
TIME BREAK 2121 is the new Sci-Fi/Cyberpunk FPS where you control time. Whenever you stop, time flows; you move, it stops. So you better keep moving! Tune your reflexes, unholster your revolver, grab your knife and hop on to a fast-paced experience like few have ever seen.
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Languages: English**languages with full audio support
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Considering how popular SUPERHOT was/is, it’s odd that so few games have followed its unique design. The idea of manipulating time with movement has been seen occasionally, but I can’t recall anything in the shooter genre. After playing Time Break 2121, there may be a good reason for that… [h1]SUPER-NOT[/h1] First and foremost, I’m going to be making some direct comparisons to SUPERHOT here and I think it’s justified given the design of Time Break and the developer’s reference to it in the game description. The core design behind Time Break is that, rather than time moving only when you move, time is slowed when you move. When you stop, things move at a normal speed. On paper and in the trailer, this seems like a fun concept. The idea of constantly moving and keeping a frantic pace almost gives the game an arena shooter-like feel. Dodging the slow-motion projectiles is reminiscent of dodging rockets or plasma balls in Unreal or Quake to a certain point. However, the execution of this interesting concept leaves a lot to be desired. [h1]Polish Matters[/h1] Time Break 2121 has so many rough edges it feels like an alpha build. The first most obvious problem is that there are no settings for mouse sensitivity. I’ve never played a first-person shooter without that as an option. There are two option buttons, both of which bring you to the same graphics options screen, but neither has a sensitivity control. I could adjust my mouse sensitivity, sure, but it’s just a weird thing to omit. Another rough area is in the level design itself. Sure all of the quasi-futuristic alleyways of Bad Guy City are nice to look at Unreal Engine does its job of looking pretty nice – which is a far cry from SUPERHOT’s stark white walls and solid red blobs of enemies. Yet, between the ultra-dark zones and the neon lights of the backgrounds, it just becomes a mess. Toss in a couple of dozen slow-motion bullet trails and you’ve suddenly lost your ability to discern where threats are – compromising the point of the game. Then on top of that, the very nature of a cityscape is for it to feel natural… and these levels do not. They feel like hallways leading to open areas to establish the challenge. Why even use a city if you’re going to make it feel like a test level? The biggest polish area that bothered me in this is in the animation department. You’ve got a knife attack at all times and it’s probably one of the best ways to take enemies out considering how slow your shots go (you can easily outrun them). However, the knife attack is just an awkward flick of the blade that makes it extremely difficult to tell if you’ve even made contact with the enemy. I would often end up slashing multiple times right next to someone and still not hit them because of the weird animation and hitbox issues. In addition to all of that, when you come close to enemies, rather than turn themselves or the gun toward you, they would often just shoot bullets at extreme angles out of their weapons. It would be extremely frustrating to move in on an enemy dodging bullets the whole way and right as you’re about to attack them, a bullet comes out of the gun at a 60-degree angle and kills you. [h1]Ok, but what else?[/h1] There were a handful of times where Time Break 2121 felt decent. Sometimes everything would come together and I’d race around a room shooting and stabbing like some weird crazed lunatic and say “neat”. Other times after failing a relatively long level multiple times, I’d finally do exactly what I needed to do and get a little pang of adrenaline as I got through the last bit. When things worked and the wet blanket of odd design and clunkiness wasn’t thrown over the game, it seemed like the premise worked as a game. I don’t think that Time Break 2121 is a lost cause. It has the potential to be redeemed and turned into a game people might enjoy. It needs a load of polish, some better lighting, and some bug fixes to get there, but it might be worth picking up on sale in those conditions. At the moment, $20 isn’t even worth consideration. If you can get it in a bundle or for a couple of bucks, it’s probably worth trying for the novelty of a neat idea, but if you want a unique first-person shooter experience involving time manipulation, stick to SUPERHOT. [quote] If you'd like to see more of my reviews, check out my curator page here: http://store.steampowered.com/curator/28346672-Endyo-Gaming/ and https://bagogames.com/[/quote]
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Hours played at review time, across 35 reviews with recorded playtime.
