July 31, 2025

How to correctly and how to correctly copy X-Com.

It went on December 29th, a long weekend was approaching and I wanted to play something tactical, but both parts of the X-Com were passed three times with different mods. I wanted something new, and I decided to trust the Stemovsky random. And Steam threw two completely different games, but built on a similar fight from X-Com.
Mutant Year Zero: Road to Eden and Troblshooter. I knew about the first game only from the trailer that I saw at the exhibition, and I knew nothing about the second, only what was written on her page. Screenshots of the battle with a field broken into squares and the course of fighters of two steps convinced me finally that it was worth playing. However, one of the games was very disappointed, while the second pleased me, and I decided to figure out why.

There is extremely little about the world around the world in the fact that it led to the current post-apocalypse only in the introductory screensaver and tiny pieces in notes at the levels that will be given seven of the power of seven. In short, then the world was pledged with toxic pollution, an epidemic of the red plague began, more than half of humanity that has swore. People began to hide from the plague along the bunkers and so that life did not seem like honey to cover all this with atomic bombing. True, why bombed and who is not clear, this is not said anywhere, and there is no consequences of radioactive infection. The Geiger counter and mutants are not actually cracked anywhere, but laboratory. As a result, there are a bunch of corpses of the deceased from the red plague, the world was destroyed by atomic bombing and toxic pollution for ordinary people fly in the air everywhere in the air. It seems that the author of Laura read three different books about the post-apocalypse in one gulp, fell from the stairs, and everything in his head mixed in a pile.
The whole thing is happening in a certain zone, which seems to be fenced off from the outside world, however, that keeps inside the inhabitants except fairy tales about the terrible surrounding world, is not said. After all, we will not reach the boundary of the zone. At the end of the game, it also turns out that this is a Swedish branch, whether there are others, it is not said, because it touched the sequel.

They live in the zone itself:
-animals, mainly background deer of birds and rare aggressive dogs, which for some reason the only ones mutated in some hellish hounds, except that they do not breathe flame;
– mutants, for whom they offer to play. They live in a house on a tree (ark), the number of them is unknown and why some of them are anthropomorphic animals, and some people with horns are also unknown.

By the way, if they were taken to the laboratory, then where all the animals from the same families went to which these mutants went. There is no normal duck or pig in the game, which even one of the heroes will think about during the game. But alas, all this will also remain a secret.

– People, but not quite already people. Ordinary people have died out, they can be found in the form of dozens of corpses in all locations, and in some bunkers you can find the killed people who are already just people who are already more modern people are mocking – cannibals. The savages themselves, cannibals or simply local walking bags with experience are people who have survived in the zone outside the safe bunkers, but under the influence of toxins (again not radiation, but where it went, the pancake) was mutated in a kind of punch from crazy Max and Nutcrackers from Last of US. By the way, if a special local fungus was spit in a local savage in the brain, and his head was swollen like … a controller from a stalker, then he gains mental abilities (hmm, where they drew so much inspiration).

About where normal human people have gone in the game will not tell you how these cannibals appeared and for which they do not like mutants also, why the mutants did not go crazy as cannibals will also pass by thoughtful readers of notes at levels. And all this will be explained by the fact that all mutants in the amnesia zone and they do not remember anything about what happened, and the only one who knows (the elder) does not want to tell anything and feeds the mutants of stories about how stupid ancient people themselves destroyed their world.
And of course I would like to know what mutants eat, because all the plants around are saturated with poison, the animals almost died out, and only the strongest moonshine is found from food for the entire game. It cannot be … although okay, we did not sit down in Zhezhish.

Departing from the problems of Laura, you can go to the central plot, although it is said loudly.
– Hero! We have problems! The only man who knows how to handle a screwdriver went to the forest and did not return. What does we still have a girlfriend who improves guns? She is not a mechanic at all, so don’t arise and go look for a man.
Everything that happens next is just an race from point A to point B from there from and further, to find out that there is no man, at the next point, too, he was dragged into the third. On the way, they do not complement the main task in any way, they just kick the next location. Site quests for the entire game can be found three or four, while they are simply in visiting locations away from the main road and their study. Something truly interesting along the way will not meet, except that the description of the “artifacts”, which the authors tried to make funny, based on the fact that mutants do not know what it is and they themselves invent why they needed these things earlier.
But the main problem I consider the merged ending, because in the end we still find the same repairman whose repairman we were looking for, and what do we see.

