
Find a vaccine for your infected friend before the time runs out, but be aware your friend will relapse sooner or later and you will have to find a new vaccine in a new randomly rebuilt house. Will you be able uncover the mystery to save your friend once and for all!?
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain
Engagement
Hours played at review time, across 30 reviews with recorded playtime.
Reviews
This is a game that many will want to enjoy, but the truth is that we've been vaccinated by far better options for the price point of this title. While the artistic choice to have this look very similar to the Playstation-era Resident Evils is a nice call, it lacks many of the key gameplay elements that helped define the series as one of the heavy hitters of the late 90s, including, but not limited to: No map function No 180 turn Unable to manually reload in menu No auto-aim Death is a complete reset (no saves) Unable to customize controls What this leaves is a game that takes too much from the inspiration to the point of imitation, while emulating all the flaws that have been removed with newer releases in the Resident Evil series. I'm quick to forgive limitations of older Resident Evil-style games due to them being made over two decades into the past, but this game has no excuse to fall victim to the same issues. And let's talk about the RNG, since that's important for gameplay in this title. You can have scenarios of giant four-way rooms that can lead to halls into more four-way rooms, only to lead to either walking into a new camera angle to instantly be mauled by an enemy, or waste several minutes just to land into a corridor with a broken door to greet you. At the start of the game, it doesn't hurt too much, outside of wasting ammo, but from night four onwards where they lower you to 10 minutes and remove 30 seconds each successful run, that kind of RNG can be life or death. Coupled with randomly generated keys strung throughout the map for certain doors, it turns what should be a test of a player's skill into a dice roll if one can continue onward and unlock the true ending, which takes nine successful runs. A reminder that if a player fails due to time or death, they are stripped of all items / levels / progress and begin back at the first run with 30 minutes, which is enough to cause most players to shelve the game. In regards to controls, it takes inspiration from Code Veronica, where it is partly still images with a few full 3D segments, but it doesn't have the digital controls to manuver like CV and beyond brought to Classic Resident Evil. This means cumbersome tank controls for the sake of tank controls, where some rooms have 3+ angles to disorient a player. This can cause a player to accidentally run into enemies they are trying to escape from, which can lead to a failed run. There's a puzzle with laser beams, but it seems that if one just places dots in a diagonal line, it auto-wins. I've yet to encounter any additional puzzles, nor see others streaming the game encounter such things. These laser boxes are discussed in random notes in RE fashion and tie into the true ending requirement. The worst part of the game is the level system, since one would think it would encourage players to replay the game, since they can only grow stronger, but it's poorly implemented. After increasing Aim and another ability, the knife allows the player to suddenly fight like they're Kenshiro from Fists of the North Star with how damaging and how fast they swing the knife. The entire time they're swinging, they gain massive exp due to the risk involved, which allows a player to cap out by 4/9 runs. Due to levels capping at 10, this removes incentive to fight from that point onwards, and makes it more clear with the timer that what should be a rewarding gameplay element is just there to stall you for the timer. And by that point, if a regular enemy gets in your way, you can knife them down in seconds. I feel that if the level system carried over upon death, and had a higher cap to keep players engaged, it would make the game better overall. Translation is bad as well, since it will say "you picked up 9mm gun" and then it's really just ammo. Letters and other things will have errors, like repel will cover your "small", and Luck stat doesn't explain what it does. The last thing I want to touch upon is the menu, since it is horrible. I have a hard time figuring out what I have selected due to color choices used for the cursor, and find myself having to rely upon the text descriptions to accurately relay what I'm highlighting. Use something bright like green to show what is picked, as opposed to a very light brown that blends in. I also dislike that the health is a set value that blends into the menu, despite Resident Evil having the health conditions and other things to make it obvious all players. I'm an idiot and did not expect the 50 health to actually be 50 health, though I connected the limping animation to dangerously low as in Resident Evil titles. Also, it misleads with gun clip as the ammo icon, when it means to show bullets. RE used ammo boxes for this reason, since a clip usually means a full refill, while the ammo boxes had a specific count. Imagine my horror when I found out I didn't have 14 clips of full ammo due to RNG, but only 14 shots when I ran out of bullets in a filled room. I will gladly update this review if the game is updated, but as it stands, it succeeded in making a 1996 game in 2017, which is not what I expected. I would like a map function at the very least that fills in as I explore, and would love options for things like auto-aim (or tie it to aim level) and things like quick turn / digital controls (or again, tie them to levels), and would love for some kind of save or progression system. I feel that these can be accomplished through patching over time, and create a better game as a result. And one last thing, since I may as well ask for a pony that can fly, but difficulty levels like Resident Evil would be welcomed, with perhaps a beginner / casual that removes the timer element, and the current game being expert / extreme. There's lots of promise, and I'd love to see this game reach other players as something fun and enjoyable.
