Fonte – http://blog.worldofwarships.eu/igromir-2014-day-2/
So how was it?
Ilya: It looks gorgeous! As they say, the devil is in the details – the realisation of small details is what you notice when you enter the game. As soon as AA-guns see the enemy aircrafts they start to fire, planes burn and fall into the water, torpedoes “fly” into the enemy… Everything explodes, breaks, sinks and you feel that a bit more and you will explode yourself! The game is made in such a way that you understand it is a real war and not some kind of a joke.
Sergey: The game has realism. I took the biggest ship and do not regret it. You can feel all its weight and after a shot the headphones even begin to tremble and everything around you is in smoke. It is an incredibly realistic game.
Tatiana: The game differs surprisingly from World of Tanks. A ship does not stop immediately. That’s quite weird for me. But I think it is all a matter of practice – so when the game is released I’ll definitely download it and play.
On which ship did you play and how do you like the control system?
Sergey: I chose Japanese battleship “Kongo”. I felt that this ship is huge with massive guns, but I have managed to perform a few successful manoeuvres.
Ilya: I have played on U.S. destroyer “Omaha” and so far I love how the torpedo attacks are implemented. It also has great manoeuvrability; you command the ship to turn and it does it quickly. It is nice that even playing on a destroyer, you feel that it is a big ship which is operated by hundreds of people. In fact you do not see, but you feel that activity happening: guns reload, shells fly and in the headphones you hear messages – in short, you feel that your ship is alive.
Does the game look like World of Tanks?
Tatiana: No, it is a completely different game with another control and movement system. Ships are huge and clumsy. It is impossible to accelerate fast and then abruptly stop. So it leaves its footprint on your game style.
Sergey: When you play tanks, tactics are very important. In ships it is more global, you must be a good strategist. Movement is based on principle of cruise control – that means that you never stay in one place and you are always in a movement. Also you have to keep a lot of factors in your head, otherwise you can accidently bump into rocks or get hit by a torpedo.
Ilya: It looks similar only if you compare a ship with “Maus”, as it is also huge. But if you can get “Maus” only in Tier X, in World of Warships you get a huge ship in the first tier and you must live with it. The mechanics are completely different. If in World of Tanks, you completely control a tank, except for movements on slopes; in World of Warships you must always think about your movements. A ship is huge and massive and there are fewer places to hide. You must take into account inertia and always check the position of your guns. For example, you can waste all your shells and when an enemy comes close you will be unarmed as your guns will be reloading.
What did you like most?
Sergey: The game itself. It looks amazing.
Denis: Unexpected realism. I expected to something like arcade game, but I saw a bunch of guns and all of them work, reload and carry out their function.
Tatiana: The team component. It is hard to win alone, so you need to be a team player to be victorious.
So did you get what you expected from the game?
Sergey: I expected to see a sea romance, something atmospheric and very beautiful and this is what I got. In general I love the marine theme as my grandfather served in the Navy and was clearing mines after World War II.
Ilya: I expected to see a more raw game. I thought that there would be no planes at all and the torpedoes would be unrealistic, more arcade-style. I was surprised by the level of the game and I felt like I was in a real naval battle.
What can you wish to the developers and future players of World of Warships?
Sergey: To developers: I hope they keep the balance. Ships are very different and you have to transfer them into game in a way that it would be fun to play.
Tatiana: I encourage them to carry on and add more interesting material into the game. And to the player – of course, to play.