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2,757.9 hrs on record (1,885.5 hrs at review time)
CS:GO Review
The design of the game Counter-Strike: Global Offensive

Let's start with the graphics. I would call it repulsive, if we accept as dogma the idea that should definitely GO to replace CS 1.6. After a very simple and primitive maps of the classic game even all known de_dust and de_dust2 (only while they are in mapule) are complex and require some time to adjust. However, just within 40 minutes of the game eye ceases to cling to all kinds of cardboard boxes, barrels or poorly parked, and then smashed by the local chavs minivan.

In fact the texture maps are very close to those who like CS:Source or Half-Life2. I as a fan of the series quite easily can get used to graphics cards, and in the cons I would like to write, obviously, did not. A little harder to render meshes of the players. They are on one hand very detailed and organic, but the animation of their movements are not always adequate. Die, by the way, they are very beautiful and spectacular in Hollywood.

Weapons the first 10 minutes of the game seems somehow exaggerated big, but the reason for that again contrast with the original version of Counter-Strike where your weapon is drawn back in the 90's without any special claim not only on realism, but even on three-dimensionality. In General, hours of play will be enough to fully get used to the design, especially if your experience at least slightly beyond the scope of CS 1.6.

Dynamic degradation

Then, as the immersion in the gameplay on the surface start to pop out much more critical moments. I'm talking about the game physics. In fact, this is the stumbling block of all times and peoples, which makes the evolution of games in the genre of 3D.

Sensations from the movement of your models cause nervous twitching of the right eye and tingling somewhere in the region of the liver. In CS:GO you move though, you really are quite adequate and realistic "sack of potatoes". From the point of view of the game and life is great, this is one of the highest stages in the evolution of the "like real" war shooters. Where physically felt, how hard it is to run or jump in full ammunition. Sometimes it seems that your model doesn't commando, and the man after the age of 45 with a beer belly and shortness of breath.

What's wrong with that? Yeah, I think that the basis of Counter-Strike, as for example in Quake, always was the idea of dynamic gameplay and calibrated to a unit of strafing, and jumping perebezhal. Immediately it seems that your ward is managed here-here will die from obregonia enemy across the map or from a series of attempts to jump on a crate.

Your strafe is so inaccurate and poor, that comes to some schizophrenic situations. Come out with the AWP to shoot at the center of dust2 and include zoom, strafe frantically trying to catch the optimum angle of view between the wings of the gate. To begin to properly shoot the enemy at the right angle, without wasting time, need a fair amount of skill or use of shift during strafe, which in itself is ridiculous, given the short time in which you need to execute the shot.

In this game you can forget about are favorite hide-and-seek behind the textures in the game for defense. For the box you either have not seen in any cases (rare for CS:GO version), or it is seen almost in full growth. For some reason your "sack of potatoes" is some incredible size even though priced.

Physics still became even more different from CS 1.6 than CS:S or Half-Life2. Now you don't jump on normal kz maps, and as such raspryga now in GO no. A couple times I was able to make the jump with some acceleration, and even then, only during the descent from the higher textures. In General, we want only legs.

The fact that the game has ceased to be a micro-textural and became a field a La War Inc is a very significant genre change. Remember Half-Life where you had to constantly crawl through all the ventilation, pipes, cling literally centimeters separate armatures or protruding bricks. CS 1.6 has largely kept the tradition of his ancestor, and now all had been defeated irrevocably and without regret. Thank God that razrabotciki not "caulked" individual textural elements like boxes and other things. If you manage to they can jump, and even cling to small ledges.

Double duck liquidated as a class. Your attempts to avoid the shots now will completely hinder you. From the outside it looks very funny, don't be surprised if you call an ambulance. About this technical element of the game too can be forgotten.

Summarize. Movements in CS:GO if it's not a step backwards in terms of game dynamics, then at least a very serious change of genre. This is care in the direction of COD and BattleField while maintaining the wretchedness restricted and just the old CS gameplay, which has so terribly abused. In short, what made this care is not clear, but the loss of dynamism of the game is a serious drawback for adherents of the traditional "CS".
Posted 30 October, 2017.
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