I go to the Steam "New items" section for games with the aim of "playing and showing others". The results of the campaign come here. Today in the release:
This eighth OPERATION OF THE REFURT. Previous issue – by link.
Live broadcast
In My Shadow
Exit date: April 9, 2021.
Genre: puzzle, platformer.
Price: cost me 216 rubles.
CElepe audience: “In my shadow” is suitable for “simple players” who do not seek unnecessary calls to the skill of the game or the speed of reaction, but with a high level of sympathy for simple mechanics and plot. Such a game can be marked with a label “for the whole family”, although “gamers with experience”, for sure, the game will seem boring.
Russian localization: acceptable (interface, subtitles); The “complete localization” is declared, including voice acting is a lie: the game does not have voice acting in any language (even native).
Control: the keyboard is comfortable, pleasant; Controllers – are supported by both Xbox and DualShock (including the right tips by buttons), play pleasantly. But playing “clavature” is more convenient to play.
Briefly: a good game for your money, but not “delight” – that’s for sure. The only game mechanics: from the shadows discarded by objects at the level, to make a “platform” so that the character can pass a set of traps. Small levels-a couple of jumps. The plot is rustic and anxure, but, but, intelligible. From a technological point of view, the toy is made soundly.
Platformer-head
The only game mechanics are three steps:
1. Study the level.
2. Using objects located in the outlined part of the room, project a level for platforming on the wall of shadows.
3. Using previously created platforms, get from the left side of the scene to the right, to dodge the traps along the way and collect three shadows from paper leaves.
These three points are completely repeated at each level. The complexity at individual levels can be in limiting the direction of the movement of the furniture, in its special form and (sometimes) the possibility of using. Platforming in the game slow and measured. On the one hand, he gives time to think, and, on the other hand, determines a rather “viscous” gameplay.
On sightseeing stream, I remembered that recently one of my friends showed me a game with similar mechanics. This game was contrast (Contrast) released on November 15, 2013. This game is much more dynamic and interesting, but it is much more gloomy game world and a slightly different target audience. And now not about her.
Plot, environment and immersion
Attention! Then there will be small spoilers by the first 20 minutes of the game (starting screensaver and chapter 1). As for me, it’s okay, but you never know … If you are afraid of the next paragraph of the text, miss.
The game meets us a small hint that about three years ago a certain tragic event occurred at Christmas, because of which the heroine has thoughts in the game. These thoughts are metaphorically projected by shadows on the wall in the form of small levels that you need to go in order to advance the thought further according to the plot. The plot itself is divided into several chapters – rooms in the house in which family members of the protagonist lived. The opening head is a small story about the girl’s pet, his death and her experience on this subject. Information is submitted in the form of inserts between the levels of subtitles. I only managed to “hook” a slightly second chapter to understand that she tells about relationships with her younger brother. You do not need to be a connoisseur of a high theatrical drama to see a rather banal plot that can move only very loyal players with a high level of compassion.
In graphically, the toy is working on "satisfactory". Objects of objects and decorating their textures are quite simple. They fit well into the world represented by the player in the form of almost a puppet house. The plot inserts are a set of static scenes with the text built on the game engine. It seems to me that there would be more appropriately assembled cinematic sketches in the video or uncontrollable dynamic scenes. But what is, that is ..
The sound in the game does not cause unpleasant feelings, but it is here in the second or even third role, playing the role of "probably you want to listen to something, here I am". Musical accompaniment helps the plot a little more to immerse the player in the atmosphere, but the keyword is “a little”.
Of these “well, the elements will come up with a player’s immersion in the world created by the authors. And this world, oddly enough, works. Even I, who lively was constantly distracted from the game for different classes, was able to get a small dose of emotions that the developers of the game wanted to convey. As a result, I will say this by game immersion: if you strain and want to enjoy directly, then you can get it; But whether the player wants to strain for this is a question.
Total: the toy costs her money, although she bored it quite quickly. The main thing is to understand in advance that the toy is not created for everyone, but specifically for casual players. A more demanding player is bored here. But at the technical level the game is made well. Therefore, this is my recommendation: if you like simple and cozy puzzles, then take the game to the collection without hesitation, and have fun. If you like more dynamic games with more intensity of passions and the need to hone skills – this game is not for you, take a closer look at the older Contrast .
