Pre -high EFOTBALL PES 2020. Only forward

Summer exceeded the middle, which means that soon another round of confrontation between football simulators awaits us. In recent years Konami And her Pro Evolution Soccer ended up among the catching up – at least from the point of view of profit. However, with each release, they are increasingly hit on the ambitions and earnings of leaders in the person FIFA , And this year the developers prepared several more painful blows to the opponent. I went to Munich, where they represented one of the new platinum partners of the next PES, played demo, talked with professional players and I can say with confidence: Konami does everything correctly.

On E3 2019, the Japanese project won the prize as the best sports game of the exhibition, so now this title proudly flaunts in all fresh trailers

A war of licenses

This year, the series had a small rebrand: a new part will be called EFOTBALL PES 2020. As representatives of Konami told me, the company emphasizes that it looks seriously towards e -sports and plans to develop the simulator not only for the casual audience, but also for professional players. How exactly Royal Oak Casino sister sites is the secret, but we definitely should wait for events and tournaments, including exclusive for Russia. Indeed, since last season, the RPL license has a completely belongs to Konami, and if last year the company only got acquainted with the Russian audience, now it's time to conquer new Russian -speaking fans. Moreover, our championship is considered quite prestigious – RPL has been occupying as much as the sixth line in the UEFA ranking.

And konami does not sit back. The team of legendary Efootball Pes 2020 players for the first time in the history of FUSIMs will appear a Russian player – Andrei Arshavin, who just completed his career last season. Or maybe FNL will be added (but this is not exactly)

But konami is not only aimed at Russia. In early July, the developers signed a partnership contract with Manchester United, returning to the game the symbols of the club and the famous Old Trafford stadium. And the "legend" of Beckham was added, and in FIFA 20 He will not be. And even if real Mankunians are not the best period now, this is still another of the most popular and commercially successful teams on the planet.

Then the Japanese announced that the Bavaria football club will become an official platinum partner of Efootball Pes 2020: the magnificent homemade stadium "Allian Arena" will move to the Japanese game, and the great and terrible Oliver can act as a "legend".

Finally, the third blow to competitors turned out to be the most painful – less than a week after the presentation of Bavaria, Konami announced partnership with Juventus. The club has completely moved to the Japanese for three years: its stadium, like the rest of the home areas of partners, scanned in super -high quality, and FIFA had to urgently rename the Turin team into a non -existent Piemonte Calcio (so you, "electronics", feel how to dodge PES year!). From this news alone, EA lost 732 million euros of capitalization in a few hours, and if the competitor shares suffer so seriously, then you are doing everything as it should.

So Konami greeted Juventus

Of course, single signatures of clubs do not particularly affect the overall picture. According to the current EA contract, it will still be several years to manage almost all the most important licenses in football, leaving the Japanese studio in just a couple of teams from each significant league. But Konami knows this and are ready to solve the issue in a more difficult way, opening their game for fan creativity: the PES community quickly creates large-scale patches, which are easily installed on the PS4 editions of the game. Thus, anyone is able to bring all the necessary names, leagues, shapes, logo and stadiums into the desired look in a few minutes.

The main menu of the demo. The button with the iconport icon is especially intriguing right on the main screen

Gameplay cases

Only two teams were available in the press version of the Munich-Arena Munich-Arena: Bavaria and Pes Legends, Kan, Bekham, Nedveda, Ronaldinho, Kroydon, Maradona and others (Arshavina at that time at that time still Not announced). For some reason, the German club did not have a guest version of the form, so when trying to launch a match between the two “Bavarias”, the game turned into an uncontrolled red madness.

It was possible to play against AI, in a local multiplayer or in a cooperative offline match for four people: two for a team, management goes to a neighbor after each pass. It was only a limited press version, and not a full-fledged demo, which everyone will see soon, but a couple of conclusions can be drawn now.

Here is such a chaos is happening in cooperative matches, if players do not understand each other very well ..

Firstly, although the defenders have learned to new chips, it is now much more difficult to defend themselves. And excellent, because in PES 2019, after some of the patches of AI-defenders, they began to do almost all the work for the player. Because of this, even novice users could almost resist professionals on equal terms: it was enough to indicate the extreme defenders not to go on the attack and not break the defensive system, pulling out the players manually-he did everything else himself. There will be no such messages in Efootball Pes 2020-the defenders here, of course, are also great, but the main work still falls on the player's shoulders.

Secondly, Konami changed the behavior of the camera. If earlier it simply moved in the same plane along the entire field, like along the rails, now it is much more reminiscent of a real television camera – it is more or less fixed by the center of the field and turns towards the ball, providing a more viewing angle near the gate. So the stadium is better visible, and it is more convenient to control the situation, and in general the picture looks more likely.

