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Atomic Heart
Атомное Сердце
Атомик Харт
Атомик Хеарт
Atomic Heart геймплей
Atomic Heart обзор
Atomic Heart сюжет
Atomic Heart мнение
Atomic Heart прохождение
Atomic Heart дата релиза
Atomic Heart оружие
Атомное Сердце геймплей
Atomic Heart когда выйдет
Атомих Харт дата выхода
Атомик Харт геймплей
Atomic Heart трейлер
Atomic Heart враги
Atomic Heart противники
Алексей Макаренков
atomic heart
atomic heart gameplay
atomic heart trailer
atomic heart game
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  • ruRussian
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00:00:00
Hello everyone, I'm Alexey Makarenkov and
00:00:02
today we'll talk about Tomi Hart again
00:00:04
at the end of November. I've already released a video about the
00:00:06
game. After an hour and a half gameplay
00:00:08
session that was organized in Moscow for
00:00:10
journalists and bloggers. But then the
00:00:12
publisher-developer did not provide
00:00:13
new gameplay footage and it was impossible to
00:00:15
talk specifically about specific
00:00:17
game moments and show specific
00:00:19
game mechanics, but now
00:00:21
several Western publications have published
00:00:23
fresh Gameplay and you and I now
00:00:25
have the opportunity to analyze in detail
00:00:27
many game moments and connect them
00:00:29
with my personal feelings from the game,
00:00:31
let’s do just that. If you have
00:00:33
n’t seen my last one It’s better to
00:00:35
watch the video first to generally
00:00:37
understand what the game is,
00:00:38
the link will be in the description. Also, special
00:00:41
thanks to my good friend
00:00:43
game designer Vasily Skobelev. He helped
00:00:45
me find interesting details in the latest videos
00:00:47
and clarified some controversial
00:00:49
points. Vasily has a channel about the gaming
00:00:51
industry in telegram where he analyzes a
00:00:52
variety of topics related to gaming, if you're
00:00:54
interested, you can subscribe. And now
00:00:56
let's go through the facts, details and non-obvious
00:00:59
points [music]
00:01:01
So in the gamespota video they immediately
00:01:04
show us how to move by car;
00:01:06
there is transport in the game, but it
00:01:08
will obviously work with restrictions; now
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the car is moving along road and if
00:01:12
you look closely you can see that you won’t be
00:01:14
able to drive it anywhere else in this place
00:01:15
around the rocks and the trees grow densely in the
00:01:18
car. You just can’t get through it. It
00:01:20
seemed to me that in general you can move around quite freely with a car, if
00:01:22
you have one at all at the moment.
00:01:26
only within the framework of the places that the
00:01:28
developers have clearly provided for, you will not be able to
00:01:30
go directly anywhere;
00:01:32
movement takes place only within the
00:01:34
road network, and most of the locations
00:01:36
where the plots develop,
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key battles take place from this network from divided.
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That is, you are driving and run into an
00:01:42
obstacle, some kind of landfill the fence
00:01:43
into something else and then you can
00:01:45
only move on foot, in other words, the game world
00:01:48
is planned so that with a car you, on the
00:01:50
one hand, can cover a fairly
00:01:51
large distance, but at the same time it
00:01:53
could not become your permanent weapon with
00:01:55
which you can crush everyone. The very
00:01:57
control of the car at the same time it’s done
00:01:58
quite nicely, but it’s so
00:02:00
conducive to some kind of detailed
00:02:02
simulation of physics. No, well, the
00:02:04
game designer’s decision itself is to limit the
00:02:06
movement of cars, not to let him
00:02:07
drive directly into all areas, this is
00:02:09
absolutely normal, then we see the
00:02:11
next moment, our hero crashes a
00:02:13
car into three opponents, pressing on
00:02:16
Then he gets out from behind the wheel and
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the battle begins and a logical
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question arises: Why the hell didn’t our character just
00:02:21
continue to crush other enemies with the car?
00:02:32
crushing the car gets damaged,
00:02:34
it’s worth taking care of. But still, it’s a
00:02:36
pretty powerful unit. And here the character
00:02:39
got out of the steering wheel, most likely because
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the player wanted to create beautiful moments of
00:02:42
driving transitions into battle; in fact, it was possible to
00:02:45
calmly crush steel enemies.
