Is pride in a domestic gamedev true or fiction? In fact, we also have such game projects that are loved all over the world. This collection contains full-fledged large titles from Russia, Ukraine and Belarus, which are definitely no worse than foreign games.
Heroes of Might and Magic V
Despite the fact that the publisher was the French from Ubisoft, the game was developed by the Russian company Nival Interactive. For the fifth part of the franchise, the developers decided to move away from the classic graphic style. The project has changed a lot in terms of the visual image, which alienated some of the audience. But it cannot be said that this move was unsuccessful for Nival. Visually, the game was quite reminiscent of Warcraft III, and this benefited the project.
Everyone’s favorite travels have not gone anywhere, they just became more beautiful and more detailed if you look at the game from the point of view of level design and the number of objects on the map.
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Craftsmen from Nival left the main concept unchanged. Heroes of Might and Magic V remained the same turn-based RPG with its own recognizable atmosphere and gameplay mechanics.
There were some minor gameplay fixes. Turn-based battles now use squares instead of hexes, as was the case in previous parts of the series.
Heroes of Might and Magic V was a great continuation and rethinking of the foundations for Russian developers. The game received warm reviews from the press and players. All the dubious game mechanics went downhill, making the game more modern for its time. Of course, they did not go without criticism in the style of “why did you remake the game, leave the old heroes!”, But such a layer of players can be found everywhere. The fact that the developers from Nival have coped with the new part of the franchise does not negate this.
Escape From Tarkov
Decent military shooter from the studio Battlestate Game, which honestly took the niche of multiplayer projects. Other advantages include modern graphics, which are in no way inferior to AAA projects from Western colleagues, good game design and fairly high-quality optimization.
The spirit of the CIS can be traced in Escape From Tarkov quite clearly.
Developers love attention to detail. Just look at how deep the weapon modification system was added to the project. There is no question of any friendly user interface, which adds to the game hardcore and puts it a step above its counterparts in the face of Call of Duty or Battlefield. This comparison will not be entirely correct, since Escape From Tarkov belongs to a slightly different niche of multiplayer shooters, but it is necessary for gamers to understand that they have a completely casual project in front of them.
At first it will be a little … difficult to understand the local interface.
More than a hundred types of ammunition, a detailed damage system, determining the enemy’s location by ear, the ability to die from two hits in the chest – all these details make Escape Form Tarkov, if not hardcore, then at least a thoughtful game. This project will appeal to those who are tired of casual shooters and an endless number of royal battles. Thoughtful approach and attentiveness are appreciated here. And such projects are worth their weight in gold.
Vivisector: the beast within
The idea from the novel “The Island of Dr. Moreau”, taken as a basis, was embodied in a new project from the Action Forms studio, thanks to which the enemies are not the result of a sick imagination of the developers, but the result of terrible experiments on people.
What can Vivisector be praised for besides a pretty good shooter component? For a system of damage to enemies, unique for that time. Bullet wounds lead to deformation of those parts of the body that the bullets hit. To put it simply, pieces of flesh fell off the enemies, which made Vivisector a rather brutal shooter. Even 15 years later, few developers have implemented such mechanics in their projects. Why? Not quite clear.
No other project could boast of such high detailing of wool.
One cannot but praise the developers for the picture. Visually and stylistically, the project resembled Far Cry 3, the Unreal Tournament series, and Halo. This is not to say that the game lagged behind the above projects in terms of graphics. In some places Vivisector even surpassed these games.
Vivisector was a fairly mature shooter. The level of brutality here could be compared to projects like Soldier of Fortune or Quake.
In some places in “Vivisector” the storyline was lame, but this did not make the gameplay less interesting. By the way, it has evolved as the player progresses through the levels. If at first the main character faced four-legged enemies, then later antopomorphic creatures began to appear as enemies, the level of intelligence of which significantly exceeded their counterparts. This forced players to use more accurate battle tactics, which added variety to the gameplay.
World of Tanks
It is impossible not to include Belarusians from Wargaming in this list. The fame of World of Tanks has spread far beyond the CIS. But what is the World of Tanks phenomenon? In the ability to evoke that very sense of delight among players who warmly relate to the military theme.
The game is called “Tanchiki” for a reason, because WoT returns that feeling of nostalgia when gamers take control of not a toy tank, but a full-fledged vehicle (albeit virtual), with its own character, control and other technical parameters.
Over time, the game became more beautiful and more detailed.
Each model of the tank is distinguished by its control, for which thanks to a competent and well-developed physical model. In World of Tanks it is interesting not only to ride, but also to shoot, turn the tower, run over bumps, cut trees and houses.
Everything is in order with the “tank park” here. Dozens of vehicles, each of which lends itself to customization.
In addition, World of Tanks boasts a huge community and serious support from the developers – events, bonuses for veterans, a huge customization system for both tanks and skins. The game is monitored, which makes World of Tanks more and more sophisticated and interesting for all categories of players.
Pride for colleagues from Ukraine and simply one of the most atmospheric shooters with RPG elements in the history of the gaming industry. Released in 2007 under the wing of developers from GSC Game World, the project was immediately warmly received by the audience. But why?