… And this is how those who are more accustomed to cooperative actions behave

The third change was noticed by some pro-players with whom I talked after the presentation or played for neighboring consoles. They argued that the passenger system of passes has radically changed in Efootball Pes 2020: according to them, last year the programs resembled a ping-pong, and it was possible to cross the ball from their goalkeeper to someone else's penalty. Everything happened very quickly. Now, players are more realistic to handle the ball, they can unsuccessfully process it at the first touch or slightly imported, so now you need to give the programs wisely. From my casual point of view, the difference is not so much noticeable, but they are a pros to see such things.

Finally, the tactical system was also slightly deepened, but without serious changes – a couple of new styles were added, and, perhaps, everything. However, according to personal sensations, the game has become much more pleasant: the ball walks smoothly, the movements of the players are not annoying, and the new camera makes the process even more immortal. But, of course, this applies exclusively gameplay – we have not said a word about what changes await the same collection MyClub, except for the announcement of some legendary players. And in general, according to the trimmed demo version about the project, it is difficult to draw conclusions.

Goalkeepers. Goalkeepers never change. In my previous match, Beckham generally managed to pound the ball into the goal of Neuer right from the penalty area from the central circle

Do not stay in this grass

Nevertheless, there are a couple of innovations that Konami has already announced. In general, the developers say that once again everything was processed, improved the physicist of the ball, made realistic grass on the field (although the overall quality of the graphics remained at the level of last year), and the great Andres Iniesta advised them personally by the touches and passes of them. It sounds great, of course, but here a short acquaintance with the press version is not enough to notice the difference. But what is striking in terms of graphics, it is detailed three-dimensional models of players from partner clubs. It’s not only about faces: the players were scanned completely, from head to toe, paying special attention to tattoos and other distinctive signs.

Of course, new fins appeared, like the exact dribbling (we clamp the right stick and begin to “creatively” use the left one), a false blow (the football player performs a false swing, and then gives the pass to the partner, knocking down the defender) or Ronaldinho's corporate dance around the ball.

This guy is still able to work miracles!

Also, some football players received a character of the character called Inspire – "inspiring". Other team players inspired by the presence of a star will slightly change their style in order to adapt to such a cool guy. So far there are three types of “inspiration” – on the passage, pass by the bottom or canopy. Judging by the descriptions, this works like this: here the conditional Sergio Buskita appears in your team, which “inspires” the game in the pass with the bottom. So, as soon as the ball is at his feet, his command partners will begin to actively open, giving him the opportunity to demonstrate the skill of the opener.

Konami also heard lovers of career regime and seriously restored it, returning, apparently, the “master of the master” of the beginning of this decade. They promise an extensive system of dialogs in press conferences, interviews and when communicating with players, some famous coaches like Kroof and Maradona, a realistic transference system, and so on. This is also the right step, the "master-league" has long required attention.

The representative of Konami told me that the appearance of Russian -speaking commentators in Efootball Pes 2020 is very unlikely, as well as the exit of the game Switch. However, the company is aware of both requests, so sooner or later they will try to take up them

Finally, on E3, the developers announced a new mode called Match Day. Judging by the fragmentary information, it will be a system of online events tied to real matches between Efootball Pes 2020 Partner clubs. As soon as such an event starts, players around the world will be able to choose the side and play a specific key match. Then the results and statistics of all these games will determine the winner of the Match Day, and … perhaps this will affect something. So far, nothing is known, about this regime, developers promise to tell closer to the release.

July 30, Konami will release the demo version of Efootball Pes 2020 for overall access. It will have fourteen partner teams for which you can play both online and offline. In addition, for the first time in the history of the series in the demo, there will be a full -fledged editor of the content, and all the changes performed can be imported into the main game after the release. So this time the community can correct missing licenses before the game – it will take place on September 10 on PC , Xbox One And PS4.

Call of Duty: Wwii. Bell from the tower-bu-u-MS! Preliminary review

What: closed Where: E3, Los Angeles, USA

Two months ago, we were one of the first in the world and the first in Russia in details talked about Call of Duty: Wwii. Then we broadcast from London. And today we will continue to talk about a new unit in a series of legendary attractions militants from E3 2017. This time we managed to get acquainted with one plot mission and touch the multiplayer a little bit.

Operation "Cobra"

We did not remember the first world show: on E3 2017, the developers “launched” a debut teaser with a falling bell into a full -fledged gameplay demo. We found ourselves in the French city, and our mission was the assault on the churches familiar from the announcing video with the bell. The one where the brave soldier theatrically fell back in a slowdown.

