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Necrovision – Forgotten School of category “B”

Necrovision is the first relatively large project of the Polish studio The Farm 51. These same guys later released the most successful Painkiller: Hell & Damnation, medium Deadfall Adventures Middle Shooter and last year’s Get Even, which I could not play in. And the studio also helped with the development of the first “Witcher” and Two Worlds II, although I did not even try to figure out what exactly was their work. Still, today I would like to talk about “necro-zeal” today.

I remember the advertising campaign well and the first Necrovision ratings. The developers promised a classic hardcore shooter: a swift, cruel, non -shy “meat” and forcing a player with pleasure to suffer. At the same time, the game was going to combine the “old-free” with the amenities of our time in the form of beautiful graphics and, suddenly, a worked out script. Even demonstrated the okhorenic video, where the main character is preparing to withstand the unknown demon, which manages the revived barbed wire. Then there was a release, and critics, for the most part, took the novelty quite warmly. Although the story of the adventure of Simon Bakner and turned out to be predictably mediocre. Inspired, I really wanted to join the general feast. But at that time there was no such opportunity, and after a couple of years everyone forgot about the game. I forgot. Up to the sale of the GOG that happened as much in 2019.

In the presence of a rather perverted fantasy in the company’s logo, you can see difficult things: a village house, UFO and a standing member. Actually, the debut of the studio shines with similar contrasts. House – harsh, almost realistic sketches from the fields of the First World War. UFOs – paranormalism: vampires, demons, wundervafli and speaking demonic hand. Well, a member – flaws and problems.

Chapter One, house in the village

At first glance, Necrovision does not look like a dentifting shooter about the devils that I expected. There is more an association with Call of Duty, VietCong, or any other militar-wrap of the beginning of two thousandth. In Katszen in the first person (which, by the way, I can’t stand it), they briefly tell us the eyeballs: “We are here, the enemies there, Urraa, on the stud Urmus, oh yopt, everyone was dead except you, but this is fucking, Urraa, on the binding, you are the main character after the main character!”. Although, despite the banal tie, while the game is trying to show the plot.

In one place we are waiting for a cowardly soldier who betrayed his allies in the name of saving their own skin. In another – a wounded warrior who will die better than to give the enemies. Any paranormalism begins to appear quite quickly: either the corpses will begin to come to life, then the conversation about the drinking monsters can be overheated. At the same time, zombies are increasingly standing at the place of ordinary soldiers, which, with the support of the first “bosses”, are trying to bite everything that they have not yet been biting. At some point, even something similar to the fantasy troll appears.

To counteract the living https://nonukcasinosites.co.uk/free-spins-on-card-registration/ and not very monsters at the disposal of Simon, you can find the following means.
– two types of pistols, between which I managed to catch only aesthetic and “patriotic” difference (one pistol “my own”, the second – trophy);
-rifle with a bayonet, rifle with an optical sight and rifle-garnet. The first is a standard weapon in case the cartridges from normal end. The second and the third is a good, albeit situational weapon.
– impressive shotgun, excellent weapon for close range.
-An extremely useful machine gun, which, along with a shotgun, has become one of the main guns of man, zombie, vampire and demonobility.
– A machine gun. A cool thing, the cartridges to which end faster than enemies manage to be hidden from fear.
– auxiliary figovins, including a knife, a sappier blade, dynamite, grenades and gas lamps. If you don’t really want to climb into the near battle, you can throw a knife and a spatula. Directly in the head of a gaping enemy. Explosives are explosives. And gas lamps can be burned especially “fat” enemies. Fat burns well, so they are afraid of fire.

In addition to the above, there is a rather curious “combo” system. If not just killing enemies, but to do it quickly and beautifully, the accumulated adrenaline will allow you to do it even faster and more beautiful. In addition, “rage” will accumulate, the correct use of which will greatly facilitate the battle. And there is also a gas mask. Although I don’t quite understand why I decided to mention it at all.

The situation throughout the First World War with zombias and other evil spirits is constantly hesitating, so interest does not subside. Here you have a tank, here is a new boss, and here shoot a little from a stationary machine gun. But the enemies themselves are only a little disappointed: there are only a few types of them and they always behave the same. At some point, I even began to get tired of shooting at the same type of targets. But the locations are not disappointed, and they change the best of dynamically: from trenches to city, from city to sewer, from sewage to the fortress, from the fortress to the ass.

Chapter One: Nyashki, thighs – absent

Around the middle of Necrovision, makes a sudden “fint’s ears”. Imagine that you have sex with an excellent Asian, who turns into … no, not into a “ramp” in the middle of the process. It will be in the third chapter. So far, instead of an Asian, a beautiful black woman appears in front of us.