[h1]《疫苗》:致敬90年代生化危机的开坦克送快递之行[/h1] 个人评分:7/10 [quote]赞: +令人怀念的老生化風格和会心一笑的致敬元素 +物资管理、时间管理与永久死亡结合的“生存恐怖” +有意思的隐藏剧情和隐藏结局 弹: - 体量较小、怀旧向核心向但游戏内容与创意有限 - 剧情单薄、缺乏足够解谜元素 [/quote] >> 戳一下传送门可访问vgtime浏览[url=http://www.vgtime.com/topic/572860.jhtml]图文版[/url] [h1]一、复古浪潮[/h1] 世人常道,初恋难忘。游戏亦然。对于初代一炮而红、在二十一年时间里风靡全球的《生化危机》系列来说,相当一部分玩家对90年代末的“老生化”作品怀有深厚的思古幽情不足为奇。作为回应,卡普空在2017年初让我们见证了生化系列声势最浩大的一次“回归原点”行动。虽然初恋情人的模样从当初堂皇华美的阿克雷山区洋馆,变成了如今阴森腐烂的贝克庄园,但许多高呼着“就是这个味儿”的玩家(包括我)还是甘之如饴地为《生化危机7》掏了腰包。 不过且慢,1996年的时候,笔者大概还不会直立行走,那又何以对初代怀有如此情怀呢?这就要归功于炒冷饭大王卡普空了。且不说初代大火之后顺势推出的《生化危机导演剪辑版》(1997年9月)、《生化危机导演剪辑震动版》(1997年8月)、《生化危机》世嘉土星版(1997年7月)等加强版本,卡普空又在2002年3月推出了画面升级、内容扩充的《生化危机》复刻版,2006年1月又有登陆任天堂DS主机的《生化危机:死寂》,2014年11月又发布了《生化危机高清重制版》——你甚至都不用费神去想初恋情人的昔日音容,卡普空自然会翻开你的钱包帮你翻新一遍。 在旧作翻新方面,《生化危机》1代和0代的高清重制版都轻松破了百万销量,2代和3代等作品的重制版也备受期待。冷饭这么受欢迎,无怪乎新作也向“生存恐怖”原点靠拢。早在2012年,卡普空就推出了在口碑和商业上都取得成功、号称回归原点的《生化危机启示录》,该作的导演正是中西晃史。5年后,中西晃史担任导演的《生化危机7》面世。从卡普空放出的消息来看,往后的续作很可能也会走复古线路。 在卡普空官方主导的生化危机复古浪潮方兴未艾之时,令人惊喜的是,一些独立游戏制作者也开始开发带有老生化特色的生存恐怖丧尸游戏,譬如开发中的《昼魇1998》、《爆发:新梦魇》,还有本评测的对象——2017年2月登陆steam的独立丧尸游戏《疫苗》(Vaccine)。 [h1]二、在洋馆开坦克[/h1] 在上述提到的绝大多数游戏中,其“复古”仅限于游戏机制、玩法、操作等等,在画面方面无一例外是尽可能地追求先进的,但是《疫苗》在复古方面可以说是达到了一个奇异的巅峰。——此作居然“复制”了1996年原版生化危机的画面!刻意做得粗糙的贴图、棱角分明的低多边形模型简直让人怀疑是不是在玩PS1模拟器。同样是Unity引擎制作,2016年的《安布雷拉军团》和2017年的《疫苗》简直云泥之别。不论是因为预算问题还是人手问题(《疫苗》似乎是单人制作完成的),抑或游戏本来就要做成这种超级“old school”的风格,显然这种画面只有上世纪玩家、系列死忠还有对丧尸游戏极度饥渴的玩家才可能接受,而笔者恰好满足后面两个条件,所以我就把这游戏全成就了。 除了忠实还原的画面之外,《疫苗》在很多游戏内容和细节方面都致敬了90年代末的“老生化”。譬如,选择开始新游戏之后,你可以听到由一个低沉的男声说出的“vaccine”(疫苗)一词,这显然是在模仿《生化危机》那句经典的“resident evil”或者日版的“biohazard”。 玩家可以选择扮演男性角色曼纽尔·G·P,或者女性角色丽塔·奥康纳,虽然无论选哪个都差不多,不过主角为了拯救同伴不断往返寻找疫苗的过程,还是让人想起吉尔和克里斯的生死情谊。可惜的是,也许是为了突出游戏孤独诡异的氛围,《疫苗》的两位主角都戴着防毒面具,看不到容颜,只能看出曼纽尔是黑发,丽塔是金发。 游戏自始至终发生在一座洋馆中。在生化系列中,洋馆或类似洋馆的建筑的出场率非常地高,包括生1的阿克雷山区洋馆、生0的干部养成所(长得基本就是个洋馆)、5代DLC迷失噩梦的斯宾塞洋馆、启示录2的萨比提岛研究所(基本就是亚丽克丝·威斯克的洋馆),如果把装修风格或者封闭构造类似也算进去的话,启示录1的游轮还有生7的贝克庄园也是洋馆的变体。可见洋馆是个多么经典的生化系列地标,《疫苗》采用这个场景是很有情怀的。 正式进入新游戏之后,玩家可以发现游戏的操作基本和原版生化危机1代如出一辙。人物的移动方式是经典的、有时令人发指的坦克式操作:↓方向键只能使人物后退而不能转身,要转向只能靠↑或↓方向键与←和→方向键配合。对于新接触生化的玩家来说,有时可能会出现转身太缓慢被抓住或者跑步的时候跑歪的情况。不过一旦适应的话,坦克式操作和固定视角也是蛮搭的。 除了方向键之外,剩余的游戏按键的功能基本和原版生1相同,包括以下4个:菜单/人物状态栏、奔跑、举枪/举刀、调查/攻击,不同的是《疫苗》增加了一个让玩家可以随时上弹的V键,而且人物在奔跑时是有耐力槽限制的。和老生化一样,武器也是要在状态栏装备上才可以使用。至于180°转身和紧急回避就不用想了,这是生3开始才有的设定,《疫苗》借鉴生3的地方似乎不多。 自动瞄准(也是3代的产物)是不存在的,主角举枪时并不会自动锁定敌人,而需要玩家调整方向甚至上下角度来射击。不过实际上射击判定还是比较宽松的,大概朝向敌人即可。玩家不操作时,主角会做出闲置动作。以上两点都是忠于生1的设定。 主角在血量过少时会做出捂腹的受创姿势,这是《生化危机2》首创的生化特色。另外一个生2开创的设定是武器改造组件,尽管《疫苗》里面并不能拾取到单独的组件,但在第一次击杀放有疫苗的实验室中的巨兽(Hulking Beast)之后,玩家可以捡到一把改造过的强力手枪。 