Разработчик: The Foregone Syndicate
Описание
//ENTER A DIGITAL OTHERWORLD
DESYNC is an intense, single-player first person shooter that begs you to play dangerously and creatively. Eliminate your opponents as you perform violent attack sequences using the explosive digital weaponry and lethal side-arms at your disposal.
Switch weapons and move masterfully to unleash Attack Sequences – special moves that deal bonus damage and effects. Launch an enemy into a trap with a well-placed shotgun blast, then destroy another while they’re in the air. Think quickly and discover new combinations to maximize your score and decimate the leaderboards.
//FEATURES
- Fast, reactive, intense FPS gameplay with a unique combo system
- Detailed leaderboards for each level help players measure their improvement
- Sleek poly-neon aesthetics within a foreboding atmosphere
- Ruthless enemies armed with a variety of defensive and offensive abilities
- Multiple fire modes on each weapon allow for experimentation and varied playstyles
- Aberration Zones that subvert and invert the base game for greater challenges
- Heavy Dark Synth Original Soundtrack by Daniel Deluxe and VolkorX
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows 7 or later
- Processor: Intel Pentium G3250 (2 * 3200) or equivalent AMD Phenom II X4 965 (4 * 3400) or equivalent
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce 9800 GT (1024 MB) | Intel HD Graphics 4600 (Shared memory) | AMD Radeon HD 5770 (1024 MB)
- Storage: 3 GB available space
- OS *: Windows 7 or later
- Processor: Intel Core i3-4160 (2 * 3600) or equivalent AMD FX-6350 (6 * 3900) or equivalent
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 460 (1024 MB) AMD Radeon R7 260X (2048 MB)
- Storage: 3 GB available space
Отзывы пользователей
awesome sauce
Hard to master but feels good to play. I'd say I'm average for reaction time in first person shooters and I still managed to complete it.
The setting(music and graphics) reminded me of Blood Dragon.
This is a really great game and it's a shame to hear about it being delisted. Let me attempt to do it justice. This is an Arena shooter with the movement mechanics of Doom Eternal. You shoot and dash around quickly to a thumping EDM soundtrack while pulling off scored kills. There are dozens and dozens of finishers which will net you a larger score and more dropped supplies so the name of the game is to kill quickly and with style.
It took a few hours for things to fall into place but once it does this quickly becomes a pulse-pounding joy. Make no mistake about it this is a modern 'boomer shooter' before the term even existed. Many of the design elements in this game are only now just being explored by other throwback FPS games. It deserves a bigger place in the pantheon of our genre.
If you want to know what holds this game back here we go. Be prepared for zero explanation of the upgrade system. You will have to remember weird names and shapes of the various weapons, items, and power ups. Newly collected weapons often leave you guessing what their sub functions are. Power ups and abilities aren't really explained clearly so you'll have to experiment (re: waste) them frequently until you learn what they actually do. Also, there is a somewhat confusing fatality system that you use to score big and unlock upgrades. Even after 15 hours it is only slightly starting to make sense to me and i can barely remember a half a dozen of the massive list of options.
Regardless this game is excellent and should be preserved in your collection. I encourage you to pick this up even if now isn't the right time to play it. When you come back around to it i bet you will be plesantly surprised.
I love almost everything about this game, the graphics, sound track, the fast af gameplay.
But weapons are not diverse enough, I love knocking enemies into traps but there's only a single gun that can knockback enemies into them which is a huge missed opportunity imho.
Enemies are hard to read, especially when they change color for their ranks, I wish they kept consistent color for each enemy type so they are more legible.
Then there's all the combos, I don't understand how most of them work tbh, some give u health, others ammo and other stuff. Then there's the sidearm Aegis thing which I never figured out, it sometimes gave me health back but it's also supposed to deflect damage somehow. So a lot of the mechanics are real headscratchers to me.
