BeGone: Guerra [Kongregate]

04/01/2015

BeGone: Guerra offers players a familiar scheme and system, with elements from Counter-Strike in terms of buy menus, as well as customization.
However weapons do carry over after death and you cannot pick up new ones.
The game offers nothing special, and it is rather difficult to start out if you are not a talented FPS player to begin with. It suffers from frame rate issues on even the best of systems, and server reliability issues are abundant.

It does not offer much in terms of maps, weapons, or playmodes. The play is enjoyable, and it can keep you entertained for a few hours here and there. I would not pay for this game however. The game has good graphical elements, and the controls are mostly smooth save for the crouching system. The loudness of the foot steps and the fact that there is only one single footstep noise, no alternation, can drone on and be tiring.

There are currently no hacks or exploits available for this game, and it may have a cheat detection system as well. I will find out soon enough and submit hacks, but as of this moment it is without any confirmed ones I have tested. Compared to the complexit of other kongregate games, this is up there in production quality. Contract Wars is much better in my opinion.

The game offers no reward, achievment, or recognition system what so ever. Furthermore, the game is unbalanced, and can be heavy on resources if you have a low end system. My high end custom built ocmputer runs it just fine on maximum settings, but the frame rate issues discussed earlier apply to all settings.
The game does autodetect resolution, and despite what the game says on the page, it can go into full screen mode on Kongregate.

The game was badged eventually, but the kongregate badges on it are buggy at best, and it took me over 40 kills to get a single one registered to Kongregate.The playerbase is consistant but I feel the game will eventually lose support, making badges near impossible to get in the future if a larger userbase is not hooked on the game. The game needs more elements, and personalization, and even features to make itself stand out.

Without even a leaderboard system, player statistic tracking, or anything beyond a name, this game falls behind in many categories people come to view as basic and required in first person mutliplayer shooters. That being said, the game takes advantage of the Unity game engine very well, though the physics could use some work. The graphics are some of the best I have seen for a Unity game on a browser, even better than Contract Wars - just not as fun.

Things like Refractive water, light rays, shaders, deffered lighting, and HD resolution support, it only lacks Antialiasing to be up to modern standards. Playing on 1920x1080 feels nice, on lower resolutions not so much but it is still playable. The map design is a bit lacking in terms of balance and tactical choice availability, but not so much that it breaks the game. Rules on bullet penetration, range to damage, and mobility are unclear and unstated, and many of the game mechanics are left to the players imagination on wether they exist or not.

Most games on Unity crash or have errors caused by the file cache, but not Be Gone: Guerra, in that regard it is rather reliable. An objective based game mode , as well as the classics like deathmatch, would be well appreciated. Offering only one map and one game mode, it stunts replayability and the amount of fun that can be squeezed out of it. It does this unapologetically and without a doubt this is entirely unecessary and unexceptable for a game that shows such potential

I hope to see more of this game in the future, once it has been imrpoved upon I intend to revisist and review it once more, but as the game stands today, it is a breathe of fresh air for a moment, but then that air goes quite stale. The game does not have too many bugs itself, but sometimes the player will get stuck in the sky, possibly an intentional exploit, making it impossible to shoot them normally.

Most of the sound is of average quality, a few sounds such as movement, casing ejection, gunfire, and communication pings, sound very low quality, almost like original counter strike quality. The game has room to improve there and the ambient wind sound is too fucking loud for my liking

The recoil of the fire arms is consistant and feels right, but the close range hipfiring feels sloppy, forced, and drunk / spun out - like anonymous truck stop sex.
Player movement is smooth, but one thing bothered me. If you hold the move forward key while the round is still starting up, you will not move when the round starts, you have to release it and press it once more to move forward, this got me multiple times and I had to break the habit. You do keep the weapon that you buy and build after reach round, the matches lasting ten rounds total - and you can buy and upgrade while dead, but it does not give you enough time after the round has ended and the next is starting, which is only an issue because of round end and round victory pay being awarded right then. Most new players will get shot from the rafters trying to buy some new equipment.

The grenades are rather stupid in this game, leaving a glowing trail for you to see when they are thrown at you, and the bullet tracers glow bright orange, and are extremely thick.

I give this game a score of 6 out of 10, as most of the game is done rather well,  but it is unpolished in terms of content, rather than engine issues. I hope to see more of this, and if you like FPS mutliplayer games you will too, but as it stands today I cannot reccomend it, nore tell you it is not worth playing. If you have the time give it a play, but I am not making any promises in either direction, only that it shows potential.
 

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Overall Rating