然后,最有“老生化”特色的当属固定视角了。据三上真司透露,当年生1本来打算做成全3D,甚至采用FPS,但是由于卡普空当时很缺乏3D技术积累,程序组没办法用多边形构建完整画面,加上PS性能不足,受技术限制并且为了缩小游戏容量,生1采用了2D背景+3D模型的做法,固定视角应运而生。到后来,即便是已经实现实时3D背景的《生化危机:代号维罗妮卡》,也保留了固定视角这一特色。不过,由于是3D背景的缘故,所以维罗妮卡并非完全的固定视角,在同一个区域内,镜头是可以移动的。而《疫苗》也是用了3D背景,在人物走过一些走廊的时候可以明显看到镜头的移动。 除此之外,游戏中还有一些明显致敬生化危机的梗,譬如在调查其中一架钢琴,主角会说刚才好像听见有人在隔壁弹《月光奏鸣曲》,可能是错觉;调查一个绿色的箱子,主角会说要是可以用这个箱子储存物品就好了。 [h1]三、异界急递[/h1] 虽然带有浓厚的“老生化”风格,但是《疫苗》的玩法并不是传统的探索+推进剧情+逃脱,而是一场和时间赛跑的无限生死快递。玩家需要于规定时间内在随机生成的地图中找到一间实验室,在里面拿到疫苗,带回初始房间缓解同伴的病情,然后在更短的时间内再次出发寻找疫苗。第一次收集疫苗的时限是30分钟,之后是20分,然后10分,接下来依次减30秒,直到时限降到7分钟为止。除非打出真结局,否则你只能永远地在这座诡异的洋馆中奔跑战斗下去…… 通过开关门和击杀,人物可以获取经验值,并用来升级5种被动技能:加快拾取、开关门和上弹的速度的“决意”、减慢奔跑时耐力槽消耗速度的“耐力”、减少所受伤害的“生命”、提高射击伤害的“瞄准”、和影响拾取物品时运气的“好运”。这些技能可以帮助玩家更好地生存下来。 >>>本作的“生存恐怖”主要体现为三个方面: 其一是前期较难击杀的敌人和紧缺的物资。玩家一开始只能在地上拾到一把小刀,随着游戏进展,玩家可以在随机位置拾到手枪、霰弹枪以及弹药,不过第一次收集疫苗时还是经常要刀杀。另外,由于固定视角的缘故,玩家在进入另一个场景时可能会因为镜头死角而看不到前面的敌人,所以每进入一个房间都是冒险。 但是……只要注意走位,遵循正确的原则就可以规避这些困难。由于《疫苗》开门时不像“老生化”那样有开门动画,而是可以直接开关,所以游戏为玩家提供了一个全程无伤刀杀的隐秘技巧。 其二,对时间的管理也是本作“生存恐怖”的一环,跑路有时比战斗更紧张。由于物品和地图都是随机生成的,而且《疫苗》不像生1那样有便携地图,所以玩家可能要跑不少路才能找到实验室的所在。游戏有些门需要拾取金钥匙或者银钥匙才能打开,如果关键时候没有钥匙就麻烦了。 在游戏后期,由于时间限制越来越短,所以不仅要经常奔跑,还要避免走无用的重复路线。对此我有个心得是:走入死胡同之后,折返回到岔路口,把通往死路的房门关上,这样就不会在回程时迷路。 除此之外,在触发所有达成真结局的条件之后(方法我会写在steam社区指南里),画面会发生扭曲,时间也会加速流逝,在这种极限状况下赶路送疫苗回去是最刺激、最令人心跳加速的,仿佛此事不是事关同伴性命,而是我们这些快递员在玩命一样。 其三,永久死亡机制,这是生存恐怖的最后一环。游戏没有存档机制,制作者偏偏把打字机这个“老生化”标志给去掉了,一旦死亡或者失败,所有进度就会清空,一切的升级和收集都会作废,你又得从收集第一支疫苗开始。所以,是的,真的是在玩命。 另外,之所以说是“异界急递”,是因为游戏中的文件表明这座洋馆是一个无限轮回又无限相连的世界。只有打破洋馆中的时间谜题,才能够真正治愈同伴,一起逃到森林中去。森林?对,又是在致敬阿克雷山区森林。 [h1]四、未可成宴[/h1] 马歇尔·普鲁斯特在《追忆似水年华》中写道,当莱奥妮姨妈“把一块小玛德莱娜点心放到不知是茶叶泡的还是椴花泡的茶水中去浸过之后送给我吃”之时,“我”分辨出这是往日曾经吃过的点心的味道,因而过往回忆中的一切景象“全都显出形迹,并且逼真而实在,大街小巷和花园都从我的茶杯中脱颖而出”。 《疫苗》绝对不是“小玛德莱娜点心”,因为它本身就是一幅相似的景象,而我也绝不想让普鲁斯特如此珍爱的“小玛德莱娜点心”意象染上贬义的色彩。这个引用只是想说明,我们可以在《疫苗》中找到大量致敬和效仿“老生化”的内容,并为之沉醉不已。但这并不能掩盖其自身的局限性。《疫苗》在体量上只能称之为点心,抑或开胃菜,而不能算是生化玩家或者丧尸游戏玩家的饕餮大餐。 抛开老式的画面、操作等等刻意为之、见仁见智的游戏特色,《疫苗》在以下方面的确做得还不够好: [olist] [*]地图虽然是随机的,但随机出现的房间重复率较高,而且整个洋馆没有上下楼层。 [*]UI的设计有问题。游戏的选项要么是白字,要么是白底黑字,但开发者却只用浅棕色来标示选中的选项,有时很难分辨。 [*]同样存在问题的是某些物品在场景中的辨识度。在传统“老生化”游戏中,3D的模型比较容易和2D的预渲染背景区分开来,但是在《疫苗》里面,3D的模型容易和3D的环境混淆,尤其是因为游戏的低多边形风格。加上固定视角限制和光线问题,一些颜色不鲜明的小物品很难一下子看到,比如手枪弹夹甚至手枪。 不过,为了弥补这一点,人物在近处可以看到物品发出白色的闪光,这是沿袭了“老生化”的做法。另外《疫苗》还有个特色,就是人物会自动偏头或低头看向有物品的方向,玩家可以通过这个来帮助判断场景中是否有物品,有时会起到关键作用。总的来说,如果有时间来注意人物的视线方向的话,寻物不算个大问题。 [*]玩法比较单调,体量太小是本作最主要的问题。 即便有地图和细节处的随机性,但是总的游戏套路是不变的:第一次和第二次收集疫苗时注意探索、收集和杀怪,之后的流程基本就只剩下重复的找路和找疫苗了,直到打出真结局或者弃坑。由于后期弹药很富裕所以基本遇到丧尸都是秒杀。游戏的解谜要素也很少。除了送快递这件事本身之外,没有多少可以回味的东西。 [*]《疫苗》的剧情比较单薄,人物塑造得也不讨喜。 