Deep Black: Reloaded is a third person shooter with great potential in gameplay and graphics, but the level design is simple, the gameplay offers no special features and one fights against the same enemies all the time. However, if you search for an uncomplicated shooter and don't mind some problems in gameplay, graphics and story, you could give Deep Black: Reloaded a try.
wow..this game like a dead space :v but its still hard to finishing this game :v
you can kill like a profesionnal killer :v how about graphic ? i think its good and gameplay of this game i think its **** one.. BAD its no include parkour move for supporting defence .. nice game and i say thanks to developer :v
Ultimately, this game is an attempt by an indie company to make a good-looking, story-driven action arcade game. Bottom line, if you're looking for a really dynamic, fast-paced combat game, you'll want to consider looking somewhere else. If you're interested in seeing what an indie developer can do with a genre that hasn't really been tapped yet, then feel free to check it out. This game is different from your usual shooter, attempting to add depth (wow...bad pun?) to a possibly worn-out style of game. Did they succeed? Not really. I feel bad, because I wanted to like this game, but it's really just a beat up car with a nice paint job.
Deep Black: Reloaded is an underwater Gears of War clone. While a good idea in theory, the execution here is all wrong. Frustrating action, poor checkpointing, boring level designs and enemies that take far too many bullets to kill. There are some good ideas here, but you have to dive deep to find them!
Deep Black: Reloaded manages to take a potentially good idea and turn it into a living hell. Due to the lack of variation and the high amount of bad technical performances, it is a nightmare to play this game. Everyone should wisely stay away from this one.
It's a collection of repetitive gameplay, bland levels, a horrible story with forgettable characters, and a poor system of checkpoints that forces you to keep replaying sections of the already tedious levels. The overall experience is mind-numbing and frustrating, making it hard to play it for more than 30 minutes at a time without wanting to throw something or burn things.
I liked very much this game since I was a ****'s some "different" compared with others new games,like **** game,in general,is beauty and the history is **** character have weapons interesting.
Colonel Velasco: "Watch your ass lieutenant."
Lt. Pierce: "I'd rather watch yours, it's much nicer..".
If Baird's rambling about lava emulsions had you yawning in GoW, then this is just one of the corker exchanges in store for you in Deep Black. It is not terribly difficult to trace this games' source inspirations, of course Red Ocean (2007) springs to mind - obviously the focus on H2O, deliciously convoluted dialogues and precisely one instance where the game suggests stealth and it is almost mirrored from the aforesaid game. But funnily enough, the most fundamental emulation is drawn from the TPS game-play of Vicious Cycle's Eat Lead: The Return of Matt Hazard. The similarity in the way both games play is uncanny, right down to the AI behaviour - some enemies hang behind cover, others wander into the open and some rush you. And just like Matt Hazard, melee is decidedly clumsy and if there are too many goons around it is real easy to get snuffed because of the awkward hand-to-hand mechanic. The chief difference between the two was in Matt Hazard it was possible to slide into & between cover. However, Deep Black is a game all about compromise, you are dealt a situation with a fairly rigid stream of events and it is up to you to come up with the best solution hopefully resulting in you being the last man standing before the next **** believe me, Deep Black can be a real **** goddess with the checkpoint spacing. However, in essence, this is the beauty of the game, the lateral thinking involved - what combination of weapons work best? Maybe it would be wise to hold out on collecting that ammo stash, Should I use that turret or keep grinding from cover? Should I push forwards and try to douse the enemies with Grenades? Deep Black is a game that asks all these questions & rewards the thinking player. You know that old adage "fools rush in" this game lives by that credo, the cautious player is duly rewarded with steady progress. Even though the bulk of the proceedings is grinding through waves of hostiles on land, of course the proverbial hook is the under water sections - these look really fantastic to be honest, the rippling haze effects married with frothing lava pits aglow creates an interesting contrast, and the added depth perception simulation consolidates the complete effect. In these particular sections as well as dealing with frogmen there are also some rather pesky scout drones, some of which can be reprogrammed to fight on your side by means of a tethered harpoon hacking device. Also, the harpoon is used to open underwater gates and doors. All these procedures are done in the tutorial section of the game and are not deviated from throughout the campaign. In sum, Deep Black is a fairly accomplished arcade style shooter built around strict routines to be conquered and I still found it satisfying putting the finishing touches on 'X' boss or simply surviving the hordes, it almost harkens back to hardcore games from yesteryear like Contra, and I like that. Sure, Deep Black is an indie game so some quirks were an inevitability but honestly there was nothing too severe in my opinion. The production values are definitely above average of its type and I was genuinely surprised by the quality of the surround sound & music. Yeah okay, the games' story is for the birds, though I don't see the point in holding it up to scrutiny, and besides some of the one-liners are an absolute riot. So if you are looking for a simple, immaculate arcade TPS or just want to know more about Freudian torpedoes, I feel DBR is really worth considering taking the plunge. it is a bit of a marathon so I recommend taking it in smallish doses and you should be fine.
I agree with some of the reviewers--it's a fun and somewhat challenging shooter (at least for me). But the glitches and sloppy reactions to controls ruin the game and make it very annoying. Stay away from this one if you have problems with hypertension.