But so far this did not happen, and we are sitting behind the wall of a dilapidated house. Geographically, the action takes place in the French city of Marigny, occupied by the Nazis. In the courtyard of 1944, the Allies are trying to withdraw military operations from the geographical framework of the Norman invasion zone engaged in the Norman operation. For this, the United States Army General (historical justice for the sake of his name Omar Bradley) has developed a plan for the operation "Cobra".

In the interruption of real military events to game rails, we are waiting for the good twenty minutes of the real Hollywood: non -stop chatting rifles, a storm of armored car with a turret, baking fruits after capturing this armored car itself, undermined tanks and crumbling walls of the once quiet residential quarter … powerfully. Epic. And very spectacular. The ball is ruled by the directorial production and scripts, but this is only a plus of a rail plot tire – we will be random in network modes.

Representatives Sledgehammer Games They talk intensively about interaction with and comrade-in-arms in arms, but in fact, no one can knock out the door without you: you will do it with your own broken foot while other soldiers from the detachment stand, sticking to the walls on the sides. Daniels, the protagonist, looks at them like walking first-aid kits-recall that health is automatically not restored this time, and from time to time some John has to ask for a bundle marked with a red cross. However, we rather like such a return to the roots, to the first -aid kits: to sit out in the bushes until the red veil from the eyes falls, right, tired.

And the “brothers in arms” act as first -a -class cannon meat (II is not capable of cunning tactical maneuvers, and the fighters joyfully die under bullets): oh and our guys are cutting fryza. One head will tear off the explosion, the other hand, and the third is completely with napalm in half. Intestines are not typical for the series, but this time they are. And there are many of them. When, during the bombing of the bell tower, some poor fellow torn a piece of the body through the very chest, which was already twisted inside out, journalists and bloggers in a closed presentation literally howled … with joy. At least not yet Sniper Elite , But already something serious.

“Brothers in arms” should be saved even in a single campaign: if someone was shot, but the poor fellow is still breathing, it can be pulled into a secluded place. And earn experience!

More from good – the weapon corresponds to a given era only outwardly. Yes, this is a plus. Other M1 Garand shoots no worse than modern ultrasound. The return is not felt much, but the effectiveness is excellent. From year to year we buy Call of Duty to have fun, and not suffer. To test yourself for strength, there are other games in other genres. In addition, this weapon behavior is important for network battles.

Bell on the head

So, stripping the area in front of the chapel, we share. Several fighters from our detachment go deep into the city for new fascist corpses, and our task is to climb the bell tower and lead a targeted sniper fire from there: cover the brothers in arms while they break through the city street. At the same time, another soldier with binoculars next to you will be as a “gunner” (from the point of view of the mechanics of enemies will be ruined by a luminous line).

And in the plot campaign there will be a whole sequence of tasks to save the child. But the developers have not yet disclosed details.

However, they will not force the Fritz for a long time painfully, the fighter will crept into the belfry for a long time, and the sniper stage of the mission will be replaced by a staging and excellently stripped fall through the ceilings and the boards. Daniels to the stairs – the bell overtakes him and tears the staircase with the root. The hero falls on the floor below – the bell nearly covers it from above (the main thing is to play in QTE in time). The hero miraculously gets out – and everything explodes behind him to the hell. Wow, it was epic ..

Tank in the city

After the demonstration of the "plot" we go to the next room, where our first multiplayer session in Call of Duty: WWII starts. They gave a run in three regimes “War” (WAR), “Excellence” (Domination) and “Team Deathmatch”. The last two modes are well known to all fans of the series, and there is no need to wait for revelations. In "Excellence" we capture the enemy control points and try to keep them, and in the "team battle" we strive to be the first to score a certain number of points by killing the players of another team.

At the same time, the setting almost did not affect the usual gaming process. Unless the scenery changed: the second world is like a little, and these are trenches, forests, dilapidated city quarters, bunkers and abandoned villages. The maps came out compact (at least those that I had to play), which is why the battles are extremely dynamic and intense: you just have to revive, and after a moment you stuff frags again in the burn of battle. Well, or dead again. This is already a matter of skill.

Divisions will become a rethinking of the "Create Class" system.

One of the most important innovations in the network game is the appearance of divisions. You can join the airborne or, for example, mountain division. The choice will affect basic training, skills, weapons arsenal. When developing in the division, for example, you will first have a simple bayonet attack, but if you pump this skill, then the bayonet will also turn into explosive weapons. How it looks is not very clear, but it sounds intriguing. Something similar in Battlefield 1.

This is what a complete list of divisions available in the game looks like (official descriptions, we publish unchanged):

  • The landing division is always fast and secretive;
  • Mountain division – specializes in accurate and long -range weapons;
  • Infantry Division – is on the tip of the attack;
  • Tank division – uses the most powerful weapons;
  • Expeditionary troops – use incendiary shells.

