Unfortunately, Steam reviews have not yet developed to such a super-genius stage of evolution that it is possible to give a rating >. In this regard, I gave the game a “negative review”, although I did not do this intentionally. I just don’t recommend the game.
I didn’t follow the project from the very beginning, but still for a very long time. Already since distant 2012. Even then I played the demo (pirate) and was quite amazed by the gaming capabilities, dynamics, animation, ragdoll models and the general potential of the setting. At that time, the game had the most juice – SlowMo, awesome combat, different races with their own combat and vital indicators. All this simply blew my mind at that time.
The developers had enough strength https://ybets-casino.co.uk/ to make such great progress that they apparently decided to cut the plot and locations for it on their own. I don’t argue: the guys are certainly great and their work is worth all the money on the price tag. But they clearly had a rather weak game designer or none at all. There are two types of cards in the game – > and >. There are no complaints about the latter, everything here is quite tolerable. But “route maps” are clearly the weak point of this game. Yes, parkour here is pleasing to the eye, animations, possibilities. Yes. These aspects are wonderful as I said before. I don’t go back on my words. But all these aspects work on correctly placed objects and a verified environment. Unfortunately, I didn’t notice this on the story maps. The bunny clung to invisible ledges, did rehearsal pull-ups on bubble rocks and slid off the walls where he had to perform a wall-run. Maybe it’s the parkour system that’s ailing, but I didn’t notice this on the same map from the test set.
The plot, by the way, is quite good. If the performance were an order of magnitude higher, it would be fire. But I don’t get attached to it. The game has already recouped its money for the engine shown. The developers deserve it. I think Overgrowth is a kind of “guy with leaflets” who only advertises the engine for novice developers. And soon we will see many good and beautiful games at Phoenix.
What the Wolfire Games team has clearly thought a few steps ahead is the accessibility of modding. Anyone with enough initiative can make their own crafts using the game engine. I don’t know how malleable Phoenix is (I’m not much of a modder), but the workshop doesn’t seem to be empty.
The average gamer in search of juicy fights and dynamic action scenes should not look here. Perhaps only if he relies on the Mod Machine in the face of thousands of big-headed and skillful modders. By the way, I think they should take a look. Here they may have the most perfect, but at least an excellent base.
I don’t recommend the game, for the reasons mentioned above. But that doesn’t mean she’s bad.