The savages captured him to find out important information from him. We go to the database of savages, which used to be clearly some kind of high-tech ark, around working helicopters, computers, notes on how we created mutants and weapons of the future. Here are just a single enemy, despite the good areas for the battle.
Only the repairman himself sits at the end of the bunker in the cell and says that the cultists took him out how to get into the main bunker and run an atomic bomb from there to clean the entire zone and create a new world. But they have long gone towards the bunker and can be caught up only by passing through a dead city, a terrible place where no one returned from.
Of course you go to a dead city, expecting something terrible, strong, new, and music and sounds create a suitable frightening atmosphere. It seems that the librarian on the super mutant will jump out of the corner … But no, there is just a bunch of robots. The same robots that met before, only in a slightly larger number, including only one new model, and then not the strongest. Given the number of EMP grenades lying in the backpack by the end of the game, passing the last levels turns into a children’s walk with minor obstacles.
And in the end we see only the head of the cultists with two guards who are killed without any problems. Heroes approach the bunker, the door opens, and inside is nothing only an unexpected turn. Which everyone has already guessed at the very beginning of the game, and the message on the computer hinting at the sequel or DLC.

As a result, the authors turned out a weak parody of post-apocalypse, which has too little humor for a good parody, and too many plot holes for a serious narrative.

The game is based on the world of an alternative future in which humanity has discovered a new source of energy. Magical energy (or Espersky, to be precise), which appeared on the surface of the Earth and crystallized into energy crystals. People began to use these crystals as sources of energy, and as a side effect, some people began to be born with the ability to directly use magic – Special Power Users). As a result, due to the development of magic, firearms and combat robots remained at the level of the late 20th century, and the design of some robots brazenly copies sequences.
After a global non -nuclear war (for nuclear energy was replaced by a new source of energy) the world was divided into several states, of which the game speaks only of three alliance in the West, an empire in the east and the Commonwealth in the North. In the center of the mainland, the largest city-state of Valhalla is located on the border of these three country. And the whole action of the game will take place in one area of ​​the Wall District wall of the city of Valhalla. They will not go strongly in the description of these three states, although in one of the dialogs a short conversation between the ambassadors of all three powers clearly shows their attitude towards each other.

The main problem of the city of Valhalla is crime, and in order to fight it the government divided the city into areas fenced off by high walls. . These are private security enterprises that receive tasks from the government to clean the districts from gangs, protect important places and hunting for monsters. For this they get good income and PR from the authorities. In fact, having lost the crime themselves, the government dumped everything on private firms, and now pays them and the publicity of their victories in the media, dumping all responsibility to the police. Thus, the most famous arrows become stars among the people, and the largest agencies are actually private armies.
In the course of the game there will be a lot of questions: why the police are so useless, why the destroyers are only among the shooters, but not among the police, why the government dumped all the work on shooters, what the government wants and how it is due to the 10-year-old terrorist attack. And all these questions in the game will be given answers.

The authors serve the plot in the form of kat-scenes appearing in front of each plot mission. Sometimes these KAT scenes last for 10-15 minutes and concentrate on the stories of one character. Cat-scenes themselves go in the form of a visual short story, where, against the backdrop of beautiful static asses, events are described in a dialog box with talking heads. The scenes are sometimes set as a good film, the authors easily jump along Timlin telling that story of 15 years ago then the events of the last two years.
Most of all, the first long KAT scene about the officer Joel, which takes place at the end of the chapter, is remembered. The authors in a series of screensavers jump between events two years before an important event, then five days before it, then again a year before, and two hours before the event. They skillfully showed in one series of KAT scenes and how Joel’s attitude towards the shooters changed and how the attitude of Isaac, who plays an important role in the plot, changed to them through him.

The main plot tells about the formation of a young company of shooters (which is offered to choose the name), led by the main character Albus. It all starts with the fact that he receives his arrow license and goes to the WW quarter to find his mother’s grave and establish his own company here. The first 30 hours of Gamplephei will only be the presentation of the main characters, with a description of their characters and a brief background.

