations. For example, we are in the image of a drop (he can still take different forms) jump from the nostrils to the nostril of a huge dragon, and in the role of Noah we master the staircase from living snakes or reanimate the pretty leader of the rebels, using the quoter of the tentacle of the queen of the bee.

In some situations, you still have to lift the gray matter, and if desired, you can completely turn off all the tips and backlight. In addition, we are initially forced to switch between several characters, which makes even simple tasks more diverse. For example, in order to get to the port and sail to a meeting with the queen of lies, we have to switch between the cap, Noah and Reni, solving a bunch of tasks: first our assistant runs away from Lomi, then Reni is chasing them, and at that time her brother tries to smashharmful girls who do not open the gate, but how they need Lomi, and for this they must be somehow conveyed by a broken drain pipe ..

The girl decides

In place and corporate humor. Here you can meet flying crabs, make moss and listen how our old acquaintances-Talking Kamny brothers Ralph and Ungo are ridiculously and sang songs: “I want to have hands for the first time in my life for the first time in my life. – to show where the left is and where is the right? – No, to strangle you. – Keep in mind, I have no throat “.

It is a pity that sometimes a sense of proportion and taste changes the authors and they allow too toilet humor (“You want, I will miss you a song?”,” Welcome to my subconscious, which means that we are waiting for a fraud of extra-class!”) Or make children experience frankly narcotic visions. It would still be appropriate in such a more hooligan and elusive game as Deponia, And here only destroys the atmosphere.

But everything is redeemed by Reni. This is such a touching, funny and funny girl that she alone pulls out on her small shoulders and pulls out everything that the scriptwriters did not. I urgently want to hug her, protect and reassure her. Although Reni herself is able to stand up for herself-he can approach the faceless monster and shout: “You are looking for someone? But let’s look for it in that lava?»Reni is ridiculous and serious, shy and bold. She hugs with a cap, requires a fairy tale, amusingly running with Lomi under his arm, and then cute commands adults or bravely saves them from seekers.

It is felt that the authors invested a lot of warmth and emotions in this image. That’s why the final heavy choice and its consequences cause such strong feelings-in some ways even stronger than in The Whispered World.

Of course, the Germans that in The Whispered World, that in Silence they beat below the waist – they force children to play on the verge of death. But they speculate on this topic, I must admit, very talented, and also with humor, imagination and spiritual warmth. Silence It turned out to be more modern, concise and affordable: the authors clearly tried to find the right balance between classical quest mechanics and actual trends. In some ways they succeeded, in some ways. But the main game has not changed – it is at the same time a sad and bright, funny and serious fairy tale about a difficult choice between harsh reality and fantasy, between life and death. There are funny characters in it, non -trivial situations and riddles, and one very touching girl, whose fate is simply impossible to remain indifferent – especially if you have about the same daughter or younger sister.

Pros: emotional plot;bright characters;a lot of funny situations and non -trivial riddles;At the same time, a sad, cheerful and fabulous atmosphere;convenient management;tuning tint system;wonderful picture;Gorgeous music and sounding.
Cons: Compared to the first part, the game is shorter and simple.

Silence: The Whispered World 2

The best comments

I don’t understand if this only “minus” is so significantly inclined from raisins to a grave?

The derivatives were always scolded for not entirely standard approach to riddles, deposit in the first place, IMHO is their chip, and in the case of a depot, this is not applicable at all.To. Rufus … well, he is Rufus

If not for this review, I would not have known about this beautiful game. Daedalic almost always pleased me with its product. And here is a serious plot with beautiful graphics. Thanks for the review. I will definitely get acquainted with Silence.

For those who did not play the first part in the “spoilers” review after the first screenshop. The author of the review, well, how can you.

I have not played it yet, but if the quests are really simple, then it turns it into an interactive short story or a movie IMHO.

Masha Chuvak, why did you spile up to me the gytsun?! I understand that you should somehow compare you, but bliiin, I haven’t played it yet until the Russifier was released. Why are you so?

I passed it, but I don’t remember this, and if it was, the moment was not chosen for this, to put it mildly, to put it mildly. Outside the door is death and the city in the fire, and then sorting jesties – very funny.
Not everything needs to be dragged into a sequel, which begins in a completely different way. And judging by the end of the first part, the sequel was not needed, all the more so.

You can’t please everyone … The past part was scolded for difficulty due to illogical riddles. And I like it. The authors had some kind of logic.

In fact, it was a dream – Sadeled lay in a coma after the accident and thus fought for his own life.

BAM! Spoilers in the most unexpected places only on! Stopgame.ru.

I don’t know how you are, but I think that it is very so in a philosopian.
And when the game says: “Here are 7 items, 9 locations, go there, I don’t know where, bring it, I don’t know what, and e *** b as you want.” – you begin to involuntarily penetrate the special Deidalikov Zen.

I recommend that you get in the Lemym Bandle from Daedalic, you will never regret. Now he has a very profitable discount =)

Thanks for the spoilers, your mother, I didn’t play the first part, followed the link in the article of the article – I liked the first review to the first one, which immediately downloaded it, but for now I downloaded it, read about the second – and now thank you very much, now I don’t want to nafigPlay it. Everything is so beautiful, everything is so sincere, everything is so tragic – but at the end of all this was not at all, zbs.

Here, figure out how it would be Zbs if at the end of the lord of rings we would suddenly show Elijah Wood in the body of a modern student who simply fights with epilepsy attacks, and everything that happened is just his symbolic dream. To obscure.

Or the second part, even better – if you don’t soar on the spoilers, we must assume without even playing the second game, that we will be offered at the end either to stay in the country of dreams, symbolizing physical death, or returning to the real world of war and pain, onlyOnly pursuing the idea that such as a reality is to live, despite the sweetest dreams, and knowing how history has developed, depression after the game and regret about what I found out about it, then not to take off until the end of my life?

No, really thanks. How glad I did not even have time to start playing any of the games and so crap in the ends of both. It went into the ass, such a pancake ending.

Well, the plot of the game carefully leads a gamer to the thought, about the final decision, so it does not look like it was shone with an ax.
I did not play the first part, only in the second, I did not specifically read any reviews and discussions of the endings).
All evil from early reviews read))

Despite the score, I still played the first part – the atmosphere, graphics and music is still too good. And the ending – yes, the secondaryness is present – at least the American McGee’s Alice is immediately remembered, although there is all the Suvenue, they seem to be originally voiced – I mean, of course, the facet of imagination and reality, although if anyone else remembers EarthWorm Jim 3D, then everything is thereThe same, up to the true main villain of the game. But, in my opinion, the effect of surprise is important here-whom today you can even surprise, unless you are a schoolboy, namely the presentation. It is very sincere and appropriate-and, in my opinion, only this course could explain everything that is inexplicable during the plot, including these riddles. Well, really, fairy tale fairy tale, but damn it, Sadevik cannot catch the fly with anything except sticks (!)-Here is before that someone guessed? Except that only a teenager classic all -contracting overcoming?

