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Glücksspiel-Neulinge aufgepasst Mit jedem Ballwurf beim Plinko dein persönliches Gewinnpotenzial fre

Glücksspiel-Neulinge aufgepasst: Mit jedem Ballwurf beim Plinko dein persönliches Gewinnpotenzial freisetzen!

Das Spiel plinko ist ein beliebtes Glücksspiel, das in vielen Casinos angeboten wird. Es erfreut sich großer Beliebtheit, da es einfach zu verstehen ist und dennoch spannende Gewinnmöglichkeiten bietet. Das Prinzip ist simpel: Ein Ball wird von oben fallen gelassen und prallt auf einer Reihe von Stiften ab, bevor er in einer der Gewinnzellen am unteren Ende landet. Jeder Spieler kann mit Spannung verfolgen, welchen Weg der Ball nimmt und welchen Preis er am Ende gewinnt.

Was ist Plinko und wie funktioniert es?

Plinko ist ein Geschicklichkeits- und Glücksspiel, bei dem ein Ball von der Spitze eines Spielbretts mit Stiften abgeworfen wird. Der Ball prallt dabei von den Stiften ab und fällt schließlich in eine der Gewinnzellen am unteren Ende. Die Höhe des Gewinns hängt davon ab, in welcher Zelle der Ball landet. Die Gewinnzellen haben unterschiedliche Werte, wobei die höheren Werte in der Regel schwieriger zu erreichen sind. Es ist ein Spiel, bei dem sowohl Glück als auch das Verständnis der Wahrscheinlichkeiten eine Rolle spielen können.

Gewinnzelle
Gewinnfaktor
Wahrscheinlichkeit (ungefähr)
1 1x 40%
5 5x 30%
10 10x 20%
50 50x 10%

Die Strategie beim Plinko-Spiel

Obwohl Plinko in erster Linie ein Glücksspiel ist, gibt es einige Strategien, die Spieler anwenden können, um ihre Gewinnchancen zu erhöhen. Eine grundlegende Strategie besteht darin, die Wahrscheinlichkeiten der verschiedenen Gewinnzellen zu verstehen. Die Zellen in der Mitte des Spielbretts haben in der Regel eine höhere Wahrscheinlichkeit, getroffen zu werden, bieten aber niedrigere Gewinne. Die Zellen an den Seiten bieten höhere Gewinne, sind aber schwerer zu erreichen. Spieler können ihre Einsätze entsprechend anpassen, um ihr Risiko und ihre potenziellen Gewinne zu optimieren. Einige Spieler bevorzugen es, kleinere Einsätze auf mehrere Zellen zu verteilen, während andere größere Einsätze auf einzelne Zellen platzieren.

Einsatzhöhen und Risikomanagement

Das Management des eigenen Einsatzes ist beim Plinko-Spiel von entscheidender Bedeutung. Es ist wichtig, ein Budget festzulegen und sich daran zu halten, um zu verhindern, dass man mehr Geld verliert, als man sich leisten kann. Kleine Einsätze ermöglichen es, länger zu spielen und die Spannung des Spiels zu genießen, während größere Einsätze das Potenzial für höhere Gewinne bieten, aber auch ein höheres Risiko bergen. Spieler sollten sich ihrer eigenen Risikobereitschaft bewusst sein und ihre Einsätze entsprechend anpassen. Es ist immer ratsam, verantwortungsbewusst zu spielen und Plinko als eine Form der Unterhaltung zu betrachten, anstatt als eine Möglichkeit, schnell reich zu werden. Die richtige mentale Einstellung ist genauso wichtig wie die Spielstrategie.

Die Bedeutung der Wahrscheinlichkeit

Das Verständnis der Wahrscheinlichkeiten ist essentiell, um Plinko erfolgreich spielen zu können. Die Gewinnzellen in der Mitte haben eine höhere Trefferwahrscheinlichkeit, bieten aber geringere Auszahlungen. Die Zellen an den Seiten sind schwerer zu erreichen, versprechen aber größere Gewinne. Wahrscheinlichkeiten sind zwar keine Garantie, aber sie geben einen Hinweis darauf, wie oft eine bestimmte Zelle im Durchschnitt getroffen wird. Es ist wichtig zu erkennen, dass jedes Spiel zufällig ist und die vorherigen Ergebnisse keinen Einfluss auf die zukünftigen Ergebnisse haben. Das bedeutet, dass jede Zelle bei jedem Wurf die gleiche Wahrscheinlichkeit hat, getroffen zu werden, unabhängig davon, wie oft sie zuvor getroffen wurde. Ein solides Verständnis der Wahrscheinlichkeit kann Spielern helfen, fundierte Entscheidungen über ihre Einsatzstrategie zu treffen und ihr Risikomanagement zu optimieren.

Plinko im Vergleich zu anderen Glücksspielen

Plinko unterscheidet sich von vielen anderen Glücksspielen durch seine Einfachheit und sein einzigartiges Spielerlebnis. Im Gegensatz zu Spielen wie Poker oder Blackjack, die strategisches Denken und Geschick erfordern, ist Plinko hauptsächlich ein Glücksspiel. Allerdings bietet es im Vergleich zu reinen Glücksspielen wie Roulette oder Spielautomaten eine visuell ansprechendere und spannendere Erfahrung. Die Animation des fallenden Balls und das Prallen an den Stiften sorgen für eine dynamische und fesselnde Atmosphäre. Plinko ist damit eine attraktive Option für Spieler, die ein einfaches, aber unterhaltsames Glücksspiel suchen.

  • Einfachheit: Plinko ist leicht zu verstehen und erfordert keine Vorkenntnisse.
  • Spannung: Das Spiel bietet eine hohe Spannung durch den zufälligen Verfall des Balls.
  • Visuelle Attraktivität: Die Animation und das Design des Spiels sind ansprechend.

Die Zukunft von Plinko

Plinko hat sich in den letzten Jahren zu einem beliebten Glücksspiel entwickelt, und seine Popularität scheint weiterhin zu wachsen. Die Integration in Online-Casinos hat dazu beigetragen, dass das Spiel einem breiteren Publikum zugänglich gemacht wurde. Zukünftige Entwicklungen könnten neue Spielvarianten und Funktionen beinhalten, wie zum Beispiel Bonusrunden oder spezielle Gewinnmultiplikatoren. Die Verwendung von moderner Technologie, wie z. B. Virtual Reality, könnte das Spiel noch immersiver und realistischer gestalten. Es ist wahrscheinlich, dass Plinko auch in Zukunft eine feste Größe in der Glücksspielbranche bleiben wird und Spieler auf der ganzen Welt begeistern wird.

  1. Einfache Regeln und leicht verständliches Spielprinzip.
  2. Hohe Spannung durch den zufälligen Verlauf des Balls.
  3. Anpassbare Einsatzhöhen für verschiedene Spielertypen.
  4. Hohe Gewinnchancen bei strategischer Platzierung der Einsätze.
Plattform
Plinko verfügbar
Besonderheiten
Online Casino A Ja Verschiedene Einsatzhöhen
Online Casino B Ja Bonus-Funktionen
Online Casino C Ja Live Plinko
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Beyond the Drop Win Up to 1,000x Your Stake with the Addictive Fun of plinko game online.

Beyond the Drop: Win Up to 1,000x Your Stake with the Addictive Fun of plinko game online.

The world of online casino games is constantly evolving, with new and exciting options appearing frequently. Among these, the plinko game online has gained significant traction thanks to its simple yet captivating gameplay. Often likened to the classic price-is-right game, Plinko offers a unique blend of chance and anticipation. Players drop a puck from the top of a board filled with pegs, and it bounces its way down, ultimately landing in a prize slot at the bottom. The potential for multiplying your stake, combined with its visually appealing design, makes it a favorite among seasoned players and newcomers alike. This game is gaining a lot of popularity.

Understanding the Mechanics of Plinko

At its core, Plinko is a game of pure chance. Unlike strategy-based casino games, there’s no skill involved in predicting where the puck will land. The outcome is determined solely by the random bouncing of the puck as it descends through the peg field. However, understanding the game’s mechanics can enhance your experience, and your appreciation for the probabilities at play. Different platforms often offer variations in the board structure, number of pegs, and prize distribution, all of which influence the potential payouts.

The prize slots at the bottom of the board typically offer varying multipliers, ranging from modest gains to substantial rewards, sometimes reaching up to 1,000x your stake. The frequency and value of these multipliers are key factors in determining the game’s Return to Player (RTP) rate – a crucial metric for players to consider. A higher RTP suggests a better long-term winning potential. Many platforms allow players to adjust the risk level by choosing the number of balls to drop per round. Increasing the number of balls enhances the chances of hitting higher-value prize slots, while also increasing the overall cost.

Risk Level
Number of Balls
Potential Payout
Low 1-5 Small, Consistent Wins
Medium 6-10 Moderate Wins, Balanced Risk
High 11-20+ Large, Infrequent Wins

The Appeal of Simple Gameplay

One of the main reasons for Plinko’s growing popularity is its accessibility. The game requires no prior casino experience or complex strategies. The rules are simple enough for anyone to grasp within seconds, making it an ideal entry point for new players. The visual aspect also plays a significant role. Watching the puck cascade down the board and bounce its way to a prize slot is inherently satisfying and creates a sense of anticipation.

This simplicity doesn’t diminish the excitement, however. The random nature of the game ensures that every drop is filled with suspense. Will the puck land on a high-value multiplier? Or will it settle for a smaller win? This unpredictability is what keeps players coming back for more. The gameplay is incredibly fast-paced. Rounds are completed within seconds, allowing for a high volume of plays and increasing the overall entertainment value.

  • No prior experience necessary
  • Easy-to-understand rules
  • Visually engaging gameplay
  • Fast-paced rounds

Variations and Features in Plinko Games

While the core principles of Plinko remain consistent, many online platforms offer variations to enhance the gameplay. One common feature is the ability to choose different board layouts. Some boards feature wider prize slots, increasing the probability of winning, while others offer higher multiplier values. Another popular addition is bonus rounds or features. These might involve special pegs that trigger additional prizes or multipliers.

Some games introduce ‘insurance’ options, allowing players to recoup a portion of their stake if the puck doesn’t land on a designated high-value slot. The introduction of progressive multipliers. Unlike fixed multipliers, progressive multipliers increase with each subsequent drop. This feature can lead to truly massive payouts, but also escalates the risk. Players can also find versions of Plinko that incorporate themes and storylines. For example, pirate-themed Plinko games might feature treasure chests as prize slots, enhancing the immersive experience.