By the third chapter, Albus is recruiting the first three fighters to his team, and finally wins the first major gang of evil bulls. And from this moment the most interesting begins. Before each plot mission, long cut-scenes begin, telling in detail the past of the central characters, and through them, simultaneously telling about places and events important for the plot. New gang is replaced by new gangs, the city is terrorized by the cultists of the spoon (yes, their name is Spoonists and they worship the first spoon, only please do not ask what kind of nonsense is) and the gang of the white tiger. At the same time, a gang of black tiger hid somewhere, and smugglers also adjusted the sploom in combat robots to commit terrorist attacks. Assassin from the largest gang of killers of Wendetta falls on top of all this on top. The districts of Yakuz from the "nine dragons" are also declared to the area and announce that the last carp is chosen and it is time to start hunting for carp. Moreover, a lonely bombing walks around the city explodes civilians and incinerates bandits to the right and left. In the center of all these hostilities, one small office of the protagonist is spinning, because all the large offices have been destroyed and do not want to contact the gangs. In some missions, you have to fight against all gangs at once, and the government is involved in all this. Passions are heated, the story holds in tension and suddenly ..
“Sorry, this is the end of the version for early access. Wait for the plot in the following updates. We read all the reviews in Steam and on Facebook* Thank you for your cooperation ".
Yes, alas, the game in early access has been made by only 75% so far and whether the main character will be able to allow everything or the tragedy of ten years ago is still unknown. But updates come out quite often and I hope in a year another game will be completed.
Sometimes in the game they even allow the hero’s answer in the screensaver, but this usually does not change anything, although sometimes this can give a different reward for a different choice. And sometimes the choice is very unobvious.

As for the sidelines, these are for the most part the green assignments that give the NPC in the market, and they are reduced to go kill the N-yo number of certain monsters or collect their claws. In addition, the sidelines are not completed, they end at the level 20 and does not appear further. This is a shame, given what kind of quests they give maximum things that are obsolete by the end of the game, but new ones are not expected.

However, it is worth noting the repeated tasks separately. After each story mission, the level for re -passage opens. It usually looks almost identical to the plot, but with other opponents and with other dialogs. It would seem that here it is, except perhaps a little more to reveal the characters of those bandits that we win in the plot. But then it comes to missions with monsters. At some point, in the plot, they explain to us why Valhalla was built on the border of the iron forest, where are the monsters and how energy crystals get here. Then the chain of five large secondary missions begins, where KAT scenes are conducted from the face of monsters. They have a whole community under the city, dogs hunt people, frogs are hunting for dogs, and all this is covered by dragons, which also appeared from somewhere in this not the fantasy world. Kat-scenes look funny and even show the characters of the leaders of the monsters, which we have to kill and do it very difficult.

Bottom line: The mutant is extremely weak in terms of the plot. The world was poorly worked out, the authors decided not to go into details, and replaced ignorance of the past by a light humor, which is frankly not enough. The main story and the sides-quests are also extremely weak. Gave the point of departure and the end point, but forgot to give any interesting content between them. The game is too short and DLS will not give so much for history.

Trubleshooter also has its own problems with the plot. The authors give a description of the world through the characters, and this allows them to empathize, but how long they go to this. The first two chapters and 30 hours of the game are a prologue, a prologue where nothing interesting happens! And besides, the sides-quest tied on the grind, just on these first two chapters. The plot can capture a thoughtful player, but only by the middle of the game, which is also facilitated by the protracted of the missions (the shortest battles last half an hour and complex battles from the end of the game can take up to three hours).
Of the options where the authors made the plot on the principle of “and so it” or “we forgot about the plot! I have to push the whole at the end of the game. "Still, the second option is closer to me.

Graphics and stylization
In the mutant of the graphics, it is definitely better than the shooters, more details, playing with light, models of characters move more realistically. And the engine works more smoothly by the characters less torn.
But the game has one obvious problem, and this is the design of the characters. All the characters in the game look extremely repulsive. I do not know who the person who prompted the developers to make such a detailed model of the anthropomorphic pig, but please find him and pull his eyes. Disney did not manage to draw a pretty Pumba, with which these developers with their budget decided that they would succeed!

But the pig is not the only problem, other mutants are more human -like. Scars on the whole face, wrinkled skin, compulsory dirt and cast -ups. At the same time, the models of the characters look frightening, they are so not like people. It is very difficult to associate yourself with these characters. There, in principle, there is no one non -repulsive character, except perhaps a trademark of weapons, because it is in a gas mask! Ordinary people look pretty cringo:

There are also a few KAT scenes made in style close to comics. They are well painted, but there are only five of them in the game, and they are too short to remember.

3D models in Troubleshooter look frankly cheap, like scanned Barbie dolls. I don’t even want to bring the camera closer to them, and thank God they do not force it to do this. You have to admire the three -dimensional model of the character only in the menu of their accession and in the inventory menu.