00:02:47
This particular Gameplay was apparently recorded by the
00:02:49
developers themselves and fragments of it
00:02:51
are found in Games Pot videos and in
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ign previews and in some other
00:02:54
materials. Well, that is, this is basically not the
00:02:57
journalists’ own Gameplay. And the
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recording provided by the authors
00:03:01
actually begins the battle, initially
00:03:03
the character uses a pistol in the game
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you can heavily modify the weapon and on the
00:03:07
Internet now many people write that this is a
00:03:09
modified pistol paragraph that was
00:03:11
shown to us before, but no, it’s
00:03:13
absolutely an energy barrel, the
00:03:15
developers
00:03:17
told me a little about it during the game session, I think it’s
00:03:19
called either Electron or Electro,
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these two flat batteries 33 36,
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which are called 332 in the game - this is not
00:03:27
modification of weapons This pistol
00:03:29
has them from the very beginning, it’s immediately clear that the heroes
00:03:31
use the ability of the
00:03:32
companion’s glove, this is the skill Telekinesis, with the help of
00:03:35
it you can lift enemies into the air,
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immediately pay attention to the scale in the
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lower right corner of the screen, this is Energy and
00:03:42
Let’s straight away, so as not to go
00:03:44
back, let’s analyze the interface directly
00:03:46
look at the screen, we specially marked
00:03:48
everything with numbers to make it easy to
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figure out one - this is our current
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task, here it is blurred so as not to
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spoil the plot twists, I hope that in the
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options it can be hidden, because
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otherwise we
00:03:59
will constantly have a large block of information dangling on the screen with
00:04:01
information number two, this the deshi counter, that
00:04:04
is, the quick shifts that a character
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can perform where they are quite
00:04:08
fast, and the number of deshi is an element of
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leveling up. In gameplay videos it can be seen that
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in some locations only
00:04:14
one Desh is available, and in some there are two, just
00:04:17
where two the Dash player has already leveled up by plus
00:04:19
one three is the number of first aid kits is 4, this is the
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character’s health level, from my point of view,
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it’s not a very good decision to make this
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strip so invisible and
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hide it at the very bottom of the screen during the battle,
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all the player’s attention is concentrated in the
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center of the screen and it’s difficult to follow this dim
00:04:34
strip, I directly felt it myself
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when playing number five -
00:04:39
we have different abilities that
00:04:40
are restored over time and,
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accordingly, the upholstery. You can type
00:04:43
different icons will also be displayed in
00:04:45
this area, different numbers six - this is a
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single energy scale for alternative
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shooting and strong attacks with melee weapons,
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it is restored when we
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strike damage to enemies with regular attacks, that is, not with
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special attacks, the easiest
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way to quickly restore it is to take
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a milli-weapon and just buy enemies without
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power-up number seven, this is an indicator of the
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active weapon module, you can see that when
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we take some guns, this indicator
00:05:08
is filled with shading. That is, it is
00:05:10
not available, but when we take a collage
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it has an ignition module and with the middle
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mouse button you can shoot fire
00:05:16
cartridges and set fire to the polymer enemies
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that we stuck with the glove ability;
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the charge is designed for a certain number of
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cartridges, after which the module is reset,
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that is, in order to fight effectively we
00:05:27
need to select a skill for weapon
00:05:29
modules. Or vice versa, this is not enough who
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paid attention to the materials on the game But
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this is a really important mechanic, in these
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frames you can clearly see how it works number
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eight - this is the alarm level Well, also
00:05:41
note that the sight in the center of
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the screen was changed. Previously, it was similar to
00:05:45
balking Cross, now they made a different one And
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this replacement Apparently this has been done
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a long time ago [music]
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we move on with the gameplay the hero
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switches to a more powerful weapon this is a
00:05:56
rocket launcher the hornet fires
00:05:58
powerful charges the weapon is not
00:06:00
energy charges You need to either search
00:06:02
the world or craft the next moment
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You see this electronic flower
00:06:07
on the post this is one daisy from the elements of the
00:06:09
collective control system that
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monitors activities in the world of Atomic
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Hard, these lines that
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diverge towards the enemies show the connection of
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robots with a specific daisy and while
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the daisy is active it helps
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to navigate, you immediately see where the
00:06:22
enemies are nearby, how many of them are
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left and what is the overall coverage area of
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this one daisies, but it’s better to immediately
00:06:28
cut down daisies because they report your
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presence to other daisies in the chain and at a
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higher level of the control system, the
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alarm level, as I said,
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is displayed in the upper right corner of
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the screen, here the daisies heroes could not
00:06:40
shoot unnoticed, the alarm level
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is two And this is enough for
00:06:44
the team called the base level under her
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feet, this is the moment where she is,
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flying robots with boxes are moving through the air
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from which they cut new
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opponents And by the way, the graphic tank is visible the
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cables are not attached to the boxes if the
00:06:57
hero had destroyed all the daisies in time,
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accordingly, help would not have arrived
00:07:01
the daisies are shot back quickly enough
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But this needs to be done during a fight; it’s
00:07:06
not always possible to carve out time for this.