There's also the customize stations many of which I couldn't figure out. I think one of them can actually upgrade ur weapons maybe?
So ye, I kinda gave up when I reached the first boss. I'm not making any progress on him and I'm not even sure how he kills me half the time.
Love the concept of DESYNC but it's missing something.
O did I mention the invisible walls? Those are really bad.
Sadly, I can't recommend this game even though it definitely deserves a look through. It simply doesn't much new beyond its first twenty minutes that's worth the price of admission, nor the time. If you enjoy it, that's great, but I can't find the appeal once the joy of doing combos wears off.
Oh, DESYNC. How I truly wanted to love you; and I did, for a time. 30% of the way through our time together the cracks started to show and I'd hoped they would fix themselves, but unfortunately you just weren't handled with proper care in the past. By the end of my time with you, it felt like more of a chore, rather than something I genuinely enjoyed at that time, with gameplay being tedious and to the point where I just wanted it to be over. There's so much potential here, and sadly it's wasted by the horribly poor development decisions made.
DESYNC establishes itself early on by saying "Hey, I'm a great run and gun shooter, and I want to be similar to DOOM", but unfortunately where DOOM is difficult just due to well-designed gameplay mechanics, Desync is difficult due to completely extraneous and asinine things. It's a beautiful game with so many good ideas, but it's just held back by the few genuinely poor ones. Sadly, I feel as though the general consensus for this game is the same, as the achievement for beating the last boss only has a 2.9% global achievement rate, which is abysmally low.
For this review and others like it, please check out my Steam Curator page if you'd like! https://store.steampowered.com/curator/36761101-Miphnificent-Reviews/
The Good:
- Gorgeous visuals. DESYNC very early on establishes its own sleek and retro-like visual style with neon blues and purples, which contrast very well with the color schemes of the enemies, making it so that you're never looking at terrain and assuming it's an enemy.
- Interesting enemy designs. Enemies are well designed and fit well into the landscape of the game, but never blend in due to their color contrast to the background. There's a wide variety of them which are truly unique and not copy-pastes with different textures, and they're introduced up until the last levels of the game.
- Guns are chunky and satisfying. The weapons within this game are extremely satisfying to use, and offer a wide array of different effects which can drastically change gameplay.
- An incredible soundtrack. Honestly, DESYNC has one of the best soundtracks in an FPS I've ever heard, and I've played many of them in my day. Music fits so seamlessly into the levels and it's just fantastic even when not playing the game.
- Fast paced and flowing movement. Your character just FEELS fast, and IS fast as well with great movement mechanics and double dashes, allowing you to float around the battlefield with minimal effort whilst taking almost no damage.
The Bad:
- Level Design. First off, I'd like to say that this game is in no way difficult due to gameplay aspects or enemies, but it is solely due to how badly the levels fight against you. Level design is the core perpetrator for why DESYNC is something I personally did not find enjoyable in the end, and why I wouldn't suggest the game to others who are fans of the Run and Gun genre.
Level design in DESYNC for the first 30% or so of the game is intuitive and well done, however after that point the flaws become incredibly apparent as an exorbitant amount of stage hazards are haphazardly thrown into the layouts. Levels are incredibly claustrophobic and often times are surrounding by instant-kill hazards which results in the player dashing around often only to have themselves die as a result of poor design. There are a multitude of objects which you can get stuck on whilst dashing about and avoiding objects as well, which is unfortunate.
- Mechanics aimed to cheese the player. This is downright insulting, to be entirely honest. Almost every single ranged attack that enemies have is designed to hone in on the player, and given enough room it can even do a complete 180 and fly back at you. DESYNC urges you to run and gun and utilize your dash, but truthfully there's no point in much of that when the turn radius for most ranged attacks are so tight that attacks hit you regardless. There's also a level of verticality to the game, but unfortunately all implementations of that will DAMAGE you(?!), and there's so many other things at work against you that it breaks up the flow.
