Review for Disintegration

Marcus Leito, one of the authors of Halo, left Bungie in the early tenths and founded his indie studio V1. Her debut project, Disintegration, went through the same stages of development as Halo: it started as RTS, but eventually turned into a shooter with tactical elements.
The only trouble is that none of the components of the game works as it should.

Disintegration events unfold in the future, where humanity has overcome the limitations of its meat shells and began to move into the bodies of humanoid robots. This process, called «Integration», takes place with the full preservation of consciousness and character. In other words, “tins” retain all their bad habits, including the desire to wear clothes and a dubious sense of humor.

But if the first wave was integrated of its own free will, then the matter went downhill. The warlike group of robots, the Reionna, began to forcibly drive people into metal skins, while depriving them of their identities and turning them into obedient soldiers. After the genocide of mankind, the few surviving people organized resistance, and robots from the first batch, who refused to obey the Reion, were outlawed.
The main character of Disintegration is Romer, a former racer and star of a television show. In a past life, he drowned for Integration with all his might, and now, having fallen out of favor, he opposes the tyranny of the Reion. He was imprisoned in a flying prison — from where, fortunately, he managed to escape with a group of other outcasts. They are found and recruited by the drover — an old black sage who organizes a resistance cell in the wilderness. Fortunately, there will always be tasks for them: rescue of prisoners, sabotage of infrastructure, search for objects incredibly important for the plot — everything is as usual.

The whole game is built according to a very simple scheme. You run around the resistance base and chat with your comrades: they talk about themselves and serve as distributors of additional tasks. If in past missions you carefully examined all the hitchhikers and completed side missions, then you can pump your teammates here: just increase basic characteristics like health and attack. After that, the whole crowd advances into the field: you are on the grab bike, and your support squad is on foot. That is, you yourself take part in the battle, and give orders to others.

The levels in Disintegration are tiringly long, and the tasks are monotonous. You move forward along a strictly defined route (the game instantly suppresses the deviation from the “right” path), shoot dozens, hundreds, thousands of enemy robots and occasionally interact with some objects, such as terminals. All. Come to the point, kill the crowd, then kill another crowd, press the button, then kill the next crowd. Repeat for 30-40 minutes. The level is passed, we return to the base — it is time again to bypass all its inhabitants for the sake of tasks and dialogues.

No surprises can be expected here. There is not even a final boss — the game literally ends with the explosion of another generator. And it would be nice if shooting robots was fun, but alas. Key mechanics turned out to be terribly stupid — like the rest of the game design.

Disintegration sincerely tries to make the characters memorable, but the plot is so banal that it is impossible to penetrate them with sympathy

One of the main problems of Disintegration follows directly from the concept itself. As I said, initially the game was supposed to be RTS, but then Marcus Leito decided that it needed to be diversified somehow. As a result, the camera, hanging over the battlefield, turned into a key unit — the same gravity bike. Now imagine a strategy in which you are trying to monitor the progress of the battle, but at some point the enemies send guns into the sky and open fire directly at the camera. And they kill her.
In any other shooter, you would hide behind cover, but in Disintegraton you can’t even land properly. Gravitycycle abilities are limited to one jerk with a long reload, which does not particularly help in a battle with nimble flying enemies. In addition, a bulky car tries to crash into neighboring buildings and other geometry, and the first-person view means that your viewing angle is small.


The funniest thing is that Romer’s gravity bike flies only in words. If there is no land beneath it, then it quickly falls, and cannot rise to a more or less familiar height — everywhere it rests against invisible walls. According to the description of the game, you might think that you will have some freedom in three dimensions, but in fact Disintegration is more like a regular shooter where your character hangs a couple of meters above the ground. Neither take off nor land.
However, shooters, as a rule, provide an opportunity to shoot from different guns. Disintegration has no such luxury. At the entire level, Romer has only one type of weapon (for example, a machine gun or an automatic cannon with explosive shells); the second is given out only occasionally, in exchange selecting the opportunity to be treated. You can’t even choose what to take into battle. Words can’t convey how sad it is to drill the same robots with the same barrel for 40 minutes. There is nothing to physically diversify the process: the hero does not have his own fighting abilities — only a jerk of the gravicle and an environment scanner.
Fortunately, not all opponents are equally boring. For those that are larger, you need to go from the flanks and attack in the back, and the most hefty ones — to knock over and saw them armpits (literally: stunned giants under the front paws have vulnerable points that need to be quickly destroyed). But these flashes of interesting ideas are not too comforting, because, like a shooter, Disintegration is a primitive misunderstanding.

With the «tactical» component, everything is also anyhow. The maximum of tactical opportunities is to send allies to the desired point or to attack the specified enemy and use their abilities (one for each character). Stunning grenades, a decelerating field, a hit on the ground and a rocket salvo, everything is infinite and everything recharges with time. No tricks.
You will spend most of the time trying to keep your unbearably dumb wards from inglorious death. If you direct them to a point near the shelter, they will not sit behind it, but will run into open battle, where they will be killed. If you do not send them anywhere, then they will simply follow the sight. Again, imagine RTS, where units without any commands constantly run after the cursor, and get the “tactical” component of Disintegration.
Here’s a good example: enemies throw mines. You want to undermine them with shots so that the allies do not run into trouble, and you point your cursor at the explosives. And your associates automatically run to the cursor and explode, although no one asked them about it. Moreover, the death of any comrade is accompanied by a very loud timer: either you will lift the cripple in 30 seconds, or the mission will fail. Fortunately, you can resurrect them as much as you like, and in most missions, treatment is also unlimited. But you don’t have to rely on the detachment in the hope that it will fulfill the mission for you. If you want to do something right, then you have to do it yourself.


Theoretically, tactics could be useful in multiplayer. There, each gravity cycle and arsenal are larger, and the characteristics are different. But counting on team work in public matches is simply stupid. Online is not as boring as a single player campaign, but not fun enough to seriously hook. The e-sports discipline of Disintegration does not become.


Have a nice day and play just in good games:D