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Conscript is a horror that scares not monsters
For the Survival-Horror genre, it has become commonplace when the player is opposed to various monsters as enemies. Conscript suggests looking at this concept from a different angle. There are no monsters or scamers and the most important danger is a person himself and what he is capable of.
Positional hell
The trenches of the First World War 1916, France, Verden. The protagonist Andre, together with his brother Pierre, was sent to the front to defend his homeland. At first, the brothers perceived all this as a great adventure, made plans that they would return home soon. Reality turned out to be much more gesture with them.
The plot begins with a letter to Andre Mother. He describes that in Verden it is already 9 weeks and at the time of writing the letter is vegetable in the support trench. Around the continuous chaos is happening due to violations in connection, problems with supplies and constant shelling. Forts pass from hand to hand for several weeks in a row. They should be sent to the south so that the soldiers could rest, but this was not destined to happen. On the fort where the brothers were based, the German side was preparing an attack. And she was successful. Many people died, divided the brothers, and we have to go on a long way through trenches, forts and scorched land to save his brother and get out of this hell alive.
Passing the plot chapters to the player over and over again demonstrate real horror that soldiers faced in the First World War. Scorched land, where, in addition to corpses, remnants of ammunition and barbed wire – nothing is left. The trench life, when the dead comrades have nowhere to fold, the noise of the shells bursting nearby does not silent for a minute, and the rats always go back and forth in search of food and they do not have the living or dead or dead.
But the worst thing is not this, and when on the corpse of a man who wanted to grind you with a trench clock 2 minutes ago, you find a photograph of his loved one. At such a moment, you realize that the most terrible monster for this person was you.
The influence occurring around the events leaves its mark on the main character. During the shootings, his hands tremble – transmitted through the fluctuations of the sight. And the more murders happen, the stronger the tremor intensifies. Hallucinations appear, it is understandable, few psyche will withstand the event occurring around. In the moments of rest, Andre mentally returns home – to a quiet, flowering tribal farm. The contrast after such memories is colossal, because once the surrounding situation was peaceful and flowering.
What finale will Andre come to Andre depends on the player. Conscript has many endings and even there is a secret. One thing can be said for sure – the story of the protagonist and his great adventure can leave few indifferent.
Take care of your equipment to win
Survival is reflected not only through the plot, but also through the gameplay. Andre is not a superhero, but an ordinary soldier. Therefore, his life can end quite rapidly, and our task, as a player, is to prevent this.
Conscript is divided into chapters. In each chapter, certain tasks are to be performed and in detail explore the level. The locations are large, to take a walk.
In each chapter, certain parts of the location are closed – by the key, mystery or code lock. In the study of locations, two large disadvantages can be distinguished – there are too many back -crews and there is not enough fast movement. There is the latter in the game, but it is so useless that it was really useful only 1 time in the entire game.
I will separately highlight that the conservation of progress occurs through the siv-rumes. There is a chest, often a merchant and a diary to save. In my passage there was manual preservation, t. To. The game provides for 2 conservation options – manual and in the form of control points.
The character’s capabilities depend on the equipment – firearms, near -combat weapons, special equipment or consumables. Firearms in the game with wealth. Trunks pump for weapons details. Some guns have unique features. For example, the rifle of that time should be reloaded after each shot.
Nearby weapons in comparison with firearms are less, https://casinobetti.uk/ there is no pronounced variety in it, the numbers of damage and strength are different. Only near weapons and body armor. Bookwords are a class of equipment, which passive strengthens the player, in addition to him in the game there are other objects with different effects.
Health, endurance and inventory can be pumped using certain consumables. Conscript has a simple craft from improvised materials.
There are few types of opponents, but absolutely everyone is a danger to the player. They hurt, differ in equipment on them. Someone in armor, someone with a rifle with a bayonet-knife.
Rats deserve separate mention. Not only you won’t get from the guns, but it is difficult for a near battle to get a rat model itself, so they also poison the character, thereby reducing its maximum health amount.
For his passage, a pair of non -obvious mechanic was highlighted:
With the help of a canister with gasoline, you can burn corpses so that the rats do not spawn on them. It worked, but through it;
Part of firearms has a penetration effect. You can immediately hook several opponents with one shot.