By the way, between the battles and in anticipation of other participants in the battle, you can look into the shooting range to shoot on targets from all available weapons and choose the best option for yourself. There is even a shovel in the arsenal, which is convenient to heat on the head of a gaping opponent.

What is noteworthy, the developers did not invent anything: in the difficult times of the Second World War, not every soldier was enough – a historical fact. And even if they gave the rifle, then not everyone was lucky to get cartridges. Historical realities in Sledgehammer Games explain the game convention when the battle participants use the same weapon, playing for both sides of the conflict (as it was, for example, in World at War ). For example, running after the Germans, you can appear on a map with your favorite M1 Garand rifle. The developers want players accustomed to a certain set of equipment and weapons to have unhindered access to him.

A large card-hat, it is the “headquarters”, declared during the days of the game, at which players will meet, communicate and exchange information about each other, did not show at the exhibition all the same.

Finally, the “war” mode, the main network innovation Call of Duty: Wwii. The mode is a series of small subtasks as part of one game session. So, for example, when you find yourself on a map, one team playing for the allies, you need to capture the control point-the moat, where there was once a bridge-to throw a wooden flooring through it and accompany the tank through the city street. The opposing team, the axis, the purpose of the reverse: to prevent the construction of the crossing and prevent the tank from passing.

The whole thing is played lively: I just ran to the place of construction of the bridge and pressed the button to put at least one board, as you were already shot … you are running again. They shot again. Repeat to the victorious. And if Kaiser Slots sister sites you sit down for a tank turret (the car is moving itself), you can start rolling around everyone around, like a rammbo.

Lips of developers

On E3, we again had a chance to talk with the developers. This time, the speakers were Bret Robbins, the creative director of a single campaign, and Aaron Halon, director of project development in multiplayer.

Bret Robbins: In the campaign, we have several new functions: the ability of detachments, for example. You can inspire your detachment, and associates can give you advantages during the game: one can give you a first -aid kit, the other – note to you enemies. We refused to regenerate health in the campaign, which changed the style of playing. You have to worry about each bullet, you are looking for the last first-aid kit to survive. We also have heroic actions: moments at which you can save a detachment member or capture a surrendering soldier. So you earn experience, and it can be spent on pumping your character.

– What books and films inspired you while you developed wwii?

Bret Robbins: We conducted a lot of research, studied the breakthrough of historical books and films, played a bunch of games. We worked very closely with military historian Martin Morgan [known for the work of films Day AFTER D- Day (2006), History of The World in 2 Hours (2011) – editorial note]. We tried to take as much as we could, but at the same time sought to tell a new story. There are several historical battles in the game, but there will be completely new missions and moments.

– What is the biggest difference between the multiplayer in WWII and in other games of the series?

Aaron Halon: Divisions – a completely new way to develop and customization of the character’s equipment, a new way of playing. The headquarters, finally!

-Will there be any new elements in the multiplayer, when compared with the solitary regime?

Aaron Halon: Yes, sure. Here the regime "War" asymmetric gameplay. It is of great importance for us. We put a bunch of time and effort into it, there are special maps in it, the countries of the axis against the allies. In this mode, you will do what you have never done in Call of Duty – to build bridges, strengthen the walls, which adds speakers and a new dimension to the multiplayer.

– In classic shooters about the Second World Wide Weapons: different models of mausers, Type 38 rifle … Will there be a new weapon in WWII, and that we can use it in the multiplayer?

Aaron Halon: We will have a lot of classic weapons from the Second World War. There are skills associated with divisional weapons in the divisions; This is what will bring an element of novelty. A good example is a light machine gun (LMG), on which you can hang machine -gun bipods. There are silencers at the airborne division, they can be worn and removed during the game, which adds new elements for classic weapons.

– The moment with the bell and the explosion is just fantastic. What else will we see? Maybe you announce something or reveal some secret?

Bret Robbins: We do not want to talk a lot about the campaign, but there will be significant moments like what you have seen, full -scale military operations, in which there are also a lot of drama and personal moments for the character. We want the personal points of heroism and humanity to be no less than large battles. We pay no less attention to such moments than landing in Normandy. This is very important for us.

– We noticed that the Nazis go right in front of the player, under the bullets. It looked somehow unnatural. You did it on purpose, or are it some problems with AI?

Bret Robbins: We try to make AI as believable as possible. Models of characters, animation – the best in the industry. We put a bunch of forces in making these characters natural so that they react to the player and feel like real dangerous opponents. One great difference between this game and others is that you are not a super-soldier, but a 19-year-old kid who was first abandoned on the battlefield. It was very important for us to convey a sense of danger and make the game as realistic as possible.

