For almost a year and a half studio Bungie mercilessly intrigues all the playing population of the planet. When people who have developed one of the best militants of our time promise a “revolution in the genre”, you involuntarily give them a credit of trust.
To the release Destiny There are very few left, and the veil of secrets has almost come to naught. The developers talked about the plot, setting, locations. From gameplay rollers, it became clear how everything is played. The profile press hung a number of shortcuts, the most popular of which is “clone Borderlands“. It remained only to wait for the July beta testing, but E3 presented an unexpected surprise-a preliminary closed Alpha.
Live. Die. Repeat
When you land in old Russia for the first time, you find yourself in complete confusion. Every 200 meters, there are unknown caves and cellars, cargo containers are scattered, fragments of cars are scattered. And if you climb onto the hill, then you feel even stronger: on the one hand-a cemetery of aircraft, on the other-the entrance to some rusty complex, on the hill in the distance-a https://brentecvaccine.com/2022/01/21/restaurant-mobile-app-development-from-a-to-z/ huge satellite plate. And everything is certainly necessary to inspect.
This is normal, in general, the situation for any game: first check the left corridor, then right. Here, before going according to the plot marker, you go to some door nearby. In vain. Because the building is made through the building filled with opponents for at least 15 minutes. And this is not just a corridor, but a worthy level of the “singleplay” shooter: with ranges, constant forks, several floors.
Enemies do not allow you to breathe. Everything regarding the fighting, here is fine. Aliens are hiding behind the columns and bypassing the flanks. Run away to sniper positions, climb hand. Forced to constantly change the situation and let forward the most tenacious. And, unlike most shooters, they kill right away, bare.
After some time, we find ourselves in the fresh air. It is not clear where. There is another huge zone ahead, in the far corner of which five or six guards shoot a huge tank. Moreover, there were no warnings that other gamers join the game. These guys really were there all this time, and we just passed by.
But the duty is calling – it’s time to fulfill the quest. We make our way back through the already risen enemies. The speed of their revival seems to be too high. If this value to the release is not adjusted, then the endless “Grind” will become a big problem for the game. Moreover, neither the location nor the composition of the detachments changes. Sometimes it reaches ridiculous: you kill the guards at the entrance to the cave, open the chest inside, you go out – and again fight with them.
Meanwhile, we got to the entrance to the quest location. We stop for a second to enjoy the landscape, and we see somewhere in the distance several people doing their own affairs. One runs up and waves his hand. Apparently also to the quest – but you should go into the building, how you lose sight of each other. It was necessary to unite in Pati.
At the beginning of the assignment, the player’s companion suddenly comes to life – a small flying talkative robot. He gives out instructions, opens the front doors and warns: something is unclean ahead. It is worth going into the room, new opponents are falling out on the script from all sides, which we have not yet met in the game before. There are many of them, and they crush in quantity. Dynamic music begins to play, the robot above the ear screams something in the spirit: “And they are doing here?!»Kill – start from the control point. At the end he is waiting for the “boss”. In general, a completely typical level of any plot fps.
Borderlands Effect
When the stage ends, we are thrown into orbit. This is the main game menu – a ship flying against the background of the Earth, and a button in choosing a place of landing. A bunch of celestial bodies were available here in trailers, but now there are only three. And the system suggests that it’s time to go to Tower, the last colony of mankind.
The developers who received the key to alpha version carefully invited to the closed site. He turned out to be surprisingly functional: all its activity can be viewed in the form of graphs, intra -game achievements were transformed into collectible cards, the guild system is available. In the game itself, none of this was. Whether such a division will remain after an official release is incomprehensible.
The camera moves behind the character’s back, and the world around us becomes an exact copy Mass Effect. If you remember what the citadel looked like, then everything is the same here, only in miniature. Behind the shelves of stores are merchants, smuggles settled in the docks. It must be thought that someday some of those present will give out quests. So far, this is not, and there is nothing to do in the location. Almost.
You can check the mail (where the welcome letter lies from Bungie) and take a couple of “challenges”: kill 10 enemies from the back, go through the mission, never died. After that, the player is waiting – attention! – A dozen merchants. Some sell drawings of objects, others – weapons, others – “guns” of your class, fourth – high -level armor, and so on.
