Disintegration in the Test

A first-person Shooter with real time strategy elements. That was it for Games such as Command & Conquer: Renegade, Battlezone , or Enemy Territory: Quake Wars is long gone. And damn it: It was time, that you are allowed to finally be, once again, a strategist and weapons-makers alike. And best in combination with a thrilling Story in a profound universe. All of which brings Disintegration with … but unfortunately I need the joy in this place again dampen. Despite the experienced boss and Haloco-inventor Marcus Lehto noted to disintegrate in many Places, that it is a debut work of a rather small Studios, the well at the end but it has.

Multitasking

The Gameplay of a title, a perfect blend is hard enough as it is, if you want to only support a single Genre. You want to get two under one hat, is the thing, of course, still a good bit trickier. Disintegration creates this balancing act very well. On a Gravcycle, sitting – basically a floating turret with motorcycle-seat – floats from the Ego perspective through the Levels and with the big guns (you always have a primary and a secondary weapon) the opponent crowds the grain. At the same time but you bossed his ground troops, which consist of one to four competitors. The control is as easy as it requires the speed of the battles: The left mouse button fires the cannons, the right mouse button is context-sensitive commands. Want to be called: the Signs are on the ground, it is a movement command. A click on an opponent is an Order for a concentrated attack, and important objects for interaction. Each command is always valid for the whole Team. Micro-management falls flat; a single Order cannot be given. So far, so simple. The highlight: the lower two of four levels of difficulty, the RTS component is almost negligible and you can Disintegration as a more or less ordinary Shooter games: The Gravcycle shares powerful damage, the enemies are just by their sheer numbers threatening and your AI buddies can very well take care of itself. If you switch, however, in one of the two higher gears, you alone, as good as no Chance. Who brings here his Team is always in the best possible position, and their individual special abilities such as grenades, time, deceleration fields, or mortar fire at the right time, is hopelessly lost. Adrenaline virtually guaranteed are glitches in the process.

Unfortunately, the thing has its hooks: especially the AI of your comrades-in-arms like to provide time for frustration. Unfortunately, these are not able to implement, namely, on the one hand, the movement commands always make sense, and on the other hand, the successive commands are not connected to each other. The let me clarify with an example: let’s say I want to bring my Team behind cover on an elevated Position in Position to the out of the valley approaching the enemies as best as possible in the pincer. There is now a movement command behind (!) the cover, it happens like once, that our colleagues in front of or alongside of said barricade stand. And Woe, one then the command to focus fire on a particular opponent. In these cases, your Robo-mates to storm in, as a rule, blindly to get rid of it and be only too happy to have the good Position that you have them arranged seconds before.









Robots against robots …

Speaking of Robo-colleagues: Why are all the robots and what is Disintegration at all? Mankind has in the Disintegrationuniverse again to the edge of doom maneuver. A way out of the ability to transfer his mind into an immortal robot body; vulgo “Integration” offered. Many did, some refused and a few of those who did, were evil … and had red eyes. Eh clear. Now there’s the Evil, Reyonne called, a couple of person at heart, and the resistance. In the sheet metal skin of the Gravcycle-Pilot Romer Shoal, which was at the beginning of the Integration of a large star for the Robo advertising Transfer, you are now, so with a handful of resistance fighters against the Reyonne into the field.

You see: The world of Disintegration and its characters, to the her in the course of the Story meet, were actually all good for a real epic, full of questions about what makes us human, why we fight and so on and so forth. The catch is That the Team has not managed to use this potential. Especially the beginning of the campaign in this respect is really weak. The Storytelling has gaps, the missions seem disjointed and the characters and their relationships are never properly introduced. In addition, the passages between the missions where you have to run in the current base, and with colleagues can chat, if their deadness and the tedious-wide routes, the must-run part is absolutely unnecessary and needless act. Since the second half of the eight hour-long campaign V1 Interactive manages to tell a truly cohesive and exciting Story. I would but unfortunately, every understand the not holding on for so long.

This is also due to the fact that the first couple of missions to tear himself away from the stool. Your travels in a strictly linear Levels from Checkpoint to Checkpoint (the remains by the way the whole time), shooting at the same, anonymous Robo-minions and let the ground staff a lot anonymere release prisoners or open Container to parts to collect. Only after the action picks up speed; throwing more and more types of enemies after you (also, like, bosses are) and makes it Happen through new facets, such as interference impulses and co. a bit more varied.









Tactical Detail Weaknesses

Also in the subtleties of the gameplay away from the battles on the field must be V1 to criticism. It’s missing depth. For example, there is the possibility of not only their own abilities during the missions collected to Upgrade to Tinker with Chips, but also that of your team-mates. Up on a shorter cool down times, more Health, and the like, but they have, in my eyes, to little effect. You can also not choose you, which of your team-mates to accompany you on the missions. Also when Tuning, Remove and Adjust the Gravcycles was incredibly wasted a lot of potential. You can’t select the weapons for the missions. This is not only bad, but also keeps low the replay value.

Technology-Stain

In the case of the technology, the Team is not covered as well really with glory. The Unreal Engine was actually used much better. Especially in comparison with the last Gears of war affects Disintegration at times of strong dusty: The Levels are not detailed, the textures are a little too blurry, the character models (of course, if your Robo-nature) even-edged, and the effects of nice but also not more. Not to improve that on my Test System, the sound in the cutscenes is constantly “out of sync” was, and the Sounds are also not particularly stand out, also helps necessarily of the below-average overall impression.

At the end of (#Sandwich Feedback) may I also once again praises sing: For the control and Movement you will notice a bit of the Haloexperience. To say: Here everything is “spot-on”. The Gravcycle is top-notch pilot, the hit-Feedback is excellent, and the keyboard layout fool-proof. That’s how it should be.









Multiplayer

The part features three modes: Collector, Retrieval and Zone Control. New names for old Acquaintances: Team Deathmatch, Capture the Flag and domination. Is played here, not surprisingly, always as a Gravcycle-Pilot, accompanied by his Team. This you can freely from nine of the available KI-fighters to put together. The first skirmish, we were able to play, ran as far as technically sound, and were quite fun. At least the battles are bidding against other Gravcycle pilots felt but a very different Game compared to the Fighting in the single player campaign.

Conclusion

The mix and the universe of Disintegration had so much potential had … unfortunately, the little Studio around Marcus Lehto, this but not fully exploited. Neither the Gameplay or even the Story. At the end of Disintegration, so a pretty solid Shooter with strategy elements become, the while especially at the end certainly had its moments, but at all corners and Ends of some more fine-tuning is missing. The location is tricky so: on the one Hand, I can put the title hardly anyone to the heart. If anything, then, really only for those of great routes, well-functioning Gameplay Mix is irritating enough that you can see the deficiencies in staging and depth boundaries. But on the other hand, I hope for a successor who can build on part One and the “true size” of the idea to reach … will not come, when in part One they are failing. Hmph.

What Disintegration is? A mixture of FPS and RTS with a Sci-Fi Story
Platforms: PC, XBOX One, PlayStation 4
Tested: on PC, Intel Core i7-3300k, 16GB RAM, NVIDIA GTX 980 Ti
Developer / Publisher: V1 Interactive, Private Division
Release: 16. June 2020
Link: Official Website