Showing posts with label rewiev. Show all posts
Showing posts with label rewiev. Show all posts

Thursday, March 10, 2016

Rimworld - space Dwarf Fortress

Hi!
I want to tell you about great indie game developed by Ludeon Studios - Rimworld. The game is a kind of science - fiction colony simulator, but for me it is one of the most brilliant production that appeared in recent years. Why? Because it is the spiritual heir of Dwarf Fortress - I would even venture to say that this is his worthy successor.




In the
game of Tynan Sylvester, we are given control of a small group of cosmic survivors who are trying to survive in a very hostile world. We build structures, we plan to land at the farm, we develop extraction of valuable minerals and cutting of trees - in a word, we take care of every aspect of our colony.



The game has a world generator that is heavily inspired by Dwarf Fortress. Our survivors can land on an inhospitable area of ​​the Arctic, where just keeping them alive is a challenge, a welcoming tropical areas, where the only threat is posed by the bandits and tropical diseases, or inaccessible desert, where we will fight to the ubiquitous heat.



Rimworld has a very sophisticated system of fighting and injury. Virtually every part of the body can be injured or damaged, which could lead to a situation where some of our men become crippled and will be worse while performing their duties. The bad beared wounds may intervene infection, and our people can suffer hypothermia and frostbite due to cold. In order to save the lives of our people (and sometimes out of pure greed) we can transplant body parts and bionic enhancements (well, at the beginning just ordinary peg legs in place of shattered limbs).




Colonists can also produce a number of weapons and items, which can then be sold to ocassionally arriving traders. It's highly recommended to equip our people with good weaponn, as the bandits attacking us from the beginning may not be too strong, but their attacks rapidly increasing in intensity and strength.




Colonists must have something to eat. For this, we grow many kinds of plants and hunt animals. It is even possible to use meat from fallen enemies or colonists, however, colonists forced to cannibalism loose morale quickly and leave our village. In order to store food, we should build cold storage, as well as air conditioning, which cools down our buildings on hot days.





The game gives us a lot of opportunities and solutions to the problems in front of us. I love when game gives me complete freedom of action, and the Rim World is perhaps the most sandbox game of all the strategies I know. Games like World Rim and Kenshi are also an inspiration for me - for what? This you will find out soon ...


 In case you want to play yourself: http://rimworldgame.com/index.php?lang=en


Hej!
Chciałbym wam opowiedzieć o grze indie rozwijanej przez Ludeon Studios - Rimworld. Gra ta jest rodzajem symulatora kosmicznej kolonii, ale dla mnie to jedna z najgenialniejszych produkcji jakie ukazały się na przestrzeni ostatnich lat. Dlaczego? Gdyż to duchowy spadkobierca Dwarf Fortress - mógłbym nawet zaryzykować stwierdzenie, że to jego godny następca.


W grze Tynana Sylvestra kontrolujemy małą grupkę kosmicznych rozbitków, którzy próbują przeżyć w dość niegościnnym świecie. Budujemy konstrukcje, planujemy tereny pod gospodarstwa, zlecamy wydobycie cennych minerałów i wycinkę drzew - słowem, dbamy o każdy aspekt naszej kolonii.


Gra wyposażona jest w generator światów wzorowany na tym z Dwarf Fortress. Nasi rozbitkowie mogą wylądować na niegościnnym terenie podbiegunowym, gdzie samo utrzymanie ich przy życiu jest nie lada wyzwaniem, w gościnnej strefie tropikalnej, gdzie jedyne zagrożenie stanowią bandyci i choroby tropikalne i na niedostępnej pustyni, gdzie będziemy walczyć z wszechobecnym upałem.


Rimworld posiada bardzo zaawansowany system walki i obrażeń. Praktycznie każda część ciała może zostać zraniona lub zniszczona, co może doprowadzić do sytuacji w której część naszych podopiecznych stanie się kalekami i będzie gorzej wykonywać swoje obowiązki. W źle opatrzone rany może wdać się zakażenie, a nasi ludzie mogą doznać hipotermii i odmrożeń w wyniku zimna. W celu ratowania życia naszych podopiecznych (a czasem z czystej chciwości) możemy przesczepiać organy, a także wczepiać bioniczne ulepszenia (no dobrze, na początku to zwykłe drewniane nogi w miejsce urwanych kończyn).


Koloniści potrafią też wytwarzać szereg broni i przedmiotów, które potem możemy sprzedać przybywającym okazyjnie handlarzom. Warto się zaopatrzyć w dobrą broń, gdyż atakujący nas bandyci może z początku nie są zbyt mocni, ale ich ataki bardzo szybko przybierają na sile.


