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board-kibernakovoy-no-witting-corporations-deadlink-2

Board Cyberpanic destruction of corporations. DeadLink

Dynamic, complex first -person shooter. Excellent combat music. Global progression. Early access.

The game is declared for the Windows platform.

Corporations are fed in a crazy thirst for profit, but there is a government. The insidious plans of unprincipled capitalist collars challenges a slight resistance, part of which our hero becomes.

The gameplay is a complex first -person shooter.

The first thing is to undergo detailed training, under which a special virtual space is highlighted. Here they will teach the basics of movement and battle.

When the training is completed, we get to the local hub. This is a small room with points of activity.

Significant resistance members that issue tasks roam here, there is an improvement station, a code with useful information and a mission launch point.

Small life hack. People inside the hub are added as they pass. They give out quests and if the icon above them becomes yellow, then you need to talk and take the task. Reward – resources for global progression, so it’s worth it.

The main activity is the stripping of randomly generated dungeons, which implies the destruction of enemies detachments on small decks.

The game evokes double feelings. On the one hand, cool (not quite, but about that below) shooting, interesting skills, the presence of global progression, excellent music. On the other hand, the game is very complicated, which consists of several factors.

About everything in order.

At the start of the mission, it is proposed to choose a hero. This is a humanoid robot that we will destroy corporate. In total, three types of fighter are declared, only one is initially opened.

Each unit has its own set of weapons and active skills.

You can see the presence of three complexity levels that open as you pass.

Combat levels consist of empty intake corridors that connect the decks filled with enemies. The rooms are randomly generated, from a small number of recognizable fragments.

Part of the system of rewards within the race is https://gamblingdata.net/casinos/n1-casino/ associated with locations. Every time we open the door to new adventures, we will give us the award indicated at the transition. Options for further promotion and, accordingly, rewards, there may be several.

It can be a new weapon, bonus improvement, gold (currency inside the race) and so on.

A certain amount in the currency for global progression and gold is also issued for victory in the room.

At the start of our hero from weapons only a shotgun. “On paper” it is good, it shoots normally and looks, the number of cartridges is endless. But he has one, but a huge drawback – he is terribly recharge for a long time. At this time, enemies completely destroy the hero as they want.

You can find new heavy guns. They also do not say that they rule. Plus, their ammunition is limited and is just the number of shots in the clip. Charges for powerful weapons are selected on combatables.

In the useful asset of our hero, we write down the presence of a near -fight, two active skills and a small stock of grenades.

From the means of transportation there is a double jump and jerk. Moreover, the amount of jerking can be increased and move even more deftly.

One of the active skills is very spectacular, we catch the enemy with a harpoon, fly up to him and is a short time. To destroy it. The second skill – stunning of enemies in a small area next to you.

Inside the race we collect modifiers that have active and passive properties. We build up improvements to one of the four cells. It must be taken into account that the strengthening should correspond to the energy characteristic of the slot otherwise it will not work.

Opponents are as dangerous as possible. They shoot aptly and painfully, run quickly, actively throw grenades. Fat and even more dangerous robots are very quickly pulled up. Mighty bosses in stock.

The situation is such that they give a player of my level of skill stably and inevitably. Rather, sooner than late we are stuck by armor and health and the race is over on this.

Of course, a little armor falls out with opponents. But, in terms of the relationship with the monstrous damage for us, it means little.

When a loss comes, we return to the hub. Here we can pump the hero. We open the global progression window and see that it is as frail as possible. And this is the second reason for not very successful success in passing. It is almost impossible to pump normally normally, since the amplification of weak and tangible progress cannot give. 1 unit of health of treatment for cleaning the room, seriously?

In addition, the progress points are scored incredibly slowly. Let’s count. For the weakest improvement, 100 currency units are needed. For stripping the room is given 20. The maximum that I personally managed to go – pass 2 rooms and death in the third. That is, 40 currencies for the race. Something about 10-20 units are thrown for tasks. For two races, one amplification is approximately swinging. And then the price tag will grow from 100 to 200 and further, I suspect, it will increase still.

So it turns out, the hero does not really intensify, or it takes a large one, passing into a huge time, and still he will receive weak bonuses that will give little in battle.

Part of the pumping goes for a special currency that falls from the bosses, has not felt it, to the bosses here as before the moon.

In the Hab, in the Code, you can read the descriptions of the found improvements, weapons of opponents, and so on.

Consider the pros and cons of the game, summarize the results.

+ Unusual, but pleasant graphics.

+ Great musical and sound accompaniment.

+ Excellent, although not new, common idea with shooters in dungeons.

+ Good pumping system of the hero inside the race. As for me, at the moment it is not powerful enough, but conceptually good.

What can be both a plus and a minus:

± The game is imprisoned on the active movement in levels and for this there is all the possibilities: a double jump, a jerk (in the future several), all sorts of jumps for jumping. If you are at least a little sloppy, it turns into damage to us. Personally, these five (not the figure of speech) are not at all to their taste, it would be better to shoot normally. But I can assume that someone may like it.

± as for me, the difficulty of passing is artificially overstated due to the clumsy reloading of our hero and the actual lack of global progress. But again-someone might like it, so I don’t write into the minuses.

– critically long reloading of our main weapons.

– Very frail global progression. We weak and strengthening and getting them not at all a quick thing. Accordingly, a large amount of time, and maybe further all the way, our hero is a whipping boy.

– There is no Russian language text. The required level of English knowledge is low, if you just play and average if there is a desire to understand the dialogs in tasks (not necessarily) and read the code (not necessarily).

The game left double feelings. On the one hand, it is qualitatively made in terms of graphics, music and some ideas. On the other hand, the game challenges, due to its high complexity, as for me, in places artificially high. It should be noted that the game is declared as quite difficult in the official description.

The project is in early access, but it looks quite ready. Dange, enemies, improvements on the spot. Another thing is that, in my subjective opinion, all this must be rewinded well. Or maybe it is not necessary if it is done for hardcores.

And what do you think is whether it is worth lifting the difficulty in games or is it better to allow everyone to win without tension?

I will be glad to supplement/adjust the review or answer questions in the course of communication in the comments.

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