From afar, and even from the back, they look functionally. The roughnesses are not visible, it is easy to distinguish one from the other on the map, the problem is only in movements. While the character runs in a straight surface, this is not so noticeable, although sometimes animations seem torn, but climbing the stairs turns into an acrobatic circus. The developers clearly did not prescribe a separate animation for stairs, therefore, when the characters run along a gentle inclined surface, they partially fall into the textures. But it is worth directing the character to a steep staircase with large steps, the engine immediately breaks the stairs into blocks, and the characters jump along them like boxes. It looks especially funny performed by Irene, because her animation of the jump turns on the somersault forward. And for some reason I doubt that this will be corrected to the release.

Separately, it is worth noting the stylization https://memocasino-online.co.uk/login/ of KAT scenes in Trubleshooter. Since all of them are made in the form of static pictures, they are drawn by hand in a significant-better quality than three-dimensional models. In combination with music, the visual style of the screensavers perfectly creates the atmosphere. The authors perfectly combine all the elements of the environment in these scenes, which helps to imbue history.

As for the design of locations, the mutant clearly wins here, although locations are much less, but there are unique models of farms, a store, gas stations, where people could once live. Plus, there is some destruction of houses. In Trubleshooter, all arenas are static and consist too noticeable of blocks, especially in locations where there are rocks. True, the arrows have a greater variety of locations, there are trade quarters of the city, slums, forest, catacombs under the city, a lava cave, a frozen lake. Unfortunately, all the locations are just a forest with ruins, somewhere larger than the forest, somewhere more ruins. .

Bottom line: The mutant on the quality of graphics and details of the rent wins, the shadows from the flashlight, the rain and the fog, everything looks more natural. He loses only by design, the art director had to make at least one pleasant character with whom he could associate himself. The shooters of the graphics look cheap, but the arts to the KAT scenes were drawn with the soul.

Music and sound.

I had to re -run Mutant two weeks later, to remember whether there was a musical accompaniment there. The whole game is accompanied by heavy oppressive music, which differs for some locations, but made in the same style. Along with the lack of sounds of the world, music perfectly conveys the atmosphere of the lifeless destroyed world. The sounds of the environment appear only when the character approaches the enemy. The creak of the gear of robots and the muffled conversations of the cultists can easily reveal their location. It’s a pity that the just oppressive atmosphere created by such a musical accompaniment does not live up to expectations. The iron giant rumbling with all its mass can turn out to be a very weak enemy, and tense music from the cradle of the cultists leads us only to an absolutely empty bunker. The sound in the game well conveys the atmosphere, only not a single soundtrack you will remember in a week.

Trubleshooter is the reverse situation. The authors selected a large list of music for any cases and properly serve it at the right moments. The music from flashbacks about the difficult past of the heroes is especially remembered, and the music most often heard at the beginning of large combat levels. But the rest of the sound is lame. The sounds of the shots are approximately the same for the entire firearm, and the sound of a caste hit does not differ from a kick, and the enemies make sounds only entering into battle. Another problem is the uneven music. Когда во время боя на звуки битвы сбегается вся локация, включается самая динамичная музыка. But she is hung up and begins to annoy the dumb, if the battle is delayed for 15 minutes, or even 30. After that, the enemies may end, but there is no mission, and you will have to look for the last monsters on the map in complete silence, because the music does not continue.

As for the voice acting of the characters, all dialogs are announced to the mutant. But there are not so many of them in the game only 5 NPCs with a dozen monologues and five with the voice of the protagonist (pig). At the same time, the actor voicing the local spot is strongly replaying. Когда в финальной заставке вскрывается главный сюжетный поворот количество пафоса в его фразах начинает просто зашкаливать. In Trubleshooter, on the other hand, there are so many dialogues that the studio would not have enough funds to voice them all. All characters participating in the battles have a dozen replicas voiced that they pronounce, performing any actions in battle, and that’s all.
Compared to the mutant, the sound transfers the atmosphere better, and the voice acting is made at a higher level, but individual beautiful soundtracks in Trubleshooter are sown for a long time in memory.

Combat system and pumping of fighters.

“The X-Com is bad where you can’t miss, shooting point blank from the machine."

So I reached the point for which I took both games, which I determined which game I would advise others and which. Both games founded a combat system on the X-Com system: a field divided into squares, each fighter makes two moves, one attack, can use objects and change equipment. But both developers introduced something of their own and someone did it well, but someone does not.

