I don’t even know, this idea a la "Hired killer Which is no different from Agent 47" Looks boring. Maybe when it’s not too lazy I’ll go through the project and write a review. Or maybe not.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him.
Technical Content: 4/10 Good luck in future projects! And welcome to the DYOM community by the way.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
Congratulations! The first comment on your first project! And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project. Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way. And by the way, yes, Farmer, they sent you greetings here in the project.
So, I must say that there may be spoilers in the comments. For those who are blind and have not completed the project: SPOILERS !!! SPOILERS !!! SPOILERS !!! SAVE WHO CAN !
Hmm ...
Now a few words about the project. As a quest, the project is quite interesting and you can play it and get some pleasure from it, but because the project was made in the subject line "Survival horror" (although not fully, as stated in the description), the author most likely tried to do something the player would feel the effect of the suspense and just make him afraid of what may happen because of certain actions, but the author did it badly. Firstly, the project’s atmosphere is not enough and the project doesn’t seem to be “alive”, for example, to add an ambient ambient soundtrack for the genre or simply when something frightening happens to substitute an effect for this, for example, when Barsik saw that we approached and we need to hide. And so you just go to the interior with a poker face.
Atmosphere: 2/10 You can say little about the gameplay, because it’s just a quest-wandering quest, you’ll find it, you can do it, but sometimes it turns into stealth or in BEGIAII * mate BEGIAII! normal quest a la "find a way out."
Gameplay: 8.555443 / 10
Here is a separate topic about the dialogues, I will tell you right away ... THEY ARE HORRIBLE! Especially the dialogue at the end, it is worse than all the other dialogues before, “Lol, ahahahahahahaha”, a brain explosion, as well as the phrase Barsika “I’RE GOING TO YOU, THEN WE WILL EAT, AND THEN I WILL REMAIN!” verge of logic. And by the way, I forgot about the brackets, it is better not to insert them into the dialogues AT ALL.
Dialogues: 0.1 / 10
The only thing that is probably good in this project is the mapping, sometimes illogical, but still it looks cool and very much in the subject.
Mapping: 11/10
Now think, specifically, the author used the bug with the radar or did it happen by chance? But anyway it is in the atmosphere. Personnel, in principle, also look good, especially when the man held the camera in his hands and also when the same camera "fell", it turned out to be quite plausible.
Technical content and all sorts of rubbish: 9.999999999999 / 10
Probably put +, for the fact that the gameplay turned out quite diverse, well, and for the fact that this is just an interesting quest with an unexpected end.
Nah, man, that’s for yourself. Make the whole project a carbon copy of the original game? Well nooooo.
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here. The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz. And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time? I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS). What about the sound design in this project - excellent.
hidden text
Although the telephone did not exist at that time, I still felt that the shots seemed to be real from the telephone. Well, the beeps are also good
Sound design: Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
Nah, man, that’s for yourself. Make the whole project a carbon copy of the original game? Well nooooo.
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here. The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz. And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time? I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
Nah, man, that’s for yourself. Make the whole project a carbon copy of the original game? Well nooooo.
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here. The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz. And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time? I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS). What about the sound design in this project - excellent.
hidden text
Although the telephone did not exist at that time, I still felt that the shots seemed to be real from the telephone. Well, the beeps are also good
Sound design: Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
Nah, man, that’s for yourself. Make the whole project a carbon copy of the original game? Well nooooo.
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here. The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz. And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time? I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS). What about the sound design in this project - excellent.
hidden text
Although the telephone did not exist at that time, I still felt that the shots seemed to be real from the telephone. Well, the beeps are also good
Sound design: Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS). What about the sound design in this project - excellent.
hidden text
Although the telephone did not exist at that time, I still felt that the shots seemed to be real from the telephone. Well, the beeps are also good
Sound design: Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
Nah, man, that’s for yourself. Make the whole project a carbon copy of the original game? Well nooooo.