Well, in fairness, and in the first part, the topic of farting/belching is quite revealed to myself – I personally need to gnaw the name Lushu with the ability to listen to every letter (!) under the belching (and in my version of the game you can choose any of the three voices – lol, the localizers of the three countries were seriously engaged in this) was in shock. As you say, in the second part “outside the door war, fire, people are dying”, and in the first part by this moment the full end of the world has already come, there was no one left at all but the main character and a couple of villains, which, normal? Nobody remembers this moment.

Even the authors in the first part of the first part described Ben’s older brother, as if he was indeed an incredible monster in the style of Harry Potter’s freaks. That’s no matter how much you talk to him – honestly, more than existential sarcasm of its manifestations do not pull. Easy boring over an eternally aching and dull younger brother and a reminder of the matters of the pressing instead of the same whining and staggering without sense – oh yes, just a monster, the authors were mentioned by the subtitlers, the nightmare in reality and “almost a whip beat”,. By the way, he is busy with the deed, while the younger brother stupidly takes a halt for half a day, he reminds him to drink his own pet, which Saeper does not put in a mock-just without a second thought it crushes him with a press, bursts on the rack and generally experiments as he wants.Yes, and constantly complains about his uselessness – the younger brother generally appears as an excellent asshole. Which, however, does not particularly spoil the opinion of him – on the contrary, I compared the whole game of myself with him, very topically)

That the first part cannot be taken away – this is really complete. The story is completed, it seems to be not even very bad. Return to reality, cute credits depicting characters, the prototypes of which are found in his advent … And then bam, war, robbery, and again an unnecessary return to Narnia. For what. Again solve the already known dilemma? Oh, quit, even if we leave Reni in the world of dreams – all the same, both endings are furnished so that in the next sequel everything will begin again in the real world. I don’t understand this fashion to make alternative endings when planning the sequel – you either really feel the moment and leave the story alone, or write down the end that you mean yourself, and there is nothing to powder our brains – after five years we still remember, we still remember that it is, and we will stillHow you ruined us all the impression of a beautiful youth.

At worst – this so -called real world, in which the SEVIC is returned. At the end of the first part, it seems that they make it clear that the real world is really real – SEDDVIK has ordinary relatives in ordinary clothes, a hospital bed with a dropper, an ordinary garbage man, a postman, except that native tetris and breakfast boxes are not enough.

And where does Silence begin. Panorama is either Hoggvarts, or the same Narnia, the main character does not understand what is dressed – I have associations more likely with the world Beyond Good and Evil, and not with a real kid from the real world. Recognize – bad anime fashion. At least these idiotic welding glasses, which for some reason always put on teenagers, although they have never surrendered to them. Clothing is not that fantasian, but some kind of alien-well, you look at what the main character is dressed in reality and review the end of the first part again. Here is your inner sense of compatibility in fact produces all 100 %. I have no. This would not bother if we did not play the first part.

And here it becomes clear what Silence really is – this is not a sequel, but a real rebut. RIMACK, rethinking – as you want. Well, they themselves wrote – the first part, published in 2009, contrary to all mods, returns us to the origins – and deliberately primitive videos, if they can be called them, and with a static background, and an inventory – oldskul, in general.

In continuation, all this, excuse me, is obscure, and we again feel in our native 2016-graphics to modern sleeping, semi-armed gameplay, an innovative approach to the rules of the quest, the aforementioned character design.

The second part is not for fans of the first, admit it as you want. The impressions of the first part are frank bolt to promote the financial situation of the studio under the cover of innovative approaches, mimic and the type of in -depth philosophy and narrative – as if we themselves are already offered to return to reality from a sad nostalgic fairy tale, offering the truth of an growing person – fairy tales, fairy tales, fairy tales, fairy tales, fairy tales.And you need to live in the real world and understand what and why is actually done, and everything is far from as colorful and unambiguous as we want to represent.

For me, the game ended after a joke – to rush a song or gnaw out the alphabet. It’s like – yes, and – come on, in Dragon Age 2. This is some kind of game for incident with stupid jokes for three hundred, breaking the entire atmosphere. The sense of proportion has changed the authors, or it was not at all.

Sherlock Holmes: Chapter One: Review

The ingenious, eccentric and unusually charismatic, Sherlock Holmes is rightfully considered one of the greatest literary heroes of all times and peoples-not without reason each new fictional detective will sooner or later begin to compare with the legendary inhabitant of the house 221 on Baker Street.

But here is the paradox: although the character has been with us for more than a hundred years, and even schoolchildren know his adventures, the early life of the detective is still shrouded in a veil of secrets. What kind of events formed the image of Holmes? What tragedies tempered his character, where he spent his youth and why he has such a stretched relationship with his own brother Microft? The filmmakers and writers have already tried to answer these questions, and now the scriptwriters have taken the light on these and many other white spots in the biography Frogwarees. However, as Sherlock Holmes: Chapter One vividly demonstrated, some skeletons are better to stay in the closet.

Young and early

The second half of the XIX century. Somewhere in the open spaces of the Mediterranean basin, Cordon quietly rests-from all sides an inconspicuous island under the control of the British Empire. A luxurious resort for cream of European society and suffocating hell for local hard workers, this piece of land has seen many bizarre stories – tragic including.

For example, it was here that Lady Weylet, an aristocrat, a collector of antiquities and concurrently, the loving mother of Sherlock Holmes, found the last refuge. Her untimely death from tuberculosis in April 1869 made an indelible impression on the boy, and for many years he came to his senses after loss. Having matured, Sherlock decides to go to a small homeland to say goodbye to the gloomy past – but instead of peace of mind, the young man and his friend John (not Watson) fall into the whirlpool of lies and the strange, sometimes inexplicable contradictions. What secrets is hiding the family mansion who came to desolation and what was the childhood of the great detective in fact?

Some projects intrigue the only idea. Interactive drama, served absolutely without words;comic strip western with a storyteller falling asleep on the go;Automobile action, in which you can move from a car to a car by beckoning a hand – as practice has repeatedly shown, an inventive approach can turn completely ordinary releases into amazing, memorable works. New release Sherlock Holmes At first, too, is drawn to write down in these ranks.

Such a strange thought does not come to mind at all, because Chapter One A little deceiving. Her gameplay, like his presentation, is familiar, almost routine by the standards of the series: here is a mystery, here is the place of crime, and now collect evidence until the picture of events is deposited almost by itself in the bright British head. There is a city, there is an action that comes down to a clumsy shooting house and QTE, the need to make a heavy moral choice here and there … It is somehow pointless to describe what is happening in the details: it is enough to open a transplant or look at a passage of any of the previous parts on YouTube to understand what kind of understandingThe attractions of the developers prepared for the viewer for the next 15-20 hours.

The main innovation is unusual action scenes, during which Sherlock fights with the waves of faceless raffles in a small arena. Village, by the way, can not be killed, but arrested, which is pleasant.

However, all this is nothing more than the facade, a tribute to the adventure format, if you like. Let the center of the events every now and then are crimes of one more disgusting than another, they always play a second violin in relation to the old psychological injury, which life “awarded” Holmes 11 years ago. You do not feel the catch far away immediately, but you should get to the very mansion as it suddenly overshadows: Chapter One -Not a thriller about the first exploits of the legend a la “Batman: Beginning” and not even a Victorian detective in the spirit of previous episode issues. This is no less psychological indie drama, a sort of gone home based on prose Arthur Conan Doyla (Arthur Conan Doyle).

