Translated by
Microsoft from Russian
Microsoft from Russian
Without delving into the screenshots, installed the game with a clear expectation of the next classic clone with polygonal non-textured objects a la Terminator Future Shock. After Playing a little, I was wrong.
It is an action in open and closed locations (A-La above named Future Shock) with elements of survival, where we have to fight with hordes of zombies who only dream to release guts to any living creature. Despite the fact that the monsters have a lot in common, among them there is a large number of different skills to attack-throw hammers, spitting, having a nekhihno number of hitpoints and other. About the design of the gaid I will tell a little bit below, where I'll summarize it because it is an important part of the overall picture of the game.
What else distinguishes it from clones-cooperative game mode. Even dumb. The pressure to stand on the line of fire allies still have and pretty little zombie zombies, helping you clear the way.
The Technical part is quite interesting, it reminded me of the early 3D engines from BETHESDA (Daggerfall, the third time Future shock), because the world is polygonal, we can freely crank the mouse on all axes without distorting the game space, as it was in Build Games. This is a big plus, technically the game is very not bad for its time. The Game also contains a large number of polygonal objects, some of them do not contain textures, made it was most likely to increase performance. However, the general detail is not happy, but probably again, it is made for performance.
Now The important aspect that I categorically did not like-strange trešy design as all characters, zombies, and levels in general. It is just strange, or rather strangely drawn, sometimes even resembles the drawings of a child in the Paint'e.
I also did not understand why the heads of the hero, like his allies 2-meter pitching, and all the zombies compared to them in half below. National trait?)
Incompatible color palette, different styles and other treche that spoils the impression of the game. In the general picture-bezekstnye objects, bright palettes, dark monsters and different scales of sprites give the impression that there were several artists and they did not agree the styles and it turned out "who in the forest who by firewood."
The Game is technically very good, given that it is its own engine. But She late, coming out for a couple of years earlier she would have received no weak success. And at this time was already Quake 1 with a completely three-dimensional world. It is Unclear why the developers saved resources at every step, because at that time were already productive computers, and with this graphics copes Pentium I-100 Mhz quietly. Perhaps This is a long-term, the production of which was carried out from the beginning of the 90s and changed the schedule with each year of development.