The entire gameplay is made with proper elaboration by the mechanic and does not bother to fully pass. By the end of the game, the character survival has faded into the background, t. To. A lot of resources have accumulated, this part is stronger in the first half of the game. There were no minuses. The register of hits in some points was very annoyed and small cartridges were spent on unsuccessful shots. And in general, for the genre in terms of the gameplay, there is nothing new. Sometimes he caught himself thinking that he saw certain mechanics in other projects, the trace of the Resident Evil franchise is especially brightly noticeable.
Audiovisual component
As you could already notice, the project was fully implemented in pixel art. At times he stopped at locations, because the detailed landscapes of the events that are happening around the events were made in great detail.
However, Conscript has another highly distinguished visual technique – hotel screens with a detailed study of the scene. Such screens work well to emphasize mood at certain points.
The audio component is made at the proper level. Each composition emphasizes the mood of the stage and does not get out of it.
As an example, the composition from the sie of Rum
The remaining pluses
Abundance of accessibility settings and good training. The menu has a separate item with which you can configure the game for yourself in detail. The player’s training occurs through the world of the game and does not poke in you phrases “click W to go forward”;
The remaining disadvantages
The technical condition of the game in the last chapter depresses, but does not interfere with the passage. I met a bug with an unfinished enemy – a re -location helped. There was also a bug with an instant span of rats.
Conclusion
Conscript has become one of the bright representatives of the Survival-Horror genre. It can be put on a par with projects such as Signalis or Darkwood . The horrors of the First World War and how they were shown to us create a special atmosphere that selects Conscript among other representatives of the genre.
Conscript
The best comments
Pierced in a demo for half an hour.
There are few types of opponents, but absolutely everyone is a danger to the player. They hurt, differ in equipment on them. Someone in armor, someone with a rifle with a bayonet-knife.
No, enemies with shovels are practically not dangerous. With rifles are slow and also in principle simple. Only the enemies in the armor are too imbalanced (in general, a comedy in the style of Benny Hill where you are running away from these enemies by the location you run away, but they are not behind as if there are no other goals of interest in them. It turns out the effect of the chosenness of the protagonist). And the construction of the fight was so that enemies flee one at a time, and if there is a crowd, then nearby there was an easel machine gun from which it was easy to fill up. As a result, entire mountains of enemies alone could create aki ramba.
And in the game there are not intuitive situations, for example, for me the demo ended when I got into the gas catacomb in which xs what to do. Although the location on the surface I ran 3 times. At all, any involvement in what is happening, no collective actions, subordination between soldiers – they either statists or a rod far from a permanent.
There are generally battles, to my modest taste, made so -so. With a cold weapon, some strange Dark Souls on the screen occurs with rifts, with firearms there is no convenient autonomination, as in the already mentioned Signalis or in Heaven Dust, just leading to the enemy and wait for the focus, you are likely to get it if you calculated the corner, but not the fact. Crow Country came out not so long ago, it is also an isometry without a hood on the enemy, but you can control it and a camera, and turn it anywhere. If there is no auto print, then the player should have an understanding of where he is now getting.
If there were still parries and a block, I would not even touch this game, Solslikov region and there are enough projects in other projects.
With shovels and really enemies are extremely weak, only if not in conjunction with other opponents, because they are already like living shields for more priority goals. And so in the future shovels there will be a minority, t.To. Instead of them, the most common enemy will be an enemy with a club, who quickly runs, makes a kick and this greatly causes problems. Further on the game, the combination of enemies decide more in terms of difficulty, and in addition to the new type of enemy you described by you, with each chapter.
The moment you described with a machine gun is the so -called battles. They really are arranged, as you wrote, but there are only a few of them in the game, the rest of the fights pass in a completely different format.
There will be several points about collective actions further in the plot. T.To. The game is more about personal drama and personal blood pressure, and not large -scale fighting, then I see no reason to put this point to the project minus.
I have nothing to add about non -intuitive situations here. It came out for you, for me differently. Everyone has a different perception.
Apparently, at the end of the passage, I was already very accustomed to them and from the minuses I put only poor hits registration. Let’s say, not a particularly rapid close battle seemed to me very much in the spirit of the project, so I did not see any special problems in it. And for Dark Souls there is still not enough parrot and block.