Sober angry. Angry, bad and sober (Walkthrough)

Name: Angry, bad and sober
Developer: Litera
Publisher: Akella
System requirements:
P4-1.3, 256MB RAM, 32MB 3D Card
Genre: Adventure
Rating: 7.3

A resilient farmer finds himself in trouble and is trying to get out of it. The house was destroyed by robbers, there is no money... Another will complain about the vicissitudes of fate and sit down to drink bitter, but our Jack is not one of those. From that moment on, he doesn’t take a drop into his mouth, simply because it’s all over a long time ago. After the introductory scene, examine the ruins and admire the leaflet from the box - this is an invitation to a shooting competition. This is a reason to improve your financial situation! Talk to Ben, he will give you a map of the area. Then proceed to the next screen and take the rusty razor and business card from the bag next to the skeleton. Poor, poor traveling salesman... Continue walking along the road and chat with the driver of the stagecoach that has arrived. He would be happy to take you to the city, but there’s no way without a ticket. Give me your business card, it won't help. Sharpen the razor on the whetstone (in the right corner of the screen there is a round wheel with a hole). You can click on the iguana crawling onto the rock to remind yourself of Fallout. Return to the skeleton and chase the bird away. You need to lift the snag on which she is sitting. Take the boot. Open it with a sharp razor, your inventory will be replenished with a stagecoach ticket. Give the ticket to the coachman - let's go!

However, they didn’t go very far. The cart will stop near the tree to which the priest is tied. Free the holy father with a razor, he will tell you about the bandits who planned to rob the train. The same train that carries a bag of money for the competition. Go to the station. Talk to the saint, pick up the bottle and coin next to him. Proceed to the carriages. Distract the first thug with a coin (clever trick, bravo!), then take off his black mask and put it on your nose. Now no one will recognize you. Have a few words with the guard near the entrance and go to the room with the captive sheriff. Here the arcade insert will begin - a fight. We block with the right mouse click, strike with the left, everything is simple. The faster you move your hands, the better. After beating the enemy, free the sheriff - you need to strike the rope with the blade. The fat man will give a welcoming speech, outline his plans for the future, and you will find yourself in the city.

You can get some information about local attractions and the upcoming test from blind Mike, leaning against the pillar on the right. Go through all the dialogue options. Go straight ahead, chat with the sheriff at the hotel, its owner (a very strange guy, according to rumors) decided to shoot himself, so no one dares to disturb him. Rumors don't lie. We go to the right - there is a locked station, a sheriff's office and a boy on a barrel with whom you can chat. Back to the sheriff and left. At the entrance to the saloon, talk to Maiden (a famous robber who dreams of teaching another raider a lesson - Jack has his own account with him). The quick lady also wants to take part in the tournament. Go inside the diner and ask the bartender. It turns out that to take part in the competition, you need three things: a revolver, a grave in the city cemetery and proof that you are a criminal. Strange orders... Well, it’s not for us to change them. The bartender will also tell about one visitor, who is also the owner of a newspaper - he urgently needs a reporter to replace Black Bill, who dropped out due to the fault of Black Bill. Talk to the newspaperman, he will hire you and give you an editorial ID and a camera. The first task is to interview a crazy hotel owner.

Go to the hotel, tell the sheriff about your new responsibilities and go inside. Benjamin Peck will gladly answer all your questions and at the same time ask you to do him a favor - to have the will certified by a judge. Take the scissors from the table and go outside. Run into the courthouse, past several screens, and wake up the judge. He would be glad to sign the will, but he has nothing - no pen. Examine the umbrella carefully (several times), you will receive a key. Grab the box from the table and open it with the key - that's the first fifteen bucks in your pocket! At the cemetery, talk to the priest, he will agree to allocate a place in the cemetery in exchange for the missing parish book. It indicates who owns which piece of cemetery land. Go to the grave of Billy B., whose last words were: "Hey, you ass, give me back my tobacco!" Click on the board, a bone hand will appear, we will deal with it later.