Here, by the way, is a very difficult economy: the purchase is limited by some statuses, ranks, there are several types of currencies, something can be made from resources collected on Earth and details of disassembled objects. Typical, in general, for MMORPG, the shooter situation looks wild.
Time appears to deal with the inventory and role elements. Classic equipment – a bunch of clothing items, the coolness of which is determined by flowers. “Green” things from active use can “pump”: for example, three options for aims become available on the machine over time. Moreover, it is extremely rare: where more often they have to be bought in stores.
The weapon is divided into three classes. Basic, cartridges to which are constantly falling out – these are machine guns and revolvers. Additional (shotgun, rifles, lasers) has more limited ammunition. Finally, heavy weapons such as grenade launchers are generally used only on holidays.
As for the hero himself, then not everything is clear here. There are three classes: conditional warrior, scout and magician. They are practically no different from each other: no preferences in weapons or special bonuses. There are three types of additional attacks and, accordingly, three characteristics of the character: one is responsible for the speed of restoration of grenades, the second – for hand -to -hand, the third – for the destructive superior. These techniques are “pumped” separately, depending on the frequency of use. And at a new level, a choice is offered from one new skill, by which you only need to click. The menu of subclasses is generally blocked. Probably, this system will become more understandable to the level of 20, but in the proposed version it was impossible to rise above 8 and when playing for different classes the difference is visible only cosmetic.
After the quest assignment, two more types of activities remain: free study of the area and Strike. But the latter opens at a certain level, so you have to take a walk in advance.
This is probably the worst part of the game, which so far causes one bewilderment. The beacons are scattered according to the same location – side quests, for which they give a little experience. Tasks are divided into two types: “Kill ten enemies” and “reach point b”. It is boring that there are no words, and due to constant walking between different parts of the level, other players are rare. From meaningless running around, only the opportunity to call Hoverbike at any moment. Meaningless ride at least faster.
Although Destiny Still can give surprises. Having run out into the street, you see a strange guy who uses the wing of the aircraft as a springboard for a hoverbell and beats a scal. But it is worth it to come closer, as it becomes clear that he noticed the passage at the top, – and here you are already fighting, already two. You fly first. You see that there are bugs a couple of levels stronger than you, and you begin to hysterically run around a small cave. A second after a second, a companion is breaking through, knockeding out all a hoverbike, and you yourself fall into some inconspicuous hole.
The problem is that the second time this will not happen: all the adventures that the game gives is disposable and are created only due to the magnificent design of a huge territory. There is nothing alive in the world itself. There is, however, “random events”: a red marker appears before your eyes, and a voice on the radio reports: “Guardians! It may interest you!”And somewhere at the level a small mass event occurs (if no one was nearby, you will have to go alone). A strong enemy is trying to run away. The spaceship lands the soldier who needs to be killed. That is, in fact, just another type of quests that do not replace the ecosystem in any way.
When it begins to seem that everything is very bad, the third type of missions opens, an analogue of “raids” from Mmorpg. The game selects partners and reports: at the point “Igrek” – “boss”, which needs to be killed. And on the way to him another. And the door in front of which you will have to withstand three waves of opponents.
By this time, you are already completely mastering management, and the combat system is becoming much deeper. You begin to think where you are running, go around the opponents and beat in the back, use jetpack in order to take a tactically profitable position. The dynamics of the battle in Destiny just amazing and, obviously, with an increase in level will only increase.
This also affects PVP. It is in many ways reminds of Halo (on which the same Bungie). At any time with your current equipment, you can go to the battle with other players. Fights in the only accessible mode are habitually: players are worn through small locations, capturing control points. Equipment and level here are important almost more than your skill: to survive against the enemy three “levela” above us is almost impossible.
The editor of the characters is not too detailed, but the result in any situation is excellent. All red -haired nyash!
A strange thing, but today the game looks incomprehensible. On the one hand, even the most boring moments, thanks to the beautiful shooting component, turn out to be tolerable. The proposed multiplayer interaction looks quite interesting, and the design of the locations is simply magnificent.
On the other hand, there is still nothing to do. Events are monotonous, and the ever -appearing enemies annoy. There is clearly not enough interaction with people, and this, alas, does not pull on a full -fledged revolution. But it would be foolish to draw conclusions, reaching a ceiling of development at level 8. Apparently, this is a “big” game that has potential in order to tighten gamers into your world.