Мы в Telegram
Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024
1 2 3 4 5 6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
Game News |

Steam's latest F2P shooter is half CoD clone, half surprisingly great co-op FPS

 Steam's latest F2P shooter is half CoD clone, half surprisingly great co-op FPS

There is no more tired, derivative aesthetic in gaming than corrupting red crystals that turn people into zombies. Despite my harsh anti-crystal/anti-portal agenda, Shatterline's roguelike-inspired Expedition mode seized the better part of my weekend. Even though it lacks the polish (and visual interest) of big-budget first person shooters, Shatterline is a promising free-to-play FPS on Steam that has a lot to offer for no buy-in. 

Shatterline's derivative, crystal-core aesthetic (think Control, Chorus, or Metal Gear Survive) with near-future, exosuit-clad dudebros presents a very "2010s console shooter" vibe. There's an attempt at a narrative—Shellguard operatives, who use crystals in a good way, need to stop the "Crystalline," the agent of a mad god beyond the stars. There are also some mooks calling themselves "The Strafe," human followers of the Crystalline who think the laughably evil looking red energy crystals are sacred and healing, but they're a bit more "blood and soil" about it than your new-age Facebook friends. These guys are capital-g Goons, shouting "For the crystals!" as you mow them down. The fluff here is lightweight and overstuffed with proper nouns, riding a grating thin line between inoffensive and offensive blandness. 

Shatterline's PvP is a mix of familiar gametypes: Payload, bomb defusal, team deathmatch. Each Shellguard Operative has a couple distinct tools, but these are mostly accents to individual playstyles. A crystal-based grenade here, a scouting drone, the works. There's some neat map interactivity though: physics objects and doors can be kicked Duke Nukem-style to open up new pathways and roll cover into would-be killzones. The time-to-death is all over the place, and largely the result of primary weapon fire, so there's little incentive for tight synergized team play like in Rainbow 6: Siege or Overwatch.

Strictly F2P players can flip through a random selection of operatives that rotates every match, which is totally serviceable for casual play. For a reasonably monetized F2P shooter, it's definitely adequate, but still insubstantial. Shatterline rarely feels like something distinct from the older Call of Dutys it's pulling from. The cosmetic progression is weak, too. I found it tough to get excited about unlocking new sets of fingerless gloves for guys that only really say variations of "It's go time." 

Weapons are operating in that same trite near-future visual framework: the blocky, rugged assault rifle fills the role of an AK-47, and its sleeker, more rectangular brother functions like an M4, etc. There's a familiarity here that may be endearing to fans of the near-future Call of Duty games, (Black Ops 2, 3, & 4 specifically), with unfortunately similar gunplay. The Modern Warfare 2 beta was all over the place in terms of modes, balance, and maps, but man, those guns. MW2's assault rifles sound like artillery batteries going off in sequence. In contrast, Shatterline's weapons feel like they've been ripped out of a 5-10 year old shooter, with little to no recoil, tinny sound, and a PvP time-to-death that confusingly feels both too long and too short, owing to jittery hit detection.

I know MW2 probably got primo access to dark money military consultants to make modern war look as badass as possible, but there's a new standard for how guns feel that Shatterline needs revamped sound and a more consistent damage model to reach. 

For me, Shatterline's primary draw was the eerie nordic hillsides you explore in Expeditions, a PvE side mode styled after Destiny's Strike missions that's interwoven with PvP progression. Deploying battle royale style into a semi-randomly generated map, you and two others (friends, ideally) serpentine your way through a mix of silicate cliff faces and slag-strewn countryside, clearing out cultist encampments and crystalline zombie hordes, pushing towards supply drops and boss encounters that provide weapon schematics for use in the PvP mode. There's a refreshing amount of freedom here—in stark contrast to the PvP experience, Expedition's open-ended structure and play space incentivize a methodical, considerate approach to tough-as-nails combat. I found that exploration typically yields more rewards than beelining towards the objective, and the critically important supply drops can often be teased out from baiting predictable enemy spawns.

It's not a world full of surprises—random combat encounters materialize every couple hundred meters, almost always at forks between branching paths, but I was still getting great gear from finding cool little research stations, crystalline caves, and abandoned villages. 

Something about the combat in the Expedition mode just clicks—positioning, elevation, accuracy, all things that felt secondary to pure reflexes in PVP are vitally important in expeditions. I found myself easily overwhelmed by even the weakest of enemies when caught unaware, something that happened often thanks to some clever AI. Shatterline's bestiary loves hit-and-run tactics, so taking them out required coordinated group fire. Oftentimes I'd be desperately firing off a whole magazine at a sniper just outside of my optimal engagement range.

Shatterline FPS

(Image credit: Frag Labs)

That line between hard-won victory and crushing defeat is down to the cohesion of your team play, again something absent on the PvP side. It's a difference so striking that Shatterline feels like two different games awkwardly fused at the hip via an interwoven progression model. 

Expeditions grow even more tense as they go on due to a "Contamination meter," which randomly applies meaningful combat buffs to enemies at key intervals throughout a run. You can exfiltrate from expeditions after tackling just one objective—often a Destiny-style combat puzzle, hacking a terminal and fending off waves of attacks—or you can push on, chasing better blueprints and more attachments. These encounters really impressed me. They're nail-biting firefights with limited opportunity for rest and resupply.

I do have to flag the mission chatter here for being unnecessarily distracting, though. The scientists who facilitate your missions will squabble and feud over each other's notes and citations over the course of these encounters, something so distracting that it got me killed twice. 

Shatterline has a bit of an identity crisis. The PvP is a frustrating rehash of the kind of shooter I stopped playing in middle school, a free-to-play Black Ops 2 with crystals (ugh!). Although Modern Warfare 2 is introducing a similar PvE mode, it'll be tough to beat Shatterline's tense combat and open-ended missions, especially at the asking price of "free." especially when it  successfully synthesizes the brain smoothing feedback loops of both Destiny 2 and Warzone. Shatterline is punching well above it's weight class, even if it's bringing old moves to the fight. 



Читайте также

Подробности о Terminator Survivors и слухи об анонсе Resident Evil 9

New Apex Legends trailer gets us another look at Alter, Season 21, and the return of solos

Robot roguelike Cogmind outlines three free expansions for its ultra-customizable scrapbots

Москва

Московское "Динамо" возглавило турнирную таблицу РПЛ

Новости тенниса



Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.



Персональные новости

Открытие ХХIII Московского Пасхального фестиваля: Воскресение и Музыкальное Созвучие

Галина Янко: главные традиции и приметы Пасхи

Композитор Классической музыки Сергей Брановицкий представляет произведения классической музыки.

Росгвардия обеспечила безопасность генеральной репетиции парада ко Дню Победы в Москве