00:07:08
Therefore, it’s better to do everything in advance,
00:07:09
then the surrounding robots that
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are already in the nearby territory are
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automatically not for your addresses, here you can
00:07:16
clearly see How quickly you can
00:07:17
destroy Chamomile and one more thing here
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in This frame shows that the hero is trying to
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shoot down a flying robot, but misses his box,
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and the boxes
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land safely; opponents crawl out of them.
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Once upon a time, there was
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information online that if you shoot down robots or
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boxes with heavy weapons, you can
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destroy them and, accordingly, you don’t have to
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deal with the horns that crawl out of
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boxes I tried to do this when I was playing,
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but it didn’t work either this
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mechanic is not in the game or I didn’t
00:07:46
hit it enough times Now look at the
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opponents For example, a flock of robots
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As far as I remember from the fact that the trailer was
00:07:52
developed by the developers These are initially peaceful
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robots and they were made for cultivating fields
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but it is used for attack and defense,
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here you can clearly see the phase
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behavior of these robots. Before each
00:08:03
key action of the enemy there is a clear
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animation by which you can understand what kind of
00:08:07
blow the robot will deliver. You see the mowers
00:08:09
rise a little, extend their
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scythes and only after that they make
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a leap forward in the game. moments you
00:08:16
get used to very quickly, you always
00:08:18
have about a second to
00:08:20
make the right actions yourself, either
00:08:22
to dodge or to strike a counterstrike
00:08:24
specifically. At this moment, the mowers
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strike in turn, so the
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character calmly dodges, but this
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does not always happen; if enemies are standing
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around, they can easily strike
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synchronously this is already difficult and it’s
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better to just get out of the ring,
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but now a small useful advertising
00:08:43
integration is the focus of attention today.
00:08:44
Box Store is an alternative
00:08:46
console store with a full
00:08:47
range of games and subscriptions for
00:08:49
PlayStation and Xbox. You know very well
00:08:51
that now directly purchasing games on
00:08:54
consoles is problematic, but you can safely
00:08:56
do it It's through the boxes that the entire catalog of
00:08:58
games is synchronized with the Xbox and
00:09:00
PlayStation stores, that is, on the website you immediately
00:09:01
see the current prices taking into account all the
00:09:03
promotions, there are convenient sorting options,
00:09:05
you can see all the games from a
00:09:07
particular publisher or in the
00:09:09
PlayStation catalog you can immediately check whether there is
00:09:11
support for the Russian language, you can quickly
00:09:13
sort games with discounts or
00:09:14
check whether the game is included in the gamepad and
00:09:17
PS Plus, and if it is included directly in the
00:09:19
Store box, you can immediately subscribe to the
00:09:21
teammate gamepad or PlayStation plus
00:09:23
extra so as not to buy the game for half the
00:09:25
price, orders are processed very quickly,
00:09:27
subscriptions generally take place
00:09:29
in just a minute from the moment of registration
00:09:31
Well, for specific games, everything is also
00:09:33
prompt and another important point: using the
00:09:35
promotional code for Macarenki Store boxes,
00:09:37
there is a 10% discount on absolutely all
00:09:40
investments. Don’t miss it, follow the
00:09:42
link in the description and pack the
00:09:44
end of advertising integration with the games and
00:09:46
let’s move on,
00:09:48
we continue here clearly you can see
00:09:51
the use of another ability of the
00:09:53
glove, polymer, which weakens
00:09:55
enemies; it sticks to opponents and they
00:09:58
become more susceptible to
00:10:00
certain types of damage; this is not visible in the video.
