Breathedge: Video review

A man was flying through space to bury his grandfather, he saw an accident, well, he got into it and survived. And then he began to think about how to escape and poke the chicken at everything that came to hand. If the saying (before the review) seems strange to you, then you haven’t seen the review yet!

Breathedge

Best comments

Mafia 3 is commendable because the videos are beautiful; Serious Sam is trash because I don’t like those types of games; The Last of Us 2 is the best game of the generation because you don’t understand; FIFA 2021 is commendable because football; Breathedge is a failure because we didn’t understand. The author’s vision is so… interesting.

And why did you bring the opinions of a bunch of different authors??

Good game. It’s inexpensive. There’s nothing wrong with the humor in the game. The game is not a sandbox, it is linear. But the reviewer clearly looked at it through the prism of a sandbox, which was a mistake and resulted in a similar review.

I’ve never seen a hairdryer bomb. And there’s so much swearing in the review.

The key here is that it’s an "ironic adventure game". And so she is. And the word “survival” is not synonymous with the sandbox genre. Read the description of the game Prey. You will also think that she is a sandbox?

Not only the opinions of different authors, but also reviews of different games. What’s the point of this, I don’t understand

*video time 15 minutes and 36 seconds*

Well, we can say that the plan is only 75% fulfilled. But the remaining 25% (or even the whole 125%) is thrown in by Debriefing, so the karmic balance of the SG is preserved

Let me start by saying that I’m not one of those people who played a bunch of survival games. My experience is limited to Sabnotika, Conan and… probably that’s it. And for me, this is the first survival game that I completed and, moreover, got platinum. The game is not drawn out, it does not create “grindwalls”, resources for almost any item are collected in no more than 20 minutes, it is always clear in it what to do, where to go and why. I have never had a situation where it was not clear where to get this or that resource.

Backtracking – yes, for me it became really noticeable in the last part of the game, it’s not clear why it was impossible to place workbenches closer to such places or allow you to craft something simple right in your inventory. However, maybe I just didn’t have a goal to complete the game as quickly as possible, but in Chapter 2, when you essentially need to visit 6 points of interest, the path to each point consisted not only of flying to the place, finding out what was missing, returning to the base, crafting and flying back to the point. My flight to each point was diluted with the exploration of accumulations of debris, almost each of which contains: a mini-story, objects with a funny description and comments from the spacesuit, some new furnishings, resources.

The locations are far from monotonous: there are broken-down containers with coolant, an asteroid sawn in half, a laboratory with mutants, a beef production workshop, greenhouses with fertilizers, and living quarters. And I’m sure I haven’t listed everything.

If we talk about traveling to points of interest, even on a rocket, a one-way flight takes no more than a minute. There is a lack of oxygen, but in the second chapter such a huge number of pocket oxygen batteries are scattered that they can be used simply by CD. Plus, in addition to the main base, there are other small points where oxygen can be restored. At the beginning of the second chapter, I was already ready to place my portable oxygen stations everywhere, but in the end I installed only one.

Tools – yes, they break, but where do they not break?? Of those that you need to keep a couple of pieces in your backpack as a reserve, these are the most popular: crowbar, drill, scanner, probe. During the whole game I made 3 wrenches, a soil analyzer – one, a saw – one.

The last part of the game, which is linear – yes, not the best part, but it can be completed in about 2-3 hours.

In short, for me this game is a solid “commendable”, and I got a lot of pleasure from it.

OK. Let’s hit with artillery. Resident Evil is one of the founders of the survival horror subgenre. The sandbox was in Silent Hill, as far as I remember. On the playground somewhere.

For the really https://london-eye-casino.uk/ tight:

I don’t quite agree with the review.

1. A bunch of marks on the screen doesn’t interfere when you adjust their color! One color for oxygen stations, a second color for engineering compartments, a third color for story locations. On top of everything, when you fly from one mark to another and to the base over and over again, you somehow mechanically remember where everything is.

2. Number of slots for quick access buttons. Yes, I agree, there are few of them.

3. Tools break. Yes! And that’s normal and good! But in reality, you only need to make a few tools several times: a crowbar (and then only before opening the eternal crowbar), a drill, a scanner, a probe. All! And in your inventory you only carry 3 crowbars, a drill, a scanner, a probe, and oxygen. And in the second chapter a repair tool is added, which you can craft only 3 times in the entire game.

4. Crafting the necessary things in the second chapter is not as painful as in subsequent chapters, since resources and a crafting station are located within walking distance from the place where the drawing was found. It is in subsequent chapters that you are forced to run back to your base and there craft something necessary to advance through the location.

5. Since crafting has started. Yes, its interface structure is quite confusing. There is also no possibility of displaying the drawing on the suit screen as in Subnautica Below Zero.

6. A complaint about the animation of an alien… Vanya was late with this, because the developers themselves admitted it and ridiculed it a few minutes after his appearance.

And now by chapters.

