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2025-04-07 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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Shulou(Shulou.com)11/24 Report--
Wen: foggy crow
Foggy Raven 8.9
The more surprised you are, the more sorry you will be.
Yogurt 8.8
Soviet aesthetics and brisk combat are fascinating, but there is a lack of guidance in the setting of some puzzles.
Porridge 8.5
The Soviet style in art is rich and bold, but the narrative style is a little spicy, so although the shape is formed, but the meaning does not care, a little regret.
Several years have passed since the release of the first official trailer for Heart of the Atomic, which was remembered by players with its unique and grotesque style, but now it has finally officially met the players. As a FPS game enthusiast, I am looking forward to the performance of this work. After all, we haven't played FPS games with excellent single-player plots for a long time. After 25 hours of play, can the performance of this book live up to expectations? Please listen to me to tell you in the evaluation.
So, is it the "Soviet version of the biochemical Raiders"? Since the first play trailer was made public, players have been describing its play as a kind of "biochemical trooper", similar to the scene when "unjust murder" ("Shame") was announced. However, like the latter, Heart of Atom is based on the basic combat structure of biochemical Raiders and integrates a large number of subsystems, resulting in a completely different gaming experience.
In Heart of the Atom, the protagonist's left and right hands correspond to different functions, the gloved left hand is responsible for casting skills, using props, and interacting with the scene, while the naked right hand is responsible for equipping weapons and launching attacks. The actions of the left and right hands are independent of each other and do not interfere with each other, that is, players can fire lightning at the enemy with their left hand and dump bullets at the enemy with the AK in their right hand.
In fact, from a setting point of view, the function of the protagonist's left-handed glove is to interact with a special substance called "polymer" to play a variety of skills in the game. As for what this "polymer" is, I will elaborate on it later in the worldview section, which is not shown here.
In addition to responding to the enemy head on, the protagonist can also assassinate the enemy by stealthily, and each enemy's assassination is completely different. However, the game obviously does not encourage players to fight in this way, because the movement speed in the stealth state is extremely slow, and it does not intuitively show the warning range of the enemy, which can only be regarded as the icing on the cake.
Unfortunately, the types of weapons and skills in this work are not particularly rich at present, with a total of 12 weapons and 5 active skills. In terms of weapons, nearly half of them are melee weapons, but fortunately, each weapon has an accessory to unlock a special attack mode, and the performance in terms of differences is not bad, enriching the combat experience of this work to some extent. It is worth mentioning that in addition to the weapon with its own attributes, almost every weapon can be equipped with attribute plug-ins, thus adding attribute damage to its attacks.
In terms of skills, if you have paid more attention to the intelligence of the Atomic Heart, all the active skills in this work have already been made public. At the same time, it is a pity that there are almost no connecting elements between skills, and the effects are independent of each other except that "aggregate spray" can strengthen other skills.
Fun in the early stage, boring in the later stage, in terms of the basic framework, the performance of this work is actually very good-the melee attack is smooth, the moves are rich, and the sound effects and enemy feedback are also in place. Each attack of the player will leave a mark on the corresponding part of the enemy's body; the shooting feel of the gun is excellent and the action is natural, which is not top-notch, but it can also be called excellent.
In fact, it is not just the protagonist, but the enemies in the game also apply to the above evaluation-"Heart of the Atomic" may be one of the richest, most natural and fluent works of enemy soldiers in the video game world so far. Even the most common geek will come up with a quick and windy style of fighting; not to mention the design of BOSS, the gorgeous and smooth movements are dazzling.
Having said that, as the first work of the development team Mundfish, the combat part of this work has exposed a lot of problems. As a work with a process of about 25 hours and 30 hours, the game opens up most of the weapons and all skills to players at the beginning. Although this makes the battle in the early and middle stages very substantial, it also makes the game more monotonous in the middle and later stages of the game. No matter how exquisite the design is, there will be moments of aesthetic fatigue.
