Do not believe the developers! This game is not about portals at all, sometimes they even interfere with.
Everyone jokes: Splitgate is when they did not keep track of Halo and Portal . There is a share of truth here. But only one tenth. This game is an independent product that has something to say to our community. The guys who made a separate regime from Tibagan, I think, the language is generally suspended … but more on that later.
Now we will understand: what can the game give us? What makes her so fascinating and popular? What the developers wanted to convey to us and whether they got it? And in the end we will answer the question – whether it is worth?
Video/Audio version of the material. Pleasant viewing! : S
The foundation of the project
So, Splitgate – A great example of how disclosure One only idea makes candy out of the project. You might think that we are talking about the portal system, which developers boasted on the game page and in trailers. But it’s not so simple.
Portals, of course, is an important aspect, but it is Game mechanics, And to create a game around the mechanics alone will not come out, as if it would not want to. Well, it will work to create something, but holding the player is unlikely.
Therefore, the project is based on Idea. Around just one idea, which can be expressed in this case in one word. Dynamics. And in those places where the developers remembered this, the project came out magnificent. But everything is in order.
Disclosure of the main mechanic
Splitgate – This Shooter from the first person. You run and shoot. Therefore, the most important mechanics that the gaze immediately falls on is movement and shooting.
And both of these aspects are made in their own way beautiful. Movement it is felt simultaneously swift, dexterous and inert. All cards in the game are quite small, run from the strength of seconds for fifteen from end to end. Therefore, all players rush like a mad.
At the same time Left-design It is made so that the project does not turn into a shooting range. This was done at the expense of vertical gameplay, so battles often do not occur somewhere ahead, but above or under the player. To quickly get to the battlefield, use Spring. The charge is in it for a few seconds, but to adjust the fall or a jump trajectory this is more than enough.
An interesting aspect of the game is inertia – You can smoothly turn in the fall, the character becomes quite helpless in flight, but most importantly – this property is often used when passing into the portals to accelerate the character (on which, by the way, damage in close combat depends). Yes, p Portals you have to figure it out one way or another.
The competent use of portals allows you to kill the enemy in close combat with one blow (basic damage “from hand” – 30 units)
I have nothing against these guys, it’s just a shame that a good project was remembered by the community only as Portal with guns, although in this mechanics it is worth recognizing, the similarity is obvious. As in the legendary Valve game, the character has the opportunity to create portals strictly on certain surfaces. Four buttons are responsible for their opening and closing, which at first disorients.
On the keyboard these are buttons Q, E, Z, X. You quickly get used to them, the main thing is to remember – what color the “left portal” is, and which is “right”. Some players, by the way, prefer a gamepad even on a PC.
But then, when you learn to use them correctly and respond to the actions of the enemy, the second wind opens. Quickly catch up with the enemy on low-up? Easily! Monitoring of the situation? Cempering? Using the inertia of the portal for attacks in close combat? Unexpected moves, traps and tactical techniques? All this is implemented by four buttons and a boiler.
This is difficult to describe in words, but the portals really benefit the game, but they are not a goal, but just means.
Means. Achievements. Frantic. Dynamics. The mechanism of creating adrenaline situations when you can fly out into the enemy in a second or catch a shot from a shotgun from the other end of the card. Way to change the outcome of the battle or hide from the enemy. Of course, there were no problems and they are related to the modes of the game, so for now we’ll talk about shooting.
As for whether the shooting at Splitgate and the same Halo are similar – I just did not get acquainted with the second project. But I can describe my own impressions. As the owner of a proud silver rank in the apex (This season is a little less proud – bronze), I can say responsibly: there is no return here, sights are not needed, TTK is excellent, A Lack of damage from grenades I realized after five hours of intensive game. They are here to destroy the enemy portals, it turns out.
With each round, you begin to use grenades more and more often
Someone can call the shooting wooden and will, on the one hand, be right. But we will be honest: Splitgate is through the arcade shooter through, in which realistic shooting is not needed. I’m not sure that the shots here have putty, if only because the implementation of the “weight” of the bullet and the portal system in one project, it seems to me, would greatly load the server part.
And in such a game realism is only interfered would be dynamics and confused people. And so – everything is very clear. Where you shoot, there is a bullet there and flies. And it goes gameplay only on hand and gives rise to many bright and pleasant impressions.
What is under the hood?
Arsenal here, by the way, is quite modest, but interesting. Here you have various types of rifles, compact pistols, and shotgun, and a roar beloved by many. Total – 11 guns. But there are more than them on such cards. There would be more weapons – there would be more unpleasant situations, the taste of the main part of the community is more than the community.
I mentioned excellent TTK. Why I put it so loudly? Well, first of all, because it is the time of the murder, which is implemented in the project, is ideal for Splitgate to the spirit. The enemy can be killed literally in a couple of seconds, as well as “fly away” yourself. If you survived in the battle – a health stock of a hundred units will begin to quickly recover literally after a few seconds. Not a minute of respite, no thoughts “what” and “where”. Run! Run! Run!