Stomp to the bank and talk to the one-legged robber. Offer him a drink and give him the bottle. The old man will drink, but he will not clear the passage; he will have to use a trick. Go to the pharmacy and talk to the owner. She cannot give medicine, because the key to the display case is missing, and in addition, her moonshine still is broken - now it makes sugar from whiskey. To fix it, you need an adjustable wrench. Probably the store has it? No, although the seller will agree to sell you a revolver for thirty dollars. As a bonus, he will tell you a funny story for free, albeit with a beard. Buy $5 worth of tobacco from Blind Mike, then place the box of it in the hand of the skeleton in the cemetery. Click on the hand - it will disappear, click on the piece of wood again - the hand will appear back along with the parish register. Take the book and take it to the padre. He has two news for you. Firstly, there are free graves. Secondly, they all belong to the banker Sanchez. All that remains is to deal with the nasty grandfather-robber in order to get to the bank...

But first, let's finish with the judge. Cut a feather from the headdress of the Indian in the saloon and give it to the judge. Now return the signed will to the innkeeper. He will shoot himself to celebrate. Take back the camera and Peck's photo. Give the photo to the newspaper man in the saloon. He will pay for the work - just enough money to pay for the revolver in the store, and still have five dollars left. Check on the sheriff, he will order the body of unfortunate Peck to be removed. Go to the pharmacy and smash the skull on the table with a revolver, there will be a key under it. Take the key and open the display case. Get a “bottle with something strange” and sleeping pills. Mix sleeping pills into whiskey and give the intoxicating one to the one-legged bank ripper. The passage is free! Yes, don’t forget to pick up your grandfather’s dropped old revolver. Talk to the banker, he is also participating in the tournament, but this is not the main thing - the financier will give up the grave in exchange for a small favor. You will have to ride a rodeo bull. Agree with the proposal. Go to the hotel and spend the night on the bed in the room where Peck said goodbye to his life. Have wonderful dreams...

The next morning, go to the entrance to the city, from there you can get to the rodeo. Talk to the drunk old man and give him the bottle from the pharmacy. For some reason the bull has become completely sleepy, let him cheer up. A new mini-game starts in which you need to press the mouse buttons according to the appearing arrows to stay in the saddle, that’s all. Chat with the old man again, then go to the banker and take the document for the grave from the box behind the stepladder. Immediately climb up the stepladder and take a note and a lighter from the top drawer (be sure to grab it, otherwise later in the story you may get stuck). Go to the sheriff's office. He will only sign you up for the tournament if he receives evidence of your criminal activities. The grave is reserved, there are also weapons, and the reputation of a bandit is missing. It's time to use the scraps of the old poster that was hanging idle in your inventory. Talk to the editor in the saloon and invite him to do a series of reports on shooting competitions. He will give you a wanted poster for Black Bill.

Return to the sheriff and take the rod and wrench from the box to his left. Give the key to the pharmacist's widow, she will allow you to go behind the counter. Take the acid from the box and the magnifying glass from the table. Use acid to burn a poster with Bill and use bits of your own poster on it. The result is exactly what you want: “Jack Wanted.” Go to the sheriff to register, he won’t have any more nagging. Then go to the gallows, the sheriff and Black Bill are waiting for you there. Talk to the sheriff, you will have your first duel with Lester Orano. In essence, this is an ordinary virtual shooting gallery: aim at the banker looking out of the windows, and try not to accidentally hit the girl. After the victory, talk to the sheriff and go to the hotel to sleep. When you sleep it off, you go back to the sheriff’s gallows, and then to the saloon to shoot with Chuck. The second duel will follow different rules; here you must first click on the holster and only then shoot at your opponent. Chat with the sheriff, you will receive a new task from Parker in the saloon (find the Mad Dog). Talk to the Indian. The great silent man will open his mouth and even give his scalp. Show the scalp to blind Mike - well, gee, he is the Mad Dog, who has done a lot of weird things with Starr's gang! One Indian treasure was worth something. Both the priest and the banker were still hanging out in that bandit sharashka...

Talk to the priest. Dad will not deny it, but will advise you to look for papers relating to the Indian treasure in the bank. The door of the cash vault is locked, talk to the sheriff. The lawyer believes that someone stole the key. Talk to the boy Snoopy, apparently, he has what you are looking for, but in return the boy wants a weapon. Give him the rusty revolver - you will receive the long-awaited key. Open the bank for them and go up to the second floor. Open the desk drawer under the boar's head and take the piece of paper. Use a lighter to light a candle on the table and bring a piece of paper to it. That's right, here are clues to the code that opens the safe! But where is the safe itself? Unroll the carpet and press the floorboard, the boar's head will move to the side. Now open this metal box using the hint. What does it mean - a bad hint? Normal, well, at least partly... Press the left button 5 times, then the right button 6 times, the left again 1 time, the right again 3 times, the left 2 times, finally, the button in the center, the door will open. Take banker Orano's dossier. Contact Parker at the bar and give him the documents, you will receive a new task. Find and photograph Black Bill himself...

