OH SHIP, Here We Go Again … – Ship Graveyard Simulator 2 Overview

Par 17 janvier 2025

For more than a year has passed since the first part of the Ship Graveyard Simulator, games, the sales of which were built on the marketing of mobile phones, when I promise you in a trailer almost AAA project, but in fact this is “three in a row”. And the most offensive thing is that the player understood that he was inflated only when the gameplay would significantly pass through the time of the refanda.

Throughout the year, the developers periodically threw out info that they would give up new mechanics, but instead we followed the path “why update the old, if you can sell updates separately”, so today we have at the Ship Graveyard Simulator 2 review.

Work on mistakes

The game meets us promising, rather cleverly throwing out part of the skepticism that you have after the experience of the game in the first part. Firstly, the graphics and interface were significantly tightened. The interface is no longer similar to the interface of the schoolchildren of self -taught schoolchildren, and UE4 capabilities stretch well. Secondly, locations are no longer like a scorched field. There is some kind of levela design and the reality of what is happening begin to believe. Thirdly, the player from the very beginning has complete access to all the necessary tools, which shows all the possibilities of the future gameplay without deception.

The first fragment of the ship we get free. By the way, there is no longer any "daily lease", only a full purchase forever.

But the main “cultural shock” begins after you decide to proceed with the first order, because you can immediately proceed to the complete disassembly of the ship exactly as it was promised in trailers to the first part. No more “cubes with resources” from breaking exclusively furniture. Now all the furniture is a simple object that rises with your hands. And we need to break directly the structural joints of the ship: with a sledgehammer we knock out rivets of steel panels, a grinder – welds, burner – alloy parts, and when we completely cleaned the case, it can be dragged to the reel, causing a crane. Cool! This is really what we were waiting for!

All designs have relatively honest physics. Therefore, if you break all the supports of the structure, it will not hang in the air as if in Minecraft, and will collapse down completely, falling apart.

Also, we were saved from the most annoying mechanics of the first part – the limit to store resources. There is no longer any need to make regular flights "Ship – Shop – Ship". Because our car can now fit into at least the whole ship whole. Of course, the character himself has a limit on lifting weight that needs to be pumped. But this does not bother, especially taking into account the fact that you can throw the extracted into a truck from a huge distance. The only negative – all this is accompanied by a sound effect, which begins to enrage after half an hour of the game.

In fact, pumping how much you can raise your hands makes sense only at the very end of the game, when you no longer have direct access to the throw from the lower decks.

After the first fragment of the ship https://bet-casino-online.co.uk/bonus/ is disassembled, it turns out that the game also offers a small dessert: the process of sorting resources using a special mini-game, and a two-stage pumping of equipment, when you first need to buy drawings for improvement, and only then, having the necessary components and money on the account, pump the tool itself.

The mini-game for sorting, albeit not very complicated and original, but the gameplay dilutes quite well.

In general, the first couple of hours it seems that the developers have done a huge work on mistakes and now we are waiting for an excellent simulator of disassembling ships with a bunch of gameplay chips, details, and a mechanic, which, with further passage and pumping, will only become more interesting and fascinating!

I already told you what madness is?

And so, after a couple of hours you did not make out the training, but a full -fledged fragment of the ship, mastered the Abuez of physicists, performed several quest searches and even pumped their equipment. You studied all the mechanics that the game gave you at the beginning and are ready for new opportunities.

Physics is a funny thing. You can not break every deck of the ship, because having broken all the supports neither the lower, all four levels are beautifully laid down in front of you into resources. Then just walk and collect.

After all, as is usually the case in such games? At first you need to knock out rivets for a long time, carry everything for processing yourself, do it for a long time and tiring, because your equipment is flawed. But then, when you played enough with this, the game with pumping opens up a new level of gameplay to you. Now all the actions from the start of the game are simplified or automated for you: the rivets are knocked out in one click, the sorting for you is made by the hired worker, and more complex mechanics are opened for you, for example, business management or puzzles to search for the solution “how to break it correctly”.

However, here the situation is exactly the same as in the Gas Station Simulator. Developers put you a whole mountain of opportunities from the very beginning, so that it seemed that the game is unlimited! But everything that is shown to you remains with you to the end without any global changes. And even pumping and buying more expensive ships does not add any new emotions and impressions.

Because it turns out that there are not so many ships here. One for each level of complexity. And your entire choice in the store is that you buy either part or entire. And the levels of complexity are not some fundamentally new challenge for the player, but an ordinary auto-overlting that levels all your pumping.

And at first glance it seems that there really is diversity, “ships” are even called differently and have different descriptions.

That is, if at the beginning of the game at the first level of complexity you hollow with a sledgehammer of 5 seconds to break the 1st level of strength, then at the third level with a steep pumped sledgehammer you hammer the same 5 seconds, because the strength level is now three.

With other tools, the story is exactly the same. The tool became cooler, and the time of working with it remains exactly the same because of the greater strength of objects.

That is, you completely disappear the feeling of progress and the meaning of the actions performed. The gameplay does not accelerate in any way, does not transform, your business does not expand in any way, the tasks are not more interesting, and nothing new is opened for you except a pair of primitive mechanics “First turn off the electricity to break further”. And even the ships themselves between the levels of complexity do not fundamentally differ in any way, because all of them are freight and with each level they simply become more.

With pain and despondency, I reached the largest ship in 12 hours of gameplay with the Abules Mechanic, without which it took twice as much. And when I did this, I did not understand why this whole path was done.

That is, the pure Grind is obtained for the sake of grind. You break a small cargo ship, performing the same routine actions to get the opportunity to break exactly the same cargo ship with the same routine, only three times more. All that you did on the very first free fragment is all that you will do until the very end of the game. Nothing changes, only gets longer.: collecting resources for making money for further pumping longer, do sorting longer, look for quest objects longer. And if you suddenly did not pump any specific tool (for example, a burner that is not used very often) you will wait longer until this tool breaks the highest level.

Funny self -reproach from developers. Just as in the first part, at the very end of the game you are revealed by the cool mechanics of dumping the walls of the case with the help of a winch, but, as in the first part, you absolutely do not want to do this at all. Because for this you first need to disassemble the entire ship.

The boat could not again?

We will summarize. This time, developers give us what they promised, without deception: they promised a game where you can completely make out the ships, gave the game where you can completely disassemble the ships. The only nuance is that the game should not be a blank with mechanics. It should contain at least something else: progress and a sense of achievement of the result, space for creativity, or at least a corny interesting plot that pushes to play in order to at least find out how it all ends. But there is nothing of the above.

And this could be forgiven if not for the second nuance – price. If the first part cost only 300 rubles, then the second, at the time of writing this review costs as many as 1,500. For a second, this is a good price aaa. But here you are hardly reaching the level of turkey. If it cost as much as the first part, there would be much fewer questions to her, so if you really want to play it, it makes sense to take only on sale.

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