The main character returns home after a long absence, explores an empty mansion, digs in old things and notes, learns the backup of tragic events, which he is not able to influence – similarities (obviously not accidental) are caught in the eye instantly, and get off from the growing snowy comait does not work until the final. But Frogwarees, I see, I could not only copy the finds Fullbright and decided to go further, as a platform for psychotherapy, choosing more than one dilapidated house, but a complete secrets and dangers of the island. The cordon, according to the plan of the developers, is like a mirror of the soul of the protagonist: ruins and lanes hide memories from childhood, give what is happening in the present context, reveal the image of an enigmatical character, simultaneously filling the streets with some kind of story. “Open World with meaning” sounds proudly, but this is exactly how the author’s pitch sounded.

Adventure game with an emphasis of psychologism and adoption of severe loss;The sandbox, in which not abstract things serve as collection objects, but scenes from someone’s difficult life, is based on Chapter One There are many worthy, to some extent even bold ideas, perhaps not original, but curious and bright. But their embodiment is another question. It just so happened that fresh Sherlock Holmes It doesn’t work. It does not work as a drama, as an exciting detective and, the most sad, like an excursion in the inner world of the great and terrible Sherlock Holmes.

With a world on a thread

There is something deeply wrong in this-this is Frogwarees, Studio, which has already established itself as the main expert on creativity for many years Conan Doyla. Through the efforts of the team, the detective fought with the cult of Ktulhu, Arsen Lupen (this time without ridiculous pseudonyms), Jack-Rights, and each time his adventures became brighter, more interesting, deeper. Well, damn it, happened? Yes, as usual: in 2014 the company reached a peak – and after it there always follows a decline.

He came, talked, collected evidence, built a chain of events in his head, went on. He came, talked, collected evidence, fought, went on. Each task goes on almost the same scheme – it is amazing how predictable the life of the great detective.

Sherlock Holmes: Crimes & Punishments is time to call one of the greatest interactive detectives of the 21st century. In it, if you do not go into details, everything is as it should-as if the helmsman finally had recognized masters who perfectly understand how to weave intrigues, how to furnish stressed scenes and how much evidence is worth it to decompose in front of the gamer so that he really feels likeThe eminent literary hero. After such a triumph, miracles were expected from developers, further revelations that could stir up a stagnant genre. But it wasn’t there: the company, to put it mildly, suffered.

The Devil’s Daughter, the following release of the series, instead of the development of ideas, proposed an excessively melodramatic (and not particularly sensible) history and abundance of excess action with clumsy QTE. The long-suffering The Sinking City, because of which the studio quarreled with the publisher, brought bad shooting and absolutely dead, dull labyrinth of streets to the familiar formula, Running along which slowly but surely driving crazy. In just a couple of years, the studio seemed to have lost inspiration and began to work on the autopilot, simultaneously lowering the earned on Crimes & Punishments Credit of confidence in the toilet.

The masquerade in the game is vital: the inhabitants of Cordons do not like to speak with a person of another social circle. The idea is curious, it is a pity that in practice it does not work very much-endless dressing up and the search for the right people without intelligible tips now and then turn into a pixel camp.

Chapter One, in fairness, from the first hours it is felt as work on the mistakes of two previous releases. For example, a cordon in comparison with the okmond is much richer on content: if in a flooded city a few side tasks had to be looked for almost with a guidebook, then on the Mediterranean island their dime a dozen – manage only to open and to instill certificates. Navigation has become easier, the boats went into oblivion – only a couple of strokes, and the gameplay no longer turns to call the unbearable. Only in every sense passing.

But most of all the amplifiers relate to action. There is no dispute, to run from shelter to shelter, use the environment against the villains and arrest gopniks without a single murder is much more interesting than fingers on monsters from the depths – but what is it at all? Apparently, the answer is simple – “so that there is”.

The formation of a portrait of the interlocutor, the once relatively important element of detective gameplay in Crimes & Punishments, in Chapter One is practically useless: not only do the characters immediately confirm the fidelity of Gamer’s judgments, but also such deduction does not affect what is happening. The next rudiment of the old issues of the cycle, no more.

And this lies, perhaps, one of the main problems Sherlock Holmes: Chapter One – The authors constantly (and selflessly) contradict themselves, as if trying to please everyone and everyone. It’s not even about the scenario (a separate conversation about it), but about the novelty as such: it simply refuses to take shape in a whole work and is the first opportunity to fall apart into pieces.

Employees Frogwarees We decided to devote a whole game to the inner world of Holmes and tell about his past – but not a single plot business concerns the character;On the contrary, each of them serves almost an obstacle on the way to the knowledge of the hero. They seem to be interested in the process of the formation of the very Sherlock Holmes, but in tradition, each “key” (in fact does not matter), for some reason, is transferred to the gamer into the hands of the gamer, although it is here that such freedom looks either to the place. They give control of the young and inexperienced detective, but the protagonist in any situation is not felt by such: young man is only slightly in 20, and he is already sharp on his tongue, horror as he is smart, the beliber will shoot from the pistol and the chemical composition mixes in the gateway. The guy doesn’t only indulge in a violin – but if you complete one side task, he will receive at the disposal and her. “Equity” is absolutely arbitrary and is needed only to present to the world Sherlock with the face and manners of Connor from Detroit: Become Human .

The authors are overdoing with references: when in every dialogue the characters nod aside the “all -metal shell” or deus ex, and the streets are named after stories and heroes Conan Doyle, the developers seem to emphasize the fake of their kind, like a serious, thoughtful creation.

A sensible gameplay could save the situation – since the idea is limping on both legs, all hope for execution. Alas, there’s nothing to please the novelty here: even with all the editors she feels like The Sinking City 2.0 with all the ensuing. Mandatory investigations (with the exception of the third) are empty, dull and the same type, with rare glimpses and a number of strange inconsistencies here and there. The optional is generally more pleasant, but also not a fountain and are eliminated from memory faster than the names of actors. Action, for nothing that in its own way is original, clumsy and quickly bothers. And the cordon, if it’s completely brief, is dead – even the same type of memories scattered along the back streets is not able to revive boring, let the picturesque, the streets of the fictional island and places.

There is nothing bad in the desire of the authors to preserve the usual format, develop old finds, but in this case, dependence on predecessors, which comes to an intrusive desire to sit on several chairs at once (make a chamber drama, repeat achievements Crimes & Punishments, release a fascinating detective in the open world), only spoils Chapter One. This is the case when the series needed a shake, the start from the clean sheet without luggage is a mechanic from the previous parts. It sounds delusional, but for the success of the prior, only Holmes and the mansion would have enough for the eyes, while the city, the action and a meaningless moral choice, do not give her anything – they simply stretch the passage and throw firewood into the flame of shortcomings.

As in the previous release of the studio, somewhere after five hours after the start, the journey through locations boils down to teleportation from one control point to another-it is good that the loading is very short.

If you discard all unnecessary, unfinished and tedious, the main thing remains-the story, a thread that connects somehow sticking out shreds together. But it is she who disappoints the most. If you do not want to spoil your surprise, wash the material for six paragraphs down, until the finals, – now spoilers and another portion of criticism will go.

