45
Products
reviewed
549
Products
in account

Recent reviews by DarkAlexus_GTX (EU_Ukraine)

< 1  2  3  4  5 >
Showing 1-10 of 45 entries
7 people found this review helpful
1 person found this review funny
227.8 hrs on record (5.8 hrs at review time)
Beware, nostalgic gamers! This is neither remaster, nor remake. This is just a shadow of a great game, a little bit tweaked and sold again to you with the clear aim to rock your nostalgia, nothing more. Be prepared for countless manipulations with game files to start the app and make it look like an actual game. Moreover, multiplayer is as dead as it was before. If you want to give it a new life - use mods/community patches. It's unclear what is sold to the customers, except for the shallow "intellectual property" that belongs to lazy-ass parody of a publisher.
Posted March 9.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
146.8 hrs on record (69.4 hrs at review time)
Frankly speaking, I was more than skeptical when I’ve been reading the developer’s diaries and watching those ye’ ol’ roadmaps. The developers were boasting about the content of the game, comparing the number of quests and dialog lines in My Time at Portia and Sandrock respectively, claiming that the new game is gonna be 10 times larger and 5 times better. Well, I couldn’t have been more wrong, and I gladly admit it! Currently, Portia looks more like an incomplete beta version of My Time at Sandrock!
First of all, the overall changes of the character and world design have taken the game to the completely different category. Previously, despite the stylish looks and moderate prevailing of the parody over realism, Portia sometimes looked like a c-category cartoon with sloppy animations and grotesque characters that could win the day only thanks to their vivid personalities. New animations and cutscene sequences are as perfect as they could be. Well, sometimes some textures might flicker, or some layers of the clothes might behave “strangely” (to say the least), but it doesn’t spoil the impression. Secondly, the story of Sandrock is consistent, interesting to discover, and touching. My Time at Portia featured the plot that was, I’d say, assembled from different pieces, it feels like one of the developers said “Hey! Let’s add some cool stuff!” – “Yeah!” – said another developer – “We should add some talking rats with direct reference to the Shakespear and some awesome super-AI story!” – “Don’t forget to hide it behind a solid grindwall!” – reminded the third developer. Basically, we’ve got some short stories united by the all-source AI and rogue knight storylines. Sandrock is a different thing – this is the story of a dying town that struggles to survive in the middle of the desert. Another remarkable thing is more or less realistic attitude of some key characters to Sandrock and sandrockers. For example, Musa is not going to throw the money into Sandrock like he did in Portia. He is cold-minded businessman, and his guts tell him to let this town die, but he offers to relocate sandrockers to some new settlements in order to use them as the shield against Duvos. This sounds rough, but rational. Thirdly, the game features really good cast of characters – all of them look really nice, way better than the Portians (little spoiler: in the endgame we will encounter some old characters remade in the new design – and they look great! However, I might still miss some of the old VAs). All the newcomers are real personalities, they might disagree with the builder and will try to make their dreams come true regardless of his/her will to help them or to abandon them. Each of them has got an interesting backstory with its details to be revealed to the trusted friend only. Moreover, the social component of the game got further development with some pleasant additions (like holding hands with your beloved partner/spouse), the playdates and dates stopped being a torture to successfully accomplish. Also, the builder has no idea about the dates of birthdays of the sandrockers, so he/she must find it out first! I really admire the changes to this component of the game.
What is more important, the entire system of builder’s home/land management has been reworked and enhanced. At first, I didn’t like it, because it looked too hard to figure out and too massive to use, but I got used to it pretty fast. It gives much space for creativity and your own design.
Combat system has been reworked and improved, but it still lacks some depth. It's still based on "I'll oneshoot you or get oneshot" model, but the interaction with brothers-in-arms is much more transparent now. Also, I must admit that this new system of exploration of handmade ruines is way... no - WAY-WAY better than that tedious mining-in-the-empty-dark-room model, which was used in Portia.
The main downside for me – well, I don’t really like that “spirit of the wild west” vibe, as well as that buckaroos-and-farm-boys subculture. Fighting the desert is one thing, but being a real cowboy – well, that’s not my stuff. That’s not the fault of the game – just my own preferences. However, despite this, I’ve had such a good time exploring the desert and its secrets.
