Deadnaut reviews

Translated by
Microsoft from Russian
In Deadnauts, the player explores abandoned spaceships, driving a small detachment of explorers. Ships are a coincidence, they can find corpses of former members of the team, living and aggressive life forms, security systems of the ship (which can hack), drawings of new equipment (which can be captured and used) and logs of dead members Commands (which you can read). Our subordinates can be created independently or also to trust randomness, they have four main attributes, with a dozen skills, sympathy/antipathy to other members of the team and individual psychological bziki. Aggressive forms of life are gradually catalogued, and our team members-are pumped, OBVESHIVAJUTSJA equipment and if necessary-return to life through cloning. The number one Problem for me was that all the cunning game mechanics are hidden from the player's eyes and despite the abundance of factors influencing the course of the game, the player in each particular situation to choose almost no of what. Okay, if you feel confident-you can overweigh all the outfit of the squad, later it seems possible to choose what to produce according to the found drawings. On the ship the same choice comes down to: go straight/right/left, explore/not to explore a strange object on the floor (to investigate, of course, what is the question?), whether to break the terminal hacker (break, but on some mini-game do not hope) and fasten the power to Generator (mainly affects the brightness of lighting in the room-with bright lamps you will see better, but YOU will see better). It is also possible to sit down mutually unpleasant characters in different groups, but common sense and experience of viewing horror films always suggested to me that a gurt and a batku to beat more closely, and to divide-bad idea. In General, we seem to have signs of indirect control, but sometimes micro-management in the spirit of Starecraft-for example, try to have time during the battle to allocate Shhitovika and throw a shield on some member of the squad, or to launch a rocket, risking to catch companions or Finally to break up a covering of a relic space vessel. The Clever pause with the return of orders, by the way, did not deliver-everything happens in a ruthless real time and probably should contribute to the immersion in the atmosphere of the game. The same immersion should, in theory, contribute to the interface, but it became a problem for me number two. The Interface looks interesting and the developers seem to have invested a lot of work into it. The Player seems to be sitting in the cockpit in front of three panels with many screens, switches, analog scales with arrows. The Game action we observe on the central panel through the round, as a porthole, the window radar. The Ship, which we investigate, is presented in this window very schematically: Here this grey transparent box-medblock, it is a white speck-the found object, and here it is red-hostile inplatnetyanin. The Signal of our radar sometimes weakens and can leave us at all for a time without connection with detachment, again due to carefully calculated game, but completely incomprehensible for the player factors. Something to clarify can be from the second main source of information-a window with replicas of members of the squad, who will comment on all that happens, compensating hudozhestyennymi texts of the scarcity of graphic design. Developers as if specifically wanted to make the interface as unintuitive and not eye-like, you're an experienced commander, not some kind of a lammer, first in a chair in the cockpit. You have No tutorial, a short reference to the control keys. No pop-ups when you hover over obscure indicators, buttons and character traits-do you know what the colors in the relationship diagram mean? Or Why do the staff of the Cosmofleet intuition and how it is measured? Or between which major subsystems the energy of the ship is distributed? No? Back to the Academy, retraining! Or go ahead and make a manual that Deadnaut persistently proposes to do INSTEAD of running the game. In General, the game makes me wonder-on the one hand, how everything here is cool thought out, calculated and spelled out, and on the other hand-how unskillfully all this is brought to the player. Someone can and will be able to feel the atmosphere, to notch the manual and, going through all the rake of the interface, to discover an interesting and original game, but the game you in this case does not intend to help.
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