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here. The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz. And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time? I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS). What about the sound design in this project - excellent.
hidden text
Although the telephone did not exist at that time, I still felt that the shots seemed to be real from the telephone. Well, the beeps are also good
Sound design: Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS). What about the sound design in this project - excellent.
hidden text
Although the telephone did not exist at that time, I still felt that the shots seemed to be real from the telephone. Well, the beeps are also good
Sound design: Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9 Anyway. (By the way, Arthur had a bazooka from somewhere: D) Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ... How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000) On this sobsna the second mission ends.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9 Anyway. (By the way, Arthur had a bazooka from somewhere: D) Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ... How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000) On this sobsna the second mission ends.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9 Anyway. (By the way, Arthur had a bazooka from somewhere: D) Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ... How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000) On this sobsna the second mission ends.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9 Anyway. (By the way, Arthur had a bazooka from somewhere: D) Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ... How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000) On this sobsna the second mission ends.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9 Anyway. (By the way, Arthur had a bazooka from somewhere: D) Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ... How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000) On this sobsna the second mission ends.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9 Anyway. (By the way, Arthur had a bazooka from somewhere: D) Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ... How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000) On this sobsna the second mission ends.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9 Anyway. (By the way, Arthur had a bazooka from somewhere: D) Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ... How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000) On this sobsna the second mission ends.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS! ATTENTION SPOILERS! ATTENTION SPOILERS! First mission. And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well) Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9 Anyway. (By the way, Arthur had a bazooka from somewhere: D) Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
No, I cannot close my eyes to this. Guys, if you don’t like such projects and you just give shooters or something like that, I have one answer for you - do not play. The author himself wrote: "The mission consists of only 1 part, which is a DIALOGUE." Consider the project from a technical point of view, and do not put a dislike for the fact that you do not like this genre, I understand that everyone has their own preferences, but still, be humane. This was just a preface, now I’ll say a few words about the project.
In general, the project was made based on Andy Weir’s book "Egg", which the author told us at the end of the mission. After the project was completed, I immediately drove the title of the story into Google and read it with interest, although I do not have much interest in reading books, or rather I do not have it. The project, or rather the mission is, as the author wrote above, only a dialogue, the lines of which were taken from the story. Accordingly, that the book, that the project is one and the same. The plot and idea 8.5 / 10
There is nothing to say about the gameplay, it is actually not there. Although you could add it, for example, so that the player would drive during gameplay and a truck crashes into it (by the way, the book described that it was a truck, not Madame), at least there was something.
Gameplay 0/10
The cinematography is amateurish, some aspects look really juicy and cinematic, although I would have done a different skin of “God”, which would not have been God, but certainly not a person who looked like a waiter: D
Technical component 7/10
The project is quite emotional and truly fascinates you and makes you think about some things that I could not even think about. As for me, the project is not worthy of such an assessment
No, I cannot close my eyes to this. Guys, if you don’t like such projects and you just give shooters or something like that, I have one answer for you - do not play. The author himself wrote: "The mission consists of only 1 part, which is a DIALOGUE." Consider the project from a technical point of view, and do not put a dislike for the fact that you do not like this genre, I understand that everyone has their own preferences, but still, be humane. This was just a preface, now I’ll say a few words about the project.
In general, the project was made based on Andy Weir’s book "Egg", which the author told us at the end of the mission. After the project was completed, I immediately drove the title of the story into Google and read it with interest, although I do not have much interest in reading books, or rather I do not have it. The project, or rather the mission is, as the author wrote above, only a dialogue, the lines of which were taken from the story. Accordingly, that the book, that the project is one and the same. The plot and idea 8.5 / 10
There is nothing to say about the gameplay, it is actually not there. Although you could add it, for example, so that the player would drive during gameplay and a truck crashes into it (by the way, the book described that it was a truck, not Madame), at least there was something.
Gameplay 0/10
The cinematography is amateurish, some aspects look really juicy and cinematic, although I would have done a different skin of “God”, which would not have been God, but certainly not a person who looked like a waiter: D
Technical component 7/10
The project is quite emotional and truly fascinates you and makes you think about some things that I could not even think about. As for me, the project is not worthy of such an assessment
No, I cannot close my eyes to this. Guys, if you don’t like such projects and you just give shooters or something like that, I have one answer for you - do not play. The author himself wrote: "The mission consists of only 1 part, which is a DIALOGUE." Consider the project from a technical point of view, and do not put a dislike for the fact that you do not like this genre, I understand that everyone has their own preferences, but still, be humane. This was just a preface, now I’ll say a few words about the project.