Mutant.
The developers added an element of stealth. Levels are forest sections with ruins of buildings remaining from people where there are obstacles and trash for collecting. Fighters (maximum 3 in the combat team and 2 in reserve) move in real time. They can be divided by ordering someone to hide behind an obstacle, and arranged in different angles of the area before the battle. And you can run outside the battle with the flashlight turned on and off. It is easier to find resources with the included, but the enemy may also notice. If you walk with the flashlight turned off, then you can, noticing the enemy, set up fighters in advantageous positions and start the battle first.
What is the notorious stealth? Yes, the fact that the enemies at the level are always more than the fighters of the character and they are approximately equal in strength, so the game unobtrusively offers to share them. Some enemies are bent in one place, while others walk in the patrol along the location, and these loners should be caught. Only after that it is worth attacking gatherings of three or four fighters. At first, this looks interesting and promising, but very soon the main problem of such a system pops up: growth in the strength of enemies and lack of growth of stealth tactics.
Stlas’s essence to kill the enemy before he calls the help, but only the enemy is enough to shout and the whole location immediately hears him. And if you do not have enough damage to kill him in one move, then the stealth is failed. In total, the game has three silent weapons two pistols and a crossbow. No matter how hard the player tried, but starting with the 6th card, enemies in the amount of health and armor will surpass the total damage of silent weapons. The damage of the pistols with a silencer and the crossbow combined with maximum pumping weapons, if they are also screaming, only 16 units. And at the 6th level, single opponents with 16 units of health, or with 12 health and 2 armor, are already appearing. It is no longer possible to kill them in one move. The only way to kill them to stun, and only two skills in the game of two fighters are able to. And if at a slight level of complexity after defeating the enemy, abilities are restored, then on the normal you need to kill three enemies so that they rolled away.
As a result, if at the level of two piles of 3 enemy and 3 single patrols, then in the stealth to kill only two patrolmen, and everyone else will run to the shouts of the third and the finger will begin to the wall on the wall. And here the second problem of the game pops up, this is treatment. At the beginning of the game, when selecting the first first -aid kit, there is a suggestion that in battle the first -aid kit restores only 70% of its maximum value. It would be better if the authors gave a hint how to use a first -aid kit outside the battle! It is not used from inventory, but there is no hot key for this. As a result, joining the battle, you should try not to receive damage, but having been injured, it is advisable to immediately cure it, having spent the move, otherwise you will not be treated until the next battle and you will not be healed. In addition, the first -aid kits fall very rarely, and in the store they cost quite expensive. By the end of the game, the first -aid kits themselves become useless, because they restore only 5 units of health, and in maximum armor, heroes have 24 units of health.
All these problems are solved by the transition to a slight difficulty, but then the game turns into beating babies. All deafening abilities are restored after the battle, as well as all health. You can simply hide in the corners and arrange the genocide of the local population without fear of the answer.
The problem of the game is that there is no good silent weapon during the game, only what happened from the very beginning of the game with weak damage. New Stealth skills also do not appear. But powerful pulsed rifles and machine guns appear, which are drawn to use, but the rowing enemies are not so poured by the fighters.
As a result, the game turns out to be terribly unbalanced in the middle and at the end. Developers could correct this, for example, having made not only EMP granates against robots, but also deafening grenades against people. Or making a Gaussian sniper rifle silent, but they did not do this.

In addition to the stealth system in the game, a very simplified aiming system. There is only 0-25-50-75-100% probability of hitting, depending on the range/type of weapon, the position in relation to the shelter, the height of the shelter and the difference in heights between the attacking and the defending. The system is extremely simplified and made so as not to make more complex miscalculations. Is it possible to miss shooting point blank? Yes, easily. The rest of the distribution of the chance of hitting is quite logical.

The development of the heroes is extremely weak, more suitable not by plot characters, but to the faceless blanks X-Com.
Equipment on fighters includes weapons, armor, helmet and objects.

Weapon It is the standard post-apocalyptic samples of the company "Gamn and sticks" and AK-47. At the last levels from chests, it will also be possible to catch four samples of a more futuristic weapon, which, despite its appearance, is not so much different in damage from rusty self -shooting. The weapon itself improves at two levels for 90 units of weapons garbage, which gives +2ed to damage and +100 to the appearance. Various sniper sights and laser target indicators can also be attached to each weapon (there are only one weapons to some weapons) that give +% to the chance of Crete, accuracy or firing range, and underparkers can give the weapon a bonus chance to set fire, stun or discard the enemy.

Armor The main source of the increase in health and armor falls from chests at the levels and does not have any special properties, except for such a funny description of the subject.
The hats also fall from chests, and serve to increase insignificant bonuses: immunity to stun, firing range or increasing damage when shooting from a high position. They affect Gamplei extremely little due to very situational utility.