Run to the station and talk to the little boy Snoopy, he will tell you about a strange house in which ghosts roam. In a second, night will fall, and you will be transported to a mystical mansion. Look through the illuminated window, pick up a rope in the grass to the left of the steps (between the boulder and the stairs). Find the beam directly above the stairs and tie a rope to it. On the second floor, look through the window and take a photo of Bill. Why show such gestures to everyone? Children can see. Go downstairs, here they will grab Jack, beat him (judging by the sounds) with everything they can, tie him up and shove him into the basement. Only the rod and the cigar will remain in your inventory. Throw the cigar (hmm, or rather, spit it) into the red jar on the right shelf, it will fall down. Pick up a piece of glass and cut the tight bonds. Next, pick out the board from the wreckage of the barrel on the right and use it to push two barrels on the rack on the left - they will perfectly cope with the role of a battering ram, easily knocking out a heavy door.

Go to the next room and look out the small window. A stick of dynamite will fly out from there, fortunately not ignited. Screw the dynamite to the door, take the crowbar from the haystack (so what if it’s not visible?), unlock the barrel with the crowbar. Maiden will fly out of it and give you a tasty slap in the face. Ask the girl for a lighter and light her with dynamite. On the street, talk to the Indian, he will tell you a lot of interesting historical facts about bandits and treasures. Go find the sheriff... Black Bill found him first and then made off with the loot. What a bandit. Talk to the government official and you will find yourself next to a destroyed bridge over the canyon.

The crossing of the bridge looks like this. First you need to collect the parts - the Indian bow and arrow on the left, the roller from the wagon and the rope from the stone on the right. In your inventory, tie the rope to the arrow, climb the stairs to the observation deck and shoot with your bow at the pillar on the other side of the abyss. Now use the rod on the roller, and the roller on the rope - the obstacle has been passed.

I wonder what the river steamer forgot in this desert? Pick up the hose near the boxes and go up to the control room. Jack will get there perfectly without unnecessary movements, just click on the red arrow next to the destination. The captain is sleeping, we need to wake him up, but how? It’s very simple - light the stove with a lighter, steam will come out of the kettle. Connect the kettle and the speakerphone pipe with a hose. The sea wolf will wake up from the noise, tell you about the bandits and ask you to return the spyglass to him. Get off the rusty battleship, it's time to go to the native village. Grab the Indian pants drying by the fire, and grab a shirt from a nearby perch. Combine the clothes in your inventory to get a piece of rope. Tie the rope to the well, our ancient Indian will crawl out from there. Talk to him and agree to return the tribe's treasures, he will give you the spyglass. Climb the ladder in the rock and use the pipe on the stone throne, then move the eyepiece along the horizon until you come across the small black dot of the cave. Talk to the Indian and leave the village.

Here is a cave with treasures. We finally got there! Before you have time to rejoice, a fight with Black Bill will begin. Dodge and strike until the villain falls into the abyss. The sheriff will appear along with the Indian. The first one will report that the prize money in the suitcase is fake, and the second one will take his treasure. Lovely, simply lovely... True, the sheriff will mutter something about the due reward. Watch the final video in which clouds are gathering over Jack. It seems that he was paid $10,000, but was immediately taken back as taxes, fines, etc. Maiden, who arrives in time, will save the hero, after which they, together with the plump bag, will gallop towards the horizon. The adventure is over, all the secrets are revealed, the happy ending is achieved - what more could you ask for? Is it a continuation...


Year of manufacture: 2008
Genre: quest, adventure
Developer: Litera
Publisher: Akella
Platform: PC
Publication type: license
Interface language: Russian only
Tablet: Not required

System requirements:
Windows XP SP2 (pyc),
Pentium IV 1.3 GHz,
256 RAM,
32 MB Directx 9-compatible 3D video card (GeForce 4 level and higher, except MX-series and integrated video cards),
DirectX 8 compatible sound card,
1.5 GB of free hard disk space,
8x DVD-ROM,
keyboard,
mouse,
DiretcX 9.0c