00:10:02
But let’s say if you
00:10:03
set enemies on fire at this moment, then the fire will work like an
00:10:05
attack, that is, they will
00:10:07
cause more damage themselves opponents will
00:10:09
burn out and immediately the character switches
00:10:12
to a modified Kalash of cartridges in the
00:10:14
game for it. And in general, for any
00:10:16
firearm there is almost never
00:10:18
a lot of them;
00:10:25
just a lot When I
00:10:28
played I rarely had more than a hundred here
00:10:30
the player is clearly in reserve reloading the Kalash
00:10:33
As you can see, it’s quite fast So if you
00:10:35
have cartridges, you can drop them
00:10:37
right horn by horn Well, it’s important to get into
00:10:39
the sight without this, the accuracy
00:10:41
drops sharply and you’ll just be shoot bullets
00:10:43
into milk entering the sights varies for different
00:10:45
weapons, but the Kalash is
00:10:47
quite fast and while aiming, you can
00:10:49
continue to fire if you start
00:10:51
shooting without aiming. But this is the
00:10:54
moment of using an alternative
00:10:55
energy attack of a weapon; such an attack
00:10:58
consumes an energy charge but causes
00:10:59
more damage, let me remind you the number of charges
00:11:01
shown on the screen at the bottom right, different
00:11:04
attacks consume different numbers of cells and we
00:11:06
immediately see how treatment occurs at the
00:11:08
moment of activation, the glove activates
00:11:10
the capsule and replenishes health, this
00:11:12
takes about 3 seconds. That is, they
00:11:15
can finish you off if you started
00:11:16
healing too late To prevent this from
00:11:18
happening during the healing time should always be
00:11:20
retreated If there are enemies nearby, but the
00:11:23
healing process itself, the attacks of enemies do not reset
00:11:24
and do not slow down. Please
00:11:27
note that if you are badly damaged,
00:11:28
then the field of vision becomes clouded with a lot of
00:11:31
blood and dirt during the battle, if you
00:11:33
do not heal in time, this really interferes when
00:11:36
you look from the outside, it seems like there’s nothing
00:11:38
wrong with it, but when there’s three
00:11:40
more enemies around than there are at this moment And
00:11:42
this is a really critical thing, if you don’t get
00:11:45
treatment it disorients you and
00:11:47
you stop even noticing
00:11:48
some small enemies. That is, if
00:11:50
you’re almost killed, there are no larvae, then play
00:11:52
straight it’s very difficult now we look. At
00:11:55
this moment the hero switches to a
00:11:57
light melee weapon and it seems to be a
00:11:59
surgeon. Although I constantly get confused with the names of the blades, the
00:12:01
developers
00:12:02
told me a lot about them. But it was just
00:12:04
en masse and unfortunately I didn’t remember the exact name of all the handbrake arms.
00:12:06
our
00:12:08
character runs up to a robot
00:12:10
called a chicken, he is also a worker, he is
00:12:13
also 68. A peaceful robot, in fact,
00:12:16
all the robots in the world are about Tommy Hart.
00:12:17
Initially, the Republic was presented and
00:12:18
positioned as peaceful and
00:12:21
we introduce the chicken into the camp with the help of a shocker
00:12:23
and then it goes where we fish from the robot,
00:12:27
consumables for Crafting and we automatically
00:12:29
finish it off; the finishing animation for
00:12:31
each type of robot is unique
00:12:34
separately. A few words about the
00:12:36
Vovchik robots, you’ve seen them a hundred times in
00:12:39
trailers. These seem to be ordinary
00:12:40
opponents, essentially just Androids
00:12:42
created to work in laboratories, but
00:12:45
in reality they are downright evil if you don’t have a
00:12:47
normal weapon, you won’t be able to
00:12:48
knead them in batches, but they have very clear
00:12:51
attacking phases of swings. Legs and arms are
00:12:54
easy to read and it’s important not to
00:12:56
miss them; at the same moment, you can
00:12:58
clearly trace the problems with
00:13:00
melee impact; sometimes it’s clear that you
00:13:02
seem to have hit, but in reality the blow didn’t
00:13:04
go through. And this is just a problem that I
00:13:07
felt when I was playing, sometimes everything is
00:13:09
just fine, and sometimes the blows don’t go through,
00:13:11
or you don’t feel a clear impact
00:13:13
when you’re fighting one or two
00:13:15
opponents and it’s like there’s nothing wrong with it,
00:13:16
