Windless for Sailing.
- Lukaschik Gleb
- 1 day ago
- 5 min read

At the end of 2025, Michal Kicinski gave 90,7 million zloty (around 25,2 million dollars). It was a price to return his company GOG (Good Old Games) the independence. The incredible site that not only sells electronic compositions of past decades, but makes them work on contemporary computers. Recently, they showed a human nature by writing in social network X that a game purchased on their site always belongs to the customer, and it can be recorded to a disc. I disagree with their publishing of mods because these amateurish pieces of codes aren't games. Aside that, it is splendid that I have a place where I can buy upcoming games if they come there though I still prefer if a developer releases a disc version. Alas, I’ve noticed that the update of the computer won't be in the nearest time after reconsideration and revelations with games about which shall be told.
Several weeks ago, Raphael Colantonio broadcasted a series of walkthrough videos for Dishonored. He invited many developers that were involved in the creation of this game, including the open far-left with respective TDS Harvey Smith. It was fascinating to hear facts that Arkane Studios was involved in a Thief game, which would have been disrespectful to do, and getting another obvious corroboration how DLCs always ruin the initial composition, as that non-belonging was with Dishonored, because publisher forced them in. The gamemaker expressed respect for streamers due to finding their activity as hard – a strange thing to talk about people who just play and speak. This man never was involved in jobs on mines. Office workers sometimes have no idea that they're comedy gold.
Colantonio isn't a person that pushing away, even despite on his leaning. He is Bill Maher of gaming – it means he sees some rot on his far-left side, but doesn’t admit that extremism entirely, and he still supports it. About his unknown game, the French gamemaker describes as it akin to Skyrim and Cyberpunk - not pretty examples.
The new entry of the diary of developers of 1666: Amsterdam had more of truth without shyness. A confession–from the political correct crew members that presented in the video–was said that the hotel–in which set in 1999–won’t be a true recreation of the period. It feels via a contemporary designing. Fortunately, a hotel from these times can experience by playing in a game that was developed then. It is Hitman: Codename 47, where IO Interactive used Hotel Gellert for creation of Hotel Gallard in the phenomenal level in Budapest. I love to walk in this building.
Desilets’ project isn’t diligently programmed. You notice the same models of people on the streets. It can be two women in the similar dresses and hairstyles or that can be with males, as I detected in the previous video. Other inconsistences include a hand of a female passing through a car. It was in that earlier diary NPC blended with each other and a lead lady-protagonist hovers on the ground instead of walking and explodes boxes where nobody reacts – only a nominal pointing finger there could be. Enemies were senseless in combat. No feeling that you’re hitting when it reaches someone. I rescind to do the checking of Patrice Desilets’ electronic composition – I’ve already seen the destruction.
Push On in one of messages on X wrote that Alkahest won’t have that adversaries will wait until you defeat a foe you’re fighting at the moment. They want to create danger. That aspect must be in games. It has no Resonance: A Plague Tale Legacy and 1666: Amsterdam. I wanted to launch Asobo Studio‘s game out of formality, but I accepted the obvious by looking on their past that I needn’t to do that. Still, the gameplay element in Alkahest can’t save the game, of course. I don’t believe the script will amaze me because it sounds nominal despite on the original conception. But features are tantalizing to see the game. As the same I have toward Exekiller. Paradark Studio claimed that Null Games refused to release their game. No much details and how truly there, but the developer could find another company, which is 505 Games. Recently, the activity in social network resumed. My skepticism is growing, as that after saying by the studio that the most part of the game will occur in the tower, it makes to realize that gameplay is taking missions in a one place and drive to different locations to execute them. I’ve already expressed about quests themselves.
Yet I hadn’t an opportunity to play demo of a game because it appeared in dishonored place. However, it was better for me in watching gameplay of Nailcrown. I was bored in the first seconds where I realized the game. I was flabbergasted by presence of upgrade branch. That’s not spirit of the 90s! Back then you were full armored and had a fun. These games haven’t the collection of experience through shooting after which you increase the health or ammo quantities.
Aside of that, the combat in Nailcrown is sloppy – especially with many enemies in which you don’t get the excitement of fight. Bullets don’t impale in occasions. Headshot isn’t always work. A ghoul goes through a barrel. A regular gun easily cuts off the head. Poking by sword is the mechanics of this game (it includes beheading that way). It can miss at straight attack and a ghoul doesn’t express anything when you strike a monster.
Ghouls’ behavior is akin to asylum when all working staff took a vacation. A foe with a gun seemed clever in dodging and movement, but it can freeze at front of you or show a part of his body in using the wall for covering. If a regular creature kills without fun – that will totally likely with those ones with armors and you should kill them longer. That corroborates when you already meet an adversary with a gun – you shoot many bullets into him.
Directing seemed well until having bunch of beasts that appear from nowhere and the thing repeats many times in one hour walkthrough. You press the button and here they come.
Voiceover and texts are lovable symphonies, which don’t match with the game. The fact that you can dismember corpses don’t save the electronic composition. Graphics isn’t fresh.
The developers don’t recreate the spirit and follow modern hackneyed tendencies. It inspires, as usual, to install Quake that has come in June 22, 1996 because that game excites after you begin to play it and there monsters can chase you and you can trap them as attacking on each other or a place that can slay them.
AttritoM7 Productions promised to proclaim in June the release date of Blackwood. It still silent about that. A bad marketing move if think commercially. A Bangladesh studio did another thing – posting a new video with gameplay.
I don’t believe the script will specific. It already perceived as tick the box. Nothing makes characterizing the heroes and you more look it will a routine: work at daylight and kill at night. Shooting gameplay was already imperfect in not precise realism with making hostiles dead. The introduction of a melee weapon made worst. Katana worked as a stick – it sliced only in the end and still it did with no blood. That’s very nice to read from gamemakers that checking the rounds in a gun will on the highest difficulty, but it already makes the collapse in that AttritoM7 Productions wants to balance between arcade and seriousness – you can’t do that. Blackwood leans to that atrocious direction where you can repeat mission and there you meet tougher enemies. The gameplay of John Wick style can’t make better. The slow motion and jumping with whole body makes to recall how Max Payne 2 is advanced in that. Developer force you to must wishlist – I wouldn’t pay for that anyway.
One month before days of releases of demos and still no wind for sailing.