Koloniści muszą coś jeść. W tym celu możemy hodować wiele rodzajów roślin i polować na zwierzęta. Możliwe jest nawet przerobienie na mięso poległych wrogów lub kolonistów, jednak zmuszeni do kanibalizmu podwładni szybko się zbuntują i opuszczą naszą osadę. W celu przechowywania żywności warto zbudować chłodnię, a także zbudować klimatyzację, która ochłodzi nasze budynki w upalne dni.


Gra daje nam mnóstwo możliwości i rozwiązań dla piętrzących się przed nami problemów. Uwielbiam gry dające mi pełną swobodę działania, a Rim World jest chyba najbardziej sandboxową ze wszystkich strategii jakie znam. Gry takie jak Rim World i Kenshi są też dla mnie inspiracją - do czego? Tego dowiecie się wkrótce...

W razie gdybyście chcieli zagrać sami: http://rimworldgame.com/index.php?lang=pl

Wednesday, February 24, 2016

Moja podróż do Krainy Czarów/My travel to Wonderland

Hello!
Last night, I launched Alice: Madness Returns. The game, according to various sources, was supposed to be really good, so I was very positively oriented.



At first, everything seemed to be fine. Intro was very atmospheric. Very nice scenery and cartoon graphics. Controls proved to be very affordable for me - reminded me of the movement dynamics in Kingdoms of Amalur: Reckoning, but my girlfriend didn't like it - reminded her of the trauma associated with the camera work in Silent Hill 2.



The first chapter - begins well. First obstacles and opponents. Nice fight and cool idea of collecting teeth. Alice can shrink and look for shattered memories which I really liked, but those memories were  in fact not as interesting as they should be in the game, which plot is so important. The landscape was also lovely - a great setting.



And so it was a fairy tale for the first hour of the game. When I came to the factory of Mad Hatter thi gs started to get boring and sometimes annoying. Everything seemed to be extended too much. I was surprised by the lack of fighting "boss" that appearing in the final cutscene.I hoped to see more creature types too. All this made me rather lost interest to play the second chapter. The game does not attract me at all. Fragments of history Alice can find are average addictive. The devs should shorten the stages and add more variety. In my opinion, it would be better to do more short chapters, instead of less but so long.


Tuesday, February 23, 2016

Moje poszukiwania Ethana Cartera/My looking for Ethan Carter

English version: 
Hi!
Yesterday, I decided to do my "game" homework and play The Vanishing of Ethan Carter, thanks to my friend, who provided me the opportunity to play it on Steam. He has spoken very positively, all the time saying, that it is worth the time, makes me wow and has a great story. So I decided to take a break from coding and play the production of the polish studio: The Astronauts.


The beginning - very positive. Cute main menu, very minimalist. As for me - unusual approach to the subject. I like it, although I preffer the traditional menu style. A few clicks in the options (very rich!) and I jumped into the game.

First Look - minimalism! Complete lack of interface. I think - okay, it has to be fashionable and unusual, so I do not complain. The first puzzle - those goddamn traps in the forest. I'll tell you sincerely, that at the beggining I was probably too stupid for this game. I walked through the forest and ran into the trap falling from a tree. I made interaction, there was little cloud vision - I tthought, probably as it should be. I went ahead and ran into the bridge at the end of which stands trolley. I thought, it will be fine, I watched the stream of Wonziu (at least two minutes of it) it will handle this. I examined trolley, there was a pile of sentences about the crank and the blood trail and the screen was suddenly attacked by the cranks - literally! The screen was buried under a "crank" sentence. These subtitles as intrusive flock of flies began to attack my character obscuring the vision of the world. The world, which is lovely, but more on that in a minute.


I went on. I run into two shopping bags and a pool of blood. The main character began its deliberations and it turen out that these bags are cut legs! I folowed the blood trail and found the body, and there began my drama - perhaps an hour looking for the damn crank! While trying to find it, I solved the riddle of the traps, an astronaut and a house full of portals!

Resigned, I started to admire the landscape. A true masterpiece! I have not seen so beautiful views for a long time. Skyrim can hide, Chernarus too. Looking from the dam on the distant landscape  was so damn relaxing that I stopped even angry with that damn crank.



I finished the game in about 3 hours. I found the crank and this damn bloody stone too. Honestly, I think that if not for these moments with the search for objects, I would have finished this game in an hour.

As for the end - very unusual. To be honest, I was surprised and left unsure. The idea for the game - great, realization- too, but those puzzles, actually "puzzles", annoying, by the need to seek a stupid stone, which is a must to put in its place. Annoying, attacking subtitles, and no journal for the writings. I know, it was supposed to be that way, but for me it is a conn.


Summary? Worth seeing, but is it is not a must-have. Gameplay is very short, it could do with more puzzles. I see in this game unused potential.

ps. I hope translation is undestandable. I can usually speak english, but when I try to translate polish grammar into english sometimes a new language is born :-D