I’m a detective

It is worth mentioning right away – script Chapter One Not bad. There are no piano in the bushes, from which it is drawn to roll his eyes, melodramatic pathos outside the finals (where, perhaps, the place itself) is minimized, and the dialogs are mostly tolerable, quite in the spirit of the detective prose of the year beforehand. The problem is different – in terms of the semantic load, the game is terrifying empty and banal.

Her whole essence comes down to obvious morality: Sherlock Holmes had a bad childhood, it was it that made him as he is. This simple topic is trampled and dumped, speaks and speaks and ultimately leads to an incredibly predictable, if not a vulgar and tearful finale, which is visible almost from the tie. The developers seemed to have walked along the “Cheklist”: father – died, mother – went crazy, brother – an unpleasant detached type, faithful friend – the fruit of the imagination suffering from loneliness. They did not even forget to fit into the life of the hero of the puppy – so, of course, to kill him.

There is nothing shameful in simple stories. The main thing is the presentation, and with proper skill, you can even retell the “kolobok” so that in the final tears come to the eye. Frogwarees, Alas, he doesn’t know how: the scriptwriters for a long time suck out the intrigue from a finger, distract the crimes and magical closed doors that are not related to business (symbols!), they throw pretentious discussions about the truth, lies and justice, in the end to slide into a compassionate melodrama. Yes, this is much more interesting than if the poor Violet Holmes was cut by some cultists of Dagon or Kthulhu, but to no avail? The subtleties and thoughtfulness of what is there, whatever is a penny.

It is partly to blame for this, that John is the same “childhood friend”, everywhere the following for Holmes. To some extent, his presence in Chapter One justified: he is able to comment on what is happening, push the viewer to the right decisions, sometimes even entrust the side affairs related to the inner world of his “master”. Good idea, but there are two snags. The first is obvious: the chatty, invulnerable, always sitting on the neck, the companion annoys. Annoys with poor jokes out of place, voice, and tendency to report a gamer for the fact that he dared to speak on the street two or three times in a row. He is like a comic character from weak cartoons Disney: forever dancing on his head and does not know when to hold his mouth on the castle. How such a neighbor can be tolerated for a dozen years? Mystery.

The second trouble is somewhat more global and takes the contradiction to the fore: Sherlock Holmes according to his idea – a mysterious character. His book adventures are written on behalf of Dr. Watson, and the reader never knows for sure what is happening in the head of a brilliant detective. Undercomership makes the detective more interesting and more attractive. If you climb into the head, then carefully, without unnecessary movements and certainly without invisible friends – in a word, not the way I decided to do it Frogwarees In his non -keazed fanfica. There is no secret now: the 20-year-old detective always pronounces emotions, goes into internal monologues, admits to his only friend in (purely fraternal) love. As it turned out, the boy has nothing interesting behind the soul: except for the superpowers, Sherlock, to match everything around, banalen – another clogged, and observant, an introvert, according to which a psychotherapist is crying.

Each luck and a miss are accompanied by separate notes in the diary. From the same sarcastic remarks and lyzone enthusiasm, it quickly begins to stir up.

However, even if you discard such thoughts into the background, John as a whole perfectly illustrates many tonal and staged roughnesses Chapter One. Although there are very spiritualized visual decisions in it, for the most part the novelty looks fresh – in the attempts to diversify the visual series, the director is trying to imitate the venerable Hollywood directors like Zach Snyder (Zack Snyder). It does not look as cool as it sounds – especially taking into account the fact that animation in the creations of the Ukrainian studio is traditionally mediocre, and cinematography of even ordinary dialog scenes is sometimes frankly poor. A good attempt, but a prolonged slush, to classical music and laughing under the accompaniment of the piano of the skull-this is not beautiful, but incredibly gone.

“Get out”, unfortunately, is exactly the word that after passing is drawn to characterize the whole Sherlock Holmes: Chapter One;there is simply nothing to praise her. The gameplay is weak, with the plot it really does not fit and only interferes, and history itself is banal. You can only approve the curious (let it doom and doomed to fail) an idea with a psychological drama, but what difference does it make that someone came to mind if its implementation turned out to be at best contradictory, and in the worst-no?

Like any chewing gum, Chapter One It is by no means hopeless: if the soul asks the detective in beautiful, exotic decorations, then the adventures of the young Sherlock Holmes are able to brighten up a couple of evenings. Yes, running around the boring city quickly get tired, and the predictable melodrama is hardly impressed with a claim, but if there is nothing at hand, it would be more correct to spend time on the cordon in the company of the greatest detective of Britain than to read Daria Dontsova and that kind of slag. Not God the news What recommendation, of course – but to match the game.

Pros: good graphics;in some places witty dialogs;a few worthy attention of investigations;pleasant music;Curious idea with action mechanics.

Cons: A dull, pretentious plot;Very weak scenes;an empty and absolutely unnecessary city;an abundance of meaningless mechanic and ideas from the previous games of the studio;Another thing about the excavations and cries of archaeologists;not always obvious tasks;annoying partner;monotony;Busting with references to everything and all.

Sherlock Holmes: Chapter One

The best comments

And it went to me, although objectively far from a masterpiece, of course. It is full of flamers, but with such games aimed at a narrow audience, it often works that if you were waiting specifically Holmes, you can safely add at least a score to the assessment.

There, perhaps, the most funny (not in idea, but execution) scene of the game is connected with this in the final. I will not spoil her, she worthy to see her with my own eyes.

I am terribly enraged only one moment. The case with the elephant. During the investigation, three suspects were revealed, but there are no irrefutable evidence against any of them. And instead of dug up to the point, looking for one of them, as a book Holmes would make, our hero “I don’t know exactly who the killer, but I don’t like the face, let him have it, let him be”. How so?? I bombed the whole evening from this. Completely break the entire main rod of the character, and for which? To give the player minimal freedom of choice?

Yes, I specially poked all the options and there is no normal interchange anywhere. Only if the elephant itself is accused and hang, then there will be a unique (entertaining) Katsen, but this is a clearly incorrect outcome.
In the third case, the ambiguity of the solutions to the problem is better implemented. In the fourth – no less stupid.

And I put it as much as shortcomings, but why does Frogwarees have this topic with archaeologists and excavations from the game of the game? Each time some kind of remix.

I don’t know what’s the matter, maybe the author’s lack of empathy, but I do not often see the games in which mental disorders are so competently shown, including depersonalization.