Items, including Molotov grenades and cocktails, extremely useful at the beginning of the game and absolutely useless at the end due to the appearance of armor, falsifier and smoke grenades with the opposite effect of ± accuracy, EMP grenades, a terribly useful and imbalanced thing against robots with a 100% chance of turning them off in three moves, and first-aid kits, useful at the beginning of the game. The main problem of all objects is that they do not grow with the growth of the strength of enemies and characters, and therefore a grenade per 4 units of damage is useless against enemies at the end of the game with 16-30 hp. There are no powerful grenades and large first -aid kits in the game, here the authors clearly did not work.

The growth of the levels of fighters occurs simultaneously in all the main and the reserve, for each level they give one point of skill, and nothing more. Skills can be invested in skills costing from 3 to 15 points. If you go through the whole game by cleaning all enemies, then there are enough points to study all skills except one of the last. All skills, in turn, are divided into four types:

Passive abilities This is +1xp, +1 Fire range, +1 movement range. . .

Strong mutations – shot with an electric shock, double shot, ram. . .

Weak mutations . . Useful in rare tactical situations and more often one of them is needed only one most useful, and the rest can not be pumped.

– passive abilities that do not affect the characteristics, this is the transformation of half -hearted shelters into full, plus accumulation from the distance, the ability to jump into higher obstacles.
The main problem is that the fighter has only three cells of mutations, and having immediately determined the most useful mutations on the rest you can give a damn and pump them according to the residual principle. . .

There is little tactical diversity in the game, there is no close battle, all the battles are reduced to a simple shootout due to shelters with the shooting of enemies of those who are getting better. . Any shot from a powerful weapon is a ram or a rake of a grenade can collapse half of the building including walls and floor. . A grenade thrown in the house can chop off the only way to the chest standing on the second floor.
The problem is that you can climb the hill only up the stairs and with the help of one selezny skill with wings, but the stairs are made in the game very crookedly. Rise the vertical staircase is a separate action, it takes a whole move in battle, but even worse things are with ordinary inclined stairs. You can’t move in battle for them at all, the game engine simply does not see inclined surfaces as possible points of movement. Because of this, I had a case when two fighters ran to the second floor and entered the battle with robots, and one remained downstairs. He could not go up, since the game does not provide for the rise on a regular staircase as an action.

Separately, it is worth mentioning the test mode of players, some online battles for those who liked the game. You are given a limited number of resources, for them you need to equip three fighters and go to one of the cards from the campaign and clean it. The problem is that the boss on the location is a player who occupies the first place in the top. . How much it is necessary to grind these small opponents in order to at least get closer to the murder of the boss, I am even scared to imagine. .
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We take the combat system as in other tactics, we make firearms with rare, found in a couple of characters and enemies, we throw a bit of magic and make more secondary parameters from the fighters as in JRPG. So we get what we see at the beginning of the game. And yes, again I return to the protractedness of the entry, the first 30 hours of the game we observe this simple and boring picture. Four fighters with their special blows fight on slightly different streets of the city with the same enemies. And so the fighters reach level 15 and all the heat begins. . Therefore, before talking about the battles themselves it is worth talking about pumping:

There are quite a lot of parameters in the game, here it is even closer to jrpg. And all these parameters can be configured by equipment. In addition to standard health, there are the following parameters:
– zeal (Vigor) – energy spent on any attacks and skills that need to be restored during the battle.
– SP is the energy that saves in attacks and allows you to go into the state of Overdrive to use ultimatical attacks.
– chances of block, evasion, accuracy, critical blow, increase to critical damage, calculated to hundredths of a percentage.
– Physical and Espersky force – the main parameters affecting damage. Each attack, skills and weapons have a formula that calculates damage depending on these parameters. And all fighters who own the Espersian forces, attacks are divided into more magical and more physical.
– Armor and resistance – respectively, protection against physical and Espersky damage.
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It is worth noting that the attack by the power of the fire exper is blocked both with general resistance and resistance to fire, but the run through fire is blocked only by resistance to fire, since it is not considered a magical attack.
. It should be borne in mind that the game has no moves determining the order of the battle. Each attack, defense, counterattack and stunning add time to the fighter before his next move. .

Equipment
. For engineer Kylie there is only one weapon of her own development robots.
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– objects – potions or grenades. .
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. The rest of the armor does not affect the appearance, although the weapon in the hands of the characters changes depending on the models.

Class
. At the same time, there are a basic level and level of profession. .
. Sometimes the combination of one upper class with its parameters and skills is better played with the abilities of another class.

. The predisposition is what kind of skills you can equip.

Skills (Mastery)
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And if basic skills can equip everything, then class and spontaneous skills depend on the predisposition of each fighter and his class at the moment.
At first you just knock out the skills from enemies what will come across. . You randomly equip the skills that you liked more. . And the question arises: what is it?


