Bright Lightlov Bright Lightlov. We want too much from the Soviet Union

You know, I’m used to starting a review from the thought that concerns the game, but comes in from afar. Sometimes it is formed by a set of questions and expectations. In other cases, you go with an empty head, and the idea for entering is generated by reflection on passing. I will be honest: the idea of ​​entry I usually do not change. But everything happens for the first time.

Description and screenshots of Bright Lights of Svetlov form The image of a contemplative gunner, showing the atmosphere of the late Soviet Union. Yes, the very one where the grass was greener, and the filling is tastier. While the game is downloaded, you already think how to reveal the idea of ​​the formation of the 70-80s as a setting. A generation born after the collapse of the Union has already grown and. Nostalgia has gone imperceptibly, but replacing Aesthetization and own cliches occurred. But here you launch the game and after 15 minutes you think that such an idea is not quite suitable. And when the final credits go, understanding comes: We need to talk about completely different.

First of all: the object of today’s study – game one man. His name is Vladimir Chokolian, and as he himself reports on DTF, Bright Lights of Svetlov – a debut project in Gamdev. And whatever I write next, The first pancake did not come out lump. The developer conveyed the idea, moreover, he conveyed successfully. And multiple particular requires special attention.

3rd Stroitov Street, house 25

So, the game tells about the residents of the “kopecks” in the ordinary Soviet panel of the usual Soviet young city Svetlov. In an apartment with not the most pleasant number 66, engineer Anatoly, wife Tamara and daughter Nadia live. Names can not be memorized, I called more for authenticity. The place in the plot is enough for all three, because The narrative in Blos episodic. I would even say “fragmentary”: Each episode lasts 5-10 minutes and shows one specific moment in the life of the family. A set of such “passages” and forms a picture of what is happening.

The plot turned out somewhat mean, but because of this in it There are almost no “extra” lines. Only details that make heroes and events more alive, real. For example, the inattentive forgetfulness of the engineer or a childhood friend of her daughter, about whom she writes differently in different years. Extra moment, as it seems to me, two of which is the three -second “Cabbish” KGB. The employee appeared, said the information unnecessary for the plot and evaporated. In addition, the introduction of the fourth protagonist – lieutenant that lived in the apartment 66 after our trinity – looks like optional, But this is a discussion issue. Otherwise Each episode tells exactly the part of the story for which. The final of the plot, although he gives “here is a newcomer”, gives a clear understanding of what is happening.

The initial assumptions about https://21coukcasino.co.uk/ the game-book turned out to be false. Bright Lightlov by genre first -person quest. In each episode, the hero is given out tasks that he must complete. These tasks are domestic: wash the dishes, configure the TV, hang a chandelier and the like. It would seem why this? Thus, the world immerses itself strongly, unites the player and the character, landing the last. Blos – The story of ordinary people who are engaged in ordinary things. The more strongly resonates the extraordinary of plot events.

Closer to the end of the passage, the entourage is replaced by a surreal corridor. The developer, having caught up with psychologism, throws the player to reality and vice versa. Fragments of life that we see from the outside pass in front of one of the heroes. The reception is good, Silent Hill’Th it proved it more than once, but here The transition to a nightmare is taken from nowhere. Gameplaino is not prepared for it, and the game world has not allowed metamorphosis before. Periodically the corridor causes associations with the game Red Lake, that a completely unflattering review. In fairness, the plot logic is still present here, and the player’s misunderstanding is better affecting the perception of the finale. The story ends illogical, But, as I wrote before, the idea and message of the developer are becoming clear.

Now in the fashion of retro

Illogicality (no, this is not a typo for the second time) adds gameplay supply. Firstly, such a simple game does not need training. It is not, but sometimes tips come up on the screen. Often this happens out of place: where tips are not needed. Secondly, the player’s actions are accompanied by first-person Kats. But again, not all actions, but only part: We in detail see how the engineer throws out the garbage, but the process of opening the doors remains with the mysterious black screen. It is difficult to understand the logic definitions which of the actions have earned their own animations and which.