Risk vs. Reward in Different Plinko Variations

Understanding the risk/reward balance is key to enjoying Plinko and properly managing your bankroll. Each variation of the game offers a different level of volatility. Games with wider prize slots and lower multipliers tend to be less volatile, offering more frequent, smaller wins. Conversely, games with narrow prize slots and high multipliers are more volatile, meaning wins are rarer but potentially more substantial. Players with a conservative approach might favor low-volatility games, focusing on consistency over large payouts. Those seeking a more thrilling experience might be drawn to high-volatility variations, hoping to land the elusive big win.

Features Contributing to Enhanced Player Experience

Innovations are continuously introduced to improve the player experience. Autoplay allows players to set a specific number of rounds and enable the game to play automatically. This function streamlines gameplay when you want to play continuously for a certain period. Customization features give players control over visuals and settings. The ability to adjust elements like sound levels and color schemes enhances immersion. Furthermore, integration with cryptocurrency features a fast and secure transaction process, boosting user confidence and convenience.

The Role of Random Number Generators (RNGs)

The fairness and integrity of any online casino game, including plinko game online, depends critically on the use of Random Number Generators (RNGs). These algorithms ensure that each drop of the puck is entirely random and unpredictable. Reputable platforms utilize certified RNGs that are regularly audited by independent testing agencies. These audits verify that the RNGs meet strict fairness and randomness standards. It’s essential to only play Plinko at licensed and regulated online casinos that utilize certified RNGs, ensuring a fair and transparent gaming experience.

Strategies for Managing Your Bankroll

While Plinko is primarily a game of chance, employing sensible bankroll management strategies can improve your overall experience and potentially extend your playtime. First, set a budget for your Plinko sessions and stick to it. Never gamble with money you can’t afford to lose. Second, start with smaller bets. This allows you to experience the game’s mechanics and understand its volatility without risking a significant portion of your bankroll.

Another valuable practice is to set win and loss limits. If you reach your win limit, cash out your profits and avoid the temptation to chase further gains. Conversely, if you reach your loss limit, stop playing and walk away. It is important to avoid chasing losses that will result in additional financial implications. Consider utilizing the game’s autoplay feature with caution. While it can streamline gameplay, it can also lead to rapid depletion of your bankroll. Be mindful of the number of rounds and bet amount when using autoplay.

  1. Set a budget
  2. Start with small bets
  3. Set win and loss limits
  4. Use autoplay cautiously

Ultimately, the best way to approach Plinko is to view it as a form of entertainment. Enjoy the suspense, the visual spectacle, and the potential for random gains, but always gamble responsibly.

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Thalassa: Edge of the Abyss: Gample through fantasy

To begin with, I really recommend you not to read the blog if you have not played this game and there is at least the slightest desire to try to get used to it. It is 200% spoiler -dependent and it is worth catching at least one spoiler – you will no longer be able to get the sensations described in this blog.

If you have already passed the game (and with the most unhurried passage it will take no more than a week) or are absolutely sure that you will not play it – welcome.

A brief description of the game

The plot tie is that we were a submariner on the ship, on which an expedition was carried out to search and raise the Spanish galleon from the bottom of the ocean. During the rise of the nasal statue of a sunken ship due to a broken crane, our friend dies (beloved – decide for yourself).

The ship returns to the port, we are in a not better mental form we go ashore, together with us to support the head of the group of submariners goes to the shore. The rest of the crew goes back to the expedition. After some time, we come to our senses a little, but we get a message that the expeditionary ship sank with all crew members.

Having decided that both we and the family members deserve to know the truth about the causes of the death of the ship – we go to the crash site to find out what caused the flooding. Actually the main gameplay of the game begins with this.

At the same time, which is important – the main character in search of the cause of the crash of the ship also hopes to find the causes of the death of his girlfriend, t.To. It does not believe in such a fateful combination of circumstances and in the tragedy going one after another for different reasons.

Gameplay Thalassa: Edge of the Abyss is something between a quest and walking simulator. The entire gameplay consists of three components, two of which are obvious, and the third can be seen and realized only by passing the game to the end:

1) traveling around the ship in search of clockwork and evidence.

In this part of the game, we just walk on the ship and select interactive items. In this case, then they do not need to somehow unusually combine or use. Just every evidence can be examined or raised, no additional actions need to be done for the search)

The game contains very conditional elements of metroids (gradually finding new tools you will open access to previously inaccessible locations).

2) comparison of the evidence found to receive answers to questions in the corresponding menu. The game itself will give you a question that requires an answer when finding a clue. T.e. Finding, say, the record with the voice of a woman whose voice was not on the ship – the game invites you to ask about who this woman. Comparisons for the most part are extremely obvious and in the presence of at least the slightest logic will not be difficult.

3) and the third hidden part of the gameplay – the work of your brain in making up and reconstructing events based on limited information. Since we are not a neural network, which plays only to close gameplay need, (t.e. collect all the evidence, substitute them in all questions and complete the game) and living people with certain curiosity and empathy are our goal in the course of passing first of all, to find out what happened on the ship. Do not substitute the necessary clues to the right issues (compare the suitable squares), namely, to restore the chronology of events and make a picture of what happened for yourself. Not because it is necessary for the final credits, but because we are interested in. And with a certain degree of empathy, we may even really want to know the cause of the death of our girlfriend.

Now – let’s figure out why the third element of gameplay works in the process and how the authors beat the peculiarity of our perception in order to convey the main idea of ​​the game in the finale.

Warm coziness of the ship to the crash

Cold lifelessness after

Cliche

All of us, one way https://gamblingdata.net/casinos/old-havana-casino/ or another, constantly and continuously absorb art in one form or another. And the longer the art exists and the more accessible it is, the more cliche becomes in it. Established plot turns, characters, events and their consequences, images.

Cliche in art in itself, it is not good and not bad. At the moment, we are at the point when almost all plot turns have long been invented by someone, and the author is available primarily interpretations, rearrangement of terms, unusual combinations of clicked plot turns and clicked characters. But these same cliches make art interesting. These are proven ways to make a narrative meaningful. The work should carry some kind of thought, have a tie, climax and denouement, to cause interest. In the work, each event carries a certain semantic load and has consequences in the future, or is designed to create an atmosphere. The work in which events will take place just like that – with a high degree of probability will be called bad (in one of 100 cases brilliant).

Based on the widespread use of cliches in art, we freely or involuntarily get used to them and automatically apply to perceived works, whether it be books, games or films.

Seeing a little girl with her hair closed hair in the frame – we assume her hostility or danger.

If the character finds ancient letters on the seabed – with a high degree of probability, their connection with ancient gods or monstrous rituals can be assumed.

If in the first race we were given a uber charged wheelbarrow, then soon they will be taken away. and t.D.

And this habit of our brain to project familiar patterns for the development of plots and characters on a new work and plays Thalassa: Edge of the Abyss.

Let’s look at several game examples:

In the crew of the ship there is a chief engineer Thomas. Thomas is 20 years old, which is very little for the main engineer of the ship. Tomasa taught the previous chief engineer Demesvar, who resigned from his post due to advanced age. These are facts that provide us immediately.

Next, we dose and we get the following information about Thomas: Thomas wears banks with canned food at night. In the kitchen there is a hidden compartment of the ship in which the mattress is spread, there are candles and there obviously someone lived there.

And here cliche comes into business. In our desire to give an explanation of what is happening, we come to certain conclusions with the inspirational meanings of events in other works. You probably had your own version, but at that time we decided that Thomas actually did not understand anything in the engine, his teacher lived in the pantry, who, despite his age, did not want to part with the ship and who actually said nothing to the engine, what to do with the engine. T.e. Knowing the key event of the plot (the collapse of the Talassa) – we are trying to give what is happening in the context of the work, namely, to tie it to the crash.

Or, let’s say, we will find out that there was a journalist Jesse on the ship, whom the organizer of the expedition invited to write an article about Talassu and her journey. However, from the editorial office, the journalist receives the task of making a sensation from the article and finding something scandalous within the ship. The journalist knows how to find an approach to the crew, while communicating defiantly straightforwardly with crew members, dumping the dirty laundry of others on some interlocutors. And again, thinking in the framework of the main goal – we assume that conflicts on the ship were the cause of the crash.

Having learned that Isabelle (the organizer of the expedition) is ruined – we assume that the cause of the crash was saving. And t.D.

At the same time, in the course of the game, it becomes more pronounced that the main character is driven not so much by an attempt to find out why the ship sank, but an attempt to find the cause of the death of his girlfriend. An attempt to understand why this one, the first, an accident, and most importantly – who is its culprit.

And we generally readily succumb to this impulse, because during the study of the ship we understand that no one of the team is not without sin. The head of the expedition is twisting a secret novel, the organizer is ruined, the chief engineer – an inexperienced guy with some secrets and t.D.

Apofenia

Apofenia – the term appeared in 1958. Initially, it was used as a medical term describing pre -zyazophrenic symptoms, but later it began to be used to describe similar cognitive distortions in healthy people. This term describes the peculiarity of our consciousness, try to find the relationship between unrelated and random events.

Apofenia in a mild form is inherent in almost all people. It exists in mind that the brain needs to structure chaos. This is an attempt to consciousness to identify patterns in the surrounding world and use their. However, in view of the fact that the world does not rotate around us – this feature sometimes turns into a distortion of reality.

We find the reasons for the events where they are not, we blame ourselves in those things that we could not influence, we attribute to other people evil intent where there was a banal ignorance.

And it is thanks to apofenia that the plot and idea of ​​Thalassa: Edge of the Abyss works.

Having gone through the entire ship and reaching the place in which the events took place, learning about all the crew members, even that we should not know, turning the past of everyone – we understand that the reason is an accident.

The chief engineer is more than professional, his teacher has a dementia, and he fed a secret wiang.

The journalist loves to dig to the truth, but she is a completely emphasic person and having downs a few potential scandals, but seeing that the crew of Talasses is generally good people – sends a neutral article to the editors.

The ruined owner of the expedition with all her heart is happy for the team, although he hides her bankruptcy – sells property from her estate in order to ensure normal working conditions for the team.

Despite the presence of dirty linen, each of those present on the ship, they are basically good and even bright people, with their passions, but loving, enthusiastic and selfless.

Despite sometimes even mystical hints and coincidences – there is no mysticism and a draw of evil will did not cause a crash. The guilt of the whole storm, which ruined during the storm, the engine part and a combination of circumstances.