Хочу предупредить, обзор игры в раннем доступе. Все написанное относится только к текущему билду игры за 16 сентября 2019 года. Перед нами игра которая граничит на уровне от хорошо до кала. У меня нет особо большого настроения расписывать тут тонны текста, как я привык. Так что обрадую вас, букаф будет не там много. [code][url=store.steampowered.com/curator/11769719/] Еще больше обзоров на кураторской страничке Dreams of Genesis! Подписывайтесь, с нами весело! [/url][/code] Многие из нас играли в SUPERHOT. Это отличный представитель своего уникального жанра. Некий SUPERHOT из шутера, экшена и немного стратегии. SUPERHOT? SUPERHOT… Ну вот опять я подцепил этот SUPERHOT… И я в принципе ожидал и от этой игры нечто подобное, но не прокатило. Вот реально не взлетело. Механика тут построена на том что когда двигаешься ты, то все окружение стоит ну или двигается очень и очень медленно. С одной стороны это повышает динамику игры, но с другой стороны и мешает ведь “тактической паузы” мы лишены и постоять оценить текущую обстановку. Да и на самом деле челендж тут состоит из того что бы просто не стоять на месте. И как по мне такой геймплей проигрывает в интересности тому… из той игры (не хочу называть ее названия, что б опять не словить вирусняк). Так что бегаем между врагов которые застряли в слоумоушене, собираем патрончики, стреляем и чикаем всех ножиком. Игры выполнена на движке Unreal Engine, так что локации смотрятся вполне красиво, но как по мне слишком стерильно чисто. На текущий момент заданий довольно много, но что не понравилось так это отсутствие сохранения прогресса. Так что каждый раз приходится идти и выбирать задания из списка. Что по мне так песец как неудобно. Ведь банальной пометки нету что вы прошли эту миссию тоже нету. Какого то сюжета тоже нету, банально просто набор карт. Хотя может в будущем разработчики сделают какой-то набросок. Ведь даже в той игре, с которой я эту постоянно сравниваю он был и был даже относительно не плох. В общем в итоге получаем нечто непонятное, игру с неплохой задумкой, но реализация хромает. Слишком много сырости, а я сырость не люблю, ведь это может привести к образованию грибка. Да красивые локации, да динамичный геймплей. И все. За что хвалить игру? А в том то и дело что я не вижу. Да, у нее еть потенциал, но что б его раскрыть разработчикам надо еще очень много работать над ней. Но вы можете ее попробовать и сейчас, как по мне 400 рублей это не те деньги, которые делают в кошельке погоду. 5/10
Plays like Superhot but doesn't have the charm of Superhot. When you move time slows, a rad premise. Unfortunately, the knife and pistol combo that you hold out in front of you like a silverware are hugely underwhelming. There is very little feedback on the knife and only one action for it. The platforming sections are not fun at all. Additionally, the game costs $20 which incredibly expensive for what you get. I would give this a thumbs up if it were cheaper because, honestly, there is a lot to like, despite my complaints. https://youtu.be/9RqrycIZPro
This game will take you to very high levels of excitement and adrenaline as you gotta keep moving and reacting to the enemies and obstacles in a fast paced manner so they don't destroy the hell out of you in a frenzy of bullets. Combined with cool electronic music in accordance to the stunning classic-Sci-Fi scenarios, and you're set for a really fun experience where every level plays different than the previous one.
