Atomic Heart – failure? Review and analysis of the game

I localized poster, versions of the game for PS4, PS5, Xbox One, Xbox X-S. Localization of the PC poster for PC – even in the process..

Introduction

Atomic heart is one of the most anticipated projects of 2023.

I definitely waited for the game. I got to it a week after its release. Bought in the Xbox Store for PC store.

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After a few years of expectations, having passed the game by 100 percent – you can summarize. If in short, the Mundfish studio at the same time coped at the same time, and failed with a giant project, without having a clear experience, neither genre nor in scale. Definitely, the game turned out to be successful in terms of the expected hype, and successful in terms of the implementation of the marketing company (later on which sales). But not successful, like a “game work”, which we observe most average and mediocre assessments, that from players, from critics. Whoever said something is true. The game has practically no good advantages (each aspect of the gameplay is made mediocre).

We will analyze and analyze each component of a video game work. Find out what is not so with the project, does it have bright advantages and whether it is worth playing it.

1. Gameplay

First, you need to deal with the genre of the game. The atomic heart is a cross of 2 genres: Shooter and Action-Dventure. And so, the game consists of two genres – therefore, it is in the category of "deep" games.
There is a lot of mechanics in the game: the Parskur system and the caliber on climbing surfaces, pumping, near-battle weapons, puzzles (all this is part of the Action-Daventure genre) and shooting (which came from the Shooter genre). They also took the mechanics from other genres: loot, craft, the system of efficiency of weapons for each mob/boss, shingles, dungeon in the open world. And unfortunately – this is a failure. The developers took too much mechanic, which the game itself is not needed, are not thought out and half of them, in principle, are not used – because of which everything will be poured and does not work.

1. Gameplay – 1.1.Complexity

The main problem is the game TOO MUCH Simple. I explain – if there is a lot of mechanics in the game (even more so from different genres), it should imply a higher complexity, in terms of tactics, in terms of immersion, in terms of approach to each solution to the problem/battle. I always go through all the games only on maximum complexity, for one simple reason – in most games, it is on hardcore, the game fully reveals gameplay, pumping, combat system, etc.D.

What I got here in the end? The game is so casually simple (with such a baggage of a mechanic) that often, the game became almost a single-button, rail snot. In time, I have died only 7 times … And then, 2 times specially, to see the animations of death (spoiler – they are not, immediately a black screen, but there was a small cartoon).

To make the game at least a little “not sleepy”, for example, on the bridge, in front of the Pavlov complex, I immediately provoked 3 ivy so that the battle took place with them at the same time. At this moment, what is happening on the screen, at least combined with fatal music against the background … hmm

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1. Gameplay – 1.2. Combat system – 1.2.1. Weapon

Weapon system – merged (along with gamedes, but to this later). In the Shooter genre, in the reference gamedesin – each gun is important, and should be used at least once, in this or that or situations, For one or another enemy/boss (especially if in the game of guns on the fingers to count …). In the atomic heart, you can go through the whole game with one shotgun, and do not even think that other guns are needed. Someone will say – "Come on, many games can go with one gun". And the answer is “yes, in many, but they are not included in the category of good/high -quality”.

In the combat system of the atomic heart, there is a clear distribution of two criteria: against robots And against organics. The game has a mob scanning system to find out what was against them Effective, And what No. The same goes for bosses. This is the key rod of the combat system in the atomic heart. At least in the heads of the developers. This whole system – rolls to hell. The game is absolutely different than shooting. There is no difficulty schedule. Weapon balance – merged to the bottom.

The best weapon in the game is the PM pistol. If you pump him a shot of 3 bullets, he will be lonely effective against all bosses, and all organics (even ivy beats well). Accordingly, one of the most terrible problems of the Shooter genre – the uselessness of the arsenal follows from here. But ideally, the player must constantly alternate certain guns, under certain opponents (I’m already silent about the bosses). The game is really a large part of the guns – it is not stupidly used. The fact that the pistol hits better and more efficiently than the rocket launcher is already a violation of the in -game balance and the logic of weapons. Different branches of pumping (against robots And against organics) – not very much and differ. You can only feel the difference on a shotgun – on the other guns, few people will understand that the damage has become better.