I’ll leave the “lack of empathy” about the “lack of empathy”, I’ll just clarify – what this literacy is? We are shown completely standard, Hollywood versions of psychological ailments. Moreover, they show superficially, because 90% of the screen time occupy meaningless in the context of a kind of psychological drama investigation of third -party murders. And it would be okay during the investigations that depersonalization somehow manifested itself, or children’s injuries, phobias, but no, John simply serves the “author of the author”, which aloud pronounces obvious things for the player.
In Sidkvests, he simply symbolizes childhood naivety and an attempt to protect himself from severe reality over and over again, without nuances, just the same, one scenario. And even if you praise this detail, the scriptwriters still lubricated it with how John constantly throws out frankly stupid options for vampires and the like during other crimes, which is why his other, much stronger moments look like a continuation of his typical DisneyClown.
The remaining 10% are devoted to frankly raw (that is, poorly worked out, not well enough) topic with children’s injury. Which is also served not somehow inventively, but in the form of fairy-tale doors that Holmes refuses to open until he is poked in the name/subject after an irrelevant investigation and another portion of dialogs about what the truth is. This is incredibly clumsy.
And that’s all that you said, about “fixed in my head” – this becomes clear immediately after meeting with the artist. “The hero with a voice/image in his head, who remembers something, but in fact does not, and this image protects him from the truth (because he is to blame for everything, perhaps who knows)” is a common genre cliche. And I can’t speak for others, but as soon as Verner stuttering about the fact that Violet did not die from tuberculosis – everything became clear. Further followed 27 hours of reflection on the topic “Really everything will be so obvious” – and yes, everything turned out to be extremely obvious.

John feels as if this whole psychological theme was driven under him, although in theory he was to be born as a result of this very topic. I am not leaving the feeling that the development went like this: Frogwarees wanted to make a prequel – but I realized that without Watson Holmes there was no one to exchange worship and no one to pronounce his course of thoughts. The scriptwriters understand that this character shines in a company, a character that grieves under his nose (as the hero of The Sinking City, whose name I have already forgotten, it is so bright) – this is boring. Thus, the image of a childhood friend was born, and in order to justify his random teleportations on locations (Watson teleportation has long become a meme), he was made by the fruit of the imagination.

And so I sincerely wanted to believe that frogwarees would pull a thin story, but they could not do it subtly, well. They could not finish Crimes and Punishments without a scene in which morality is pronounced. They rinsed the brain with topics in The Devil’s Daughter and made a game about Lovecraft, in which there is nothing original. This is not the studio that is able to speak on such complex topics, with all due respect to its employees.

Call a strong single plot adventure, especially when there is almost no such ones – I would not have become chewing gum.

Yes, now the plot games of the pond is a dozen, and even stories about the relations of children and parents (and their extinction) all the more so. I would be less strict to Chapter One, if there were no frank filler in the form of a city and 4 crimes that give nothing to the narrative or the main actors. Personally, it is difficult for me to perceive the story about family drama and guilt seriously, when one of its most important heroes – Mycroft – appears on the screen twice and nothing significant except “I warn you, Sherlock, you do not want to know that there is there!”

As a result, this “Sherlock” reminded me by Among the Sleep – no less ideological and no less thick drama about unstable mothers and children’s injuries (there is even a lawless imaginary friend). Exactly like that mediocre horror, I was at first interesting, but the implementation of the idea was pumped up.

The game is not perfect, but she certainly did not deserve the “passage”. For me, it became a sip of fresh air (especially against the background of dialogues of the left -handed gopot from Watch Dogs Legion, which I am now home)

The same case when the game’s announcement was clear who John was actually. I am even surprised by such predictability.

The trouble is that at least a smart and unusual game is placed a rifle and the next sunsin in which only the setting is changing -it is irrelevant.And even if she really is so-so in her genre, at the same time it is almost the best that is in this genre, for such games once or twice were admitted.And those of the same series as is ironic.Detroit was also crap … We all go to the otsins and heads

The fence confused? And the doors in the house that open only according to the plot and are not a physical, but a psychological obstacle, did not think? The fact that the hero needs to secure evidence before looking, quite a great game mechanic is not in all games to scour everything in a row. And I disagree on John – he delights. The game world is very saturated, and it is very small. Although if Paris from Unity is a good example of a rich open world for you, then I will not argue

The last far Cry, for the sake of justice, sucks quite loudly, like Call of Duty and even Battlefield. Yes, and the third Watch Dogs was actually accepted very with a creak (not on Stopheim, in general).

I must admit that I myself thought for a long time what to put – as we pass the list of shades and notes, I was replenished with both possible advantages and viteeva claims. In the second half of the game, even the Stockholm Syndrome began: I took flaws, got used to the routine and even began to get some pleasure from meaningless running around back and forth. The third thing was surprisingly good, the combat system is ideologically good, you can live.
And then the fourth case turned out to be a bullshit with a promising beginning, and the ending unpleasantly surprised everyone at once – and what was happening on the screen and clumsily (at best) by the production of this banal.
So the devil knows him, I would not even recommend a narrow audience. As for me, it is too superficial in everything – a fan service for experts of books is an obvious and not very inventive. The same emotions caused me the same Sinking City, by the way: it was a story, as if written by a neural network. There are no surprises, but look, referers!

I do not agree with the assessment. Frogwarees did a huge and very commendable work after the really passing The Sinking City. History suffers from serving and not always good directing, but the script itself can not be called banal. I don’t know what’s the matter, maybe the author’s lack of empathy, but I do not often see the games in which mental disorders are so competently shown, including depersonalization. The history of Violet is really imbued with, especially realizing that John was entrenched in Sherlock’s head precisely as a result of a psychological trauma, the effects of the brain that protecting him from responsibility, having to blame another personality. The studio really understood what they were writing about the story. But the moment with the picture was really ridiculous.

Call a strong single plot adventure, especially when there is almost no such ones – I would not have become chewing gum.

The most passing passage. The rare case when I agree with the review in general. The mechanics in the game are workers, but the question is what stories to tell with their help – and the stories of Frogvares told the most slurred. I have gone near it, but in the reality of what is happening I can not believe for a minute, as if you were watching the production of a provincial theater.

And the game is full of terry stupidity. Here you come to the cemetery, the diary is the task: to find the grave of the mother, the crying angel is installed on it. And this angel is visible immediately from the entrance, but the trouble is: on the way of the great detective there is a fence height knee. And this obstacle is insurmountable. Maybe people who have passed the previous units immediately realized that it was necessary to fix the evidence and look for an inconspicuous transparent cloud in a random place, but I almost refunded the game on this.

John Nutson Nightmare. Not only does he look like Sherlock, and voiced like Sherlock, he is also just uninteresting. Why with this game a man, similar to GG to the degree of mixing? They would leave a partner with a child, make him a children’s version of the GG himself, a personification of his childhood injuries, or somehow. But why come up with something and strain when you can not strain?

The city is not only empty, but also outwardly boring and ugly, I just don’t want to move around it. I understand that the authors could not make Paris from Unity (or at least a third of him), but maybe if you do not have money for a normal open world, then it is not necessary to do it?

But I have the most important question – why this game Sherlock Holmes. Nothing relates to her with the stories of Conan Doyle, replace the name of the GG with any other – and nothing will change at all. In general, another studio demonstrates that telling stories is an art that has long been lost in centuries.

Cool game, from the roll of Holmes another to wait and not stands =)

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SEVERED STEEL: Review

Each month, the industry pleases the audience with dozens of various news – sequels, prequels, remasters, rethinking the classics, only manage to read the editorial. And although many premieres look curious, a rare announcement is able to cause a strong response in the soul spoiled by masterpieces: after so many years everything looks familiar, beaten, as if the most interesting is behind. Over time, there is a suspicion that only a miracle can get rid of gaming apathy – but in fact, only one shock trailer is enough no less than a shock action movie.

