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Fear Effect Sedna review

In general, Sedna is the goddess of sea animals in Eskimo mythology. The mistress of seals and walruses, in addition, rules the kingdom of the dead and has fun as she can. One of the myths, for example, describes how Sedna gnawed her father's hand because she was incredibly gluttonous. For which she paid: she was thrown into the sea, where she died, and then became the mistress of deep-sea monsters and turned her fingers into whales and sea lions. In other myths, Sedna appears sometimes as an innocent girl, sometimes as a greedy woman worthy of the strictest punishment. In a word, the legends around her are interesting - much more interesting than Fear Effect Sedna, based on these legends.

Why was it necessary to fence an action game with isometric and tactical mode, if neither one nor the other still does not work? Why was it necessary to build a plot around Eskimo mythology, if there is still no sensible narration in Fear Effect Sedna ? Why was it necessary to revive Fear Effect in this form, if the developers still did not have enough energy and money for a decent game?

Most likely, then, that all the employees of the small French indie studio Sushee really really love the first two games. Therefore, with the support of the Square Enix Collective, they decided to remind players of the series that was popular among PlayStation owners in the early 2000s. Admitted, however, several serious mistakes that Fear Effect can not only re-consign to oblivion, but also finally bury.

It's a pity - the series is cool! And in a separate note, I explained in detail why. In short, the first two Fear Effect is an insane mixture of completely incompatible things, including futuristic Hong Kong, triads, monsters from Chinese mythology, mercenaries, zombies, and in the second part there is also lesbian relationships. All these elements Sushee tried to transfer to Sedna. True, this did not work out a complete game.

Unlike previous parts, which worked on the mechanics of early Resident Evil (fixed camera with animated two-dimensional backdrops), the new Fear Effect is an isometric action game, similar in gameplay to, say, Lara Croft and the Guardian of Light, but noticeably inferior in quality. ... In Sedna, the dynamics of skirmishes is not felt at all - although what kind of dynamics is there, if most often both heroes and enemies simply stand in place a meter from each other and fire. You can, of course, run around the level and somersault to make it harder to hit the character, but in fact you can't, because the levels are tiny. It really makes sense to move only in battles with bosses, but this is still a hassle: in the first five seconds you understand what attacks they will beat you with, and then you run around the enemy for 20 minutes, trying to hit him.

Oh yes, Fear Effect Sedna is also a tactical action game, so at any time you can pause the game and give instructions to the heroes (there can be up to five of them at the same time). And so you set the order of actions, instructed one of the characters to shoot from the crossbow, the other - to put the turret, the third - to throw a grenade, and then pressed the pause and ... the enemies ran up to your squad close and shot everyone point-blank. No turrets, no grenades - except that they managed to shoot from a crossbow, but the bolt flew past the enemy.

Do not even hope that the characters themselves will figure something out there - they will stand still until the last moment and shoot from ordinary pistols. It looks especially funny in boss battles, when there are more than one heroes - while you are running around the enemy, the rest will not even move and will humbly take all the damage until they die.

And no, it doesn't make sense to pause the game every three seconds and give instructions to everyone in a row - because of the monstrous hitboxes, the heroes will die pretty quickly anyway. So you have to take someone under direct control and deal with the situation alone.

And so the whole game, the conditions for five hours of passage will never change: just as you suffered from the local combat in the first shootout, you will end up in agony before the final cutscene. The stealth adds some spice, which, ahem, is. It doesn't work either, but you should know that you can (no) sometimes sneak up on the enemy from behind and stick a knife in his back. It does not work either due to the fact that the enemies notice the heroes it is not clear how, or because it is much easier to shoot everyone than to crawl to the enemy for an extra five minutes and stumble upon his friend on the way, who will surely see you.

In Fear Effect Sedna, even the wild setting has managed to lose its charm. Here, too, everything starts in Hong Kong, familiar heroes appear one after another, the girls of Hana and Raine amusingly flirt with each other in dialogues, but after an hour and a half everything disappears, except for jokes about lesbians, which are already impossible to listen to by the end. After the prologue, the characters go to Greenland, where the Eskimo legends about mysterious spirits, tupilaks and, of course, Sedna herself come to replace the Chinese myths from past games.

The problem is that reading about the Eskimo sea goddess on Wikipedia is more fun than watching the events unfold in the new Fear Effect. In the middle of the game, along with soldiers with firearms, strange shadows and huge plump fish with paws will begin to pester you, and at the end Sedna herself will appear. And, in general, this is all that Sushee writers are capable of.

It's a shame, because on the basis of Eskimo mythology it was possible to write a wonderful script - in the end, the legends about Sedna are no worse than tales about the dead pharaohs and gods from Ancient Egypt.

It's just that in the first two parts it was not without mysticism, therefore, in the third one, too, it was necessary to cram it. Fear Effect Sedna, unfortunately, entirely works on the principle of "it was before, will be now". When the heroes make a fatal mistake, a specially rendered cutscene with their death is turned on. In the finale, there is a traditional choice that affects the ending. Even the heart rate indicator in Sedna remained - only before it replaced the health scale, and now it plays a decorative role, because the new game also has a health scale, and first-aid kits are scattered at the levels to replenish it.

Together, these elements don't work - that's the trouble. Moreover, the new Fear Effect, knowing full well about its weaknesses, seems to be deliberately annoying - it slips in as many awkward shootings as possible, makes you listen to boring dialogues longer than necessary, forces you to solve strange puzzles, the logic of which a healthy person cannot understand. Some kind of longing. Why is this all, Sushee?

 

 

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