Co-author Halo’s tactical FPS turned out to be a bad shooter with pointless tactics.

Close to the spirit

Marcus Leito, one of the authors Haloleft the first tithes Bungie and founded his independent studio V1. His first project Disintegration, went through the same phase of development as Halo: it started out as RTS, but eventually evolved into a shooter with tactical elements.

The only problem is that none of the game components are working properly.

Stupid transhumanism

Disintegration events are taking place in the future, where humanity has overcome the limitations of their meat grenades and started to penetrate the bodies of humanoid robots. This process, called “integration”, takes place with full preservation of consciousness and character. In other words, “looks” keep all of their bad habits, including the desire to wear clothes and a questionable sense of humor.

The game that was already in the intro video emphasizes that the integration has changed absolutely nothing: there the hero, freed from the shackles, hits the villain with a key from the socket. Despite the fact that they are both heavy robots

But if the first wave was integrated voluntarily, things would go downhill. The bellicose group of robots, the Reionna, began forcing humans into metallic skins, stripping them of their identity, and transforming them into obedient soldiers. After the genocide of mankind, the few surviving people organized a resistance and banned the first-class robots that refused to obey the Reion.

The main character of Desintegration is Romer, a former runner and star of a TV show. In a previous life he drowned with all his might for integration, and now, in disgrace, he opposes the tyranny of the Reion. He was locked in a flying prison – luckily escaping with a group of other outcasts. They are found and recruited by the cattle driver – a former black sage who organizes a resistance cell in the desert. Fortunately, there will always be tasks for them: rescuing prisoners, sabotaging infrastructure, finding items that are incredibly important to the plot – everything is business as usual.

The Disintegration sincerely tries to make the characters memorable, but the plot is so mundane that it is impossible to penetrate them sympathetically.

The daily life of the rebels

The whole game is built on a very simple schedule. You run around the resistance base and chat with your comrades: they speak for themselves and serve as distributors of additional tasks. If you have carefully examined all the weightlifters and completed the side missions in the previous missions, you can pump up your teammates here: just increase basic features like health and offense. Then the whole crowd takes to the field: you sit on the bike and your support team is on foot. In other words, you take part in the battle yourself and give orders to others.

The decay levels are extremely long and the tasks are tedious. You continue along a strictly defined route (the game immediately removes the deviation from the “right” path), shoot down tens, hundreds, thousands of enemy robots, and occasionally interact with certain objects, such as terminals. All. Go straight to the point, kill the mob, then kill another mob, press the button, then kill the next mob. Repeat for 30 to 40 minutes. The level has passed, we come back to the basics – it’s time to bypass all its inhabitants for the pleasure of tasks and dialogues.

No surprises are to be expected here. There’s not even a final boss – the game literally ends with another generator exploding. And it would be nice if filming the robots was fun, but unfortunately. The key mechanics turned out to be awfully silly – just like the rest of the game’s design.

Overview of disintegration.  Life is my gaze

Do not steal

One of the main decay issues stems directly from the concept itself. Like I said, the game had to be RTS first, but Marcus Leito decided it needed to be diverse in some way. As a result, suspended over the battlefield, the camera became an important unit – the same gravity bike. Now imagine a strategy where you try to keep up with the progress of the battle, but at some point the enemies throw weapons into the air and open fire directly at the camera. And they kill her.

In all the other shooters you hide behind cover, but in Disintegraton you can’t even land properly. Gravity Cycle skills are limited to a long reload shake, which doesn’t really help in a battle with skillful enemies. Plus, a bulky car tries to crash into adjacent buildings and other geometries, and the first person view means your viewing angle is narrow.

Enemies love to appear during combat and everywhere – even under your nose, even in the tidy area behind

Funny thing is, Romer’s gravity bike only flies with words. If there is no ground beneath it, it falls quickly and cannot reach a height that is more or less known – wherever it rests against invisible walls. Depending on the game description, you might think you have some three-dimensional freedom, but in reality, Disintegration is more of an ordinary shooter with your character hanging a few feet above the ground. Neither take off nor land.

Shooters, as a rule, provide the ability to shoot from different weapons. Disintegration does not have such a luxury. Across the entire level, Romer has only one type of weapon (for example, a machine gun or an automatic cannon with explosive grenades); the second is distributed only occasionally, in exchange for the selection of the occasion to be dealt with. You can’t even choose what you’re going to wage war on. Words cannot express how sad it is to pierce the same robots with the same cannon for 40 minutes. There is nothing to physically diversify the process: the hero does not have his own combat abilities – only a gravity shock and an environmental scanner.

Fortunately, not all opponents are boring. For the bigger ones you have to come down from the flanks and attack from the back, and the heaviest – to hit them and see them under the arms (literally, the stunned giants under the front legs have weaknesses that must be quickly destroyed). But these flashes of interesting ideas are not very comforting, for disintegration, like a marksman, is a primitive misunderstanding.

Overview of disintegration.  Life is my gaze

Don’t give orders

With the “tactical” component, everything is anyway. The maximum tactical ability is to send allies to the desired point or attack the specified enemy and use their skills (one for each character). Great grenades, a delay field, a ground hit and a missile burst, it’s all endless and everything charges over time. No stuff.

You will be spending most of your time trying to keep your unbearably stupid departments from becoming a deathless family. If you lead them to a point near the hideout, they will not be behind, but will engage in open battle, where they will be killed. If you don’t send them anywhere, they just follow the view. Imagine RTS again, with units without commands constantly following the cursor and getting the “tactical” component of disintegration.

Here’s a good example: enemies throw mines. You want to undermine them with shots so the allies don’t have a problem and you aim your cursor at the explosives. And your employees automatically run to the cursor and explode, although no one has asked them to. Additionally, the death of a comrade comes with a very loud timer: either you lift the cripple within 30 seconds or the mission fails. Fortunately, you can revive them as much as you want, and in most missions the processing is unlimited as well. 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, you have to do it yourself.

Overview of disintegration.  Life is my gaze

Theoretically, tactics could be useful in multiplayer. There, each cycle of gravity and each arsenal is greater and the characteristics are different. But relying on teamwork in public matches is just plain stupid. Online isn’t as boring as a single player campaign, but it’s not fun enough to seriously crochet. The discipline of eSports disintegration is not.

Marcus Leto was afraid to get a run-of-the-mill RTS and disintegrate into a run-of-the-mill shooter again. With boring shots, rudimentary tactics and a bland plot.

Maybe he should have finished that hapless RTS after all.

Nice to meet you

Overview of disintegration.  Life is my gaze

  • The characters are well written and expressed;
  • Some landscapes are magnificent.


Overview of disintegration.  Life is my gaze

  • Deadly boring and monotonous gameplay;
  • The setting and the plot are pure banality.

Automatic pilot

Turn off the brain so as not to get out of boredom. Fly to the next marker. Shoot the robots. Don’t think.

Overview of disintegration.  Life is my gaze


The disintegration cannot be called catastrophic, it is simply indescribably boring. It’s not worth your time, let alone the money.

Source: Game Informer