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armored core 6
A brilliant creation from the brilliant FromSoftware, about running and shooting in mechs in a futuristic Norilsk.
You choose a mission, get dropped onto a map, run for 20 seconds to a marker, spend another 20 seconds shooting, while simultaneously pressing A or D, sometimes the spacebar to avoid getting hit, kill all the mobs, the mission is completed, and you get sent back to the base. You can buy some gadget for your robot before heading to the next map. That's it.
As you play, your boss mumbles something generic in your ear, which you can't really hear because his voice is drowned out by the movement and shooting, and I understood everything about the graphics and physics when, in the tutorial, I bumped a tree with my mech, and an entire cluster fell down immediately, and with a similar animation and the same lack of visible collision, any other object would fall.
I didn't even play for two hours before deleting it.
steamworld heist 2
I liked the first part, and they spent almost ten years making the second one, and it's terrible. In 2016, Two Point Hospital hadn't annoyed me as much as it does now, but I was prepared for it and decided to overlook it, because it's slightly different in format from isometric XCOM clones.
But even so, it all boils down to calculating steps, small amounts of damage, and cooldowns. From all sides, endless reinforcements rush in like in XCOM: Chimera Squad, you have a timer for secondary missions like in XCOM: Chimera Squad, and so on. The only thing that's not like in XCOM: Chimera Squad is that the team doesn't join you in the story as well-developed characters, but you hire them for money in a bar, and they are randomly re-rolled every day. They have some minimal flavor in their dialogue, and that's it. And there's no point to them, because you can level up anyone into any class, and why – it's unclear, probably to look for some overpowered skill combinations, or to level up the whole team into the most powerful profession.
And globally, you have to make circles on a boat in the sea, where there is nothing except random, typical enemy ships and typical debris with typical loot. Zero fun.
conscript
Darkwood (more like the first Resident Evil) about a trench and not only in World War I. I liked it, but there are only two stressful moments: that at the very beginning there isn't enough ink for saving, and that you have to run a lot and tediously. The running is due to both the deliberately decaying map design – many locations are designed so that you move as long as possible from one place to another due to locked doors, pits, and puddles on the road, etc., and you do this at a turtle's pace – and the small inventory. Suppose you take the minimum: a pistol and ammo, a rifle and ammo, a knife, a healing item, and you have less than half of your bag left. You get lost in three rooms with some junk like ammo for another weapon, a couple of rags, and a grenade, and now it's full – you crawl like a snail across half the map to unload it into a chest. And if you need to take something additional for the quest, like a gas mask, a key, or some tool, it's even worse. I got the feeling that it was all done to stretch the playtime.
But overall, it's atmospheric and cool, with lots of interesting themes and events for fans of the setting.
Author
Pualu, why does everyone think that World War I is something bad? It would be nice to be in a trench in such gloomy weather, in a personal bunker, closing yourself off from the artillery barrage with a curtain, reading a manual or an erotic magazine, or a letter from the rear. Then have some coffee with your comrades, take a puff of a strong cigarette, and watch how life is boiling in the trench, who is playing cards, and over there, the engineers are building barbed wire. Telegraph lines are stretched between the trenches, and reports and dispatches with intelligence data, orders, victories, and losses of the enemy are rushing along. Only a lonely prisoner of war sighs sadly in the dungeon, muttering something in his own language.