Robin Hood is a typical British civil rebel. He is also a complete chameleon. This man (if he is a man) has experienced countless reincarnations, both happy and unhappy, facts and novels that can be traced back more than 600 years. Go on, choose your poison-nonsense Yorkshire Highway Police or Pantomime Aristotle? Is the likable commoner or the blue-blooded eldest son’s reputation deceived? Instigator of primitive socialists, or just a nickname for some infamous bandit? Errol Flynn or Russell Crowe?
The character found a new place to live overseas: I grew up in Robin’s old footsteps in South Yorkshire, but the version of his story I fell in love with when I was a child was adapted from Disney (1973) Sherwood Forest and Jungle Book in Disney-Kansas. Sadly, with the passage of time, this once widely circulated hooligan has become a well-known figure. Robin was reinvented as the secret heir to the nobility in the 19th century. It had little to do with historical evidence, and made him more compatible with England’s decadent class system-the rebels are no longer but just trying to act in their own way Something “better” is already here.
For Robin Hood, what kind of ideas are suitable for England today, with its harsh anti-protest laws, the stability of the disparity between the rich and the poor, and the killer incompetence of the ruling elite? Of course, this is a serious challenge, and “Hood: The Hood and the Legend” fully demonstrates this. Eve: A lean multiplayer robbery game performed by the team behind Valkyrie. It combines the vague Robin mythology with the very modern fear of the status quo. This fear seems to be final and inevitable. The game is not strictly played in England, but a silent, shadowed area composed of quiet villages, coastal fortresses and church cemeteries, composed only of soldiers and gibbons. It feels more like Chernobyl than Chelwood. Like Chernobyl, it is a place that goes back in time, ruled by an unknown, historical country, both broken and tangible, and strangely without form. . Its castle is between various periods-it is largely medieval in design, but with hints of modern fascist architecture, composed of a huge square unit that seems to be beyond the technology of the times.
In this replay, Robin Hood is a faceless, restless gangster, and it seems that he would be more willing to climb the tower in Assassin’s Creed. The old flame maid Marion is now Marianne, she is an assassinated assassin, equipped with wrists and smoke bombs (if there is any chemical reaction between her and Robin now, it will only be a cruel execution ). The jolly old Foker Tuck or Tooke is now a reformed torturer who wields a fierce censer: he looks a bit like Pinhead falling from the Hellraiser before the pin . At least, Little John is still a good, clumsy boy with a hammer. The four invading strongholds represent a “people” who will never meet physically to regain their wealth, their residences are always locked or abandoned. You can donate part of the game income to ordinary people, but the only effect is to create new buying opportunities in the woodland hideout.
At the same time, Robin’s traditional opponent has been reduced to a sheriff, Alan Rickman thanks to Resident Evil, and Alan Rickman is a stubborn, wandering around The giant’s footsteps echoed in the controller. There is no verbal quarrel in this determined horror. If he gets close to him, he will kill you immediately. But the sheriff only distracted Robin’s real enemy, Robin Hood of another team. It triggered a doom-ridden metaphysical analysis: In an empty England, its history has become a flat circle, orbiting the country. Robin must compete with the different incarnations of his own myth, and compete with the hybrids of the pedigree for fame, wealth and The sweetest costume.
Slowly fleshed out in the Codex entries, all of these have laid a frustrating background for the seemingly simple game of police, robbers and robbers. The main 4v4 Heist mode has 3 behaviors-first, you track the sheriff and steal his keys when you turn around. Then, you search for the vault, which is located behind one of the doors on the map (the game will tell you the rough area). In the end, someone must lift the chest to the extraction point on the periphery, where one or two players must pull it hard across the wall while their teammates block the opposing criminals. In addition to the main objective, you may need to declare one or two spawning points and explore the gear box or ammunition box. You can also have a skirmish with the other party-reduce their number before pushing hard, or tie them up when your allies get bonuses.
In addition to simple third-person movements and battles, Hood’s trick is that focusing on the goal not only makes fighting with other teams more difficult, but also actively helps them. Get the key first, when you run away from the sheriff, your enemy can always ambush you. Crack the vault, another team can trap you in it, one of the teammates cannot carry the chest to fight, and the other teammates may become weak due to conflicts with the guards. Starting to extract, you not only drew a goal on your back, but you are also pushing the two teams closer to victory. Fill in the various parts of the extraction box to get a bonus, but you only need to fill the last part to win. As a result, it is possible to spend most of the time beating another team like a carpet, and be knocked down on the ass only in the last few seconds.