For the open world, for the atmosphere, for the unique mutant enemies, for the plot that keeps the intrigue until the very end (and ends with one of seven completely different endings). For an excellent arsenal of weapons, each of which has its own character of shooting. And of course, for the spirit of the CIS and the opportunity to run through the post-apocalyptic wastelands before it became mainstream (hello, Fallout 3).
The detail of the environment and the incredibly beautifully rendered sky are one of the strong points of the project, for which I want to praise the game.
An open world with its own regions and different levels of danger was revealed to the players. The concept with anomalies deserves special attention. The closer to the nuclear power plant at which the disaster occurred, the greater danger they pose to the player. Anomalies need to be detected using a special device and ordinary metal bolts.
After discovering the anomaly, players receive useful artifacts that can be exchanged for money.
The game was not perfect. S.TA.LKER suffered from optimizations as well as character and monster animations. But I wanted to close my eyes to all these shortcomings. Later, the game was released two add-ons “Clear Sky” and “Call of Pripyat”, which also won good reviews from players and the press.
For its time, STALKER had a stunningly beautiful lighting system.
By the way, the second part is already in development. Presumably, the project will be released in 2021. The game will be based on the Unrean Engine 4 game engine, and it looks like this is the “Stalker” that we have all been waiting for.
Another pride for the Ukrainians and just a wonderful post-apocalyptic action for those who put the atmosphere first. What’s funny is that the bulk of the staff from the 4A Games studio took part in the creation of the aforementioned STALKER, which makes Metro akin to the main post-apocalyptic shooter from the CIS.
If the scene of STALKER took place in the vicinity of Pripyat after the disaster at the nuclear power plant, then the plot of Metro 2033 transported players to the Moscow subway, which will become the main refuge of post-war Moscow.
The gray palette only emphasized the atmosphere of hopelessness and lack of life outside the subway.
Gamers are knowingly comparing Stalker to Metro 2033. Both games are distinguished by leisurely, measured gameplay, great attention is paid to dialogues and creating the right atmosphere, which is revealed not only through the storyline, but through the details.
Like STALKER, the action component is a little lame in this game: the weapon does not always feel in the hands, the recoil system is not worked out, many guns are similar to each other in the nature of their shooting. But this does not make Metro 2033 a bad game, when the story is at the forefront, and game designers create such a believable and deep world to which you want to return. Because it is atmospheric, and because they know how.
The project boasted good work of shadows and lights, which made Metro 2033 not only atmospheric, but also a beautiful game.
Despite the fact that the publishing house from THQ did not care about an active advertising campaign, Metro 2033 managed to notice that it gave the developers the green light to create a new part, which 4A Games released three years later. At the moment, three games have been released in the metro 2033 universe, the last of which (Metro Exodus) was released in 2019.
Respectable gamedev was distinguished not only by attention to detail and deep game mechanics, but also by the non-standard thinking of the developers themselves. They were not only able to create original games here: sometimes it was put at the forefront even at the stage of developing the concept. These games include “Perimeter”.
A unique strategy of its kind, which is unlike any other RTS that came out of all time. Developed in 2004 by artisans from CD-LAB, this was the first game in which the mechanics of terraforming surfaces (terrain change) were so harmoniously embedded.
I would like to separately praise the developers for their excellent art design, from buildings to units.
Why did terraforming take one of the leading roles in the struggle for superiority over a rival? Without competent control of locations, it was impossible to build your own network of nodes connected between each other. Only when all buildings are connected by one network is it possible to include the so-called perimeter (after which the developers gave the name to the project).
The activated perimeter in action. It requires a huge amount of energy, but it saves players from almost any attacks, except for underground ones.
Let’s add here a very modern (for that time graphics), good optimization, and we will get one of the best strategies of 2004, which won the Internet not only among the Russian audience, but all over the world.
The popularity of Blizzard’s World of Warcraft has inspired many. But until now, no MMORPG game has been able to repeat the same success that the developers of the world of Warcraft have achieved. And if other studios in one way or another used certain elements of game mechanics (or visual chips) from WoW, the developers from the Allods Team decided to go a little differently – they simply created their own World of Warcraft, with allods and ships.
For what I want to honestly praise the developers from Nival Interactive, it’s for the astral ships.
A user unfamiliar with the Blizzard project may look at the screenshots of “Allods” and think that this is one and the same game. And there will be no paradox in this. Developers have taken all the best and most beautiful that Blizzard has produced, and brought the invented gaming universe onto their rails. It turned out quite well, beautifully, and most importantly, popular.
Steal like an artist. Spell icons, building architecture, armor and other elements – almost everything resembles the famous MMORPG from Blizzard.
The only thing that did not save the game from success in the long term is donation. It’s not about customization of game items and visual chips, but specific advantages that donators received in the form of cooler items of equipment, which in turn made the characters much stronger. This policy gave rise to too serious an imbalance between those who did not plan to make any investments in the game, and those who poured hard-earned rubles into “Allods”.
The visual style remains one of the strengths of the “Allods”
Despite such an oversight in the economic model of “allods”, the project is still an example of how much more popular a game can get if you know how to correctly borrow successful game and design mechanics.
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