I was fascinated by the premise of this game. Underwater combat sounds like fun with an endless amount of possibilities. This game do sadly not live up to those expectations in any way. The movements and aiming is to start with clunky at best. The cover mechanic doesn't always work, you cant run and the main character moves like a big cube of metal. You might wonder why it matters how you character moves on land considering that this game is focused on underwater combat.
Well get that idea out of your head. This game is by no means focused on underwater combat. The water segments of the game is mostly used for you to get to land-area A from land-Area B. The game do now and then throw some underwater robots at you which triggers a repetitive and boring quicktime event which you basically cant fail at. The robots in question are also quite boring to say the least and i didn't encounter any interesting enemies in underwater which is a real shame.
But i don't want i to appear like my biggest complaint about this game is the lack of rewarding underwater segments. It was naturally disappointing that the game didn't match my expectations but i tried to give the land-combat a fair chance. And it was awful.
The fact that the controls were awkward wasn't a good start but there were a whole lot of other thing that dragged down the combat. The checkpoints were awful and all things cover related was a bit wunky. Which is quite bad when your whole combat is based around cover. Trying to throw a grenade from cover for example makes your character stand up straight and get shot to pieces while throwing.
Combine that with boring enemies and weapons and you get a combat which only succeeds in making you snore and rage.
The visuals are alright in the game. The visuals underwater do look pretty even though they are nothing out of the ordinary. On the land the game do look competent though a bit boring.
Now i know that i have been extremely critical of this game which is based upon the face that i had a terrible time with it. I should however mention that i didn't finish the game and that it its completely possible that the game does a 180 degree turn. That does not however sound very likely.
Why is it that games set in the ocean even when few and far between correlate so strongly with bad design? Hydrophobia: prophecy, Deadly Tide, and now Deep Black: Reloaded. I suppose I should have been warned LONG before I even made it to the register with this tome after all the game's unique selling point, right there on the front of the case was the fact that it 'supports nVidia's 3D technology!' But even after the install, I was leaning far, FAR back in my seat from the intro sequence when I was given a set of bullet points in lieu of an ACTUAL introduction. Then the dialogue started. Oh my god. No the voice acting isn't terrible, and no it's not as bad as sitting through Space Marine, but if there wasn't a 13 year old kid with ADHD and an obsession with burning things on the production staff of this game I will be surprised. There's the hispanic mission ops lady with the predictible accent and poor grasp of enlgish aphorisms, the over-testosteroned banter and deadpan delivery in the face of certain death and the enemies who not only spout the same three lines at you, that often make no sense: 'Unloading Grenade!' What grenade? The only truly immersing part of the dialogue is the assortment of 12 or more death screams... Yeah. When you put MOST of your effort into how people sound when their **** bodies finally give out I'm gonna want to keep you away from the sharp things.
Oh and when it comes to certain death... Oh god the gameplay! What the hell were they thinking? I've never been a fan of Third-Person Shooters but this one is capital B.A.D. BAD. You run about 15 degrees to starboard of where you shoot and zooming in just exacerbates this disparity, if it wasn't for the auto-regenerating health it would be an even bigger headache. Even the underwater movement feels clunky. And in a game suffused with chest-high walls, only SOME of them are useable as cover, generally in combat areas, but even still that's yet another black mark against this game. The even MORE annoying thing about this cover mechanic is that the cover key is context dependent. Pressed when you're not taking cover you will do a roll in the relevant direction you happen to be moving. Wouldn't be so bad if the roll actually DID something, you move a total of about three inches while being completely exposed to enemies all over the shop. Also, why is there no jump key? Chest-high walls aside, it would be SUPER handy to be able to vault over cover and jump the odd railing. But obviously this was removed from the game to cover for the level design which features MANY areas which a player with a jump key could easily fall into and not get out of (unless someone invented say, a ladder), and the game would lose about HALF of it's ridiculously short key-quest style stair lowering 'quests' which amount to crossing a single room while facing maybe three or less braindead AI enemies.
That aside, with a proper amount of polish this game would actually be quite good, but the big problem is EVERYTHING needs polishing. The control system is half-finished, the level design--while it flows okay-- is still too simple and suffers from the aforementioned puzzle mechanic, the AI is boring, and predictible resembling space invaders more than current-gen shooters, and the weapons are bland, uninspired and look like they were picked out of Master Chief's weapons locker. The writing needs a lot more flesh on it before it can be called a story, and the truly sad part here is someone OBVIOUSLY had an idea, had a coherent sequence of ideas which did in fact resemble a chain of events and not just a few footnotes hastily scribbled on a whiteboard somewhere. Were it not for the fact that this game apparently has its own proprietary engine I would have said that Deep Black resembles an indie game done by a bunch of high-school kids, but the fact is that someone sank a lot of money into what amounts to a giant turd, and not a very polished one at that.
SummaryDeep Black: Reloaded is set in a desolate near future of global terrorism and espionage as players become involved in a desperate fight for world supremacy and the possession of a sophisticated biological weapon