but in serious situations this sometimes
00:13:19
leads to a loss of control over fight
00:13:21
and Similarly with firearms,
00:13:23
as if you have now seen a lot of frames where
00:13:25
it is clear that you are shooting at his enemies,
00:13:27
clear marks remain on them, but the feeling that you are
00:13:29
right there is no Impact is not a cool
00:13:32
shooter, but this one is more and the glue has frozen on everything
00:13:34
futuristic action-RPG A
00:13:37
back in 1920, after a
00:13:39
multi-hour session, I said that the
00:13:41
developers had modeled a complex
00:13:42
damage system but had not yet added
00:13:44
it to the game, then they showed me a fragment
00:13:47
where the opponents could directly
00:13:48
shoot holes, even maybe
00:13:51
try to shoot through these holes at
00:13:52
other enemies, apparently in such a in a complex
00:13:54
form, the author’s system was not supported
00:13:56
now, the damage in the game is not as
00:13:58
cool as I once planned, I never
00:14:01
played at the presentation myself, nor in the videos of
00:14:03
other journalists. I did not see anything
00:14:04
directly transcendental. In this regard,
00:14:06
everything was done well, but without any
00:14:08
revelations Well, in general, this is a normal
00:14:10
reduction of gameplay in the development process,
00:14:12
so often there is a kind of dismemberment;
00:14:14
here is a clear example of how it
00:14:16
works; we cut Vovchik in half with a
00:14:18
heavy blow beautifully and effectively. But this is not
00:14:20
directly detailed cutting off pieces and
00:14:22
clear dismemberment ideally along the line of
00:14:24
movement of the blade Is
00:14:26
this critically provided? No, but if you were expecting a
00:14:29
detailed simulation of damage,
00:14:31
keep in mind that about how simple everything is, the
00:14:34
next global battle is taking place on the
00:14:36
territory of a village. It’s clear here
00:14:38
how often you need to rotate weapons and
00:14:40
skills and how technically you need to
00:14:42
move; there are a lot of enemies on the body if
00:14:44
if you miss literally 3-4 hits and don’t
00:14:46
have time to heal, then it will all be over. It’s
00:14:48
clearly a person who already has
00:14:50
a lot of experience in the game, because from
00:14:52
what I saw at presentations in such
00:14:54
games, newcomers usually died very quickly,
00:14:56
here the player also receives a
00:14:58
fair amount of damage, but it’s clear that he
00:15:00
controls these moments well and doesn’t
00:15:02
try to pick on everyone and is immediately treated in time
00:15:04
correctly, using the
00:15:06
right moments to destroy the daisies.
00:15:08
Well, this once again confirms
00:15:10
the assumption that this is the Gameplay
00:15:11
recorded by Samir with sharpeners, we
00:15:15
move on, here we already have an underground
00:15:18
laboratory section, showing the movement of
00:15:19
suspended booths, I this the section took place
00:15:22
back in the early twentieth year. Since then
00:15:24
it has become more beautiful, but in general everything is the
00:15:26
same, plus or minus, and then we are
00:15:28
shown battles with two Vovchiks and
00:15:30
this is a moment from a relatively early stage of the
00:15:32
game, but during the playtest we played different
00:15:34
levels, there were those which, according to the plot,
00:15:36
are located quite far away and the Vovchiki
00:15:38
have never been simple. Well, that is,
00:15:41
no matter how you level up, they
00:15:43
will cause problems throughout the entire game, and in general, as you
00:15:45
level up and move through the plot,
00:15:47
I got the feeling that yes, you
00:15:49
are becoming more powerful, the weapons are more effective,
00:15:51
everything this is on Tomik This is not a
00:15:53
game where after playing for say five hours
00:15:55
you will think wow how cool I have
00:15:57
leveled up all the enemies that were at the
00:16:00
beginning fall to pieces with one
00:16:01
hit no skill here is the ability to
00:16:04
move correctly with different
00:16:05
opponents select the right guns
00:16:07
Yes it grows but simply due to the very fact of
00:16:10
leveling up, you don’t turn into a
00:16:13
super killing machine, even ordinary
00:16:15
enemies continue to be quite
00:16:17
strong; your effectiveness largely
00:16:19
depends on your personal skill and not
00:16:21
just on how much you’ve
00:16:23
leveled everything up, and right there we see another
00:16:25
characteristic moment right here look at
