Remakes and puzzles in games (feat. Chumnoy Doctor), h.2
Hi, dear reader, with you zombies, and this is the second part of the heading dedicated to rebutes and remakes in games.
Before we plunge with our heads into the topic, a couple of moments that I would like to indicate.
First: blog – joint, Like the previous part of this section. This time the company will be a plague doctor, all links to its channels are in the description of the video version on YouTube.
Video version, as always, somewhere here:
Second: in this video we will analyze everything 1 rebut and 1 remake. Moreover, by principle 5 reasons. I will tell you about the five reasons not to play Prey 2017, but the dock will tell you about the five reasons to play Black Mesa.
Third: in this blog I want to close for myself two topics that I really want to talk to, but I do not want to highlight individual articles.
The topic of copy-paste in games and 1 mini-review on Prey 2017.
So take into account that there will also be larger letters, and the format of the heading will modify a little, but we will try not to go out of the format.
Prey 2017 and Prey 2006 respectively.
I must say right away that people who do not like Prey 2017 are in absolute Less-nin. Stopheim, who I trust, like this game, they often remember and praise it.
Gothenx, whom I again sometimes look at, like this game.
What can I say, find some negative review on Prey 2017 and go to the comments. You go nuts from the number of people who protect this game and yell that the reviewer did not understand, “the greatest game, took place 200 thousand times”.
It’s not difficult to guess, I am in the minority. I am unpleasant for me Prey 2017. I did not get any pleasure from him. Moreover, I did not go to the end. Someone will now rush to write “the author has not mastered”, and I will say: the author became clear with this game at the sixth hour of the gameplay. But more on that later. In the meantime, listen to what I have to say.
Now we will move a bit from the railway and talk about copy -paste In games. In order for my first reason not to play Prey 2017, it became a little more clear.
Copypast can be of two types: Successful and unsuccessful.
Let us give an example Resident Evil 4. quite legendary game, we all played. The bug with a trolley was beautiful.
Re4 subsequently inspired at least 2 games. Dead Space And EVIL WITHIN.
Dead Space was clearly inspired by the fourth resident. This can be seen with the naked eye. Gameplay all through the reicked gameplay Re4. Camera, management, store and pumping, increasing complexity in terms of opponents, solving some simple tasks.
Yes, Dead Space, even for the eyes, is called “Resident Evil in Cosmos”.
However, despite the merciless copypast, Dead Space is a very good game. It has its own ENT and its own thoughtful universe. In it, the plot, by the way, is much more serious and tragic than in RE4. It has an interesting design of monsters and levels.
This is an example of a great carbon copy, because a considerable share of its.
But on the other hand: Evil Within.
The game created Shinji Mikami, the one who was responsible for the Resident Evil 4. And how does Mikami haunt his own incredibly successful creation.
After leaving Capcom, Mikami founded his Tango Gameworks studio and tried to enter the same river again. And this is the case when entering the river failed, Mikami just stumbled on the snag at the bottom and flopped on this bottom.
On Evil Whin is very clear that Shinji is desperately trying to re -make Re4. Gameplay, pumping, zombar, village with Rednecks, mansion (. ), a huge monster at which we shoot from a rocket launcher.
AND Full mess In terms of history. The locations are in no way connected with each other, the main character is a low -sympathetic log, history falls apart and is a porridge.
It can be seen that the author tried to bring something new to Evil Within, but absolutely lost the character and sterotelling, and the gameplay was spoiled by a bad stomamine meter and crooked animations.
Or, for example, if you get closer to today’s sabzh games from Arkane Studios, Dishonored.
I said in the July review that I think Diz is boring. People, I don’t think this game is bad. She is normal, she just did not jerk me from the word at all.
In the process of passing, I could not get rid of the thought that the game is a wild copy -paste from three games: Half Life, Bioshock and Deus Ex.
The most taken from the Halfs. I’ll show you straight pictures.
Electric fields = suppression fields (and https://non-uk-casinos.co.uk/international-casinos/ to turn off, you need to pull out the groove/pull out the cord from the outlet).
Trains – they didn’t even really want to make a different design, these are the same trains with stalkers from Half Life 2.
The whole final mission is a carpet Half Life 2. Only Freeman at the top of the citadel for two chapters was climbing, and Korvo and I managed for half an hour.
Something is taken from BIOSHOCK.
– Hold the weapon in one hand, the second we throw superpowers.
And from Deus Ex Also taken an armful of everything and at once.
– Magic superpowers – augmentation. You can pump the same ability to a higher level.
– You can get to the same place in different ways, you can climb through the ventilation, but you can through the top, through the bottom, but you can just kill everyone and go through the parade as a king.
But! There is one important nuance, Petka. This game was made Victor Antonov – chief designer Half Life 2, Sebastien Mito is the chief designer of Bioshock and Harvey Smith – the old Deus Ex Game Designer.
That is, they seemed to steal. But they steamed themselves. Which is probably quite legal.
Moreover, I repeat: Diz is a good game. This mix Half Life 2, Bioshock and Deus Ex works quite well together, and the story is not the most lousy there, and the gameplay is pleasant.
And here is Arken make rudder. And, probably, this time they will do something of their own, something new, unique, not seen hitherto. nope, they stole everything again. Only this time it is a lousy copy -paste.
1 reason: Bad copy -paste.
Prey locations are just despondency. Another space station, only made without a soul at all and recoil. These locations resemble Bioshock, it reminds me of Black Mezu.
I mean, the premises of the Black Mesa complex. Only Black Mesa was interesting, and this. boredom. Just boredom.
Pumping.
Yes, this is again praxis from Deus Ex. Just called it by neuromodes.
