Hylics 2 review
The release of the release in the light, which was drawn up by disgusting along the walls of being, was able to hold off priceless lines of the code for only a year. Having wished to take the soul of a all -reinforcing balm of juicy signs and the numbers of mysterious thought, one exciting soul in the evening I perceived a color signal, reflected from the walls of my monitor: I let out the last rubles not on the burrito, but for the game.
This material has prepared two people for you. I am Rybych. And my good friend Zhenya walked.
I made a video version, while Zhenya helped to rewrite and change the text a little for usability and pleasantness when reading. The text is slightly different, there are fewer jokes than in the video, but the meaning remains the same.
I advise you to enable this track at the time of reading Hylics 2 Ost Prevailing Westerlies – YouTube
And I advise my video version at least to fade, because screenshots in this article cannot completely describe the most basic chip of the game – animation.
One way or another, pleasant absorption.
Introduction
What usually clings to you in video games? Me – either history or gameplay. I am one of those who can farm the potatoes in warframe can farm, because it is fun, or spend 20 hours to pass the digital version of water torture, because even through the bag on my head I will see a good story.
I often skip games that go-bank and put only on their visual component. Even in any walking simulators, the emphasis is usually on history or simple puzzles. In short, I want to say that I usually do not play in any … too abstract. About a year ago I saw a trailer for this game, and I was instantly chained I was pressed by her visual style.
Hylics 2 is an indie-jrpg that Mason Lindrot made.
The first part was made by Mason in the RPG miker, and even then it was very well visible … A specific style. Such digitized photographs of plasticine with a very acute jeeper syndrome, doused with a whiten from above.
The story in the first part was very simple, like gameplay. But the game stood out by a picture, animation and a very strange atmosphere of the on -the -way, but without a headache.
And so, five years later the second part comes out, and if the original looked like something garage-experimental, then this game can be confidently called a full-fledged one, with a budget than a pack of ibuprofen.
Presentation
The whole game resembles a poster of an unknown rock band, which was left to dry on the sandy shore of California. Blurred pastel colors seasoned with acidic shades should cause migraine, but along with wild music (about it later), they inspire a desire to become one with an endless cosmos.
And this is easy to do as soon as the first battle begins. It reveals the pulp of the game: animations and music. God. My. What. They. Gorgeous!
All creatures look like plasticine crafts of schoolchildren from the third b, but the smoothness of their movements is introduced into a stupor, and the animations of attacks finally finish off your diluted mind. It is difficult to understand what they are actually, but because of a single style, it seems that each of these guys has its own place in the world.
I am saturated with the deepest respect for any person https://slotsnogamstop.co.uk/review/spins-heaven/ or studio engaged in a stop cane, in which each frame is created by shooting a real sculpture or a frozen scene. This is a terribly difficult technique in implementing, creating a picture that can not be confused with anything. And at first I thought that this madman Mason created everything, manually, all animations, all models and locations, but everything turned out to be a little more cunning.
Here, apparently, the graphics consists of a combination of three -dimensional models and digitized photographs of plasticine crafts. Honestly, I would not have guessed this if the game had not offered an option to turn off a special filter in the settings. I was ready to swear that everything in this game was made of real plasticine.
It seems that I should apologize for the joke about Zhipug’s syndrome: the photographs of the sprites themselves are processed with dysering. This technique is used to create an illusion of color by turning the boundaries of two colors into a semblance of a chessboard. For example, using only black and white colors, you can get a gray illusion if the picture is away. Disering has other methods of use, but they are outside the boundaries of my qualifications. Immediately, as in many other Mason projects, he gives rust and stiffness to the picture.
During the game, I often noticed that I was just sitting and fascinatedly looking at the animations of attacks and mob movements. At first I didn’t even think about which attacks are more profitable to use and did not save any objects. I chose and used everything in a row, because I was interested to see how they look.
My favorite is the lightning of the pangorma. This screenshot does not convey how juicy that guy gets a discharge in the face.
The second thing that holds on the atmosphere is music. Fights in other games are most often accompanied by music from the category “Come on, Great Hero! Destroy these abstracts!”
Music in Khayliks is like the dude who sits in the corner of the Amsterdam coffee shop. I would describe part of the tracks as follows: “Pink Floyd, if they were from California and fans from surfing”. The rest: “We drank too much yesterday, but, I assure the music will be ready on time”. Other compositions leave the impression that they were written by a talented person who had a very sick head. But this is the meaning!
Each of the combat compositions is so good!
The guitar at times sounds so oily as if they played on it with a piece of butter. Unlike the first part in which Mason wrote all the music himself, in the second, professional musician Chuck Salamon joined him in the second. They were friends with families, and Mason simply invited him to work on a musical accompaniment to the game.
I extremely advise everyone to check out this music, even if there are no plans to play the game itself, combat tracks in particular. The rest are too psychedelic for ordinary listening, although in the game they sit in their place.
Unfortunately, the cool style of the game does not paint her crooked platforming. In the open world you will have to jump, and all these pastel colors are mixed with each other, and the isometric prospect actively interferes with the exact jumps – it is difficult to understand the depth of space.
