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You will die a lot when you return. It’s worth it

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I first met him Return last June, Sony’s PS5 unveiled, and I admit I didn’t think much of it when it was created on a conveyor belt of generic science fiction: Spaceperson fell on a dark and stormy planet, its wildlife, the studio invents a ridiculous title; a great scream.

I am pleased to report that this impression was largely wrong. There is so much to love Return, which was released this week. Or, to put it more clearly: the game offers so much more that can be found in the game and left me excited for the future of the media.

Return the protagonist is Selene, an astronaut, not only in the case of her fashionable heterochromy, who looks normal according to the rules of the game, not a 7-meter-tall super soldier, nor a D&G model with hobbies like saving the world. The setting of the story is poor: the game opens when the ship Selene passes through the sea clouds over the planet Atropos, through the path of a signal that emits a “white shadow”. Inevitably, lightning strikes her helmet, and Selene goes down into the darkness.

After exploring the catastrophe, Selen admires the stony stone statues of an extinct civilization and admires the bright blue sticks that make up its fauna. Then he will find a corpse. But this corpse (heavy ropes) is his. Worried, however, like most of the game’s protagonists, ready for war, he begins to grab the gun next to his dead man and start exploding. Metroid-Dark and dark tentacles descended from the hills with the intention of destroying fire. The beasts say that it only starts when Selene’s “integrity of suits” is emptied and falls into the screaming accumulation. Return reveals his main gambit: You’ve returned to where you started, you’re about to fall against the Atropos, all you have left are your memories.

Return It is similar to rogue-lite or roguelike, which is a game like roguelikes Rough. To put this in English, Rough It was an RPG, released in 1980, in which college students played on giant college computers. Over the years, similar RPGs appeared – called roguelikes – until the mid-2000s, when a series of indie games Roughthe most famous concepts for the enrichment of new genres — procedural levels and permanent death. These games have also been called rogue-lites or roguelike-like. Recently, Kill Spire he did it for deck construction games. Hades, very popular best game of last year, due to the mythology of Ancient Greece, the main character tried to escape from the hell of Greek Zagreus, which came out of a pool of blood at its bottom after each defeat.

Return it does the same thing in the case of a third-person sci-fi shooter. Selene’s death sees you lose (almost) all weapons and upgrades, while the world bends around you like an MC Escher painting. But the story goes on: Selen remembers that he died and commented on the twisted landscape.

To give you an example: in my third game, I found a foreign machine gun, the Tachomatic Carbine, and I started firing with different “Parasites”. Alien—Add them to the outfit and give them mixed blessings: it may increase the skill of your weapon, but the malfunction of the item is more likely. When the first boss, Phrike, killed me with a square-headed snake thing, the next time I didn’t get anywhere near Phrike I realized how lucky I was with the lighting combinations.

The Roguelikes are debatable as they give the game a death knell. Usually when you die, progress is saved, but the story can’t move forward. The opposite is true: Progress is lost, but the story often continues. Some people he hates that investment. They hate the idea of ​​dying to see more stories and even hate the idea that they will lose the tidy kit they got; sickle power; auxiliary bird; Holy Swole rocket launcher, whatever.

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