The performance of weapon accessories is not satisfactory, although the existence of superior substitution will not appear basically, but most of them are only numerical improvements, and there are not many accessories that really make qualitative changes. Coupled with the player's commonly used weapons are only a few, resulting in the vast majority of accessories basically do not have any opportunities to play.
The same is true of the enemy's design. Most of the grotesque robots that appeared in the early promotional films did not appear on the scene, and there were only a few types of enemies in the process, and there were only a handful of BOSS wars. Although it is understandable from the point of view of the workload, it is unavoidably regrettable.
In addition to quantity, there are also a lot of glitches in some of the details of the battle. For example, there is no enemy pointer similar to the "isolated Island shock" series in the game, which is particularly easy to be attacked by the enemy behind in a melee, but it will be unable to locate the direction of the attack because the battlefield is too chaotic, and eventually fall under the enemy's random punch. When fighting in a big map, the enemy and the protagonist are easily stuck by all kinds of terrain, unable to move, and finally have to read the file and start all over again.
A lot of puzzles, but not that interesting. After the battle, let's talk about solving puzzles. If you include the branch line, the proportion of fighting and solving puzzles in this work is roughly fifty-fifty (the specific duration varies from person to person). Thanks to the theme of the game, the puzzle design in the Heart of the Atom will feel very novel when it is first started, and there are two common puzzles-the key type and the platform type.
The former is a round adsorption device, in which there are three round grooves, players need to solve the corresponding puzzles in order to unlock, in essence, some Mini Game.
The design of the latter is much richer, some require players to adjust the height to reach the finish line, and some require players to rotate the platform to build a path according to its structure. But no matter which type, the design is very three-dimensional and well integrated with the environment. And if you do not want to solve the riddle step by step, it is also feasible to make rational use of the game mechanism and use the powerful brick flying way to destroy the puzzle. Look at the results, not the process.
In the main line process, there are many special puzzles with unique design. For example, in a shadow puzzle that I particularly like, players need to manipulate ballet robots to pose and restore the crime scene, which is both storytelling, playable and artistic.
However, similar to the combat system, the puzzle part also has a lot of awkward design. First of all, all the puzzles in this work do not have any intuitive guidance or hint, if you can not understand the riddle at the moment, I am afraid it will take a lot of time to try to solve it. Secondly, although there are various forms of puzzles, they are all building blocks on the basic platform mechanism, which is still slightly repeated in the middle and later stages.
What is most regrettable is that the player's combat skills are not integrated with the puzzle. As far as I can remember, except for one place where you need to use the aggregate spray ability, you only need to use an electric shock trigger all the time. There is no such design as in biochemical Raiders, which uses flames to melt ice and open up new roads.
Here you can also pick up garbage and talk about fighting and solving puzzles, and then talk about exploration and collection. First of all, let's talk about the overall structure of the game. The area of the main line flow is a traditional linear level structure, but between tasks, players can wander around the 3826 experimental facility (hereinafter referred to as the Big Map) to collect resources.
There is a resource management system in the game that allows players to search for resources from the bodies of enemies or lockers on maps, and use them to build equipment, upgrade weapons, and strengthen skills. But don't try to carry more than a dozen weapons with you like Doom-the backpack field of the protagonist is limited, guns, bullets and consumables will occupy the backpack field, and you need to make a reasonable choice according to the situation of the war.
The good news is that the resources used for production do not occupy the backpack field. When exploring the map, players can automatically suck out and store the materials by pressing the interaction button and pointing the camera at the locker. The spilled resources will be automatically transferred to the warehouse, and players can open their backpacks anytime and anywhere to transfer items to the warehouse, which is the ultimate gospel for players who love to "pick up garbage".
However, in the actual experience, the experience of cleaning the battlefield is not good. There is only one part of the enemy's body that can suck out resources, if the body is intact, but if it is smashed to pieces, it is difficult to tell where the resource is from the outside. Players must turn on scan mode to see where the resources are located, but scanning and absorbing cannot be carried out at the same time. After defeating a large number of enemies in the same scene, the process of collecting resources will be very tedious and boring.