Because despite the presence of all the basic components, starting with the sixth chapter (there are twelve of them), the game begins to look and feel differently. Firstly, a speaking demonic hand appears at the disposal of the protagonist, which helps Simon cope with loneliness (conversations), and enemies. The latter can be shredded in close combat, throwing fire balls in them, do something incomprehensible (I really did not understand what is doing one of the magic modes), and freeze everything that will get to reach.

There is no need to choose between magic and bullets, since the outdated rifles of the time of the First World War give way to the vampire arsenal. Globally, the changes are not so big: over several levels, the main character is issued by a quick -firing machine, a quick shotgun, a quick -firing rocket launcher and a flamethrower. But you can hold all this with one hand. The second is busy with a magic glove, which opens up new opportunities for enaging and increases the dynamics as much as the main mechanics can allow. The flamethrower, however, seemed useless to me, but the rest served by faith and truth until the final. At the same time, the game periodically tries to throw something new. Here you have simple tasks, and pokatushki on a large robot, and even flights on an ancient dragon.

Of course, you can forget about the presence of a plot by this moment, but local views are still attracted. Yes, the other world cannot boast of the variety of landscapes, but it does not seem to be a problem. The locations look nice, and the attacks of claustrophobia because of too narrow corridors I did not have the chance to experience. True, over time, other problems begin to catch my eye, for which I have the last chapter allocated.

Chapter three: that the lazy people fiddled in the end

I will say right away: there are not so many disadvantages, and they are not so serious as to spoil the impression and prevent the receipt of legal pleasure. But these things still leave the sediment. First of all, I want to mention the insufficient variety of enemies. At first it seems that everything is cool: the Germans are replaced by zombies, zombies by vampires, vampires by demons. At the same time, something like infernal spiders or flying hargoes is periodically found. Only if you look closely, the same fights are waiting for us. That the German bores, that the vampire, that the demon will stand at a distance and shoot at the main character. And zombies, spiders and something like dogs are pounced in a skeleton and try to bite. Of course, it was unlikely that it was worth expecting more. But the battle tactics always remain the same, and it tires. Even the difference in the number of “lives” from the first to the last enemy is practically not felt, since the increased survivability of the adversary is compensated by the increased fire power of Simon. Of course there is still a glove ..

The love of developers for self -reproaches is also disappointed. He killed the troll? Well done, here is another. He coped again? Come on, repeat. You say trolls to kill too simple? So here are two at once! I managed it anyway?! Uuu, well now we will ask you. Here are three trolls at once! Yes, by the end the game still becomes more difficult. But personally, I would like to observe an increase in complexity as a result of the emergence of new, more dangerous enemies. And not additional copying of models. After all, when a lazy developer simply changes one enemy for two, even goblins begin to be sad. But they are just famous for love for tactics “we will put pressure on the crowd”.

There is another nuisance associated with repetitions. And this is a backstreking. Several times the game made me return to the empty corridors almost to the floor of the level ago. Several times I generally “stupid” for several minutes, not corny not believing that you need to go along the same road so far. A good example is one of the first levels. The main character needs to undermine the blockage, for this you first need to find two dynamite checkers. The first is nearby, everything is fine with her. But for the second one has to return to the very beginning. Why is it done – I don’t know. But it seems that for some reason they are trying to stretch the game. Just think: an artificial slowdown in the pace to stretch the game that promised a high pace.

Well, the last nit -picking will be the design of the final “boss”. You see, from the last level you are waiting for something cool. Moreover, before it really happened to meet interesting opponents. Even reviving the dead phantom, found almost at the very beginning, is interesting. But after that, you have to fight a giant robe-scorpion and arrange an aircraft battles with an azazel. And at first it seems that the final battle should continue a series of curious decisions. Simon climbs into a fighting goal to challenge the Mephistopheus, represented by a giant demon … It sounds fun, but plays so -so. The golem moves slowly, Mephistopheles even more slowly, as a result, all tactics boil down to the clamping of two buttons: one to walk in circles, there is evasing attacks, and the second to shoot. And having received enough damage and falling out of my “armor”, I was completely fucked up. Mephistopheles cannot catch up with Simon’s “sprint” running mode, but the damage from the two -legged receives a meager. Terribly slow, prolonged, boring battle. And this is the finale of the dental militant?! And in general, where the “boss” with barbed wire, which was offered during the advertising campaign?!

Necrovision – good, albeit far from an excellent project. Before us is a typical shooter of category “B”, which will be a good entertainment in the evening or two, but is unlikely to be remembered for a long time. Because of the above minuses, the desire to return if it arises, then “someday later”. At the same time, dynamic battles, beautiful locations, the availability of events diversifying and the lack of technical problems allow us to recommend Necrovosion to those who warmly recall the post -shooters from the beginning of the two thousandth.

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