Writing games over three years old is not easy. Interested in the mass has long played, and the community has a consensus. It’s difficult to tell a new one, but I don’t want to write a review. So you have to dodge: consider the game at an atypical angle or immerse in an interesting context. Today’s text is deprived of such torment, because the context itself came.
Resident Evil: Revelations is deprived of the attention of the modern general public, even if it became known in circles of hardcore fans. Meanwhile, largely thanks to this game, the series sits on the current throne. "Revelations" did not become a great revelation, but then they indicated the Capcom new development vector.
Back to the already distant 2012. The end of the world did not happen, but the completion of the second number of license plates Resident Evil it was not the most rainbow. The sixth was sold good by the standards of the then industry with a circulation – 6 million shipped discs in the first month – but did not satisfy the expectation of the publisher. Success a year later, initially portable Revelations on the "large" platforms was the first step of returning the series to the origins and wide recognition. Although then it seemed that the time of Survival-Horror was irrevocably gone, and it certainly could not be done on the mechanics of the Resident Evil 4 mechanics . Today I propose to concentrate on that, How the Resident Evil: Revelations put the Springs on the Rails of ACCHEN from a third person.
In sea wilderness
In the yard 2005. 27 dollar, recently, Half-Life 2 was released, and the fighters with bioterrorism have another problem. The operative disappears on the assignment Chris Redfield; The last signal came from the Mediterranean Sea. His colleague goes there Jill Valentine, which you have to play. The signal leads it to the impersonal liner "Queen of Zenobia", where the main part of the game will occur.
2012, when the Resident Evil: Revelations was released – the time of the emergence of a modern wave of series, from which the game borrowed the structure. The narrative consists of 12 episodes lasting 30-40 minutes with a mandatory Previously screen at the beginning of each. The episodes themselves are also divided into 2-3 parts, as if proposing to insert an advertising pause. This separation serves as a convenient switch to another character. The "serial" narrative is due not so much by stylization as the features of the platform: Revelations was created for the portable Nintendo 3DS, where originally came out. Short plot-game sessions on such a console look suitable. And I don’t want to go through the computer more than an episode at a time. The latter, however, is a taste.
The story told in Revelations is typical for "residents" The plot of the category z. Again a flash of a virus that requires an investigation, for nothing that it was a year ago. Bioterrorists again. Even the "laboratory under the mansion" managed to add. The usual cliches seasoned the intentionally complicated detective intrigue with a pair. For complete happiness, only cliffhangers are missing at the end of the epis. Ah, stop. Interesting, but even in such a scenario There was a place for serious topics, but Capcom seems to be afraid to reveal them.
how in our crown-time time the perception of outbreaks of the zombie apocalypse has changed. If earlier it seemed a convention, now you think: what the hell is it not grown to a global scale?!
By mechanics in front of us Classic action from a third person like a fourth part. Answering an unnecessary question: yes, you can walk and shoot at the same time. However, you cannot do without switching to aiming mode, otherwise the character pokes a knife in the best traditions of a provincial gateway. Otherwise, everything is according to the classics, so let’s move on to those solutions that create Survival-Horror.
The first pillar of the Gamdesign "Survival" is the restriction of resources. To the logical question: "What is it expressed?"The answer comes instantly. There are constantly not enough cartridges and heekens. No, not a few, namely Not enough. The collected cartridges will go to the monster around the next angle, and the only coveted grass will not last in the inventory and five minutes. The point is not only about the banal cutting of spavna, but also in the game directing. Although "Zenobia" is open to research and the player is free to turn back, the plot is linear. Consequently, gamemeracles are easier to arrange supplies on locations, focusing on the average player.
From the ideas simpler: the first hours of passage, the elimination of enemies intentionally made a difficult. Sea zombie requires not just a lot, but a lot of cartridges. Which, I recall, is always missing. Bastards are also tangibly: three or four missed strokes in a row, and the nearest checkpoint joyfully jumps from a sudden meeting.
In the same piggy bank of small but important solutions there is an architecture. The ship, especially in the beginning, is cramped and straightforward. It is almost impossible to disperse to the two of the rebellious creatures in local corridors. There is nowhere to retreat more often: only the door to the last location, where at least one zombie, was waiting for Jill. Here, the gear of programmers came to the rescue of the gamed designers. Revelations adds evasions from attacks of enemies: if the player in the desired phase of the blow clicks the button forward, then the protagonist will remain unharmed. The catch is that the mechanics rarely work. It turns out that whatever decision the player does not make when meeting with the enemy, The character is guaranteed to receive damage: either the enemy will have time to approach during shooting, or once hit with an unsuccessful attempt to evade him. Such an unpleasant aggregate primarily affects the already small supply.