游戏剧情基本是靠在游戏中收集的文件来叙述的。开发者很好地把握了“文件也是叙述剧情的重要工具”这一生化特色,但是除了这些碎片化的叙事手段之外,玩家显然还需要更直观和真切的故事主线。 本作主角不仅只闻其声不见其貌,而且固定视角还大多采用俯角镜头,同时很少给人物近距离的镜头。在这样的处理下,玩家只感受到角色形象的渺小、孤独和模糊,而很难产生什么亲近感和认同感。 而且男女主角在游玩过程中几乎没有任何实质性的区别,没有专属道具或者专属剧情,先天的属性差异也会随着升级而抹平。唯一重要的是,女主角丽塔有时会不由自主地陷入“confused”(困惑)状态,这种状态下人物暂时无法移动,只能等状态过去,或者使用口香糖、能量棒等改变人物状态的道具来抵消。这会置玩家于险境,所以和生1不同的是,女性角色反而代表了更高的难度。如果说这个特点是表示女性角色在危险时容易不知所措的话,那我感觉不是很高兴,因为我从《合金弹头》开始就喜欢使用女性角色,不喜欢这种区别对待…… [/olist] [h1]五、求仁得仁[/h1] 总的来说,《疫苗》是一款以上世纪90年末生化危机风格的游戏要素为首要卖点,强调合理应敌、注重物资和时间管理、实行永久死亡机制的Roguelike生存恐怖游戏。其特立独行的复古力度带来的老式画面和上手难度会让不少人望而止步,而经验和制作规模的欠缺则限制了它的深度和耐玩度。 也许,《疫苗》注定只会受到一小撮核心玩家的青睐和友善的吐槽,但是从开发者选择制作这样一款粉丝致敬意味强烈的作品的那一刻起,其小众性就已经是确切无疑的事情。如果说预算和经验有限,他完全可以随便买个素材包,做一个青睐之光上随处可见的粗制滥造的丧尸游戏,然后上架小赚一笔。但是他没有随波逐流,我想他是愿意承担它的命运的。让这款游戏通过的绿光投票者们也许没有实现对这游戏的所有期许,但我想他们有人还是能从中收获趣味的。 ——这整件事都很奇怪,会在2017年发布这样的游戏的人很奇怪,在绿光投票支持游戏甚至要求别降低难度的人也很奇怪,我想他们之间的默契大抵是像黑眼豆豆的歌词那样的罢:“I'm a freak and you knew it. You’re a freak and I knew it” …… 春困的午后,偶尔来一剂疫苗,缓解我们的怀旧病。还不错。 [code]关注鉴赏家[url=http://steamcommunity.com/groups/Seniorplayer#curation]電玩狂熱愛好者[/url],获取更多的游戏资讯、评测和攻略。[/code] By 凱風 二零一七年五月二十五日
[h1][b]RESIDENT EVIL 1 В 2017?[/b][/h1] https://youtu.be/6PB51K39o5Q Вот пример неплохой игры, которая к сожалению, вышла совершенно незамеченной. Её создатели явно любят самый первый «Обитель зла», да и знают его как свои 5 пяльцев. Как иначе объяснить настолько бережно воссозданную – [b]Vaccine.[/b] Проект нужно воспринимать как некий фанфик, ну или своеобразный мод заставляющий улыбаться перед таким исполнением. Снова 2 персонажа на выбор, инвентарь, мрачные комнаты с зомби внутри, поиск ключей, аптечек и все остальные ингредиенты легендарной RE1. http://steamcommunity.com/sharedfiles/filedetails/?id=873631707 Игра, сделанная под впечатлением и отдающая дань уважения или простая калька – решать вам. Меня зацепило! Так и хочется продвинуться дальше, исследовать помещения, читать записочки. Графика обычная, но зато всё с той же стилизацией под запись камер видеонаблюдения. Подробность в создании видна даже в дизайне и планировке комнат, многие из них повторяют самые известные помещения резидента. Например - первый коридор с собаками или колонна под лестницей рядом с сейв румом. Даже музыка пронизана нотками мрачного, звонящего будто далёкий колокольчик эмбиента. http://steamcommunity.com/sharedfiles/filedetails/?id=873631740 Увы, петь дифирамбы не могу, есть у игрульки одна дикая проблема из-за чего, на данный момент она просто неиграбельна. Это – сложность! Она просто