"17-year-old guys fight in combat furs against those destroying all living kaizu ". The game passes in 40 hours, and combines, suddenly, a fatal quest-adventure with a view of the “side” and RTS-real-time strategy in the style of bizarre mixed Company of Heroes and Frozen Synapse. Still not clinging? And if I say that this is a huge multifaceted multimedia work of art, a plot pearl, with a unwatting story about 15 completely different actors, with an incredible fascinating, great dialogs, a bunch of the most unusual, interesting situations and an insanely twisted story that is presented in such a way that the effect is “fucked up, yes!»Stably overtakes every 3-5 hours of passage? The game masterfully jugles with events, plays on feelings and properly leaves with the sensation of "yes! I want more!", Not having time to get tired of such a huge time.
Having quoted the thought of my good comrade, I want to immediately cut off all the prejudices about the plot "twists" in games: ""Playing, I remembered why I hate modern series. In the series, now they often make a plot turn for the sake of a plot turn, and in 13 Sentinels – No".
The musical part of the game, I must say, is quite strong, although it is completely functional. Separately from the game, tracks obey very so -so. And in the game itself – they work great. Music from the first battle.
Remarus for the completeness of the picture: At the end of the game, I blurred in a smile, in which surprise, delight, joy and catharsis came together – almost got up from the chair and did not applaud the authors. Standing.
"I Want to Believ"
The art-directory of the game is delightful and sustained in the vanillaware style traditional already for the studio
The art-directory of the game is delightful and sustained in the vanillaware style traditional already for the studio
The art-directory of the game is delightful and sustained in the vanillaware style traditional already for the studio
The art-directory of the game is delightful and sustained in the vanillaware style traditional already for the studio
The art-directory of the game is delightful and sustained in the vanillaware style traditional already for the studio
I started the story in this way for a reason. In fact, 13 Sentinels from the very beginning is pretty lucid and tells the classic tie for Japanese militants: they say, there is a monstrous threat that destroys everything in its path and a number of people armed with some unknown technology – to confront it. But in reality, the game is a comprehensive scientific and fiction work that uses the ideas and quotes of many greatest artistic works of different genres and different eras, which are a partial spoiler for future events. At a minimum, one can mention the “Evangelion”, “Alien”, “The War of the Worlds” and “Terminator” – this is enough to understand what the story will be conducted, but only in the first three hours of the game. To the finale, the list of carefully quoted masterpieces of world literature and cinema will become simply huge.
Precisely armed to the teeth of Mexha, 13 Sentinels is equipped with a whole clip of atmospheric tracks of approximately the same level and class.
How packaged here True – a real gift for connoisseurs of dashing, twisted as a launch spring, plots. Is it true The world and heroes themselves are extremely multi -layered, and even hidden behind many screens of lies and inconsistencies, where facts have many interpretations, distort, change, or completely erased over time. Important minor actors – dozens, factors affecting the world – trillions, on stake – the lives of heroes and millions of other people living in cities several different eras, available with an interval of 40 years from each other. Who or what is behind all this is a great question. Fortunately, the whole narrative is served so that with each new turn of events, more and more clarity is introduced into the common, becoming holistic, picture, gathering from a complex, confused puzzle. Predict the course of future key events is almost impossible.
Time is an unit ocean to the steering wheel
No less attention is paid to actors https://onceuponabingocasino.uk/games/ and dialogues: the characters are voluminous, luxuriously registered and have features that are difficult to logically link into a single canvas. But the scriptwriters of the developer studio, Vainllaware, It succeeded.
For example, an ordinary student living in 1985 – his name is Juro Kurabe. He is a fan of fantastic films of category “B”, studies in high school, while suffering from loss of memory and nightmares. Or student Fuyusak Iori, who does not fall asleep due to the fact that he sees strange, frighteningly believable dreams and always falls asleep in the medical center, then straight behind the desk. Or the same Natsuno mines, consisting of a athletics club that fans from everything related to UFOs and aliens. And later we are completely encountered with Japanese soldiers and scientists from the 1940s who are trying to cope with Japan’s secret weapons against the United States. And where without a guy with amnesia, who woke up with a gun in his hand next to the corpse? And this is not all the characters. All these heroes will play a role, everyone is given an equal amount of time: we are free to go through the story of each of the corresponding menu of choice and go through its history until a certain stage.