– Did you play the classic Call of Duty yourself? If so, then that you are trying to transfer it to a new game from it?

Bret Robbins: I think we all experience a nostalgic feeling in relation to old games. We want the same feeling to be in this game. In addition, we live now in 2017. Therefore, the games should be a large and exciting blockbuster. We have several mechanics and functions performed at an ultra -modern level. But at the same time, we are very happy to return the players back, in these cult moments with canonical weapons.

– What do you think you need to do to encourage a modern player to buy COD: WWII? A player who usually plays COD about the future in space, with jetpaks and other.

Bret Robbins: I think here is important to return to the cult "ground" gameplay. It is very dynamic and fun. We have created several new mechanics and new modes for a series of modes. In addition, we tell a very powerful story. If you love the narrative, if you like excellent characters and memorable moments, then the game is filled with them and brings everything that Call of Duty did so well.

– And again about communication in the detachment. What can we do in it? We usually see that you can ask for the first -aid kit, but what else is?

Bret Robbins: There are several detachment abilities in the game: ask for first -aid kits, cartridges or grenades. There is also the ability to mark enemies, which helps you see them on the battlefield. In addition, there are specific fighters with the name in the detachment. You begin to study them. Asman, your best friend, will always give you a first -aid kit, and you begin to rely on him. We really want to convey in touch with these guys, how much you need to survive, as it would be in a normal battle.

– I also saw the moment where our partner was almost dead, and Daniels tried to convey it to a safe place. What is the gameplay in this?

Bret Robbins: This is just one of the heroic actions. If there is a wounded in the detachment, you can save him. You could also see the surrendering enemy, and you can capture it. These moments should be played quickly, otherwise the second chance will not. For this you earn experience that you also get for the murder of enemies and for the performance of other actions and which can be spent on pumping a character.

What is noteworthy, in network battles, Russians will still appear (they are not in the screenshot)!

– Is it possible that the detachment will die in battle?

Bret Robbins: I do not want to apply to this topic, but this is still a story about the war.

Say something special to fans of the Call of Duty from Russia series!

Bret Robbins: Friends, we got a great game, a large -scale exciting blockbuster with a bunch of new features, and he tells a memorable story and sends the player on an amazing trip in solitary mode.

Aaron Halon: We have worked on this game for three years, we have invested our hearts and souls into this project, and we know that we have things that the players definitely did not experience in earlier Call of Duty. And we cannot wait for the moment when you try Call of Duty: World War II.

For pre-order they promise access to a closed beta test.

More screenshots from Call of Duty: Wwii

After the next Call of Duty: Wwii, we were even more convinced that the developers are going on the right road. Return to the roots using all modern technologies and developments of the series looks optimistic. The plot of a single regime pleases with staging, and the multiplayer is still the same delaying, and even not separate from the solitary, as if it were a completely different game – one can feel unity of settings thanks to setting.

Monitor the new COD is more and more curious!

All about E3 2017!

Ready to take off. Review of Jeostmaster Hotas Warthog

Technical characteristics

Compatibility: PC

Number of axes: 7

The number of buttons and switches: 86

Interface: USB (wired)

Cable length: 1.9 m

Backlight: Green

Built -in memory: No

Additionally: Removable helm; All buttons are reprogrammed

Weight: 10 Slotonights sister sites kg

Price for June 2011: 16,000 rubles

There are such devices on the box with which a large whore with the inscription: "For fans". In the case of Thrustmaster Hotas Warthog – for fans of air systems.

Hotas Warthog is a direct heir to the Jaoist Hotas Cougar, who will soon hit ten years. Despite the venerable age, Cougar is still popular among lovers of flying in a virtual sky. At the same time, it cannot be said that he is deprived of the shortcomings. Vice versa! Over time, a backlash appears in it, hinges and buttons break with enviable regularity, but a monumental steel structure that imitates a real storm of the F-16 fighter, charges the pilots with such positive energy that no force can make them abandon the joystick. On the computer market there is even a tiny niche with the conditional name “Spare parts and improvements for Hotas Cougar” – fans themselves, do better device with their own hands.

Hotas Warthog is a replica of the control elements of the American fighter Fairchild Republic A-10 Thunderbolt II, nicknamed Warthog (“Wotter”. All the shortcomings of the previous model are fixed here, everything that the virtual pilot can dream of: Warthog is far from Cougar as the sky from the ground.