An open world? It is also necessary to focus on the design of the big map. In terms of content alone, this work is far from enough to be called an "open world game", because there are so few explorable elements. The most intuitive evidence is that officials have only marked the "proving ground" as the only exploration area in the map interface. In addition, there are only wandering enemies and a small number of resources, and there is even no fast transmission function.
In my opinion, the big map of this work is mainly for the story, the purpose is to better show the world view. For example, the big map has a unique robot ecosystem based on the swarm: when the player is spotted by the camera, the system will send robots to hunt down the player; when the sent robot is destroyed, the beehive will summon the maintenance robot to repair it; and in non-combat cases, these robots will do their job in place.
In addition, there are many dead NPC in the big map, but because the game is set up, you can still talk to the protagonist. Players can learn more about 3826, the information related to the "big group" and even the secrets related to the protagonist from their mouth, which makes the story more profound and broad.
As almost the only explorable element, the design of the test site is generally excellent. Each proving ground is essentially a dungeon area, designed to be used by the Soviet government to study civilian technology, but players go there to find weapons blueprints (as will be explained in the plot). To enter, the player must first find the "eagle eye" device on the large map, and then use its control camera to turn on the device, which is equivalent to a big map to solve the riddle.
The theme of each test site is different. When entering, the robot will explain the research topic of the test site, and the two protagonists will discuss about it. On the other hand, the method of playing is mainly to solve puzzles, and special elements are added according to its theme. There are a total of 8 proving grounds in the game, and there is almost no repetitive content. if you complete it all, you can not only get powerful weapons and equipment, but also learn more details of the story. Players are strongly advised not to miss this content.
Fascinating story if the part of the play leaves a lot of regret for a variety of reasons, then the art and plot performance of this work is much more complete. The story of the game takes place in the Soviet Union in 1955, and in this timeline, Professor Sechenov discovered a special substance, the polymer, by combining the properties of heavy water with silicon in 1936. Thanks to the unprecedented electrochemical properties of this substance, Sechenov and Phillemon Nike invented a small cold nuclear fusion reactor, and the global robot industry has grown by leaps and bounds since then.
In order to control robots more efficiently, in 1948, Sechenov led a team to develop the "Big Collective 1.0" system, which integrates all robots into a network and gives unified orders. This has greatly improved the efficiency of robots, and many European and American countries have begun to accept the use of robots as labor productivity. The Soviet Union became the world's number one robot exporter, sending a large number of robots around the world in the name of aid over the next few years.
At the same time, Sechenov's team found that polymers can be integrated into the human body, allowing humans to directly control robots through their minds and access large collective systems. Taking this as a goal, Sechenov's team began to develop a "Big Collective 2.0" system that connects all mankind.
The game story took place in 1995, when Big Collective 2.0 was officially launched, but at this time the Soviet Union's key scientific research facility 3826 suddenly had an accident, and all the robots left. Players will play special forces Pmur3, investigate the cause of the accident under the direction of Sechenov, and ensure the smooth launch of Big Group 3826.
Due to the limited space, the explanation on the worldview ends. In fact, the settings in the game are very detailed, including but not limited to how World War II ends, space exploration, robot prototypes and so on.
As a dystopian work, Heart of the Atom obviously refers to a number of historical masterpieces, including the novel We, written by Russian writer Eugene Zamyatin. The protagonist Pmur3 is named in exactly the same way as in the novel. So although the world outlook structure of the game looks familiar, players can obviously feel the unique "Russian flavor" during the game.
The novel "We" is like watching "wandering the Earth", you must know that this is a Chinese science fiction movie. As a top special forces loyal to the Soviet government, the idea of PMui 3 will give him and AI Charles some unexpected answers when faced with questions we are familiar with.
At the same time, thanks to the unique Soviet theme, we can hear some very interesting conversations in the game, which is quite rare in the game industry dominated by European and American popular culture.