Nothing superfluous. No CG-vakhanalia instead of real gameplay. Only one and a half minutes of brutal action, spectacular acrobatics and tracting “slow-m”. Who shoots at whom, why, and why the heroine has a blaster instead of a hand – no matter. What is happening is terribly spectacular. And this is the main thing.

Direct the ardor

Some games are born in spite of. Contrary to accessible technologies, budget, common sense-it’s scary to think how many small teams later and blood brought an ambitious idea to the release that she would ever find her spectator. However, hits are born not only from a blind pursuit of a dream.

A few years ago Matt Larrabi (Matt Larrabee) dreamed of going down in history with the help of action in the open world. Founder Greylock Studio I wanted to conquer gamers with the scale, entertainment, voxeles that can be broken by a whole pile of amazing mechanic – but it is difficult to arrange revolutions when the staff of your company consists of one person. Reflecting on the failed debut, Larrabi He wondered with which any novice creator faces sooner or later: “What can I pull in this case?»The answer was not long in coming – the chamber first -person shooter.

The point of reference was the most destroyed environment – at first it was it that was the main “chip” of the newly -minted FPS. However, this turned out to be few. As the project is developed and other important details: inspired by f.E.A.R. and a Superhot effect of time slowing down, now popular with cyberpunk setting, acrobatic manners worthy of Mirror’s Edge . And in the center of everything, a harsh heroine stood up – a one -armed mercenary, who, in the best traditions of John Wick, instead of reloading, prefers to change the weapon right on the go.

Due to the music and appearance of the central character, SEVERED STEEL, sometimes seems to be an unofficial branch of Ghost in the Shell.

This collection of borrowings and the complex background of its creation are the idea that the project is doomed to quickly oblivion. Like, behind a beautiful wrap, an ordinary low -budget dummy, which are so many on Steam, is hidden. But no. With the world on the thread, the small studio GreyLock managed to collect an extremely curious work – if not to say anymore.

To the mercy of fate

SEVERED STEEL tells about … something. It is difficult to clearly outline the synopsis when stories in the action movie are given from the force for five minutes. A girl named Steal wakes up in a mountain of garbage, discovers that she has become a cripple, and goes to the war against the offenders – such is the institute, and until the very last shot, the script will no longer throw food for the mind. No notes and audio days explaining the essence of the conflict were also not brought: the warrior does not have time for such trifles, she should be punished in impudent corporate.

The avenger is not able to recharge – having shot all the bullets, she sends an empty barrel to the face of the nearest opponent and automatically selects a replacement if she is lying nearby.

Fortunately, the loss of the limb practically did not affect the militancy of the main character – even without the second five she is fast, cold -blooded and deadly if a pistol is in her right hand or that is worse. However, her main weapon is not at all taken from the floor or someone’s belt, but an incredible, almost supernatural dexterity: running along the walls, making crazy somersaults and pirouettes, the mercenar is absolutely invulnerable-the warriors standing in her path, fortunately, about this almost about thisdid not hear magical convention.

On this, perhaps, everything that can be said in the part of the gameplay: the Style is worn on office buildings and penthouses, jumps, mows a variety of soldiers, like grass and slowly picks up to the main villain while the bullets whistle past her head. The scenery alternate, new types of opponents arise on the way to the finale, and over time, a blaster appears in the spirit of Megamen at the place of the stump of the mercenary, but the essence remains unchanged. Straightforwardly, you can’t say anything. And this, if that, is only a plus, because local shootings are miracle how good.

Each murdered enemy restores the girl’s health (which is called success here) – so designers motivate to climb into the very bake and struggle, as if neo.

For nothing SEVERED STEEL It is very concise conceptual (run-fly-fir-pinay), and the vast majority of levels are easy to defeat literally in a minute, any action scene is infinitely re-played. Yes, each segment has points of entry and output, but what happens between them, in what order the corpses fall and where, solve only the gamer-director. To break the door, fly into the room of Aki Max Payne and cross the bastards in flight, until they even managed to turn around? Or blow up the wall and carry past the formed hole, pouring everything and everything in the room with lead? And what about lure the reptiles into a large hall and recreate the scene in the lobby from “Matrices”? Do what you want – this is not so much a linear fps as a sandbox, in which instead of shovels and a leash you need to have fun with the help of rifles and machine guns of different stripes.

Interestingly, however, something else. Although the shooter does not have a clear system of ranks (sad omission), and glasses are taken into account only in the side mode of the “shootout”, the authors skillfully motivate to experiment with the environment and opponents, to go at risk, even if it is pointless. This is partly the merit of the heroine’s incredible abilities, but in fact the reason for all the competent design of each level – countless windows, loopholes and balconies excite their imagination, inspire acrobatic exploits. You can, of course, sit in the corner and wait for every villain to come for his portion of lead, but how attractive that inconspicuous ventilation hatch looks-the soldiers were surprised when the Valkyrie with a shotgun in his right hand will slip out of it at full speed!

After especially hot battles, locations begin to resemble Swiss cheese – the destruction sometimes dictates the course of the battles very much.

, Oddly enough, makes his contribution to the fascination on the screen, oddly enough, budget. SEVERED STEEL constructed on the basis of Unreal Engine 4, it does not slow down, does not fly out, but outside the special effects and stylistics it looks well -deep, and the physical model resembles the European trash of the end of the zero. The doors are falling apart, as if made of cardboard, corpses are ridiculously flying away after hits, the heroine’s head now and then stucks in the window frames … But here is a paradox: all these crazy, not amenable to explan the flight, her talent to change the direction of the jump directly in the air and instantly slow down downhead (yes, it happens and such) make the Cyberpankovsky fps only better. They add to him a flalor of unpredictability and adopt him with the Hong Kong action films of the 80s, whose madness (coupled with contempt for the laws of physics) has long been included in legends. Even when the mercenary dies due to the fact that she accidentally flew into the abyss between two trains rushing along an endless tunnel, this only amuses. There would be something to be annoyed-the levels are short.

All this good is plenty of in the story campaign, but it is felt more likely to be warmed up-in its own way delightful, but a little rustic. The entire genius of the novelty is concentrated in a “shootout”, where on already familiar maps they give not only to polish their skills in killing hostile warriors, but also to turn on a dozen modifiers of one another brighter. “Big heads”, “low gravity”, “triple threat” .. Larrabi Even provided frank perversions like the Mutator “Paul is Lava”, which serves as an excellent occasion to practice virtual parking. Nothing can compare with the rush of adrenaline, which you experience, jumping by the grasshopper on the weapons and maneuvering between bullets, grenades and missiles in search of a not yet used barrel.

Smumble through a soldier with a shield, steal a spare gun from him and put a headshot upside down in a slowdown – even F.E.A.R. This was not dreamed of.

And against the background of the above, the claim “besides shooting is there is nothing more”, which arises at first, after an hour or two, it seems frankly sucked from the finger. Yes, theoretically team Greylock Studio I could throw in the campaign of mini-games, collection objects, stealth segments, other Mishura, familiar by the standards of the industry, but all these, without a doubt, would inevitably begin to pull the blanket over, distract from the main attractions of the futuristic action movie. The variety is simply not brought to good variety – and Larrabi I understood this perfectly.