In an attempt not to violate the harmony of the narrative, the game will periodically block the further passage for one of them until some condition is fulfilled: an event for another hero (or a group of heroes) is passed or a particular battle with Kaizu is completed or completed.
Gammekhanically – this is a completely voiced, with excellent English dubbing quest with direct control, where all the superfluous is cut off in the gameplay as much as possible. Key thoughts and objects for each protagonist are placed in a separate menu with a stylish (in terms of sound framing) “Cloud of Thoughts”, where can it be used or conversation on a certain topic. In a word, this is a sort of universal analogue of the "use" button from old adventure. At the same time, curious: each thought is designed and unusual as “voice in the head”, which adds atmospheres – and such small strokes are full here. And a special pleasure – to find them for yourself.
The game does not force the head too often to restore the course of events in each passage: sometimes you can look into a special menu with the block diagram of each scene and estimate what needs to be done to move on. You can get stuck only in Pare places where the actions of the heroes are not quite accurately explained and submitted not entirely intuitive.
It is very difficult to get confused in the passage of history. Such block schemes come to the rescue, opening as they follow the plot
Physize in the grunted robot, Shinji!
The track "deoxiribose" plays in important battles for the plot. With his example, you can understand how amazingly the music is in the game. Until 1:34 is the preparatory phase before the battle, when the enemy only comes, from 1:58 to 3: 57 – entry into battle, and from 4:16 to 5:55 – a desperate battle under the curtain of a heavy mission, with a powerful guitar solo. Goosebumps throughout the body during the game are simply guaranteed. And, what is great, in the final battle, the final part of the track of the “line of the future” is completely in no way inferior to this in emotional intensity.
But as for the RTS-boys with kaizu, this is a separate full-fledged gaming mechanics in a separate section from the main plot. I will immediately make a reservation that they are felt more like an addition to the chic “adventure” part and are designed to dilute the story so that the player is simply not tired of him. But at the same time, the studio has invested in this regime a mass of effort and time.
The activation of the fur occurs with a wave of the hand at a special part of the body – each of the fighters has his own. Why? The game will tell, but everything has its time
Battles are carried out on a schematic map, as already voiced, in real time, but with an active pause. On average, two minutes last – exactly so much you need to survive and /or protect the terminal, repulsing the waves of enemies. The fascination of the fighting lies in the variety of situations in which the player put the designers and a limited set of funds that are at hand. For example, we have 13 fuckers in submission, only six can be sent to battle, the fighters cannot withstand two in a row due to the load on the neuro interface-they need to rest
Sometimes it is possible to shave a pack of enemies. And this is still oh-oh-very small. Sometimes it goes for hundreds. Well, stationary turrets, which can place the 2nd generation Sennels, help greatly in battle. Allies and “terminal”, which must be protected, often has to be covered with airfalling muffins: enemies of missiles do not regret. The interface of the game, by the way, is extremely convenient and sharply sharpened under the game from the gamepad
Sometimes it is possible to shave a pack of enemies. And this is still oh-oh-very small. Sometimes it goes for hundreds. Well, stationary turrets, which can place the 2nd generation Sennels, help greatly in battle. Allies and “terminal”, which must be protected, often has to be covered with airfalling muffins: enemies of missiles do not regret. The interface of the game, by the way, is extremely convenient and sharply sharpened under the game from the gamepad
Sometimes it is possible to shave a pack of enemies. And this is still oh-oh-very small. Sometimes it goes for hundreds. Well, stationary turrets, which can place the 2nd generation Sennels, help greatly in battle. Allies and “terminal”, which must be protected, often has to be covered with airfalling muffins: enemies of missiles do not regret. The interface of the game, by the way, is extremely convenient and sharply sharpened under the game from the gamepad
Mexhoi, who are just called “Sentinels”, are divided into 4 categories: close battle, “univrasal”, long-range battle and air support. Each category has its own set of attacks and “skills” (missiles, air defense, lasers, machine guns, rails, EMP loungers, drones, and. T. D.), and each individual fur, in addition to standard opportunities for improvement, has its own unique upgrade that improves one or another "ability". Abilities in the slots can be put a limited amount. You have to divide the fighters into narrow specializations in order to discover the maximum of existing tactical capabilities.