Description:
In the small town of Westtown, a shooting tournament is held in memory of the famous bank robber James Starr. Bandits and thugs come to the city from all over the country to compete for the main prize - a bag full of dollars and a personalized portrait of James himself. The main character Jack is a former successful shooter, and now a simple farmer. One day, a wounded Indian appears in Jack's hut, pursued by bandits led by the outlaw Black Bill. The hero manages to save the Indian, but the bandits burn his house and his entire household. Having learned about the shooters' tournament, Jack decides to go to Westtown to win money and restore the farm. The Black Bill bandits, who themselves are trying to take possession of the prize, are trying to stop him. Despite this, the brave farmer manages to win the tournament; new friends help him in this - an Indian and Vitalia, a treasure hunter. Along the way, Jack reveals a secret - it turns out that the criminals are interested in the portrait of James Starr, on the reverse side of which the place where the robber buried his untold wealth is marked. However, the farmer’s adventures do not end there. The bandits manage to escape, at the same time stealing a portrait and a bag with money. Jack goes in pursuit. The end of this game will depend only on the player and his skillful actions and clear decisions!

Game Features
- Exciting adventures of heroes in the Wild West, a parody of famous Westerns
- More than 35 game scenes that immerse the player in the thick of things
- Bright, rich graphics with average computer configuration requirements
- Juicy dialogues
- Fun arcade sequences and mini-games
- Dynamic plot-loaded videos
- Original sound design

Key
3QTE-QHAYXX-VMPZWL-ZTKDT8-L7B9AP

On this page you can download the game Angry, Bad and Sober (2008) PC (updated) via torrent rutor with all additions and DLC, latest Russian version

Information
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Esc – exit to menu

The inventory is at the top of the screen. Close inventory - RMB.

Conversations with characters: after each question, you have to click on the character again to talk with him about a different topic.

Run – double-click LMB.


After the cutscene, talk to the farmer, then look at the mailbox and read the flyer about the shooting tournament. Talk to the farmer again (he will give you a map of the area, which will automatically be in your inventory) and go right.

Examine the suitcase of the skeleton sitting under the cactus (you will find a rusty razor) and drive the bird off the snag. Move the snag and take the boot. Go right (a stagecoach should appear on the road). Talk to the driver: to get into the city, you need to show a ticket. On the right in the foreground of the screen, there is a sharpening wheel very usefully. Sharpen the razor, cut the boot and get the ticket. Give it to the Mexican and hit the road. On the way you will stop near a priest tied to a tree. Cut the ropes with a razor.

Having arrived at the station, examine the trash can near the priest and pick up the bottle (there will also be a coin in your inventory). Follow the arrow up to the platform. Throw a coin at the bandit in the foreground of the screen. When you stun him, remove the handkerchief from him and use it on your character. Climb onto the platform and go through the open door of the building on the right.

The tied up sheriff sits here. You have to fight with one of the bandits. LMB – strike, RMB – defense. It is very difficult to defeat this bandit, because... he hits without stopping, and after each successful hit you miss a blow.


save (save 1).


After that, take the razor and cut the rope that holds the gun in front of the sheriff.

The action will move to the streets of Westtown. Talk to Mike, near whom your character is staying, and find out that he sells tobacco. Follow the arrow up the screen. Once in the square, head left and enter the saloon. Talk to the owner and find out that to participate in the tournament you need to have a revolver, a grave in the cemetery and proof that you are a criminal. On the street you can meet a girl (Maiden, a participant in the shooting tournament). Then go to the store: a revolver costs $30.

To get money, return to the saloon and talk to the owner about the visitors. He will tell you that the man at the table by the window is the editor of a local newspaper who needs a journalist. Talk to the editor (you will get a job and your first assignment: report on the suicide of a local hotel owner).

Return to the square, talk to the sheriff and go to the hotel. Talk to the man on the balcony (this is the suicide), take the scissors from the table in the foreground of the screen. Talk to the suicidal man again to ask him to have his will certified (it will automatically be in your inventory). Go outside, go left to the saloon, and then right along the street. Meet a one-legged old man who is trying to rob a bank, but is not averse to giving up this thankless task and having a drink with a good drinking buddy. There is nothing to offer you yet, so go right past the gallows. You will find yourself at the cemetery and courthouse.

