The Next World reviews

Translated by
Microsoft from Russian
The Game is a combination of a well-written visual novel and resource Manager in the form of maintaining the life of a space colony. Novella essentially plays the role of Katscenes, so it is very straightforward, no special forks here. Typically for Japanese games, the western is similarly made Banner Saga. The Plot is good, interesting not only by the facet, it is traced and the central idea, which is cool in itself, because 99% of the games believe that we are not interested. The Manager is sticky, but completely not balanced, mistakes do not forgive in principle. There is a suspicion that it is made by the logic of a bagel, in which the meaning of the game-to find his death, so play better on easy difficulty. At least you can easily trace the story. And that's the most important thing you need to know. The game is essentially one big problem-it's completely insane in the complexity of the beginning, the first days of 20. Or Rather not, the problem is that you do not even guess how everything is really bad, because the next turn of the plot, which will cut the crap all the press. So the "normal" difficulty level can only be played by the "I'm from the future" method-i.e. the combination of save/load. Explain. The Game is built on meeting and overcoming crises. The Main method of overcoming crises is the construction of new buildings. But the emergence of new crises is tied to the construction of new buildings. As a result, focusing on solving one problem, we immediately get a full n in the straight-opposite corner. Or the coolest-at one point to find a black box ship. You Have somewhere 56 options where it can be, but if not guessed 7 times, then get a fine to morality and a straight road to the sad finish. And If you guessed too early.... Oh, you better be prepared for what awaits you. This is a runaway, because the player's guilt is lost. And The funny thing is that the ways to fix everything dozens and all the simplest. The Most banal-to narrow the arena of search related to the crisis items. It is logical-we have not ordinary inhabitants, but specially selected professionals with working computers, and 700 +, their mother, witnesses. Why do we own information from only two people, though not all of them gathered together in one pile? Why can't we calculate the approximate area of the reactor crash, although the ship's plan is known to us? As a result, this is what the player is doing-by Save/load calculates the location of the desired pieces. Or just do not push the crisis immediately after we only-just with another understand. It has its charm, but it is a charm of a bagel, and we have a game with a clear story structure. This constant strain, of course, conveys the suffering of the colonists, but it should not lead to a loss so ultimatum. In General, these are typical mistakes of novice developers, when hardcore is confused with suffering. However, in the reviews I constantly see how people "easily passed" the game. Maybe This is a joke of additions, because in the clean version I did not play, but I see only two ways on which it can be true-either people are lucky to find additional machines very quickly, or they just do not strain every move to squeeze save/load. At any other outcomes you are waiting for the resignation in the area of the 30th day, because you solved the problem of food, and it was stupid not to morality. I Also did not like the plot twist with the salvation of humanity-it is a cheap method to overtake the pathos, which is absolutely not necessary local dense atmosphere. Felt like an absolutely superfluous element. The Game would be much better to feel like a local story. What's cool about the game is that you're the head of the colony, not the omniscient God. You do not prevent the crisis, but try to destroy its consequences. You always Have only the information that you have received personally, no telepathic summaries from the fields here. All This limited information plays well on the atmosphere of the world's full problems. What is amused, it is unlikely that the development team have Asians, or I do not understand something in this life. The Thing is that one of the main characters is Sheng Takagi. Sheng is a typical Chinese name, Takagi is a normal name for a Japanese, with his sister named Mae, which is a normal name for a Chinese girl. But in Chinese, in principle, there are no syllables that can be added to Takagi. What are you doing?! As A result, the game about space colonies can be counted on the fingers, and it's a good game about the space colony, so if the topic is interested, you can not pass.
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