![]() In Insurgency: Sandstorm, we can choose from 8 classes, each with specific equipment that influences the style of play. On balance, it was good that New World Interactive decided to set aside the single-player narrative mode to redistribute resources and developers on the PvP and PvE multiplayer experience. Therefore, the multiplayer offer satisfies the needs of those who love to compete against real opponents or collaborate with them, keeping unchanged gunplay that goes round and round always asks to keep concentration high. The four cooperative modes can also be played alone and with the help of soldiers guided by artificial intelligence, not very brilliant, but that gets along when called upon to take sides against or for the players. Checkpoint and its Hardcore variant (with limited HUD and equipment) instead ask to conquer and destroy one objective at a time Survival makes us part of a squad of survivors, armed only with a sidearm, which must take control of six zones to obtain new equipment every time an area is secured. In 8-player PvE modes, collaboration takes on an even more critical role, often being called upon to survive dangerous waves of enemies as in Outpost. Finally, Domination is a model that offers a more sustained pace of play, where the two teams spend most of the match attacking and defending a triptych of areas located in strategic points on the map. To win, the players must conquer three areas but, in the event of elimination, they will be able to re-enter the game only if the allies gain control of an area controlled by the enemies. We then find Firefight, which proposes an interesting basic idea. In Frontline, rebels and security forces clash to push the opposing counterpart to their base and destroy their ammunition depot, in matches that can be subject to sudden changes in the front. Hence the courageous choice, sometimes, to show the K / D rate only at the end of the round and not during it, avoiding the player’s unnecessary distractions that can distract attention from the objectives to be attacked or defended. REVIEW : Insurgency: Sandstorm (PS5)Ĭonceptually, the shooter of the American team keeps its idea of hardcore experience firm, but without absurd hyperbole, applying the philosophy of “think before pulling the trigger” even to gunplay that gives satisfaction not to die … as long as you don’t die often. ![]() The American team has brought a shooter to the console that, apart from the technical sector, mimics the PC version published in 2018 and incorporates its characteristic features: the time to kill is so low that a single well-placed shot is enough and advances to go to the carpet, the excellent bullet ballistics that is paired with a very realistic feeling of the weapons, and an interface cleansed of indications such as mini-maps or superfluous indicators. Although it is not comparable to His Majesty ArmA III, the war simulator par excellence, Insurgency : Sandstorm, is a big deal for anyone who approaches an FPS like New World Interactive without the right mindset. The more the game experience tends to be hardcore, the greater the degree of satisfaction of those who delight in shooters capable of punishing the first mistake. It must be said that tactical shooters infused with realism and simulation elements are a somewhat masochistic paradox. ![]() Still, finally, even Xbox and PlayStation users have a way to appreciate the work done by New World Interactive, the software house founded in 2010 by Jeremy Blum and Andrew Spearin. REVIEW : Insurgency: Sandstorm (PS5)įor the game’s landing on console, we had to wait almost three years, thanks to a couple of painful postponements that have postponed the release date by several months. The sequel I was talking about corresponds to the name of Insurgency: Sandstorm, already passed under the microscope by his colleague Francesco “Checco” Destri on the occasion of his arrival on PC in 2018. Even after two decades, I keep fond memories of the evenings spent on a punitive FPS like few others, so different from the usual shooters popular in that period and which did not have the strength and will to renew themselves in the following decade.
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