Monsters look like headcrac from Half, well, so because Arkein does not give rest this half, they cannot lag behind it.
Hacking, analysis of blockages with pumped force, such as stells.
Again, this is the immersion-Simov “flying into the desired location through ventilation”, specifically here, by the way, just executed in any way, the game creates the appearance that you can go differently, but in fact the route to the quest point all the players will have one, and all the branches will not be connected with the plot, but with “plug it for craft”, and this is incorrect for the genre for the genreImmersive-Sim.
There are a lot of copy -paste, the game launched its black tentacles in everything, and copy -paste would not have been such a problem if it had been performed well as in Dead Space or as in Dishhonored. But no, Prey in his dotryncy at best the norms, and in the worst case is bored.
An important question arises.
But For what? Why again this repetition of the material passed? It worked once in a Dizonord, why again you need to copy yourself, only now it’s already soulless and uninteresting?
This is an example of unsuccessful copying. When again the same studio attempted to copy her successful projects, only I had the feeling that I no longer wanted to try. Ctrl+C, Ctrl+V, paint with another color filter, and all, let’s go to drink tea, Posona, we did our work.
For me, this is the reason that does PREY optional and unnecessary game. The rod is not just secondary, it is threefold, and Arkyno Studios themselves are to blame for this, who could not forget his past.
Someone will say: this is the style of this style. They do not copy themselves, this is a style. Don’t know. Yes, it is always clear when it is a style, and when it inconsistent from your own old projects cannot lag behind.
And it turns out, boring copy -paste kills the reasons to play Prey 2017. Immersive SIM? There are a lot of examples better than this. Shooter? Well, shooting here, by the way, is quite wooden, it is not worthy to be called a good shooter.
Bioshok and Half style style? Well, I better play Bioshok and Half.
Plot, ala we are alone at the space station, and monsters are everywhere? System Shock, Dead Space, Alien Island, and they are all better than Prey.
2 reason: Craft.
My beloved, damn it, along with driving cars.
I don’t like craft in games. I am ready to accept it and understand it only if it is simple like two fingers on asphalt. As soon as craft becomes difficult, it either turns into cooking, as in a witcher. Search for some recipes, herbs, goat intestines in the full moon. Game, I don’t know how to cook in real life, but you want me to cook here.
Or, and this is the case, it turns into Garbage collection.
Seriously, Prey 2017 is overdoing with this collection of garbage for craft. The main character pulls to his inventory just everything. Peel from bananas, empty bottles, zest from lemon.
I thought I would save the world, and I play in Bomzh simulator.
Well, or a cleaner simulator, although I’m not sure that this station is about cleanliness at this station, we have facial expressions everywhere. By the way, yes.
3 reason: The design of enemies.
In short, I wang: either they did not pay the designer, or he was at all without imagination and brains. Enemies all look exactly the same: black something different sizes.
I still think that the designer was not paid, because even a five-year-old child would have enough fantasy to come up with more than one design of enemies.
4 reason: The complexity of enemies.
This is one of the reasons I threw the game. These enemies at some point just got me. They are very powerful. I don’t know what they throw at me, but the damage from their attacks is huge.
If you scored on craft, then I have bad news for you, there are soooo few cartridges are lying just like that. And if you still did not score on craft, and decided to stay a little homeless, and collected all the garbage from the station, then I have only figs for you bad news: replicators (I don’t remember what they are actually called there), it was rare and strange, as if the designer stumbled them very randomly, without worrying about whether it would be convenient in the end.
So your often the only option is. skedaddle. What I did most of the time in this game.
At some point, I reached the sector, and there a bunch of incorporative facial expressions were falling there, beating with a strong attack with a huge damage and the area of defeat.
Naturally, I was left without cartridges at all, I had nothing to oppose this heap-male.
And then I thought. It’s just dishonest. A normal game would never put you in a hopeless situation.
In the same Deus Ex (well, suppose, in the old Deus Ex) I remained a thousand times without cartridges at all, but each time I found some kind of solution for a hopeless situation. Because the game works like that, it will never put you in a position from which there is no way out. Thoughts are non -standard and you will find a way out.
In Prej 2017, you were left without cartridges. Well, that’s it, the game is over for you. If you want to continue? Go garbage at the station and craft for yourself cartridges.
But the most important thing I thought about: but what for me to fight with these opponents at all? What for me to kill them? They look boring, they can only crush the player with imbalance attacks, they often also crush the masses. In theory, this was supposed to create a challenge, in fact creates a lack of interest in battle with such opponents. And then I fluttered the game. Without any regrets. And we are getting to the very last reason not to play this game.
5 reason: What am I doing here?
At some point, this question began to sound in my head more persistently and more persistent. I just stopped understanding what the main character in the plot is playing games. Go to the hardware laboratory. Now go to the casing of the Talos. Now to the terminal of the security service. And then to the laboratory of ballistics. And go to the sector. For what? What is my goal as a result?
In System Shock 2, the main character was also at the space station full of monsters. But there we always understood what we were doing and why. The tasks have always been set clearly and clear. And we saw why we do this, we saw the causes and consequences.
In the pre -. Don’t know. What we are doing here and why?
At some point, I felt lost. Well, I came to this selection. Why did I come here?
And this is this clumsy and sloping The game just kills her. You are bored with the design, you are not interested in shooting, you do not want to craft, do not want to explore the premises, you do not understand why you are going somewhere, and as a result: You don’t want to play.
And I will also throw two of my personal “fu” on top.
– Map – CLEAL CLEAN. It is generally impossible to navigate on it.
– And hacking – just a disgrace. Take a ball between the stripes. This is hacking or we play a children’s game on Gambo?