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. And this will be the simplest set that gives +1 to the range of movement and +10 to speed. Not bad, and even at once the second set is almost assembled. Having pricked skills, you will open a set that gives +100 CP, 10 protection, 10 zeal. Even better, but what can the game still offer.
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. The topic is long, and the number of various sets is amazing.
If the usual basic sets increase the usual characteristics, and universal sets increase the resulting trophies from the battlefield, then class sets can turn any fighter into a terminator under certain conditions.
You can equip the albus with sets of bleeding after each attack and counterattacks, while the Albus will attack each bleeding enemy again, while each repeated attack will be 100% more painful, while every blow to the bleeding enemy will take 10 units of time until the next move, and each murder will take away another 20.
You can equip Anna with all the sets of the Great Priestess, and she will immediately receive the aura of the shield, acceleration and regeneration, while any of her healing spell will give fighters additional regeneration, energy and acceleration.
And each character has at least three full lists of skills sets that can be equipped and his battle style will completely change, adjusting to this set. And when the fighters pump the levels to 40 and they will open all the cells of the skills, then the time will come to look for them the most optimal chin of skills with which you want to finish the game.

I have already written so much about pumping fighters, but this is not all. An hour for 40 games will appear on the first mission where only the enemies of monsters and many spontaneous veins of which can be mined crystals. Starting the genocide of the local fauna, you can finally get all the necessary types of ingredients from which you can crawl weapons. Things received on a workbench, according to the parameters, can be much better knocked out and purchased, while they can again be disassembled to spare parts and driven into new things, opening recipes of a higher level.
But craft quickly get tired, and the enemies will begin to appear in large numbers of robots, whose armor with magic you can’t do so simply. But then a woman-sniper whose large caliber is well versed in mechanical blanchs will come to us. But this is not all, because she has a second class with a special skill – taming, and she will be able to lure various monsters to her side with their skills. And you can start to grow your Pokemon Park.
Then enemies with a large number of skills and truly strong monsters-bosses will come to the robots. And then a girl-engineer will join us, who knows how to build combat drones and call them one in battle. A pair of new layouts for craft spare parts and robots themselves will appear in the garage. The main thing is not to forget to repair them and refuel between the missions.
The development of the characters and the development of enemies goes throughout the game, and even in the penultimate chapter a new interesting mechanics in Gamplee may be opened.

As for the combat system itself, this is a classic tactic imprisoned for a near battle. Of course, there are fighters specializing in long -range firearms, or in magic, effective at medium distances, but both among the characters of the player and among enemies are more than 60% are close fighters.

With a neat movement on the map, you can almost always notice the enemy earlier than to be discovered. The enemy vision is also shown, and you can arrange the fighters before revealing themselves. Enemies are usually divided into groups of 5-6 fighters standing in certain places on the map, and they can be attacking in turn. But there are patrols that call one group to another, and at later levels we are sentinated, which can convene all opponents to the location.
It is necessary to arrange the fighters in such a way as to block the passages and prevent enemies from entering the rear to the weak magicians. Send shooters to the hill and actively use arson and poisons a good idea, but the enemies also actively use it. The fighter who came off the group, which fell into the environment, is easily crushed by the number. And even the strongest skills will not save one pumped fighter against six ordinary gopniks.

Bosses are truly bosses, they have vanshoting abilities, mass pillboxes, and skills that allow them to resurrect twice per battle, which makes them very begging. At the same time, some plot bosses, even after victory over them, are hidden from the battlefield, and we later meet with them several more times. And the bosses at the last levels (such as three painted robots, or the Draint family) turn into a real test, which can only be completed by studying the level from all sides and finding a suitable place for the battle.

