sonar-shock-hidden-gem-1
Sonar Shock – Hidden Gem
We are observing the revival of the philosophy of the Sims (Shadow of Doubt, Gloomwood, Baldur’s Gate 3, the coming Judaz), rethinking the genre relic (or the image as it should be), we observe the output of the game-dwelling from the same self-taught developer (take the same Animal Well).The end is to see real independence. All this unites in itself Sonar Shock from Rafael Bossnyak (Raphael Bossniak), Austrian journalist studying the Middle East and Europe. In his small resume, he writes that Sonar Shock his “Brainchild“.
From time to time, the foci of projects flashes on the horizon that promise to bring something new to the game industry. Sonar Shock not so much brings as unites and processes the old.
Let’s figure out why the game, which is already in the title, refers to System Shock, which is so on it Similar “spiritually” (as graphically, by the way), hooked me. And why you should play the legacy of the old school.
Plot and setting
Eat Ton – on the Soviet underwater submarine C1-utopia (S1-utopia) mysterious and vile creatures appeared, part of the crew was infected, some are crazy, and some are trying to survive with you and figure out what is the matter here. You wake up in the technical compartment, then people from the brigade commander are associated with the character, saying that the General of the Voice has gone crazy and wants to flood the submarine.
There is a clear sequence of actions-go there and open the door, find it and talk to that. The submission of the plot occurs in pieces, including through the notorious notes. All according to the covenants – The action has already happened And we have to Together with the character consistently solve what happened.
But the most interesting, of course, awaits us at the end – understanding the rules of the game, going out in the “backstage” and a decisive choice. I will not spoil in the review, so feel free to read.
Nevertheless, it is worth saying that the plot combines intrigues, conspiracies and surprise. mysticism. Sonar Shock Purns in one place that Soviet “strictness“And unrealism, Fairyness. And this is more than believed with this, because we are in a huge Soviet submarine, where there is everything for life, there are implants and PSI capabilities in this world, while the USSR is still alive, and therefore its orders are alive, which will be repeatedly narcically demonstrated by the game. Why, one wonders, we cannot find “miracles” at the bottom of the ocean, terrifying “miracles”? As if in such an “indefinite” world Mysteries had to once occur.
If in 2017 Prey, Bioshock https://mindepositcasino.co.uk/lord-of-the-ocean-slot/ or System Shock introduced mysticism, it would not work. These projects positioned themselves in a completely different way. Someone completely went into science fiction, someone in an alternative course of history, but there is enough Clearly told in what world we are. Sonar Shock just gives you a narrative context (and a small introductory video) and after almost Doesn’t say anything, In addition to actually occurring events in our world or local stories.
The game is diverse in mood. This is mainly darkness and futility, but all the more funny look like funny Jokes on contrast with terrible reality. Already on the ground floor there are living Sherlock Holmes and Dr. Watson. When passing their missions, Sherlock will note the stupidity of Watson and at the same time amazing deductive abilities of the player.
No wonder in the cover of the game there is an ohmmage on the series Fargo.
The characters are not expressive. They are somehow too much architic. Only individual episodic or knocking out of the general plan are remembered.
Like a fanatical priest. Well, how on the Soviet submarine “utopia” a fanatical priest may not be remembered?
Separate remarks can also wedge into memory, but they are in most cases Perform a “technical” role, which for the genre is quite understandable, but it is still sad.
Additional tasks As part of the game diverse, and should not bore. They fulfill the main goal – stimulate to explore.
I also wanted to add that The whole game, Including the plot, works at several levels of perception: She sometimes creates situations when we, as players, fall out of the artificial world made and begin to interact with our reality. It sounds very foggy and very cool, I understand, but the curtain gympley point will open.
Music and sound
There is no embedient as such, everything Sounds are dihematically built into the game. These are the sounds of a working engine, a constantly calling phone and our lonely steps.
I would like to note how great the sounds are picked up and very different for all kinds of actions or monsters. I think, with great ease, I was able to distinguish any sound in the game, and I would never have mixed the crying of a mermaid, the steps of the goblin or the frequent “hmm” of the sailor.
The composer performed Julez, Vienna musician. So the Bossnyak himself describes the music: “”. Development of the topic of duality and compromise“, Which is inextricably linked with the main theme of the game.
Compared to Sonar shock systems, shock does not have such a variety of compositions (I’m afraid to make a mistake, but it feels one, except for the hacking process), it does not adapt to what is happening (dietage music). The emphasis is on the audio design. This is not critical for me, but to turn on at least a couple of compositions that rarely but aptly fill the void will never hurt. In terms of music, there is nothing to look for, But the main topic will be remembered.
We must get from the lower floor to the upper – command center (four of them). Hmm, symbolic for RPG.
Each floor corresponds to the horror mood of the game.
And despite the graphics stylized under PS-X and spiting enemies, C1 utopia will delight us with diversity: technical premises, park, museum, etc.D. Everywhere you will see the consequences of the massacre or the fear that has gripped people.