The first impressions of Fights in Tight Spaces. John Wick, whom we deserve

Although kill, I don't understand why there are many cool films on the topic of martial arts, and games are negligible. In theory, everything should be the other way around, but alas: even if something curious appears on the horizon, it is best to prepare, it is best for disappointment. Great Absolver from SLOCLAP , Despite her successes, she quickly sunk into oblivion, John Wick Hex Mike Bitella did not reach the plan specified by the film about prehistoric Toribash He heard one and a half people. But nothing else comes to mind.

More precisely, it did not come – because now we have Fights in Tight Spaces.

Jack Bauer's method

As you can guess by the name, Fights in Tight Spaces – a game with clear, understandable priorities, and the plot is not included. However, the nominal tie, which creates at least some context for an endless series of brawls, is still there. The main character is one of the agents of Group 11: this spy organization in the Information Technology era prefers to solve problems in the old fashioned way – violence. And as “problems”, in need of an urgent “solution”, are four criminal groups, whose types are well acquainted with Hollywood action. Gang of Scandinavian bikers, Ninja clan (what kind of militant without a ninja), the Italian family of slightly hip -shaped mafiosi and a collective of criminals who captured the prison underground. In general, the nameless agent is a very rich business trip ahead.

The essence of the game is best described by its creator, the head of the studio Ground Shatter James Parker: “Imagine that Into the Breach I met Jason Steightm's films ". True, in a good way, the list also should include Slay The Spire, Superhot and a dozen cult films, from "Dragon output" to "Raid" , "IP Mana" And "John Wick" , – The authors do not hide at all where and in what volumes they borrow ideas. However, in this case, this was not at all reproached, but quite a reason for pride. Step -by -step tactics with decbuilding and dynamic militants are direct opposites of each other, but the developers managed to unexpectedly competently tie them together. Without losing either depth or entertainment.

The game loves to put the agent in a hopeless situation at the beginning of the battle – you can get out of such a trap only cunning

In general terms, the game process Fights in Tight Spaces is extremely simple. In everything regarding the structure and card mechanic, he almost completely repeats the Slay The Spire formula: procedurally generated rooms of rooms, drawing maps for actions, improvement of the deck between contractions, permanent death. All these things have long become the standard for the Roguelike card, and the authors reasonably decided not to try to invent the bicycle again. But when it comes to battles, an interesting. As in any Kolodostroy, the battles are tied to the map of cards, but pass in three -dimensional – and very cramped – locations divided into cells. For example, in the subway car, prison cell, restroom or body body. In the best case, the arena reach the size of a small bar or hotel room, but even then furniture and interior items are constantly confused underfoot. There, one person does not really turn around, and opponents always attack the crowd (five per one is the norm) and well, by the standards of AI, use a numerical advantage. If they can’t clamp in the corner immediately, then at least they will try to cut off the paths for retreat.

Before starting the race, you can choose a starting deck and a group, which will be a goal: each of them has its own units with unique abilities. It's a pity that you always have to fight with them in the same order

Despite this, Fights in Tight Spaces, even in the most desperate situation, does not leave the player completely helpless or defenseless: by analogy with Into the Breach, the game toughly punishes for errors, but gives all the necessary information. You always know the special properties of enemies, how much damage they will apply, where and in what sequence they will attack, where reinforcements will come from. With proper dexterity and a well -assembled deck with this knowledge (in theory), you can get out of any trouble. Moreover, in the agent’s arsenal there are tools for all occasions: with their help you can use the environment for your benefit, and ideally – wrap predictable bandits against each other. Placing down those who naively stood on the edge of the balcony or metro platform, hide behind the bullets with “living shields” – in a word, fight as dirty and practical as possible. You can even substitute enemies to the blows of their allies: II does not care who to attack – if only there was a goal. It seems stupid, but in the heat of the fight, after all, there is no time to understand where yours are, and where are strangers.