00:16:27
these frames, we froze Vovchik and started
00:16:30
beating him with a heavy ax, it’s called
00:16:32
an ax, it seems like Norway is only a
00:16:34
Swede. Sorry, I don’t remember exactly, the
00:16:35
developers said again, but
00:16:37
unfortunately, the exact name flew out of my head,
00:16:39
so it’s clearly visible that one of the
00:16:41
blows that was clearly supposed to pass did not
00:16:44
pass This time the blow passed two hits
00:16:46
passed three passed four did not pass Although it
00:16:50
is clear that the ax hit the
00:16:52
damage perfectly, it was not counted and
00:16:54
there is no hitmark either and with the fifth blow we break the
00:16:56
frozen Vovchik into pieces these are
00:16:59
the moments like this Especially with enemies who
00:17:01
are under the influence of the effect According to my
00:17:03
feelings, it happens quite often in the game;
00:17:05
it gets in the way; the combat in the house of cards is
00:17:07
very rhythmic. When I was playing, I caught myself
00:17:10
thinking that sometimes I start
00:17:11
counting in my head when the enemy will stand
00:17:14
or with a blow, two swing, three blow, blow, blow,
00:17:18
rebound, each weapon has its own rhythm
00:17:20
But you quickly learn it and expect that
00:17:23
the weapon will behave correctly, you
00:17:25
just predict at the right moments that
00:17:27
right now the enemy is about to fall
00:17:28
Because you made the required number of
00:17:30
blows, you are already preparing to switch
00:17:32
to another enemy, but Bang some blow doesn’t
00:17:35
go through, although visually I have to go through and
00:17:37
it ruins the entire internal rhythm, it breaks
00:17:39
the tactics, all your planning 2-3
00:17:41
seconds ahead just goes down the
00:17:43
drain, when I was going through a
00:17:45
gameplay session, this happened Well,
00:17:48
quite often Okay, there were an
00:17:50
order of magnitude fewer such moments than the version of the game
00:17:52
that I saw it in the twentieth year, but
00:17:54
still there were such moments from the release, as
00:17:57
if there was just a little left of this moment.
00:17:58
In my opinion, it is very important because the
00:18:00
rhythm of the battle, especially the close one in the atom of the cards, is
00:18:02
directly critical. It’s great that the developers
00:18:05
made it Exactly like that But here are the moments
00:18:07
with unprotected blows right here
00:18:09
regularly ruin the feeling and you can,
00:18:11
of course, say that Well, Makarenkov, you
00:18:13
yourself said that Tomik is not a purebred
00:18:15
shooter, which means you have to make an allowance, no, the
00:18:17
combat system was made exactly like this, it’s
00:18:20
designed for exactly this kind of gameplay,
00:18:22
it’s all done very cool, but it’s so
00:18:25
small the flaws in this case
00:18:26
need to be corrected otherwise it
00:18:28
turns into a damn thing Why the hell did I
00:18:31
calculate everything so accurately and the game just didn’t
00:18:33
let me realize what I had planned Not because
00:18:35
I made a mistake because stupidly the blow didn’t
00:18:37
count, I’m specifically
00:18:39
talking about this moment for the second time, it’s so
00:18:40
important It’s very important I hope that by release or
00:18:42
right in the early patches these small
00:18:44
bugs will be fixed
00:18:45
[music]
00:18:46
also in the videos there was a puzzle
00:18:49
where we conduct the energies of the cell through
00:18:51
transparent pipes in the correct
00:18:52
sequence and open up
00:18:54
the passage further And this is a simple version
00:18:56
of the puzzles I have seen in the game much more
00:18:59
complex tasks where you need to transform entire
00:19:01
pieces of rooms and connect them correctly, and
00:19:03
one of these puzzles, by the way, you can
00:19:05
watch in the recently leaked 14 minutes of
00:19:07
gameplay, as far as I understand that video is
00:19:09
being blocked now, so I can’t add
00:19:10
it to this material, but it’s easy to
00:19:13
google. In general, there will be much more
00:19:15
interesting and global logical
00:19:17
tasks But exactly how many of them there will be
00:19:19
for now It’s clear, but at the same time there will also be
00:19:22
simpler flow puzzles in the spirit of
00:19:24
opening a lock on a gate. You just
00:19:26
need to press the buttons so that the light lights up
00:19:28
and I hope that there wo
00:19:30
n’t be too many small puzzles like that.