The same applies to the death of our girlfriend. None of the crew saved on a crane, no one was mistaken in its installation, no one was mistaken in its operation. The fault of the marriage in production on another continent.

We earnestly tried to find an explanation of the death of a friend, to understand who could wish her death or whose mistake became fatal. Apparently because we were the last to see her alive and could not save her and we wanted to shift the blame on someone else. And it was necessary to just take it off yourself.

“Talassa” ends with the fact that the versions of events so carefully built by us throughout the game, attempts to plunge here causal relationships from books and cinema – are crashed about one simple fact.

Shit happens. Sometimes just like that, without a goal and insidious reasons. The world is not a movie. Not every event – happens to something. The world does not spin around us. And the departed loved ones sometimes need to be able to let go, instead of blaming yourself or someone else.

I will not say that the game is masterpiece, but its gameplay works due to the fact that the developers submit information in the right order and with the desired pace. They give the player to boil in their own versions of events, internal dialogs they enhance the player a sense of apofenia, the entourage – they lead the player to the reproduction of detective plots in the head.
But – they never deceive the game, never once give their evaluation of events for the game, they do not push the player to one or another conclusions too straightforwardly.

I consider such a work with the script and its presentation, as well as the main idea of ​​the game, at least worthy of attention and a higher rating.

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RED Storm II (Survival) – Overview online Flash Games

Red Storm II (Survival) Red Storm 2 (Battle for Life)
This is not a battle for your life! May your guns make them survive!

The capitalists had to fall and give up! In the bowels of military laboratories of the terrible and terrible USSR, closed by an iron curtain, a deadly weapon was developed, which was supposed to serve as a guarantee of the victory of the World Revolution. And this is not Arnold Schwarznegger! This is the return of our acquaintance – the Red October robot ..

The thirst for activity and the inflamed consciousness of Soviet scientists and intellectuals created not only a hydrogen bomb, samovar, vodka and balalaika! The boundaries of consciousness were extended by party ideology to the point that it was decided to make the greatest combat vehicle of our time again … and forget it in the pantry of the secretary of the secret Research Institute – Uncle Volodya. At first, Uncle Volodya adapted a warlike robot to the moonshine, but the robot drank everything himself, and therefore Uncle Volodya was sad and began to be angry with the whole world. Especially on the mechanical rats that survived after the first wave of the “red storm” and occupied the warehouses. This is where the sanitary skills of the famous robot are useful! Immediately begins your way in the game ..

Managing the advanced combat unit, your task is https://nongamstopsites.uk/malta-casinos/ to save the pantry of Uncle Volodya and its environs from tyranny of mechanical mutants. As always, Soviet propaganda accused the capitalists, CIA and aliens in everything. Therefore, the game shows not a true story … Even about the uncle, not a word ..

So, with a wide confident rabot, the robot can easily and gracefully control the arrows on the keyboard (or W-S-A-D). Given the quantity and malice of the monsters, you have to run well from numerous shots of iron enemies. The key to the survival of your robot in battle is active movement, a change of firing positions, relocation and … Watch the militants about the war and special forces less … In the game “Red Storm” you do not need to rack their heads over high strategic calculations – it is quite accurate and quickly fading from three hands, as well as correctly calculate the forces of the robot before the battle. Always pay attention to the standard of living of your mechanical orderly secret bases. The longer you can avoid the breakdowns of the robot from enemy shells, the less spend on repairs and the faster buy some cool powerful gun in the store, or maybe 2 at once. Then “Survival” will begin for your enemies.

Fire of fair revenge on the hordes of the invaders is simple: guidance by a cursor and shooting with the left mouse button! – Particularly dexterous drivers of robots can use TouchPad … under pain of constant misses and frequent repairs after death … since the enemies are quite swivel, you will have to strain a well -aimed hand and sharp eyes to knock down flying mutants. Here you have to work out shooting with a lead, getting on moving targets and many more training in useful skills to coordinate.

Skills that have been developed during the 6th missions of the first campaign, as well as a huge (more than 40 locations) of the second campaign, just come in handy in the place in the “Survival” mode – a bloody incessant mess, a meat grinder of details and spare parts, a cruel “Rubilovo” without fear and reproach (pregnant women and children, probably, are probably allowed to watch this part of the game).

Some rooms are closed with keys of different colors. They need to be mined in battles, often at the other end of the location. Within each mission, you will have several tasks (for example, destroy the enemy command post), which will have to be performed sequentially. It is more convenient to navigate on the map (in the lower right corner).
During the battles, cartridges and missiles fall into different boxes and boxes with scientific trash – this is a good chance to find a package of restoring the standard of living of your robot or getting a couple of points of improvement. By the way, experience is accrued for destroyed boxes, and it is good to take the soul well, bullets from the guns on the boxes … Enjoy ..
In the store, pay attention to the numbers in brackets (in the name of things) – this is an indicator of the level. It is also worth reading the descriptions before buying – everything is described in detail. It is convenient for you to equip and hunt perfectly!

The game “Red Storm 2” appeared thanks to the efforts of Vadim Starygin (Elite-Games.Net).

To whom we recommend:
– Heroes who have passed all the tests of the game Redstormi
– champions of cleanliness of pantries, warehouses and other utility rooms
– Fans of simple little quiet game joys – run, shoot, demolish a couple of hundred heads of mutants
– fans of simple casual shooters without complex abyles, teams and other “Trash”
-office workers who have 10-15 minutes during a break (not to lay out the solitaire)))

Our comments:
– The work of the store is incomprehensible when I want to sell an item from an inventory. You need to try to drag the item for the sold many times.

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My essay about Durarara

You never thought that the cities are alive? Each of them has its own soul and character. They feel, wait and remember. Each has its own energy. Your style. They talk to you. They hear you. The city can accept, and it can reject. Each has its own unique biography, written by people and history. And the basis of any cities are the veins of the streets, and the inhabitants who carry information on them.
Dürarar about this. There are no main characters or secondary. He is about people. And at the same time not about them. A work is a city story where the city acts as the main person. The author’s greedy gaze, a frozen picture from a long-long life of Ikebukuro, the Tokyo region, snatched from time. The plot is one of the many stories that occur, and those that will still be played on the streets of Tokyo. I do not consider the plot fantastic. He is real. After all, the city is old. I have seen a lot. He performed a scene for thousands of stories. There is not a single reason why what was happening in the anime could not actually happen. Everything is possible.
Ikebukuro hastily arranges figures. A good question – whether he plays the fate of the inhabitants or acts as an assistant and involuntary witness? Questions unanswered. But, the author of manga and anime managed to catch the spirit of the city. Twist the plot as it should. The plot catalyst is Mikado’s move to study in Tokyo. Where does a friend meet him. They have not seen four years. Traveling around the area, they meet people. Each of them is ordinary. And each of them is unique. Here everyone has their own story. Everyone stores his skeleton in the closet. Scattering of human characters and fate. There are no frankly passing characters created to appear for five minutes, to say “to eat” and disappear from the stage. Everyone is interesting in their own way. Everyone has a character and personality. Rare, because sometimes the main character in other works give the identity of the sexual rag. And here is such a feast. Even the chief villain of Izai, no, not the villain, the antagonist is not cardboard evil. Not brightly smeared cardboard with terrible grinning. He has reasons, his vision of the world, his fears. His monologue-prospecting in front of Simon is so humanly, so sincerely and going against how they are used to portraying the villains. Soulless and cold fanatics, who were shocked blindly to their goal, despite nothing, for no reason, simply because I am angry. Izaya is not like that. He is human. I would like to exclaim, like Stanislavsky – “believe”. I believe to the end and irrevocably. As if you are walking in ikebukuro, you can talk about the characters for a long time. Their fears, dreams and hopes move the plot. In the center of which is the usual, banal trinity for the anime- GG- a typical Japanese schoolboy, his childhood friend is a balabol and a hunting for skirts, and a girlfriend is a modest, quiet, curly girl in glasses. This could be an ordinary chamomaken. Banal story about school days and youth. About first love and first disappointments. But the city and the past are broken into the relationship of the trinity of heroes. Along the way, capturing more and more new people. You can’t run away from the past. It can only be accepted.

Dürarar about this. About the city and the https://nonukcasinosites.co.uk/crash-gambling/ past hanging over all of us. The past can only be forgotten, but it will remind of itself with painful memories. Durara about an attempt to escape from the past. About the search for him. Ultimately, everything comes to a very important issue – where is your place in the world? Where will you be happy? And how you will be happy?
Dürarar about this. About the search for your happiness. Your place under the sun. Each character has his own goal, his own path, his own fate, sometimes broken, but each of them is looking for his own happiness. Some run away from him. Some are not. But we all strive subconsciously to him. And only when we find it, not happiness, but our place – only then we will calm down. Let’s breathe deeply and relax.

Durara about all this. And about much more. Many characters are involved in it, whose fate and storylines are ultimately intertwined together. But even more people and stories remained behind the scenes. Durara – a unique anime. Cabbageing. Interesting. Forcing to think. Revealing the history of ikebukuro and people. Damn run in a circle. Durara cannot end. It will continue while there exists. While more and more people will come. While they live, dream and hope. The author of the manga opened a bottomless box, from where you can draw more and more new stories. Inspiration cannot end. The muse will not disappear. For his muse is people. To find new, interesting stories, he needs to walk along the noisy streets. Promote passers -by. Maybe he met herring. Maybe a crazy doctor. Or maybe these characters pass by you every day. You don’t notice. You are too busy. Submitted into oneself. Smartphones – only move you. You think you are the main characters. Yes. And you are secondary heroes and NPS.Each person plays a thousand roles and masks. Changing by circumstances. In search of your happiness. This is about this Durar. And not only. Everyone is looking for their own meaning. Everyone invests his own. And sees the world with his own eyes. Most are so easily abandoned, their vision, for the sake of someone else’s. After all, it is so easy. See with strangers, do not think anything, do not doubt, live easily and carefree. I don’t condemn them. I just sometimes think, why is it all.
Look at Durarara- She is worth it. As a beautiful woman, she is waiting for her patient and devoted fan. So don’t disappoint her.

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History of the Hero: The Rocketer. Part One

Superheroica is now not the same as it was before. You think I’m talking about the eighties, or about the silver age of comics from the sixties? No, and even having poked a finger at the forties, and the so -called “Golden Age of Comics”, you will not fall at the time that I am talking about. No, I want to recall the very beginning of the twentieth century, when superheroes in one form or another handed themselves to the consumer not even in the form of comics, but in the format of radio-pess or stories in periodicals.

