Recenzja Wczesnego Dostępu
In the time since I bought this game:
-a second gun has been added
-all stats have been tweaked, all aspects of player control and gunplay have been improved
-many maps have been added and upgraded
-PvP has undergone several major upgrades
-PvE has been added, and just recieved a major update.
This game looks beautiful, especially for an indie title. I've never seen such a good-looking Unity game before, and the lighting/weather effects are breathtaking in motion. As you play the PvP modes, the map dynamically cycles through weather and lighting settings. One moment, you're fighting in an artificial swamp at conditions mimicing sunrise. Long shadows stretch out from the trees, and long-range battles take place from various rocks, trees and islets. In the space of a few seconds, the whole map goes dark. The huge light simulating the "sun" blacks out, fog rolls in and glistens softly in what little "moonlight" remains. Flashlights pop up, then quickly disappear as people remember that their flashlights give them away. What follows is a tense few minutes stalking the swamp, searching in vain for your enemies in the shadows. The whole map is silent save for your own footsteps and breathing. Firefights, when they happen, are fast and frantic as players scramble to kill each other and slip back into the darkness. Aiming lasers and flashlights are always a tough choice. Using them will help your aim, reveal your enemies, or near-blind anyone looking directly at the flashlight, but using them for any length of time will quickly alert enemies to your position. Guns are accurate, but not *too* accurate, taking penalties for running, moving, standing, or being winded in addition to possessing a decent amount of kick. That said, bullets are quite deadly. A few good shots or as little as a single headshot can kill a combatant or a teammate.
All of that combined makes for a very tense and atmospheric shooter. I recommended it when it had little more than a team deathmatch mode, and I would give a stronger recommendation now. Development is steady, and what is on offer now is much more substantial than it was a year ago. PvP combat is like a very dark and deliberate version of Insurgency or Red Orchestra 2, with the addition of dynamic maps. PvE is still in early stages, but it's currently a brutal set of objective-based missions taking full advantage of the engine's atmospheric potential.