In general, the project was made based on Andy Weir’s book "Egg", which the author told us at the end of the mission. After the project was completed, I immediately drove the title of the story into Google and read it with interest, although I do not have much interest in reading books, or rather I do not have it. The project, or rather the mission is, as the author wrote above, only a dialogue, the lines of which were taken from the story. Accordingly, that the book, that the project is one and the same. The plot and idea 8.5 / 10
There is nothing to say about the gameplay, it is actually not there. Although you could add it, for example, so that the player would drive during gameplay and a truck crashes into it (by the way, the book described that it was a truck, not Madame), at least there was something.
Gameplay 0/10
The cinematography is amateurish, some aspects look really juicy and cinematic, although I would have done a different skin of “God”, which would not have been God, but certainly not a person who looked like a waiter: D
Technical component 7/10
The project is quite emotional and truly fascinates you and makes you think about some things that I could not even think about. As for me, the project is not worthy of such an assessment
No, I cannot close my eyes to this. Guys, if you don’t like such projects and you just give shooters or something like that, I have one answer for you - do not play. The author himself wrote: "The mission consists of only 1 part, which is a DIALOGUE." Consider the project from a technical point of view, and do not put a dislike for the fact that you do not like this genre, I understand that everyone has their own preferences, but still, be humane. This was just a preface, now I’ll say a few words about the project.
In general, the project was made based on Andy Weir’s book "Egg", which the author told us at the end of the mission. After the project was completed, I immediately drove the title of the story into Google and read it with interest, although I do not have much interest in reading books, or rather I do not have it. The project, or rather the mission is, as the author wrote above, only a dialogue, the lines of which were taken from the story. Accordingly, that the book, that the project is one and the same. The plot and idea 8.5 / 10
There is nothing to say about the gameplay, it is actually not there. Although you could add it, for example, so that the player would drive during gameplay and a truck crashes into it (by the way, the book described that it was a truck, not Madame), at least there was something.
Gameplay 0/10
The cinematography is amateurish, some aspects look really juicy and cinematic, although I would have done a different skin of “God”, which would not have been God, but certainly not a person who looked like a waiter: D
Technical component 7/10
The project is quite emotional and truly fascinates you and makes you think about some things that I could not even think about. As for me, the project is not worthy of such an assessment
the story turned out to be the bullet point in Boff’s story.
This is understandable, but there is an idea about Boff’s past, for example, how he started his activities with Keshon. The description briefly said, can be done in detail, but only by the project. You can also bring in additional content such as: "What happened while Boff was in prison." There are many ideas in general, however, I and Paci4ist decided to take a break, because we are preparing a massive project and are already tired.
Thank you guys all, honestly! I didn’t think that the project would take off so much, because we expected this from ours previous project I did not like the storyline itself, it seems to me too childish, although I myself invented everything. However, I agree with people that the shootings were juicy, we had no problems with this. We thought through every detail in the shootings, and tried to make the player feel scared and unprepared for a mess with guns. Maybe it worked out, it doesn't matter. We also think whether to do the second part of this project, but every day we build on this idea.
2) Ben in the gameplay has disappeared 3) Johnny, with the power of thoughts, moves the drug into a bag, with animation of objects, by the way not bad And yes, do not take it seriously, it's all irony!
Hmm, why is Carla not the first to die? She is a black woman! In general, at first I wanted to put a minus to the project for a tattered idea, although the corroboration is good, but still. The ending wrapped everything up, laughed.
Category DYOM-bloopers. The information below is the personal opinion of the author, you can either agree with him or not. Attention spoilers! Bloopers: 1) For some reason, in the first mission, Ben had a double personality, so one of them remained at the slaughterhouse. 2) Ben said he was leaving, he lied! He disappeared. 3) Johnny is in addition to the mafia Jedi! 4) Why would Sullivan run away if he still waited for Johnny on the boat? 5) Hillbilly by helicopter? 6) The camera goes through the textures (well, DIOM is the same) The end of incomplete.