Shadow, green hornet, a lone ranger, and even the well -known Zorro – all of them were born precisely due to literature and radio feeds. Of course, in a certain way, “superheroes” could not be called – but in many ways only due to the fact that then the concept of this was not there. But there was, for example, John Carter from the novels of Edgar Rais Barrose, the author of the cult Tarzan. And he completely possessed superpowers and other abilities – albeit due to the fact that he was a strawberry who unexpectedly found himself on Mars. And the examples provided by me above were one of the first popular incarnations of the Avenger in Mask, which will subsequently switch to many other Superheroes of the Golden Age. Or what, you thought just like Bruce Wayne’s parents are killed precisely on the night after watching the cult film “Zorro sign” of 1940 release?

And from time to time, nostalgia in relation to the so-called proto-spermerochik finds its way to various creative people. In 1991, a shadow again returned to the screens, this time performed by Alek Baldwin, a year earlier, Sam Reimi, inspired by Universal horror classics from the 30s and all the same shadow, releases his “man of darkness”, better known under the English name Darkman. In 2011, Sony returned to the screens of the Green Hornet, putting on the main roles of Set Rogen, Cameron Diaz and Christophe Valtz. And to recall only what a splash caused a return to the large Sorro screens at the end of the nineties and how it poured into the stratosphere the popularity of Antonio Banderas.

But not a movie one. Comics also found their portion of fame. If one of these heroes appeared in comics during the Golden Age, then there is a great chance that comics about them are coming out and now. There, even Dick Tracy is completely afloat. But there were others – who did not want to take existing characters, but wanted to create new heroes and new stories, inspired by the classic. Among these was an artist named Dave Stevens.

The name of Dave Stevens, in fact, is inextricably linked with modern pop culture. Judge for yourself-he worked on advertisements for the very first Star Wars, as part of a working relationship with Hanna-Barbera Productions, he painted a story for the animated series Super Friends, one of the early adaptations of stories about the Justice League League. And already in the 80s, in the same position of the artist Storyboard, he managed to work on films about Indiana Jones and even on Thriller’s video Michael Jackson. And so loud names did not just fall into Stevens’ hands – he was a talented artist, well -revered giants of the industry, like the same Jack Kirby.

In 1981, the Steve Steve and Frenzinocasino.uk Bill Sheinas turned to Stevens. Their company Pacific Comics, which since 1971 has been engaged in the distribution and advertising of comics in the United States, has come to the decision of opening its own independent publishing house. And even the flagship projects of the brothers were already in the case – the aforementioned Jack Kirby, at the personal request of the brothers, wrote for their publisher the new series of Captain Victory and the Galactic Rangers, and the artist Mike Grel, known for working with DC Comics in the seventies, launched his first solo seriesStarslayer. And the appearance of Stevens’ works in Pacific is directly related to Starslayer. When the second release of the comic book from Mike Grall was not enough for publication, it was Stevens who was asked to fill the remaining pages with the history of his own authorship.

April 1938. Pilot Cliff Secord is preparing for the next air show. The work is complex and not particularly paid, that the cliff is clearly not satisfied – after all, he wants to provide his girlfriend, fashion model Betty, a decent existence. And his life does not become easier when some bandits come to his hangar first, and then the police. And it turns out that the bandits left something right in his plane. And not just something-but a real reactive satchel. Cliff, like a real daredevil, lights up with the desire to experience an unknown model of technology, since the familiar mechanic Pivi also does not mind helping Cliff to understand the unusual device. But will there be a game of candles if the special services from several countries of the world hunt for a satchel, and the famous photographer Marco is trying to roll up to Betty. From Hollywood. And rolls up quite successfully, while.

Yes, The Rocketer story begins so simple. The cliff does not suffer from some internal demons, does not seek to destroy crime, and even the skills of the pilot, he, consider it not. Moreover, in the course of the original issues of The Rocketer Cliff, the story gives us not at all from the face -wise side. He is jealous and hot -tempered, smug and self -confident. He turns equally successfully by friends and rivals for the sake of his own benefit, whatever it was. At the same time, he still loves his girlfriend Betty, immensely respects Pivi, who serves him at the same time as a mechanic and a mentor, and puts above all such important things as human life and his own honor.

But yes, with a typical superhero cliff, little unites. He at first at first struggles with evil. The beginning of the series, and to be precise, the entire first issue is devoted to acquaintance with heroes, attempts to understand how the satchel works, and the process of creating an iconic rocket helmet. Cliff makes the first flight literally at the very end of the first release, and then, he goes into flight only in order to correct his own mistake. And over time, the motivation of the cliff will not become much more heroic. At least a little change.

Especially taking into account how the scale of history will change over time. Or what, you thought the cliff will so easily allow you to walk with a jet satchel behind your back? And with increasing bets within the framework of history will increase the degree of the danger of situations in which the cliff will find itself. True, according to the first, the very intensity of history readers did not see.

Dave Stevens originally painted only two small issues of The Rocketer in order to score a place in the releases of the Starslayer comic book. But the adventures of a pilot with a jet satchel became quite popular among readers, in connection with which the Schains brothers decided to ask Stevens to launch a full -sized comic book series about cliff secord. Dave refused, and for several reasons at once. On the one hand – he did not believe in the long -term popularity of the character, but on the other, which is perceived with special sadness, he believed that his scenario skills are not good enough to keep a full -fledged comic series afloat. The parties came to a compromise – it was decided to release new issues about the adventures of a rocket launcher as part of the anthology of Pacific Presents. The continuation of the story of the secord, in which the FBI, the Nazis and the Saedge Doc, one of the heroes of the magazine prose of the thirties entered into the plot, followed the first two issues of this anthology, which were released 1982 and 1983, respectively, respectively, respectively, respectively, respectively. And it seems – and anthology was quite well sold, not least thanks to the success of The Rocketer, and Stevens came to taste. But the setup came from where they did not wait.

Pacific Presents’s first release cover – In addition to The Rocketer, a comic book Steve Ditko The Missing Man is presented. Remaster of the cover from 2015.

Organizational difficulties with the release of a new release of Starslayer already familiar to us have led to the fact that Mike Grel moved to the FIRST COMICS Publishing House. And if you take into account that Pacific did not buy intellectual property from its authors, Starslayer went to another publishing house with Gralle. And the company sprinkled like a house house. The authors went to other publishers one by one. Moreover, Stevens then remained on a sinking ship until the very end and hoped to publish the final of the history of Cliff in the fifth issue of Pacific Presents. But, alas, the planned issue of anthology never saw the light, since Pacific officially closed in 1984.

Without thinking twice, Stevens followed other authors from Pacific, such as, for example, Bruce Jones or Mark Evaner, to another publishing house – Eclipse Comics. The working conditions were the same – the rights to intellectual property remained in the hands of Stepens. And since the last chapter of The Rocketer was already ready, then why not let her out, right? Eclipse clearly thought in the same way, due to which the Rocketer Special Edition, a van show with the final chapter of the sequorus cliffs were born. The release turned out to be extremely popular, in connection with which Eclipse, together with Stevens, released all five chapters of the rocket launchers under one cover in the form of the Rocketer: An Album collection publication. The original comic book issues were slightly finalized by Stevens, both from the plot side and with graphic. Well, like Stevens – the artist himself, of course, put a lot of efforts in the book, but other people worked with him. Jamie Hernandez, Kirby Award nominee for working on the comic book Love and Rockkets was finalizing some sketches of Stevens, and Bruce Timm, one of the founders of the cult Batman: The Animated Series, was responsible for colors. In addition to this, the preface to the book was not written by anyone, but Harlan Ellison himself. And it is precisely thanks to the story of Ellison that it is possible to at least roughly understand why The Rocketer came out exactly what he came out.

Ellison grew up in the thirties and forties, and the sunrise of the comic book industry and the sunset of the proto-Superheroids mentioned by me at the beginning of it. And with all this, Stevens in the culture of that time sorted out almost better than an eminent science fiction writer. He knew such things that only a person born in those years could know about, he could accurately name the performer from the twenties according to the first notes of the melody, and he perfectly conveyed the spirit of the very journal literature in his drawings and scenarios that the creators of all the cult superheroes of the forties were clearly read out. He did not just know how to show it all – he literally lived with this culture. What is there, the wife of Dave Stevens Charlene Brinkman, she was Brink Stevens, by 1985, however, it was already a well-known model of Pin-up magazines-as well as one of the idols of Stephens Betty Page, nicknamed the Fifties photo shoots and a role in the “sexual revolution” of the sixties “Queen Pin-Apa”. And is it surprising after the fact that a slightly embellished image, based simultaneously on Brinkman and Page, made his way to The Rocketer in the form of a fashion model Betty, who can defeat any man on the spot?

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History of creating the game Baldur’s Gate II: Shadows of amn

How the game was developed, and how it influenced the further fate of BioWare.

Imagine that you are a game developer (or, if you suddenly are a developer, you may not imagine). So, you are a beginner developer, and your first game is a simulator of the battles of giant furs, although you deserve restrained praise, but in fact it turned out to be nobody needed.

But your second game … She, generally speaking, shouldn’t have appeared. Publishers refused it. And she came out by some miracle, thanks to your personal connections and acquaintances, and the enthusiasm of a friend working in a major publishing house. Nobody expected anything from her. Pays off – and then thank God.

But … she became a hit. Game disks do not have time to bring to stores. Players are speculative, selling exorges the game purchased the day before. From a novice developer, you turned into a locomotive of the gaming industry overnight. Or at least a genre.

You begin to develop a sequel. But now everything has become much more complicated. Now everyone is looking at you at all. Game publications write articles about your game every two days. Players want the game to be like that. Or like that. Better, in general, this is how. And everyone, of course, wants different.

I am not a developer, but it seems to me that in such a situation it is extremely difficult to get together and not to establish. Many good studios did not succeed. But in 2000 it succeeded in the Canadian studio Bioware.

Systematization

In December 1998, InterPlay publishes the game of BIOWARE – Baldur’s Gate. The game unexpectedly for everyone becomes a hit. Since sales were higher than expected by almost 500 percent, BioWare could calmly do what they were going. And they were going to do a sequel.

Formally, work on Baldur’s Gate II began immediately after the release of the first part. But in fact, the second BG began to be created simultaneously with the first. This did not happen because Bioware tried to chase two hares at once. The reason was prosaic: the developers simply did not have enough time to add to the first game all the chips that were planned. In parallel with the development of the first Baldur’s Gate, BioWare, they finished and improved the game engine – Infinity Engine, pulling it under specific tasks that arose in the process of creating the game.