- Not enough weapon variety. Whilst the weapons are satisfying and chunky, you only get a handful of them to play with, and whilst they do have secondary abilities, they require an astronomical amount of ammo to use. There are also weapons which completely invalidate weapons found earlier on, which is incredibly unfortunate.
- Special abilities as a pickup? Who thought this was a good idea? At the beginning of the game you choose a special ability, which the first is the shield which is to allow you to learn the game with a security blanket. Unfortunately, you won't see the shield for 90% of your time playing the game, as special abilities only spawn in after you've met specific prerequisites, and they are ALSO ON A TIMER WHENEVER YOU PICK THEM UP?! Once you've finally found your special ability, you have about 15 seconds to make proper use of it, and then it's gone.
- Stingy ammo supplies. DESYNC sadly is not at all generous with its supply of ammo, regardless of how well you perform in levels. This is something that the developers are most likely fully aware of, as the way they've circumvented this is by FORCING you to carry around the beginning pistol throughout the entirety of the game. Whilst it's a good weapon, truthfully the game should be more generous with ammo drops, as it breaks up the flow of the game when you've unfortunately run out of everything else because the game won't stop throwing enemies at you.
Overall verdict: 5/10.
Worth $14.99? Not at all. It's not an astronomically terrible game, but if you want to try it I'd suggest you wait for a sale.
Closing thoughts: Honestly, DESYNC has so much potential that it's genuinely depressing that it's brought down by such an integral part of FPS game design. Whilst it's not story-heavy and has no focus on plot, it's beautiful and has incredible FPS mechanics, and an interesting upgrade system. Had the people that handled this game actually had some proper help and consulted other games within this genre (DOOM 2016 SPECIFICALLY WOULD HAVE HELPED WITH THE ISSUES THEIR LEVELS FACE), this game could have been something I'd have gone on to suggest to friends for YEARS to come.
Contrary to what all the reviews about this game said (style over substance, only the music being worth -I got the OSTs oh yep-, that it was unfairly hard and frustrating, with a lot of questionable mechanics, etc., etc.), I found it to actually be pretty good and challenging! Yes, you are going to DIE. A LOT. Like a b!tch. The first boss is going to make you cry out in frustration until you realize melee attacks can be dashed with some slight invincibility frames.
Truth to be told it's clear this game has been patched out a lot since its original release in 2017, showing some commendable care and dedication from the devs. The graphical effects and glitches aren't as noticeable as the things I saw in old videos now, everything plays smooth and silky and each enemy tends to have its distinct movement and attack patterns. The melee ones are a bit on the unpredictable side due to how fast they are so you can see them telegraphing attacks like you would in a third person action game (say, most Platinum games) and, indeed, that's what this game reminded me of. A Platinum game in FPS form with a layer of REZ (not just Tron, people, jeez, learn to digital world) type of ambience full of geometrical figures and odd techno-babble akin to invading a system.
So, yep, on top of this, unlike most arena FPS like Serious Sam or Painkiller, holding fire and pressing the back key will get you into a bottomless pit. The setup and mechanics are tailored so you think a bit more about what you bring to the battlefield. You won't be able to shoot like a mad man here, in fact, this also has a cerebral shmup feel more than a mindless stomp on dumb enemies. The dash mechanic leads to a lot of options to move and dodge at great speeds in combination with performing "attack sequences" (which are different attacks with the weapons depending on distance, alt or main fires and even stage hazards) that will make you even faster. Add to that a pretty mystifying mechanic, the titular "desync" where certain colored enemies need to be killed with certain assigned attack sequences to obtain score bonuses and slow down time for increased accuracy and you have a HUGE layer of depth that's not apparent at all at first. Because, oh yes, there is a score mechanic too. And dozens of variables to milk score. So, yeah, more to do with shmups, strategic shooters and cerebral mechanics than mindless pew pew. Of course, that is not for everyone.