In general, the project is ridiculous and, in principle, acceptable, especially cut short with the homeless on the ship. Put + or something.
I’m very sorry, we apologized for describing them in short flashes because we thought that the project would be unrealistic for people and flooded as quickly as possible, we apologize again (Yes, and we can’t change the description)
Is this your big project you talked about? Well, I don’t know, 2 missions are very few.
Of the minuses: - Bugs (He especially threw a bug in the first mission when they killed Josh) - Spelling Of course, spelling errors were scanty, but they were still shameful.
From the pros: + Nice idea and serve Already better than in your past projects + Soundtrack
I didn’t put anything because I didn’t know what to put here, the project seems to be good and at the same time bad Grow further (And yes, work on your DYOMu27a skills)
Meh, boring. I understand you like to do something like that, but please do it a little better. -Actors who appear in the frame Well, keep silent about it Boring story The cavalier commits suicide, after which his wife is also cut out + Camera work is clearly your hobby
Bottom line: Develop further, in principle, this type of project is acceptable, but not in this form, good luck.
Which is no different from Agent 47" Looks boring. Maybe when it’s not too lazy I’ll go through the project and write a review. Or maybe not.And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him.
Technical Content: 4/10
Good luck in future projects! And welcome to the DYOM community by the way.
nemnogo star 08.08.2018, 14:52:34
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
And he will be with constructive criticism.
In general, I love projects in which there is only 1 mission, while this 1 mission is much better than some projects in which there are 8-11 missions. And dofig of time is spent on this 1 mission to make it as good as possible.
By tradition, I will start with the atmosphere, there are not many projects in which the atmosphere is at the highest level, especially at the moment. She is missing here, usually it corrects the sound design (you could add an alarm sound or something like that, and then I would feel that there is a real "Shawshank Redemption": D) or as many people call it: "Game Palette" . Now I’ll quickly tell you that this is back to the project, because DYOM does not allow us to somehow diversify the gameplay, we will restrict ourselves to the style of the project, for example, in fiction genre projects, images of implausible phenomena or images are shown. Well, that’s just the author’s fantasy. In fact, the game palette gives an individual style and atmosphere to the project. It was possible to make for example a gloomy style in the project and put some kind of dark weather in DYOM so that it would feel as if you were really in some kind of madhouse where everything looks pretty creepy. And now again to the project.
Well, actually here with such-and-such atmosphere, loonies do not seem to you loonies at all for a second, they are like ordinary people. However, I can safely say that the author managed to develop a little "ENT" of the project. In the archive with the project there is a folder “Texts”, in this folder there are 2 text files in which there is some information about the main character and the so-called “Letter of the Governor”. I advise you to read by the way before going through the project. A small but nevertheless pleasant and interesting trifle.
Atmosphere 6/10
The gameplay here is pretty hardcore and sometimes you can even die from the 1st commando while you swipe at him. By the way, I liked the chip at the beginning that we have a choice, choose either a baton or a knife. Also, along the way, it will be possible to pick up someone else’s melee weapon or even a pistol. Pretty cool happened!
Gameplay 8/10
Mapping didn’t notice much here, to be honest, in the interior everything was delivered as it was. Or, I missed something.
Mapping is not here.(sort of like: D)
About the technical contents, there are also a few words, well, first of all I will give you advice, when you write the name of the mission, write the letter “Z” with a capital letter, because when you start the mission instead of “Z” there will be a dollar. I also advise you to always put 42 objects (turning them over in advance) where the player should not go, once I didn’t know what it was necessary to beat all the guards and left the interior, which ultimately led me to fall under the texture and everything had to go through again. The angles are quite spectacular by the way.
And by the way, yes, Farmer, they sent you greetings here in the project.
For those who are blind and have not completed the project:
SPOILERS !!!
SPOILERS !!!
SPOILERS !!! SAVE WHO CAN !
Hmm ...
Now a few words about the project.