непроходима! Враги очень больно кусаются, патронов безумно мало, полное отсутствие карты и сохранений. Если умираем, то начинаем заново. Начальный ножик практически бесполезен, люлей может дать даже крыса. Из-за камеры зомбаков часто не видно и при входе в новую комнату вас автоматически кусают. Вдобавок время ограничено 30 минутами, за которые нужно найти ту самую вакцину. За более чем 10 попыток, при самом аккуратном прохождении мне не удалось продвинуться дальше 8-9 комнат. Слегка забеги упрощает прокачка, за подбор предметов или убийства дают очки, их можно потратить на повышение стамины или живучести. Также при каждом рестарте комнаты генерируются заново, в другой последовательности. Само собой, вещи и противники тоже меняются. В общем получился интересный концепт, хоть и далеко не новый, но пройти адски сложно. Если всё поправят патчами ил введут уровни сложности, обязательно пройду. Но если вы всё же хотите супер хардкора, то получите и распишитесь! Кстати, не вздумайте играть на клавитуаре, бегаем стрелками, действие – enter, поменять раскладку нельзя. Проходить только на геймпаде. Пока ставлю палец вверх и соответствующую оценку. [h1][b]ОЦЕНКА 6[/b] - Средне![/h1] [table] [tr] [th] [b]+[/b] Если вам понравился обзор, подписывайтесь на мою [url=http://store.steampowered.com/curator/6866569/]кураторскую страничку[/url] где я постоянно рекомендую самые разные игры. Присоединяйтесь к каналу на [url=http://www.youtube.com/c/Pu4eglaz]YouTube[/url], а также вступайте в группы [url=https://vk.com/pu4eglaz_group] Вконтакте[/url] и [url=http://steamcommunity.com/groups/Pu4eglaz]Steam[/url], там публикую заметки об игровых новостях и кино. [/th] [/tr] [/table]
The dimly lit old hallways of a broken and rustic mansion-like home set the stage for an experiment gone wrong. A strange virus turns regular human beings into twisted creatures, thirsty for the flesh of their once friendly counterparts and only one vaccine exists among the hordes of turned zombies. It's a story we've heard before many times and a genre we've seen perfected already, and Vaccine doesn't exactly do it any favors here (bad localization abound) but it does seek to shake the scene up a bit with the procedurally generated levels and items made popular by the roguelike genre. What were once long and involved journeys of narrative filler are now quick and challenging runs through a 30 minute or less roguelike horror adventure. It might not be the same engaging story we know