Rescue Operation

by Laush Dmitriy Sergeevich, Laush Studio

The Developer Says...

Is a first-person shooter game. The game will follow the scenario of the game, and destroy the enemies in its path

Players Like...

❤ Gameplay Overview

The gameplay follows a straightforward first-person shooter formula. Players take on the role of "Agent Odyssey" and must navigate through linear levels, fighting off waves of human enemy soldiers and supernatural monsters. The objective is to reach the exit of each level, clearing out the opposition along the way.

❤ Weapon and Gunplay Feel

Reviewers praise the solid feel and handling of the various weapons. They note the guns have a satisfying "punch" to them, with realistic sound effects and first-person animations that exceed expectations. The game provides a nice variety of weapon types, including standard firearms as well as some attached mod variants, giving players a decent arsenal to experiment with. However, some reviewers point out that the aiming and targeting can feel a bit "off" or "clunky" at times, with the UI and aim-down-sights mechanics being a little crowded or imprecise.

❤ Enemy and Combat Design

The game does a good job creating tense, atmospheric moments, with enemies like the supernatural "monsters" popping out to surprise and unsettle the player. The difficulty and challenge level is also noted as quite fair, with enemies posing a threat but not being "bullet sponges." On the negative side, many players criticize the enemy AI and placement/spawning as fairly basic. Opponents will often just stand out in the open and fire directly at the player, instead of utilizing more tactical positioning or behaviors, making some encounters feel simplistic or repetitive.

❤ Level Design and Pacing

The environments are described as generally linear, with a focus on funneling the player forward through a series of rooms and corridors filled with enemies. While this straightforward, arcade-style approach works for the most part, some reviewers note that the level layouts can feel a bit uninspired, with a lack of creative obstacles, cover spots, or alternate paths to discover. Additionally, the spawning of enemies is mentioned as sometimes feeling artificial or unfair, with opponents appearing right at the edge of the player's view. However, the pacing of the experience is generally praised, with the gameplay loop of fighting through each area and reaching the exit keeping the action moving at a brisk, satisfying clip. The inclusion of some light platforming segments and scripted events are also welcomed as ways to break up the pure shooting galleries.

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