As a quest, the project is quite interesting and you can play it and get some pleasure from it, but because the project was made in the subject line "Survival horror" (although not fully, as stated in the description), the author most likely tried to do something the player would feel the effect of the suspense and just make him afraid of what may happen because of certain actions, but the author did it badly. Firstly, the project’s atmosphere is not enough and the project doesn’t seem to be “alive”, for example, to add an ambient ambient soundtrack for the genre or simply when something frightening happens to substitute an effect for this, for example, when Barsik saw that we approached and we need to hide. And so you just go to the interior with a poker face.
Atmosphere: 2/10
You can say little about the gameplay, because it’s just a quest-wandering quest, you’ll find it, you can do it, but sometimes it turns into stealth or in BEGIAII * mate BEGIAII! normal quest a la "find a way out."
Gameplay: 8.555443 / 10
Here is a separate topic about the dialogues, I will tell you right away ... THEY ARE HORRIBLE!
Especially the dialogue at the end, it is worse than all the other dialogues before, “Lol, ahahahahahahaha”, a brain explosion, as well as the phrase Barsika “I’RE GOING TO YOU, THEN WE WILL EAT, AND THEN I WILL REMAIN!” verge of logic. And by the way, I forgot about the brackets, it is better not to insert them into the dialogues AT ALL.
Dialogues: 0.1 / 10
The only thing that is probably good in this project is the mapping, sometimes illogical, but still it looks cool and very much in the subject.
Mapping: 11/10
Now think, specifically, the author used the bug with the radar or did it happen by chance? But anyway it is in the atmosphere. Personnel, in principle, also look good, especially when the man held the camera in his hands and also when the same camera "fell", it turned out to be quite plausible.
Technical content and all sorts of rubbish: 9.999999999999 / 10
Probably put +, for the fact that the gameplay turned out quite diverse, well, and for the fact that this is just an interesting quest with an unexpected end.
nemnogo stary 07/26/2018, 14:16:51
Perhaps a script, or the same actors hold a minigun and when the player notices they immediately begin to shoot at him.
nemnogo starry on 13.07.2018, 16:32:18
+ since I know that everything will be cool there
It will be funny if you go through the project and you don’t like it, xd
And so there are many lags that cannot be fixed, DYOM, what can I say) 0
I just described the whole gameplay, you sho: D
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here.
The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz.
And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time?
I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS).
What about the sound design in this project - excellent.
Sound design:
Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
nemnogo star 06/19/2018, 02:14:21
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here.
The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz.
And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time?
I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
nemnogo star 06/19/2018, 02:14:21
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here.
The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz.
And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time?
I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS).
What about the sound design in this project - excellent.
Sound design:
Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
nemnogo star 06/19/2018, 02:14:21
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here.
The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz.
And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time?
I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS).
What about the sound design in this project - excellent.
Sound design:
Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
nemnogo star 06/19/2018, 02:14:21
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS).
What about the sound design in this project - excellent.
Sound design:
Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
nemnogo star 06/19/2018, 02:14:21
Perhaps I’ll start with the atmosphere which honestly doesn’t even smell here.
The whole soundtrack is taken from "Mafia: The City of Lost Heaven" and generally does not fit into the 60s, well, kmooon. Of course, the compositions of Django Reinhardt, the Mills Brothers, etc., etc., sound phenomenal, but here they are not needed, seriously. It would be ideal if I would have rolled some kind of rock like Jerry Lee Lewis, or even Jazz.
And in general, the atmosphere of the 60s is not felt, a cell phone came from somewhere, we kill all sorts of NPCs with a skin of triads, well, it’s like that. And the cars are not very similar to those that were in the 60s. I know it’s difficult to find replacements for t / s of those years, but then the question arises: Why did you make a project in which such a period of time?
I will give you advice to which you probably will not listen, first immerse yourself in the atmosphere yourself, and then pass it to the players.
Atmosphere: 1/10
It's not bad. Riley. Although basically we need to go somewhere, then shoot someone, but there is something to it. Keep up the good work.
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS).
What about the sound design in this project - excellent.
Sound design:
Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
nemnogo star 06/19/2018, 02:14:21
Gameplay: 8/10
Sound design (IT IS THERE).