Shooting is medium. And this is amazing. After all, shooting on the unreal engine has always been a reference. The tin is already a camera. If you shoot with PM-even more or less (in fact the most pleasant shooting), with a megger and kalash-tolerant. Then from energy weapons – just unbearable. The shots fly as slowly as possible, so the camera is the location at such an angle that you do not understand where the shot flies, at what speed, and how to calculate the shooting for a lead (who tried to shoot at bees or sipuhi – will understand what we are talking about). I have a huge experience of playfulness, I can easily adapt to any handling in the game – but this does not cancel the fact that there is a problem and it makes no sense to hide it. Another problem is that the shooting is very slow … Then it is immediately striking that the game was done for all the main platforms. But here it is already directly impudent. Even the Halo series, which was the first normal and successful juper on the controller – had a faster shooting and the time between shots. But this is not all … The level of absurdity and nonsense rises even higher – in the game you can pump the speed of shooting and accelerate the change of weapons at hot keys (this nonsense nonsense we will discuss further where the pumping will be analyzed) – for such ignorance of the basic laws of pumping, for developing a separate boiler in hell.

Cassette … This is the most stupid and useless thing in the combat system. Not only did the game really explain how to put them, they still lose their relevance when you have a glove. But okay, let’s say you decided to set fire, which is not in the glove. I saw that the enemy was on, rejoiced, finished off. Only now you will simply forget to replace the cassette when it ends (and you are unlikely to notice that the opponents will stop burning), since this is again the fault of the simplicity of the game ..

Weapons also have no weight (these are not the genres of Arena-Shooter, Hero Shooter or Quest-Shooter-where the weight of the weapon is not required). Here is a gun, that the rocket launcher is exactly the same in weight when moving. So it would be cool, but the game is still a classic Shooter genre, so it will not get out of it-you need to follow the rules of the genre (in addition, it is also Action -adventure). But, but there is a return, and every gun has a different one. Though it is a plus.

1. Gameplay – 1.2. Combat system – 1.2.2. Cold weapons

Cold weapons in the game are starting. Fast but weak blows, strong, but slow, balanced, etc.D. – There are many styles to choose from. Depending on how often the player plans to use it. There is already uselessness, this or that weapon is justified, since here the emphasis is on the choice of the individual needs of the player. It would be. If the game were good. The problem is the same – the balance is disturbed. Weapon "Asterisk" – is the most imbalanced weapon, which is more useful than all guns (and if it is used in a connection with the ability "mass telekinesis" … mmmm))) …). There is only one problem – it is obtained very easily (albeit with a note of random). There would be a way to get much more complicated, and the problem would be less. And so, she simply depreciates the rest of the weapon, and the player, in principle, does not why think which weapons are crafting or using.

The battle itself is a little better than average. Naturally aztecparadise-casino.co.uk too slow blows – it is useless to deny. No block.

Weapon design. There are no special complaints about the design. Everything is done well. Not all guns are of course remembered, but still.

1. Gameplay – 1.2. The combat system is 1.2.3. Polymer glove

The glove offers us the base attack “Shock” and the ability to pump another 4 additional abilities. In this case, the player can install and use only two of them. That is, the game offers different combinations and branches. Again the problem of balance. "Mass telekinesis" is an imba compared to other branches. “Shield” is the most useless, not only that the game is already simple, and the shield is not needed, but through it there is still little one can see that it simply kills the desire to use it. Therefore, the only choice remains to decide whether to put on the second slot “cold” or “polymer throw”.

A variety of arsenal. Everything is scarce here, but in general the game is not very necessary, because the game design still did not try to do something worthy. The glove saves, since at least a couple of combinations with the rest of the arsenal can be made with it.

All these problems lead to the fact that the player does not need to think, before the battle with the boss, and adapt to one or another opponents. The game even interferes with the game – only by pumpking, you will understand how the “missile efficiency” is displayed, in the information of the enemy.

1. Gameplay – 1.3. Pumping

Pumping is a separate fale of the game (Improving guns a little better than pumping a character and gloves …). She eventually just to "be". It contains just delusional things that are a shame to voice: the character speed increased, the change of weapons increased, the speed of weapon shooting is increased. There are things that the principle is useless, either do not work: the use of abilities at the expense of health, installing modules under cassette. Moreover, even craft of new items is made as stuffy as possible. After the 5th hour of the game, you will begin to enrage you how long Eleanor present them to you.