With each new battle, new types of improvements are added among enemies: individuals need an approach to separate, for example, to break through a shield or an explosion of a mobile mines not to damage a nearby union fur. Or climb kaizu clearly behind his back while he makes a circular attack. The battles are not very complicated and do not have the same phenomenal depth as the plot. However, their portion of pleasure is properly supplied. Moreover, the management and mechanics of the battles are perfectly sharpened under the gamepad.
A modest demonstration of ordinary, but cool background tracks on the menu
Upon completion of each chapter of the “quest” or “fights”, the game generously fills the found, vital information in the general and very convenient, cool “glossary” – this helps not to get lost in the entire circulation of places, people, facts, events, and technologies that are generously shared by 13 sentinels. By the end of the story, the section mutates into a more convenient performance showing where and when. I can’t tell you anymore – for spoiler!
This is what a special section looks like where all events gather. According to the L2 button, the storage of knowledge will open, which I can not show for anti -osporous considerations. Even this screen had to choose for a long time =)
They are not what they seem
What is the particular pleasure of 13 sentinels – work Makes, pushes start thinking and analyze all the events and facts that you are already known. Search for docks and inconsistencies in a complex fantastic world, where completely different are intertwined, and in general, at first glance, not interconnected incidents. And this special point, when the game throws you another amazing fact that turns the picture of the world at once – there is much delight from it: you will sort through all the options in your head, you are amazed, stagger, and try in vain to put it in a common mosaic. You begin to build theories, one after another, more and more crazy! And this moment is truly beautiful. And in this way, the story of the game always remains fresh and does not slip.
Heroes communicate before the battle, during and after – discuss what awaits, joke, quarrel – in a word, behave like living people. Neksto, in the game there is even a scientific explanation why the heroes in the cabins of the furs do not turn into a bloody mess after a clash with Kaizu, in the strength of the forehead of the forehead at full speed.
In fact, it is difficult to tell what the whole charm of the game without revealing specific important facts – and the more difficult it is to convince the layman of amazing 13 sentinels, which turns the game into a niche, but super -quality product. The usual, accustomed to Western projects, the player will need to do two things for himself: to be able to accept the visual style if he suddenly does not like it, and get used to the cultural characteristics of the Japanese and Japanese games. Two completely simple points that will pay off the hundredfold. And the Russian player still needs to have good knowledge of the English language – level B1 or B2 is straight. Fortunately, the game allows you to press the touch button of the gamepad at any moment and read all the dialogs of the current scene from beginning to end.
The game is filled with facts, actors, technologies, terms and a lot of other moments that should be kept in the head. If you follow the events carefully, you can find something really very interesting.
Summary. Stunning emotional drive from history is worth buying a game without hesitation. At the moment, it is available only on PlayStation 4 and PlayStation 5 and is going to go to Nintendo Switch, and this will happen quite soon – April 12, 2022. And I believe that 13 Sentinels: AEGIS RIM is worth purchasing directly at the start of sales. After all, passing 13 Sentinels is how to take part in the events of a fascinating, richly spelled out book with luxurious, stylish illustrations. A thing of manual, piece dressing, which comes out of force one in a five -year plan. You can only find fault with the fact that RTS-component games are felt a little less exciting than "adventure".
And yes, for me it is – The best game is 2020, I report this with a delay in the year. And I Happy, What got acquainted with her.