00:19:32
it’s fun to do it there for the
00:19:34
first time ten times and then they begin
00:19:35
to be perceived as an artificial
00:19:37
time stopper. At the levels I played at there
00:19:40
were very few locks, but I don’t know what it’s like in the
00:19:42
rest of the game, we move
00:19:44
on, we were finally shown a normal
00:19:46
visualization of the glove’s scanning capabilities
00:19:48
in the ign preview it is clearly visible,
00:19:51
the surroundings become sketchy, the
00:19:53
distance to the intended target is visible, and such
00:19:56
small clouds show
00:19:58
possible opponents and various objects
00:20:00
in advance, we don’t know what it is, but we can
00:20:02
roughly estimate what will happen in
00:20:04
the room that we haven’t entered yet, what
00:20:07
else have the resource collection systems been pumped up to the
00:20:09
level as it was shown before in
00:20:11
trailers That is, it is very fast, you
00:20:14
just squeeze the button and move
00:20:15
along the boxes, they open and everything that
00:20:17
is inside and pours into your
00:20:19
inventory. Separately, I’ll say a little about
00:20:21
boss fights. For some reason they write about them that
00:20:23
they are very difficult and in they give an example of
00:20:25
a battle with a hedgehog; in fact, the most
00:20:28
difficult thing is to memorize the
00:20:30
pattern of the boss’s movement for the first time, to clearly grasp
00:20:32
which animations precede what action,
00:20:33
and once you understand this,
00:20:35
everything becomes not so difficult. Well, that
00:20:38
is, about the same hedgehog, you just need to do it at the
00:20:40
right moment stay away when
00:20:41
she releases energy blows jump over
00:20:43
energy waves and when the hedgehog enters the camp
00:20:46
and points open to hit
00:20:47
them operationally hit them I passed the hedgehog at the
00:20:50
presentation the first time without
00:20:51
dying and not because I was lucky but because there was
00:20:53
already a video of the battle with her in video and
00:20:56
laid out in my head what needs to be done and when.
00:20:57
But if you don’t know, then you’ll have to
00:20:59
spend time figuring it out and
00:21:01
remembering
00:21:02
[music] we
00:21:03
continue to move through the gameplay,
00:21:06
at this point you can clearly see how the crafting
00:21:08
device is included in the Entourage of the game or Anora,
00:21:10
you can approach it and
00:21:12
create cartridges for different objects and
00:21:13
improve weapons, and on the left of the door you can see a
00:21:16
system for saving. Well, that is, in front of
00:21:18
us is a complex control point where
00:21:20
you can save and craft, these
00:21:22
devices are usually located next to
00:21:24
each other, here you can clearly see
00:21:26
repair bees that fly out of the
00:21:28
hives and can repair daisies and the
00:21:30
enemy, plus small helicopter complexes are flying in the air
00:21:32
and this is a smaller
00:21:34
version of those same ones that
00:21:36
transport boxes with robots, they
00:21:38
shoot red lasers and from
00:21:40
this moment of the gameplay it seems that these
00:21:42
enemies are out of the general tactical
00:21:45
scheme because it is
00:21:46
very difficult to evade their attacks in
00:21:48
fact, it’s not so obvious that they freeze
00:21:50
before firing, and at that
00:21:52
moment it’s clearly clear the direction where
00:21:54
they’ll shoot. To avoid getting hit,
00:21:56
just move with the trajectory of
00:21:58
the shot, but if such a robot hangs
00:22:00
high and you’re fighting several
00:22:02
enemies on the ground, then notice moment
00:22:04
of their attacks, these flyers are difficult to lose,
00:22:07
so during a fight the easiest way is to
00:22:08
initially run away, mow down
00:22:11
everyone in the air, and then fight the
00:22:13
horns on the ground separately, a few
00:22:15
words about polymer, I told you back in the twenties
00:22:17
that it is used
00:22:19
mostly as a beautiful The surroundings for
00:22:21
plot tasks and sometimes How to replace
00:22:23
stairs actually from the
00:22:25
gameplay that appeared and from what I myself felt at the
00:22:27
presentation, it seems that everything
00:22:29
remains the same, here are the frames where the hero simply
00:22:31
swims through a polymer gut,
00:22:33
jumps down from it and continues the battle and
00:22:36
some there are simply much more complex
00:22:38
applications for polymer in the game, either there are no
00:22:40
or they will only be found in
00:22:42
key plot points that were
00:22:44
not shown to the press Well, a little about the
00:22:46
relationship between different locations on YouTube
00:22:49
now there are already quite a lot of shots with
00:22:51
the man, this is the airy city through which
00:22:52
our hero passes this the beginning of the game, the city,
00:22:55
as it were, sets the atmosphere. There are a lot of
00:22:57
all kinds of small scenes from life, not
00:22:59
necessarily their dialogues, but it is important
00:23:01
to understand that most of the game will
00:23:02
take place in open, non-urban
00:23:05
locations in villages at various
00:23:07
strategic sites. Well, of course, in
00:23:09
underground complexes, that is, you should not
00:23:11
expect that in in the game you will often
00:23:13
find yourself right in large cities; the
00:23:15
vast majority of game moments
00:23:16
that have currently been shown to
00:23:18
journalists and bloggers are precisely
00:23:20
rural and underground areas in the game.