from Resident Evil or the same evolved gameplay, but Vaccine manages to create a frightening DIY vibe of its own that is worth the trip for those with patience for its archaic and old school ways. It also has the difficulty of a genuinely old school and retro survival horror game. Everything you loved and loathed about the classics is here, from the clunky and cumbersome tank controls to the hard to manage limited item space that required planning. Every challenging and confusing imperfection in the game's design is almost definitely deliberate in order to keep in fashion with the originators it pays its homage to. Rainy Night Creations has the aesthetics and atmosphere of a 90's era survival horror down pat, and gives us an authentic trip down memory lane in both visuals and frustrating challenge. Later enemies become seriously deranged and grotesque, and much harder to take down and dangerous. Anything you come across that isn't a zombie or a rat basically will require some serious firepower and a decent amount of ammo. The knife isn't really good at much other than conserving ammo, and even when confronting zombies I had to continually back up to avoid early and embarrassing deaths. From rats and bats, to zombies and.. freaky crawling flesh dudes, Vaccine has plenty of grotesque oddities to die to. When it comes down to it luck will be your greatest ally as the trick to grabbing a truly excellent run is having good enough chances to find the random placement of key items as early as possible, because honestly if you run into one of those flesh-y crawly creatures without ammo or a gun (prefereably a shotgun) you can kiss your ass goodbye. This isn't uncommon with games of a procedural 'roguelite' style, and it isn't to say that Vaccine doesn't still require some skillful gunplay and careful consideration with stat distribution. An addictively quick "coffee-break" take on the survival horrors of old. The rogue-lite twist of having a whole mansion that is procedurally generated along with the location of important key items and equipment keeps each quick playthrough exciting and unpredictable. Many of your runs for the life-saving vaccine will end quickly and humiliating as you die to stupid mistakes and oversights, but when you make it further and finally reach that destination it couldn't feel more rewarding. Vaccine is a clever execution of a very ambitious idea, and it deserves a play from veterans of the survival horror genre.