And we resort to directly to https://grosvenorscasino.uk/ the conversation about maps And game modes. I counted exactly ten cards, plus six more minimalist “simulations” standing mansion. We will talk about the cards themselves later, in this game they are only scenery. But the modes are already worth a separate conversation.
So, the modes of the game. Conventionally, they can be divided into Classic And modified. And there and there the diversity pleasantly pleases, but here are the regimes themselves … Not all of them approach the project.
The diversity definitely pleases, albeit not always the way you expect
The diversity definitely pleases, albeit not always the way you expect
Let me remind you – The basis of Splitgate is the dynamics. Dynamic battles, constant movement on the map, confusing the enemy, playing a cat-mouse, if you like. And if part of the modes uses this concept for the good, the other part tries to go against the basics. For example, classic TDM Playing perfectly. Oddbol, where the set of glasses goes for holding the "ball" – too.
And here Tsar Mountain, Dominance And VIP player – modes in which the focus of the game is built not on movement, but on protecting a static point – they are not so attracted. Why is the VIP player-a static point? Despite the doubled health, he cannot use portals, which is why he turns simply into a slowly running marker. Slowly compared to other players who can instantly jump from one corner to another.
Moreover, if you fall down the cards being a VIP player, you can’t get back anymore. So it remains to shoot swirling opponents “from the bottom” ..
As a result, some kind of landfill occurs, someone is constantly dying, portals appear around, the screams of the wounded are heard … In general, the maximum that I received from these modes is a feeling of light paranoia.
The remaining classical modes are felt in different ways. Shooty Snipers, In fact, the same TDM, only from weapons a sniper rifle and a shotgun.
The mode, by the way, is one of my loved ones. Command SWAT The same Faberge, only in profile. TDM, that is. Shots in the head kill instantly. Feel the smell of dynamics? Works!
And here The fight of the teams, Dive And, to my surprise, Death Match They do not work as well as we would like. It turns out that the feeling of stream when playing such a “fast” game can destroy not only the “binding” of the player to the point, but also the excessive chaos. The above modes suffer from the great and mighty random. Well, and the dynamics were still removed from the fight.
When playing here, you simply do not know what to expect: it is constantly unlucky with weapons, the balance is impossible to calculate because of chance, everything decides, and in Desmachch you just suffer from the lack of eyes on the back of the head. Well, it seems to me as a proud non-holder of Global. Maybe avid players in the shooters 360-Nonoscope are scattered.
The reactions are far from always enough ..
The second type of mode – Modifiers. As I understand it, this is a list of classical modes modified by players. Also ten pieces. Somewhere, the changes affected only the size of the heads and the speed of movement or charge of the Railgan, somewhere the players recreated, and the developers later finalized classic modes from other games- Zombie And Gun Game.
Classic zombie mode, seasoned with portals, it is felt very nice
But some of them, for example Prisoner, beautiful, but absolutely not suitable for the project. One cartridge during the revival and one for each murder. There is no right to error. Adrenalinovo, juicy, but how the dynamics sagging … Everyone is trying to make a decisive blow and often “rattle”, sitting in the portals.
Although the regime and workshops on acute moments, much more often you become embarrassing in front of a more well -aimed rivals
OK! Caught! The whole part of user modes was made for this. Teabag Confirmed! Lord, how could you think of it! “Make a tea bag on enemies and get glasses. Make a tea bag on the allies so that the enemies do not get glasses ".
Dynamic TDM with an unusual aftertaste in the mouth … khe ..
Okay, the last joke.
How pleasant it is to take revenge on the enemy for the murder of a friend, while Tibegai on the corpse of a friend ..
In fact, this is the same TDM with a tip. The “tokens” system has already met in other projects. But the very concept and courage of developers, subject to current realities, pleases.
To the conversation about maps: they are made … medium. Somewhere I would argue with the decisions of Leoel Design, some of them seemed to me too simple or small, but in general you start to navigate them in a couple of hours of game. You remember short portal tracks, you know the main places of campers and the location of the weapon. And, frankly, there is nothing more to say more.
Vertical gameplay, portal surfaces, all that .. The game is not about the strategy on the battlefields, but about lightning-fast tactical decisions and "environmental actions". Therefore, even if the developers made, for example, a more or less understandable labyrinth of portal surfaces alone, it would still be played interesting. Until a certain point ..
Pot, not cook
A certain moment for me came to about the twentieth level, just when competitive games opened. The project is fascinating. Gives many positive emotions, but .. He is too sugary, in a good way sugary. Very Vivid impressions, constant stress, dynamics, assessment of the situation. All this Strongly exhausting. Keep the concentration constantly Very difficult.
In ordinary shooters, concentration moments Alternate with moments of movement on the map, choosing equipment and waiting for the enemy. This Short breaks, But they Relax us.
Splitgate lets relax only in the main menu.
Therefore, in Competitive mode I came tired. In any case, this is what I will make excuses for my own skill.
Competitive modes here are as many as 4 to 4, 2 to 2, plus the variety. I never tried the latter, in the first (here is a separate calibration) I calibrated for gold. I went to the second a couple of times and sat down to write a review. This is to make it clear how objective my next words are.