From the very beginning, the game positions itself as an IRONIC game and should not be taken seriously. In general. The first chapter was interesting and quite hard due to limited oxygen. This may have scared some players away. But nevertheless, this is a good chapter and a good starting point, which basically sets the whole tone of the game and introduces the game.

The second and third chapters grow in scale several times. But in return they give transport. You no longer experience problems with oxygen as in the first chapter. You also don’t have any problems with crafting, since crafting stations are within walking distance.

Chapter Four. This is where the game changes, it changes a lot towards corridors and it’s noticeable. And the difference between English and Russian voice acting is very noticeable using the example of a diagnostic station. If the Russian voice acting has some kind of weak gacha-comp, then the English voice acting has natural porn. Also in the fourth chapter, it is very noticeable that the ardor and enthusiasm of the developers has already evaporated and they themselves do not fully understand what they want to ultimately do.

The fifth chapter is quite short and ends the interrogation with coffins. Ridiculing cliches in this chapter as if they were some kind of satire and inappropriate. It’s already clear that the screenwriter is burned out.

Chapter Six. The screenwriter completely burned out, most of his energy, I believe, went into the final video. Raising a serious topic, such as the motivation of Glavgad, while being ironic is strange. The finale, a good classic happy ending, well almost.

And regarding the hero of the game, there is also an irony here and the irony is that, unlike all survival games, the main character is an idiot. That’s a real idiot acting like an idiot. Yes, there are situations that are straight out of some trash comedy and they really make you feel Spanish shame. And these situations can be seen precisely in Chapter 4, when it is noticeable that the developers are burned out.

But taking this game completely seriously as a typical survivalist, and not as an ironic game, is like taking Super Seducer completely seriously.

As a result, the game turned out okay. You can see the fuse, you can see the enthusiasm of the developers in the first three chapters, and a video of how they blew up and burned out at the end of development.

As a backtracking, I have memories of the musical accompaniment when flying in space, the musical accompaniment at the stations in Chapter 4, Easter eggs, collectibles, excellent art inside the game (“Mr. Tollerust” and “Don’t Riot”, “Shepard”, pin-ups, etc.d.), satire on survivalists.

Unfortunately, no word about the musical accompaniment. That small amount that I gave paid off in the scene when you enter the spaceship to the song “Beard”. I stood dumbly and listened. The other tracks are also quite nice.

I think it should work both ways. Since the preview says “We didn’t understand,” and not “I, Ivan Loev, didn’t understand,” then it’s quite appropriate to give examples of other reviews, including Vanin’s.

> This is the author’s vision

Actually, yes. It would be strange to even claim 100% objectivity.

“A man was flying through space to bury Grandfather, he saw an accident, well, he got into it and survived.”

Surfing RoyalCheese on Steam in search of something cosmic. Sees – a nice game from our developers. I sat down for it and burned.".

Okay, jokes aside, I lasted 51 minutes in the game, as Steam assures me. Exactly enough for me to get tired of collecting trash and rushing back and forth to replenish oxygen, which is enough for a minute at most.

For comparison: I spent 34.9 hours in Subnautica (although I also quit halfway through), in No Man Sky – 67.2 hours. So think: either I’m such a shit eater (which is absolutely possible), or there’s something wrong with BREATHEDGE.

Someone sent me a description of the game from Steam, where it was written: “a game about survival”. Here’s a description of Prey from Steam: “Uncovering the dark secrets of Talos and your own past, you will have to survive, relying on the means at hand, your own wits, weapons and superpowers." T.e. Prey developers as well as Brizedzh developers say that you need to survive. But this does not make another game here a sandbox. Accordingly, considering Brizedge as a sandbox and finding fault with it as a sandbox is, IMHO, wrong.

Claims to the motivation of the behavior of intelligent coffins in a purely humorous story.

And this is just one of the features of this, dare I say it, “author’s” review 🙂

Starting the game I was more inspired than ever

Unfortunately, already at the 5th hour of the game you perceive any humor only with rejection, and the presence of crafting is like a deadly routine that does not give a full sense of progress.
The comparison with Sabnotika is more than correct, because where it offers constant expansion of possibilities, here the game offers crafting more like passing through checkpoints, where from the construction of a crowbar to the construction of tongs there is an exclusively straight line. For a survival game, a clear division of levels into conditional maps, which no longer make sense to return to after completing it, is not correct. And the plot obstacles “Well, you build! Built? And it’s not needed anywhere else” – they’re extremely infuriating. It’s okay when it’s only a couple of times per game, but when every third building has an exclusively one-time function “open the plot further” – it’s a nightmare.

There is no survival or exploration in the full sense in this game, it’s more of a “yes as much as possible”

How else can you look at it if the game page clearly says “Breathedge is an ironic adventure game about survival in outer space.»?

Highly rated – Suitcases brought in LLC!
Gave a low rating – LLC DID NOT DELIVERY THE SUITCASES THIS TIME!

As I understand it, the option that a person liked the game – he slapped “commendable”, if he didn’t like it – he slapped “passable”, is no longer even considered, yes?

發佈留言

發佈留言必須填寫的電子郵件地址不會公開。

Add to cart