The game will pause every time you unlock a new attack sequence and tell you what they do, you can review it later too but it's never in your face, which is why OF COURSE people will ignore it, forget and get angry they can't press F to win.
So, yep, you want a more organic and free-flowing FPS? Go pick DUSK or Blood Fresh Supply, both are incredible. You want something more tactic, cerebral and that'll make you move your brain a bit to configure weapons, customize and try to figure out how the hell beat that god damn fast boss that won't stay still? Try DESYNC. It's a misunderstood beast but I'm a sucker for this aesthetic and I was pleasantly surprised by it given the rather grim or discouraging opinions I read around.
It's just the right length for those seeking to clear the final boss and then you have a lot of alternate levels to keep you entertained. Now those are brutal so be prepared to reconnect (aka, die). A lot.
Worth a try and if you see it on sale it's a no brainer.
I could start by talking about the aesthetics, but you should just scroll up and watch the trailer to see/hear the audio-visual design. If you're into it you'll love it, it's really well utilised, ramping up and down as the action ebbs and flows respectivley.
As for gameplay, it's is an arena shooter like Painkiller or serious sam. You enter a room, a forcefield comes up, kill all the enemies, move to the next room, repeat. It's a good formula , and it's well executed here. Waves flow smootly from one to next and no one wave has too much or too little going on. The true aim though is not to simply kill all the enimies, but to do so with style. Execute combos to earn points, and aim for the highscores. The fact that combos also drop health/ammo pickups and look cool as hell encourages you aim for highscores without you even realising it, so you're always trying to play in the most enjoyable way possible.
Sadly, it's not all scanlines and rainbows for Desync. The experience is too often spoilt by a handful of poor design choices that really take you out of the flow they've tried so hard to pull you into. Enemy attacks are poorly telegraphed, melee attacks seem to be instant, and ranged attacks have weird charge up cycles that don't accuratley portray when the shot is actually going to be fired. You're given a dash move that's supposed to let you phase through enemy projectiles, but often I'd find myself dashing and getting hit anyway. Add on top of this a bunch of instant kill death pits and traps that you couldn't see because you were having the time of your life circle strafing around at 100 miles per hour and you're left with a bunch of unfair deaths that you never felt like you deserved.
You've also got the things that go against the games own signature combo system. The starting weapon, the only one with infinite ammo, has basically no combo options, and is just unfun to use and there are a bunch of enemies immune to knockback, the primary mechanic for cool combos.
While it might now sound like this game is flawed beyond enjoyment, that is not the case. I got this on sale, granted, but I don't regret the money or time I spent with this game, and it's worth yours too. If anything, the annoyance you feel when the bad parts show up just goes to show how good the good parts are, you're annoyed because the good times stopped, and I think we can cut them some slack. It's made by a small team, who obviously did put a lot of time and effort into it, and I hope we see them make even better games in the future.
Let's make Bulletstorm with a dash of Painkiller, but restrict you to four weapons, unfun enemies that completely fuck with any chance of experimenting or switching up tactics in favor of choosing what kills the next enemy that'll do arbitrary one-hit kills or shove you into geometry faster, and then add even MORE unfun enemies that can't be effectively combo'd!
The aesthetic is great. Everything else is a "it's MEANT to be hard!" pile of irritation that doesn't make clearing zones feel like a hard-fought challenge - it makes it feel like a chore after barely surviving the next Xenogryppr or getting a random one-hit kille from a Hammerlunger.
Ever noticed how FPS has this tendency to have monosyllabic meaningful names? Like ''Prey, Quake, Sin, Doom, Halo, Crysis, Blood, Rage, Fear, Black, Postal..."
