Разработчик: Happion Labs
Описание
Атлеты Energy Hook используют самодельные гравитационные лучи для смертельно опасных трюков. Раскачивайтесь на большие расстояния и используйте свою скорость, чтобы запустить себя на головокружительную высоту! Бегайте по стенам, делайте сальто, обороты и трюки в полёте!
Вы играете за Делайлу, атлета Energy Hook, пытающуюся сделать себе имя в будущем с гравитационными технологиями, телепортацией и проблемами с климатом. Показывая на что вы способны на маршрутах с препятствиями, созданных представителями Energy Hook, вы заработаете их уважение, а вместе с ним - доступ к новым уровням и лучшему оборудованию.
В Energy Hook вам придётся комбинировать ловкие приёмы, бег по стене и опасные трюки для получения большого количества очков: проноситесь через гонки на время, используя трюки для повышения скорости; и не забывайте искать предметы, разбросанные по уровням.
Прямо как у комикса, у которого есть разные главы, нарисованные разными людьми, над Energy Hook работали несколько отличных друг от друга художников: органические летающие острова Кигана О'Рурка; антиутопический город будущего от Killst4r; здания пастельного цвета от Пола Уайтхеда; виртуальная реальность Антонио Ревара.
В Energy Hook есть:
* 7 уровней-песочниц с несколькими испытаниями в каждом (5 в Раннем Доступе)
* 10 бонусных "VR"-испытаний (6 в Раннем Доступе)
* Соревнуйтесь за лидерство, летайте на Энергетическом Крюке, исследуйте окружение и постигайте Дзен
* Настройте энергетический трос и джетпак в меню настроек оборудования
* Режимы от Первого и Третьего лица
Energy Hook - непростая игра, для успеха в которой потребуются ловкость и много практики! По силам ли она вам?
Поддерживаемые языки: english, french, german, russian, swedish, spanish - spain, polish
Системные требования
Windows
- ОС *: Windows 7 or later
- Процессор: i5 @ 2.5 Ghz
- Оперативная память: 4 GB ОЗУ
- Видеокарта: Intel HD 4000 or comparable
- DirectX: версии 10
- Место на диске: 2 GB
- Процессор: i7 @ 2.5 Ghz
- Оперативная память: 8 GB ОЗУ
- Видеокарта: GeForce 840M or comparable
- DirectX: версии 11
Mac
- ОС: 10.8
- Процессор: i5 @ 2.5 Ghz
- Оперативная память: 4 GB ОЗУ
- Видеокарта: Intel HD 4000 or comparable
- Место на диске: 2 GB
- Процессор: i7 @ 2.5 Ghz
Linux
- Процессор: i5 @ 2.5 Ghz
- Оперативная память: 4 GB ОЗУ
- Видеокарта: Intel HD 4000 or comparable
- Место на диске: 2 GB
- Процессор: i7 @ 2.5 Ghz
- Видеокарта: GeForce 840M or comparable
Отзывы пользователей
pure fun and joy swinging around, nothing else to worry about doing other than having fun, love it (also works great on steam deck!)
Its alright
A comparison:
I 100% completed Marvel's Spider-Man on PS4. It's a really fun, ultra-refined, beautiful looking game that deserves the acclaim it got on a mechanical level. I don't know enough about the Spider-Man IP to talk about it as an extension of that but the overall smooth, pleasing feel of swinging around and beating up thugs was compelling enough to push me through every speck of major content. Now that it's coming to PC, Energy Hook is bound to suffer in comparison. It's a humble, barebones game, not in itself a flaw but it has led to a few frustrating moments with out-of-place ledges and high speed swings that send the player flying off the small maps. A huge title like Spider-Man doesn't have these issues and the overall experience is far more beginner friendly because of its unobtrusive flow and easier controls. So why write about a six-year-old game with very few reviews? Because, despite its rough elements, Energy Hook needs more attention for what it gets right about the web-slinging conceit now that its glossy, expensive counterpart is making its way to Steam.
As good as the web-slinging in the new Spider-Man is, its just a hair off of perfect in my opinion. Peter's weight and speed will often level out when travelling around the city, meaning his momentum doesn't build and effect the speed of his swings. There's almost a cap on how fast and wild you can fling yourself around because, once Spidey attaches his web to a surface, his downward momentum won't factor in as strongly to the proceeding swing. It's like his fall quickly halts so the player can't go ludicrous speeds and smack into every wall in New York. Energy Hook is far less automated in this regard. It is entirely player-dependent, and getting good means becoming intimately familiar with the angle of your upcoming swing, the charged jump you'll make, what structures are in your way etc. It's more demanding on the newcomer, and I can see some people giving up because its not as easy to learn.