Wake up the judge by clicking on it several times. When he finally wakes up, it turns out that there is no feather. Someone left an umbrella at the aisle; examine it until you find the key. Take the small box from the judge's table and open it with the key in the inventory: you will find 15 dollars. Return to the saloon, use the scissors you have saved to cut the feather from the Indian's headdress (you need to cut the feathers above the head, and not behind the Indian's back). Wake up the judge again and return to the hotel with the signed will. Talk to the suicide and after you take a photo of the corpse, click on the camera. Go to the saloon and chat with the editor. After receiving $25, go to the store and talk to the owner. The revolver will be in your inventory.

Return to the location with the court and cemetery and talk to the priest. He lost his parish register in the cemetery and asks to find it. Go through the gate and look at the active sign on the cross (a certain Bill is buried here). Spin the sign: Bill wants tobacco. A hand will appear from under the ground. Run across the city to Mike and buy tobacco from him. At the cemetery, twirl the sign again and place the tobacco in your hand. Then spin the sign again and pick up the parish book (to take the book, you need to press your hand just below the book). Give the book to the priest: it turns out that all the graves belong to a local banker.

As you remember, the entrance to the bank is blocked by a one-legged old man. Return to the bank location and go up the stairs to the local pharmacy. Pick up the skull from the stand: something is rattling inside it. Despite the protests of the pharmacy owner, hit the skull with a revolver. You will find the key to the display case, and the delighted pharmacist will allow you to take any powders. Open the display case and put your hand into it: you will find sleeping pills and a bottle of something incomprehensible. Combine the sleeping pills and the bottle you found at the station at night and take it to the old man. When he falls down the stairs, pick up the revolver that fell on the sidewalk (you now have two of them). Meet the banker and ask about the grave. It turns out that in order to get a place in the cemetery, you need to spend the night in a hotel and ride the Killer Bull in the morning.

Return to the hotel and click on the bed. The next morning, go to the location with Mike and down the screen. You will find yourself at a rodeo. Give the old man who brought the bull a bottle with something incomprehensible. Now you need to stay on the bull by quickly pressing LMB and RMB at the computer. After you win, talk to the old man again. You will find yourself near Mike again.

Go to the banker and, after talking with him, search the boxes on the right wall. In one box you will find a document for the grave; if you check it again, you will also find a lighter.

Return to the hotel and go right. Go to the police station and talk to the sheriff. He requires proof that you have the right to participate in the shooting tournament. To the left of the sheriff is a chest of drawers, open the top right drawer and take out a rod and an adjustable wrench. Go to the saloon and talk to the editor (after you talk to the sheriff about the tournament, you will have a line about a new report). The editor will give you a poster in which you need to paste your photo (which you have been carrying with you since the beginning of the game). Go to the pharmacy. Talk to the hostess about the device she is standing near and give her the adjustable wrench. Go behind the counter, open the right drawer on the wall and take the vial of acid. Combine acid and the editor's poster, then the editor's poster and your poster. Return to the sheriff and talk to him again. Now he is ready to register you as a participant in the tournament. Go to the gallows.

After you see Bill Black, talk to the sheriff and begin the first duel. You will have to fight with the banker. Hit the banker who will appear in different windows five times, do not hit the girl and try not to miss when you shoot, otherwise the banker will hit you. After winning, talk to the sheriff. Automatically you will find yourself at the hotel. Click on the bed.

The next day, go to the gallows and find out from the sheriff that today you have a duel with Chuck. Go to the saloon and talk to the fat man in the sombrero. Automatically you will find yourself on one of the streets of Westtown. A countdown will appear on the screen. After this, quickly click on your character's right hand (the cursor will turn into a target) and on Chuck. You need to hit it five times; if you miss, Chuck hits you.

Go to the sheriff and report your victory, then go to the saloon to talk to the editor. He will give the following task: find the Mad Dog. Talk to the Indian and take his scalp. Go to Mike and show him his scalp: he admits that he is the Mad Dog. Mike will tell you about the Indian treasure and the priest who used to be in the same gang with him.

Run to the cemetery to the priest and find out that the banker knew about the location of the treasure. Go to the bank, but the door is locked. Go to the location with the police station and ask the sheriff for the key to the bank, but he doesn’t have it. Talk to the boy who is sitting next to you on the street. He will tell you that he is playing banker, and he has the key. The boy wants to get a revolver. Talk to him until a line about the exchange appears. Give the child the old man's rusty revolver (a key will appear in your inventory). Return to the bank and go inside, the door will automatically open. Go up to the second floor to the banker's office.

