In 2013 the Central Europe (Ukraine, Kiev) witnessed a catastrophe. Everybody was mystified by its cause. What happened was beyond our comprehension. Somebody called it the collision of worlds or the stratification of two dimensions.
User reviews:
Mixed (276 reviews) - 69% of the 276 user reviews for this game are positive.
Release Date: Sep 25, 2008

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About This Game

In 2013 the Central Europe (Ukraine, Kiev) witnessed a catastrophe. Everybody was mystified by its cause. What happened was beyond peoples comprehension. Somebody called it the collision of worlds or the stratification of two dimensions.
The major part of Ukraine turned into the zone of paranormal phenomena. Numbers of people were killed. Those who stayed alive and managed to leave the zone told improbable stories…the zone lived according to its own laws.

Fierce battles Fight and defeat incredible bosses using spectacular and effective system of fast-action commands. Finish your enemies with style!
Professionally choreographed moves There are various ways to deal with enemies at your disposal: dual-wielding swords, one- and two-handers, cluster weapon and a number of firearms. All moves are based on real-world fighting techniques and were captured using professional talent.
Intriguing, immersive story A highly detailed world where every character has his own skeletons to hide and reasons to fight. Experience a number of unexpected plot twists leading to a surprising conclusion.

System Requirements

    • OS: XP/Vista/7/8
    • Processor: Pentium 4 2 GHz/Athlon 64 2800+,
    • Memory: 512 MB RAM
    • Graphics: DirectX compatible 128 MB
    • Storage: 5 GB available space
    • OS: XP/Vista/7/8
    • Processor: Core 2 Duo 2.5 GHz/Athlon 64 X2 3000
    • Memory: 1 GB RAM
    • Graphics: DirectX compatible 256 MB
    • Storage: 5 GB available space
Helpful customer reviews
8 of 10 people (80%) found this review helpful
14.9 hrs on record
Posted: February 1
Well-designed authentic post-soviet cityscapes take turns with futuristic sci-fi environments which look unique enough to avoid inducing tedium of revisiting an overused theme.

Skies are done so well - they deserve a separate mention. Especially the one at chapter 3: that's the most beautiful sky I've ever seen.

Layouts of levels are done skillfully to take as much playtime as possible from each location without protracting it.

Checkpoint placement is done perfectly. You get a checkpoint after every fight and after every hard jump, so you will never find yourself in need to replay parts of the game due to save points being too far from each other.

The battle system will look odd and clumsy until you take some time to get used to it. When you do, it becomes pretty fun and similar to Painkiller: bunny-hop, fast movement.

Additional challenge comes from enabled friendly fire. Unlike many other games here you can hurt friendly NPC who help you, but don't worry: it is balanced out by their quickly regenerating health.

Swordfighting part seem lackluster: first your health drops faster than enemies' then you learn standard routine: use strong combo to knock down an enemy, then finish him before he stands up. Don't expect to find depth and variety here. There are many moves to use, but it seems like only difference between them is animation.

QTE during boss fights also don't seem like a good idea: they make you too concentrated on pressing keys to enjoy animations and camera movements.

Following the story is interesting. Characters are charismatic. Writing style and voice acting are done exceptionally well.

Strong atmosphere, originality and variety of the environments, great writing style and acting, soundtrack and combat similar to Painkiller will keep you immersed in the world of Collapse and eager to keep going farther, wondering about what will happen next. It's a huge pleasure to explore beautiful locations and solve challenging puzzles. Do not miss this game, because it is just what you need.
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2 of 2 people (100%) found this review helpful
19.3 hrs on record
Posted: March 24
An interesting game: It could be described as a mix between Max Payne and Devil May Cry. A third-person action game in which the gameplay constantly shifts focus between melee and ranged combat, though you're usually free to employ both (the effectiveness of "mixing it up" will, of course, vary with the nature of the engagement) as you see fit.

At first, the game makes it look like its melee combat will be highly nuanced, as if subtle negotiation of space and exquisite knowledge of enemy patterns will be required, but this illusion quickly falls apart. As you get acquainted with the game's systems you will learn that you can, for example, safely mash the action key whenever you're near an enemy, even as you hold block, and easily perform the contextual throw counter (which often allows for an easy instant kill on downed enemies) without ever really reacting to the prompt shown by the game (or to the enemy's movements at all). The game has, nonetheless, some memorable action set pieces, and some rather good boss battles (even if most of them involve QTEs at some point).

You begin the game with four main combos, one for each primary movement direction, and as you advance through the story you learn "super combos", which are enhanced versions of the regular directional combos. These are activated by timing the third hit of a combo correctly. These are much superior to regular combos as they have greatly enhanced damage output and often perform knockdowns - so after you acquire these, you will end up pretty much only using the old, "non-super" combos by accident. The very last super combo you learn, "dragon tail", deals so much damage and covers such a large area that there's almost no reason not to exclusively stick to it for close combat. As the game progresses, you also end up acquiring four different special skills called "energy blows", which can aid you in combat or in solving the game's simple environmental puzzles.

Regarding the plot, Collapse has quite a bit of radio chatter, including calls you can make to learn about the game's story and setting. On this detail: The game has a "hidden" (it is not actually hidden since you can see the missing call log after the point of no return - You can then simply revert to an older autosave if you so wish) fork in the story which involves making a radio call (you need to manually check the "make a call" menu to find it, the game will not tell you this call is available with the in-game "new call" icon) at a specific point late in the story. All it appeared to change was that a specific character did not die in a cutscene right after this "secret call" becomes available - The ending of the game seemed to remain the same. Speaking of the game's ending, there are some rather aggravating jumping puzzles to be found in the latter sixth of the game or so.