Also, I must confess that I've been using selected cheats - invulnerability to avoid multiple deathes and duplication of the resources to avoid grind. All the running / riding aside, the game still offered me more than 65 hours of content! Amazing! I'm sure I haven't seen everything.
To sum everything up, I must say that My Time at Sandrock is a great game packed with tons of content, touching story and consistent open world to discover. This project shows that Panthea grew much as the developer and learned the lessons of My Time at Portia – they have my gratitude for this wonderful adventure, and I’ll keep supporting their projects from the “My Time at…” series! Keep it up, guys!
Posted November 16, 2023. Last edited November 16, 2023.
Was this review helpful? Yes No Funny Award
4 people found this review helpful
1 person found this review funny
30.9 hrs on record (1.4 hrs at review time)
EA has almost done it!
1. Make a good game/remake without their pants being painted brown/yellow - check!
2. Make a game/remake withour loot boxes/battle passes - super rare legendary achievement unlocked!
3. Have a good start without servers down - check!
4. Add unnecessary sexual/racial diversity + "peculiar details" - check (well, those guys die during the first 15 minutes anyway)
5. Get rid of crappy origin/EA app nonsense - nope (but we're close enough)
6. Spare the legal players and save them from experiencing the crappynuvo horrors - Am I asking too much? :-(

As for the performance: from time to time the game stutters loading new assets/locations, but its bearable.
(Specs: Ryzen 5900x, RX6700X, 32 gigs of DDR4 3600)

As for another “killer feature” of the remaster – the narration improvements and plot adjustments. As for me, they completely ruin the atmosphere of the original game. Moreover, to my mind, all that newly-recreated and added blood, guts, bodies and so on aside, the game has been redesigned in a way not to scare the new players in the slightest. Let me give you one of the most prominent examples: the missions in the hydroponic labs. First of all, in the original game we were completely unaware of what was going on in there and what the Leviathan was. We only knew that something or someone was poisoning the air on the ship and (most importantly) “a 10-kiloton biomass has been detected in the food storage area”. Every player will definitely start imagining things, feel uneasy and antsy. This was spicing up the tension to the tops. In the remake we have a survivor – the doctor who designed the special enzyme that could potentially kill the Leviathan. Yes-yes, we are told right from the start about the super monster, the air polluting mutants and the way to deal with them all, which means the following: the players will not fear anything here, won't feel pressure of the unknown in the slightest, because they will build up a kind of roadmap in their heads: 1. Kill monster 1; 2. kill monster 2;…. Boss fight in the food storage; ???; Profit! Even the episode with the regenerating hunter feels pathetic, cause before it you’ll encounter multiple logs, records and journals preparing you for the unkillable enemy. Surprising number of encountered survivors destroys the feeling of inevitable end, paranoia and depression. Almost all of them (even dying ones) are very talkative and will gladly tell you what to do and what goes on in the current area of the ship.
- Curious observation: Isaac’s voice can hardly be heard in dialogs, I had to adjust the volume to hear his words.
- Another curious observation: neither Isaac nor his companions react to any voice/written logs found (except for those newly-introduced holographic records) despite the modified plot. For example, once we retrieve mission log aboard the Valor battleship, Isaac says nothing, but he's genuinely suprised when Hammond tells him exactly the same a couple of minutes later.
Also, those communication sessions between the main characters seem mostly unnatural, even artificial thanks to those long pauses, stupid facial expressions (those new faces are creepy and unpleasant to look at,especially Kendra's - she looks like an emotionless ghost from the Andromeda), long empty gazes and so on.
Frankly speaking, I've got some mixed feelings after beating the game. Updated visuals, one consistent game world without loading screens, more lore and detail. On the other hand, we have unpleasantly remade Kendra's and Nicole's faces, forcefully rewamped/added side characters, massive loss of authentic atmosphere due to added mixture of elements of 2nd and 3rd games. Original game has one massive shortcoming: close to the end necromorphs were mostly irritating instead of scary. Devs could have fixed the problem by introducing some new mechanics, game situations and/or enemy types, but they decided to keep the authentic boredom intact.
Nevertheless, the game is still good for the new players to experience the legendary Dead Space story.