Note the curled corner of the carpet, underneath which is a poorly fitting floorboard. By knocking on the floorboard, you will open the safe on the right wall. Go to the chest of drawers under the safe, open the top compartment and take out a blank sheet of paper. Light a candle on the table with a lighter and hold a blank sheet of paper to the flame. The instructions for the safe will appear on the screen, which translates as follows:

5 left, 6 right, 1 left, 3 right, 2 left, middle button.

Ignore the numbers in the safe lock window and press the left and right buttons strictly according to the instructions (left 5 times, right 6 times, etc.). Take the banker's dossier from the safe and go to the saloon. Tell the editor about your find.

He will give you the following task: find where Billy Black is hiding. Return to the police station and talk to the boy. Once at the abandoned house, examine the stone to the left of the stairs and take out the rope. Then find an active point on the balcony and throw the rope. Climb up, look through the illuminated window and use the camera on it. Get down.

After waking up in the basement, find the red can on the top shelf on the right wall and use the cigar butt on it. Find the shard near your character and take it. Once untied, go to the broken barrel on the far side of the screen and take the board. Use the plank on the barrels on the left of the screen to break down the door.

In the next room, look at the haystack (you need to look at the bottom left) and find a crowbar. Open the large barrel with a crowbar and release Maiden. Look through the window near the ceiling and pick up a stick of dynamite. Talk to Maiden and ask her for a lighter. Insert the checker into the door and set it on fire. Chat with an Indian on the street. Go down the screen and talk to Bill and the sheriff.

Automatically you will find yourself near the bridge. Collect items: a roller from the cart, a rope from the stone, an arrow from the left pillar, and a bow to the left. Climb onto the pillar. Combine an arrow and rope and shoot the pillar on the other side of the ravine. Combine a roller and a rod and apply it to the rope.

Having crossed to the other side, pick up the hose at your character’s feet. Go to the ship's control room. Light the coals in the stove and place a hose on the nose of the kettle. The captain will wake up and tell you about the spyglass. Go outside and go left.

Remove the pants and shirt from the ropes, combine them and lower the resulting rope into the well. Talk to the Indian, who will give you a spyglass. Go up the stairs, sit down and use the pipe on your character. You need to look through the pipe and look for the cave (the small black round hole on the right side of the screen). When you see it, click LMB.


For those who failed, there is a save (save 9).


Talk to the Indian and go down the screen. Automatically you will find yourself in a cave. Billy will appear. To win, in addition to blocking RMB attacks, push Billy to the right into the abyss (a palm will appear on the screen periodically). After winning, watch the final video.

1
The plot in this game is very twisted, try it, because not every day in games you come across such a combination - angry, bad and sober. The main character is Jack (who is already in bad shape), a former good shooter, and now a farmer. A wounded Indian arrives at his home. Jack left him, and the Indian told him about the stalker competition, which was located a state to the south. There, the winner is given a suitcase of money and a portrait of Starr, who invented these tests.

Further in the story, Zhdek’s farm is burned by bandits, and the main character goes to a competition to win a suitcase of money and restore the farm. With the help of his friends, he wins. But the attackers steal Starr's portrait. And on its back is a map that leads to the untold riches of its owner. Having learned this, Jack and his Indian friend rush in pursuit of the bandits. The game has a lot of exciting missions. There are tasks with a logical touch, and there are also pure shooting and pursuit. Great wild west atmosphere and all sorts of adventures. The game has more than forty missions and two campaigns.


Publisher in Russia: "Akella"

System requirements


Pentium-III level processor with a frequency of 1.3 GHz

256 RAM

DirectX9-compatible 3D video card with 32 MB of RAM (GeForce 4 level and higher, except MX-series and integrated video cards)

DirectX compatible sound card

About 1.5 GB of free hard disk space

8x DVD-ROM

Operating system Windows XP with SP2 and DirectX 9.0c (the game also works under Windows Vista)

Keyboard, mouse.

Description

Attention: the article contains “spoilers” - text and screenshots that reveal details of the plot and solutions to game problems. If you like to play through the game on your own and without any hints, be careful!



So, in the face of “The Angry, the Bad and the Sober” we are waiting for a quest using 3D technologies - when the heroes and rare objects are three-dimensional models, and the “backdrops” are two-dimensional, and almost always static.

There is no patch for the game, but it seems that it is not needed - having completed the entire quest to the end, I did not notice any crashes or any errors.