1. Gameplay – 1.4. Lut and research of the world

The study of the open world is completely merged. The pseudo -open world has a number of major problems:

1. The first problem is that it is impossible to shout, because the enemies to sleep endlessly. I don’t know who invented this nonsense. Okay, I am an experienced gamer, every time I killed everyone, even specially chamomile triggeril. But what the outfits thought about? Such a fierce transfer of mobs, stupidly scare away all the norms from the mere thought "to explore something there". They jump into a car and dumped as soon as possible. The game invites us to disconnect the ATV enemies for a while. This follows a couple more problems:

1.1 – the game does not explain how to do it.

1.2 – If you understand how to do it – after you break through to the booth, after disconnecting you will clean all the mobs and be stolen – you will understand that you are a fool, and you haven’t come out on the resources.

2. The second problem – it makes no sense. Even look for drawings – no sense. Even if you play hardcore, there is no weapon useful system in the game. You do not feel the need to collect drawings of new weapons (since it is easy for you to cope with everyone), except to get an achievement for this.

3. Third: even if you, in principle, will not scour anything, except for the mobs you killed, the plot on time – you will have so many resources that you will need to spend 30 minutes to make them out – they just have a sea. Again – the purpose of beating the open world where the same will be – no. You already have all the inventory they have closed.

4. The world is absolutely empty, all places are marked on the map (and this is only 8 training grounds). There is nothing more to do there. A couple of gold chests – not a motivation to run each bush to search.

5. Well, and yet – there is nothing unique in the training grounds themselves, there are absolutely the same puzzles and barefoots that were in the plot campaign.

The car in the game is not for research. It is intended only to get faster to plot points (that is, for those players who do not want to explore). And this is a minus. The open world did not provide a study by car. To leave the track to the field – you need to look for a hole in the fence, while you do everything – you will spend even more time + the car is destroyed literally from 3 shots or one bump.

1. Gameplay – 1.5. Opponents

There are questions to the variety of enemies. He’s too poor. And the most interesting opponents from trailers – turned out to be only bosses, and then, half of them you will meet only 1 time per game. But the fucking ivy was thrown as much as 10-12 times. Once again, in variety, everything is meager: 3 types of “Vovchiks” are 1 type, bees with sprouts and siphi -the 2nd type, kultyshka -3, saw with a bucket on the highway -4, cheesecakes -5, surveillance camera -6, gas municipal mower -7. Seven main types … so there are few in the number of types. And well, the game would somehow distribute them competently, but no. We either have only Voviki, or some kultys prevail on locations. They do not complement each other in any way. Kultysh and Vovchik only fought in a KAT scene, they did not give out artificial intelligence, in terms of interaction with each other.

Bosos is a separate fale. They are just terrible. Belyash and Natasha are a simple despondency, which do not differ from each other (really, they have the smallest arsenal of attacks). Painting is artificially stretched. The good boss is only hedgehog. Which is distinguished by a unique approach to the battle, and it can be passed by 2 tactics – beat the internal parts, or direct it to the columns. The middle house is a vine and twins. Twins, although the easiest boss in the game, but with them, at least over the more vigor, the battle passed.

Here to the design is zero questions – only praise.

2. Structure – 2.1 left-line design

Level-design is stupid. There are dozens of places on the levels where you can not get out of it, but you can get in a second (as, for example, when the van is standing against the wall and in the free space between them – you are in a trap). The conservation points are 3 meters from each other, but there are – 10 minutes of the game. There are cars on the map that are located on the territory from which you can’t leave. Why are they standing there then? They did not think through movements by the location, namely: you can go left, see a new enemy (example – kultyshi), kill him, understand how to fight him, do everything at Loka, and then return to the center. Go to the right, behind the next flask – the heroes react, see the first mobs for the first time, and the explanation begins who it is, and how to interact with them. Wonderful. In contrast to the poor moments of the left design-the game has a theater. This is the best level of game. There is the most immersive, in terms of choosing passage, design, there is a multi -level structure of locations (especially pleasing when you fight enemies, being at different positions on the Y axis, that is, at a height), there are the best puzzles in the game. In general, some kind of some kind, but to the level of the middle peasant, according to a left-room design, the game saves the game.

2. Structure – 2.2 puzzles

Puzzles in general are not bad. There are, of course, a couple of stupid puzzles (when you need to carry balls through the pipes by force). But in general, everything is fine. Each is remembered. Of course, I would like to have more than the number (in terms of uniqueness) of more. We are content with what is, everything works, simple of course, but, harmless.