Posted January 27, 2023. Last edited January 29, 2023.
Was this review helpful? Yes No Funny Award
4 people found this review helpful
4.6 hrs on record (2.9 hrs at review time)
Zeldonic: Shadowy Colossal Breath of Frontiers
As the admirer of the games about Sonic (not a fanboy), I've been expecting a change of stream, so-called "breath of fresh air" (well, I didn't expect copying "Breath of the wild" though). This particular game caught my attention and, at the same time, it rose some doubt regarding the newly-designed concept and its sustainability. As for me, I greatly enjoyed Sonic Adventure games, as well as Sonic Heroes and Sonic Generations. Nevertheless, you can't always enter the same waters with the same level of success (unless you're part of CoD franchise and/or those featureless EA Sports simulators/StarWars games). However, I expected something new at the very least.
Sonic Frontiers is a unique entitity without its own identity - that's the best description for it. This game tries its best to copy all and every feature of every more or less successful game of the last five years and beyond. My first and foremost impressions are less than optimistic due to certain reasons:
- First of all, the atmosphere of the adventure. It's constantly crying "Loooook! I'm just like "Breath of the wiliiiid"! Looook oveeeer thereeee! We have the post-apocalyptic environment and dramatic history of the island! We also have matching dim colors! Rain! Even the speed indicator looks like the one displaying Link's remaining stamina! Isn't that awesome?!!" No, it is not. Zelda BotW is a melancholic slow-pace adventure, which exploits refined phisical and elements-based mechanics. Moreover, I had a lot of pain adjusting to Zelda's controls, pace and countless MC deaths. Besides, this melancholy doesn't suit the lightning-fast exploration and overall cheerful tone of Sonic and his previous adventures. However, Sonic team kept copying every single aspect of Zelda BotW. Check those charming sounds which accompany hitting the switches, clearing local variation of shrines (map beacons) and triggering plot-related objects. Do they remind you one of the best-selling games of 2017? I'm not a marioboy or Nintendo fan, but I can clearly see the source of "inspiration".
- Total controls remapping. Due to the new features introduced in this game (like levelling, skill trees, upgrades, endless farm and grind), all my previous Sonic games control patterns got trashed. Well, this is fixable, if the gameplay is enjoyable. Unfortunately, it is not.
- Farm and grind. Due to change of gameplay and even the core of the concept iself, now you have to endlessly farm and grind shards/fragments/skill points/chaos emeralds/cyberspace keys/cybergears etc., in order to unlock further game progression. Seriously?! Why should every new game have that blasted "open world" with countless "question marks/boss marks/grind spots"? Why Judgement and Lost Jedgement CAN provide 50-60 hours of FUN and EXCITING story with enjoyable side-activities without obligatory engless farm and grind? And this "Adventure" game tries to enslave me as a player to spend countless hours exploring empty, dim and unintersting world offering a bunch of mediocre dialogs and weird boss-fighting experience as a reward.
- Those "prize-winning" dialogs. Many players keep saying the dialogs in this game are great. Have you ever read any great dialogs? Well, if we compare these new dialogs to the ones of the previous games - there's a remarkable improvement. However, they are mediocre to the core.
- Horrible battles with the titans. Seems like Sonic Team attempted to copy Shadows of the Collossus concept and mix it with overgrown Geth combat platforms from ME series. It feels odd due to lacking combat system and unsual controls.
- Annoying BGM and weird songs playing during boss fights and story events. I always liked music of the previous games (especially Adventure DX) and matching sountrack, but this one seems so much out of place.
- But the most vivid and obvious problem of the game... Guess what? It's supremely BORING. It sets grindwalls almost everywhere: Can't defeat the titan? Go farm some seeds and upgrade your atk/def. Can't progress the main story? Go farm some current character collectibles (aka character shards). Can't explore the area fast? Go search for more local aliexpress chao in order to upgrade your speed. Repeatative battles with the same robots make it even worse.
Also, the game doesn't explain some mechanics. For example, one of the beacons spawns some large blue lights and starts the timers. How should you interact with them? Can you interact with them now or should you unlock skill/buy upgrade? Try guessing yourself. At the same time, the so-called "training simulator" will keep posting you tips and reminders of what you already know.