And during the battle, all the effects that are superimposed on you or the enemy have constant animation that hangs over the characters. At first it is difficult to figure it out, but after a couple of hours of the game you get used to the visual Adishch on the screen, and this no longer becomes such a noticeable problem.
Gameplay
Yes, about the fighting. Khayliks is not the Wall to you, just sit and not work.
It’s even embarrassed for me to talk about the combat system used. Everyone probably played step -by -step jrpg, or at least they saw them. Everything here is according to the covenants and very simple. Probably even closer to games on the RPG miker. There is your detachment on the screen, but opponents shake you, the sequence of the course is determined, and you begin to beat each other. There is a regular attack at your disposal that does not spend resources, and special receptions called gestures and which are spent by Manu. The battle mechanics are built on positive and negative effects.
For example, Wein’s gesture “Solving” causes slight damage and hmm … liquefies the enemy, inflicting damage to him every move and reducing the damage from his attacks, and the gesture of the Dedusmulna “Foamy armor” removes the status of ahemista … leakage and increases the hero of the maximum health.
Yes, the names of skills and statuses are also in your style. In a word, it will take some time to remember what statuses they are responsible for, and how to use them. On the other hand, there is no something completely unusual here, and you can quickly draw analogies. Here is bleeding, here is the settings, here is acceleration, and so on.
True, sometimes there is not enough clarity of these effects in the game itself. I thought that acceleration, which is available only to enemies, simply raises their move in line, but in fact it gives a bad guy to attack twice in a row. Burning seems to be said in the description of the gesture, should reduce the effectiveness of healing, but I did not notice the difference.
At one point you get a charge gesture, and the gameplay becomes a little more interesting. This thing spends your move, but the next personal gesture gets an additional effect, the strength of which increases with the number of antennas that you bring to the islands of TVs ..
For example, with such an increase in the pangorm lightning, he will not stun yourself, inflict additional damage and wait for the enemy. This mechanic increases the importance of the tactical component of the battle to the desired level, without it it would be sad. Thus, an element of choice appears in the game: if you want, you can skip your move now and get a stronger effect later, but if you want, do something right away.
Each of the heroes has its own personal gesture, which is available only to him, while all other new gestures are available to any hero. New gestures are broadcast on TVs that are scattered around the world.
This is the unusual way to get new skills: just fall on the couch, stick into the box, and, voila, you know how to set fire to the bad guys, pointing to them with a finger.
There is no armor, no chance of hitting, no Crete. No levels or experience. All characteristics are raised due to equipment and. grinding the meat of his enemies in a meat grinder … UV, hard … and drinking water from the cooler. To do this, you need a disposable paper cup, otherwise. Well, this is, in principle, everything related to fighting. For jrpg everything is really simple here.
One of the most memorable moments, for me there was still a section with a 2D platforming … On the one hand, diversity is, of course, good. Especially with the best track from the game against the background. But, frankly, this is sadism at the level of old platformers.
Okay, the first part is nothing. A little tightened, however, but the opportunity to find a bunch of useful objects and this chic music still lead you to the end. But the second part … The second part of the platforming is very confused, the card is huge, when you receive damage, you are repelled, and the enemies are resurrected!
I won’t say that the game is too complicated, you don’t have to grind particularly, but look at how the enemies explode with jacks of meat – invaluably.
By the end of the game, you turn into a real platinum god, and the final boss becomes trivial. Even the battles with enemies in the last location were more complicated, to be honest. By the way, if you want to be stubborn, then you can spend a couple more hours on the search for all secret tokens and the passage of Dange Crowe in the first person to get an ultimatic gesture that kills all opponents on the screen with one blow. Even the final boss.
Plot
Everything is simple with the plot. The servants of the lunar King Gibby, whom we killed in the first part, try to resurrect him, and you must stop them. Here, in general, and all. I will not even talk about spoilers, there is nothing special to tell here. But I will not show the final boss, it looks gorgeous, and comes with one of the best tracks of the game.
I tried to catch some hints of what was happening, looking for allegories and hidden meanings, but nothing but a simple story about a tyrant, who wants to turn the whole world into the same mass of incomprehensible slurry, did not see. Although, maybe I watched badly … But, as I said, this game clings enough with its style, and the message is not in history, but in the atmosphere.
It is also worth saying that the game does not have a Russian translation, only English, but this is not a big problem. The world here is not the largest and even by the method of pumpkin you can understand where to go. True, with an understanding of the text, this very world is revealed a little better, and it becomes clearer what exactly is required to do and what kind of context is the context.
Conclusion
No matter how much I try not to remember the word non -verrivud, I can not dodge him. I will not deny that Kheiliks 2 is similar to him, but I will add that it is not so much as a visual design, but by creating a feeling of a completely different world with its laws and orders, its movements. Both games are very strange, but in their chaos there is order.
It seems that it’s time for us to disperse. Having enclosed my words in the shell of the inaccessibility of the anti-Local ball of signals, I will complete this transfer by a handful of extra lines. Gratitude, distilled from unnecessary shackles of zeros and units, is sent by a signal to your brains. I urge you not to look for the grain of truth in plasticine, because its purpose is to take the form that you expect from it.