Perspective: Bird's-eye view
Setting: Sci-fi / futuristic
Published by: ORIGIN Systems
Developed by: ORIGIN Systems
Crusader: No Regret is the sequel to Crusader: No Remorse, a solid action shooter with an isometric perspective. This project is already curious in that although it is difficult to call it the second part of the game - there are too few changes compared to the first part - the language will not be able to call it an addition: the scale is too large.
Have you read about the first part? It's even simpler here: the not too distant future, a gloomy world, the tyranny of the World Economic Consortium (WEC). The protagonist is Silencer, a professional assassin, former captain of a special squad, and now a dangerous rebel. After the destruction of the Vigilance Platform, our hero spent two days hanging out in an escape pod, until he was picked up by a transport vehicle following to the moon. Despite the small end of light on board (which took place not without the active participation of the protagonist), the transport ship safely reached the lunar mining colony, where MEK extracts the extremely valuable radioactive substance Di-Cor, which has replaced all forms of fuel on Earth. The extraction of the substance is dangerous, therefore only convicts - political criminals - are engaged in it. There is also a small secret base of rebels, who needed only such a skilled destroyer as the main character to start active actions. The main message is clear - "Forward, harm!"
Carefully transferred from the first part. Throughout ten levels of the game, the hero penetrates well-guarded objects and performs difficult tasks. The first element of the game is action: dynamic skirmishes with live and mechanical opponents, a wide arsenal of various weapons, destructible environment, colorful special effects and techniques. The second element is logic and tactics: a variety of traps and mechanisms that need to be bypassed in various ways or used against the enemy. Tactical tasks are not obvious, and attempts to storm fortified points from a swoop usually end up sadly.
Differences from the first part
Not to say that they are significant.
- Improved the quality and quantity of video inserts. The actors are noticeably better at acting;
- Improved animation of the death of enemies from various types of weapons;
- New techniques of the main character (roll forward, "strafe" in the squat);
- New items of inventory, new weapons and types of opponents;
- New environmental conditions (radiation, invisible infrared rays);
- The disappearance of money and restrictions on the number of weapons carried;
- Many small changes (improved graphics, interface).
Separately, I note: removed the store between the levels. Origin probably heeded the complaints of those fans who felt that this detail reduced the dynamism of the game. The question of the justification of this decision is controversial: on the one hand, the game has not lost at all in the field of tactics and strategy - on the contrary, the traps have become more complicated and sophisticated, on the other hand, an interesting tactical and plot element has disappeared from the game. I am personally saddened by the loss of the rebel base with the store - in my opinion, the game has become more straightforward without it - but this is a matter of taste.