As a result, the design of the first Baldur`s Gate was quite simple. Those ideas that did not fit in the original game were postponed for the second part. Thus, by the end of 1998, Bioware already had a supplemented and improved engine, as well as a number of artistic, design and narrative ideas that required a lot of time.

Fortunately, we use a ready -made engine, and this means that we have a good starting point – the game is already working. So we, as programmers, can spend time optimizing the game and the implementation of ideas.

Bin SMEDSTAD, producer of the game

Of course, it was almost impossible to realize all ideas at once. Therefore, Rey Muzik is one of the founders of the studio, decided to systematize them. In order to do this, he used two sources. The first is the creativity of BioWare and InterPlay employees, and the second is the opinion of fans. The forums already had a huge number of opinions, offers and wishes from players. Moreover, on the official website of InterPlay, a feedback page with players was created. She, of course, quickly filled with hundreds of pages of discussion.

Based on the information received, BioWare compiled a list of priority goals that had to be achieved during the development. The list included 15 points that included purely technical points: for example, support for 3D graphics and resolutions of 800 by 600 and above, and the implementation of some Dungeons & Dragons mechanics. So the game was supposed to add the most popular creatures from DND, including dragons, powerful 9 circles spells, subclasses and the like things.

BioWare believed that the key to the success of the sequel lies in the work on the mistakes of the first part. The most annoying shortcomings of the original BG should have been corrected in the continuation of the game. So the list was obtained by processing the magazine of tasks and maps of the area. The speed of the characters’ movement was increased, the mechanics of searching for the track was improved. This was really a serious problem of the first BG-characters under the control of artificial intelligence loved to rest somewhere at the wall if you tried to force them to go from one end of the location to another. Looking ahead, I note that this specific problem in the end could not be completely eliminated and failed.

As part of the improvement of the role -playing system, two tasks were added to the list. The first of them is work on a system of worldviews, which was supposed to allow both a good and evil character equally comfortably. And the second task was to create a system of novels with satellites. This feature took root so tightly in Bioware Games that was present in most of their games that were released after BG2.

Morrigan, the light of my life, the fire of my loins. My sin, my soul. Mor-Ri-Gan: The tip of the tongue makes a path three steps down the palate, so that the third is pushed on the teeth. Mor. Ri. Gan.

Such systematization has significantly simplified the development process. However, Bioware, as Rea Muzik later admitted, made one mistake. They decided not to share game functions in terms of their importance, and the elaboration of each of the fifteen points of the list was equally priority.

Such a miscalculation led to serious problems. Some of the planned chips of the game turned out to be difficult to implement, and were subsequently removed from the final version – for example, it occurred with the Desmachtcha mode, which was supposed to be in the game, which was spent a lot of time and effort, and which did not see the light because Bioware could not cope with the Infinity Engine code.

The network code seems to have been one of the weakest places of the engine. Most of the criticism deserved by the first Baldur’s Gate was associated with the network mode of the game. One of the most disappointing shortcomings of the first BG was a system of dialogs, implemented so that while one of the characters was talking with NPC, for the rest of the players a pause was paused. Dialogs could well last for several minutes, and this pause annoyed.

Therefore, BioWare’s shadows of the amne decided to process the dialogue system in the multi -user mode so that at the time when one of the characters leads dialogue, the rest could freely move and explore the location.

Unfortunately, it turned out to be incredibly difficult to implement. Almost at the very beginning of development from this idea, I had to refuse.

However, at the later stages of creating the BioWare game, focusing on feedback from the players, they realized that this function could not do without this function. Therefore, at the beginning of 2000, a continuous dialogue again began to enter the game.

Despite all the difficulties that arose in the process of developing the game, BioWare realized that the idea with compiling a list of basic functions was worthwhile. Therefore, when creating the next games, the studio has always been a similar list. Only now Bioware ranked game functions in importance, and noted which of them, if necessary, could be cut.

Hydline for design

Despite the fact that the audience accepted the first Baldur`s Gate very warmly, BioWare believed that the design of the game has several significant drawbacks. And, developing a sequel, they wanted to fix these shortcomings. Since different employees had a different opinion, it was decided to make a sort of Haydline – a set of rules and principles with which should have been leaning from time to time during the development. For each department, its own Hidline was compiled. Now many of these points seem obvious to the genre, but twenty years ago, many of them have become a good help for developers and facilitated the process of creating the game.

There were three basic rules above all the guidels:

Firstly, the player should feel that it was his actions that led him to victory. It doesn’t matter about the battle with a strong enemy, about the puzzle or a multi -stage dialogue. The player must feel that he solved the problem, and not a successful throw of the cube.

Secondly, the player must see how his actions change the environment and the game world. Player actions should have consequences.

Thirdly, the game for a good and evil character should be different. Some parts of the narrative should change, depending on the character’s worldview.

In addition to these three cornerstones, on which the second Baldur’s Gate should be erected, the basic principles for the design of the environment, narrative design, gaming mechanics and so on were also formulated. These principles continued to form in the course of development, so they acquired the final appearance only for the final stage of creating the game. BioWare considered these principles not as an immutable law, but as a list of recommendations, so if one of the employees believed that in a particular case, one of the principles should be retreated, he was usually allowed to do this.

In general, looking at the list of these principles, you can notice that they are largely distinguished by Baldur’s Gate 2 from the first part of the game. One of the most striking examples is dialogs.

In the first BG, a non -trial character could suddenly begin to pour out the soul in a long monologue, which was completely displayed on the screen. In the sequel, each node of the monologue was limited by two lines. The character’s replica itself could be quite long, but at one point in time the player saw only two lines of the text, except for rare exceptions.

Answer options for the https://memocasino-online.co.uk/ player’s character should have been placed in one line. And there should not be too many answer options themselves – from two to four. At the same time, the dialogs became more branched than in the first part. This created a feeling of greater “depth” and the elaboration of the dialogue.

Another good example is the game world design. Firstly, the world was divided into chapters, which were supposed to have approximately the same size. Some areas of the gaming world were originally created as “main areas”, a sort of proto-version of the location-hab from modern games. Such a location, for example, Atkatla, became the capital of Amn, the region in which the actions of the sequel took place. The player often returns to the main locations, and therefore they should change with the progress of the plot – new events should take place on them, new quests and characters, and so on appear.

And Bioware decided that a good idea will show the player things that he cannot use now or places that are not yet available, but will become active later, with the course of development of the plot. Almost like in metro -vocabulary.

The portal at the starting location is not available without a special key. Found the key – returned to the portal. And if you play the Baldur’s Gate Trilogy fan assembly, then he will transfer you not another part of the dungeon, but to … Icewind Dale!

But, of course, not everything went smoothly. As I said, the principles of creating the game were formulated gradually, which led to some incidents. So, for example, the second chapter of the game, in addition to the main plot, included a bunch of additional activities, including individual quest chains to receive stringhold, unique to most classes – and this made the second chapter the largest and most bulky chapter in the game. Its complete passage could take up to 60 hours. BioWare could not come up with a way to correct this situation, because they needed to place all the additional quests at the point on which the players, regardless of the class, worldview and the style of the game, would have equal access. So with the “bloated” beginning of the game I had to come to terms with.

Not all sets of principles were dictated by a general vision of the game. Some of them proceeded from technical and software restrictions. The maximum sizes of audio files, the frequency of animation frames, the area of ​​visual effects and so on were clearly regulated. In some cases, these rules were not executed, which led to fps drawing in certain moments of the game. This, in turn, led to endless tremors – optimization problems were solved at the end of the development cycle, and to solve them had to be spent more time than expected.

Despite all the difficulties that struck, for the most part, from the lack of proper experience, as a result, such an approach to creating a game – with systematization and guidelines for each department, turned out to be more productive. BioWare was no longer just a company of lovers of dwarfs who decided to try to digitize the party of their dreams. The approach to development has become more professional. An accurate calculation came to the place of naked enthusiasm.

Marketing, neiming, promotion

Just as Bioware itself changed, the attitude of the publisher has changed to it. After the unexpected success of the first Baldur’s Gate, Canadians turned in the eyes of InterPlay into a promising studio, so the promotion of the sequel was paid much more attention.

One of the first tasks to solve was the Naming of the game. At first, BioWare made a list of names, which, as it seemed to the developers, could be suitable for the game, and then sent this list of InterPlay for joint discussion. At this stage, there were many names: Shadows of Athkatla, Mortal Ties, Call of Dreams, but what, even about what deuce to put in the name, Roman or Arabic, disputes arose. The final name is Baldur’s Gate II: Shadows of Amn sent to Wizards of the Coast, owners of D&D license. “Byzardians” liked everything.

The next step in promotion was to be a closed show of the early version of the game. It took place in November 1999 in Seattle, on the territory of the company’s game center. According to Chris Parker’s memoirs, to collect in one place a hundred people from various corners of the United States and Canada at that time was a grandiose task for them. I had to solve problems with hotels, logistics, equipment and other routine things, but in addition to this, it was necessary to show the game itself.

Wotc Game Center: Mecca for Lovers

BioWare had a playable early build, which could be played without problems for about twenty hours. The development of the sequel was faster than the development of the first part of the game-Ben SMEDSTAD said that when they developed Baldur’s Gate, it passed almost a year before they saw something on their monitors, even reminiscent of the game. In the case of Baldur’s Gate II: Shadows of Amn, Bioware, they immediately dealt with a ready -made engine, so adding, for example, a new monster, it was enough to just place it in the right catalog so that it appeared on the screen.

In addition to the working prototype, promotional materials were needed. A short promoter was mounted to show it at the presentation, and then pour it into the network. And also discs with promotional materials were created, which were awarded to guests at the end of the event.

As far as I was able to reconstruct events, promotional disks were created on the principle of “I blinded it from what was”.

We created a disc with screenshots, concepts, history and other garbage.

Chris Parker, producer of the game

And as promotional material, beer was used with the BG 2 logo 2

Game press with great interest reacted to the announcement of the game. Baldur`s Gate, as a general opinion, became the best RPG 1998, so large editions followed the game. After showing the game, the marketing departments of Bioware and InterPlay were littered with a huge number of interviews, screenshots and other Staffe. Employees willingly responded to the press requests, some gave interviews, articles describing the details of a particular aspect of development were sent to other publications. Bioware also continued to communicate with fans of the first BG on thematic forums and on the feedback page.

Game Pipes

When many people work on one project, it is necessary to create a methodological process. Develop an algorithm of operations that will allow specialists working on various aspects of the game to interact with each other as efficiently as possible. This is commonly called Payplain.