Visibility and its lack are everything in Hood. The map is huge, dark, and multi-layered, with dense vegetation and dead spots everywhere. Everyone, even Little John, can get your approval when squatting down. Therefore, tagging defenders and other players is crucial-the scoring system will greatly motivate them. The local garrison is not only a dangerous terrain and low-key XP farming opportunity, but also a tool for mutual surveillance: any opponent players who appear in the guard position will also appear on your HUD. At any time, the tension between invisibility and haste is your most important thing. When carrying the HUD, the chest is not visible on the HUD, so you may have to think twice before jumping over the battlements-put it down when you land, and expose your position. But wait, did you catch a glimpse of the hostile Marianne walking through the alley below? Maybe there is no time to go up the stairs.
These characters are placed on slapped cloth and hanging metal, beautifully decorated, but they are lean works under the decorations, with several characteristics, an iconic parabolic (must be collected from the equipment box in the game) and An ultimate ability to charge slowly. Robin is a sniper and scout, equipped Ye Olde Breache and Cleare with flash bombs and best preserved explosive arrows for the last raid at the extraction point . Marianne has an active magic camouflage and has the ability to assassinate national soldiers from any direction. Her elbow has no range, but it can be charged to fire three bolts in a row, making it more suitable for targets moving at close range. Her grenade is inconvenient for the enemy Robbins, but even more so for the guards, keeping them rooted in place so that she can chop them all up continuously.
As you might expect, Little John is a fighter, able to stun opponents or make them lose their balance by hitting them with a hammer on his arm. His throwable object is a basic grenade, and his Warcry Ultimate Edition gives him more endurance and toughness, allowing him to sail in various groups. Tooke is a support-oriented skirmisher, and his rotating incense burner makes the attacker elusive. His gas bomb hindered the recovery of physical strength and forced the enemy to leave the suffocation place, while his ultimate healed nearby friends and marked the enemy through the wall. Each class also has a different way of traversing the map. Robin and Marianne can lay down the ropes to climb the wall, and Little John can lift the pendant, and the pendant will fall when the guard raises the alert. Tooke lacks unique traversal skills, but he does have a passive perk that can speed up nearby allies.
These allowances (up to 3 can be equipped) are very exciting. Compared with the adjustment strategy, compared with the purchase of a new strategy, it is more an adjustment strategy. Think of a stronger attack that requires more stamina, or that an exploding arrow detonates on impact and has a smaller explosion radius. However, as you master the complexity of the game (usually measuring victory in seconds and centimeters), they will become more and more influential. Hood attaches great importance to thrifty performance. Robin, the archer prince, initially only had 7 arrows-you can retrieve arrows from the wall, but this is not a substitute for careful aiming. Even in a rampage like Tooke or Little John, you will never easily and wantonly kill wanted criminals: the lobby has no winning streak bonus or K/D data, if you press the button, you will quickly run out Stamina makes you unable to stop, dodge or sprint.
At its best, Heist is full of atmosphere and fascinating will, reminiscent of Crytek’s “Hunt: Showdown”. When you learn about the composition and priorities of another team from early skirmishes and HUD prompts, there is a pleasant sense of mystery in all of this, allowing you to understand the personality involved. Sudden tactical wrinkles were exposed-for example, when the other team was leading, the sheriff played Tag near the extraction point (luckily, the idiot never tried to restore the chest to the dome). However, other times it is a bit confusing. The extraction phase is usually a consumable exercise, it will fly back from your spawn to kill a player, and then be killed by the enemy player who flew back from its place. Usually, the game is not determined by a personal duel on the winch, but requires obtaining the nearest spawn point, so it can be ensured that the object is shredded to the shredder faster.
The most immediate problem with Hood is the lack of patterns. At the time of review, all you can get are robberies on six maps and 1-4 player training matches against AI. This is a more juicy package than what I just said-the map design solves the possibilities in the seemingly poor classes on paper, but after playing for a week, I feel I have had enough. At the time of writing, finding the other seven players is also a bit difficult. Although cross-game support is critical to maintaining Hood’s nascent community, mixing PC and console users has a predictable impact in games where everyone can play as a sniper. In my experience, console gamers often leave the lobby when they encounter a large number of mouse and keyboard users.
Hunt has launched a similar slender model product, but it has more weapons and variables, and even discounts its classic bosssights. Hood is an emotional choice worth having, but not exactly the same. Or at least not yet. The post-launch plan includes new competition modes, maps, and character categories (fingers crossing this is the chick in the Disney movie, not the clumsy Will Scarlet). In the meantime, I won’t play many games, but I want to know what this weird and frustrating transformation of the original traitor in England has become a year later.