Riders Republic (ZBT). We did not wait, but we got.
How many you know the games about extreme sports, based on knowledge about the state of the game industry in the current realities? A specific segment, if not subject to partial oblivion, then it is absolutely precisely in a deep gibbernation. Once every couple of years, some low -budget releases have been taking place, for example, Tony Hawk’s Pro Skater 1+2, but not more. However, there is a company in the world that decided to occupy this extremely not popular, but free niche. And yes, this is Ubisoft, or rather, the Ubisoft Annecy studio, which, in turn, is responsible for the release of the more or less famous Steep. The project was maintained for a long time, but every year I lost online, and therefore the studio had the need to create a fresh woman who would attract both new and old players. So was born Riders Republic.
It just so happened that more recently, namely, from August 23-28, Ubisoft rolled out a closed beta test Riders Republic, an ideological successor of Steep, a participant in which I turned out to visit. Let me remind you that Steep was a funny entertaining arcade about skiing, parachutes and extreme. In general, RR is about the same, but with an even greater carbon monoxide, Downhill (races on mountain bicycles for a while), colored beards, hipster rags and other “How do you do fellow kids”.
The threshold of entering the game was quite low. The difficulty of passing levels is configured, although only rivals change by and largely and, as I understand it, the principle here is the same as in Forza Horizon, the principle of “DRIVATARS”. That is, your rivals are not programmed bots, but conditional ghosts of other players.
The tutorial does not just introduce the player according to the express plan, but thoroughly chewing, explains what is where it is, how to navigate in the hub and interface. But even more important, with extremely difficult and rather confusing mechanics, the game is very reverent to the new player, portionedly laying out the elements of gameplay in front of him (tricks, landing, discipline).
The impatient will not have to be sweet, but after you will not feel like a person who was thrown into the game like pants into a washing machine. For convenience and speed in the game, there is an opportunity to get up immediately after falling, without waiting for a stop of the body, as it was in Steep. And if you drove off the route, then in this case there is a rewind of time back the same way as in Forza Horizon, the only difference is that rewinding works only for you, all the others continue to go further.
For old men and fans of Steep, everything is not so colorful, except for the soundtrack, here it is, according to all traditions, kachy and energetic. If earlier, all management was limited to three buttons, now, because of the incredibly rich collection of tricks, you will have to sweat using the entire arsenal of the gamepad (forget about the game on the keyboard, only the gamepad), which turns Riders repullic into a kind of Mortal Kombat, because here you have a frontflip with a nower, etc. drop, and another sea.
Players in the ZBT can present me, they say https://nongambancasinos.co.uk/review/palm-casino/ in the game there is a pre -installation for Steep, but I will tell you that although it is, it is completely not intended for this game, because with it you do not have such wide possibilities of control over the process, and the game will eventually leave you without nerves.
There is no detailed customization of the character here. It will no longer go individually to select boots, backpack, camera go pro and t.D.
The Vingsight and Jetpak management can be executed with a great emphasis on realism, but there is no sharpness in the movements, as it was in Steep, there is a feeling.
There is no opportunity to move to any point in the world, but it is not yet clear with this, because the helicopter has shown in the ZBT, but not a gameplay for it.
Equipment now has personal characteristics, that is, it does not matter how beautiful your is great, if it does not go through the stats, then it does not go. On the one hand, the old Steep players will seem like a huge minus, on the other hand, the plot staircase is realized in such a way that at a particular stage, players will not be able to have more powerful equipment than the game itself specifically in this section of development.
Another question is whether this will affect the microtransactions, that is, whether there will be a person who has entered additional money in the project, have, say, a snowboard, according to the characteristics of the bicycles of other players bypassing the head. In the testing testing, the tab with purchases for not the in -game currency was closed, so who knows, maybe the guns from Battlefront will be suspended.
Despite the fact that it would seem here to be absolutely everything for a smooth entrance, at first you will have to fall a lot, without exaggeration exclusively many times, and it was even funny in Intro. The gameplay did not become less hardcore than in Steep. The presence of already the aforementioned assistants made the game faster, but not easier.
You will need a complete concentration and knowledge of the necessary combinations. Malked a checkpoint or a turn in Downhill? Consider the restart. Hesitated on the edge of the springboard and did not jump normally? You will be left without tricks and a powerful factor. During the time did not begin to align for landing? You will lose a lot of victorious points for falling and still lucky if you get off with overload.
It is important to be prepared for the fact that the same event will have to go through several times not always for the sake of the best result, it is worth accepting it as a fact. However, it also makes sense to chase the best result, because, performing tasks set in the event, for example: to gain more victorious points, perform two backlips, go through an event without using brakes, for a specific time, etc.D. You get stars, the number of which depends not only promotion in the plot, but also the opening of new disciplines, the emergence of more favorable sponsors and their events, as well as access to a more steep equipment.
A snowmobile can be used between the points with free movement, it goes in any direction and at high speed, although in fact you will not use it often, because the game has such a discipline as flying on a jetpack. He is fast and convenient for free use and with it the opening of the entire card is only a matter of time. Feature, but the game breaks a little.
For lovers of freeride, everything is ambiguous. The practicality of the open world is pleasant, it is convenient to study it, it is really huge and geographically correct, it is not a problem to take great and drive along the red desert where the eyes look. However, most locations do not shine with beauty, there are much more pragmatic levela design here. These are not majestic Alps, there are not many places where you want to stop and contemplate landscapes.
For many, such games pass by the eye due to certain circumstances: lack of time, not interest, small marketing activity, lack of friends for more fun. But there are specifically in Riders Republic a kind of spark that can light a fire in the eyeballs of a person. The game can give the feeling of a mass movement and universal fucker, which in everyday life has been atrophied recently. It turns out to enjoy not so much gameplay as a high drive atmosphere, and this is cool, and this is what the project can make a worthy replenishment in the library of everyone in the future, because there are so few similar games.
At the moment, this is all you need to know about Riders Republic. The release is expected on October 28, but before that there will still be open beta testing, where we are waiting for a little more content and news about the project.
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