Desync
Whoever coded this Indie game is a thorough nerd. Nice graphics suits most specs out there so even dual cores can handle them, you won't need much to have neon sightings like dope in Tron-like colors. But it lacks photo mode for better delight.
http://steamcommunity.com/sharedfiles/filedetails/?id=1109433879
Difficulty isn't exactly noob friendly but it's progressive enough to invite even arcade-phobes, if this isn't inviting enough then Daniel Deluxe might be, because he beats your ears with intoxicating darkwave synth music and its pretty retro nuts. It is a good LSD generator in rogue-like fashion, combat is addictive and blasts right up your veins, you just have to track all levels with upgrades, lots of tweakable weapons and different enemies and beautiful bosses all around divided zones in linear maps. Don't go looking for cover, fast pace is the law - run, jump, shoot, use level hazards, repeat - the AI can be very dumb but never static, though achievements are satisfying to best when slo-mo catches the momentum.
http://steamcommunity.com/sharedfiles/filedetails/?id=1109451913
Pausing this endorphin generator will play a low bass version of its sexy music, as if you were in a backstage and missing all the fun up there. If you don't want to feel like puking in the backstreet of some rave club, just find action and don't pause that game.
WTF?
This is one of those cases when a game has everything right to have some multiplayer mode available, but it simply doesn't. No co-op. What a solid waste of opportunity.
About cards, emoticons and backs 08/13/17
Beautiful card set currently small priced, good chance for quick cheap level ups if you're interested. (blame speculators if it gets higher after this) "The Encounter" is probably the rarest background but it looks more like Transformers homage than Desync's. Unfortunately, Emoticons sucks hard except for the rarest one, the ''d_rankplus" has some neon. At least it will help your +rep puns if you're into that.
http://steamcommunity.com/sharedfiles/filedetails/?id=1109445287
Resume that game
Cool: Indie, gameplay, weapons, musics, cards, sound and retro vibe. Addiction.
Middle: Backs, grinding. Enemies.
Bad: AI, no multiplayer, emoticons.
𝕕𝕖𝕤𝕪𝕟𝕔𝕙𝕣𝕠𝕟𝕚𝕫𝕚𝕟𝕘 ̸̧̧͛̂͋́
I really dig this game's vibe, look, and soundtrack by Daniel Deluxe. It's slick and super fast.
I'm not a fan of boss battles though and the first boss is a doozy. Awesome game!
Really good game, pretty hard sometime gives a true challenge.
Sick soundtrack by Daniel Deluxe, great graphics, good gameplay only problem might be the game difficulty i think at some point... Insanely difficult.
7/10
This is an AWESOME game: cool soundtrack, stylish visuals, hardcore gameplay.
Well, it lacks some explainations sometimes, but you get it eventually. The last level (ZENITH) is ridiculously difficult. I've "reconnected" over a 100 times to beat it. I think it could use some rebalance.
It's also quite short, though there are a lot of unused cells in level select. Hope these would be added later (though I guess not, or not for free at least).
I've tried only one abberation level yet and I think this would be quite fun experience too.
The downside of this game for me is that I'd probably won't replay the levels I've already beat. I'd be glad to play new levels (may be community-created ones?) though.
In concept? Interesting.
In practice? The game fails to explain its mechanics. There's so much stuff that makes it akward to play: unclear hud elements(Esp. remaining ammo), huge dips in framerate in the middle of combat (144+ fps to around 55, often enough to be disorienting and mess with controls) with no "low" graphics settings to be found, awkward/inconsistent feeling hitboxes (most noticable during bosses), weird enemy design choices that slow the game down, levels that feel procedurally generated even though they aren't(bland and random-feeling), visuals that make the environment blend together and difficult to read, weird choice of weapons that force you into close quarters where all the control/hitbox/hud/visual awkwardness becomes really obvious as the perfect shit-storm of guys damaging you by hitting the air adjacent to you while others are firing projectiles that you can't differentiate from their model until they've arrived takes place and you're trying to fire a shotgun at one without realizing that you're out of ammo because the counter is both a bar that isn't great at representing how many shots you have left and also in a terrible spot and then you dodge into a death pit because the dark blue visuals are perfectly hiding a hole in the floor that you slip through and you uninstall the game and go back to playing Quake.
