The retro-futurist-Communist-Russian environments and sci-fi setups are wonderfully realized, with a wealth of lived-in detail you can absorb while exploring, gathering, and zapping. The gunplay and melee combat are more impactful, and the encounters are set up with a bit more freedom for strategy. But Atomic Heart is different in a few ways, some of them quite refreshing. And, certainly, you have both mod-friendly shooter weapons and secondary powers you develop from upgrade materials.įor some people, an estimated 20 more hours of that BioShock style, with newer graphics and competent storytelling, might be recommendation enough. Sure, you inhabit an alternate-history world where a Great Man has discovered a powerful but problematic technology that could change humankind. Yes, you're a skilled mercenary with a hazy past and a deep secret. And the gunplay has a similar oomph.Ītomic Heart's kinetic combat helps distinguish it from some inevitable BioShock comparisons. It's some of the most visceral melee fighting I've seen in a first-person shooter. If you don’t dash out of the way, you spin and hit the ground with a thud, slowly getting up from your hands while vulnerable to more damage. Give them a chance, and they'll fling themselves into a two-footed jump-kick that hits like a fishtailing Chevy. In Atomic Heart, you don't have a kick, but the humanoid robots sure do. As a backup when ammo is scarce, or a crowd control tactic, a solid boot adds gravity to combat that can otherwise become detached crosshair clicking. One of the best things a first-person action game can have is a great kick. There are very light spoilers for the first 6-7 hours of gameplay. What follows is not a full review but impressions of the first few hours. Note: Atomic Heart arrived to us in the middle of last week, with its embargo falling on a holiday Monday. Platform: Windows (reviewed), PlayStation 4/5, Xbox One/X/S
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