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Diposting: 30 Jun 2024 @ 12:19am
Diperbarui: 24 Nov 2024 @ 7:17am

SQUAD is a team-based tactical military PvP first-person shooter involving controlled ground and air vehicles on a 50-50 scale with real-time construction. By military, I mean that there will be no women's skins and pink sharks with Swarovski crystals.
The game was developed for 5 years on the Unreal Engine, and was released in mid-2020.

The developers offer us a new gaming experience in a modern theater of war with a good balance of realism and game conventions. There are not as many factions as I would like (here I sigh sadly about my beloved German Bundeswehr absent from the game). However, there is a large and, not least, thoughtful variety of small arms and equipment within the factions. The main confrontations will consist of clashes between Western countries (USA, Canada, Britain, Australia) with the army of Russia, China, the Middle East alliance and the rebels. It happens that Canada vs the USA is played for a change. The rebels are represented here in two versions: Middle Eastern and European. The game designer sees Middle Eastern rebels as unwashed uncut men with nail fungus, but in brand-new Nike sneakers)) It's really true, I'm not joking about nails and sneakers. The European rebels are dressed in woodland, olive and kink camouflage, and use outdated Soviet weapons + a few outdated NATO small arms samples and outdated Soviet armored vehicles. Regular troops are dressed and armed according to the regulations, the variety of models lies in the elements of equipment, depending on the role of the fighter. The Middle East Alliance faction is a cross between the technological armies of the West and the “bums”, as the players of the rebel faction call it. The Middle East Alliance is armed with various modifications of HK G3 + MG3 machine guns, dressed in Desert Battle Dress Uniform and riding outdated Soviet and American equipment.

The essence of the game is to achieve an advantage in tickets over a team of enemies. A ticket is a unit of measurement for a team's resources. The team receives tickets for capturing points. Tickets are spent on infantrymen - 1 ticket, transport - 5 tickets, tank - 15 tickets. The task of the teams is to cause more harm to the opposing team, while losing fewer tickets themselves than the enemies.

The developers have invested an asymmetric balance of factions in the game, i.e. the rebels are inferior in small arms and camouflage to regular armies, but have mobile equipment and more extensive capabilities of saboteur sappers. In my personal opinion, it is more difficult to play for the rebels, but more interesting.

Maps and graphics. The maps are large and diverse, the forest and mountains are well made, but winter, deserts and cities, unfortunately, on Unreal Engine 4, rather resemble games of the first half of the 2000s. But, in fairness, I must say that you do not pay attention to the shortcomings of the graphics because of the immersion in the gameplay. Models of soldiers are made at an average level, models of equipment are worked out at a good level. Animations and overcoming obstacles are beautifully done, I personally like the animations of reloading and throwing grenades.

Construction. On the battlefield, you can build horns for soldiers (here they are called rally point for a separate unit and a hub for a side), as well as many different engineering structures, ranging from banal thorns and shelters from artillery shelling to ATGMs and pillboxes with large-caliber machine guns. Construction material and ammunition are not endless, and are transported from the base to FOB (a small radio station around which construction takes place in a certain radius) by special vehicles or helicopters.

Shooting. This is where the developers deprive us of the most beloved gaming convention called clamp. Again, turning to my personal experiences, I will say that it is more or less possible to clamp on the near-medium distances only on the brigade armies of the USA and Britain, since only these roles on assault rifles have a tactical handle that reduces recoil, but on medium ones you will still have to switch to cutoffs one at a time. Shooting in SQUAD is an order of magnitude harder than even in my favorite insurgency sandstorm, where clamping even at medium distances is common. Conclusion: we play on the cutoff one at a time, the automatic mode is only in cleaning or defending compounds and premises.

Sound. The sounds of shooting and equipment are excellent, but the sounds of the outside world are very meager. A solid five can be put for the sounds of suppression of bullets falling nearby and exploding shells - done better than in AAA projects.


I definitely recommend the game to all those who have outgrown Battlefield-type casual games, but do not want to bandage each leg individually and stab boliki as in Tarkov and Arma.

About the people playing this game. The korcommunity is 18+ people, there are very, very few minors. Rudeness is common, but usually it is the lot of the greedy when communicating with each other when losing, when they begin to blame each other for defeat, and especially like to make scapegoats of the crews of equipment. As I understand it, this is such a squad tradition - everyone screwed up, but the pants of the tankers are the dirtiest. Rudeness of ordinary players when communicating with each other is common, but as I noticed, stray people with 10-30 hours in the game are rude right from the start. For beginners, if you just communicate adequately, the attitude is very tolerant and there was no such situation when I started playing so that some question would not be answered - you just have to ask at the beginning of the fight or during a lull.
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