However, an excellent world outlook does not mean an excellent screenplay. In fact, although the core theme of this work is in place, the overall sense of suspense is also quite in place. But the characterization is extremely flat, most of them are just tool people, and there are very few roles in the process. The plot in the middle of the game is also relatively dull and unattractive.
Fortunately, the production team accurately grasped the concept of "leading Phoenix tail" and handled the beginning and end very delicately. However, I personally have a bit of regret that there are too many regional clues in the early and middle stages of the game, so that I accidentally came across a key clue about the protagonist while exploring, which greatly weakened the impact of the ending.
Of course, the Russian flavor of the unique Soviet aesthetics "Atomic Heart" is not only reflected in the plot, but also in the art style. The uniform opening of the military parade, the magnificent Congress hall and the twin dancers that players like to talk about all show aesthetics that are completely different from those of European and American culture. In terms of robots and scene design, it shows the unique industrial style of the Soviet era-it looks a little absurd, a little rough, even ugly, but it works.
Now that absurdity is mentioned, how can we miss the grotesque machines and creatures in this book? Although as time goes by, the bizarre style of the "Heart of the Atomic" trailer is getting weaker and weaker. But please rest assured that even with the deletion of a lot of characters, those classic images still exist in the game, compared to if frozen, Newton and so on, the game is still a blend of science fiction and grotesque.
In addition, the team can be called a luxury in the use of art resources. There is no material reuse in the main line process, and each new scene will get a new experience.
The use of BGM is also excellent, and the heavy metal music created by Mick Gordon fits well with the sound combat experience. In some scenes, the game will use classical music as background music, in sharp contrast to the brutal effect of the picture, thus creating a strange sense of absurdity.
Optimization is good, but not much in recent years, optimization has become an age-old problem for major 3A game manufacturers, especially the PC platform, it seems that the recent game does not optimize without turning over, and the performance of "Atomic Heart" in this respect is far better than expected. On my 3060Ti+i5-11400 computer, with 2K resolution, the highest picture quality and DLSS balance, the indoor scene is basically stable at about 90 frames, while the outdoor scene is relatively poor, basically stable at about 70 frames, but the frame drop problem is more frequent.
However, the above comments are only aimed at the PC version of the media first experience, and the performance of the mainframe version is not known. At the same time, there are still several options in this work's current screen settings-you can't adjust FOV, you can't turn on light tracking, and there have been several crashes. There are also a lot of BUG problems, but the good news is that they are basically concentrated in the big map, and there is only one serious malignant BUG encountered in the mainline process, which can be solved smoothly after reading the file.
In terms of disk reading speed, after loading the game into the SSD, the reading speed is generally faster. But on the way from the big map to and from the dungeon, you will take a very long elevator. Of course, the version I play has not yet updated the first day patch, which may differ from the official version in terms of performance and stability.
By the way, I would like to mention the localization performance of the game. Chinese dubbing is slightly above the passing level, the dubbing of the protagonist and Charles is not bad, but the performance of a number of supporting roles is more perfunctory. The overall quality of text translation is excellent, and some players like the colloquial expression, which is handled very approachably. However, under some sections, the subtitles will disappear directly, and there are still mistakes and omissions in the process. I hope that the authorities can repair them in time in the future.
There are omissions in some texts. Finally, it is concluded that the overall quality of "Atomic Heart" is excellent, which is only one breath away from perfection. Its play part has a very excellent framework, but the content is not full enough; the plot part has a world view of its own, but the plot handling is relatively immature.
The current performance of this work is like an excellent examinee. Due to the lack of time, we can see his potential between the lines, but he has not been able to fully present it. However, as the debut of Mundfish Studios, the performance of "Atomic Heart" is absolutely outstanding and even amazing. I believe that over time, they will be able to bring us more perfect works.
This article comes from the official account of Wechat: UCGmedia (ID:UCG_Media), author: Jay
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