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The duration of the combat and non-combat scenes is reasonable, and there are not often long waves or scenes with almost no enemies, and the overall rhythm of switching back and forth is not bad. At this time, it reminds me of the word combination of work and rest, and you can pick up bullets or something after a wave of battles. There is also a pattern in the appearance of enemies, almost all of them come in small waves, and sometimes an elite monster will be stuffed, and you won't feel out of breath after a wave of fighting.
Autosave points are also designed to be more conventional, usually once after a wave of battles.
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The connection between the game and the cutscenes is a bit stiff and jumpy, and there is a lack of more narrative transitions between the plots, so that it was difficult for me to clearly understand what a huge story the production team wanted to tell after clearing the level. And I didn't skip the story, because the production team didn't give me any option to skip the cutscene, and many scenes and props in the game were not mentioned in the game. It can be said that the story of "Gene Rain" is a bit beginningless and endless, and players who don't know enough about this work may be a little confused if they go directly to the level.
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The "sense of cheapness" exposed by the details of the scene is very strong, which is understandable, the production budget is not a level, and the production team also has huge differences in experience, technology, and culture, and the "Gene Rain" we see now is just one of the many imitators of "Gears of War", it imitates the appearance, some routines, gameplay, frameworks and other external things, after all, the inner essence is the core of a game, and it is difficult for others to do it.
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In war-themed games, there are also various battlefield scenes that appear the most. "Gene Rain" is very similar to "Gears of War", in front of the battlefield with thick gunsmoke, the ruins and ruins are full of ruins, and the sparks brought by the collision between future combat equipment and mechanical technology also make this sci-fi TPS a heavy sci-fi color. But the gap between it and the masterpiece is probably the gap between the masterpiece and the masterpiece.
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As a fan of DS, I know that graphics aren't directly related to gameplay in general. In the first two seconds of the battle where "Gene Rain" came up, I felt that the picture was okay, and the frame rate was also very high, but with the appearance of several enemies, as well as the ** that appeared on the battlefield, the frame rate dropped sharply, and the picture even paused when it was serious, which is a fatal flaw for third-person shooters.
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"Genetic rain" refers to a cataclysm that occurred in the game, because of it, a part of the people evolved. At the same time, many people could not withstand this mutation and became monsters. The game is set in three factions, and the story is set in the early days of the three-faction melee, each with its own philosophy and goals to strive for.
There are 3 protagonists to play in the game, namely the cyborg Alex, the robot Salman, and the human Li Ying. They are willing to pay whatever it takes to put an end to the chaos in the world.
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There are many settings in the game that I can see that the production team still has a lot of ideas, such as melee kills will drop ammo; **, characters can be upgraded by accumulating points; The game's agile enemy soldier "Shadow Blade" may have really thought too much about things, so much so that the game "Gene Rain" wanted to have too much, and many details seemed to be underconsidered.
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When clicking on the "Producer" item in the main menu of "Gene Rain", the words "to be continue" appeared. We can confirm two points: first, the production team did not distinguish between the staff list after customs clearance and the ordinary staff list; Secondly, the production team believes that this "story" can continue to be told.
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