The main menu simply and concisely asks us to change the graphic resolution (the range from 800x600 to 1280x1024 is available to choose from), turn volumetric shadows on or off, adjust brightness, overall volume and music volume. By the way, my music greatly interrupted the “voice acting” of the dialogues, so I still had to use the sound controls...

Choose a new game. The cutscene begins... A horse with an exhausted Indian rides up to the farm of old Jack, the main character of the game.


Our hero spends his time in the traditional way - quietly and peacefully drinking whiskey, without bothering anyone or making a fuss.


However, the idyll (tete-a-tete of a man with a bottle) is disrupted by two bandits. Jack is beaten and his farm is set on fire. The game begins the way Mondays begin for many of our compatriots - with a hangover, turned into ruins of the home and thoughts of whether you want it or not, you need to start acting... Having sipped whiskey to disperse bad thoughts and as a pathetic attempt to drive away the hangover, Jack begins to come to his senses.


The first thing that made a positive impression on me personally was the musical arrangement. It is not annoying or distracting, but at the same time it is very harmoniously woven into the gameplay and creates the right atmosphere. Since we're talking about sound design, I'll jump ahead a little and talk about the voice acting in general. The music is a really strong point, but the actors who spoke the dialogue deserve a “satisfactory” rating in most cases. I categorically did not like Padre Sanchez's voice acting.


Perhaps the best success was the main character, the sheriff, the boy Snoopy. In general, of course, I would like more, especially in quests, dialogue is the cornerstone, voice acting is the most important detail in the product.

“The Angry, the Bad and the Sober” is, in general, a classic quest (albeit with arcade mini-games, which will be discussed later). The main character moves in space by clicking the mouse, double clicking the mouse makes Jack start running.

As is usually the case in quests, once you get to the next scene, you begin to carefully examine it with your mouse cursor. Alas, a headache for many fans of the genre - the so-called “pixel hunting” (painstaking exploration of every nook and cranny on the screen with a cursor) is also present in “The Angry, the Bad and the Sober”. To be fair, such problems do not occur so often, but they still occur. So, for example, you see a vulture (an active object on the scene), but if you move the cursor lower, it turns out that the snag on which the vulture sits is also an active object.


The same can be said about the van (on which you need to separately find the wheel roller), the same can be said about the mailbox (during the exploration of which I did not immediately successfully click on an advertisement for a shooting tournament). Be that as it may, one more positive point should be noted here - the scenes are by no means overloaded with objects and key objects, which is really pleasing and significantly narrows the area of ​​possible searches.

When studying some objects, the main character gives several of their characteristics at once (in order, after additional mouse clicks on the object). Don't be lazy and click on objects several times while exploring them until Jack starts repeating himself. The fact is that in one of the scenes a key will fall out of the umbrella after Jack examines the object three times!

There is humor in the game, although the bearded joke about the recommendation to cut down a fly and jokes in the style of “these are the wrong cacti, they make the wrong tequila” are quite neutral. The authors of the texts, of course, cannot be called sparkling wit, but in general there is nothing depressingly primitive. Separately, I would like to note a joke with an unambiguous allusion to the Russian-Ukrainian problem with gas supplies, where the Ukrainians are represented by “Indian pig farmers pumping out all the gas along the road” :). Definitely the best joke in the game!

The main character's inventory is called up by clicking on the top menu, but it's easier to open and close it with the right mouse button. This is especially useful if you are trying to use an item on an object hidden by the unfolding inventory panel. By the way, do not forget to use items one on top of the other in your inventory - often as a result of combinations you get new items and devices.

The main character has in his arsenal not only inventory, but also a map of the area (and the entire area, covering the scenes presented in the game). To be honest, I didn’t feel much benefit from the map - it’s more like another decoration for the game.


The game is saved after exiting to the main menu, in special slots. In total you are given 10 slots, but each can be rewritten. You cannot save or load saved games during mini-games.


The main character sometimes tells you what to do - gives hints. A typical example is that after receiving a rusty razor, Jack characterizes a certain object with the phrase “looks like a whetstone.” Unfortunately, hints are given very rarely and are quite extensive. I remember with nostalgia quests in which, when solving any problem, you were first given a lengthy hint, then a more specific one, and the third time - you were given almost step-by-step explanations. This approach is simply mandatory, since creating riddles is a creative process, and developers are subjective, and sometimes their logical and thinking apparatus does not fully correlate with the logic of the player (and the player can be of any age, nationality and, without a doubt, there is a dependence on gender - there are legends about female logic).