As a conclusion: I would love to play remake of combined Sonic Adventure DX+ Sonic Adventure 2 featuring decent graphics and some QoL modifications instead of this Zeldonic: Breath of Frontiers, for this game, unfortunately, can't compete with Nintendo's creation in the slightest and loses its identity under the pile of crudely copied concepts.
Posted December 4, 2022. Last edited December 7, 2022.
Was this review helpful? Yes No Funny Award
9 people found this review helpful
49.0 hrs on record (11.4 hrs at review time)
После последних патчей и покупки "Экспансии Уинтерсов" игра превратилась в симулятор сбоев во время старта приложения с появлением приложения-сборщика информации о системе, которое тоже зависает (!) на середине процесса формирования отчета об ошибке.
Как результат: отсутствует доступ к новому приобретенному контенту и, соответственно, к ранее купленному контенту (сама игра).
Лично я считаю, что на платформе Steam давно уже пора ввести штрафные санкции для таких вот горе-компаний и их криворуких разработчиков - невозможно получить доступ к дополнению? Получите полный рефанд купленного контента с возможностью оставить его в библиотеке (в качестве компенсации).
Posted October 30, 2022.
Was this review helpful? Yes No Funny Award
6 people found this review helpful
50.7 hrs on record
Quality of life change to my review!
Just like that cute, little, unwanted and uninvited launcher!
Posted October 12, 2022.
Was this review helpful? Yes No Funny Award
27 people found this review helpful
6 people found this review funny
3
28.8 hrs on record (10.0 hrs at review time)
Well, growing popularity of the Atelier franchise got my attention, so I deсided to give it a try. After reading tons of reviews and comments, I focused on hitting the second game about Ryza, because almost everyone considers it much better in terms of technical realization and QoL. Moreover, game almost always makes references to the previous part in dialogs and during cutscenes, thus making it easier to understand the background of Ryza and her companions. However, due to poorly written story and characters, previous adventures of the party sound pretty boring. Okay, first things first - the game has plenty of pros, so let's talk about them.
- Overall visual design of Ryza as a character is pretty good and somehow unique - she can be recognized almost everywhere thanks to her attire and expresiveness. Due to overwhelming modern tendency of making dull and scary femaly characters, seeing Ryza on screen is a feast for eyes. No joke, those man-like "strong and independent" women chacters are lame and totally unnatural;
- Local fast-travel system. It's simple, quick and intuitive - almost all avaliable quests are shown on the map and can be easily found. By the way, this fs doesn't require money, special items or whatsoever - you can just click and teleport wherever you want (if you've already discovered the location). That's truly amazing - you dont have to wait, waste resources or perform repeatative actions (like running around the World Tree in GoW 2018);
- Relatively easy story/equipment progression. The game is not trying to set up a grindwall or lvl-cap - you can progress at you own pace with no rush, timers or other pressing issues;
- Great ruins exploration system based on the small detective-like research and simple logic - first of all, Ryza gathers "echoes" of the past and memories of phantoms, then she (with the player) deduces the history of the place and finds a way to progress further. Unfortunate observation: neither Ryza nor Tao ever read the gathered notes except for the "how to get deeper in the ruins" part. As for me, I liked reading this little stories much more than following the main plot;
- Cute maskot Fi - every franchise has one, I assume; Yet, aside cuteness, this creature is merely useless in terms of gameplay and even triggers local calamity;
- Pleasant music and surronding;
Well, I still don't recommend this game due to a variety of crucial shortcomings and drawbacks:
- Horrible tech side of the game. Seriously, despite the stylish design and more or less amusing visuals, the game is horrible in every technical aspect of its realisation: game kept dropping resolution to something HD-like until I locked config file; absolutly horrible controls - all those menus/submenus/confirmation windows pop up on one another making it hard to navigate; skill tree and crafting menu are even harder to navigate and select; sometimes it's unclear whether I've pressed the right or wrong button - I had to figure it out experimentally; overall, the game looks like a guest from 2010 - those sloppy animations, flickering textures, abrupt dialog sequences... - it all reminds me of Agarest: Generations of War, yet the interface of that game despite being unintuitive served its purpose pretty well. I don't expect Ryza to hit Zelda BotW's quality of animation, but why don't they try to animate properly dialogs/cutscenes at least?