Burning steel

Naturally, SEVERED STEEL Far from the ideal – a rare budget FPS from a little -known team does without annoying misses. However, here with the novelty is not so simple: bugs bugs, but really serious shortcomings are surprisingly small.

Among them, for example, the script is or rather, its almost complete absence. The heroine got up from the mountain of garbage, the heroine went, the heroine nailed and left – even the original doom at least offered the walls of the text describing what was happening in hell and head in the course of his incredible adventure. Yes, high art did not smell there either, but you can’t argue with some kind. And here even the tie outside the battered “they wanted to kill her, now she goes to take revenge” as if it were shrouded in a fog of war. Who is she at all, this styl? What kind of corporation threw it to their fate? Who helps her and what a mysterious wall through which the heroine breaks through in the finale?

On the other hand, unexpected barnpuncticity has a kind of plus: like the rest of the “b-hide” militants, here the story never rises across the main thing-action and acrobatics. There are concentrations, there are conditional villains, but more for immersion and it is not necessary: ​​if desired, plot threads can be weaved in your head. In this regard SEVERED STEEL Easily superior, say, Superhot with her strange claims to the narrative – indeed, let the designers concentrate on battles better.

In the separation of context, many personnel seem completely unreadable. Where is the floor, where is the ceiling? What is happening and why the staircase looks so comical? In motion, fortunately, there are no problems: no one even prevents you from removing/adjusting many visual effects if distracted.

But what the shooter really lacks is additional modes. “Single” passes in two hours, all the content of the “shootout” opens in three – and nothing else is the creation GreyLock unable to offer. What, I admit, is a little surprising: only the regime with the endless hordes of the villains would be enough for the eyes. Over time, the problem will surely go far into the background (talented craftsmen will find the use of levels to a very sensible editor), but so far the content is slightly disappointed. Everything that is is fine, but I want more. More!

As for the gameplay, it is completely perfect – mechanics complement each other perfectly, nothing more, amenities just right. It only draws to find fault with the arsenal: there are a lot of guns, but many of them are felt as “repetitions”. Automatic machines shoot plus or minus the same, two types of heavy pistols finish almost any enemy from a pair, a maximum of three hits and differ only in the design. Here would be absorbed from F.E.A.R.

In a word, the game with disadvantages. SEVERED STEEL It works well (the frequency of frames sags only during battles with the hordes of opponents and monstrous destruction), looks good, offers a lot of settings of everything – if you find fault, then to real trifles. It’s not bad, especially since this is not a blockbuster-longstroke, but “just” someone’s ticket to the Premier League.

There are many games with a unique or at least entertaining concept in Steam (and on any platform). Their pages are full of beautiful screenshots, descriptions promise an unprecedented gameplay, but in fact, alas, they turn out to be a zilch, a curious, but unsuccessful experiment. Many novice teams fall into a trap of their own ambitions – fortunately, Greylock Studio I managed to avoid it with brilliance.

Spectacular, exciting, simple in development and stylistically verified – SEVERED STEEL Absolutely stunning: this is the same shooter about which fans of Max Payne, F.E.A.R. and Vanquish dreamed for many years. Yes, technically he was far from perfect, and the plot with the script was written as if on a napkin on lunchtime, however Matt Larrabi the main thing was to catch the spirit “Cool cooked”, “John Wick”, “Raid” and carefully reproduce it in the format of cyberpunk-FPS. Dozens of much more experienced designers tried to achieve this – but by no means everyone succeeded so much.

Pros: magnificent gameplay;good visual style;excellent and complementary mechanics;a variety of game situations and scenery;Solidly balanced complexity levels;sensible soundtrack;accessible management;abundance of settings;built -in levels of levels with great potential;translation into Russian.

Cons: missing plot;light lack of content;budgets;Small technical roughness.

SEVERED STEEL

The best comments

I understand the claim.
I only note that different genres have different criteria. The action is valued in the militants, how harmoniously the mechanics work, the presence/absence of something superfluous, reiglable. In RPG-a scenario plot, characters, wins, role-playing system and variability.
I did not play in the full version of Wrath of the Righteous, and I am ready to believe that this is a wonderful game (I played Kingmaker and it is cool, I even took the console version in the box to put on the shelf), but I will not undertake to discuss the opinion of my colleague, especially sinceI didn’t even read his material. Specifically, my task was to assess the shooter as a shooter, just all. At the same time, I even painted in the text why the absent plot is, although a minus, but not categorical, and the lack of content can be fixed by modders, the benefit of the game in the game for this is. Set out his point of view why the gameplay is beautiful and deserves the highest praise.
My opinion is not absolutely, it is just a guideline for those who are interested in the genre, they say, this game, you need to look at it first, in it (it seems to me) everything is done absolutely correctly.
You can disagree with this, I do not pretend to be absolute truth.

And when the developers work minimally on the plot, just so that it is, players begin to begun that the plot in the game is bad, and it was already possible to do without it.

Pathfinder: Wrath of the Righteous is one of the best RPGs developed by our Russian studio. Booking!

It turns out, the passer with the reviewer was simply unlucky. There would be someone else, would put amazing. Like, for example, a black book that received amazing only because Catherine really liked the game.

I really did not think that the review of this game can be written without mentioning Ghostrunner: 3

I will not undertake to discuss the opinion of my colleague, especially since I did not even read his material

In RPG-a scenario plot, characters, wins, role-playing system and variability.

But then you dig him. : D

Just one reviewer, first of all, evaluates the main components of the genre, turning a blind eye to the mediocrity of secondary ones, and the other decides to catch on secondary and side.

And so, SG he is more about jrpg, they forgive them more.

Well, assessment, tin.
The whole concept:

We run along the walls, use sliding in the tackle and “Jerking with a shift”. This is our protection. Enemy shells do not cause damage to the player, even if they fall at the moment when he is in one of these three states.

to kill enemies in the framework of this Uber of a quick shooter, we use Slow Mo. The player can have a limited time in the MO SLOU, but the murder of the enemies is replenished. Each murder is also restored by HP.

You can also grab the weapon from the enemy from the holster and other little things.

Conceptually non -proceeding. But the variety of game situations built on this concept is minimal. In 90% of cases, these are a battle with ordinary enemies, against which we act the same way – we try to be in three protected conditions and a strip of Mo Slop (do not spend in vain, but try to activate it at the time of the skirmish with enemies). The remaining 10% is a battle with the only boss, a little level with flamethrowers, pain points of a pair of types of rare enemies that can be ignored, level for a while, maybe something else … everything else … everything. This is precisely “amazing”? I did not play a shootout, since after the first hour the campaign was eaten and played out to stupidly pass.

Come on obvious examples. It turns out you put this game in a row, for example, with Katana Zero (also a short indie conceptual with mechanics of Slood MO). Need a shooter? You her, let even one or two rows below, you can put DOOM Eternal outlet? Even the recent not-sinful, but still complex Deathloop is “commendable”, and this concept on the knees “amazing”? Ghostrunner also stands “commendable”. Well, let’s even more than a little more objective.

SEVEDED STEEL SEVTRACE FLOOTING DOOR, really suitable. For true lovers of directions such as IDM, Drum’n’bass, Techno, Lowfi, Ambient, this set of music in the amount of 42 tracks, perhaps it will be a “breath of fresh bit”.