The game here feels, more tactical and "tough". They come not to smoke here, but to wind the enemy spine on the Reilgan. It can’t be campaigned, everyone goes so formidable and concentrated, you get rid of – the trunk at the fifth point is provided.
At the same time dynamics, Compared to the usual game, Slits In everything. The set of players is longer, the choice of weapons, subjectively, is more modest, in some places you begin to be afraid to appear – suddenly will arrive immediately by revival, the time of which is increased. In the second mode, 2 to 2, more terrible, but by that time … Let’s a little about the “skinchiks” and “graphone”, and then about the sad.
There is a military pass. He does not ask to eat. So, sometimes a window in the style of "But if they bought it, that’s what they would get". Well, there are two stripes of experience at the end of the round-a strip of battles pas and account level. There are skins. The part is good, some are not very. You can admire the weapon in battle, but it is better not to be distracted and look in the center.
Which, by the way, liked it – the test system. In addition to the usual tasks like “Make 10 double murders” and “Earn glasses on such a map”, there is a separate system of tests for weapons: you cause damage, make murders and double murders, stuff Kilstriki and simultaneous keel on a specific type of weapon-you get skins for this weapon of skins. You will complete all the trials-you will get a golden kalash, hehehe. Well, the golden skin to the "finished" weapon.
The prices here, by the way, are like in the apex . If anyone is interested ..
Grafonium was not brought. Good or bad – everyone chooses himself. But for me this is a project more from the beginning of the tenth than something relevant. At first I even thought that this creation was done on the Source engine, but no – the fourth ANRIAL. The soundtrack is not remembered, but the sound effects are juicy, bright and helping to focus on the battlefield. The sound of steps is positioned perfectly, though it does not pass through the portal, but it would greatly confuse in some moments.
In the dynamics of the battle, you do not notice the arcade graphics, so I would not take this to the minuses of the game. But the fact that games are on quite modest machines is a fact.
The flaws of the game and its main minus (?)
In general, the whole project is felt as something very Classic. And, by the way, undemanding. Graphics, menu and level design, character design. Some menu are very overloaded, sometimes the color scheme cuts the eyes. Fortunately, my monitor is not too good, and therefore does not blind. Well, the localization, I think, will correct. There are no problems with the queue and ping, by the way, no longer. A couple of times the drops only catch. But this is more likely.
The problem is the game in another.
It is trite from her You get tired. Now, if I overpower myself, I’ll come, slopes a couple of rounds – I will get involved and will shoot opponents with excitement with excitement. Not in competitive mode – there is still too hot for me, but in the usual twenty. But now I don’t want to go. Too bright, too sugre, too tense. Now, if you rest a little and look at the label in a week or two-with joy.
This game is very interesting and exciting to play, but it is difficult to do it a lot. Regularly, for an hour per day – possible. But it is almost physically difficult to leave for this project. In any case, for such phlegmatic as I.
Bright emotions. This is what this game gives. Dynamics, which was erected to the Absolute. Lightning battles, supplemented by the portal system. A lot of diverse modes For every taste. This game is felt as if it was made by the same players as we. This is one of those projects in which you feel that you yourself had a hand in development.
In my opinion – Try Splitgate is definitely costs. Go for an hour or two, play in different modes with portals, try different weapons-please. Stay in it for a long time? Here you have enough. Play pleasure. Try the new one. And most importantly – do not force yourself if you are tired. And this game keeps you in suspense almost always, from which you get tired quickly.
Thanks for getting acquainted with the blog! If you suddenly feel that no games are attracted, you can familiarize yourself with the article about game burnout. Maybe one of the tips there will help you.
In the comments, I will be glad to hear your opinion about this game and I will be glad if you point out any inaccuracies or flaws. And I repeat – play for your pleasure: s
The best comments
Played in Beta. The profile "Beta Fish" is lying on the account. Actively trembling for 2-3 weeks, and then successfully removed. Either tired, or did not like the balance in competitive mode. It seems to be the second half of all the ranks, but only perch playing, who, except to campy and randomly, know nothing.
How do you play? Now I thought about whether there are worthy analogues on a free basis? Not according to the concept, but in popularity and "honing" of the product.
All the moments on which the author did not like the game are associated exclusively with his little experience and inability to play shooters. I do not understand how to say that after a while the game is exhausting, I, as a player in an overwhelm on platinum, say that it is impossible to get tired of the splitgaite, he is very simple in shooting and at all and at the same time a hairstyle, with a variety of modes. I like the modes with one bullet and other difficult for the author, because there is at least some Cheleng. And the author of this review I would recommend playing games by the type of Kalovtuti, as in his mind will be, purely in Desmatche to run without a boshka and fart and farts sometimes. You do not get tired of the game, you get tired of Titanfall 2, overteca, but not from a plexus. The only minus of the game in the implementation of portals, when not all cards are equally good for them, it is better to integrate them into cards as in Kwike than to give them to players. I would recommend that the author would never write reviews on FPS again, it seemed that he was generally written by the player in FPS, who for some reason managed, managed to try the splitgaite, and he plays in KKI or something like that.
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