As I said earlier, Bioware has pretty much grew since 1996, when the development of the first Baldur’s Gate began. The process of developing the development of the studio has become more complicated. By 1998, the shares were compiled by the Pipes for different elements of the game. They continued to be guided by Bioware in the process of creating Baldur’s Gate II.

The largest Paydlas was the creation of locations. He included 8 stages:

Only after this, the necessary models were created for the location, as the level placed inside and textured.

Then there was work on the scenery – small elements, like furniture, barrels and so on, and lighting was tuned.

Only after that, characters, monsters, triggers, objects were added to the location – in short, all interactive objects.

Naturally, in fact, everything was not as smooth as on paper. Despite the fact that BioWare tried to accompany all the changes with the text document, it turned out that with this scale of work it is almost impossible to timely enter all the information about the editors in a timely manner. Designers and artists did not always clearly interact with each other, which often led to the absence of some elements on the final version of the location – Mostly doors.

And there was also a misunderstanding with the names and names of its own, which could become a huge problem, given the scale of the game. Subsequently, Bioware will create a separate database, the edits of which will be displayed for all real -time specialists employed over the project, which will greatly simplify the process of developing the following studio games.

Ray Muzika recalled that their Paydaine to create locations had one very significant drawback: the lack of testing at an early stage. Testing Bioware locations began in the later stages of the development cycle when most of the game was created. In such conditions, any changes entailed a shaft of consequences affecting the whole game. When the problem became obvious, Bioware, along with Black Isle, created a special department that tested locations at once at their end, and this was the last, ninth paragraph of Pipesin. And those locations that were created before, caused sleepless nights for testers and programmers.

Creation of a team

If at the dawn of the existence of the BioWare studio, the developers created a game on naked enthusiasm, then with the growth of the staff of the studio, an increase in the scale of tasks, both the technical and creative plan, specialists who perceived the development of Baldur’s Gate 2 not as the matter of their life, but as a work that needs to be done. This sensitive approach, in general, was somewhat adopted by the founders of the studio.

Ray Muzika tried to remind that they create games because they like to make games. A joint rest inside the studio was a joint vacation – once a month the team instead of sitting in the office, went to a barbecue or in a movie.

Or on a gay parade … But this is much later, at the end of the tenths-the Muzik has nothing to do with it

In parallel with the development of the second Baldur’s Gate, Bioware, I was engaged in several more projects: Neverwinter Nights, Knights of the Old Republic, and even the MDK 2 shooter. In the middle of the development, Muzik noted that many employees seem to be somewhat crushed by the work process. He tried to “shut up” the developers, asking some of them if they want to temporarily change the project. Many agreed, and this led to tangible progress. As it turned out, some of the developers feel better when they show creativity, creating an interesting creative idea – but they are damn boring to bring it to the end. Others, on the contrary, were uncomfortable to feel when they needed to come up with something new, but with pleasure they brought to mind the ideas of others. After Bioware secretly divided the developers into “beginners” and “finishing”, and began to give them tasks corresponding to their work style, the crisis of the middle of the project passed. A good example of how this system worked is the experience of David Gaider, who was one of the scriptwriters of the game and the author of the novels with Viconia and Aeri. Before he joined BioWare, he worked as a hotel manager, and in his free time he painted comics and was a master in the desktop D&D, and also spent several LARPs – in our country known as known as polygon (or field) role. For one of these games, Gaider wrote a book of rules, which through one of his friends fell into the hands of James Olen, leading the designer of the first and second Baldur`s Gate. Olen called Gader and offered him a screenwriter’s position in BioWare. However, Gaider refused because working as a hotel manager, he received a significantly large amount. In addition, he was far from the computer games industry.

I knew that my friend was working in the gaming industry, but I didn’t think about it, because I didn’t even know that we had a real game studio in Edmonton. I heard about the first Baldur’s Gate, but did not know that these guys did it.

David Gaider, screenwriter

So Gaider refused to participate in the project. But fate ordered otherwise. A few days later, Gaider unexpectedly found out that the hotel in which he worked was sold, and the new owner is going to dismiss all the staff.

At first, James Olen practically did not provide scriptwriters with freedom of action. Especially when it concerned the main plot: the Olen carefully painted all the key points, actions and consequences, and the scriptwriters remained to fill it all with dialogs. Almost mechanical work. At the same time, the deer often could recall 5-6 options for a long dialogue in a row, simply because he did not like them.

Real tyrant and exploiter

When working out side quests, Oleen’s instructions were more vague, and the scriptwriters were given more freedom. Gaider worked on several additional quests, and over time, Oleen’s instructions for him were reduced to the phrase “Here’s your location, make it interesting”. Moreover, even in the case of writing a dialogue for part of the main quest, Gaider allowed himself to move away from the strict scheme that James Olen gave him.

I knew what he wanted, even when he himself did not know that. He could tell other writers “do it like this” – and they did exactly as he said, but he still did not like it, and he had to redo everything from time to time. He often gave me a task in which he described what he wants. And, working on this task, I thought “I think, in fact, he needs something else,” and did something else.

Few other than Gaider allowed themselves this. Other scriptwriters followed the instructions received from Ole, rewriting the text as many times as required. But Gaider clearly understood Olena better than himself, which James was only happy. It was a teamwork, not blind of the instructions – what Ray Muzik tried to achieve. With all this, the situation inside the studio was enough … informal. Very informal. Ray Muzik and Greg Zeshchuk were bosses for employees, but besides this, “cool guys”. No officialdom – Zeschuk went at work in shorts and slopes. If someone in the office decided that he did not want to sit in clothes, he could just take off his pants and stay in underwear. One of the artists periodically watched porn at the workplace. I just looked, without worrying about this, not caring about what others think.

It was very … I do not want to talk about student dormitories, because I am not sure what they really look like – I never visited the university, but I always imagined a student hostel just like that.

There were conflicts reaching the fight. Especially often they took place between the artistic department and the design department – I already mentioned that these guys had difficulties with mutual understanding, despite all the attempts of Muziki to organize the work of the studio, while retaining the spirit of the team of people who simply love to make games. Departments were too segmented. They followed the guidelines and soldiers – for the most part, they really tried to do their work as best as possible, but for a long time in the studio there was no person who could say: “Stop doing this, take it better for this task”. James Olen had a fairly clear idea of ​​how the game should turn out as a whole, so he had an influence in all Bioware departments. They did not always listen to him, but in many ways Baldur’s Gate 2 turned out to be what it is thanks to the deer. Nevertheless, while Fergus Urkhart has not taken control of the course of development and testing, it was perhaps inside Bioware, too much creativity and too little specifics.

Too big game

Too much creativity is like at all? I have met the opinions many times that before-at the same end of the 90s-the games were made with the soul, and now they are simply aimed at the widest audience and large sales. Product of handicraft, not creativity. What is called the “soul” of the game is a manifestation of the creative beginning of the developers that players see. Isn’t it like that?

Maybe so. However, in the case of BioWare and the “shades of amn” of creativity, there was too much not only comparable to other aspects, but also regardless of something.

It worked something like this: in BioWare there was no Hidlene that prescribed when to stop. When creating the city of the gates of Baldur in the first Baldur`s Gate, the rendering of one scene with a size of 4 by 3 thousand pixels took almost a day – computers simply could not cope with the load. When creating an atkatla in Baldur’s Gate 2, the sizes of scenes became even larger, reaching the size of 5 by 4 thousand pixels. In addition, there are more objects in them, more light sources, most of all in general. I had to create a new rendering system so that the same location could simultaneously process several computers.

But not only the size of the locations became problematic. The developers wanted to embody the maximum number of their ideas in the game. The scriptwriters were given a huge empty location, and they carefully filled it with side activities and optional dialogs. When the designers “cut” some kind of artistic art, the artists also turned to writers-instead of Art, his text description appeared in the game himself.

Some scene does not make sense? Let’s just add there a dialogue that will explain it. Any things that could not be implemented in a different form were carried out using scriptwriters and writers. They almost without stopping added more and more new ones to the game.

When you return from the subway and face the Bodhi face to face … As far as I remember, it was not even a planned meeting. Everything happened on the fly. Like, if Bodhi abducts the hero’s lover? It will be cool! Oh, and will turn her into the vampire! Yes, let’s do so! – So we created ideas. David Gaider, screenwriter

As a result, the amount of text in the game was just huge. The publishing house was worried when about two -thirds of the game were ready. The scriptwriters regretted everything that they considered it possible – of course quite a bit. After some time, James Olen realized what was happening, who began to sound the alarm and convince the scriptwriters that they cannot continue to create new content at such a frantic pace, but on the contrary, it is necessary to cut everything that can be cut out. Having crossed out-well, now everything that was possible in general-the scriptwriters looked at the final result, and many of them have seen a bunch of shit instead. Some stories had to be thrown away at all – in a cut -out form they did not make sense. This was very shaken by the moral spirit of writers. But the worst blow for them was still ahead. When about 80 percent of the game was ready, Fergus Urkhart arrived from Blackisle, worried that most of the quests in the current BG 2 work work crookedly. In addition, no one could tell him how they are going to correct this situation. Having delved into the problem, Urkhart voiced a painful but only correct solution: “Either your quests will work, or they will be cut out of the game”.

Fergus Urkhart – Tyran and Operator Fool Olena. Thanks to him for that!

Everyone, including James Olen, was in despair. People spent the night in the office, trying to put in order all the quests that they created – because they were damn attached to these stories. Several times novels almost flew out of the game – but Gaider and Christianson managed to defend them. This is especially surprising in the case of the Christianson hatch. He wrote an affair with Jaheira – the most difficult and confused of all – which, even in the release version of the game, was the most huge and – as it were softer to say – unstable. Is it a joke, the dialogs with Jaheira had more text than all possible remarks of all possible satellites in the first gates of Baldur. Scriptwriters and writers were in such a deep crisis that they were sure that the game would fail. However, we’ll run a little forward – after the release, reviews on the game, and in particular, on its text component – were positive, and sometimes even enthusiastic. Players and reviewers did not see “holes in the plot” because they did not know that they were there. This was obvious only for people who worked directly on the plot – their opinion turned out to be biased. Only later the writers who worked on Baldur`s Gate realized what trap they fell into. Gaider called this “the problem of prologue” – in those episodes of the game that were ready first of all, the entire team of the project managed to play almost a dozen times. As a result, these episodes of the game began to seem boring to the developers, and they began to wind up additional stories around them. When all this went under the knife, the developers saw only a boring initial story, and even cut. But the player saw this story for the first time. BioWare made conclusions from this mistake. When working on the following games – starting with Knights of the Old Republic – the amount of content for each chapter or location was toughly regulated.

