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The Status: “Active in Action”.

This observation is the vice versa about the stance of projects. It toward those ones that show signs of activity in development by still glimmering on the radar.

 

Developers of Alkahest introduced diaries. The text of the released issue was written without knowledge of that writing in English is different. I spent minutes for understanding it, time by time. I want to be sure that a man who wrote dialogs in the game is familiar with the language’s grammar.

I still don’t believe Alkahest will have a grandiose plot. I became more concerned about gameplay. A couple of months ago, a developer presented a short video in which a playable character uses a foot on a goblin which pushes him several feet away. Such gravity from space must work with everything in the game’s world if we accept that logic, but it does not. I wrote to Push On about realism.

That went even worse after seeing pieces of gameplay in the diary. Another goblin was supposed to fly to the right from wooden spikes by that superkick, but he was automatically redirected to an effective death.

Additionally, the inhuman strike makes a goblin roll across the surface of a table, but it leads to breaking of a furniture at all as a card house. That is not even possible with that from IKEA. If accept a commonsense here, it would be dangerous to put plates on this table.

The diary included a piece from Dark Messiah of Might and Magic showing a realistic effect from a foot hit. It did arising of a thought of the possibility that I would like to install this classic after playing Alkahest, despite on features.

The reflexive movements of a just-killed goblin are a wonderful element, but how often it will occur, because frequency can ruin the realism. Anyway, Paradark Studio must look into and fix, because enemies in their game turn dead already just from a first touch of explosive wave.

Repetitiveness can kill innovations of Alkahest. I could tire from the animation of a goblin grabbing your hand and pushing you then in sword fighting, because I watched it two times in all limited gameplay demonstration.

The using engine reveals its troubling with a behavior of AI. Push On didn’t want to cover up when a goblin climbs onto a fallen statue and doesn’t move. Hints of unnatural movements of adversaries were in the first videos. I can ignore all these defects. Nevertheless, developers must correct them.

I don’t trust the system requirements of Alkahest, because I can’t believe that the game will 15 gigabytes. Many requiring a big disk space compositions had short campaigns. That was with La Quimera, which size was 55 gigabytes. Printed a needful computer power did breeding of a thought that Alkahest could become a short game. However, I have no basis for making such a claim.

 

Pierre Gilhodes talked about probability of posting an update in early December. His informing about the status of Gobliins6 was committed on a social network. The text was that: “The game is almost finished, but still a thousand things to do, including finishing the translation and integrating it, a big piece. Thank you for your patience.” Maybe, I won’t see the anticipating adventure this year, but it doesn’t matter because the appearance of the game itself is the main thing.

 

Protector, Citizen Vigilante, First Shift: Redemption, and First Shift: Vengeance are flicks that passed post-production and have final cuts. Moreover, the first will be released in February, the second in April. It’s alive!


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© 2018 by Lukaschik Gleb

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