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Call of Juarez: The Cartel [Review of the game]

Techland with her series Call of Juarez managed to be in the middle peasants. The series was not a hit, but clung to her atmosphere, the original presentation of the plot and the setting. A small number of westerns saved the Poles after the release of the most sold game of this genre, namely Red Dead Redemption, the developers were frightened. These are not those people who can compete and eclips such a mastodon as Rockstar.

They decided to transfer the new part of the game from the Wild West in our time, the place of action is the city of angels, Los Angeles, where the main characters from different civil servants are fighting with Mexican drug carthes for control of the city.

So, 2011, the drug lord Juan Mendos, who is similar to the main enemy from previous games, transporting his goods across the border from Mexico to Los Angeles decides to get rid of annoying agents to combat drugs and explodes their office, which excites the city government agitates. The management decides to create a special detachment to find out what exactly happened and catch the perpetrators. For one of the three fighters of the detachment, we will play.
Choose from a policeman, an FBI agent and a representative of the drug control, who miraculously escaped a terrorist attack, each of the characters has its own skeleton in the closet.

With the previous parts of the series, The Cartel is united by only one character from our trio, Ben McColus, a distant relative of one protagonist, as many believe Reiya McCol, but in one of the interviews, the developers said that after Reye’s death, Billy Sveka took his last name, but in appearance Ben looks like a monk. Someone contradicts himself. Some more levels return us to the ghost city of Huarez, and the gold of the Aztecs will return to the plot, and we will fall into the famous, over the past parts of the series, fortress.

Each of the heroes has their own goals. Kim has a brother who is in a street gang and for his sake she has to violate the law. Eddie has game addiction, because of this he has a lot of debts. And Ben is trying to help the former prostitute not to return to the street. This is all poured into separate tasks for each character. The essence of which is the presence of any objects at the level or conversation with some characters. Experience is given for completing tasks, a new weapon opens with each increase in level. When raising an object, you can “catch the hand” of a partner and they will not give you experience. The developers wanted to diversify the characters who, besides this, have no differences, although it is painted for everyone who uses the better, though I did not notice the difference.

Gameplay stands on three whales. Driving by car, the control resembles an iron, shootings, boring and monotonous and searching for objects, to increase the level. There are still fights on fists, two blows and the enemy lies, why they were returned from the first part incomprehensible. Thank God that fights are only at the beginning. So the gameplay can be described as follows: first get to the scene, then a shootout and the pursuit of some suspect.

Locations are also boring, they can be counted on https://gamblingdata.net/casinos/luckyniki-casino/ the fingers. Street, club or strip club, forest, desert, abandoned city and roads.

All this is very mixed and fed in a disgusting graph, which, it seemed to me, is much worse than in the first games. Animation is wooden, there is more dust from explosions than fire, on the road during a kat-scene, a car can drive through the heroes and more than once, there is a lot of blues, from a long game, eyes hurt.

The shooting was upset. It is impossible to get into someone from the hip, when aiming, everything becomes blurry and clearly only where you look. Adding a greater selection of trunks did not help make the game more diverse, the number of weapons does not mean quality. Pistols and automatic machines are not felt as a “real” weapon.

Another oil is added to the fire of artificial intelligence. Enemies sit in shelter and wait for death, and the number of enemies in one shootout is not as many as we would like. Well, to be honest in the previous parts, the blanks also did not shine with intelligence, but at least they did some kind of bastard. The game has become even more like a shooting range, especially when playing from the controller.

Management at all surprised me. Playing from the gamepad I liked the revolvers. Aimed fired, hit the head. The machine seemed weak and unnecessary. Later, I switched to the keyboard. How surprised I was when, by pressing A or D, the weapon switched. That is, the movement buttons were not WASD, but QWES, this is the strangest layout. To throw a grenade, you need to twist the wheel down. I think few could play for so long. It’s good that the layout can be changed. With the help of a keyboard and mouse, it became easier to use machine guns and ultrasound, but this is my personal opinion.

Does not save SLO-MO. Everything is as always, when killing enemies, the “concentration” scale accumulates, after filling it, click one button and hang the headshot for a couple of seconds.

Well, since the conversation came about a slowdown in which Call of Juarez was complete without knocking the doors and the execution of everyone with weapons. There is so much that manages to get bored.

The Cartel is designed for a game in a cooperative, since the game is old, I did not have the opportunity to evaluate the joint passage. But this is not indifferent because the partners who are constantly with you take control of an artificial mind. I immediately thought that it would be like Left for Dead, in which partners, with a lack of a people or a game alone, were replaced by computer blanks who helped, lifted you up or participated when transferring some things from point B, there was no impression that you were pulling everything on yourself, there is no such thing here. At the same level, it was necessary to quickly transfer two bags of money for a while, until the tank with fuel exploded, this is complicated by the fact that enemies are still scorched for you. In such a situation, zero helps, it is very infuriated.

I think it’s time to summarize. Call of Jurez: The Cartel reminded me of two games – Kane and Lynch, weak graphics and dull shootings. And with its riding and car control, similar to the boomer: torn towers. Well, maybe it just seemed to me.

The plot, although it has as many as four endings, is weak and banal, like most militants of the 80s. Shooting does not have enough stars from the sky, the chase on the jeep is better to cut out at all. Artificial intelligence add brains. The picture would not hurt to remove so much bluer, although all the angular graphics will come out without it.

I would not recommend playing this, it is better to re -hardrate all the other parts or any other shooter.

Of course there are people who have entered this project, and they passed it 4-5 times, but I don’t understand them. A person must have at least some kind of taste.


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