Review on Atomic Heart – Crispy Critters
atomic heart don’t hide it Infinite biological shock inspiration. The game begins in a city in the clouds, featuring realistic elemental powers and bends that you can use in your fight against advanced robots, which see you scavenging for resources in a The idyllic city is falling apart and plays an amnesiac protagonist struggling with the nuances of free will. When you reach the climax of the story and are asked to visit a lighthouse, you’ll know what’s going on. What most distinguishes Atomic Heart from its inspiration is the lens through which it focuses its story, exploring concepts of free will through Soviet collectivism rather than communism. individualism of the United States. Its compelling premise, however, is let down by an extremely unpleasant protagonist and a predictable but uninteresting plot with its brilliant ideas.
In Atomic Heart’s alternate history, a scientist named Dmitry Sechenov ignited the robotics boom in Russia in the 1930s. By the 1950s, the working class had been abolished in the Soviet Union and was completely replaced by robots controlled through an intellectual network called Kollectiv 1.0. The game began a few years later, just before Kollectiv 2.0 went public, allowing all humans to have equal access to the hive mind to control the robot remotely via a device. thoughts are wired directly to their brains, as well as connecting and sharing information with each other over great distances. It’s basically the Internet plugged into your brain and running 24/7.
With the benefit of 21st-century hindsight, we know that the Internet won’t be entirely a good idea even if the protagonist Major Sergei Nechaev, an agent serving Sechenov, fully believes it. dream of a world where everyone has equal rights. mutual accessibility and a wealth of information that is bound to be shared. Tasked with investigating a disturbance at Facility 3826, the Soviet Union’s premier scientific research center, Sergei joins Charles, a sentient gauntlet that grants the agent a host of abilities. polymer-powered technologies such as telekinesis and cryokinesis, while providing a sounding board for Sergei with a collection of sarcasm and cryptic comebacks that are sometimes offensive and limited to abuse.
In the bloody hallways and flashing lights of the partially destroyed underground facility, Sergei discovers that the mutant experiments have failed and discovers that the robotic assistants were once peaceful. became bloodthirsty. However, the real horror didn’t come out until much later, when Charles talked to Sergei about the ways in which Kollectiv 2.0 (which had been installed into Sergei) might not be entirely beneficial. Did not Sergei realize that all the audio logs he found and the computers he logged into provided him only with information relevant to the continuation of the mission he was assigned to? delivered? Well, it’s almost as if an algorithm is giving him information about what it thinks he should see and hear more of, disguising it in such a way that he can’t detect the manipulation. It is not a form of overt control like a spoken command but Charles suggests that humans can be controlled just as easily as robots once they are all logged into the same information system. , especially if there is a way to control that information .
It’s a fascinating concept, fueled by the notion that Atomic Heart is a video game and so we, the players, have been directing Sergei’s actions the whole time. So it’s not just Sergei who’s been manipulated to see the game’s world in some way based on a fictional Internet algorithm, but so are we. But just as interestingly, exploring free will through the story scope of a video game has been done before, and Atomic Heart doesn’t do anything notably new with the concept. . In fact, its protagonist actively thwarted the exploration of the concept, angry at Charles that he didn’t have time to write poetry about hypotheses. He can’t be bothered to offer any form of introspection because there are cyborgs to stop and a reprehensible villain to kill. Time and again, Charles mentioned the ethics of their mission and the larger implications of what was going on, and many times Sergei just didn’t care, citing that he would let Sechenov think. think. The first time and the second it happens, you hope that this hole is establishing some form of personality development for Sergei. When you’ve gone through 10 hours and Sergei is still reeling from the same pattern and showing no signs of growing up as a human, you can’t help but wonder how someone can be so stubborn and naive. Poetry is so annoying.
Sergei is also an extremely unpleasant person. He’s antagonistic to everyone around him, including Charles who often helps out, and that never explains why, leading him to gradually realize the painful truth that you’re just playing a role. bad people. You don’t feel comfortable playing the part of Sergei whenever he opens his mouth to speak to anyone – I sympathize more with those who suffer from his barrage of cryptic insults than I sympathize with him.
It’s familiar but still fun.