- Tangled and condoluded crafting system. Many reviewers adore local gather-and-craft system, but I personally hate it. It's too massive and simply misleading. Yes, you can customize every single craftable everything, but it's too tyring after first 5 hours of gameplay. Moreover, game makes you return to craft again and again, and then you must craft something once again. I prefer ye ol' quick press-one-button crafting without all those pop-ups and fireworks;
- Limited inventory and even limited atelier container. Seriously?! I'll keep praying for those let's-limit-their-inventory game designers burn in hell forever;
- Plain and generic main story. Here we have another story about the upcoming apo.... Well, you guessed right. Bunch of weirdly dressed adventurers will save the world. Again. The story could be engaging if the characters were good, but they are not. By the way, Ryza is the most infuriating of them - sometimes she makes me think that she is just plainly stupid and survived another ruins exploration session just on pure fool's luck and accidental lunar-solar eclipse in the galaxy far away.
- Tutorials. Dozens of tutorials. Perhaps, that's one of the worst cases of tutorial integration - dozens of tutorials pop up during the game, sometimes 4-5 in a row. Game contains many mechanics, some of them require propper demonstration, but we've got only tons of text. Besides, the most part of those mechanics will soon be forgotten and never used again (unless it's required to cover the main story).
- Combat system. It's sort of turn-real-time-hybrid, but it fails to deliver tactical depth (like turn-based) or bring-it-on adreniline rush (like real-time), so it's something plain and generic at its core. The drawbacks of this combat system are clearly seen during the battles with bosses - the only option to stay alive (if the boss is of higher level than your party) is to try to stunlock it, which is hilarious.
- Fetch quests, hundreds of them. Aside the main story and some character-related events, every single quest in this game implies crafting N items, gathering N items or killing N monsters, which is, after playing some of the best jrpgs, is absolute nonsense.
- Zero development of the characters throuhgout the game - nothing impacts their personalities.
- Weird BGM playing during combat and in some locations. The mysterious atmosphere of ancient ruins with tragic history is completely ruined by overcheerful melody and Ryza's annoying victory pose after combat.
- Absolutely lame aniclimactic ending, which controverses with the lore of the game. Of course, combined power of ancient nations that wielded advanced alchemy and magic is nothing in comparison with Ryza's gang - bunch of youngsters can easily eradicate demon lord and close the portal that can not be closed according to their own words (!). F***k that history of the ruins! We can do this! Just don't forget to believe in yourself! Oh, man...
- Fanservice and merchandise. Don't get me wrong, I like merchandise and fanservice. I even have a small decent collection of anime figures, but Atelier is a different thing - everything here (in the game) is about fanservice and merchandise (countless super expensive figures of Ryza, other collectibles), thus developers don't pay much attention to the contents of the game - franchise will get its profit regardless, only by selling Ryza's face on every collectible.
Well, seems like I expected too much from a pretty hyped product. As the means of killing couple of hours a day without thinking too much about the plot and game mechanics - second iteration of Ryza is a decent game, but as deep involving jrpg it's just a generic product with a cute recognizable character as the main selling point.
This game is pure fanservice entity that resides atop the image of Ryza - plainly stupid and barely capable alchemist, whom I (as a player) is supposed to build the connection to. She leads a group of one-sided followers, each of whom represents an rpg-stereotype. Well, the only person who tries to improve is Bos and that's it. Moreover, this gang causes the calamity it had to deal with, which can be hardly called heroic. If every Atelier game was, is and will be like this, I don't want to deal with the franchise.
Posted July 9, 2022. Last edited March 26, 2023.
Was this review helpful? Yes No Funny Award
4 people found this review helpful
10.3 hrs on record (10.2 hrs at review time)
Lighthearted and entertaining novel that comes up with a bit of drama in the end (don't worry, happy end included).
First of all, the game attracted me with a peculiar artstyle - I like the design of all characters. Yet, I should clarify it a bit: I like the CGs, not the interactive models - they are way too shabby and strange-looking, except for the Cacao's model - she is pretty nice and doesn't look like Mint's reskin. But I got used to them for the time being.
As for the story - it is a little bit strange in the beginning (generic japanese-style "girl-in-distress-lying-fainted-near-MC's-apartment"), but it grows intense in the end. It contains a lot of religious references, but not that much to drive a player away form this VN.
The characters are cute and well-written, yet their relationships seemed a little bit off, especially if the game has the 18+ patch installed - H-scenes occured in totally unpredictable points of the story, except for the last one.
Nevertheless, I liked the game and I'm looking forward to seing the next part of the story. Give us more content with Cacao ^_^
Posted May 15, 2022.
Was this review helpful? Yes No Funny Award
2 people found this review helpful
4.4 hrs on record (3.9 hrs at review time)
I played Neko Nin and really loved that game. The visuals were great, the story was a bit generic, well, like japanese-generic. But the characters were okay: MC was a typical schoolboy, but with a room for improvement and he really did it - found himself a part-time job, learnt to cook and took care of his ninja-harem; his subordinates and "villains" were more or less adequate and well-placed. My total VN experience with that game was entertaining and amusing.
Yet, this game's main character... Well, how should I describe him? He is a looser, totally aimless and pathetic human being with no future perspectives and absolute absence of shame, who leeaches money, food and other miserable profit from everyone around. He sucks even in comparison with those pathetic manga-reading jerks from generic hentai toons. Seriously, that's beyond good and evil. Such a dolt as the MC is an insult to the player - I won't be able to think of him as my avatar. Guy, who doesn't want to work just because and thinks it better to rip off his childhood friend just not to work. By the way, his food obsession is really annoying. More importantly: after Haru joins his "family", he doesn't change a damn bit! Besides, he gives truly terryfing example of how one can do nothing even a bit useful in his life, without the slightest effort to struggle for improvement or better life, but everything (including loving cute girls and good fortune) just keeps falling upon him just because. Hm, is the author of the scipt writting about himself, I wonder? Therefore, I was forcing myself to beat the game and to see what happens next.
Talking about other characters... Well, Suzuka is just being plainly stupid not to find herself a proper boyfriend instead of waiting for the MC to treat her other than a walking purse. Dorami is the creator of local version of dragon worshiping Ku Klux Klan. Really, their attire just suggests that. Haru is the most promising of all of them: being a newborn dragon she acts as the child exploring the world. The only creepy thing here is her abnormal romantic (?) obsession with the MC, which is sad, for what can a totally lame and worthless person teach a curious and ever hungry gragoness? 18+ patch only makes the matter worse - she jumps into MC's bed without any reason. Well, seems like I'm expecting too much form a B-class VN.
Yet, I still give this game a thumb up for nice visuals, good voice over and charming Haru.
Just a friendly warning: if you're allergic to shady, worthless and totally lame loosers that consider selling their childhood friend's possesions for their own profit better than finding a decent job, you'd better skip the game, for you'll be willing to kill local MC from the very beginning of the game. Unfortunately, it's not a choice-based novel either - MC remains who he was till the very end.
Posted May 14, 2022. Last edited May 15, 2022.
Was this review helpful? Yes No Funny Award
3 people found this review helpful
36.4 hrs on record (2.8 hrs at review time)
Лучший симулятор спартанского ветеринара
10 вылеченных кабанчиков из 10
Лучший симулятор драугрского костоправа
11 кучек костей драугров из 10
Лучший симулятор олимпийской гребли по пересеченно-озерной местности
12 пробужденных йормунгандов из 1
Лучший симулятор махача с назойливым, невосприимчивым к боли, дерзким нордом
0 побежденных Бальдров из 1

А теперь по факту. Я играл в GoW 2 сначала на эмуляторе PS2, а потом прошел HD-издание на PS3, там же поиграл в дисковую версию GoW 3 и GoW Ascension. Серия игр мне, в целом, понравилась, за вычетом некоторых особенностей (некоторые сцены чрезмерно жестоки, да и Кратос тот еще гов*юк-отцеубийца, хоть и с печальной предысторией). Сегодняшний пациент вызвал у меня смешанные чувства и, по моему мнению, в некоторых аспектах ударился в не самые лучшие современные тренды, но обо всем по порядку.