Time for tests

Despite all the abbreviations, the final version of the game was huge. Its full passage took more than two hundred hours.

And all this had to be tested.

As I said, not at the early stage of testing was carried out. There were almost three hundred quests in the game, each of which took from 20 minutes to two hours of real time. All of them had to be tested both in a single -user and multiplayer mode. And taking into account the fact that many of them were nonlinear … In short, BioWare did not quite understand which party to approach this task at all.

Guess who organized this process? Well, yes, as usual Fergus Urkhart. Together with Chris Parker and Douglas, Iani, he created an algorithm, thanks to which BioWare and Blackisle were able to defeat this gigantic lump of bugs, which was a game.

First, a list of all quests in the game was compiled. Then BioWare employees – testers and designers – were divided into couples, each of which was given one of the quests for his thorough and thoroughly verification. After correcting all the errors found, the quest was disrupted from the list and went to check in Blackisle, to the second passage. Inside Blackisle, about thirty people worked on control testing of Baldur`s Gate 2 – not counting those who were sent to help BioWare for the first stage of testing. In parallel with this, mistakes were not related to quests – there were fewer and they, as a rule, were more obvious. And at the same time there was work on the final sound design of the project.

Based on the results of the Bioware and Blackisle testing, it was possible to find and fix about fifteen thousand bugs jointly. Critical errors were eliminated, but Bioware understood that even with the help of Urkhart they were not able to track all possible combinations of quests, dialogs and actions of the player. Therefore, it was decided to shoot the game – after the release, the Canadians continued to monitor the feedback of players in official forums and corrected the bugs that they missed during testing. Perhaps if the “Shadows of Amn” came out now, they would have been released in early access.

Perhaps testing of the game has become the turning point that finally separated the BioWare of the 90s from the Bioware sample of the two thousandths. It became obvious inside the studio that you won’t go far on one enthusiasm and talent – clear regulations, internal hierarchy and other attributes of an “adult” business are needed. In addition, many employees have been exhausted by treasures of the final stage of development – over the past few months, employees worked 70 hours a week.

Of course, thanks to these crazy processing, the game was brought to mind, but many were not ready for such loads. Shortly before the Bioware release, several employees left the studio since the time of creation of Shatereed Steel.

In addition, by mid -2000, InterPlay, the publishers of Canadians, were already in a rather shaky position. Majorian shareholders were unhappy with the state of affairs in the company, so it was obvious to the Canadian leadership that they could not count on such large -scale assistance from the publisher when developing the next games.

Release, reviews and sales

September 21, 2000, the release of the game Baldur’s Gate II: Shadows of Amn. The huge work that was done by BioWare and Blackisle was not done in vain. Holding almost a month in the top chart sales, Baldur`s Gate was the most profitable game for InterPlay in the history of the publishing house. Of course, she received a bunch of various awards – the best game of the year, the best role -playing game of the year, one of the best games of all times. Interesting additional quests, the study of heroes and villains, and the general logic of the narrative were especially noted. The second gates of Baldura became the perfect sequel – they were more, better and deeper than the first part.

The game impressed not only journalists, but also ordinary players. Until now, Metacritic shadows of amn occupy the sixth place in the list of the highestly estimated computer games for all the time, having the highest user score from all BioWare games – the closest competitor, Mass Effect 2, is in 9th place.

To evaluate the general sales of Baldur’s Gate 2 taking into account reprints, digital assemblies from the GOG, an extended publication from BEAMDOG and other variations of the game is not possible. According to very approximate data, it was sold at least as well as the first part – with a circulation of more than two million copies. Most likely the real number of people who played the game – even without taking into account the pirates playing fan assemblies – at times more.

This is the story of the creation of Baldur`s Gate 2, as you might guess, is coming to an end. I hope that she turned out to be interesting to you.

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Eschalon: Book III: Review

“Oldskoles” RPG today in fashion. But Thomas Rigsecker (Thomas Riegsecker), founder and actually the only employee Basilisk Games, He began to make them even when no Kickstarter was in sight, but leaders Ubisoft Even in a terrible dream, they could not imagine that someday they would release a classic continuation Might & Magic. First Eschalon appeared in 2007-this was an event in narrow circles of connoisseurs of role-playing classics. After 7 years, the final part of the trilogy came out, and during this time the game, contrary to all modern trends, became even hard more hard.

Thomas recently hung on the official website Basilisk Games warning. It says approximately the following: “”Eschalon: Book 3 very complicated, especially for those who have not been familiar with the series. If you like to explore abandoned houses, where at any moment the ceiling can collapse or fall under your feet if you love to swim with sharks, if you always choose your own path, believing that your boss is an idiot, then this game is for you. And if you prefer comfort and a cupo cup, then write to us, and we will send you several modern pop rpg “. In this short message – the whole point Eschalon!

As in the good old days, we teach spells from scrolls. True, you still need to have knowledge in the relevant areas of magic.

Explore, communicate, survive

Before us is more or less modern, with a slightly improved graphics version of some Ultima. In the isometric perspective, you explore a huge world, perform quests, fight, get experience and develop a character. Yes, all these are standard things for many role -playing games, and even the fact that the real time during a simple study of locations changes to step -by -step mode, when enemies are in the field of view of the hero, does not cause much surprise today.

Eschalon takes his details and depth. The first and https://winnercasinoonline.uk/ most importantly is a role system. Your alter ego consists of a combination of race (five to choose from), class (warrior, magician, thief, ranger, healer) and worldview: you are good or evil, atheist or agnostic – all gives different bonuses and fines. But, perhaps, the most important thing is a system of skills, without which there is nowhere. Without skills in alchemy, you will have to run around and buy very expensive potions, without repair – constantly return to cities and repair equipment (things break very quickly);Without studying the art of hacking, you cannot open particularly valuable chests, without the ability to use a sword, onions or a mace – you will receive a fine to attack when using these types of weapons. And without cartography on your mini-card, just nothing will be displayed!

The second most important point is the complete freedom provided to the player. Almost from the very beginning, you are free to spit on the plot and literally go to all four sides, exploring the vast territory (the world is divided into a huge number of maps with a free transition between them) and further deepening into some dense forests and fields.

In addition, in each of the three parts Eschalon Just an indecent amount of text is dialogs, and lengthy descriptions of interlocutors, surroundings, places you visited. Plus numerous books, thanks to which, as in the series TES, You can learn some skills. Dialogs are rarely limited to a couple of replicas, and you have to develop intelligence and wisdom to notice some details during conversations, better understand the interlocutors and generally assimilate and logically analyze information.

Finally, Eschalon – This is actually Survival RPG. The point is not only and not so much that there are very dangerous opponents, the potions are expensive, swords quickly break, and arrows have the ability to end. The fact is that the hero constantly needs food and drink. The acute feeling of hunger and thirst imposes fines to the characteristics and does not even allow you to fall asleep during the halt arranged in the field to restore health points. You can, of course, in the settings to remove this dependence, but in this case the game will lose the lion’s share of its color.

To sell everything that you have, the first merchant will not work – each huckster has his own specialization and his own tastes.

More, more beautiful, more difficult

In the third series, all the same. Having got out of starting forests and fields and reaching the first village, we can still go to explore the surroundings in order to stumble upon a secret location with treasures or meet a dying soldier who will ask the townspeople about the possible attack of goblins. And we can delve into the nearest mine in order to cleanse it of spiders and cockroaches and negotiate with a grumbling gnome regarding the return of the debt to the local innkeeper.

At the same time, you still will at first remind some hungry in a torn shirt that does not know much and knows, wants to eat and drink (you can quench your thirst and replenish water reserves in the wells) and constantly get sick. After an hour of the game, my character picked up either from an aggressive fauna, or from local food a couple of sores that seriously poisoned his life, imposed various fines and even could kill in a dream. To avoid this, you need to develop characteristics and skills that increase resistance to diseases, look for appropriate potions or learn healing spells.

In stores, if there is an appropriate skill, you can knock out discounts, and in step -by -step battles – juggling with different attack modes: in one, the damage increases, but the chance of hitting the hit is reduced, everything is exactly the same, in the third, the wortion chance increases in the third.

IN Eschalon: Book 3 New objects and spells were added, new characteristics and skills have appeared among enemies (which made battles even more complicated), the balance was finalized and a little improved schedule. And of course, here is a new plot. More precisely, this is the end of the history of the two previous games. Classic plot: everything turns around some mysterious and dangerous creatures of an unknown race, who planned something unkind and collect important magic stones for this. Nevertheless, monitoring the plot is quite interesting. Already in the first hour you have to find a coherent, find out that the hero is specially wiped with a memory, and decide how to get into a city surrounded by water.

Of course, ideally, I would like to have a more complex moral choice and related nonlinearity, a more interesting plot, fractions, conviction or intimidation of interlocutors to appear in the third part. On the other hand, do we want too much from a person who actually makes a huge classic RPG alone alone (he is helped only with art and music) and does not go to Kickstarter with an outstretched hand? Even without all of the above Eschalon: Book 3 can drag on long sleepless nights: here I want to live, survive, look, explore and receive sincere pleasure from all this.

Pros: big world;complete freedom of action;deep role system;Step -by -step battles.
Cons: a bulky interface;A fairly banal plot.

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Alien: Isolation: Preview (Gamescom 2014)

I loungezonen Sega På Gamescom är allt möblerat på det mest kulturella sättet: de erbjuder journalister kaffe och kakor, ett lösenord för att använda Wi-Fi är skriven på väggen, det finns bord och mjuka fåtöljer runt. Jag, lounging in i en av dem, plockar upp Wikipedia. Jag kommer att bli på väg att bli inbjuden till en intervju med en av utvecklarna Främmande: Isolering, Så det är brådskande att ta reda på om den kanoniska Xenomorph hade ögon. Eftersom jag ska ta en hämtning på allvar på allt jag såg.

Oavsett hur snyggt det kan se ut som reklam, verkar spelet fortfarande för mig nästa “skräck med dölj och sök under sängen”, om än i spektakulär landskap. Dessutom lovar författarna 8 timmars spel, som i denna genre kan uthärda. Förresten, det finns inget öga i Xenomorphs skalle, men det verkar vara som. Okej, minus en lumsk fråga.