It took me 3.3 hours to solve the mystery / get the achievement for that. This game had its moments. It was very short, but money isn't a factor to me, so I don't measure value by dollar/hour. It simulated the old PS1 graphics pretty well, and it got a bit intense towards the end, when the clock became a real factor and the music ramped up. The underlying sci-fi premise was a neat enough concept, and it was very cool when you [spoiler]saw yourself and the other player character as zombies[/spoiler]. However, there are a ton of problems with it - so many that it is barely a game. So, I had to give it a negative rating in the end. The number one issue is content. There is barely any content in this game. There are 4 enemy types - zombies, crawlers, rats, and bats - and then a "boss" type, all extremely primitive in design with nothing really going for them other than following the player. There's not a lot of room variety and you will often see the same handful of rooms several times in one play-through. There are only 3 guns, a knife, and proximity mines for weapons (from what I could find). There is hardly an intro and barely an ending scene and no cinematics or other story-related scenes for the rest of the game (story is executed through notes and it is very bare-bones). Overall, the lack of content is so severe that this alone makes it barely a game, and more of a pre-alpha demo. I found certain aspects of the mechanics terrible. I didn't like that there was no quick turn and that pretty often enemies were positioned so that they could get cheap shots in on you when the camera perspective changed. The camera perspective didn't work very well in larger rooms; from one angle, you'd see an enemy, but at another angle the enemy would vanish, even if that new angle still showed the same space in the room. When you get hit, for some reason your character faces the enemy sometimes, and enemies damage you just by walking into them, so very often you were prone to getting hit multiple times due to the game's archaic tank controls. The menu was a bit awkward to navigate because of the sloppy design. Also, I REALLY would have liked to be able to hide certain elements of the UI, namely the XP and fatigue meters over your head. Room design needs improvement. Most rooms are overly large and empty. They don't have to be so spacious. They should also look a lot better - even if he is attempting to simulate PS1 graphics, the old Resident Evil games had far more detailed environments. This game felt somewhere between Resident Evil 1 and the original Alone in the Dark, which gave it a nice vibe at times, but overall it just feels cheap. And, while I understand that procedural generation is a key part of this game's replayability, I am not a huge fan of it - there needs to be a lot of pre-generated content and more stunning set pieces in the mix for me to enjoy it for longer periods, because otherwise the level design feels scattered, lazy, and repetitive. One of the best aspects of the old Resident Evil games was their stunning set pieces and hand-crafted angles which this game completely lacks due to procedural generation. Also, this game needed proofreading / proper editing. The text in the game is riddled with typos and it is very clear the developer is not a native English speaker. There's not much text in the game overall, so this probably could have been done using a freelancer and a shoestring budget. The presentation of the game was weak to begin with, and the poorly written notes made it even worse. And like Jim Sterling points out, the name Vaccine doesn't really make sense - that's not how vaccines work. That said, I would love to see the developer continue using this engine that he created to create a sequel that has far more content, more enemies, better combat, more puzzles, and is just more of a real, full game. I would definitely play it. The game has something going for it, but it needs way more fine tuning first. Only play this game if you absolutely need to play a new game that is mechanically similar to Resident Evil 1, regardless of how thin those similarities are.
I know I just bought the game but I already own it on Wii U AND PS4 because the developer is awesome. This is a ONE PERSON DEVELOPING TEAM....ONE GUY MADE THIS! If you love classic, original Resident Evil with a mix of Rogue Like gameplay, then this is for you! This game ain't easy and be prepared for a LOT of deaths lol You can be lucky and not find an enemy for ages and when you least expect it, the creepy crawler dudes kill you! :@ haha BUY BUY BUY!!!! Highly recommend you also check out FreezeME too :D
I really appreciate the graphics and overall nostalgic throwback to resident evil games, and that's what i bought it for, but it pains me to say, that it's completelly dull and just not fun at all, and after just these 30 minutes I know I won't be playing this anymore. I hope the developers actually reads this because I actually want something like this, but done better. I would love to see any game with fixed camera angles, with a survival horror theme. I thought that the roguelite elements like permadeath and procedural generation would enrich this, but it did not for me. The game is playable, it works well and I can see the love poured in it. It's highly stylized for a PS1 game. It beautifully mirrors the style of Resident Evil 1 both in visuals and controls. You can have some fun with it, but believe me - I'm a huge fan of classic RE games and Vaccine let me down. I think it would actually work better if it were a linear adventure, with everything handcrafted as beautifully as these backgrounds. The game itself right now feels like an unfinished minigame for this non-existent Story mode. Procedural generation of rooms kinda works fine, but the repetetivness kicks in fast, and the lack of any kind of a map gets confusing, especially when you have identical rooms generated in one run. Random enemy placement is actually fun and I like it. It would work in a linear adventure and it also works here. RE1 had a few different monsters and it was okay. Here this variety is a necessity if you wish for it to be an engaging roguelite game. Maybe take a hint from Raid mode in RE:Revelations 2 where there are maybe 10-20 different monsters, but they have many different and interesting modifiers to them. Also the monsters in vaccine are really unfair. Zombies are okay, bats are pushovers, but these crawlers are insanely strong to the point where the moment they appear, I know it's a game over. Hunters in RE1 were also very dangerous, but you could ooutrun them somehow, and blowing a shotgun actually knocked them over for a brief moment giving the player a chance at fighting them. Here you just wish you manage to kill them before they kill you. And then there are the controls. DOn't get me wrong - I like tank controls. I to this day play the classic RE sometimes. But here the controls feel wild, unresponsive and unpredictable. also there should be a larger margin of error when picking up weapons. It feels as if you have to be in an exact spot to pick the item up. So again: I hope you are listening devs. I hope you maybe polish this one up, change it, or move alogn to a new project entirely. And I want you to succeed. I want to see something like this. But maybe try going with a Linear story but add a mode like this as a bonus? And flesh it out more. Add variety, add incentive to do just one more run. Maybe look at Raid Mode in revelations and don't go the roguelite route and instead do short missions with random drops. Whatever you do, I hope I will see something from you guys in the future. I'm rooting for you, I really do.
