Every task always seems to end in the same way.
I crawled in stealth mode and covered behind the extremely convenient high-waisted fence. The rapid explosion of Penumbra Vision-just an alias for a very popular video game mechanism that allows you to see through walls and solid objects-showed me five-no, wait, eight! -The enemy between exit and me.
In a few minutes, I bypassed the periphery and took a few secret takeoffs until someone spotted me from the other side of the room in some way, not only making him feel like spiders but also making all the other soldiers here. me too. Some big guys took huge guns to where I was hiding and smashed the fence that I was squatting behind. You know, it’s fighting time.
Eventually, you—that’s Cahal, who looks like drumming for a Motorhead tribute show in your spare time—will look around and realize that the room that was once full of fences and boxes, except for a few people, is now The breathing person is now completely empty of a few twisted corpses and a lot of blood pouring in. You jog to the door, press the button and step by step, automatically move to the squat position, put a wig on the head of a nearby soldier, and the same thing happens again.
To be fair, the battle in “Werewolf: Apocalypse”-“Earth”-is quite a title, isn’t it? -Rarely feel dissatisfied. It is full of bombing power, blood and cruelty, but in the stealth sequence, you will wander around like an unforgettable old white guy, while the battle sequence (maybe implied by the game name) is a little different. When things get hairy (no pun intended), he will become a huge bloodthirsty werewolf, and the subsequent battle (always accompanied by the screams of rock music and endless drums) is Crazy, and usually fun. Kick the last corpse to the ground and Cahal will return to his humanoid form, which at least indicates that the battle is over.
Stylistically-even from a mechanical point of view-it feels like a love letter to the old-fashioned action game that we grew up with in the old days. It drew inspiration and inspiration from the ancient “Metal Gear Solid” and the original “Resident Evil” game, from set and biological design to score. However, in the end, the tribute seesaw was dangerously close to pure deprivation, and the final move took place on an oil rig that was strikingly similar to Metal Gear’s Big Shell, and was equipped with a convenient Snak exhaust system-I mean Cahal-swing.
However, although Snake was very good at spotting enemies, Cahal’s career was not so successful, inevitably because there seemed to be many opportunities to deal with him. There are always a lot of enemies rushing into every area, and even with terrible AI and a small amount of cross bows and arrows (you will learn not to rely on them; you will never be able to stand it), you may end up in trouble before you reach the other side, Your paw sticks out.
I didn’t complain about it, but despite the perfunctory things, the battle quickly became very consistent. The configuration of each room is similar to the previous room, with fences, stacked boxes and oil drums, and the same mobs and soldiers on their feet. Sometimes, you will destroy the office with a PC that can be easily unlocked, which can open or close the electronic door, turret and camera. This is a neat craftsman, especially capable of destroying the entry channel where the steel bar enters. But in essence, this is infinite throughout the game, accompanied by a small number of fairly ordinary boss fights.
Because most of the game is dedicated to fighting, it can be said that there are some skills and special moves that can change things. There are two metered combat equipment; Fury can enable you to launch a variety of special attacks, and these special attacks can be unlocked by collecting mental points and upgrading the skill tree, and Fury can increase Kajal’s strength and endurance within a certain period of time. The former is produced by light/heavy attacks, knockdowns, combos, or through whiskey bottles secreted around the location, while the latter is piled up when it is scrapped. Frenzy is very useful, especially when you want to be a boss, but apart from Rage’s useful self-healing ability, all other offensive methods seem to be doing the same thing.
The story does not seem to be. It’s just another reimagining of the story of David and Goliath (or werewolves and big companies in this case), which is full of explosions and untimely deaths, and painfully superficial prototypes (and A frightening stereotype that an aboriginal woman might fall on the opposite side of a racist) and the vulnerability of each werewolf/werewolf and their ability to balance humanity without succumbing to “Anger”. And although the desktop RPG knowledge on which the game is based leaves little room for it, it is far from enough. Too many werewolves: The more supernatural elements of the Apocalypse are totally unexplainable.
In addition, the game world is absolutely small, which means that the chance of organic exploration is zero; I really regret it because there is a larger world to explore, which will help balance repeated battles. Regrettably, your Caern’s hub world-your backpack and its human allies-is very empty, always suspiciously close to the enemy’s numerous camps.
There are more, but none are particularly impressive. In a prison, no one is walking around, and the human-shaped vents are open everywhere. Atypical discussions will prompt you to choose the direction of travel, rather than the actual language of the conversation. Superficial stories and characters are so superficial that it is difficult to establish any emotional connection with them.
Before encountering technical problems, I completed 96% of “Werewolf: Apocalypse-Blood of the Earth”. Killing a specific enemy will cause a crash and send me back to the dashboard, and every time you restart, the game will help you tell you how much you have completed. This is a maddening sequence, but in the end I did this not by killing him, but by roaring him from a narrow oil rig platform (and trying not to follow him, I did it a few times) One goal. .
Although full of ideas, “Werewolf: Apocalypse-Blood of the Earth” relies too much on previous games and has no courage to expand its innovation. Yes, I finished the game without complaint. Yes, sometimes it is a bloody, good show, but that doesn’t mean it is particularly novel or memorable.