Sometimes, even with tips, it is not easy to understand what's what: you have to rotate an uncomfortable camera in order to consider everything humanly

Discombobulate

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In life, the choreography of such scenes takes a lot of efforts and requires great skill – in terms of difficulty, Fights in Tight Spaces does not lag behind the production of real militants. Most cards available in the game are martial arts, whether it be boxing jabs, pirouettes from kung fu, kickboxing and resing, judo throws, Krav Magician techniques. Some of them work only at a strictly given distance, for others you need to be next to the wall or the subject of the environment, the third must be required in several cells. In principle, certain cards cannot be played until you fill a fairly long combo: the counter increases every time you attack, but decreases when moving. And all this information has to be kept in mind, otherwise one reckless decision can be completely stricting a win -win, it would seem, move – the game does not make any concessions. Hurried to push the enemy with a kick? Now you can’t reach him, because there are no long -range attacks in the hand. They played a map of movement, but took a step more than necessary? Combo counter fell too low, the whole maneuver is a drain. Gazed and ended the move by the open window? Smile and wave the pen with a shotgun with a shotgun at the other end of the room, whose shot will now throw you off the arena.

In each battle, the agent also has three additional goals that bring valuable awards. Here, for example, the enemy in the yellow is an informant; you need to cut down everyone except him, so as not to break the legend

Honestly, such a load tires in order. Fights in Tight Spaces, of course, does not melt the brain, but it is still difficult to play relaxing – it causes too much stress. In every move, you need not only to draw up a plan of action, but also to figure out how to put it into life with those cards that got into the hand. Sometimes the best option is understandable immediately, and sometimes over an unobvious solution, you can pour longer than five minutes: for a game imitating brainless militants, Fights in Tight Spaces sometimes makes you think indecently for a long time. But, by some miracle, over time you do not get tired of gameplay, but on the contrary, you gradually get involved more and more. Remember the scene in the fighting club from "Sherlock Holmes" with Robert Dauni the younger, where he calculates in the smallest details, as he knocks his opponent in a couple of seconds? Fights in Tight Spaces consists entirely of similar moments. Unless the player himself acts as a director and chief stuntman – and only it depends on him how cool the scene will turn out.

After each battle, you can see the captured repetition in real time. Removing beautiful screenshots in it – this is a separate pleasure

It is noteworthy that the authors do not force the audience to climb out of the skin to get aesthetic pleasure – the desire to fight stylishly, like a professional, wakes up by itself. Even the simplest pokes with arms and legs look spectacular: the weight of movements, as a rule, is felt believable, and the imagination easily fills the gaps in the animation. It is felt that the authors burn the theme of martial arts and chose it not just for a checkmark. Whenever Fights in Tight Spaces offers to add a new technique to the deck, I want to take even those that are clearly not useful – to see which cinematic composes can be made with them. In general, well-building mechanics cannot be called deep or outstanding, but due to the presentation with them it does not bother to experiment: it is especially when it turns out that the “unnecessary” card is actually embedded in different combo.

With experience, you already start one look at the cards in your hand to scroll through the picture like Sherlock. Stun with a blow to the kadyk, jab into the jaw, uppercott – minus one. Huck-kick to get more action points in the next move. Hook into the case, push him to one cage with a straight blow with his foot, reduce the distance of the jamp-kik-minus two. Neutralize one arrow with a poisoned dart with. The attack in the jump from the wall on the remaining – minus three. The combo is finished, the half -watering lies in the disconnection, and the agent is not a scratch. Meanwhile, you simply played cards from your hand, but an insanely dynamic setting unfolded on the screen: at some point you just forget about step-by-step.

With all my delights, I can’t say that everyone needs to immediately run to Steam for a copy of the game. Do not understand me wrong, Fights in Tight Spaces is good, but after a few months and voluminous patches, it will probably become many times better. Now the project has just been accessed to early access, and so far it is very noticeable: without a meta-progression, the incentive to return to the game disappears after a couple of successful races, and many mechanics (for example, random events) would not hurt to thoroughly finalize. So it makes sense to wait and not spoil your pleasure before time – the potential for development of the game is impressive.

Nevertheless, if the hands are itching now and at least something that I talked about is entertaining, then you are unlikely to regret the purchase. In the end, where you can still throw a handful of sand into the face of the enemy, then knock out the diaphragm with your palm and throw it from the deflection?

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