Without compromises

The fact that Warthog is a really worthwhile thing, and not a stupid plastic toy, you are convinced even before opening the box. She weighs about ten kilograms! At first, you even somehow get lost-where does such a severity come from? But everything falls into place, as soon as the joystick itself and the control panel control with the engine control handles are extracted from the bowls of the box. All this is good (except for the handles of traction and some buttons) is almost completely made of steel, and the remote control is also additionally weighted.

Such an impressive weight is needed not so much to create the very sensation of a “standing thing” as for practical purposes. The fact is that both the joystick and the engine control handles are an exact copy of similar elements of the control of a real aircraft. This applies not only to the appearance and size, but also to the sensations from pressing the buttons, switching levers and pulling the handles. They are not very tight, but require a little effort to displacement, so the large weight of the base is simply necessary, otherwise it would have to be screwed to the WARTHOG to the table tightly.

The joystick consists of three components: a steel plate to which a cylinder with a hinge and electronic filling is attached, and a helm of the helm, screwed to the cylinder. The plate provides holes for screws, but they are not needed by those who want to attach the joystick to the table (it is already lies like a tightly glued), but to those who create an imitation of the cabin of the aircraft at home. For this, you can unscrew the joystick from the plate and screw it up where you need. The helm is connected to a computer using a conventional USB-sharing.

The flight control panel is an impressive and very heavy steel box with a bunch of all kinds of switches, tolerance, buttons and wheels. Divine engine control handle, its halves are fastened together with a magnetic lock. If you open it, then one handle will turn into two independent ones – for accurate control over each of the airplane engines. All this miracle is connected to the computer with a second USB cable. Additional power from a conventional Hotas Warthog power supply does not require.

The best characteristic

Both the joystick and the handle move with a small, one might say, pleasant effort and move so smoothly and clearly that the first time it was completely impossible to pass by and not touch them – just for the sake of pleasure. No backlash, by the way, is – the quality of hinges is simply amazing.

This was achieved thanks to the use of not mechanical, but magnetic sensors based on the Hall effect. Their advantage is not only in the mentioned clarity and smoothness mentioned above, but also in the absence of friction, so over time the joystick does not shatter and theoretically must last much longer than conventional mechanical assholes.

In general, the word "quality" is the best characteristic of Hotas Warthog. Do not convey in words the delight with which the first time you touch the joystick, to the handles, to amazing steel switches, which can only be found in professional equipment. You experience another mini-shock when you connect the remote control to the computer-and all the inscriptions are suddenly illuminated by bright, but very soft green light, as in a real plane.

In a word, there are no complaints about the appearance and quality of the assembly Hotas Warthog at all. Apparently, Thrustmaster is well aware of how much the monumental thing they created: to emphasize the uniqueness of the kit, every joystick has even a small sticker with an individual number.

It is not good that there is no disk with drivers in the kit – they need to be downloaded from the website Thrustmaster. In addition, the user's management is translated very poorly: it seems to be written in Russian, but it is very difficult to understand what it is about. On the diagram of the name of actions assigned to the buttons and default switches, they are completely left in English. Trifle, but unpleasant, especially considering the price of the joystick.

Full control

In the description of the appearance, it was not without reason that we did not unravel each switch and each button. As you have already noticed, there are a lot of them. There are seven buttons at the helm alone (the trigger under the index finger is two -position), as well as one four -position and three (!) eight -position switches. In total, on the joystick and the remote control you will find 86 switches and 5 handles responsible for seven analog axes, which is enough to control the aircraft in any air system.

Although the switches are signed and combined into blocks (engine control, autopilot, trimmer, and so on), absolutely all of them are programmable – they can be reassigned in the program T.A.R.G.E.T. And here lies the peculiarity of such a sophisticated joystick as Hotas Warthog: just get it out of the box and start playing quite problematic – you need to spend time setting up and subtle fitting everything and all for yourself.

The task is simple, but quite laborious, and it will have to be repeated under each specific game. Interface at t.A.R.G.E.T. simple and understandable (however, keep in mind that it is not translated from English). You choose which device you want to configure (the program supports several joysticks Thrustmaster), and its three -dimensional model appears on the left side of the window. Find the desired switch to the model, drag it to the right side and set any key combination from the keyboard. Particular attention is paid to setting up the axes: for each of them, sensitivity and dead zone are regulated, and the result is shown on an understandable graphics. It remains to tie the created configuration to the executable game file – and the point is in the hat. Advanced players who are not alien to real programming will even be able to write scripts for the joystick manually. By the way, the profiles can be created without connecting the device to the computer.

After all these manipulations, we, frankly, subconsciously waited for some unpleasant surprise directly in games (well, everything is not so good!). But, fortunately, fears were not confirmed: everything works perfectly. Office accuracy, sensations from piloting – indescribable. It seems that they can only be in the present, and not a virtual aircraft.

