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(Analysis) Disintegration: First-person strategy?

by ace
(Analysis) Disintegration: First-person strategy?

(Analysis) Disintegration: As very good people, I grew up playing many good RTS (Real Time Strategy) titles on PC, namely Command and Conquer and Starcraft. Unfortunately, however, in recent decades, developers’ interest in creating quality RTS has undeniably been waning, with the priority falling in the FPS and RPG genres.

Having said all this, V1 Interactive now enters the picture with its new Disintegration, which according to some interviews, began its “life” as a pure RTS, then changes to an RTS/FPS hybrid set in a dystopian future.

Will Disintegration help RTS fans relive the glory days and at the same time introduce something new with their FPS elements? Let’s find out in this analysis.

The player’s best friend, gravycicle

(Analysis) Disintegration, New Year

First of all, having played on the PC and as I always do when this is the case, I will also talk a little about the options available at the level of audio, graphics and key mapping. After all, although it is true that the PC is almost always the king of customization, not all games follow this ‘rule’.

Audio

  • We have different sliders for dialog/SFX/music, as well as a master slider. We also have a very important function for any game with online component, Push to Talk.

Key mapping

  • When it comes to using command, we have two presets available, as well as the very useful inversion of the X/Y axis. However, using a Keyboard and Mouse we can map the keys to whatever we want best.

Graphics

  • At the graphical level, it is what can be expected of a pc game in 2020. We have resolution, refresh rate, V-sync, AA, a specific slider to render the foliage and even an FPS and Ping counter. The only omission, which unfortunately is common, is the FOV slider.

Performance/graphics

On my current machine (GeForce GTX 1080 + Ryzen 5 3600), with 2K resolution and monitor capable of reaching 144Hz, I managed to get the game to run at a stable 120~130 FPS in quieter areas. However, when we go on a mission and the action begins, we notice an immediate drop in performance, as the FPS drops to 70~80.

This is without great doubt due to the altitude at which we find ourselves for much of the game, in order to a good notion of the map. After all, to command our team we always want to have a large portion of the map visible (making the game heavier, as it has to constantly render large portions of the terrain, as well as the positions of allies / enemies in real time).

Regarding graphics and textures, these seem to be acceptable until we really get close to the objects, where we can check some low resolution situations. However, due to the very nature of the game, this is not something that happens with great frequency, because the fact that we use Gravcycle makes the combat remote, so in most cases there is no need to use cover. That said, the place where we can see greater attention to textures is between missions during downtime, which is indispensable because we walk and interact with other NPC in mostly enclosed environments.

Story

The history of Disintegration takes place in a dystopian future where diseases and the very fragile nature of the human being led to the beginning of the practice of Integration (integration).

In case you don’t know what this is, this practice consists of transplanting an individual’s brain to a robotic body. That said, we play as… well, in the steel of the pilot Romer Shoal, who at the command of a Gravcycle joins a team of other Rebel Integrated during a campaign that lasts approximately 12~15 hours.

Gameplay

The game consists of piloting our Gravcycle while we navigate the map and give attack/resource collection orders to our team. Here are some examples of skills at our disposal without going too deep to avoid spoilers:

Gravcycle:

  • Attack
  • Heal yourself and the rest of the team
  • Fly and change your altitude as needed
  • Command the remaining team members by choosing where and when they use their special skills

As I mentioned earlier, the big difference from this hybrid game to a pure RTS is precisely the FPS gameplay! That is, the fact that we can attack enemies directly and be ourselves a unit with limited life.

There are also challenges (special objectives) that we can complete within the missions to receive extra rewards at the end of it, helping to break the repetition of the main objectives a little. These are given during the downtime enter each mission by several NPCs with whom we can interact.

Multiplayer

Apart from the addition of some new weapons and abilities for the rest of the team members, the gameplay differs virtually from anything in single-player mode. Thus, the same as we did in the campaign is un ceremonieslessly transferred to multi-player mode. Where we can find three different game modes:

  • Zone Control (a “domination” mode)
  • Collector (we must collect the “brain” of the enemies we defeated)
  • Retrieval (a “capture the flag” mode)

As you can see the modes themselves are also not innovative, not taking advantage of the RTS portion of the gameplay. In short, we play against other players at the helm of their own Gravcycles and team of NPCs.

In-game shopping? Why!?

For me it is necessary to mention that there is an in-game store that sells a premium currency used to buy cosmetics and emotes, in a game that is not free-to-play, nor has a more affordable price.

Unfortunately, there goes the time when cosmetic items for weapons were unlocked through patience and skill. I’ll never forget the feeling of using my golden Dragunov for the first time in CoD 4: Modern Warfare. But hey… There’s always a chance to fix this for a possible V1 Interactive sequel!

Conclusion

In my opinion, Disintegration is a good game to take advantage of in short sessions, because despite being interesting and even different, it quickly becomes repetitive.

The gameplay as FPS is satisfying, gravcycle has good mobility, and the weapons, although they have little impact, are also satisfactory. However, rts elements, although also simple, bring a new strategic dimension to this game, something that can differentiate good players from bad players, since knowing when to use the skills of each team member and prioritizing the order in which they attack enemies can make all the difference.

In short, if you like FPS (because it’s undoubtedly the main feel of this game) with elements of strategy and team command, it’s a game to try.

Besides, what do you think about all this? Share your opinion with us in the comments below.

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