Personally, what I missed in The Angry, the Bad and the Sober was the ability to examine an item in detail in the inventory (again, with Jack's thoughts on how to use the item). Of course, this is compensated by a small number of items and objects, but it is trivial to go through options - not quite the correct structure of the gameplay in a quest (although it is an integral part of the game, where would it be without it).

Let's move on to the mini-games. There are only a few of them. First you will encounter a fight.


Left key - strike, right - dodge. The fight is not so simple: after a successful blow, you almost always miss the blow yourself. I found one way out - feverishly clicking on both mouse keys at once leads to the character being seized by a “shaking”, but the enemy’s AI begins to miss, and you periodically hit, and victory goes to us. However, later I learned to constantly dodge and strike immediately after successfully dodging an enemy blow.

The second type of mini-game is rodeo. A complete primitive - press the right or left mouse button in time, following the arrows that appear on the screen.


Next, there is the option of a pistol duel. In the first case, you shoot at a villain leaning out of the windows (from time to time an innocent woman jumps out of the window).


In the second case, you are trying to shoot first at the bandit standing at the other end of the screen. First, you click on the holster with the mouse, and then instantly move the cursor exactly to the bandit figure and click a second time. I was able to pass this stage about the fifteenth time, and only by changing the mouse sensitivity (so that the cursor moved more sharply).


Another type of mini-game is examining a large picture with a small telescope lens. Having found the desired object, you click the mouse and further events unfold.

Overall, I didn't really like the mini-games. Even if mini-games are included in the quest, they should be implemented in such a way that they bring pleasure and do not irritate the player with frantic clicks. After all, the audience of many quest games are calm people who love to sit in front of the screen with a cup of coffee and thoughtfully solve some problems and puzzles.


The transition between scenes is done like this: you move the cursor to the edges of the screen, and if it turns into a red arrow, click and go to the next scene. Unfortunately, sometimes you have to move your mouse across the screen for several seconds to “catch” the transition arrow. I would like a clearer and more explicit implementation.


In dialogues there are sometimes several continuations of the conversation. I didn’t notice any ramifications; usually you can always continue the conversation later and ask a question that you didn’t have time to ask. In a couple of points, the development of the quest is impossible without talking with the right character, so don’t be lazy to chat with everyone several times (especially after various plot actions).


In the end, I would like to separately talk about the cases when I got “stuck” while passing the game. Such situations usually characterize a quest very well, and the fewer of them that occur, the more playable the project turns out to be. So, I really got “stuck” while passing, so much so that after several tens of minutes of fruitless attempts I went to read the walkthrough of the game. In total, I encountered 4-5 such situations, but I could have avoided a couple of them if I had been “hunting pixels” and using all the objects on all objects. Unfortunately, I am ready to say that 99% of players will definitely get stuck for half an hour or an hour in two or three places in the game, and will be forced to turn to the description of the passage. Ideally, the quest should do without such negative aspects, but their mere number in “The Angry, the Bad and the Sober” still inspires cautious optimism...

Conclusion

Before us is a quest with three-dimensional character models and a two-dimensional landscape, unpretentious in terms of system requirements and to some extent deserving of the epithet “classic”. What prevents this quest from becoming fully classic is primarily the arcade mini-games, the implementation of which I personally didn’t like.

The game is "easy to digest" due to its point-and-click style gameplay, as well as the small number of key stage objects and inventory items. The player is not overloaded with items or information, and everything looks easy and unobtrusive.

The game was completed in 8 hours, but a couple of times I got stuck and peeked at the walkthrough. Unfortunately, there were some dead-end moments, and the hint system in “The Angry, the Bad and the Sober” was not implemented.

The music in the game very harmoniously sets off the gameplay (a solid “A”!), but the voice acting of the characters, in my opinion, deserves a “C plus”. The graphics are very nice for a project of this class and genre, although it would be nice to introduce the ability to highlight active objects in the scene using some kind of “hot key”.

In general, there was a feeling of a good project, without system errors and outright “bugs” (thanks for decent quality control). It seems that more scenes were originally planned (personally, it seemed to me), so perhaps we will soon see a continuation of Jack’s adventures...

Ratings


Graphic arts: 80%
Sound: 75%
Game process: 70%

General impression: 74%