The Industry is Being Stuck while I Was Anticipating the New Year.
- Lukaschik Gleb
- 4 hours ago
- 5 min read
The gaming has become an eccentric thing, which created many hallmarks. No other than playing electronic compositions that were released in the past. That’s what I did and tried in these last days while the New Year hadn’t come yet.
It makes one believe that some compositions were released so long ago that only your grandparents could remember them and we still don’t live in the time of the Internet. However, all that is just a commercial mindset of wacky people.
Tomb Raider appeared on store shelves in 1996. It had a remake in Tomb Raider: Anniversary in 2007. Embracer Group, which is in the process of turning into more little Fellowship Entertainment, doesn’t shy away and is doing it again. This game was remastered in 2024 alongside the second through sixth parts. Another remake, developed on Unreal Engine 5, will be published in 2026. I find it quite a fad, this wish to re-release everything on that thing. But it shouldn’t be a twist when you’re knowing the industry.
Gamemakers don’t make efforts in presentations of trailers. I’m already understand it won’t be a good game when I hear one more rearrangement of a great contemporary song. It was done with Lords of Fallen II, but CI Games and its leader Marek Tyminsky speak openly that they’re commercial. However, this current tide from the Polish studio became understandable to me before demonstration of Lords of Fallen II video.
It wasn’t once that I wanted to give a chance to Call of Duty: World at War. I always witnessed that gameplay isn’t sunny. It didn’t look so deplorable in the look that I took at these days of anticipating the New Year. Anyway, the game presented itself as somehow playable. However, I disclosed for myself that the downfall of the series into bottom began here. It was the first game developed by Treyarch, who eventually built a reputation as a trashmaker. These programmers wanted to surprise you by having you move to barns gates that are suddenly break by a tank coming out. A Nazi with a flamethrower at the Reichstag was one of probably many of surreal stuff in that grindhouse. That’s how a publisher wanted to improve Call of Duty’s mission of a final storm in Berlin! This level in the first game wasn’t flawless, but credible. Although communists were demonstrated in a romanticized vision, which is identical to their propaganda. The one that doesn’t contain profanity, drunkenness and a mass of horrible crimes. A famous photo of soldiers hoisting the flag had retouching in a man who wore many watches on his hand. I would wish to see more games showing the complexity of the bloodiest conflict, something Destructive Creations tried, but it has moments to complain about. Seeing communists in Berlin isn’t different if a game’s level be about goumiers in Tuscany also be shown without their inhuman acts.
A few years later, I watched a gameplay video of Call of Duty: Black Ops II. There, Afghani people on horses do the charge of the light brigade against one of many random two-barrel tanks (that occurs in the period of Afghani-Soviet War), which is effective in the universe of that game. A main character will eventually somehow have hand-on-hand combat with a jumped out commie who, as it shows up, is his nemesis.
I didn’t want to play Call of Duty: World at War afterward. I reminded myself what Call of Duty 2 is, seeing that killing is precise, whereas it isn’t in Treyarch’s electronic composition.
Nowadays, the commodities of sub-series “Modern Warfare” and “Black Ops” didn’t commit a Midas thing if dismal sales were kept in mysteries.
I decided to play beat ‘em ups. Some I replayed, others I completed fully, and the rest ones weren’t finished due to the fall of interest. All of them are not much different. Their similarities go so far that a storyline is usually about kidnapping a protagonist’s blonde girlfriend. It makes me reasonably and loudly ask, “Why not brunette?!” Who thinks blonde girls are beautiful? However, The Streets of Rage series explains that brunette ladies can’t be kidnapped because they can take care of themselves. That makes a point! Anyway, playing good old beat ‘em ups can tire you with the repetitiveness of gameplay in breaking many bodies (almost every one has an elevator level in which a rain of hostiles) and kicking faces of men who were bosses that you put on the ground a couple levels before. Dislike can be by that enemies can hit when you’re beating without chances for them to make a counter-strike, or a foe’s fist can reach when you’re too far away or off to the side from possibility to get it. Failure of command activation occurs in jumping, movement, or kicks, and that usually leads to losing your own health. Or you do a strike on the opposite side, but it doesn’t work. Among them are games were developers programmed the adversaries to cheat as your attack from the air is reflected and no dominant counter-strike doesn’t realize. The biggest dishonesty in that with bosses, combats with which always include an unending quantity of subordinates. And every this arcade has a condition that a combination of two strikes takes away a piece of health. I couldn’t like it.
I familiarized myself with the origin of these compositions. The first ever was Kung-Fu Master, which came out in 1984. It is very arcade in that you must be fast for hitting of running on you unending foes in your forward movement. You should turn and kick because you can’t punch backward. No sense of a health line if you missed a strike into enemy, because he grabs you and the game is over. It was a raw electronic composition. There was no reason to play till the end.
Renegade from 1986 instilled standards in underground fights, and it is a broken game. Your leg directs on the opposite side instead forward. As well as that, you get hit during your active beating. The difference between arcade and NES versions in one and that the latter is less colorful in graphics.
I completed with beat ups on the familiar Streets of Rage 2, which tiresome I strived to overcome in that time. Moreover, as it additionally characteristic in this genre, hostiles can be passive. I couldn’t play more if your hit doesn’t activate, but enemies always in work, or have another cliché of such games in appearance of motorcycles when you’re moved a little bit forward.
I discovered Crime City for myself, a game of the year 1989. That’s usually shooting, in which possible run and not kill mostly everybody, whereas it is a must condition in beat ‘em ups. This electronic composition is more advanced and accurate in realism than Contra, which is a ghastly awful game, because it has a brunette woman who becomes a villain later in the series. However, you save hostages in Crime City, who are always… blondes. But it is not so woeful because you can fail at saving their lives.
Anyway, the game isn’t be likeable at all due to you can’t shoot upward, sometimes your action doesn’t switch on and a hero can’t use a gun and move simultaneously. Of course, the most dislikable is motorcycles appearing from nowhere when you enter in a map’s piece. In such games, you need to learn every bit of the location. However, I prefer to play only games in which developers are respectful to brunette ladies.