But Energy Hook understands the appeal of this gameplay hook (pardon the pun) better because of how satisfying it is to feel like a heavy subject at the end of a rope, launching into the air and barely making that perfect follow-up swing. The boost especially helps in maintaining control of the player character, as it is propulsive enough to counteract any powerful swings you may make, and when combined with that speed and weightiness can lead to beautiful executions of stunts you weren't sure you could pull off. It also leads to those share of moments where you awkwardly collide with a nearby building and have to reorient yourself, but that's what makes the flawless swings more special. Nearly every swing in Spider-Man is a flawless swing, and it despite it being a very good version of the concept it gets old in a way that Energy Hook doesn't even though there's not really a whole lot of tasks or content in the latter.
So, even though most people will pay full price for Spider-Man when it comes out, I would invite anyone who spent time bumming around in Spider-Man 2 on PS2/Xbox/Gamecube to buy this as a comparison point. You may like it, you may get frustrated by its shortcomings, but I'll proudly call this my webslinging game of choice for its exceptional, uncompromising gamefeel. Spider-Man has the wider appeal but Energy Hook takes its core and exceeds what the huge, talented team at Insomniac could manage because their game had to be more accessible. I'd say that's worth ten bucks.
this game is too underated and deserves a lot more attention because the gameplay is very fun and you can do all sorts of tricks and it takes some time getting used to the mechanics but once you get the hang of it its really interesting and fun. Over all i reccomend this game to players who want to have a spider man like exxperience with parkour and swining.
still feels unfinished, even though solid web slinging mechanics are there
maps range from decent to awful, dont feel like they were designed for the game and all are tiny
walls running mecahnics and jetpack are buggy and awful
no re bindable controls
suggestion even though this game hasnt been updated in two years: add mag boots to run along walls better and get rid of all of the ledges in the buldings.
Yeah. Its OK. If your desperate to play other games after buying it then refund it. Im getting more money soon and it was on my wishlist. Not worth its price. Its a laugh though. Buy it if you have money to waste.
just buy SM2 for gamecube, dump it, and play it on Dolphin instead. this ain’t it.
the developer of this game will tell you that this game is finished , i'll tell you that they're full of shit
i'm not saying i hate the game the game is great but you really need to update this because my pc is too advance for thisd game i'm serious her!
This game is absolutely fanatastic. Flying around just fills me with childlike glee and wonder. I love it, if you've ever had dreams about flying this game is for you.
The Dev behind this game is really nice, responds quickly and is is very friendly. Game is really fun to boot !
Worth a go if you liked Sman 2 web slinging for sure.
This game feels very unfinished. Even though its supposed to be stylized some of the environemnt just look untextrued. The camera is ubearable. The swinging is ok at times but most of the level deisgns doesn't support it well. If it was free or still early access it might be acceptable but its not worth a full price tag. I've played quite a bit of Spider-man 2 and you'd be better off just going back to that game.
this scratches a particular itch which may occur in some people from time to time and it scratches that itch perfect
of course it's mainly fun for a few minutes here, a few minutes there - invite some friends over, have them check out this new little gem of a game,,, just have plain old fun for a few minutes, half-an-hour at the time
it's exactly what it says in the description and if you too have this 'itch', I dsay it's worth the moneys
Simple enough: It's the Spiderman 2 web slinging only with environments that take advantage of it rather than an open world city that just uses it to get to point A to point B.
It's ugly. It's janky. The on foot movement is greasy, like you're in some sort of crazy momentum based skateboarding game with on foot patched in at the last second. The camera is almost nausea inducing and a near constant battle to control. Your character looks like a downie.
But it's pure grappling hook bliss, fun enough to explore aimlessly without an objective, much less do crazy challenges on. The whole thing feels like a one man project, and I am pretty sure it is close to one-man working on the basics, but different artists do each level, so each has a different feel. You got a sci-fi dockyard, a couple of cities, and a canyon to muck with. Stat upgrades, extra levels, and linear challenge levels are all had through completing these challenges though.
But this is the technical, no cloud grappling, pure web slinging game you've been hoping for. The price might scare you off but you get a good amount of content for your dollar and a game system that is worth exploring.
It's no surprise that this game comes from a guy who worked on a bunch of the Tony Hawk games as well as Spiderman 2. It feels a lot like a cross between THPS and Spiderman 2's swinging mechanic. But you probably know that already.