Here is what I love about diome projects, duck is the sound design. It gives a sort of ... Feel the project, and not just look at the written text in red: 'Shots' / 'Screams'. Guys, if you want your projects to be more or less alive, try making sound design, just adding sounds and observing the timings, isn’t it difficult? To do this, by the way I recommend the noisefx sound library (THIS IS NOT ADVERTISING, DO NOT BEAT WITH STICKS).
What about the sound design in this project - excellent.
Sound design:
Technical content and mapping.
Well, I’ll say right away that I didn’t notice any bugs (thanks to Maxim), except that at one point Winnie and William did not get into my car. And there’s nothing more to say about technology.
The mapping is pretty well done, the bar (in the first mission which) looks alive, as if it’s seriously going into a typical bar: cigarettes on the counter, empty bottles of whiskey, alcoholic visitors to the bar. It looks pretty cool. Of course, I cannot describe the whole coolness of mapping in this project, I think who wants it and looks at it.
Technical content and mapping: 8.5 / 10
But I don’t want to talk about the plot, I already said that everything is licked.
nemnogo star 06/19/2018, 02:14:21
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
Anyway. (By the way, Arthur had a bazooka from somewhere: D)
Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000)
On this sobsna the second mission ends.
Third, final mission.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
Anyway. (By the way, Arthur had a bazooka from somewhere: D)
Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000)
On this sobsna the second mission ends.
Third, final mission.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
Anyway. (By the way, Arthur had a bazooka from somewhere: D)
Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000)
On this sobsna the second mission ends.
Third, final mission.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
Anyway. (By the way, Arthur had a bazooka from somewhere: D)
Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000)
On this sobsna the second mission ends.
Third, final mission.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
Anyway. (By the way, Arthur had a bazooka from somewhere: D)
Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000)
On this sobsna the second mission ends.
Third, final mission.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
Anyway. (By the way, Arthur had a bazooka from somewhere: D)
Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000)
On this sobsna the second mission ends.
Third, final mission.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
Anyway. (By the way, Arthur had a bazooka from somewhere: D)
Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
How am I supposed to know?), Then they tell us to go to the edge of the roof and then Arthurchik tells Nick that he’s already in place, then we switch to Nick and go to the place of the transaction and then screams to the whole street, supposedly: “The FBI WORKS ALL TO LIE,” then our suicide bombers crap one's pants and started giving the rear, however, the handsome Arturchik shot them, BUT did not kill the Russian Mafia boss because the author so wanted))) 000)
On this sobsna the second mission ends.
Third, final mission.
For those who are too lazy to go through this masterpiece:
ATTENTION SPOILERS!
ATTENTION SPOILERS!
ATTENTION SPOILERS!
First mission.
And so, it all starts with the fact that for some unknown reason we find ourselves in the water and we are scammed by uncles and the inscription "Swim ashore" from below (I first sailed to the other bank as a result they killed me: D, oh well)
Then when I went on land I was forced to climb the Caucasus mountains, and then we catch a flashback on an aircraft carrier (as they generally flew in a helicopter in 10 minutes, I’m xs) where the dwarf uncle General tells us supposedly: Eyow, terrorists let us take weapons and kill them well, please. Taking our “ammunition” with our comrades who are clearly autistic, our hero is given control of a helicopter, and oh my God how much time I spent getting into these ring-checkpoints, I hope there aren’t such pairs in the sequel (9
Anyway. (By the way, Arthur had a bazooka from somewhere: D)
Then again, having run into the Caucasus mountains, damn gucci crawl out and say: “You rest in peace, brother” and Arthurchik again runs away after which he takes a leap of faith into the water and then completely floats away on the boat (again, it’s not clear where she is from there, as if our Arthurchik agent 007) and this is where the mission ends.
Second mission.
In the second mission, we are introduced to a second character named Nick, who, as I understand the FBI agent (although the description says generally about some Mike Walter), and we need to go to the office in which there is nobody ... Emptiness ... Silence ...
Guys, if you don’t like such projects and you just give shooters or something like that, I have one answer for you - do not play. The author himself wrote: "The mission consists of only 1 part, which is a DIALOGUE."