Trita of Fire
Exit date: April 9, 2021.
Genre: sorogalik, tactics, collectible card game (buttler), monixbet.uk and it is also a little RPG.
Price: acquired for 334 rubles.
CElepe audience: thoughtful, ethical players who are “all of your three-in-shoes” are not interesting, but give them a challenge, give them a complex system of interaction between game mechanics among themselves-these players want to entertain this creation.
Russian localization: at a very worthy level.
Control: only the keyboard and the mouse.
Briefly: a complex and very well -tailored game, the combat system of which consists of step -by -step battles using a collection of cards with spells and skills. Global action takes place on a randomly generated map. The player’s task: to explore the world, participate in random events, maintain the combat state of the group, control the equipment and levels of the characters … ah-yes (!) We still have to move to the global goal.
Technical condition, appearance and sound and translation
In a nutshell about everything that I listed in the heading to this section: "All is well".
The game was pickled for some time in the “early access”, which apparently benefited her. For fifty minutes of the game, I did not notice any technical problems: no bugs or lags. All elements work well and interact with each other.
The same can be said about the visual style. The authors managed to simultaneously save resources and hide it from the player to the maximum. Small jambs in the interface can be described with the phrase "The fool will not notice, but the smart one will not say". Otherwise, the game looks very good and beautiful: both moving the global card, so navigation in the menu, and during the battle. It was especially pleasant to notice that the developers were concerned about the elegant transitions between the modes.
And the same can be said about localization. The translation itself is made at a professional level, and text data is properly entered into the interface (without crawling signs and font curves).
Roguelike system
One of two key components of the game is a system that generates a new world for each new race and controls other accidents in the game. As expected, you will often start new parties because of the groups of the group for various reasons.
As the game tells (and it tells a lot and not in vain), the death in the world of the game is the norm. And the death of the group means restarting the campaign. For almost an hour, I went through training and managed to play a little in the history regime at the “ordinary” (second of five) difficulty levels. I could not die – I will leave you for independent study.
At the beginning of each race, the player collects three heroes into a group. At the beginning, only three basic classes of characters with their own abilities are available, but over time, others will appear.
Elements of the role system
Master of the game: “Heroes pass for some more time along the desert path before they stumble at the camp of lumberjacks” [P.S. Do not pay attention to the fact that the card crawls out for a page in the book – it is just “magical”]
Movement around the world the authors "spied" in classic role -playing adventures. Our group is indicated in the center of the card, and around the point of interest. Additional arrow – global direction of movement to complete the current task. The player is free to study the world around and/or follow the indicated path.
When moving on the map, it is important to monitor two indicators: vigor and military spirit. The first is made up for rest; the second – with the successful implementation of the main tasks (so as not to be fond of the lice). You can relax anywhere, but the health of the wards is restored only in places specially designed for this. In addition, there are mechanics of food consumption: each rest is consumed one “diet” – do not forget to supply your group with provisions.
In addition to this, random events and enemies are found. Some of the enemies can move around the world along with the heroes in the “player stands, and the enemy is worth it; The player went – enemies too ". Some events are presented in the form of small text dialogs with decision -making, which again refers us to the experience of role -playing games.
Briefly about the combat system
The combat system – the second most important element of the game – consists of two elements:
The player and enemies go in turn with all their characters, after, pass the move to the enemy. During his move, the player must in one way or another use a large frequency maps with characters’ skills. The battle wins the side that will destroy another team.
In their move, characters can move around the grid using a map of the corresponding skill or “will” – a resource resembling an action glasses that can be obtained in different ways. In general, it looks like many other games. But the developers have taken care of additional "chips" for this system. Firstly, the possibility of applying combined strikes that inflict additional damage depends on the mutual arrangement of friendly and hostile characters. And secondly, the system of shelters from long-range attacks and modifiers to magical abilities operates.
The combat abilities of the characters are determined by their deck of skills, from where at the beginning of each stroke three pieces are randomly gained. Cards can be played or thrown away. The played cards use what is written on them; And the discharge of the card accumulates the previously specified resource – "will".
The composition of the combat deck for each individual character in the battle is determined:
For playing a card, a will usually requires. There are single -action cards, temporary and constant action. These maps must be sorted out and sorted out. There are many of them, they act differently. And it is very interesting to delve into this diversity. It makes no sense to tell – this must be passed, read and study.
