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The game is a kind of adaptation of his testimony before the tribunal. As part of a cunningly twisted story, Alpha Black Zero managed to shoot a lot of high-ranking…

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The single-player campaign is represented only by the cooperative regime and, to be honest, is of little interest. Bots on both sides behave tolerably (at least better than the enemies…

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No Man’s Land: Fight for Your Rights!

For some strange reason – perhaps due to a strange name and a very unpretentious cover (although the image on it allows you to clearly separate it from the most interesting film of the same name, to which the game has no relation) – NML does not use that popularity at all on our shelves which she undoubtedly deserves. Because this time, the guys from CDV were clearly pleased by publishing the European game for the mass consumer – clearly satisfying all the requirements for a modern world-class hit. Developers from Related Designs (previously famous for such games as, for example, America) managed to create an incredibly beautiful, almost completely three-dimensional, “typical real-time strategy” with a more than satisfactory package of “original goodies”. They acted with the hybridization method of “Warcraft III” and “Conquest of America” ​​:)

Such an association suggests itself even at first visual impressions. Graphics are the most spectacular, undoubtedly, aspect of the game.

At first glance, it looks as if the “Conquest of America” was transferred to a fully three-dimensional environment, while acquiring the brightness, splendor, and magical colors inherent in the latest implementation of the Warcraft world. At the same time, however, avoiding some simplification and grotesqueness of the latter. On the contrary, the NML world is much more detailed, richer in objects, special effects, animations. For which you have to pay, of course. So, in spite of the presence of a very soft and smooth “zoom in / out”, it is still impossible to rotate the map (although the scene turns just wonderful on the splash screen), and the presence of shadows on ALL game objects clearly “had a hand” (no need to rotate – no need to re-count constantly stationary shadows). Next – there is a limit on the maximum number of units. Setting this parameter in the multiplayer options is intended, obviously, to create the illusion that “it is necessary”, they say “it is no longer necessary” – but this is a disguise, a maximum of 150 units in the modern strategy is clearly not a plus. And finally, the hardware requirements: Celeron-900 / 256RAM / Geforce2mx400 on medium graphics options no longer wants to play smoothly – at least when an intense battle is on the screen. But on more powerful machines, playing at 1600×1200 is very nice.

No Man \\ ‘s Land: Fight for Your Rights!
The simplest objects in the game are individual “little men” – if you get close to them you can hardly admire something in their rather simplified models. But they are perfectly animated – if a soldier shoots with a gun, then it is clear that he is doing just that, and a smoke will certainly break out of the muzzle. People in a canoe row, and swimmers look like “people swimming”, without any conventions there. Dead Indians leave “evil spirits” under certain conditions, which gives the game a spicy aftertaste and also mysticism. Cavalry, artillery, trains – just wonderful implemented. Even better is the cannon-sailing fleet (it is true that it can sail near the shore and sank in the wonderful way right in the sand). And a lot of special effects – “toy” cannon shots with a slow flight of tracer nuclei, bright explosions. The “fire arrows” create excellent fires, leading to the burnout of buildings to the state of a charred frame with the most effective “scattering into dust.” There is something to see here – you should only bear in mind that the game was conceived as “fun” and not at all realistic, in contrast to the same “Conquest”, and all of its visualism was built with this aim in mind.

The gradual construction of buildings, “work on the farm”, arbitrary defensive structures – peaceful life is not as bright, of course, as the battles, but there is something to see. All detailed, carefully textured buildings are created taking into account the historical realities of the “nation” that owns them. They stand on an excellent coloring of the relief, where there are passable and impenetrable hills, dense and rare forests, shallow and deep water (with a wonderful surf line) – and none of what you see will cause you to criticize the methodology of its implementation. A very visually expressive game is simply sweetie. Previously, Europeans did not do this, before they succeeded exclusively in pseudo-realism (just recall Sudden Strike and Blitzkrieg).

The historical scene of “No Man’s Land” is American history, as much as 300 years from the initial invasion of the Spaniards to the revolution and the era of railways. It is clear that there is no question of any kind of historical reconstruction in such a broad scenario – the game is limited to borrowing a general surroundings and offers six “nations” to choose from for the game: the colonialists represented by the Spaniards and the British; “old Americans” in the face of Native Americans and “Plains Indians”; “new Americans,” such as “settlers” and “patriots.”

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