Throwing a gas bomb stuns all enemies in a small radius, giving you a few seconds to tie them up before they regain consciousness. It’s not great in an out-and-out gunfight, where the slow firing speed and inability to hit multiple targets makes it less useful than Cooper’s revolvers or Hector’s shotgun.Ī standard healing skill, Doc’s bandages let him heal a moderate amount of HP, and can be used on either himself or an ally.ĭoc doesn’t get this ability until his second appearance, but it’s very powerful. Despite being a gun it can actually be used stealthily because the extremely long range means he can stand somewhere out of earshot while sniping enemies from afar. Pulling an enemy out of position is a strong way to break up a group of guards who are watching each other’s backs.ĭoc’s custom revolver is the longest ranged weapon in the game, a sniper rifle in all but name. What really matters here is the powerful distraction. The gas is the least useful part of the attack, but it buys Doc a few extra seconds if he can’t stick the guard with a syringe fast enough. Here are Doc's abilities:ĭoc’s distraction attack is to toss his bag out into the open, causing any enemy who can see it in their vision cone to walk over and try to open it, at which point it explodes in gas, blinding them for a few seconds. You will usually want Doc to stay at the edges of a conflict, either pulling people away with his bag or using his gas and sniper attacks to incapacitate enemies from a safe distance. He can’t climb or swim and moves slowly when carrying bodies, but he has several powerful ranged attacks to make up for it. Now, we wish for the equally successful return of the Commandos series.Doc is far less mobile than Cooper. Desperados 3 may not be a very original game, but it's completely fine because it perfectly assembles the available building blocks, with each elements working in tune with all the rest. However, I confess I was rather taken aback by the sheer quality of this game. And that's important, because you'll be reloading the game a lot – it's also something to consider before you buy. There are multiple ways of approaching the tasks, the story is gripping and isn't obvious, the characters are memorable, and the difficulty is balanced perfectly, and rather than demotivate, it encourages repeated attempts of the mission. The game truly brings what's the best in the genre. Both games bring some really high quality – it's definitely above the standard of independent games. The spectacleįor those familiar with Shadow Tactics, the quality of Desperados 3 should come as no surprise. There's a different interface depending whether you're using mouse & keyboard, or a game pad. It's also pretty elaborate in technical terms, as the different themes seamlessly blend together along with exploration. There's a broad range of compositions that reflect the spirit of the location, and when, for example, we finally arrive in New Orleans, there's more jazzy stuff going on – nice. Already the main menu sports a great spaghetti western theme, and it's just as interesting in the game proper. The music on the other hand, is absolute master craft. I was trying to figure out what's the mechanical rule for alerting enemies, but it seems to be living its own life. In broad terms – it's pretty inconsistent, enemy alertness is sketchy. If I absolutely had to take issue with something, it would be the artificial intelligence. In case of any doubt, the game explains all the dependencies via simple tutorials. It's rather what you expect from a game like this, and if you've played at least one stealth-based RTS, you'll feel at home here. You can't hold much against the gameplay, either. Not all the missions involve the same characters. The first time, of course, since – much like in Shadow Tactics – after completing a given stage, we learn all the bonus tasks that can be completed on the second approach. Thanks to all that, it can take up to three hours to complete a single stage. By exploring, we'll learn more, we'll explore the story background and we'll just have a better time. So it's definitely not worth rushing to get the job done as quickly as possible at all costs. ![]() Sometimes we find an unexpected solution to a problem by eavesdropping on the residents of a given location or even the thugs themselves. The rules also change during night missions, when the guards are equipped with additional sources of light. For example, one of the towns is really muddy after a heavy rainfall, so all characters leave deep footprints that make it easier to expose our team. They're very diverse and really pretty, and most importantly, some of them bring about new mechanics. The German team also did an excellent job at designing the locations. Footprints can actually alert the patrol.
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