This is a game made by a single dude, and you have to judge it as such. If you come in expecting the polish of a $100M game, you're going to have a bad time. It's an indie game, and the mechanics are solid!
It takes a bit to figure out, and the game doesn't really hold your hand, but once you figure out all mechanics and you get your swing down you will have a blast soaring around. If you're the type that played Assassin's Creed or Prototype or Spiderman (or any of those sandbox-type games with creative movement controls) and you found yourself wasting hours and hours just running/jumping/flying/tricking around and seeing what kind of crazy moves you could pull off instead of playing through the story, this game is for you! You get this incredible sense of freedom and speed, and it really is beyond satisfying to swing and fly yourself from the streets up to the top of the level's tallest tower.
In addition to free play in each level, you have a host of challenges to choose from. In addition to in-level challeneges, there are also VR challenges (i.e., no big level; just a challenge course) you can find in each of the main levels that are a great way to learn the ropes...honestly I would love to see a VR set of training levels to start you off and teach you the ropes, but knowing how long and hard Mr. Fristrom has worked on this already, I completely understand if that never happens.
A couple tips for beginners to get good as quickly as possible:
1) Unlock the second level (Southstar Island) ASAP as it's a much better environment to learn to link a bunch of swings together IMHO. It's much bigger and much more uniform, so you can really get the mechanics down. You can do that by doing just a few challenges in the starter Gravship Dock level.
2) You aim your energy hook left/right with the left joystick, not the right. Once you figure this out the whole game opens up. This realization took me longer than I'd like to admit :)
3) When you're just starting out, instead of relying on the momentum of swings alone, throw in a jump/boost at the end of each swing to keep you high in the air and keep your speed up.
This game has incredible potential. However, I play games on something slightly better than a toaster, and this game does NOT run well on toasters. I'm sure it's pretty fun, but right now it's just wayyyyyyy too unoptimized for me to recommend it to anyone who doesn't have a good computer.
There's a massive amount of potential here. Right now it's kludgy and awkward, but after a few months of polish ironing out some of the stuff I've outline below, this game will be so fun. Getting into the abstract shapes outside of a city would be so fun.
There's not enough vibration for the controller. I'd expect the controller to vibrate on boosts sure, but then whenever a web is connected, whenever I press down on the jump button, and whenever I hit a wall. This could be the biggest thing missing beyond the animations.
The web should be bend a little, it seems like it's always in a perfectly straight line. You'd think there'd be a bit of a bend in front of you as you get pulled along, and then chasing behind you a little bit as gravity takes over entirely.
The tricks seem like they only make you go down, in the interest of building up boost, it's too much negative reinforcement, I'm looking to stay up in the air, and doing a straight X or Y trick costs me way too much height.
It's not obvious that Up and Down on the D pad is supposed to rotate you, since you can't be moving the analog stick at the same time. It makes sense once you know, but its frustrating to spend time to figure it out.
a lot of the time my web cuts on on me and its not immediately clear to me why not. I'm assuming that the angle got to sharp or I turned around a corner, but having some sort of feedback on why that's happened would be nice.
Another place to add vibration too, wire tension. This is probably a big reason why the game feels so strange. Half the time I boost in a small space the web gets broken and I don't understand why. Its more negative reinforcement of the boost button.
Having an instant reset or at least kill button. I don't want to watch my ragdoll fly around for 3 seconds at a time, I'm looking to get back swinging asap.
First impressions of the game were terrible, thought the swinging wasn't very good and it was unwieldy.
However, I gave it a chance - and I highly recommend you do too. I plugged in a controller and found things a tad easier, slowly getting used to swing around. At first you can't swing from things very far away which really makes the swinging seem like it's bad and more difficult than it actually is, but you just need to do a few challenges to increase that.
Also, get to the second level as soon as possible. This is where the game truly comes into its own and replicates that amazing Spiderman 2 swinging, even outdoing it. It took me about an hour to properly get to grips with the game but it was absolutely worth doing and I would highly recommend this - just stick with it throughout the dodgy start! (which will hopefully be improved throughout development anyway!)
Extreemly fun with or without the Occulus. Has a very high skill ceiling so you won't get tired of this game for quite a long time. I don't find myself roaming around exploring the way I did in Spiderman 2. At present this is more about finding your way to a challenge and trying to master the swinging mechanic.
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Дополнительная информация
Разработчик | Happion Labs |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 21.01.2025 |
Отзывы пользователей | 63% положительных (19) |