“Kaikille tutun ja turvallisen” (not!) Bazicenterin preview Control-pelistä…
Persian kielen teksti ajettuna läpi translatorista:
E3:lla pelattu versio näyttää saavan “Bazicenterissä” vähän negatiivisempia pointteja. Mielenkiintoista seurata näitä jatkossa:
Unfortunately, the stage that was considered for E3 was somewhat disappointing to me. If you’re in the news story, all the steps in the control flow in a building that changes throughout the game, and in each stage we will see a different section of it. At the stage we experienced, a large part of the environment was available, but the environment was severely affected by the lack of enemies. The environment was so great that during one hour that it was possible to experience it, even one person could not finish the demo. The screwed-up blinds have not only failed to make up for the problem of designing the weak stages of Ramdi’s previous titles, but they are already somewhat disappointing.
Remedy’s studio seems to have used a relatively obsolete system for missions. For example, to reach point A, we must first go to point B and close the water pipe. Then go to point C and return to point A by killing the enemies to make the mission available. A system that will force the player to constantly travel in gaming environments, but the question is, to what extent this decision can be a positive point for Control, given the inadequate design of the game. Can surfing in the control environment be a pleasure throughout the game? In control alongside the main goals, we will see subcommittees that summarize in the demo version a collection of a specific item and delivery to one of the characters within the game.
The makers have been trying to persuade us to surf, placing this player in a wider environment, while this empty space can not be a very attractive place to search. But in the end, we still have to keep in mind that the version we were experiencing was not the final version of the game, and it may be a lot of changes at the time of the release. The makers have tried to place the problem in the corners of the extensive Control environment to see where the environment changes when they arrive. But these sections, though interesting, have not, at the end, been able to overcome the problem of designing the steps.
Of course, I still have to say, with the power of the Jesse character, there is still a problem with the game’s ease of play, a problem with Quantum Brick and Alan Wake. During the demo, I was expecting more enemies and more battles during the course of the game, but the battles seemed to be low due to the large size of the stage.
The Control display remained unfinished for me, which was because, over the course of an hour, the demo was busy exploring in its vast environments. Conclusion about the game should be left to its final version, but the demo that we saw in E3 was not a perfect experience, and only in the visual part could become an eye-catching title.
Finally, I finish the demo with the visual part and the control graphics. The part that Remedy seems to expect is a great deal of success, and the result is also a spectacular and commendable title. Thanks to the Ray Tracing technology, ultra-advanced physics and an enormous degradation environment, along with Jesse’s incredible imaging, it’s now possible to name control as one of the most eye-catching E3 titles this year. Ray Tracing has made it possible to see the reflection of the environment in water and other objects in the environment. Which eventually helped create images close to reality and in detail. The enormous environmental degradation makes it possible for almost all environmental objects to respond to Jesse’s forces and guns, and after the end of each battle, we will see a semi-destructive environment. Technically, though, I saw a drop in frame rate at busy times, but it’s likely to be resolved until the release of the problem.
Edit:
Remedy Entertainment probably doesn’t get enough credit for their shooter mechanics. People tend to focus on the stories they’ve told and the worlds they’ve built. Games like Max Payne and Alan Wake are based upon the foundations of their characters and pulpy narratives, but operating beneath those stories are really solid action mechanics that have used creative gameplay to become more than just rote shooters. I’ll add that it still feels like Remedy has found an interesting story, and Jesse is a fascinating character in her own right. But in my time playing Control, the action is the real the star of the show. Control also won one of our Best of E3 awards last year.