The framerate would sometimes inexplicably plummet despite my machine far exceeding the recommended system requirements. I had around five crashes total (Windows 7). The last two pieces of information (files you can find scattered about the levels which contain details on the game's plot and world) were apparently bugged - they were completely blank to me. I will cautiously recommend Collapse: There is some undeniable jank to it and its presentation (it does NOT look like a game released in 2008), but there are also more than a few positive aspects to it. In the end it is mostly a well-paced experience that was an obvious labor of love, even if it ends up coming off as more than a little derivative.
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1 of 1 people (100%) found this review helpful
0.2 hrs on record
Posted: April 18
For a game that is on sale I do feel quite jipped on the title. Before I purchased the game I read reviews before hand such as it being some like a cross between Max Payne and Devil May Cry which are both fluent and yet often challenging games. This game seriously feels like a game I would buy off the app store. The "fluent" controls litterally feel like your character is wind dancing as well as looking like a dopey ballerina. When the game decides to "switch gears" and decides to become a third person shooter it feels like a clunckier Gears of War. Of course this is suppose to mix things up but both styles are incredibly unpolished and really you can just shoot your way through sword fights. Their is no english language which I don't have a problem with but it may make the story a little hard to follow for others. Also the visuals are horrid with little detail. The idea seems nice but it could use alot more work 4/10
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2 of 3 people (67%) found this review helpful
0.3 hrs on record
Posted: January 6
A great little shooter with an awesome soundtrack, graphics are a bit dated, but the combat system and gameplay stand up pretty well.
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257 of 291 people (88%) found this review helpful
2 people found this review funny
13.9 hrs on record
Posted: April 11, 2014
The first impression I got after playing the game was "solid". No, honestly, all the aspects of Collapse deliver on its expectations, with a few minor questions. Some things deserved a bit more thought or with a little effort, however the game will intrigue even a fed up gamer.

I’ll start from the tasty and most interesting – weapons, combat and its system, not spoiling the storyline in my review (but the Half-Life lovers would definitely find the game story interesting).

Our hero wields a tool perfectly tuned for sticking, as well as stabbing, slicing and hacking. The sword is not just a supplement for keeping private space violators at bay. It's Rodan's main weapon, and will keep off more than one assault. But the hack-and-slash fans will find not only the single-minded dedication to the sword fighting they are used to here. Collapse's combat system is a bit more intricate than it might seem.

One minute Rodan would be passing though the desolated city of Kiev, trading blows with incoming foes, and then BAM! A squad of gun-totting troopers. Sword collapses and gives way to the firearms, with which to shoot the baddies off. Just as you run out of troopers, monsters are back with vengeance. Time to go medieval on some hell spawn ♥♥♥! Wash, rinse, repeat, with a few variations, until the end of the game.

It's hard to tell which sort of weapon is given more attention in the game. A certain parity was sought for by the developers, wherein the game alternates between challenges that call for different tools. But in my opinion, a lack of focus is in place. A shooter would benefit from a capacity to carry more than two guns at a time. Grenades wouldn't hurt either (well, they would, but you know what I mean). But that is a complain from a gamer spoiled by Half-Life and not used to sword fighting. On the other hand for those who are fond of them, some fencing would likely find something more sophisticated than mashing the left mouse button five times in a row in the hope of executing the combo mapped to this sequence.

Combo system deserves some elaboration, since combo moves are at time the only thing that separates the player from the crimson screen shouting "You're a loser and a pathetic insecure hero-wannabe" in their face. As I've mentioned, Rodan's sword is quite a versatile tool.. Depending on the chosen combo, it can become a great sword, or split longwise into two, or turn into a vicious devastator, which scares off every offender thirty miles across. The question is which combo to use and how fast will you manage to do it.

There are two kinds of combos: basic and super. A basic one is a "five left clicks" kind with optional directional keys held down. They do solid damage but nothing inspiring and thus are mostly abandoned after the first half of the game. Super-combos are just that, super. If you're lucky enough to perform one, an awesome (and deadly) spectacle is guaranteed. But these huge sequences are rather hard to perform. If you are not fast enough then I suggest you to click once, then pause, and then click thrice more to initiate the move.

Living in an area full of anomalies should naturally lead to weaponizing them. The coveted keys Rodan is collecting are weapons in their own rights. One of them creates a circular gravitational blast, another one projects a holographic decoy, the third one electrocutes the enemies, and the fourth one slows down time. Keys have limited number of uses but they recharge in time.. Very helpful in tight spots.

You would ask then how this all plays?

Collapse is not precisely the kind of game where you absent-mindedly roam the ruins, exterminating enemies disoderly, although that is certainly what was foremost in mind when the game was made. But from time a certain amount of thought and planning will be required before you act. Whether it's some bracing to shoot off, or a button to press at a precise moment, at least some semblance of thought process will required to conduct. This doesn't bother me in any sense. Puzzles are not excessive, and it's reassuring. And if you're not into thinking at all, there are helpful prompts placed in plain view that show which way to look.

For additional gameplay variety there are mini-games. For the most part, they consist of fighting with some remarkably original enemies, whom you cannot in all conscience simply kill. A mini-game is a single big fight, where the character acts by himself, and the player must press arrows at precise moments. If you miss it, you get a facefull of grenade. The only problem with this approach is that it's impossible to enjoy the fight itself. The animation is well-choreographed and arranged and would make for a great show. But no, you have to sit and fix your eyes on the space where next arrow will hopefully appear. Aesthetically that doesn't make much sense.

After all the game has a very intuitive gameplay, attractive visuals, and coherent story all add up to an engaging gaming experience. Oh, and least I forget. There's also a girl in a gray skin-tight rubber-plastic suit. She's called Lena. If you don't count that to the game's advantages, then I don't know what game to advise for you.
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