[h1]Вступление.[/h1] Игра Vaccine была создана на движке Unity, а за одно предстает перед игроками в виде игр жанра Survival-Horror, которые пугали игроков в конце 90-х годов. Здесь же нет никакого запутанного сюжета, а геймплей носит сугубо аркадный характер. Игроку доступны два играбельных персонажа мужского и женского пола, каждый из которых отличается друг от друга характеристиками. Как только начинается игра, нам сообщают, что напарник заражён смертельным вирусом, и, чтобы спасти бедолагу, необходимо найти вакцину. Действие игры начинается в комнате, чем-то похожей на лазарет. Заражённый напарник лежит на кровати, около которой находится нож. Взяв оружие в руки, протагонист выходит из комнаты и сполна окунается во все тяжкие. Место действия игры - огромный дом с огромным количеством разных помещений, где расположение предметов и врагов генерируется абсолютно случайно. Здесь нет возможности сохранять игровой прогресс, и, если случилось так, что персонаж погибает, то придётся всё начать с начала. На всё про всё у игрока есть полчаса и за это время необходимо найти панацею для инфицированного товарища. [h1]Наглая копия или дань прошлому?[/h1] Создавая игру Vaccine, разработчики явно вдохновлялись хоррорами 90-х годов, а именно первыми частями игр Resident Evil и Silent Hill. Во время игры можно будет включить статусный экран, который покажет текущее состояние персонажа и весь доступный инвентарь, но так же в игре присутствуют и ролевые элементы - можно улучшать характеристики персонажа путём убийства врагов и исследования локаций. Арсенал скуден. Из вооружения имеются нож, пистолет и дробовик. Количество патронов для пистолета и дробовика крайне скудно, в результате чего появится острая необходимость в их рациональном использовании. Главная изюминка игры - это её сложность. Враги всегда будут давить числом, но в отличии от оригинального Resident Evil, персонажи Vaccine гораздо быстрее управляются с оружием, и быстрее вырываются из захвата зомби, да и в добавок ко всему, в виду наличия ролевой системы и возможности улучшения характеристик, герои будут наносить больший урон. [h1]Подведём итоги.[/h1] Из недостатков игры хочу отметить факт присутствия эффекта зернистости на некоторых локациях, что весьма сильно портит изображение. В оригинальном RE многие предметы, если уж их было трудно заметить, были подсвечены, а в Vaccine такого не предусмотрено, что ещё более усложняет игровой процесс. Ну, и последнее - в игре имеется 4 вида врагов: 1) Зомби 2) Вороны 3) Монстры, очень похожие на Ликеров (Лизунов) из Resident Evil 2 4) Последний босс, образ которого скопировали с Тирана (Босс нескольких игр серии Resident Evil) Иными словами, все имеющиеся в игре враги являются подобием монстров из "Обителя Зла". Не смотря на имеющиеся недостатки, игра заслуживает того, чтобы уделить ей внимание и приобрести, тем более, что цена у неё не такая уж и заоблачная.
I find this game kind of charmingly bad, but it's still bad. Survival horror classic tank control roguelike with: - More awkward tank controls than even genre-norm - Absolutely no sound effects for enemies thus partially missing the point of RE's fixed camera angles - Pretty shoddy balancing - Fairly unnuanced combat - You can get screwed pretty fast by just encountering the wrong enemies too early - Doesn't have a lot of content or variety - Game doesn't explain its own mechanics well However, you can knife everything to death like you're a character in Fist Of The North Star if you get rolling enough to level up and the writing is like, adorably typo-riddled. I find it kind of charming in its neverending naffness, but I don't think this is a game for most people.
Dejo aquí mi review del juego, mucho más extensa y más detallada: http://www.devuego.es/blog/2017/03/01/vaccine-volviendo-a-los-zombies-de-psx/ . Se nota que está desarrollado por gente con verdadero amor por el mundo gamer y por la saga Resident Evil, todo en el juego es un homenaje/guiño a la saga de capcom, pero a las antiguas entregas, las buenas. Un estilo gráfico a lo PSX, escenarios con cámaras que cambian, pocas balas, enemigos a los que tendremos que matar con mucho cuidado... y difícil. Es MUY complicado. La casa se genera aleatoriamente y cada partida será un mundo. Tiene algunas pegas, como que en la misma casa encontraremos habitaciones clónicas que nos pueden despistar o que dependeremos mucho de la suerte y de que nos toquen buenos objetos rápidamente. Me falta jugarlo más en profundidad, pero muy recomendado.
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