It is easy to guess who, first of all, to think about acquiring Hotas Warthog – serious virtual pilots. Those who play exclusively in aviation arcades like Tom Clancy’s H.A.W.X. or " Winged predators ", It is unlikely that a tenth of the potential laid down in the joystick is.

If you are a hardcore pilot, well versed in airplanes, or you want to become, there can only be a considerable price of Hotas Warthog – 16,000 rubles. But this is precisely the rare case when the device is really a stroke of its money: a steel design, an excellent assembly quality, a huge number of functions for all occasions and fantastic sensations from air management are unlikely to make you regret the purchase.

Pros:

Steel structure

impeccable appearance and assembly quality

A huge number of buttons and switches

indescribable sensations from flight

simplicity and thoughtfulness of software

Cons:

There is no disk with drivers in the kit

bad translation of instructions into Russian

The setting program is not translated into Russian

Step into the sky

A few words about how the joystick behaves in games. We tried it in serious air systems (series " Il-2 attack aircraft " And Lockon ), and in arcade ("" Winged predators ", Tom Clancy’s H.A.W.X. 2 And Apache: Air Assault ). In all cases, the sensation after the game was as if we really had just climbed the sky on a combat plane or helicopter.

Management accuracy in all games is beyond praise. The helm does not hang out, as in cheap joysticks, so in the settings we indicated the minimum dead zones so that even the slightest conscious movement of the handle leads to a change of course. As a result – a fantastic feeling of complete control over a flying machine. This did not give serious advantages in the arcades, but playing in hardcore aircraft systems became much more interesting, because it is important there not only to get on the enemy’s plane, but to damage vital nodes – engine, tail plumage, fuel tank. With Hotas Warthog it turned out to be easier and more pleasant, the game became more conscious and gave new impressions.

A remote control with an engine control handles – this is generally a special conversation. We already wrote that these same handles are simply nicely pleasant to move back and forth, and when you see and hear the results of these craving (a strained growl of engines, a whistle of air, which streamlines the plane)-you generally forget that you are sitting in front of the monitor , not in the cabin of the airplane.

Another advantage of the remote control – thanks to the large number of buttons, you can completely forget about the keyboard during the flight, which is very important for immersion in the game. This, again, is critical primarily for serious air systems, where you need to monitor the engine, use the autopilot, and set the trimmer, and produce the chassis, and adjust, and make another million small, but important for successful piloting of things.

And, of course, the quality with which Hotas Warthog is made plays an important role. What do you think is more pleasant: open the bombing with pressing on a regular plastic button or slightly clicking with a tight metal toumbler? The answer seems obvious to us.

Find of the month: Tunic, Weird West

There are a lot of games, and it is simply impossible to write in detail about everyone. In gambling, we try to pay attention to the best indie projects, but large releases, of course, give priority. As a result, it is not always possible to play all potentially interesting small games in time – and it happens to them a whole overview. Therefore, we decided to create a new section “Nakhodka of the month”, in which we will talk about small games in free form. First of all, we will try to highlight fresh and good releases, but we will periodically affect the older games that deserve attention, and also warn about the disappointing new products.

Tunic

Platforms : PC, Xbox One, Xbox Series X/S

Nostalgia (especially within the framework of the gaming industry) has always been a double -edged sword. Когда приятные воспоминания о былых деньках попадают прямо в сердце, стилизованные под «старину» проекты порой дарят целую гамму ярких эмоций. At the same time, many developers often exacerbate a stick when it comes to nostalgic curtsy: sometimes consciously, sometimes by negligence. Still, in pursuit of the past, you can easily forget about the present. Some games are so striving to recall the immortal classics that as a result, their authors simply do not have enough time for their own ideas – if they were generally.

Tunic settled somewhere between these two extremes. It is enough to look at the screenshots once to accurately recognize its main source of inspiration: the first parts The Legend of Zelda – Those who came out on the early consoles Nintendo. Moreover, obvious similarities are not at all limited to an isometric camera. The little hero of the Lisenno explores the mysterious island in search of three magic artifacts, solves the riddles of the dungeons, defeats formidable bosses … Only an old man in a cave is missing, who would present a sword with the words “It’s dangerous to go alone”. With the exception of a simple combat system, where everything is tied to a timing and stamina management (hello Dark Souls ), the author of the game Andrew Sholdis created an almost perfect remake of the original The Legend of Zelda in a modern way. It seems to be a toy, but unexpectedly large -scale and amazingly colorful adventure, full of carefully hidden secrets and surprises. After only an hour of the game, it becomes clear why the solo-developer spent on the project for six years: such a quality of study really takes time.

