![]() ![]() ![]() You arrive at the research laboratories just as he is time-jumping, and you climb into another suit and time-jump, a fraction of a second before a bomb, placed by the time-jumping traitor, destroys the laboratories, killing everyone else in the building. When you start the game, you see the head of the project (I think) steal one of the new suits, and use it to travel back in time. The suit also has a rechargeable shield to protect you from enemies, and a radar that somehow knows if an NPC is a friend or an enemy. And the story is by far the biggest victim of the re-writes, it seems cut to pieces.Īnyway, in the game, the character you control seems to be part of a scientific research team, who are creating a battle-suit for the military (it seems), the suit being about to control time, albeit it only briefly for a few seconds before it requires a twelve or so persiod of recharging. In reality, the game went through at least two re-writes before release, with lots of asset-changes (such as the main character, and style of graphics), and in at least one of the earlier versions, the player-character spoke, but in the release version of the game, the character you control is silent, just like Gordon Freeman in Half-Life. But I like it (some parts much more than others, though) and I've played through it quite a few times, and will probably do so a few more times in the future. Timeshift is a first person shooter from 2007, released on the PC, XBox 360, and PS3, that garnered mediocre reviews and not many people seem to have played it, and those who have played it don't seem to look on it too fondly. The game that I like that most people dislike would be Timeshift For PC - for me it will always be RR, hence I am super excited to re-imagine RR using Unreal Engine TLDR everyone has a title thats close to their heart on a particular platform which stays with you through the years and somehow remains poignant. Redneck utilized Build engine to its full potential thanks to mostly realistic textures and sprites (imho RRRA is the pinnacle of Build engine) and I didnt just enjoy the game by itself but also that funky original soundtrack ! I am a big fan of Prodigy and other electronic genres, but I never anticipated that I would enjoy cowpunk and psychobilly as much as I did ! A lot of players hated level maps and design, but you have to agree that they were based off real-life locations and logically they appeared sound. What I loved about it is that the game had no resemblance to any of the others in those days, hilarious hillbilly styles and themes, a relatively "open" world. It took me a couple of years to realize that I needed to whack Bubba on the head to end each level - EPIC FAIL ! The worst part was the first level, I went through it back-to-back only to end up scratching my head as to how on earth am I meant to finish it, given that I didn't understand a word of English. Back then I remember the game appealed to me much as it did with the rest of the fans, however it lacked a certain polish, some shaky sprites here and there, awkward controls (who can forget climbing stairs), limited feedback from the gunplay and even those silly invisible keys. The disc also contained other Inteplay demos which was quite neat. ![]() I ended up getting a decent copy of the original (90s in Russia were dominated by pirated material) with the original soundtrack. I was specifically looking for a shooter and made decisions based solely on box art. I picked up Redneck back in 1998 from one of the market stalls in my hometown of Ekaterinburg. Why did I care about Redneck to begin with I hear you asking ? Well its a lot of things, but mainly music, textures, the overall environment and a peculiar premise without forgetting teethcrushing realism. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |