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Lukaschik Gleb

The Vivid Observation of Future – The Dissipation of Ambiguity.


Answers on many mysteries in interesting projects were given in this month, in a period in which I recognized future of gaming.

 

I never had before with reviews and it was in a second time for the last time. I missed a thing in writing on War Mongrels. I rewatched a part of gameplay video of 63 Days and recalled other half of it. I did watching of previous game and I saw missed detail. It initiated investigation in which I discovered undetected and forgotten fact. I fixed, but in this return I had rereading in places. Checking of own impression convinced me to cross out 63 Days without mercy to developers. I thought on video of upcoming project again. That was a firm end. Same I concluded with Daniel Vavra as developer, because Kingdom Come: Deliverance was horrible in playing game. Now he repeats this.

 

Nobody Wants to Die gave reeking. A game positioned as something grandiose while it’s an optical illusion. Charming disrupted when I did looking on associative words on game’s page as inclusion of “interactive fiction”, “story rich”, “choices matter”, “multiple endings”. Sounded as worst crimes, which person could commit. An affirmative exposing evidence was in direct writing on X of that it will an interactive game. This developer Critical Hit Games demonstrated short video of a fire lighter which doesn’t touch file, but instantly and impossible covers and incinerates paper materials. They simply don’t know how to burn these things, a common knowledge. The game is unique in own kind by it will in first-person. Nevertheless, Nobody Wants to Die can become terrible as Telltale Games or, more worst, it will that shame as which Quantic Dream, Supermassive Games and those who developed Fort Solis have done. The list becomes longer.

 

Redemption Road Games showed a noticeable originality in a game where modern weaponry against armies of the Middle Ages. Their Kingmakers looks as fun time by that, but it will for tiny minutes. This wasn’t riveting at first time which was in February, because it was a senseless killing of artificial intelligence, which, moreover, doesn’t care on your presence and naturally reacts on unusual weapon. New video adds worst in cheapness of destruction animation of buildings. Almost all stone and wood turn into dust on place and by one shell. Collision and following demolition of constructions by tank aren’t believable due to material of houses is similar to carton. From Darkest of Days to Red Faction series are alike in things games and these electronic compositions aren’t poor.

 

Announce of Pneumata, which was one year ago, wasn’t detected by me. I’ve learnt on this project in this May. It’s creative and elaborated in riddles and monsters were killing realistically. However, demise of hostiles was low-budgetly made by bubble explosion effect, one kind of species gets much bullets and no holes can see, melee weapons are useless against spiders who always come after headshot to zombie and the best way here is using foot but it always causes loss of health. A horror side itself doesn’t intrigue feelings and you always guess what will next.

 

Development of ExeKiller in good movement. Almost one year ago, Paradark Studio got publisher in Null Games which finances extended opportunities but game’s release relocated on 2025 by that. Nothing for change of my mind despite current Unreal became more terrible for choice engine.

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