Well, so everyone liked Pathfinder who was in the subject, but about subjectivity … Why give a person a genre into a burden and he whines about the “complexity”? Hence the righteous anger)

And if Diflop with Catsius seeds?

But the variety of game situations built on this concept is minimal.

In part, therefore, the relatively short duration of the game is a plus. The levels are fast, in their own way open to experiments (not always imposed by designers, which is important), with different entrances-outputs and the ability to make holes in the walls (which is why lingering in one place is dangerous, the enemies or the player himself could perfume the walls).

There are several types of ordinary opponents – ordinary soldiers, soldiers flying and with missiles (who break obstacles faster), soldiers with grenade launchers and armor, who must be sawed for a long time. Plus, flamethrower, who can only be sheated in the back + 1 boss with the same principle, but every now and then includes a force field and even faster the collapsing environment.
Although there are not many situations themselves (as I said, everything comes down to “kill everyone”, minus a couple of moments, when you need to run away or run away for a while), all the variety of gameplay make locations and the use of enemies on them. Some vertical and open, some with hymims like lifting the heroine of fans into the air, in the episode with the train it is necessary to take into account the abysses and enemies (including flying people who can fall from anywhere), the scene with the flamethrower gives an unusual weapon and the flamethrower andexercise.
The “shootout” has the same locations, but the enemies on them are remicked, and the challengi force them to use some mechanics that you do not pay attention to the course of a single campaign (plus you can include restrictions or simplify life as you like).

To be an excellent game, you do not need to sculpt cheap diversity and thousands of a mechanic, some of which, like the bone, hit the throat, and part for a checkmark, just take a handful and mix them well to achieve an integrated effect. The author wanted (according to him) to ensure that his player feels like John Wick. He succeeded. And the author wanted the player to have fun as it was convenient for him in the framework of almost movie scenarios. What he also managed to do.

And “in 90% of cases, these are battles with ordinary enemies, against which we act the same way” – this is how you can describe almost any shooter, any action, from the first doom to Titanfall 2. Even without exaggeration like “you walk and shoot everywhere”, I’m talking about tactics of handling enemies and rhythm/structure. Although I guarantee that in response I’ll get an explanation that there is no, “you can do it like that, such as a setting, here are the setpings, and these enemies do this, and the design of the locations dictates the dynamics of the battles”-approximately as I described the alignment withenemies, locations and their purpose in SEVERED STEEL.

Is there something frankly superfluous in the game? Somehow, everything in it is in the field, from the flashing of the weapon, when the cartridges end, to the doors that can even be quietly opened, and not just knock out with your foot (which helps in some scenes at the highest level of complexity). Is there anything that frankly does not work in these mechanics, something that interferes with the idea? In my opinion, no (even the brokenness of physics helps the player rather than interferes with my observations, although the mistakes occur). You can even say that the stunting works too well, because of what to walk on foot, on the floor, there is no need at all. And this is the main thing. These two factors.

Minimalism and conceptuality have the right to life and have the right to high estimates, if they are made, although on the knee, but with straight hands where it matters.

The concentrated minimalism of the SEVERED STEEL, which simply does not have time to get bored or something more complex, but with unsuccessful solutions (not in the most basic concept), leaving the sediment on the impression of the same conditional player.

I am strictly for the first option, although not quite against the second. Just if you choose, it is better to concentrated minimalism in the spirit of Portal (it is in this regard as an unsuitable ideal – short, ideological, not complicated, not simple, memorable and without a single extra detail at all).
In between, I play many different old “conceptual” games, forgotten and not very. Recently, for example, was FRACTURE, an old shooter, in which the main feature is the ability to control the ground. She is pleasant. But she is surrounded by a banal, protracted, boring game that harnesses for too long and in which there is a lot of superfluous (but the necessary genre at that time), like a segment with riding. I liked the idea, I liked the moments where this idea is played, but the abundance of unsuccessful solutions sunk it in my eyes.
And I have seen this many times, in different variations, with different extra elements. I really love Superhot, but when, after the hot action scene, the authors begin to drive the plot (with not just in katsen, you have to walk there, do something, “interactive”), this spoils the impression of the whole game. It was as if the authors were ashamed to release just a laconic concept-concept and somehow raised a narrative in the worst traditions of the Internet cryptipast.
SEVERED STEEL is more advantageous in this regard: yes, I am shouting the plot, but it does not distract and does not pull the blanket over himself, and mechanically the game motivates me to “break away”, take risks. Here is a scene in a hospital with a bunk, just like John Wu, here are two trains, here is the classic “reflect the waves”, here is a flamethrower, here is a scene in a club with a dance floor, as in any self-respecting action movie. As a result, I remember almost every level, and not only because there are few of them (20+ pieces, normal), but because there is something in each, whether it is the first appearance of some kind of enemy or a feature of the decoration.
I liked how GreyLock ultimately did not abuse anything, delighted either with vertical levels, then large areas with snipers, or invisible enemies in narrow spaces, then a sudden boss in which mobs were felt not so much an annoying dancer, but a source of weapons and health (although II can’t imagine how to pass it at the highest level of complexity, where they kill from one hit).
It is clear that I speak only for myself: I did not have time to get tired of the game and her wisen, and then he willingly asked everything in bonus mode until I opened everything that could.

If anything, I am aware that the assessment may seem controversial, especially against the background of “commendably” much more loud releases of autumn. I would prefer to do without assessments at all, they do not like them, because they only distract people from the main and the dispute in the end moves in absentia from “this is a really cool game” to “why this game received a cooler one than that otherIt is also cool, but cool otherwise and can be somewhat losing, who knows, game. “.
As I said, I do not claim the truth in the last instance, each person has his own coordinate system and someone’s objectively “objectively” for another person is absolutely “subjective”. My case is to note the merits of the authors (and in this case I believe that this is a very strong debut), to state my point of view and justify the assessment, and, finally, direct the views of the genre lovers towards the game, which deserves attention 100%.
Whether it will like it or not (and whether a person agrees with my argument) – who knows, but everyone should look at it. Laconically, briskly, moderately beautifully, with great potential for development from the community, for their money (and on your budget) impressive. Hence the “amazing”.

I have one question – what are you still doing on SG, if you don’t like the reviews so here? I would go to the DFF, or what did you praise there if there is much better there than here.

I will translate to the language of food so that my claim to the commentary is clear.

This parf is amazing?

Bifstek is one of the best meat dishes, and even cooked by our cooks! And he is commendable!

It turns out that Bifstez was lucky with a critic. If someone else would have been-I would definitely put the Bifstes amazingly, and Parfa would be commendable.

I now ran and I have the feeling that the subject is a sour ghostrunner)

Until it comes in.

On the other hand, Kena was bought on my curling iron. So if the Siew Steel does not go on the second attempt, she will go to the refund and go to Ken.

In this case, you just don’t go)

Yes, it is still ridiculous there that no matter what side the heroine slides, she always slides forward (even if it slides back), looks very nice.

No, it’s just my view of the main thing in the genre, I am without rear thoughts) I will get to Wotr in many years, when DLC and Enhanced Edition Plus will be there already.
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