Из позитивных аспектов игры хочется отметить следующие:
- Хорошая графика и стилизация игрового мира - все выглядит именно так, как должно: огромные локация, захватывающие дух виды и огромные персонажи (мертвый гигант, йормунганд, гора в Йотунхейме, Мировое Древо, Дом-черепаха).
- Неплохой уровень оптимизации проекта. Ошибки Horizon Zero Dawn были учтены и теперь меню не приветствует нас "оптимизацией игровых ресурсов" длинной в 15 минут с последующим вылетом на рабочий стол. На моей конфигурации я смог вполне комфортно пройти игру за исключением нескольких раздражающих особенностей игрового движка.
- Занятная переработка скандинавской мифологии и ее стилизация под мир GoW. Большинство персонажей и мест узнаваемы, как и отсылки к предыдущим частям серии.
- Отличная реализация Атрея как игрового напарника. При полной прокачке малец способен очень существенно помогать в бою и даже убивать определенных противников самостоятельно, что в купе с возможностью стана и оживления Кратоса делают большинство боев увлекательными (когда-то меня задолбали обожатели Элизабет из Bioshock Infinite, единственная польза от которой заключалась в проскриптованной генерации боеприпасов во время боя и возможности оживить ГГ в случае ранения).
- Возможность кастомизации снаряжения "под себя" и под определенные виды противников.
-Комментарии Мимира по поводу и без.
-Игра все время старается подбросить что-то новое, но это "что-то" не всегда конфетка.
Однако, проект, с моей точки зрения, чрезвычайно захвален и многие похвалы вызывают недоумение, ведь у игры целый ворох существенных недостатков:
- Перво-наперво, это невнятный сюжет, написанный в прямом расчете на нескончаемые сиквелы. Нам не показали ни единого каноничного антагониста, которые упоминаются во время игры (Тор - появление перед титрами не в счет, Один), кроме Фрейи, непонятного Бальдра и Йормунганда (возможный антагонист), а сама история обрывается на полуслове. Короче говоря, всю игру мы просто несем прах Лефэй Справедливой на вершину Йотунхейма, чтобы посмотреть на клифгенгер. Согласитесь, как-то слабо по сравнению с уничтожением всего греческого пантеона богов?
- Серая, душная и унылая первая половина игры. Даже не так: серые, душные и унылые две трети игры. Одинаковые пещеры, леса, шахты. В качестве врагов - драугры, ледяные зомби, темные эльфы и несколько разновидностей огров/троллей.
- Практически полное отсутствие интересных огромных боссов и/или рядовых противников. Все, что запомнилось - два боя с Бальдром (особенно финальный) и битва с драконом. Как-то негусто.
- Половину игры Атрей бесит репликами новоиспеченного "божества".
- Половина миров недоступна для посещения, а из тех, что доступны, запомнились только 2.
- Чертов Хуанг со своими лучами поноса. Единственные места, где число кадров падало ниже плинтуса - локации с хр**теиксом, который, по факту, нафиг не нужен, но производительность топит.
- Система лута. Игра постоянно пытается сказать нам, что она теперь лутер-боевик. Из-за этого приходится постоянно бежать за какой-то приблудой для крафта.
- Кратоса превратили в Блажковича из новый Вульфов: он периодически что-то печально шепчет. Хорошо, что хоть не плачет и не занимается сексом с Фрейей. Хотя свою ярость спартанец таки сохранил, и это плюс.
- Местная система быстрого перемещения очень быстро начинает раздражать. Ладно бы ее приходилось использовать 1-3 раза - игра на 90% состоит из бэктрекинга, который, к счастью, постепенно становится более комфортным благодаря новому снаряжению, но эти пробежки по Мировому Древу под конец задалбывают неимоверно.

В любое другое время я, возможно, и не порекомендовал бы игру, однако, принимая во внимание практически полное отсутствие ПОЛНЫХ ААА игр без анального доната и привязки к онлайну и открытому миру с завлекалочками, GoW 2019 стоит внимания и потраченных на него средств/времени.
Posted January 14, 2022. Last edited January 29, 2022.
Was this review helpful? Yes No Funny Award
< 1  2  3  4  5 >
Showing 1-10 of 45 entries