Pumping heroes and inventory management
Each of the existing heroes has its own inventory and several active cells, for various ships (not to mention other characteristics). Purked clothing and items used can add characteristics to the character, as well as cards to the character’s fighting deck additional skills for battle. Each item can be improved while relaxing in the camp using consumables.
About the same thing happens with pumping. Winning in battle, the characters gain experience, which eventually turns into a new level for heroes. When raising the level, the characteristics increase and new skills (spells) appear, which can be invested in the active deck of the hero.
Total: The game just delighted me! She has a bunch of mechanics interacting with each other. A relatively simple graphic design is so inscribed in the world of the game that it becomes an organic and justified solution. Earlier, I did not play representatives of this genre, although I saw such projects; Therefore, my opinion will be extremely biased here. But I strongly recommend that you familiarize yourself with this toy. She has every chance of becoming extremely popular.
Cobots
Exit date: April 9, 2021.
Genre: puzzle.
CElepe audience: without a certain orientation: restriction, probably only by the complexity of the game (this is the same puzzle). Since the game has a rather simple and bright graphics, without signs of the plot, it can be said that the game for children from 7 to 150 years old.
Price: 220 rubles 49 kopecks (it is clear that they tried very hard with the “price calculation”: up to kopecks thought out a pricing policy).
Russian localization: no (not declared); And it would be nice to have it.
UBoard: Klava-smoke and controller-both options are quite convenient.
Briefly: a rather interesting puzzle, a “selling” feature of which is the construction of interaction between subordinate robots, consistently setting them the “program” of actions. It looks and sounds not so hot, but it will come.
The basis of puzzles
Puzzles in the game are built on two components:
The game is divided into levels. The task is in each individual puzzle: to collect several microcircuits scattered according to the location and deliver bots to a specific point. Bots can move, press the door opening buttons, collect parts and so on.
When starting level, the player begins to move one bot. The bot “remembers” the movement and will continue to reproduce them. Then the player switches to the second bot, which will perform other actions. The very essence of such a gameplay is that the actions of the first bot help the second bot level. The complexity of interaction increases with an increase in the number of bots.
An example is a picture upstairs. The player now controls Bot No. 2 (he is in the center of the screen and has a red shade of light bulbs). Before that, the player controlled another bot – he away. Bot No. 1 started with a square platform visible in the middle of the screen. And the second bot was behind the left door. There, there, the edges of the same square platform can be seen outside the door. To spend the second bot at the right door, you need to, so that the first bot first open the left door, waited until the second bot passes and, then, opened the second for him. Playing for the first bots, of course, you will not know if the second bot has drove the gate – he will still stand still, waiting for management to go to him. You need to guess the time of opening doors.
The only game inconvenience authors made the switching mechanics between the bots. You can switch only to the next bot, restart the passage of the current bot or restart the level completely. Return to the bot, passing for which the player has already "closed" it is impossible. This is some kind of illogical, in my modest look, complication, which is more annoying than creates an interesting game situation.
Otherwise, this is a regular three -dimensional maze with riddles.
A variety of uniformity
The most difficult thing in the game is to deal with the main special mechanics, and then in the game everything becomes very clear. Well, yes, you need to think to solve the riddle; Well, yes, the riddles are sometimes complex, sometimes new elements appear (for example, dodge the laser, as in the picture from above) – but all these are already secondary and even three -to -three additives that do not bring great freshness to game mechanics.
It turns out that the locations are replaced, the textures and lighting of objects are changing, but the essence of what is happening does not change. You can get tired of it. On the other hand, why would there be something else to appear in the head-heading game, except, in fact, these very puzzles?
Total: this is a cool puzzle. You can buy a play if English at least "on a trie" of the school program you know. I was happy to drive bots for forty minutes on a sightseeing stream, but then, thinking a little, I decided to return the game to the developers. It is unlikely that I would like to go through it to the end, based on my schedule “Walking on the new products” and personal affairs. But, in principle, the toy costs its money. If you like to break your head over interesting tasks, be sure to pay attention.
That’s it for today, guys.
Thank you for continuing to read my heading: the number of views and your "plus" pleases. See you on streams (link in the profile) and in the next issues of the "fresh" here, on blogs.