The nuance is that Tunic brings warm memories not so much about The Legend of Zelda, but about childhood in principle. About the time when each new game was perceived as a large event, and to pass complex fragments, I had to leave notes in the fields or call someone older (in my case-most often mom). The whole text in the game, from road signs to the names of objects in the inventory, is written in a fictional language: although there are occasionally individual words in English, the meaning of most phrases will still have to be found out with an experimental way – or even to solve it out of the context. As in childhood, when the letters seemed simply incomprehensible squiggles. Moreover, scraps of pages from a real instruction book like that was attached to the real copies of Zelda and many other boxed publications are scattered throughout the island. In places on them you can even find notes left by the previous owner: on one page he will carefully indicate traps awaiting in a dark tunnel, on the other – partially solve a complex puzzle. While the brave fox saves the world, you collect new pages, and thanks to them you will learn more about mechanics, Laura and other details.

Thanks to such trifles, Tunic beats the ideas traditional for the genre in a completely unusual way. Fresh, sincerely, without pink glasses. The game can quite be accused of the absence of his own identity, but Andrew Sholdis perfectly conveyed the unforgettable impressions that remembered that era of retro gaming. And although Tunic does not offer anything new in terms of the gaming process, a trip of several evenings is absolutely worth it – at least for the sake of the children's, unwilling joy of discoveries.

Weird West

Platforms : PC, PS4, Xbox One

But about Weird West, Unfortunately, I personally cannot tell anything good. Although, again, the first details about the project sounded curious: the debut of the team of immigrants from Arkane Studios Under the leadership of Rafael Kolantonio promised to be interesting. Mystical western in a living open world that reacts to the solution of the player, and even performed by recognized masters of the Immersive SIM genre – it is difficult to pass by such an intriguing advertisement. Partly, Weird West even fulfills these beautiful promises … It is a pity that playing it is still insanely boring. It is so boring that instead of a full -fledged review, I decided to write only a small chapter about it in the heading: there is practically nothing to talk about.

First of all, if you suddenly expected something from Weird West in the spirit of Arkane Studios creativity, then it is better to immediately reduce the expectations: this is not Immersive SIM, but a completely uncomplicated shooter shooter. The interactiveness of the environment here is limited mainly by exploding barrels and all sorts of useless little things like the opportunity to bury any corpse (spoiler: there is absolutely no need to do it) or build a pyramid from boxes. I would not find fault with such details, but the problem is that the game process Weird West is felt monstrously budget, if not cheap. Moreover, it is difficult to highlight what exactly went wrong: it seems that everything is generally.

For as much as five (!) The game proposes to engage in the same thing: extremely clumsy shootings, from which even with a great desire it is difficult to enjoy the same. I tried, but the authors gathered a complete bingo of typical problems – from a curve of an isometric camera to poor registration of hits, disgusting AI of opponents and the design of locations. Sometimes Weird West mechanics really allow you to show a trick: for example, shoot a oil lantern over the heads of some bandits or blow up dynamite right in the enemy’s hand. Such moments of improvisation look great, but in practice they happen very rarely-in the vast majority of situations to go to some tactical tricks either disadvantageous or inconvenient. As a result, the passage of each next plot is not much different from the previous one, although the player will visit the role of completely different characters in nature. Old Buster Hunts, a native of an American, a cult of https://sister-site.org/milky-wins/ a cult, a werewolf, even a real Chelmedvedosvin-all are played more or less equally.

Scriptwriters Wolfeye Studios The ENT WEIRD WEST ENT worthy of work: he does not go too far beyond the standard cliches for the “strange westerns” genre, but it still looks original. Small bandits can conclude a trade union with cerebront monsters and exchange hostages for smuggling. Witches abduct missing men, sew their pork heads and send them aimlessly wandering around the swamps as punishment for carnal sins. Golden fever may not be a figure of speech, but a real disease caused by the spirit of greed. I would like to find out more about all this, only the narratives in Weird West in fact are unfortunately few: only short, non -acting dialogs and familiar diaries. The stories of the heroes are not remembered at all, some bright characters in the vastness of the strange West also cannot be found. The surrounding world is really changing, but the player does not care about this: what difference does it make that the next town is empty, if there was nothing remarkable in it before?

It is possible that my expectations were slightly overstated, but Weird West, even in the budget indie segment, looks, to put it mildly, mediocre. An interesting setting does not draw a dreary gameplay with rare glimpses of unusual ideas. If you believe in Kolantonio and his team to the last, then you can try, but … To begin with, I would advise you to take a closer look at Hard West. The lack of resources and experience did not prevent its authors from creating a strong (albeit not perfect) tactical strategy, where everything is revealed as it should: both western and mysticism.

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