But other katsets – relatively plot – distinguishes pleasant production. It is minimalistic and, so to speak, Basic: no supervision carries. In other games you will not notice this, but due to the small variety and duration to any detail you pay more attention. The visual narrative works for the full, which can not be said about the sound. There were no global problems, but in comparison it is still worse. Musical compositions are no more than five, and they are extremely simple. The appearance of melodies Helps to accurately create an atmosphere, but after a few seconds it destroys it with repeating identical samples. The vast majority of passage is complete without melodies, ordinary background sounds. They are interrupted by the replicas of the heroes. Yes, The game says; not constantly, not too active, but not rare. The team tried over the voice acting Gamesvoice. Simple remarks of the characters It was difficult to constrain, What they did not do. The perception of voice acting varies from "Fine" to "Fine", that such projects are excellent news.

Speaking about the production, it is worthwhile to dwell on animations. For a long time the game does not show other people, and this is a great solution. Yes, empty streets look strange, but human animation is long and expensive, so it is easy to understand the developer’s logic. However, in the last third of the game, people still appear, and in vain. Manually made animations look awkward. Partially the situation solves the situation, and the movements look made wisely, but the eye clings to unnaturalness and even theatricality with which the blanks move. Fortunately, the characters are drawn by contours, without an attempt to show faces.

And then we reached the visual. With him, for a couple of important clarifications, one of which was in the paragraph above, Everything is fine. A bet was clearly made on the “picture”, and this is noticeable. Fourth Unreal Engine In combination with art work The interior is worthy apartments 66. I do not presume to talk about authenticity and historical accuracy; For example, it seems to me illogical the location of the kitchen and the bathroom in opposite parts of the apartment. However, the emerging setting of the Late Union, which was spoke about at the beginning, the entourage corresponds to: carpets, furniture and dishes as if from the past – the environment conveys the spirit of someone’s youth. The light from the windows echoes him, adding the atmosphere. It’s nice to see pbr even In such simple games.

The second important clarification on the schedule becomes noticeable if you look a little at the details. The game is damn There is not enough man-hour for refinement of the environment. The models are in some places too angular, especially if we are talking about small items. The textures look unnaturally pure, as if a polish watga works in Svetlov. Here is just The modern engine harms: He gives the player a feeling of a high -budget product made by a large studio. On the one hand, this is not even a problem, but a pickup; On the other hand, unprofiting affects the impression.

Capitalism is to blame for everything.

It’s time to move on to the main problem of Bright Lights of Svetlov. This Positioning. The game is sold on Steam for 149 rubles without a dick “Early access”. The amount is small, but It’s not about money at all. Such distribution hints that we have a full -fledged commercial product, and from the corresponding status corresponding to this status – only a minimum of bugs and a relatively technological picture. I would like to draw an analogy with the project Paranoia, which is considered one of the best modifications of the first Half-Life . If you look at it detached, then we will have a bad domestic shooter, so typical for zero. However, no one in this way “paranoia” gives, which is why the nit -picking is at least.

More about the topic of man spent hours. The question is not limited to graphics, gameplay also suffers from non -alcohol. The character either pronounces the nearest task, then at point blank. Items that he takes fall into the inventory or in the hands. The black screen has already mentioned the doors when opening the doors. In addition, it is difficult to step outside the apartment and a step without pushing against an invisible wall. “Household” gameplay – the basis of the game – deprived impact. Heroes seem to be in their weightless world without reference to the environment. It is clear that you can’t pull the quality alone at the right level. Maybe it was not worth swinging?

And here the game is saved by the finale that shows the original idea. Bright Lights of Svetlov is inspired and dedicated one specific event in our history. I don’t want to scold such a “truth” at all, although it is worth it: the binding partly looks tense.

The negative impressions described in the review do not have time to force them to quit passage in an hour and a half, and then the final credits are already beginning. The developer wants to wish further success.

Pros: The well -recreated atmosphere of the Late Union, the production of a few Kitszen, the approach to adaptation of real history.

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