Consider the project from a technical point of view, and do not put a dislike for the fact that you do not like this genre, I understand that everyone has their own preferences, but still, be humane. This was just a preface, now I’ll say a few words about the project.
In general, the project was made based on Andy Weir’s book "Egg", which the author told us at the end of the mission. After the project was completed, I immediately drove the title of the story into Google and read it with interest, although I do not have much interest in reading books, or rather I do not have it. The project, or rather the mission is, as the author wrote above, only a dialogue, the lines of which were taken from the story. Accordingly, that the book, that the project is one and the same.
The plot and idea 8.5 / 10
There is nothing to say about the gameplay, it is actually not there. Although you could add it, for example, so that the player would drive during gameplay and a truck crashes into it (by the way, the book described that it was a truck, not Madame), at least there was something.
Gameplay 0/10
The cinematography is amateurish, some aspects look really juicy and cinematic, although I would have done a different skin of “God”, which would not have been God, but certainly not a person who looked like a waiter: D
Technical component 7/10
The project is quite emotional and truly fascinates you and makes you think about some things that I could not even think about. As for me, the project is not worthy of such an assessment
nemnogo star 05/25/2018, 21:05:14
Guys, if you don’t like such projects and you just give shooters or something like that, I have one answer for you - do not play. The author himself wrote: "The mission consists of only 1 part, which is a DIALOGUE."
Consider the project from a technical point of view, and do not put a dislike for the fact that you do not like this genre, I understand that everyone has their own preferences, but still, be humane. This was just a preface, now I’ll say a few words about the project.
In general, the project was made based on Andy Weir’s book "Egg", which the author told us at the end of the mission. After the project was completed, I immediately drove the title of the story into Google and read it with interest, although I do not have much interest in reading books, or rather I do not have it. The project, or rather the mission is, as the author wrote above, only a dialogue, the lines of which were taken from the story. Accordingly, that the book, that the project is one and the same.
The plot and idea 8.5 / 10
There is nothing to say about the gameplay, it is actually not there. Although you could add it, for example, so that the player would drive during gameplay and a truck crashes into it (by the way, the book described that it was a truck, not Madame), at least there was something.
Gameplay 0/10
The cinematography is amateurish, some aspects look really juicy and cinematic, although I would have done a different skin of “God”, which would not have been God, but certainly not a person who looked like a waiter: D
Technical component 7/10
The project is quite emotional and truly fascinates you and makes you think about some things that I could not even think about. As for me, the project is not worthy of such an assessment
nemnogo star 05/25/2018, 21:05:14
Guys, if you don’t like such projects and you just give shooters or something like that, I have one answer for you - do not play. The author himself wrote: "The mission consists of only 1 part, which is a DIALOGUE."
Consider the project from a technical point of view, and do not put a dislike for the fact that you do not like this genre, I understand that everyone has their own preferences, but still, be humane. This was just a preface, now I’ll say a few words about the project.
In general, the project was made based on Andy Weir’s book "Egg", which the author told us at the end of the mission. After the project was completed, I immediately drove the title of the story into Google and read it with interest, although I do not have much interest in reading books, or rather I do not have it. The project, or rather the mission is, as the author wrote above, only a dialogue, the lines of which were taken from the story. Accordingly, that the book, that the project is one and the same.
The plot and idea 8.5 / 10
There is nothing to say about the gameplay, it is actually not there. Although you could add it, for example, so that the player would drive during gameplay and a truck crashes into it (by the way, the book described that it was a truck, not Madame), at least there was something.
Gameplay 0/10
The cinematography is amateurish, some aspects look really juicy and cinematic, although I would have done a different skin of “God”, which would not have been God, but certainly not a person who looked like a waiter: D
Technical component 7/10
The project is quite emotional and truly fascinates you and makes you think about some things that I could not even think about. As for me, the project is not worthy of such an assessment
nemnogo star 05/25/2018, 21:05:14
Guys, if you don’t like such projects and you just give shooters or something like that, I have one answer for you - do not play. The author himself wrote: "The mission consists of only 1 part, which is a DIALOGUE."