DESYNC's theme is "absolute fucking assault on the senses". Pulsing electronic music blasts out as you dodge and weave between viciously fast monsters and environmental hazards, desperately trying to avoid dying.
Nothing I've ever played has had quite the same kind of atmosphere. There's no hand holding. You have to figure out what all the weapons, enemies, upgrades do almost entirely by yourself. In fact, the devs have stated that initially they wanted to have no language at all; instead relying on cryptic symbols to explain everything.
The whole "kill enemies in a specific way for bonus points" gets this a lot of comparisons to Painkiller and Bulletstorm, but I'd actually say it's more like a 3D Hotline Miami: fast, unrelenting and wants nothing more for you to give up, but when you hit that end level screen there's nothing more satisfying.
It's with no irony or elitism that I say this game is not for casuals. If you're looking for a fun light-hearted game, look elsewhere. But if you can handle the glitched-out aesthetics and very challenging gameplay, after a few hours DESYNC will make you feel like an FPS god.
I'm disappointed. I don't like it. I really wanted to, after following it for about two fucking years. Others might still like it, but I don't.
GOOD
+ Great asethetic and soundtrack
+ Abberation modes are insanely fun and challenging and are the only source of being able to shout "YES" after dying 15 times and getting it on the 16th
+ AIRSHOTS and other really cool combos that make you feel good
+ Generally really cool yet familiar weapons
BAD
- Ammo management? What ammo?
- Desync usage is never explained, either directly via some block of text or indirectly through demonstration
- Crappy and detracting crafting system where you have to gamble positive/negative aspects for powerup slot types if you want to shift your weapon usage style or you have to
- Grind shards. Seriously, fuck rpg-like elements in anything that is nowhere near close to an RPG.
- Side weapons directly correspond with some of the best ways to defeat the bosses and otherwise result in boring i-frame abuse
- Main game has significantly fewer "YES" moments and many more "ugh" moments than Abberation levels
- Arenas are either very flat with some scattered ramps or very small with obvious height differences; you won't find anything like Quake 1's E1M4 or E1M5
- "Advanced" movement is pressing shift to dash/use i-frames. That's it. No rocket jumping, no strafejumping, no jetpacks
Generally, while the weapons, combos, and Abberation levels are cool, Desync misses the point of what made old shooters actually good (hint: not "BIG EFFING GUNS", "A E S T H E T I C S", or dying).
Desync is a single player first person shooter game, with a retro low-poly aesthetic.
That label does nothing towards describing the game though.
This is a game that can easily be seen as being too difficult,
unless you utilize the tools given to you.
Each level consists of four to six rooms, where each room has waves of enemies spawn in,
and you have to completely clear out the room before progressing to the next.
There is an increasing variety of enemies as you progress through the levels,
and each enemy might need a slightly different approach for how best to kill them.
The combat is heavily reliant on performing attack combos, or attack sequences as they are referred to in the game, and each sequence must be discovered.
There are currently 55 attack sequences to find, each giving you an achievement.
Chaining attack sequences will give you more points, more speed, more ammo drops, and generally make the game easier to progress through.
You will die though, a lot, and each death resets you back to the start of the current room,
giving you the opportunity to learn the spawns, and change your strategy.
You will have a choice of one of four sidearms, and one of nine extra abilities so you can customize your load out, each having to be charged by performing attack sequences before being made available to you in game.
If you are prone to rage quitting this might not be your game, if you like a challenge, you just might find one here.
I like the combat, the progression of better weapons without the game feeling much easier as you get further along, and the soundtrack is fantastic. It also has great replay value for me, going back to earlier levels with better weapons and more experience, to try and climb on the online leaderboards.
Give it a try.
Desync is First Person Shooter developed by Foregone and published by Adult Swim.
