29 јул space-hulk-deathwing-beautifully-surovo-i-medically-1
Space Hulk: Deathwing – beautiful, severely and mediocre
Space Hulk: Deathwing is an infrequent case when a video game in the Universe of Warhammer 40,000 can be distinguished by a rich and high -tech picture, at the level of the avant -garde of the industry. The visual component of the game is its highest dignity and, perhaps, the best representation of the Warhammer world on the screen, even taking into account other media projects. But in terms of the gameplay content, Deathwing is significantly inferior to modern game samples, without even trying to intercede outside the single -assigned gameplay. The plot is completely larger than it is actually, which cannot but upset. And in general, Deathwing, as often happens, is a story about the missed potential.
First of all, it should be understood that Space Hulk: Deathwing is another attempt to adapt the original board game of 30 years ago, and a significant number of project features are due to this kinship. As in a desktop inspirer, in Deathwing, we are engaged in the fact that we stagger along the dark narrow labyrinths of spaceships, performing tasks and fighting off the hordes of foreign monsters, known as genocrands.
And this is literally all that happens in the game-for 10 episodes, the player goes from end to end on the map, shoots at periodically attacking enemies and, if desired, explores the level of collection objects. This is the source, and Deathwing carefully adheres to its shape. And this may seem to be extremely stingy and limited gameplay, especially today, when every major game seeks to fit in dozens of mechanics and contextual capabilities, visual and plot diversity. But the low genre is not a sentence, and in a gameplay consisting of two actions „Idi-shooting“ there is nothing wrong-Max Payne 3, Doom 3 and other wonderful games are entirely built around this uncomplicated formula.
The problem of Deathwing is that she does not even try to create an interesting gameplay situations around her Kutza game process, nor directed episodes. In the first mission, we are on board the boarding boat and, one might say, bite into the hull of a spacecraft, observing the shaking, rattle, vibration, after which we leave the transport and find ourselves at the level. And this is done well, only this is the only case in the game, when the level is accompanied by directing and something happens around without our player, participation. In other cases, only monotonous briefings accompany us and, at best, some interesting contextual action-like to destroy the fuses and thereby spread the hive of xenos, or. Yes, I didn’t remember anything else.
This significantly reduces the attractiveness of the game for those who are not fans of the setting of the world of eternal war, and the reviews in Steam only recently crossed the line of 70% of positive. Moreover, I can’t call the game boring – playing Deathwing is quite exciting, albeit in many ways thanks to exactly what aesthetic accompaniment, and not gameplay as such. Because when you get used to the local entourage, a noticeable share of immersion is lost. I myself spent a couple of hours in the game for a session, for more time it really starts to tire, but the benefit is not the only game in Steam and combine it with something.
Shooting at Deathwing was also controversial. Rather, how. I completely https://www.trsports.co.uk/ agree with the opinion of the same Stopgame as Space Hulk: Deathwing in solo and cooperative mode creates completely different game experience, and, accordingly, impressions. I, as a typical Gamer video, are forced to play these “Varhamers” alone, accompanied by bots, and here there are a number of problems. The fact that the bolters in the game by force as a silicon gun was gone for me – not my first game in the universe. Instead of blowing up the heads of the creatures with one accurate hit of the bolt, dozens of shells have to be planted in enemies, but then game conventions, so that there is something to play, and I have no problems with this.
There are problems with the fact that Frendley Faire cannot be avoided in this game-your artificial associates are not so bad on their own, but without your help they will not live for a long time, and you will not be two guys towards your guys more than once or twice to help kill the creature that is currently biting them. No, the companions do not get damage. Although, in fact, they should. Especially when I opened fire from a plasma gun, one might say, in my own brother on the Order, in order to hurt the notorious genocracy in the edge of the explosion. This looks very bad and looks very bad, and reveals the gamemerying problems of the game.
That is, yes, we go to the labyrinths as part of the detachment, as in the desktop Space Hulk, only it was a step -by -step strategy, and we have a first -person shooter here in almost the same coordinate system. And this works if your retinue is made up of living people, you have a “fire on your own” in advance, everyone performs his function in the detachment, you contact each other, cover each other – cover it correctly, and not with a plasma clock in the face. Then yes, Deathwing has every chance to turn into a high -quality tactical shooter, where each member of the detachment is in constant tension – everyone holds their own line of fire, searches for their goals in the ranks of enemies and so on. But I played with bots and all this tactic quickly flew to the warp.
Of course, there was some kind of tactics in a single game, of course, you can give simple orders to your associates, which, by the way, are two. Orders in the spirit of „Stop here“, „Follow me“, and in the case of apothecaria, there is still a team for the treatment of someone out of all three. And this is even worth using, and there were many places where I wanted to disperse my salag around the perimeter, at least in order to avoid unnecessary damage. But the problem is that in the thick of the battle it is almost impossible to use all this, and I hardly managed to give orders at least for treatment. And the game, as it turned out, is damn complicated. I played on the second configuration of difficulty out of four, and was constantly dying.
