When I first laid eyes on Kvark, my mind immediately flashed to Sovietcore boomer shooter Hrot—which, for the record, I enjoyed every bit as much as PC Gamer comrade Ted Litchfield. Playing it, though, I found something quite different: A boomer shooter, yes, and very much an ironic take on the grim fatalism of life in a grubby Soviet satellite state. But the feel of the game is really much more in line with the original Half-Life.
Rather than a theoretical physicist with a degree from MIT, in Kvark you play a «valued employee» of an underground facility where workplace accidents (of the fatal sort) are a near-daily occurrence. If it seems slightly odd that your time in your new job begins in a cell block, that quickly becomes the least of your worries. Something has gone very wrong, and it's up to you to either figure out what and clean it up, or just get the hell out of there—I'm honestly not sure how that's ultimately going to shake out.
The basics are fairly straightforward: If it moves, shoot it. I'm not an FPS pro so I won't deep dive into the gunplay, but the weapons feel punchy and make pleasingly loud noises, and it's really quite a bloody mess: Limbs fly, heads pop with a satisfying squitch, walls and floors are liberally drenched in red, and I probably shouldn't describe shotgun decapitation as «cute» but you know what? It kind of is.
Kvark has been in early access on Steam for over a year now, and even at this state there are aspects of it that feel a little rough around the edges. Enemy AI isn't great—the bad guys simply charge directly at me in a conveniently straight line—yet incoming enemy fire can be irritatingly accurate. What I find most bothersome is the save system, which employs single-use checkpoint saves to mark progress through a level. Save points are few and far-between (at least in the levels I've played through) and because they only trigger once, doubling back to an earlier save point (which at least one level requires) won't protect
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