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报告翻译问题






Very clearly a lot of effort went into this.
Just held back by some criminally bad level designs,
Your ass is plunged into the land of the thousand mile sight line, every death comes from off screen.
hallways stretch as far as the eye can see and enemy placements seem tailored to ruin your evening.
genuinely kind of odd considering how high quality everything else is.
also crashes a lot.
Cannot recommend, if you want ♥♥♥♥ level design just play base game lol
In the first floor of this level, before Makar kicks the door, I noticed that the focus light (or spotlight? whatever) was behind the door.
When Makar kicking the door, if holding A, the legs of cobra can be seen within about 10 frames at snake-face's position, and the focus light was there too.
After Makar kicks the door and rushes with Pytor, the focus light moved instantly onto Nikolay (or the cobra), and Nikolay can be controlled.
I guess you've used some means to teleport the player to those three positions, but I'm not sure. Could you please tell me how did you achieve that. Please reply if you see this.
Levels are a challenge and a half, but still fun! i love the details, aesthetic, and the story.
Complaints with this one though... the last level *sucked*. Didnt quite get what happend to nikolay n his group , but the worst part is the actual level. Its on hard mode dead ahead levels of "♥♥♥♥ this" with the enemy placement, window abuse, etc. Made the last scene not hit as hard but, still, the rest of the campaign is super nice.
Is good
Спасибо, Мак.
The only blemish is the floor transitions. Some of them are do x thing within half a second or die and some transitions will be 500% harder if you picked the wrong weapon to carry between levels.
It's such a bold design decision to end the campaign.
Jokes aside, it's f u ck i n g amazing.
10/10