The Red Solstice is interestingly intertwined with the gameplay elements of Alien Breed and Diablo, which fuses with pause tactical mode and permanent RPG progression. The consequences of the mysterious virus in the space colony, that the population is muted, the generators are extinguished, the central computer is deactivated, and the navy is sent by sending a…
At the lowest level, this is an isometric shotgun with a tall camera where you navigate the mariner on the screen and click on the things you want to kill. Pressing the ‘space’ action moves to slow motion, and you have the ability to control the rest of the quadruple team that keeps you in normal, action mode, but the fire opens at your own discretion.
Before each of the ten missions in a single-player campaign, you can budget your team with accumulated experience and equip you with weapons, gadgets and combat booster that you unlocked in previous missions, thereby gaining the ability to respond to the increasingly challenging challenges ahead of you.
Each marina class has access to a different arsenal of equipment and combat skills, but during a single-player campaign you will not be able to choose something much because the human being is very limited. The Red Solstice is a game that lulls you in the first half of the dream and explains the gameplay concepts in a banal easy introductory mission.
And then you with a metal boot are silent in your stomach. The challenge level quickly becomes monstrous, even at a “normal” level of weight, while the next two are intended for the hardcore player who dabble in the face of danger as ordinary hypersensitivity. Each mission implies navigating the urban thrill of the Marian colony and the constant maze with the zombied population and the mysterious resistance movement that launched a viral attack.
The ammunition is limited to you, so you will always be in a dilemma whether to pursue your main goal or to get off the road and try out the field in search of bullets, explosives, first aid packages etc. In normal, action mode, your colleagues open fire to opponents, which you can activate on your character as well. In the auto-fire mode you will not be as precise as you are pointing at yourself, but in order to fight with the basic opponents, special precision is not essential.
Things come from the roots when meeting with mini and boss bosses, when tactical mode and detailed orders for each mariner (stop there, take shelter, shoot there, keep a colleague, set up mines, throw grenades …) the only modus operandi if not You want to restart checkers. A significant tactical factor is light, dark alleys in unobtrusive buildings that negatively affect your team’s precision and location opponents, so you always have to try to find and restart generators that will reactivate lightning in the immediate vicinity.
First aid can also be used with flares whose number is limited. The real point of the game does not lie in a single player, but in a cooperative multiplayer that supports up to eight players and in some ways resembles a multiplayer in Diablo games. In multiplayer, each player controls only their avatar, which has a special system of progression and unlocking classes and accessories.
Multiplayer matches are being played on enhanced single-player folders, with dynamically generated tasks that are always different and often involve endangered end-of-end walks. The smaller amount of vouchers present in the 1.0 version of the game does not have a game breaking character, though another round of balancing enemies in multiplayer.
If you used to play the Incubation game for a long time and deciphered about how to look like a real-time variant and a wonderful tactical SF tactical treat, try The Red Solstice game.