The computer entertainment industry pleases the ordinary consumer with diversity and innovation. It would seem that in the age of total focusing of all genres, we have no right to expect original ideas from developers. But, oddly enough, they surprise us over and over again, and at all levels. Both giant gateful gaming businesses and independent developers do not get tired of looking for fresh ideas and shake the gameplay. Here are developers from Beatnik Games, The stars that were not grabbed before this, suddenly announced the product Plain Sight, which turns upside down to the head of the canons of a multi -user action, and at the same time our stagnant stereotypes.

The game takes place in an abstract environment, at the sight of which two associations pop up in the head: Cosmos and Tron 2.0. In the dark space, the pile of geometric shares drifts. All this is a multi -level cluster of cubes, cylinders and paraboloids, often forming quite recognizable outlines of skyscrapers, highways and other urbanist "Utility", So far lifeless and monophonic, but this is for the time being, until the time. At this moment, the main characters of what is happening – luminous robots with samurai swords behind their backs, a kind of cross between Bender from "Futurams" and the last samples of Japanese robot construction. They are called to color the local world.

Each robot when moving reserves a bright neon train, and besides, it paints in its color objects of the environment, to which it touches. Thus, all the opportunity to sit in some secluded place and attack stealthily is cut down under the root, there is no way to hide – they will definitely track down and find. The time period during which the color trail will remain, is fifteen seconds, so you can imagine what kind of lighting is awaiting us.

In order for the scored fragments to be counted, the player needs to resort to an unexpected action – to kill himself … If you do not have time to do it and lose your life not on your own, but by the hands of another robot, then all the points you have given will go to him. And here several interesting nuances are added, developing a general concept.

Firstly, the more points scored, the larger the robot, and the easier it is to notice it to other players – this is a great motivation https://www.colehardware.com/articles/wg-casino-review-what-to-expect-from-its-games-and-bonuses.html for the enemy to open on you. But here a reasonable question arises: why you can’t just make suicide after each point scored, respowed and continue to gain fragments without exposing yourself to special risk? Developers elegantly resolve this problem. The player’s suicide is carried out through the explosion, and the more a controlled robot, the stronger the explosion. And that means that "Feeding" your robot gained fragments and collecting a sufficient bunch of opponents around you can put an impressive amount in the bank.

Plain Sight wants to make the player constantly balance between a relatively safe approach "Slowly but true" And tense "Everything at once". It resembles a folk card game "point". Dwell on the eighteen gained? Or still try to collect twenty -one? But then there is a risk of running into overkill ..

Even more excitement and unusual game is added by flirting with gravity. Approaching the edge of some particularly large cube, the robot can easily jump over the line and go already on the perpendicular side, as if nothing had happened. And the fact that these same cubes are at different levels suggests that we will again be able to experience the sensations donated to us by the Prey game with its battles in different spatial planes.

The only thing that is currently causing fear is the combat system. All battles are built only on two actions: hit and block. This minimalism, in principle, fits well into the overall design, but the fact that the process of making fragments should also bring pleasure, no need to forget. In any case, the gameplay of multi -user action is very subtle matter, which can be objectively evaluated only at the testing stage.

The mood of conservatism in computer games is almost not noticeable. The industry is in full swing and the established genre of multi -user shooters is no exception. Luminous robots of changing sizes, leaving multi -colored traces and suicide in the role of gameplay tools – how nice it is to be surprised again and again.

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