The deep SIM is allegedly the worst name of gaming, because it doesn’t really tell you much. Are most video games not designed to drown you, and do they not imitate everything, in some way? Trying to explain what makes the “Ameer Sim” makes it longer in the creators and players. I Made fun of first This is a game in which you can flush the toilet, because this feature is in sports such as hunting, bio -shock, and other gender standouts. Sincerely, though, I think as a sports game that gives you a puzzle box with a lot of solution, and it depends on you how you solve it. In this sense, the skin is a very large vertical SIM.
In the Science-Fi comedy skin, you play Nina Pasadina, an insurance commando whose job is to save cats who are kidnapped by space pirates-as long as their coverage is active. A crew, a half -hearted, is causing all kinds of catastrophe, which has several ships commanders and is busy protecting Nina to protect its felian policy holders. If the setup looks ridiculous, it is aimed at. Eliminating the Dostpian darkness and the unfounded seriousness of many, if not most, “IM Sims,” the deep laughter of the skin is coming, whether you are hostile with different spaces, or read the cats you saved among the missions.

Played in the first person, the deep skin of the skin makes the muscles flexible in the levels that feel interestingly open and demand a careful plan, while still tell you that when things get worse, you ask you to follow the fly. In each mission to save multiple lockup cats and avoid or eliminate enemies. , And there is no right way to complete these goals. For example, the cat’s lockbox requires a key, and you can find them through a pucking guards, reading the memo and tracking a space, a dopter-a range that you have shot immediately-and do not double the other’s ways to double the key.
Visiting at all levels physically is the same challenge and beneficial. These outsiders are often filled with guards, security cameras, towers and locking paths, making each surface a secret mission from the beginning. You have never been welcome, so you have to avoid detection all the time or face the consequences of being caught. Nina is at risk of damage and turning any mission into a run and gun action set is very low -equipped, though when I was more confident in my abilities and understanding about the world, I found myself to perform more quickly and complete the levels.
The aircraft, vent, trash injuries and windows make a tremendous shortcut, but they are more likely to close at the beginning of a mission, which you go. This means that whatever action you can think of, it requires some difficulty, or even precisely, but I learned the language of the game and took advantage of it first and more often over time, because my anger began to dissolve the mission by mission. I understood that I would probably get an unlock code on sticky notes, tablets, or printouts. I knew that if I couldn’t find blue or yellow keys, I could potentially find only the vent unlock code and thus enter these locked rooms.
Even when I was stumbling, sometimes failing was the most fun to fail, after carefully planning and eventually wasting planning for myself, I would have just a second to detect a plan B. As Hitman’s Agent 47 throwing the hammer on the wrong head and cheating, you have to get out of the room of good social socialites, because of working well, this is a dirty moment, it is between dirty moments. Deep Loves A mess

It does not just react to the systems in the game, as the enemy will respond to you in the skin, occasionally the result of amazing patterns after which you can copy later. An excellent example of this came when I mistakenly raised an alarm, put the enemies on a warning. They saw me in a vent, so they decided to clean it-pushing a violent explosion in the whole facility. Before I was pranked, no one had survived the ventures, but, thinking that I had died in the blast, the enemy soldiers returned to my routine patrol, which in fact helped me a lot-it allowed me to leave the warning to manually reduce the steps, either sticking to the bridge room and sticking to the room.
There is no skill to unlock, nor the gear for shopping along the way. With flat development, you improve better understanding of what you are capable and the world will react to any of your work. With the increase in my confidence, I bowed down to eliminate the enemies. For example, I can take a stolen walkie talkie, against any level, because of it, I can briefly cause it to spark, then I can get it too far in the room so that it can hit an exposed fuel line just as an enemy walks near it. About. Or can I get a dopper and a hack grenade, copy it twice, then hack the tower of the ship so that they can gang up and defeat a good armored enemy, nor can I nor any tower easily descend as us.
When I didn’t have a hack grenade, I would sometimes just pick up books and cat toys and finish the cameras on them until they were broken. Likewise, I can cause the guards to be weak by slipping on a banana peel or throwing pepper on them and sending it into a sneezing fit. Like the skin deep, all the best IM SIM, did you permanently ask, “What is this button?”
In one of the best touchs of the game, killing any enemy means not only to eliminate their precision bar, which means everything is important, but also to pop their heads so that it can be manifested in the Gache -like capsule. If left alone, the head slowly floats in a rectun area, and sends the enemy back to the surface. This meant that I just didn’t have to know how to waste an enemy once after killing them, but also to commit a valuable inventory space to their heads, or “skulls”, unless I could send them to the trash or toss them into the outer space. All the time, they used to slander me with my inventory, and even if I didn’t actively equip them, my lines would flare up.


Each process has a reaction, and since each level adds a new showcase to this environmental system of gadgets and gangs, the whole length of the game is taken to master it. Nevertheless, I sometimes found myself depending on the ways of going to my go, so even over time, the game runs on his thoughts, some trial and true ways, as described above, became a root due to his reliability. He sometimes chose to try to do something new, like when I stopped looking for the surface hidden cats and just began to snatch them from the belts of the bad people-it was a danger, but even faster, so if I thought I could know their patrols, I could safely take them.
A similar feeling of safety and familiarity hindered the end of any level to some extent. After saving all the cats, a squadron of heavy armed backup backers arrived. You can either kill all of them, to beat the surface at this point-how they are tanks-or find the key to the ship’s authority, then hijack the pod of their arrival, and turn it into your escape vehicle. You can scan the enemies from afar, as you can note, so it just became a matter of identifying the key enemy, then setting a way to get them.
It was generally not easy, but how much the surface could be open, it felt like a creative barrier. My ways of claiming the key will change, but I have never thought of hitting my path as Plan A, the reason is how difficult it is.
But even when things sometimes felt the same, his humor kept me busy. Although its colorful world sometimes goes clearly for sarcasm-the cats themselves throw a Tojer Tojer Cubic Character models, which completely ignore the creators for amazing visuals-lts are sometimes subtle. Among the missions, cats and some other characters e -mail you, and you will run the whole game with side chats that have little relationship with anything, such as trying to tell a cat why you can’t make their restaurant’s brilliant opening, or help someone else’s cross -blowing human and cats. When I steal a walkie talkie for the guards, Nina was surprised to hear that when she provided half a looted line due to traumatic wounds, and when the pirates bought the chair, she was the most interesting thing.


The game can be easily existed without touching them, and it still enhances the world. I also like many deep sports in this genre, but the intention to provide a different color palette of skin depp, literally and symbolically, is a welcome change in presenting the Sims. It is difficult to find a cutting commentary on the root of all of this. Setup is not trying to highlight the nature of modern insurance companies in disqualification, reckoning. It seems like this is because the developers made it funny. And this is true. These Is Surprisingly, every time you are a trained “insurance commando” awakened from the Creasilep, a band of space pirate hijacks a pot full of cat technicians. Don’t try to read it.
The depth of the skin is not re -imagined, but it takes the level of design principles that players have enjoyed for decades and more than the usual world, its bright bright, stupid, stupid, stupid, reused them. Sometimes, the preferred paths to success can be very reliable and make some different results of different results in a very different way, but more often, it is a game of smart actions and amazing reactions. It examines all the boxes of an excellent SIM, where every level is a puzzle box and you have many symbolic keys to open it. And, yes, you can flush the toilet.