Takedown: Red Saber: Overview Kizi Game

Kickstarter gave hope for the revival of many genres that are not very popular with publishers - for example, "old school" party RPGs and quests. And thanks to Takedown: Red Saber, many hoped to return to childhood and play hardcore tactical shooter in the spirit of the first Rainbow Six again. All the more so as part of Kizi2Games, which collected 200 thousand dollars for the project, there are former employees of Red Storm Entertainment and Desura Online Games, who once worked on Tom Clancy's Rainbow Six and Ghost Recon series. 

The first minutes of the Kizi game successfully replaced the time machine: you really seemed to be transferred to those times when everything around was better and lighter, the trees seemed large, and the long night vigils behind Rainbow Six: Rogue Spear were forced to skip lectures in the university.

In Takedown: Red Saber , at first glance, everything is the same. A team of special forces mercenaries sneak carefully along corridors, staircases and open areas, peering intensely at each doorway and just as carefully peering over it. The appearance in the field of view of the enemy (if he, of course, does not stand back to you) leads to a short firefight, in which everything is solved in a split second: if you are noticed for a moment before, retribution in most cases will follow inevitably. ATTakedown: Red Saber is often killed with a single shot, and even from a sufficiently large distance. And the window is not a hindrance - here you can shoot through the glass, which at the same time quite realistic showered.

Opponents hear well, run to the shots and turn around to the noise, which makes a crouching player. Of course, there are situations when they hesitate or nervously run somewhere, substituting for bullets, but in general, rivals have such powerful resistance that you can replay one mission all night long, just like in the same Rogue Spear .

To alleviate the situation, one can and should, as a detachment leader, give orders to the followers: move behind you, stand, act quietly or, on the contrary, aggressively, take up defense. By the way, companions cover the leader quite well, taking pictures of those he did not notice or who ran behind him in time.

On-site and detailed selection of equipment. You can create three sets for different situations and styles of play. Want to do everything quiet and neat? Take a pistol with a silencer, stun grenades, some classic M5 submachine gun and put on light armor - it protects poorly, but allows you to move almost silently. You prefer a more powerful assault - bulky but reliable heavy armor, a shotgun or some modified AK-74 and fragmentation grenades will help you. Finally, you can take a sniper rifle and medium armor and gently aiming enemies at a distance. Accordingly, the second set is better to use on maps, where there are many corridors and enclosed spaces, and the third - in more open areas.

All 16 types of weapons presented in the Kizi game are distinguished by their parameters, including compactness (this is a plus when fighting in an enclosed space), rate of fire, the ability to install a flashlight and different optics; In addition, some “trunks” better hit armored targets, while others - vice versa. However, the last parameter also depends on which cartridges you choose.

Missions are classic too. The Kizi game takes place in three modes. You can participate in operations when you are asked, for example, to steal important documents / deactivate bombs / kill the leader of scientists (do not forget: these are not classic special forces, but mercenaries!), Then destroy the servers or, conversely, download something from there and return to evacuation point. There is a rescue of the hostages, where you need to act as carefully as possible - if the enemy notices you at the entrance to the appropriate room or you bang him with noise and pump, only a few seconds will remain to prevent people from being shot.

The other mode is the classic Lone Wolf from Rogue Spear.: one must either alone or kill all enemies, or deactivate all bombs. Finally, there is a cooperative and multiplayer, where players fight each other in three modes (attack / defend, team deathmatch and last man standing).

So what’s wrong with Takedown: Red Saber? The point, of course, is not in the graphics and not in the plot (which is not here). Those who came here for this, simply made a mistake by the door. And this rustic, no-nonsense picture, and the primitive physics of bodies, on the contrary, make the Kizi game even more classic with Tom Clancy's Rainbow Six. But seriously, it was naive to expect that for 200 thousand dollars the developers will induce an ultra-modern gloss and gloss.

The case is different - actually tactics in Takedown: Red Saberjust not enough. Bend your fingers: there is no preliminary planning of operations, there is no card, there is no possibility at any moment to switch from one fighter to another, with a shotgun or sniper more necessary in this case, you cannot adjust the equipment for each member of the squad (in fact, you only arm the leader) . You can not take enemies alive, forcing them to kneel with their hands up. Yes, and almost all the doors are initially open - and after all the assault on the closed rooms (knock out the door / blow up / carefully open and throw the light-noise grenade into it) always constituted a significant part of the special forces tactical work.

However, God bless them with the doors and raised hands - the absence of the map and the preliminary planning stage is more important. Or at least a more detailed briefing with a detailed display of where, what, whom, how and when. Without this, the Kizi game turns into tedious wanderings over fairly large locations. In addition, it is impossible to indicate to the wards where to move, so that, for example, they took a position downstairs, at the entrance to the hall, and you could go up to the second floor and then arrange a coordinated assault from two points at the command. And in Rogue Spear, thanks to an interactive tactical map and the presence of several units at once, this was possible. As a result, instead of tactics, we have a fairly realistic, complex, but still shooting.

Now Takedown: Red Saber is more like a beta version or a blank Kizi game of the future game: here you need to expand the functionality, add new features, missions and maps (while there are too few), improve the network code. Obviously, the developers did not have enough money and time for this. Let's hope that they will find them all the same - after all, there are no other purely tactical shooters on the horizon.

Pros: realism; the ability to customize the equipment of the fighter; non-descent enemies.
Cons: missing many important tactical abilities; few maps and missions; non-optimized network code.


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