3. Content – 3.1. Plot

I think everyone knows perfectly well that the main frame frame is completely licked with the well -known game (especially tweosts and details in the end). But, let’s make a second the view that this is our first game. In this situation, we get a beaten, clicked story, but served in such a wrapper and uniqueness that sometimes it seems that you see this for the first time. For this respect, so you need to do when you take a template. But not everything is so smooth. The game has huge problems with the story structure. The game completely burns himself into the coffin when she, before the end, in the final of the 3rd act, begins to stupid 10-15 minutes to tell and dump all the plot details in the player’s face. While she was supposed to do this, during the whole game, correctly distributing the incoming plot information, as it passes through. At the same time, the main twists (on the likeness of the twist with the main character), she manages to burn in the first 2 minutes, when we took the P-3 under their control (yes, those same sellers).

3. Content – 3.2. Characters

The protagonist came out just above the average. But with great potential. Well prescribed his character, explained to those other things of his behavior. Everything that interfered with him was a scenario barrier that was set in front of him, because of which he behaved in many ways.

On the scenario – the antagonist is practically not disclosed. The first part of it is disclosed, and not bad, chemistry between it and the protagonist is excellent when we enter into dialogue with him. But then – it turns into a faded dummy, without details about its motives. The sharp transition that has happened is artificial, because of which you simply do not believe in what is happening (yes, like a twist – it worked well, few predicted such a situation, but as a character – only worse).

All other characters are good. There are direct weak (Shtokhausen and Larisa). But no matter how everyone else is – Petrov saves the whole picture.

3. Content – 3.3. Modes

Well, there is nothing to paint. There is absolutely nothing in the game, except the plot company. Faded landfills for independent occupation cannot be considered. I think this is temporary. DLC will probably be more content in the DLC. But at the moment, the rating is minimal. Actually, this minimizes the reigree of the game.

3. Content – 3.4. Gameplay design

Game design is absolutely the same type. In addition to “move from point A, to point B”, deciding 1-2 key puzzles along the way, and “fight off the horde of mobs” until the script works-the game will not offer anything else. The developments had a huge chance to diversify the gam design levels of Limbo, but the 2nd and 3rd Limbo levels are maximum despondency, and even the pseudo platformer disappeared from the first level. Design for weapons – no. Under cold weapons – no. There is nothing. In principle, these developers did not work. The only unique level is a prologue where we can interact with the NPC, wander by location without a gameplay of battle.

4. Design

World Design. This is the best and most important plus of the game. Here the developers tried and withstood the bar of the masterpiece. Thought everything to the smallest detail. I will not paint a lot here, I think everyone knows perfectly well what is about.

Dialogs. Great. The note of the detective is well revealed. Template plot solutions try to beat with unique phrases, the reaction of the characters to what is happening is also very cool. There are a couple of jambs, but this is already specifically in the scenario trouble.

Game texts. Not everything is so smooth, but still done well. If all the texts located on locations are not scolded, then some of the “pear” terminals, and especially the description of the pumping elements of the weapon, there is something to scold for. But not critical.

Graphics. Tried to survive the maximum from Unreal Engine 4. Everything seems to be not bad. But many jambs spoil the overall picture. You have seen the model of balls from the prologue, which are made at the 2001 level? And this is water in the game? And a few more places with soapy textures. Graphics above average.

Music. Masterpiece. And it’s no more about the song, but about the written soundtrack from Mick Gordon. Yes, it is clear that he simply stole notes from many games (inspired by Unreal, Unreal Tournament, Alien: Island, The Forest and T.D.). But the compositions are so good that it makes no sense to scold them for this. Another disadvantage – that the occurring sleep (gameplay) on the screen does not go stupidly with such tracks.

Interface. Everything is very bad here. He does not explain anything. What is this. Why is it. How to move here or there. There is no way to even look at the name of the object by pointing the mouse cursor on it. There is no way to shift several items to Eleanor. To pump weapons, it must be in your inventory. Someone knew that there was a wretched wheel of selection of objects? I found out about this in the final of the game. And it would be better if I didn’t know. The way the hot weapons keys are offered there is made by the most terrible ways in history.

Working on kat-scenes. This is a last nightmare. Not only are they made as cheap animations on YouTube (it’s about setting). So they are also with the most wretched facial animations and movements of the characters (I will remember the grenade scene for life). The staging moments in the game are also bad. Only the scene with the train is not bad

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