Saturday, December 17, 2011

In development - Spec Ops: The Line


The implication was that Spec Ops: The Line was supposed to go out and save the entire genre of military-shooter Call of Duty yet this fall, along the way to show everyone what a real, physically correct sand in the games. But instead, Yager took extra time to polish and release it only in the spring of 2012. Unfortunately for them, for this time managed to get Uncharted 3: Drake's Deception: producers Spec Ops, like all normal people, in private conversation, loudly admired them, but in fact are likely to secretly pierce needles figurines employees Naughty Dog - after level of the famous desert to surprise someone about the shooter sand will be very difficult. "Do not worry, we'll show you now the battle during a sandstorm this, and then you forget about Uncharted», - says producer and runs the first level of play.


This colonel

It starts with Spec Ops: The Line by presenting almost koppolovskogo scale: a dozen helicopters flying over the destroyed unprecedented sandstorm Dubai, and we see the whole scene, with a finger on the trigger gun, embodied in one of them. Sail by giant glittering skyscrapers of glass and metal flashing at the bottom of sand thrown into the new "Ferrari": even in the local surroundings, they look just a part of the cold oil of luxury.

The parallels with "Apocalypse Now" did not end up in helicopters, from the outset stated that our goal - to find and bring home the Colonel Conrad (and would like to write - Kurtz), who a few weeks ago, courageously refused to evacuate in the U.S. and now, together with their soldiers holds the key to the entire Dubai, hangs on lampposts remaining civilians and do not really want to be somewhere evacuated.


Helicopter shot down almost immediately, the hero, along with two companions continued on the path of his feet. It's time to say a few important words about the device Spec Ops: despite the fact that in our earlier preview now and then flashed the words "tactical shooter" is not meant by a "slow", "huge" and "clumsy." To our great joy, for war does not mean Yager complex tactical planning, or death from a bullet in his heel, and the execution Basmachi under a rock and roll. The basic principles of the game a little different from some Gears of War - a view from behind the shoulder of the hero, shelter, rather linear levels, a couple raucous teammates, you can even give some simple instructions (to kill the sniper, throw a grenade machine gun nest in, etc. .) And you can not give.

All the tactics going on here from variation of the game: AI behaves so ingeniously and unusually for modern action games that every battle can even replay endlessly - no attempt will be similar to the previous one. Especially revealing in this sense, a scene in which the characters are captured in the sights of snipers Conrad, and the colonel himself something aloof Snuffles on the radio about a sense of duty and offers as proof of the correctness of his words, killing two bound captives. You can do everything as he suggests (while shooting still can not avoid), but you can try to shoot the snipers standing on the bridge and at the same time to save the captives.


Tknesh - the sand will fall
We choose the second: in order to avoid confusion, we specify each of the companions in whom he aim and snatch yourself lightning gun - the game includes a second spectacular Rapid, which allows you to deal with the two remaining snipers. After that we were attacked by an army colonel soldier serving with the support of several grenade. We're almost blindly throw a grenade - it does not hurt anybody, but picks up in the air a cloud of sand, punctuated converting enemies into blind kittens are hysterically firing at one point, and we quietly click them one by one. But here in a single map-wall shelter arrive random rocket, the wall shatters into small pieces, and the enemies in the meantime have time to wipe his eyes from the sand and begin to fire again in our direction.


Realizing that the hero is left to live one second, we hide behind standing ten meters "Ferrari" the price of half a million dollars, and send both teammates deal with the grenade throwers. The trick failed - half a minute writhing in the sand colleagues, and we are left with only five rounds to the Desert Eagle in stock.




At this time the game's producer tells us in a dilapidated glass dome, looming over the battlefield, "prostrelite it and see what happens!" A couple of shots, followed by broken glass on the heads of enemies poured a huge wave of sand: we use a general panic, grab lying on the floor of the AK-47, we attain from it those who are not yet covered with sand, and look at how the landscape level in a couple of seconds to change right before our eyes. But the scene could not be, we will not break the glass and at the same time, it could easily be done accidentally released an enemy bullet, and then the sand would have crushed us.

The next battle takes place during a sandstorm this: the heroes hardly trailing forward, his hands covering their faces, not seen any around the pitch black, and enemies can be calculated only on the bright silent flashes of gunfire. Let the turn in the direction of such a "spark" - he goes out. Enemies, however, also can find us on outbreaks, suddenly appearing out of the wall of gray sand and mud (visibility during a storm - not more than ten meters). However, they behave very convincing: around and go from the flank, trying to cut us off from teammates, retreat, call for help, change weapons depending on the situation, and sometimes even throw a knife at close quarters. Such interesting enemies in shooter we have not seen since the first F.E.A.R


Only through them in Spec Ops: The Line would be equally fun to play in any decor, even the most worn-out, including the quasi-eastern low-rise villages dirty sand color, the design of which was written off, it seems, with maps De_dust for Counter-Strike. But instead of Spec Ops show us a completely different East - expensive, respectable, multistoried, sparkling cold steel gleam invested billions into this wilderness. It fascinates and frightens at the same time, and this is a quality that is necessary for a perfect game scenery. Why did not someone think to put here the action of a computer game before - absolutely incomprehensible.

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