One of the first things someone would notice when looking at this game is probably the "Tron" like aesthetics, that give the game a very unique look.
The leveldesign, weapons, enemies, user interface,... pretty much everything is centered around this artstyle.
The game is split up in multiple levels, which are rather linear. A level is made out of multiple arenas that you fight in and a path that connects them.
Additional to the normal levels the game offers Boss fights and a challenge mode that takes the normal levels and adds an interesting spin to them.
There are also leaderboards for every level and overall the game offers lots of content and a decent amount of replayability.
The gameplay in Desync is very fast paced and tight. Time to kill and time to get killed are both rather low.
The consequence of this is that you cant allow yourself to just mindlessly wander around without being aware of your surroundings and shoot stuff, because this will lead into a fast death.
The game is certainly challenging and wants the player to learn from his mistakes.
You have to figure out the different enemies, learn how to react in certain situations and allways be aware of your surroundings.
While doing that the game wont hold your hand. You will get the occasional hint but overall you have to figure stuff out by yourself, so there is a learning curve to it.
This might scare of newcomers, but the feeling once you figure out that hard fight is worth every minute of time investement.
There are also a variety of weapons, which all feel unique, and other unlockable things that you can use to change up your gameplay and optimize your loadout to your playstyle.
What i also have to mention is the phenomenal soundtrack by Daniel Deluxe, because it fits the game perfectly.
This is one of my favourite games this year so far and if you like fast paced FPS games and dont mind a little challenge I absolutely recommend it.
DESYNC is a foot-thick wall of glass: it takes much effort and force to break through, but when you see it shatter, it is VERY satisfying.
Still, I can't recommend it without reservations.
You already know it's Bulletstorm's gunplay with Tron's visuals, but did you know it's got Hotline Miami 2's level-structure and difficulty? I often find myself banging my head against a very difficult level, to work through most of it, and get blocked by the later challenge. I know then if I quit, I'll lose my progress, so I might spend half an hour to an hour just trying and trying and trying again to get through. Then I quit (because life) and have to play the level all over again.
The way it teaches is very punnishing and unforgiving — after 10 hours, I've only gotten to the second stage of the second set of levels. I noticed my friends' leaderboards disappeared after the second stage (very few beat the game's first boss.
Once you learn what it's trying to teach you, it's quite a rush to break-through. The mechanics are very tight, and the experience can be incredibly enjoyable. However, the lack of mid-run progress saves makes me sure this is something I cannot recommend for anybody who has adult responsibilities in life.
I was originally going to wait to review this game but I can't wait any longer and I pray to God the developers end up reading this.
Desync is a fun stylish game marred by poor ballancing cramped level design and downright broken AI at times. I get the feeling this game was meant to be a hardcore challenging game but let me say most of the time it does come off as unfair. This is mostly due to the enemies who are downright unpredictable and devilishly broken the best example of this being this ape like freak who can teleport above your head and instakill you. Your hit box is far to big and when you swear that you'd dodged something it just ends up hitting you anyways. Some of the enemies attacks move far to quickly to avoid which could be easily fixed if the players movement speed were increased but that would only make the level problem worse.
Levels feel way to cramped to circle strafe and move around in at times. Making matters worse there are pits that drop you straight into an instadeath and when your surrounded by enemies with nowhere else to go at times, it kind means you goose is cooked.
The enemies move to quickly, can and I kid you not change their trajectory mid air like a heat seeking missile, and attack to quickly to avoid most of their crap.
The sort of skill kill system that shares mild similarity with bulletstorm, is basically just a gimick, because of the difficulty you won't bother to take your time to pull off said kills and even still there aren't enough options to make this system great anyways. Something like a kick or grappling hook to pull you to your enemies or your enemies toward you would be features making this system more valid.
The upgrade systems and menu's are given absolutely no explanation leaving you scratching your head as to what they do. And there are so many visual effects clambering about the screen that you can't turn off I can easily see someone getting sick. I didn't but I've heard quite a few have.
