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Chinese Malakholny: Opinion about The Initial dilogy

Digging once again in collections Steam And Xbox Store, I stumbled upon a strange thing. It seems to be action. And, even, hack-n-Slash. And, it seems, it looks pretty, but quite budget. It seems strange in dynamics. However, in this I saw my charm and decided to succumb to temptation, pushing money from a small team of five Chinese brothers for two of their projects. They are called The Initial, Exactly two parts. Go very quickly, but I just needed it. I love maximum fun in the shortest possible time!

The Initial

The game manages to sometimes turn on the reward through primitive, but voiced dialogs with lupis, blaspheming heads. The guys would have more money, experience and state – it would have turned out cooler.

The first game is, one might say, a pen for a group of enthusiasts who decided to get out of the sandbox “We study game engines” in a big world with hard market competition. Since they did not seem to have a good screenwriter among friends, they decided to take gameplay. And an oak, crooked story – sketch on the knee between modeling and programming.

And, I must say, it paid off: The Initial It is quite a hardening, simple, but peppy combat system, not having time to get tired due to a short general timing of the game: in total, somewhere a couple of hours will take to pass. But the soundtrack, despite its electronic orientation and energy, completely manages.

The aforementioned combat system is quite demanding on the reaction and skill, representing the plus or minus familiar, but a rapid hack-n-loshas from a third person. Combinations of buttons are traditional: there are weak \ strong blows, there is evasion, jump, sprint, block. Cherry on the cake – finishing off the stunned enemies, and, separately, – special attacks on a separate combination of buttons. The curious moment is that the evasion also allows you to push off the adversary and go behind him than to actively use: the opponents, although stupid, can catch with uncomfortable attacks and put the block. An additional problem may be both the presence of traps of traps in the arena of traps and reinforcements in the form of shooters: both interference forces to rush around the battlefield at a frantic speed. Fortunately, no more than a dozen mobile “targets” are dumped into the arena, which is why the duel does not turn into a landfill.

It is pleasant to tire them: they worked on the sensations from the destruction of enemies, there is a certain imitation of “impact” and satisfaction from piercing them with a blade. To achieve this effect, only rapid animations of the stains of Katana was not enough, so the camera was taught to shake according to the movements of the main character, trying to simulate the action-like shaking of the camera in the AAA-game (which, oddly enough, does not rock it at all). Enemies react very sensitively to hits, bending in truly theatrical, painful poses.

Their bodily fluids do the same: blood splashes https://gamblingdata.net/casinos/joycasino/ are just like that fly left and right. The opponent pierced by the finisher makes the camera shake, and the heroine – or gracefully wave the weapon, or jump on top with the effect of amplification, or supernaturally pierce it from four sides. All this is announced in the style of Chinese militants of the 70-80s of the last century, which adds a kind of hypertrophied gloss: waves and enthusiasm of elaborate-accented, as if in their hands are not a sword, but a whole shaft.

But the bosses are angry in the game, which is why you have to replay the battles with them in order to adapt to the patterns of their behavior. The default management layout does not contribute to this: the appointment of buttons is not very convenient. Who the hell has come up with a block on LT, and evasion on the stick+LT, while a sprint on LB? The camera does not help to calm down irritation and the camera that strives to get stuck or throw out the next form.

But the same camera skillfully catches pantrachots. Note: these are Chinese Panteushots, not Japanese! Wannabe-Japanese, but Chinese!

Having run into the game with half an hour and estimating the scale of the developers, you can quickly realize that the guys gathered the game, by a majority, from other people’s asses. However, from this somehow came a brisk, playable commercial product with rather steep animal animations. To make a big world and extensive locations seemed to be too expensive, so they decided to limit themselves to local urbanism. However, unlike a completely penny-budget Mitsurugi Kamui Hikae There is not one only area for everything about everything, but quite holistic, small linear levels, invisibly crushed into combat areas.

The boss may well demolish the tangible part of the HP

“Presentation” of another boss before the battle

The Initial He runs quickly, but just with pleasure: a fighting dance in fluttering skirts looks beautiful, his choreography is quite good for himself. Blood splashes, the plot goes somewhere there, the background. The gameplay is fascinating, the shirt goes on its turn. Several aggressive bosses add speakers. What else to ask the game that is bought at the price of two beer cans and one pack of chips?

There would be more such niche games that are “eaten” in a couple of hours, but in return they give a fair portion of adrenaline!

And here The Initial 2: New Stage leaves more blurry impressions. After the relative success of the first game, the developer decided to inflate the ambitions and pump up the sequel narrative, which, in my opinion, did not benefit her at all.

Judge for yourself: a stuffy story with talking heads with a very cheap production and such a voice acting in which the characters do not quite understand where they are and what they do. Like not understanding the connection with the first game. Judge for yourself: Somewhere someone replicates someone. There are some slurred skirmishes between the authorities of the two countries where someone is trying to destroy someone, but then he understands that he is doing something wrong. Someone takes revenge for someone because of this, but all this is in vain. As a result, the very concept of “heroes and villains” falls into total porridge, since everyone is united, because in front of them is a new enemy. It was filed so lazy and stupid that it was not even worth trying: I lost interest in literally in the 20th minute of an endless empty-headed chatter with a bunch of names that are weakly attached to the visual series and names. And this despite the fact that I love the narrative in games!

The images of the characters, because of their non-elaboration, is easy to reduce to the asses, from left to right: the ass is mature and the ass is infantile

The new symphony, dramatic soundtrack, designed to press emotions, playing out classical musical passages, and no less classic, does not contribute to memorization and immersion in the plot. However, there is diversity: sometimes pleasant pop sites sound. Music, in general, was written and picked up from the heart: it’s nice to listen. But, in my opinion, the energetic electronics of the original worked in conjunction with gameplay much better.

However, the game has a number of light sides. All the same modest team was put up and processed both the visual series and the combat system. Take the same battle: it became more dynamic, more diverse and wider in the possibilities of striking on enemies, but lost a little in the feeling of impact, since the moving of the camera during waves and blows decided to smooth out a bit. But instead of katana alone, as many as 4 types of weapons are now available. They wanted to wave with technological brands – forward!

Before a heap, modifiers-chips were introduced into the game, with their special capabilities caused by RB+ABXY (vortex attacks, treatment, amplification, and. T. D.). The chips themselves are lying from opponents.

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