You just have time to get used to the shortcomings and begin to get masochistic pleasure, how the game evades fast action in the Resident Evil 6 style . And the further the plot, the more the transition becomes tangible. The player is given more supplies and new weapons. In addition, a reserve of modifications of "trunks" is accumulated. The pumping system is modular: sets of improvements that are installed in special chests are scattered on the ship. For rare restrictions on the player, complete freedom of customization was provided; except that you can not put two identical improvements on one weapon.
It is when moving away from the "surviva" that the problems of the gameplay are opened. Revelations Fundamentally weak bat. Shooting looks like a cardboard: you don’t feel the return of the weapon, the shots sound like a “piu”, and if the enemy reacts to hit, then it is just right to launch a salute. As action the game is very weak, much worse than the same "six". There, players rightly complained about ambiguous aiming, but each shot was felt. The final boss of "revelations" is a giant occasion, if not disappointed in the game, then certainly spoil the aftertaste. And in general, during the ten -hour passage of the game from anger twice turned off the game, which happens extremely rarely to me.
There is a ship
The second pillar on which https://giantspinscasino.uk/ Survival -Horror is held is the pace. Slow as a process of writing my reviews. You can give the player a couple of rapid episodes, but it is impossible to build a horror on a fast gameplay. At least for now no one succeeded. The simplest solution here is to limit the speed of movement of the character. Loba method, but working, so you can’t run Re: Revelations from the words "well, at all".
There are approaches more spent. The slow advance of the player in the “Queen of Zenobia” is affected by the viscous atmosphere that is built on sounds. Jill’s wandering is accompanied by low, barely audible embedients that can be confused with the movement of air. They create a nearby: not complete silence that you do not believe in, but something close, more realistic. Melodies are accompanied by periodic relatively sharp bursts, as if showing that the heroine is not one. To move on somehow scary. Of course, it is important to play headphones: the atmosphere of the environment is transmitted much more lively. I personally checked: part of the game was held with built -in notes columns, they do not inhibit the pace in half.
Once touched on the theme of computers, then I will go on the technical side of the game with one paragraph. Portable roots affect productivity in the best way: Low system requirements are adjacent to a high framework. On my 2014 non-game laptop, Revelations issues comfortable 45-50 frames per second. Drawings are found when crossing the doors, when a neighboring location is loaded.
Back to our rams. The pace in Survival-Horror’ah. The game contains a subtle psychological technique of slowdown associated with a lack of resources. At the moments of special escalation of the atmosphere, I subconsciously want to run back so as not to spend ammunition and the healing on a terrible tank at the end of the corridor. Torment of choice does not contribute to rapid promotion. Risk – at the same time a small independent pillar, and the continuation of the story about the pace. It’s not only about "Go further or find here", And to a greater extent about "Would you visit a side of where I can get resources and put a lot of people".
The service of risk makes genesis. No, the "terminator" has nothing to do with. In Revelations, this is the name of the intra -game scanner. He has two functions: look for hidden resources on locations and scan opponents. Over the last player receives glasses in a separate research scale; As soon as 100 parrots are picking up, a new league is formed in the inventory of Jill. From the point of view of gamedes, genesis – killing two hares. Firstly, scanning takes time: for a couple of seconds, the player becomes helpless, and the pause slows down the pace. Secondly, for scanning living opponents give more monkeys than for dead bodies. Which, moreover, after a few seconds from shame fall underground.
Speaking of opponents. The game presents a simple, not distinguishing fantasy set. Let’s go on the list: a simple humanoid, a firing humanoid, a humanoid with hands-saws and for a company frog-perishable. In design, they are not close to the usual dead dead. On the one hand, novelty in the franchise, however, in the appearance of anthropoid opponents, it blows lafravtovo motifs. Periodically, the company is large. You should not scan these guys: they kill from one blow, so that any wrong movement teleports to the conservation point. Let me remind you, she missed. Completes the pyramid of creatures on the resident Pack of Bosses. About half a dozen, of which the final (which was already spoke about) and the former BSAA agent, unsuccessfully parted with life. To her, the approach is non -standard: the unfortunate person appears in the way Jill and, having received the daily norm of lead, goes into oblivion. And so several times. The battle takes place at the beginning of the game, when the atmosphere of Svyazchy is still felt, so associations with Mr. X and Nemesis arise by itself. The rest of the bosses are ordinary boxes for bullets: put full ammunition and the battle ends.
What will you think about him?
The latest gamemeraduer question for today is Backrecking. The word is terrible for many, but leave the Vietnamese flashbacks of the fourth DMC with you. In Revelations, the backing is conditionally divided into two types: conscious and unconscious. The latter is simple: Jill will visit several times the same place. Most often she gets there in different ways, one is shorter than the other. This technique shows the unity of the scene: the character all this time is on the same ship.
Conscious back -refreching is due to the personal desire of the player to go back. For example, to rest or get into previously closed places. Each player determines himself how many times he will run back and forth and how long he will stay on familiar locations. In many ways, such a backing is associated with risk, and also greatly reduces the pace. Sometimes even too much.
