Translated by
Microsoft from Russian
Microsoft from Russian
Earned in Blood is something between a sequel and a set of additional missions. I am Sure that EiB could well be part of the original Road to Hill 30 and if you REALLY liked this game, you can take new quests. Otherwise It is better to pass by and not to waste your nerves.
I remember very well how I scored on RtH30 at the time of the exit, because I was a little bored with the monotony, and EiB threw in the first missions. And If after 10 years the first game gives something to a new player, the second I went exclusively from the principle. In the beginning, the supplement seems to have made lessons on errors and introduced something into the old formula. The Story is conducted on behalf of another eyewitness of the events of the original game and instead of the Baker, who wraps up the snot in front of the mission with dull self-reproach, Hartsock tells his story to Marshall. New weapons appear On the levels. The Tasks became much more complicated, partly because of the completely unfavorable conditions for us, partly because of the appearance of the enemy of a new prodigy, which makes your soldiers even behind the shelters. But The challenge is just what you need a tactical shooter, right?
If only! The Challenge to the player decided to make the tricks of the kind "and now put the pegs on the eggs and feel what a difficult game!". Pretty Frisky After the first missions we begin to give the preservation of chekpointam almost twice less. You Used to feel that the fight was over, you pick up a gun, you go by the corner, and that's the sabre. But suddenly it is not present, and you passed a long and mutorno huge field, the shot from all ends... Okay, the next fight begins, you move, try to pass in some way, wrong and forced to replay a rather long piece of the game! It's not so hard, it's AWFULLY boring.
Although not, it is also difficult, because the AI partners regularly falls to zero. In one case of three cases, the order "go to the point BEHIND the shelter, the enemies on the OTHER side" is executed so that one of the soldiers will stand in front of the shelter and the enemies will gladly shoot him. Or simply attacking from the flanks of the soldiers forcing the fascist to throw himself out of hiding and instead of the quiet shooting of a lonely carcass two detachments, our fall somewhere in the milk, and Fritz can easily kill one of your fighters! There is no better situation with the tank, which is regularly required to spend on the "valley of Death", hiding behind the trees (?!). He will travel farther than the required position directly under the fire of the PT-guns, then he goes for 5 meters running the ordinary of politeness with the same sad result.
The random number Generator was also lowered from the leash, wanting to add a Randogenka hardcore. Just Imagine that right after the start of the mission the game makes a car and downloading it, your soldier sitting in the shelter can get shot! No better look and situation in the middle of the mission, when a soldier can just run around the corner of the building in the rear to the machine-gun calculation of fascists (you do not see it, you are around the corner yet), they have time to turn around and kill him with a short queue. The Eye begins to bother when you realize that it can put a cross on the job, and the SAYV-15 minutes behind. It's just a situation where there's nothing you can do like a sapper on hardcore playing Chekpointam.
In such situations you try to act independently, the benefit of the local balance forces the enemy to miss the main character, if he did not come vestigating close, you go around, shoot off the flank... As a result, the usefulness of the attacking squad is reduced to zero, they are only suitable for suppression. Alas, the weapon shoots still in no way, the bullets fly in some area from the sight. Kill three by one queue or miss one at a point? It's easy! By the Way, most of the enemy tanks have now closed the hatches (it is brilliant!), so now we destroy them only panzerfaists, 5-7 shots (!).
As a result, the game turns into some kind of punishment, then it is a thing of the way, then half an hour you are looking for an exit from the scripted situation, all this is imposed on Chekpointov. The Plot turns into a pumpkin somewhere to the middle, Hartsock also begins to Reflate, and the Ungift directing takes out. To the last two missions I was tired to tolerate appearing from nowhere tanks, I have included cheats in the hope to see something interesting at the end, but alas, except for relatively average hint on the third mission pack only corridors with machine-gun points, tanks and the sea Enemies, the path in which it was necessary to grope the price of 15-20 minute errors.