Despite being an idiot, he knows how to fight. Using his left-handed polymer abilities and a variety of guns and weapons with his right hand, Sergei is a skilled fighter. While the cyborgs and mutants he confronts are much faster than he is, you can easily escape the swarm using Sergei’s dash to reposition, creating a combat experience. Fight and run like crazy. While relatively simple at first, combat evolved into a more engaging experience as more enemy types were introduced, each with their own attack patterns and weaknesses.
Atomic Heart has a healthy variety of enemies. However, you won’t face anything you probably haven’t fought with many variations before in other games—from dog-like enemies that try to surround you before rushing towards you. you to turret-like enemies that shoot at you from afar to bulky enemies who rush but can take hits. The same goes for the weapons and powers you use against them. The pump-action shotgun, for instance, has the same effect you’d expect from a shotgun, and the cold polymer power will freeze enemies in their path just as you might think. There’s nothing revolutionary about the way the combat plays out, but it all works as it should. It’s familiar but still fun.
The surprising loot is the most interesting aspect of Atomic Heart, as with the touch of a button, Charles can use the remote to pull the loot into Sergei’s pocket. In effect, this caused drawers to slam open, cupboard doors almost popped off their hinges, and corpses to explode as Charles’s magnetic attraction tore through the room’s resources toward Sergei. It never gets old to walk into an uncharted room or kill a bunch of enemies and then sit back and watch everything around me explode into a whirlwind of paper and metal shards, sucked into my safe like a tornado of greed. Of course, you can then use these resources to craft new weapons, ammo, weapon accessories, and items, but the sheer joy of the action itself is almost enough to become reward.
After completing the first mission, Sergei takes the monorail to the main area of the game, where Atomic Heart expands to the open world format. At this point, the game’s story slows down to a nasty crawl as Sergei journeys to one of the facilities to complete the mission, back to the surface of the open world, to the next base and repeat the process. Even if you don’t take the time to freely explore the map, complete optional challenges, and scavenge for ingredients to unlock special accessories for your weapon, the journey between waypoints is still bog the story. Nothing major in the narrative happens outside of the linear, contained levels of the various facilities and combat benefits from the carefully structured layout of those containing levels. Even enemy positions and types are arranged to fit specific areas of linear levels, and that careful arrangement is lost in the vast expanse of the open world. I usually just hop in a car and drive straight to the next part of the story, because that’s where the gameplay is better. It makes the open world superfluous, adding more content without being interesting.
Fortunately, some of the main levels have a distinct flavor and intriguing theme to them, helping them stand out in the largely forgotten open world. My favorite of these levels takes place in a theater known for being the first to feature an all-robot cast. The level shows Sergei chasing a man who used to work there who turned the theater into a creepy art gallery – just like in biological shock. You may discover this petty diary entry that reveals that an engineer is dealing with a strange social parasitic relationship he is developing with one of the robot dancers, a verse. Clever quiz that combines ballet poses and splatters of blood, and an incredible moment as you fend off waves of enemies in a hip-hop remixed ballet
It’s a great level and I’m sorry we didn’t do more or at least have more examples of using music to turn a familiar battle scenario into something. that’s more memorable. Atomic Heart has a great soundtrack filled with upbeat, high-energy music from Doom composer Mick Gordon that will make your head wobble even during the most intense battles. But these powerful beats are often reserved for boss encounters, meaning many of the game’s best tracks are fleeting and only pop during one encounter before never being heard again. That moment in the theater was great, but it was the only time that happened in the game. Atomic Heart doesn’t build on it to create more moments like it–in fact, there are quite a few cases where the powerful soundtrack feels wasted because the great composition playing doesn’t match the emotion. of what you are doing. Why play hard rock in a tense fight in the dimly lit space of a morgue? It just doesn’t fit.
There are quite a few parts of Atomic Heart that don’t fit together neatly, and those disparities create an experience that often feels at odds with itself. That difference is most evident in how interesting the world history in Atomic Heart is and establishes a fascinating conversation about the nature of free will and collectivism, but then the character It is the dislike that constantly prevents the exploration of that topic. Atomic Heart is sure to appeal to some, especially those looking to relive BioShock Infinite, but it’s not an easy suggestion.