Kärlek vid första anblicken

Al Hope (Al Hope), en ledande projektdesigner, är en av de första nivåerna i spelet före våra ögon. Huvudpersonen är att försöka hitta åtminstone några spår av hennes saknade mamma, för vilken hon går utöver den svarta lådan från sitt rymdskepp. Dotters namn är Amanda, och hennes mamma är Ellen. Ellen Ripley.

Trots ett enkelt slips känns historien mycket massiv. Nivån föregår den kinematografiska kattsgenen, där mycket polygonala hjältar skriker på varandra och slog högt nävarna på bordet. Under spelet här och där finns det karaktärer som försöker binda en dialog. Någons röster gör regelbundet radio och ger råd om Amanda om vad man ska göra nästa. Full, i allmänhet, plot. Det är omöjligt att säga med förtroende att en sådan rytm kommer att hållas ständigt, men det visade segmentet är inte på något sätt underlägsen, till exempel, Dödutrymme.

Den inledande delen av avsnittet låter dig gå runt fartyget utan onödig stress, och AL, som en riktig guide, talar om designen av platser. ”Till vänster kan du se antediluviska två -tondatorer, och till höger finns en stor mekanisk spak som öppnar en nödutgång. Det var fartygen i versionen Ridley Scott (Ridley Scott), regissör för den ursprungliga filmen. En slags “retribor”, vad han sågs på sjuttiotalet. Vi skakar så om utlänningen 1979 att vi tog VHS -kassetten med filmen, tog bort störningar från den och tillämpades som ett speciellt filter för bilden ”.

Intressant nog definierar designen direkt några spelfunktioner. Det finns https://winner-casino.se/ nästan ingen digital teknik i denna värld, och därför måste någon betydande åtgärd utföras manuellt. Under hela spelet måste du vrida ventilerna, dra handtagen eller bryta de fastnat dörrarna. Till och med bevarandeförfarandet (implementerad här med hjälp av en del stans) tar några sekunder. Hur jag kommer att förstå senare – några sekunder av fullständig sårbarhet.

Fortsätter att gå runt fartyget hittar utvecklaren en del dator och uppdaterar kartan över lokalerna. En ouppmärksam spelare kunde inte märka den här datorn och för en viss tid att vara kvar utan orientering betyder: fartygets diagram uppdateras av bitar, och det är långt ifrån det faktum att det kommer att vara lätt att hitta allt. I filerna i närheten gräver vi ut koden från dörren och flera ljuddagar bindande för alla spel.

Vi pratar med vissa människor, lämnar för att leta efter något. Automatiska dörrar öppna med en fruktansvärd knark, liknande rop från Xenomorph. Slipning. Vi tar några steg längs den nya korridoren för oss själva. Ljud är tyst. Hjälten tar ut samma legendariska skanner. Han visar att något redan väntar framför oss.

Varelsen är ofrinter

På ett ögonblick är en smal korridor fylld med rök, buller och skrallel. Ventilationsluckan faller på golvet med ett brus, från det bildade hålet mycket långsamt, otroligt smidigt faller en främling. Al, som vid den tiden gömde hjälten bakom någon nattduk, börjar förklara monsterets beteende.

Xenomorph c ISOLERING – varelsen är främst dynamisk. Han visas alltid bara på ordning av skript, och varje gång kommer det att möbleras som en liten spektakulär show. Men så snart den beredda animationen av utseendet slutar ges utlänningen för att kontrollera konstgjord intelligens, och det är omöjligt att förutsäga hans ytterligare beteende.

Varelsen vet hur man tittar noga, sniffar och lyssnar – det kan locka onödig uppmärksamhet som en slarvig rörelse och en oavsiktligt hackad låda. Samtidigt slipas aldrig rutterna för hans promenader och kommer att förändras även när de startar om efter döden. Det kommer inte att finnas några helt säkra platser: spelaren kan övertagas i ventilation och under bordet och under vissa åtgärder. Till exempel ange ett lösenord från en sparande dörr.

Det enda sättet att överträffa fienden som inte är mottaglig för att förutse och springa mycket snabbare är att inte förlora honom. Här kommer rörelsescannern till undsättning – en tung och ofullständig enhet. När hjälten plockar upp honom är bilden suddig: Författarna imiterar fokus för det mänskliga ögat. Du måste ständigt välja – antingen för att tydligt se detektorn eller koncentrera dig på världen runt och titta på “Pican” endast med perifer syn. Enheten är besvärlig, begränsar rörelsens hastighet, förbjuder att bära något annat i händerna. Skiljer inte mellan främlingar och hans egna och, det värsta, fångar bara en viss sektor framför honom, så varnar inte för att attackera bakifrån.

Om jägaren fortfarande lyckades överträffa dig, har Amanda också möjlighet att göra enkla betar från improviserade medel. Mässor, brusgranater och annat skräp – det kommer inte att vara möjligt att skapa något betydande och riktigt farligt. Al och använder denna möjlighet – kastar en konstgjord lampa längst ner i korridoren. Framgång! Utlänningen vände sig bort och gick för att utforska källan till brus.

Byt till den “genomsnittliga” rörelseshastigheten (det finns tre av dem från snabb och bullrig till långsam och tyst), hjältinnan ryggar i motsatt vinkel. Den passerar vid den automatiska dörren, och hon öppnar med ett brus – främlingen vänder direkt och springer här.

Rummet, dörren som den av misstag öppnade, ser ut som en ring från insidan, så det lyckas gömma sig bra i den. När faran stolt går in i passagen gömmer sig A redan bakom någon soffa. Och förbi ständigt honom för att inte falla i synen. Hela spelet hålls på sådana filialer av platser, så det är möjligt att gömma bokstavligen ur det blå. Vi lämnar, kryper upp till en annan dörr skyddad av lösenord.

Hjälten tittar dumt på kombinationsinmatningspanelen: hon kommer inte att presentera någonting själv. Du måste klättra in i tidningen och komma ihåg att koden skrivs om för tio minuter sedan. Ett aggressivt brus hörs bakifrån och sitter i hallen som strävar efter att spela numren. Lösenordet kan anges under sista sekunden – vi är räddade, dörren stängs framför näsan (?) Xenomorph.

Ytterligare – värre. Skannern börjar lysa med några lampor – flera personer framåt (robotar?), från vilken du också behöver gömma dig. Samma metoder, men inte så länge, tacka Gud: Återigen verkar en främling spektakulärt, dödar hälften av de närvarande, och efter andra halvåret börjar ha mycket jakt. Hjälten gömmer sig i ventilation, kryper längs henne i flera minuter och möter hennes död bakom nästa sväng. Det var nödvändigt att följa och inte klättra i huvudet.

Bedömer efter reklamfilmen och “utvecklardagböcker”, Kreativ församling förstår fullt ut belastningen av ansvar som tilldelats det. ISOLERING bör rensa namnet “främling” efter Kolonimarinar, Därför måste du inte bara göra bra eller utmärkt, utan det bästa spelet om xenomorfer. Det är fortfarande oklart om det kommer att bli eller inte, men när du lyssnar på historien om Ala, tror du verkligen – de försöker med all sin kraft.

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Anthinery at the gaming industry

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All published are a parody and exclusively a parody of real news. The team of the editors “Anti -Knock” is not responsible for the accidental implementation of the news in life.

Good day, dear reader!
Tired of a nightmare that is going on in the gaming industry? Or maybe, on the contrary, you think that Gamdev rolled into a rotten swamp? Be that as it may – sit down comfortably and get acquainted with the first (pilot) digest of the news industry news over the past week.

California authorities called for abandoning RTX 3090.

The authorities of California called on local residents to refuse purchases of video cards RTX 3090. According to them, such video cards consume too much electricity and contribute to environmental pollution.
“Well, guys, turn on your head!” – Tony thermond, state superintendent of public education motivates the Californians. “Why buy such powerful video cards, what can you play on them? It is much better to go outside and do something useful for our native state, and not sit at a computer for weeks, killing vision. At worst, you can play on consoles. Recently announced the new Switch, buy it! It consumes electricity much less, which means that much better!”

Employee Blizzard told who prompted her to tell about the nightmare in the company.

The Activision Blizzard employee, Loki Casino Review who wished to stay unknown, said that she was stunned by her Internet two.
“His nickname is Spil Phenser. I am infinitely grateful to him for support. We often talked on topics on the development of games, he showed himself a real professional. When I told him about the horrors that were going on in Blizzard, he was very indignant and began to insist that I immediately told reporters about everything. Thank you, dear Spil Phenser, you returned my faith in men “

Nintendo will ban on the Steam Deck user store.

The company published a communique, in which he claims literally the following:
“We are changing the license agreement. From now on, if the user of our ecosystem is convicted of using Steam Deck, we get the right to ban his account forever. We do not need fans playing two fronts. Part E-SHOP is part of Nintendo.”

Farming Simulator 22 will add elements of vegan culture.

The developers confirmed that a new content will be added to the announced farm simulator. The announcement was published on the Resetera website.
“It seems to me that time has come. We must fight cruelty and thoughtless consumption not only in life, but also in games. Milk cows = violence, and you can’t do anything about it. Therefore, in the upcoming game, we remove the possibility of milking cows. From now on they play the role of the same pets as cats or dogs. And for milk lovers, we provide a device for the production of soy milk. It will be added in one of the upcoming addons.”

The enthusiast conducted an independent investigation. The results are disappointing for Steam Deck fans.

The enthusiast from Italy under the nickname Marion published a post on Reddit, in which the Steam Deck console thoroughly dismantled. It turned out that many “whites” Steam Deck will only remain “Believ”
Marion and his comrade Luigin concluded that Steam Deck, under existing dimensions, will not be able to issue a performance announced by Valve. Also under a big question and the cooling system. “So that such a console does not warm up, it should have an advanced cooling system, which will make Steam Deck extremely heavy and inconvenient. And if Valve does not make an adequate cooling system, on this console it will be possible to fry eggs. Gabe Newell drove himself into a fork from Beliva, ”Marion summed up.

Sony buys a Parasight studio.

The company liked the “Creativity and Courage of the Developers”.
“In our time, there are very few people who cut the truth-uterus in a living way. Parasight developers relate to this minority, and we respect all minorities and must take into account their opinions. They are not afraid to point out those who really slow down the development industry, it pleases, ”said Herman Hulst, head of the PlayStation Studios.
Recall that not so long ago, Parasight CEO announced that Xbox Series S will become a “loop on the neck of this generation of consoles.

That’s all, thanks for your attention! With you was Lavra Palisanders and Anti -Enovability of the Game Industry!
And remember: Fake today is true tomorrow.