Według 2 osób ta recenzja jest przydatna
Polecane
9.4 godz. w ciągu ost. 2 tyg. / 1,521.6 godz. łącznie (378.1 godz. w momencie publikacji recenzji)
Zamieszczono 12 grudnia 2019 o 12:49
Zaktualizowano 25 czerwca 2020 o 17:26

This game is a masterpiece, if you're looking for co-op first person shooters.
Even if you aren't much of a shooter fan, you might find this to be fun.
The gameplay consists of diving into procedurally generated caves either by yourself (optionally accompanied by an armed worker drone), or up to three other players. Once in, you (and anyone else) work to complete whatever objectives Management has assigned you for that mission. As you try to meet your quota, you'll find yourself beset upon by a variety of creatures, most of which could be classified as "an amalgamation of arachnids and ants that could do with a few less moving parts."

The bugs aren't your targets, they're your obstacles. To that end, you'll want to scrape whatever resources you can out of each cave as you complete assignments. All resources contribute to experience gain, and some can be kept as currency to upgrade your equipment with. Gold is simply converted to credits, whilst Nitra is used to call down ammo refills, and is also mysteriously confiscated at the end of each mission. As you collect money, experience, and strange looking minerals (see also: not gold/nitra), you can purchase upgrades for your loadout, as well as eventually unlock an additional weapon for each class's primary and secondary slots. Naturally, these are all necessities for reducing the denizens of the planet to a fine paste.

I forgot to mention. Classes.
Do you enjoy games like Team Fortress 2? If so, you might like this aspect.
There are four classes in DRG: Scout, Gunner, Engineer, and Driller. Each class brings its own form of utility and thrives in varying scenarios when compared to others.

Scouts have an unlimited use grapple gun, weapons that excel at removing single targets, and crowd control grenades. Additionally, while all classes may throw flares, Scouts carry their own Flare Gun, which has limited ammo, but fires longer lasting, brighter flares.

Gunners bring ziplines and shield dome generators, as well as an assortment of heavy weaponry for optimal pasting of opposition. Their grenades fit well with the theme of the Gunner, i.e., senseless violence.

Engineers may deploy up to two turrets (or just one strong turret), as well as platforms to help traverse the absolute hellscape that is Hoxxes IV. Their weapons are also fairly versatile, starting with a shotgun that performs well enough at short-medium range, to a grenade launcher. Their unlaunched grenades, much like the rest of their kit, are versatile. Lures, explosive traps, and a grenade so powerful, you might just kill your own team.
Oops!

Drillers have drills. This might sound unremarkable, but when you consider that working down a wall with a pickaxe might take a while, and drills effortlessly tear holes through the world (but not minerals for some reason), you might change your mind. Drillers are also excellent at removing swarms, as well as the evidence. With thrower-type weapons, whether it be to ignite or freeze, this walking war crime of an industrial power house usually leaves nothing left of the bugs when he's done with them. He also carries powerful area of effect grenades. Or throwing axes. He also carries satchel charges, which you should probably avoid detonating on top of yourself and/or friends.

I've rambled on long enough. Give this game a shake. The devs are still active, and cliche as it sounds, they listen. Wild, right?
And I mean, hey. If it doesn't scratch your itch for a co-op shooter, refunds exist for that purpose.
Show the folks at Ghost Ship Games some love.
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