The game periodically makes local hell, setting everything that it has – under a hundred monsters attacking from all sides, under the cover of their humanoid brothers armed with hand grenades, or laser boraxes. Under the very titers of a rather ordinary adventure, the game finally decided to arrange a natural Last Stand, forcing 90 seconds to naturally survive under the onslaught of everything and the whole. I went through this only with the fifth or sixth attempt, in the manner inappropriately cosmic paratrooper, running away from enemies and jerking the treatment button until the aboard brother left me, leaving the valley of the death shadow. The game seemed to not want me to finish it – it might be ashamed of my utterly plain epilogue, I do not know. How grandiose Deathwing began, it ended just as stupidly, and for some reason, after all, having finally exhausted. And even the „acutle“ in Steam did not offer, in a reminder of the feat.
It’s time for the plot, and why it seems to me by disappointment. In general, with a similar gameplay basis, the narrative should not expect anything, but here the game itself decisively raises bets from the opening video. The player is trying on a bonding of a librarian – a gloomy variation of a magician or sorcerer from a more affirming fantasy. Before planting the spaceship infected with xenos, we are covered by terrible visions of subsequent horrors, Umbra Mortalis and other frightening warnings. I will not pull the intrigue – there will be nothing of the kind in the game. On the passage of the campaign, I experienced a very dangerous, but at the same time an ordinary adventure in the spirit of Space Hulk. I played Space Hulk: Ascension, there are reasons to land in the nursery of abomination.
Moreover, Deathwing several times provokes interest in its plot component, only then so that it does not end. The librarian given to the player belongs to the Order of the Dark Angels, whose story is very dark and is rooted in the betrayal of the times of the Great heresy. In the process of wanderings, we discover the ship of our order, so ancient that he was a participant in those events, and even performed on the side of the apostates from the emperor’s light. Further more and on board this lost ship, our detachment is the purest supply of geno -seeds – that which turns an ordinary person into a space marineer. And it would seem that with these variables you can come up with so many things-that the geneticum is defiled by chaos, or the same genocrats, and the disputes about how to do with it, the unanimous orders are split with it, or that the dark anticipation angels by the will of the unpredictable currents of the warp still remained on this ship and we need to kill them or capture them.
Instead, it turned out that the genocrams that lived on this ship tankered a little geneships of the dark angels and integrated the genetic secrets of the space marines. And now we must destroy all these reinforced genocles so that they do not transmit these mutations of Tyranid Fleet, which are part of which are. Despite the fact that in the wars with tyranids throughout the Imperium, thousands of space marines managed to die, the enemy has long received their genetic material, and therefore the final goals of this game, alas, do not motivate me.
The plots in Warhammer 40,000 very often are the reason for the clashes and only, but the difference between Deathwing from other examples is that they set the basis for a fascinating and dynamic history, and nothing was done with it. Which is sad. And in general, one gets the impression that only artists performed their work on the game, and everything related to the rest of the game design, if not a failure, it was fulfilled in the most mediocre. Why, indeed, not add a shootout with the cosmessions of chaos to the game, especially since the Order of the Dark Angels, who is obsessed with the search for traitors, was chosen as a protagonist. It would look interesting, and brought the necessary variety to the game, but not. But no.
Perhaps they wanted to do more, but not enough funds. Despite the fact that the game is quite short, and for the most part consists of tight of the same type of corridors, at least two locations to the player will be destined to return. And the multiplayer, again, got much more content, such as additional classes, customization of armor and weapons, more meaningful gameplay. We have what we have.
We could talk about how effective and how each of the types of weapons is felt, what varieties of genocles and their descendants are inhabit the ancient skeletons of dead ships, how good or bad special skills in the librarian are, and why a ship of dark angels out of 30 millennia looks exactly the same as 10.000 years later, although it was an era of progress and enlightenment, and the fleet of Imperium, flying Gothic cathedrals, turned much later, but, I think, it will already be too unnecessary to touch on this.
Regarding the conclusions in general, I understand why Deathwing was treated cool, because with all the external texture this game is very chamber, and, like all similar creations under the Warhammer license, is mainly aimed at the setting of the setting. Does this make a bad game? Not at all, but otherwise it cannot be called an ordinary. As long as we have almost no large and high -profile games in the Hammer of the War, then Space Hulk: Deathwing remains interesting at least how spectacularly it embodies the images from there – that of bustard monsters, that gloomy warriors called up with them to fight. For the efforts of the appearance of the game, I pay tribute to, about everything else I nod indulgently.
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