Consider the project from a technical point of view, and do not put a dislike for the fact that you do not like this genre, I understand that everyone has their own preferences, but still, be humane. This was just a preface, now I’ll say a few words about the project.
In general, the project was made based on Andy Weir’s book "Egg", which the author told us at the end of the mission. After the project was completed, I immediately drove the title of the story into Google and read it with interest, although I do not have much interest in reading books, or rather I do not have it. The project, or rather the mission is, as the author wrote above, only a dialogue, the lines of which were taken from the story. Accordingly, that the book, that the project is one and the same.
The plot and idea 8.5 / 10
There is nothing to say about the gameplay, it is actually not there. Although you could add it, for example, so that the player would drive during gameplay and a truck crashes into it (by the way, the book described that it was a truck, not Madame), at least there was something.
Gameplay 0/10
The cinematography is amateurish, some aspects look really juicy and cinematic, although I would have done a different skin of “God”, which would not have been God, but certainly not a person who looked like a waiter: D
Technical component 7/10
The project is quite emotional and truly fascinates you and makes you think about some things that I could not even think about. As for me, the project is not worthy of such an assessment
nemnogo star 05/25/2018, 21:05:14
This is understandable, but there is an idea about Boff’s past, for example, how he started his activities with Keshon.
The description briefly said, can be done in detail, but only by the project. You can also bring in additional content such as: "What happened while Boff was in prison." There are many ideas in general, however, I and Paci4ist decided to take a break, because we are preparing a massive project and are already tired.
I didn’t think that the project would take off so much, because we expected this from ours previous project
I did not like the storyline itself, it seems to me too childish, although I myself invented everything. However, I agree with people that the shootings were juicy, we had no problems with this. We thought through every detail in the shootings, and tried to make the player feel scared and unprepared for a mess with guns. Maybe it worked out, it doesn't matter. We also think whether to do the second part of this project, but every day we build on this idea.
nemnogo star 01/26/2018, 9:50:38 PM
Santal disappeared somewhere, I think the project is preparing a big one
I don’t know anything about Farmer ..
I agree with Vanya.
3) What ???
2) Ben in the gameplay has disappeared
3) Johnny, with the power of thoughts, moves the drug into a bag, with animation of objects, by the way not bad
And yes, do not take it seriously, it's all irony!
In general, at first I wanted to put a minus to the project for a tattered idea, although the corroboration is good, but still.
The ending wrapped everything up, laughed.
The information below is the personal opinion of the author, you can either agree with him or not.
Attention spoilers!
Bloopers:
1) For some reason, in the first mission, Ben had a double personality, so one of them remained at the slaughterhouse.
2) Ben said he was leaving, he lied! He disappeared.
3) Johnny is in addition to the mafia Jedi!
4) Why would Sullivan run away if he still waited for Johnny on the boat?
5) Hillbilly by helicopter?
6) The camera goes through the textures (well, DIOM is the same)
The end of incomplete.
In general, the project is ridiculous and, in principle, acceptable, especially cut short with the homeless on the ship. Put + or something.
nemnogo star 01/11/2018, 23:06:13
nemnogo star 01.01.2018, 22:55:41
(Yes, and we can’t change the description)
nemnogo star 01.01.2018, 21:17:32
Well, I don’t know, 2 missions are very few.
Of the minuses:
- Bugs
(He especially threw a bug in the first mission when they killed Josh)
- Spelling
Of course, spelling errors were scanty, but they were still shameful.
From the pros:
+ Nice idea and serve
Already better than in your past projects
+ Soundtrack
I didn’t put anything because I didn’t know what to put here, the project seems to be good and at the same time bad
Grow further
(And yes, work on your DYOMu27a skills)
Bb.
nemnogo star 12.12.2017, 10:15:44
I understand you like to do something like that, but please do it a little better.
-Actors who appear in the frame
Well, keep silent about it
Boring story
The cavalier commits suicide, after which his wife is also cut out
+ Camera work is clearly your hobby
Bottom line:
Develop further, in principle, this type of project is acceptable, but not in this form, good luck.
I hope your "big project" will be much better.
nemnogo star 12.12.2017, 16:16:01