But it is worth writing more about the disadvantages of the game, and there are enough of them. They are mainly related to the problems of the engine and bad gam-design solutions.
– Gamplee vertical curve. If Mutant had a problem with stairs, then there is a problem with everything! Characters do not know how to jump on obstacles above the knee, and they do not know how to jump. If it seems to you that you can easily jump onto the one and a half floor, then I’m afraid for your mercenaries this will be an incomprehensible test. Many houses have boxes of ladder to solve the problem, but it looks strange. Yes, and the characters jump onto the boxes, well, they are directly jumped with the corresponding animation. And any fence to the waist -on for fighters is a concrete wall, they do not jump them, but bypass around.
But the main problem begins in levels with cliffs. After all, all the rocks are made of stone blocks of different heights and sometimes it is difficult to evaluate what stones the fighter will be able to jump up, but by which there is no. As a result, if the enemy sits on a hill, you can go around half a card and only then find the way to him.
– The transparency of the environment. In words, not convey how not obvious, which layer of display selects the cursor for moving. If three levels of heights have been laid out in one cage at once, then no matter how you closer and move the camera, you will not understand where your fighter will run.
– lack of visibility zones of heroes. The useful function that was in the X-Com and is also in the mutant, when you, leading the cursor in the movement zone, see in which enemies you can get from this place, and which does not. Alas, arrows do not know how, and you will have to guess you can shoot someone or not. In addition, all obstacles from advertising shields to trucks make shots through them impossible, although Ao-Antii pass through obstacles without problems.
– slurred system of ambition and salaries. All fighters have an ambition parameter, which decreases after each mission depending on the wounds received. It can theoretically be replenished by buying a fighter of food or giving a bonus to a salary. But this parameter itself is successfully restored over time. It seems that it was added for the future multipleer, but while he is not in the game, the parameter is useless. It was also possible to simplify the salary system and reduce everything to the final expenses at the end of the week, but this was done by dialogue. Apparently otherwise, the developers could not introduce a salary system for a dialogue, and this is already due to the problem of ambitions.
– General incompleteness and brakes. Until the game is completed, there are many roughnesses and the functions of which are not enough in the game. Sub-questes ending at level 20, sets of armor for high levels, advanced recipes for crafting, a store where you can spend walkies coins, buns for raising the agency level (which grows when completing tasks). All this is still sawing and sawing, and I hope the developers will finish all this to the exit of the game. Yes, and the game with a very long load is launched, so much so that impatient players can freak out and request a cashback without waiting for loading.
– incomprehensible mode online. What is it made in the main menu and what it gives and remains a mystery to me. The vague text about a certain access to the community did not impress me.

As a result, I want to say that the idea to add to tactics I liked such an extensive system for building a build. You can sit on the forum for hours, analyzing various combinations, and reconfiguring the character, then discover that for the whole set I do not have enough skill and go to knock out this skill. You can farm the same levels repeatedly to collect all the information about some rare enemies, and for this get a coin and all their skills that you have not yet opened. And that the main thing with such a protracted game she can still present something new throughout all chapters.
I would say that Trubleshooter won MUTANT on Gampleu. The authors added much more to the game, and all this works. And no matter how beautifully a shotgun of two sticks and isolets in a mutant was drawn, he loses to dozens of trunks with various characteristics in the shooter.

The mutant looks better and sounds better, although the design of the characters of some will be crumpled. It can be seen that the authors had more funds for development and the best engine. They wanted to create a good game and they almost did it. Unfortunately, noticeable flaws do not allow to say that the game turned out to be perfect. She captures in the first two hours, keeps in suspense when you sneak down the tunnel and hide from opponents. But very soon the problems of unfinished stealth and too rapid development of enemies pop up. As a result, the last levels are you or shoot off from the entire location of the opponents, hiding behind the shelter and try to somehow cure between the battles, or surrender and go to a light difficulty level to just finish the game and find out what will happen at the end. But alas, only a banal cliphester awaits at the end.

Trubleshooter is also made with the soul, the developers have much better worked out the game balance and development during the game. The plot is fascinating, and some screensavers knock out a tear. Let the plot give a little Japanese, but it can come in to everyone. I will look impatiently when the authors finish the last two chapters to go through the game to the end.

I went through the MUTANT campaign in 24 hours and I felt a little sorry for those 1000 rubles that I gave for it. And at the same time, I do not regret those 140 hours that I spent in Trubleshooter. If you could help the developers of this game by buying additional materials for it, I would do it. In the meantime, I will put it on the shelf and I will wait for new news about the deadline.

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P.S. After writing the article, I went to Wikipedia to clarify the date of the mutant release and read the paragraph there about the development.

. . The game is based on the Swedish table role -playing game Mutant Year Zero. Initially, the studio intended to create a game with the open world, but later abandoned this idea, since it was poorly combined with a step -by -step combat system. The developers also planned to introduce an irreversible death of characters and the opportunity to recruit new fighters into the team, but also rejected these ideas – according to the developers, they interfered with the plot of the game. To facilitate the study of the world by the player, the studio often resorted to the reception of the story through the environment.

It became clear where the problems with the balance in the game came from. I hope the developers will not give up and make another game. maybe even a sequel where everything will be fixed. Only this time they will immediately decide on which game should turn out.

* The activities of the parent organization META are recognized as extremist and prohibited in the Russian Federation

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