00:23:22
Apparently, this is exactly how it will be
00:23:24
possible. This is exactly in Chelomeya according to the plot.
00:23:26
We will return but others
00:23:28
I no longer saw urban locations with large houses
00:23:30
from the main thing that I wanted to
00:23:32
talk about based on the results of watching new
00:23:34
gameplay videos, it all showed
00:23:36
a lot of new interesting moments, but
00:23:39
rough edges are also visible. Well, since the
00:23:41
footage was apparently recorded by the
00:23:42
developers, keep in mind that it’s
00:23:44
just as smooth and you definitely won’t be able to play clearly straight away,
00:23:47
you’ll have to get used to it and
00:23:49
get used to it; you could,
00:23:51
of course, sort out all sorts of graphical
00:23:52
jambs; in some places the trees are almost
00:23:54
attached to the ground; in places there is a glitch from the
00:23:56
animation of enemies. But this is not a
00:23:58
common thing; this can be found in any
00:24:00
game, actually. Let’s discuss write
00:24:03
What other interesting things did you notice in the videos
00:24:04
that I didn’t notice? Which moments
00:24:06
did you like? And which ones weren’t very good, and what
00:24:09
do you think about the game in general? Well, if you have
00:24:11
specific questions, ask me, I
00:24:13
read all the comments if I know the answer,
00:24:15
I’ll try to answer, it’s clear that this is all
00:24:17
just a combat system, but It also plays on the
00:24:19
plot and its presentation and balance and much
00:24:22
more. But even just discussing the combat, I
00:24:24
think it’s interesting, write what you think,
00:24:27
and if you want, subscribe to my
00:24:29
telegram and VK group, there’s a lot of
00:24:31
interesting things to support the channel. You can either
00:24:33
at the boost, all donators are included in the credits A
00:24:35
you can just like this
00:24:37
video if you liked it and
00:24:39
thank you again and see you in the next video
00:24:40
which is coming soon bye bye and I remind you
00:24:43
about 100 boxes If you need some
00:24:45
conso games go and buy
00:24:48
[music]
00:24:58
[applause]
00:24:59
[music ]

Description:

Закупиться играми в Korobok.Store: https://korobok.store/MakarenkOFF ВК-группа Korobok.Store: https://vk.com/korobok.store Алексей Макаренков разбирает свежий геймплей Atomic Heart, рассказывает о боевой системе "Атомного сердца", оружии, интерфейсе, головоломках, импакте, боссфайтах и множестве других мелочей, которые вы и так уже, наверняка, видели, но, возможно, не обратили внимание на конкретные детали Atomic Heart. Всем приятного просмотра! Телеграм-канал геймдизайнера Василия Скобелева - https://t.me/vskobelev Предыдущий ролик по Atomic Heart - https://www.youtube.com/watch?v=B4ik6hsiL6k Поддержать канал на Boosty - https://boosty.to/makarenkoff Все подписчики попадают в титры Телеграм Макаренкова - https://t.me/makarenkoff_games ВК-группа - https://vk.com/makarenkoff_games По вопросам 💲💲💲РЕКЛАМЫ💲💲💲 - [email protected] Или Telegram - Менеджер по рекламе - https://t.me/Neznanov_Igor 00:00 - Вступление 01:00 - Транспорт и интерфейс 05:50 - Противники и ромашки 08:40 - Коробок с играми 09:47 - Оружие и способности 12:32 - Вовчики и импакт 15:13 - Спускаемся под землю 18:45 - Головоломки и боссфайты 21:02 - Полимер и масштаб

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