[h1] 前言 [/h1] 《timebreak2121》是一部乍一看在玩法上近乎全面照搬大热作品《superhot》的主视角射击游戏。但事实上本作对《superhot》的玩法做了相当大胆的改动,从“移动时间进行,不动时间减缓”变为了“移动时间减缓,不动时间运行”。这种颠覆式的变化让本作一下子从superhot那种先分析局面然后确定路线一气呵成的慢-快节奏转变为了根本不能停下,需要不断维持高速移动的同时快速清理敌人,没有思考时间只有反应速度的全程高速节奏。虽然还存在很多体验上的瑕疵,售价也略显高昂,不过相当出色的概念和高节奏的快感还是让本作有值得一试的价值。 [h1]优点:完全颠覆但同样乐趣十足的系统变革 [/h1] 玩过superhot的朋友应该知道,这部作品的关键在于“时间的流逝”,当玩家保持不动时,时间是以慢速运行的,而当玩家移动时时间则是正常速度,所以游戏的方式就是进入关卡后首先观察敌人的分布,然后思考路线,并且在开始行动后时刻根据场上的情况停止重新调整战术,在反复试错得出结论后再重开一口气畅快的通关。 而本作则是截然相反的,玩家静止不动时,时间会正常的流逝。(事实上从敌人射出子弹的速度来看,我认为时间还可能加快了..)而当玩家进行移动时,时间则是慢速流逝的,这代表,玩家没有任何停下来思考的空间,因为就算游戏给玩家加入了冲刺这样的功能,一旦玩家停止也根本来不及躲开子弹。(其实这个冲刺的用途真的很迷,因为游戏里子弹射出的轨迹线远不如superhot那么明显,所以就算是移动状态下使用冲刺都有大概率直接自己撞到子弹上..),所以本作的重心不同于superhot的“思考”——“执行”。而是完全的“随时反应”,玩家只能不断前进,并且根据场景内出现的敌人进行瞬间的反应,一个愣神停止下来基本就是立刻死亡。这种近乎于极端的快节奏确实带给了游戏独有的乐趣,既有superhot那种一气呵成的爽快,又有各种极限反应的大喘气快感。 https://steamcommunity.com/sharedfiles/filedetails/?id=1858798647 (通关后的结算虽然比较粗糙,但由于时刻为玩家展示目前所用的时间加上流程节奏快,还是比较容易激起再来一次的热情的) [h1] 一些吐槽 [/h1] 1.UI差劲 进入游戏后本作给人的观感很不好,虽然《superhot》的ui同样非常简陋,但配合游戏的背景设定(玩家全程都是在操作电脑),以及一些十分考究的登陆,代码输入界面乃至配合剧情出现的各种文字都能带给玩家十足的代入感,就算看不懂剧情也能够感觉到强烈的“不明觉厉”的炫酷感。而本作到时同样在ui上选择了简单的风格,但由于缺乏打磨精细的背景设定,呈现出的感觉是无比的“简陋”。 https://steamcommunity.com/sharedfiles/filedetails/?id=1858798232 虽然说是demo的程度有点夸张,但本作目前的ui界面实在是不能挑起笔者的胃口.. 2.画面质量相当一般 虽然使用了虚幻引擎制作,但本作基本是虚幻负面buff的集中展示,油腻,朦胧,边缘模糊...而且游戏不同于简洁美的superhot,在大量场景内放置了无数的发光体,强烈的光污染让本作的画面显得更加的混乱...总而言之在画面方面本作并不具备吸引力 3.差劲的物理效果 只要看一眼游戏里敌人死亡后这扭曲而姿势就知道,本作的物理效果基本是放飞自我的...敌我双方射击的动作还像模像样,但死亡和受创效果基本就是《模拟山羊》级别的,对比superhot那种即便是一堆抽象方块都能让你感受到的逼真受创反馈,本作就.... https://steamcommunity.com/sharedfiles/filedetails/?id=1858798555 (左手小刀右手手枪,敌人也是一身酷炫装备,但无论是手感和物理效果都比抽象的superhot差上太多..) 4.相对高昂的价格 一个简单的对比,《superhot》78元,本作70元。从剧情,手感,画面表现,内容丰富度,口碑来说,《superhot》无疑是高出本作许多的,但二者相差仅仅8元,虽然本作在机制上有所创新,但一目前的内容和表现来说,实在难说配的上现在的价格 [h1] 推荐人群 [/h1] +玩过《superhot》后不过瘾的玩家 +喜欢强烈电子配乐的玩家 +喜爱快节奏射击和移动的玩家 +对于“不动时间运行,移动时间减缓”这种反向概念感兴趣的玩家 +对独立游戏比较宽容,有耐心等待完善的玩家 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣
"Типичная всеми любимая игра на UE4 за 30 рублей" с кривым меню с выбором уровней и тупым хождением по прямой, с тупыми противниками (хотя по скриншотам выглядит вполне симпатишно и кажется приличной игрой, но увы) [spoiler][url=http://store.steampowered.com/curator/6857971]А, еще можно на меня подписаться в качестве steam куратора(^ω^) [/url] [/spoiler]
슈퍼쿨. 슈퍼핫의 반대개념 슈퍼하게 쿨하다는 뜻이 아니라 슈퍼핫이 움직일때만 움직이듯이 이 게임은 내가 멈출때는 적이 움직이고 내가 움직일때는 적이 멈춤 정반대 개념이라는거. 적의 공격을 피하기 위해서는 열심히 움직여야함 그러니까 근접공격을 생각하면 어? 무적 아니야? 싶지만 총이 나오면서 얘기가 달라짐. 일반적으로 교전을 할때 엄폐를 하는게 맞겠지만 이 게임에서는 쏘고 들어가서 대기해야함. 이게 뭔말인지 이해가 감? 내가 쏜 총알조차 움직이는 동안은 진행이 안됨 그래서 쏘고 들어가서 대기해야 내가 쏜 총알이 진행이 되고 적을 죽일수 있다는 말임. 이게 작전을 짤때 오묘해지는데 엄폐하고 사주 경계하면서 싸우는것보다 열심히 왔다갔다 하면서 적 있는 위치 확인하고 한발씩 쏘고 오는게 유리하다는거임 그렇다고 다 쏘고 올수는 없는게 조금씩은 진행이 되고 생각이 꼬여서 멈추는 순간 총알이 날라오고 죽으면 처음부터 다시해야되는 문제가 있음. 여튼 컨셉이 재밌어서 추천 아직도 개발 진행중인듯하고 나중에 좀 더 해볼 의향있음.
Time Break 2121 is a somewhat experimental Unreal Engine based FPS/ripoff of Superhot, but with a twist, it works the opposite to SuperHot as time slows when you move and speeds up when you're still. Which makes the game seem kind of simple because you just have to keep moving. The whole thing looks to be built from Unrel Engine Marketplace assets and there's some real ugly visuals despite the great engine... not sure what the ugly screen filter is for, perhaps some attempt to make the game look bad on purpose? The UI and game menus are very clunky and unpolished, and the Engrish translation here is poor. The game itself does work, which is laudable, I guess, but I'm not sure if anyone sat down and asked the very important question, that must be asked when embarking on such an effort to bring a game to market on Steam... "Is this a good idea?". And the answer is... no. It's not fun. The somewhat unpolished implementation, poor optimisation, and general unfun nature of the game (you only have two weapons and fight very generic asset flip looking robot guard things, sigh) really make this an unpleasant exercise. While this is free, and that's laudable, it wasn't always. I feel bad for anyone who paid the whopping $20 for this when it was launched.
I like the idea of a reverse Superhot where you have to keep moving to have an advantage over your enemies but unfortunately the execution here is too rough. The combat is weak and the movement just feels bad, I feel like I'm battling with the movement in a game that asks you to keep always moving, sometimes through platforming segments. Time Break is too unpolished for me to get much enjoyment out of it.
As i stated in the trailer , It´s a great game :)
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