Skaying back and forth, the player cannot but pay attention to the interiors of the "Queen of Zenobia". In some places, the liner resembles a typical mansion for the series: spacious halls, casinos with machine guns and room-mitation of Parisian street. However, most of the locations are ship corridors, holds and cutting, which are accompanied by a dark blue color filter.
Although Resident Evil: Revelations was released in 2012, The picture sends hello to the beginning of the generation Xbox 360. In other words, animations look more or less modern, and, if you do not look closely, the game does not cause disgust. However, the origin pops up here: it is worth a little attracted, and the "soap" textures typical of the portivation are visible. The horror of local graphics is the unemotional faces of the heroes: the physiognomy are animated, and you have to guess about the experiences by the voice.
No matter how I try to make small aspects of the review inside the narrative, they all do not fit. For example, localization that deserves a couple of unflattering words. To the level of pirate transfers from zero far and each remark is separately understandable, but the impressions are terrible. Translations suffer from noticeable grammatical errors, but The main problem of Russian Revelations is the absent context. As a result, the same English word translates differently in neighboring remarks. Condolences to all the unexpuncts of a foreign language *insert advertising integration here*. A large and serious publishing house should not allow such a.
Nevertheless, I want to finish. A beautiful orchestral soundtrack, which in the long history of the Resident Evil has become an inconspicuous feature, was also noted here. In the compositions lies the originality that distinguishes the music written by the Japanese: the smoothness of the sound, the combination of epic and sensuality of the moment. There are few such melodies in RE, but they appear closer to the end, at the most exciting moments, which is why you remember them better.
Speaking detached, then Resident Evil: Revelations rather liked it than not. The game is weak as an action, but the re-launch of the Survival-Horror elements in the modern wrap for the developers. Let the main factor in the reverse transition of the series from Aquen to "Survyach" was the success of a reissue Resident Evil Remake, You can not underestimate Revelations. The adventures of Jill for the Queen of Zenobia not only gave rise to the branch of the series, but also gave Capcom a large pot of food for thought. Is it bad?
The best comments
It is better to play this game in a portativ on 3DS there graphics seems to be a cool mega, although the animation of people is present only in roolls. There were no problems with the help of running through the type of ruin in front of me, the characters are quite briskly dodging if only you did everything by timing. There are such chips such as aiming with a gyroscope on 3DS and some sigmes are implemented on the sensory screen. In general, it was necessary that the story was supposed to end on a killer killer with its puppy from the bazuka as in the best traditions of the series but something did not go according to plan, but so we got a fairly atmospheric stage where everything happens on a tightened final reptile (especially if this is the first passage). Personally, I liked the game, but I can advise I can play only in a portet, I did not play a corny on the PC and other consoles
The most beautiful jill in the entire series of rubber is in this game.
I more wanted to reveal in the text the theme of “surviva” and the game design of techniques that create it. For the sake of this, a number of moments have lowered; First of all, the "raid" mode. Also did not give out the usual verdict.
In the standard review of the "raid" there would definitely be a place.
Try to play it at the last level of complexity, you will discover new impressions from the very start of the game.
For me, both Revelations are incomparably better than Re 6, which I passed through force and almost without removing Facepalm. The 2nd, of course, is better, but the 1st is also not bad.
Why not a word about the raid? This is the reason why I have more hours in this part than in any other rubber – I deleted the game only after I knocked out all the medals.
I played in this part of the monastery about 5 years ago and, unlike 4, 5, 6 parts, it has no pleasant memories for me. The shooting is boring, and there were always enough hecticians with cartridges (at a normal level). No bosses, ordinary enemies all the more. I don’t want to call the game bad, but for me it is the weakest in the series
I haven’t played the second yet, it is quite possible better. But about the most boring part, I would not say, but not everything passed.
I liked the genesis: it all the time forces you to decide: you will use on a living enemy or you will not take a chance. Mandatory (or as I wrote, unconscious) back -crew is not so much, and most often you go with other, shorter routes.
Shooting yes, complete dull. It is extremely weak; If we assume that she is a curve, then a nightmare.
The main problem with Revelations is a disgusting port on the senior consoles, which cut a lot and gave almost nothing in return (and took something from the portivation, because all bonus costumes and the new monster had to be on 3ds). If you play on the device for which it was conceived – most of the (if not all) shortcomings immediately disappears. And I’m glad that I had the first passage on 3DS. Those who met her on PC and senior consoles – I do not envy, you have lost a lot.
P.S. The cut out from the first person I will not forgive them.
Just yesterday it passed. For some reason, I thought that this part is much better than 2 rhublies, but in fact it is the most boring abode of evil. The boring scanner, which is no longer half the game, is just the wildest back-crew (in the same locations, we will run 5-7 times), the krivopal shooting (on PS5), and the plot is some kind of game associated with the cartoon. Still terribly did not like its duration … The games are too long and from this it bothers in the middle (we constantly scan, scan and scan again, the whole game!) The second was 3 heads higher.
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