The soundtrack is awesome, the visual style is cool, and when its not being utter bullcrap it is very enjoyable to play.
This game is trial and error of the worst kind... But... I still like it. And if these problems are potentially fixed I could see this game easily being a favorite of mine.
Desync is a promising game that falls short.
The game is centered around 'sequences', series of actions that give you bonuses such as stamina or ammo. This would be fine as something supplementary, but the resources are always so scarce that I found myself forced to do lame maneuvers in order to restore my health and ammo. For instance, one of the most satisfying moves is to shotgun an enemy into a spike trap - however, you run out of ammo and are left with your weak pistol; now you are rolling back and forth for 180 kills because there are too few sequences available when you have nothing but the one weapon.
Additionally, the combat in the game is unsatisfying. The game progresses by moving from arena to arena, if you die then you start from that area's first wave. It presents itself as a Dark Souls-like 'Be strategic, and if you die try again' style of gameplay, but it's terribly unbalanced. The brutes of the game run faster than the grunts, everything moves sporadically, enemies will be constantly crowding you, a super hard-hitting enemy will take pot shots at you because they have a wall of grunts protecting them, melee enemies have ridiculous tracking making dodging near-impossible, a buffed enemy will spawn beside you and oneshot you, grunt shots slow you forcing you to waste stamina rolling, and so on. I love difficult games, but such games need a certain degree of balancing, and this game doesn't deliver. You know that "that was kinda bull-shit" feeling? I'll be the first to admit when I've screwed up, but I should not have that feeling for every death in the game.
tl;dr I don't regret trying this game, because it has some promise; but, I would not recommend this game to people who are on the fence about it.
This game basically moves like Painkiller and wears the skin of Tron. Manuvering and pulling off combos are very satisfying, but the game throws you into the fray almost right away giving you very little information about how to do so. At times it's difficult to decipher from the HUD when your current weapon is out (at least when you're starting to play), and I've learned that the hard way a few levels in. Rather than being measured numerically, ammo is measured by the length of a bar, which can be irritating and take a bit of getting used to.
Distance, movement, and awareness are key in this game, for you'll find yourself in cramped spots in which escaping will only be done by getting through thick layers of enemies. Often times a level will provide you with lethal traps such as spiked walls in which you can blast enemies in for instant kills and bonus points, but it's very easy to fall into these traps yourself. Much like Hotline Miami, evaluating the best way to manuver through the level takes a bit of trial-and-error. As someone pointed out in an earlier review, enemies will appear to have spawned out of nowhere and show up right behind you. I'll admit, that is a bit of a problem, one that can be solved with an audio cue rather than relying on the player seeing the gathered white squares as the only indication.
Accessing terminals in the hub world takes a little getting used to, for the game doesn't show you any prompts as to which button does what. I ended up being very confused as to how to access the panels in general before I found the right button (it's right click).
The soundtrack is what you'd expect from a game with cyberpunk aesthetics. Heavy hitting beats and a tempo to match the rhythm of your kills are the results of the talents of Daniel Deluxe and Volkor X. The best comparisons I can think of to these two artists are Perturbator and Carpenter Brut. I've been diving deep into synthwave music ever since the explosive popularity of Hotline Miami, but until FOREGONE put these guys in the game, their names escaped my radar.
Performance for this game shouldn't be a problem for many. Though I do have a 980Ti, the game doesn't dip below 80 FPS even in combat situations.
DESYNC takes a bit of getting used to at first, and difficulty curve might be problematic to those not particularly fond of or good at shooters, but this game is a satifying package if you're up for the challenge. Just be sure to have sharp reflexes and make sure not to walk into the spike traps on accident.
Дополнительная информация
Разработчик | The Foregone Syndicate |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 22.01.2025 |
Отзывы пользователей | 78% положительных (287) |