The Games That Shoot Blanks.
- Lukaschik Gleb
- 13 hours ago
- 6 min read

It was a long time ago when you anticipated because you didn’t know what the announced games were about, and what else will appear. Now it was known I shouldn’t expect the amazement from the demos. The single question mark was about badness.
Goblins 1-5 will be available for installation on Nintendo Switch 2. A console’s thin piece that uses as a mouse can’t be compactable in hands reminds about known and obvious for decades. The collected edition includes an exclusive interview with Pierre Gilhodes and working materials of how the games were created. These wonderful things must be on PC.
A previous trailer for Metro 2039 didn’t confess in defects because the small snippets of gameplay cut after the opening gunfire. The new video did it. One foe didn’t react when, at the exact parallel to him on the other side of the wall–in a ruined building with no doors–another soldier was killed by a loud weapon. He didn’t raise his guard when the lead character appeared at his sight and then began attacking. That previous kill was made with shooting from a rifle that hit the head, which caused a big bounce of the hostile. I didn’t need to watch a demo.
Trying to see it wasn’t successful. The only option was an insane, nostalgic way, which was listening to those who played. It takes back to these past times again when you familiarized yourself with games by someone’s depiction to you, or you bought magazines, or you read the back of the disc box. Being paranoid by nature, I trusted only the latter. You still used these methods even after having the Internet, because there were no gameplay videos and none of the websites that you knew could tell about everything–even the ones with gaming database.
Another snippets of gameplay of Metro 2039 demonstrated issues with realistic killing, but in it was in a few places. The trouble was with some grey monsters who don’t react on bullets. For the most part, the game was bearable in that regard. I can close my eyes, but with unhappiness about the inclusion of large-sized monsters that asking a lot of slugs. I still find fun in these cartoonish accents. It is likely that would be a merciless review, as I always did this before. Anyway, if Stunning Italian Lady still keeps me single, I’ll likely play it illegally.
Nothing melts my black heart except a game with raccoons. Dumpster Gang returned a feeling when you have delight from humor from a video, and I was impressed by the creativity of the gameplay and the features of the main character. These animals sneak into houses, where they eat anything edible and steal the stuff. This electronic composition instigates me to have a raccoon.
I wouldn’t write about Rebellion Developments, which disgraced itself by political correctness, but before that it created a reputation by producing lazy games, which their original Alien Deathstorm is already promising so. A first word of a title was obviously made for confusion with xenomorphs. Developers took sci-fi elements from everywhere and turned into ordinary game of this genre. You just walk and do missions without inspiration. I felt boring killing from gameplay. Inclusion of customization of weapons is usual trendy feature. Combat itself was the shooting into passive monsters who don’t take attention at you; they run near you when you put down one of these species. No antagonistic mood could be from that who is impaled by bullets. I usually resent when I try to kill someone, but the creature ignores me.
Unity Engine wasn’t for action; it fitted for arcade and strategic games initially. There came changes. AI improved, as I wrote, but still imperfect, as that can see in games developed on it. That has in upcoming Blackwood.
Its script makes to perceive as derivative, as this assumes with secondary characters: a female co-worker with whom a hero has a good relationship and a man who knows hero’s hidden identity and helps with his activity. “From his basement, Anton can browse the black market, take on new contracts, and use dirty money earned through dangerous underworld dealings to acquire gear and upgrade weapons,” was from their X. It is not exciting that missions is choose a contract and execute it.
Through seen videos can detect the limitation in models. Three types of enemies with which the lead personage fights many times. Budgetary was already radiated from graphics. It puts on thinking in that direction, but the release will tell.
AttritoM7 Productions claims that listened feedback and added “several new layers to a weapon audio”, which had studio and unnatural sounds in that short video. The developer should care about many other things that include that a cigarette–that the lead girl smokes–only touches her lips.
You always shoot bullets more than usual to slay the enemy. I think effect with armed fighting with AI will the same, as it was with A.A.U. Black Site. The playable hero turns a table in close contact with a foe. The latter has an easy target, but he doesn’t lower his head and the gun. Everything identifies Unity’s trademark shortcomings.
I know fist fighting won’t be credible due to unrealistic defense of hostiles (a feature that turned out as common in nowadays games), and it will make to think to install Indiana Jones and the Emperor’s Tomb. The tangos wait when you have a confrontation with one of them. Using subjects make unrealistic effect in neutralization an adversary. The main character pushes a shopping cart that makes a person to fall as dummy.
Marketing campaign of Blackwood occurs unnoticeable. There was one video that was released before the last one. It was about melee. The protagonist throws a glass or something akin into a hostile, whose reaction is turning side and falling to the right from the hero’s vision. Another developer who doesn’t cover his flaws. The mirror doesn’t show the reflection. A table breaks as a long thin chips (identical to Alkahest) where a foe is thrown in that direction and he just touches the furniture that causes to its devastating crash. The videos were good in that a Bangladesh developer has a great voice for narrating, and he can do that right. The release date was proclaimed without notifying in social networks.
I looked at the developer’s previous and only electronic composition Zero Hour. The game leaves with a taste of rawness–the multiplayer that still on support after six years since release. AI shows his back in front of you or motionlessly sits on his place and ignores that his colleague was just killed. AI is sleepy when he sees you. The game is collection of awkwardness of programming. The hero’s and enemies’ walking can be unnatural in their curve movements. The slaying can be possible through shooting a wooden frame. You can throw the rope to nowhere when you want to go up. The climbing is going through a straight wall, which ignores the existence of canopies and ledges. You can close a door at front of motionless enemies who don’t make a further reaction, even you begin to shoot on that place, they still be passive after you open the entrance and slay them. You couldn’t dare anything that in tactical shooters of 90s and 00s.
No demo has come. There was the trailer. As common with the last one before release, it was inclusion pieces from previous videos, but it also had more revealing of the story where can assume that a photo of a woman and a child insinuates that the protagonist had a family that he lost in tragic circumstance. His colleague points that he doesn’t speak about own past. In the end, the game renamed as Blackwood Act: One. Budgetary feeling was right. I had an assumption about shortness, but I decided not to write that. The confirmation of the title speaks for itself that a game took an episodic format, which in three parts, as AttritoM7 Productions informed later. The developer gave a roadmap that the first act contains four levels, the second will have the same quantity, and the third will include five. They don’t shy about release patches in future that will fix shortcomings of the game. The insolent times nowadays when gamemakers release an unfinished electronic composition. AttritoM7 Productions lists the problems that seems they already see: “bugs, technical issues, problems discover after launch, and other fixes”. But the developer claim Blackwood Act 1 (or whatever else they call it) is finished game. Perhaps, it’s specialty of Bangladeshi mentality. That would be strange to expect a miracle from Blackwood.



