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Once Human review: waiter, there’s some brilliant creature design in my big bland survival soup

So I’ve just hopped on my motorbike, enjoying one of several pleasingly incongruent classical musical tracks that plays from the radio, on my way to tick tasks off a list in the top right corner of my screen by scavenging an abandoned hospital. It’s a great hospital, by the way. Spotlight-headed phantasma shamble about corridors reminiscent of The Division 2 or The Last Of Us’s naturalia.

Striking, but also within easy reach of comparisons. And if Once Human was purely the collection of x from ys it very much appears to be, I’m not sure I’d have much positive to say about it. On the surface, what you're getting here is a 6/10 third-person shooter from ten years ago that gleefully spills thumbtacks along any simple paths to progress with live service obfuscation, propped up by a detached crafting and building economy that has you popping mined rocks and chopped wood in the oven then taking out freshly baked shotguns a few minutes later. Its systems run the gamut from numbly enjoyable to being a source of major psychic damage, and even the simple act of replacing your initial tier I rustic baseball cap means navigating several menus, currencies, and resources.

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