Life of Slime Development History

Hi all! My name is Yuldash, And I’m the head of the studio 0-Game Studios. Today you will learn about the history of the development of the first big game of the studio – Life of Slime (hereinafter LOS).

To understand why this particular game had to become the first big one will have to figure out how I came to Gamdev, what I created in front of LOS and how I came to the idea of ​​the game.

Background

I wanted to start making games for a very, very long time, in about 7-10 grades (now I graduated from the university). Then the minds of schoolchildren in full captivated the franchise Five Nights at Freddy’s And I, charging mega with motivation, went to master Construct 2, I tried and Clickteam Fusion, which was used in itself FNAF, But he seemed difficult for me. Since development in Construct 2 Only the game presented in the screenshots survived. In addition to her, I remember that I did some elf simulator collecting New Year’s gifts from the conveyor (in addition, there was nothing more, although there was a lot of things planned), a quest where it was necessary in the SCP fund using objects to get out of the building teeming with monsters (except for the mechanics of using objects and GG in the form of a sticman there was nothing else). I also remember I took up the parody of FNAF, which had nothing to have beyond the mechanics of changing cameras. In those days, I just wanted to understand what I could realize, so nothing went further than such a demon, and I did not know anything important about the development – I just sat down to make games, the engine is very simple and even I, the humanist, was able to figure it out. After them, I abandoned the development, I don’t remember why, perhaps, there were simply not enough results, for further motivation to rivet games.

The very last remaining game:

However, the absence of at least some experience in programming completely knocked out all the hopes for me to do something cool-I simply did not understand the text code, the tutorials did not help, but it arose-visual programming, whose tutoria was easier to master, there was an understanding that I specifically make this block of code. One series of videos, another, and now I’m ready to do something myself. There were a winter holidays, I downloaded a lot of tutorials about visual programming, working with Unity, 3D modeling, pixel art, even downloaded tutoria on textual code. Then I had a desire to make a large, steep, graphite 3D horror with chases, scumers, references to fnap and even with cultists – such a mix of Outlast 2, Resident Evil Village And FNAF.

At some point, I realized that https://spinsheavencasino.uk/ I would not pull the game alone and left the game on the distant plan, in which it slowly surrounds meat. It was decided to do something small in 2D with pixel art. The holidays ended and while I was studying at a university in parallel I did Tanks Ultimate – her full -fledged first game that was able to get overall access. There was everything that was needed for the Arcade – random short levels, Achivka, a store at the end with the skins. This game became a powerful springboard for me, with it I brought the game to the release, worked on all important major aspects of games, such as graphics (which I myself drew from scratch), music, sounds and preservation. After that, I was fully introduced into Indie Gamdev. In the summer of 2021, I wanted to make a plot company for this game, but some difficulties in creating and an incredible scale stopped me at the first level.

After introducing a party in Gamde, I decided to participate in its events – gamjams – this is usually short in the duration of the event to create games for a certain time: 3 days, a week, a month, there are even gamjams a duration of several decades or centuries. In general, I participated in 11 gamdes from the period to development Los It is worth highlighting Blind Escape. This success game broke the record Tanks Ultimate, And I released her mobile version in Google Play. I got a lot of feedback from players and other developers, I myself like it myself. The most important thing in this stage can be called that I learned to bring the game from the concept to the release in a short time. As a result of one of the jams, I happened to win $ 100 for promoting the game in Google Play, So beginner developers, I strongly recommend not to miss such an opportunity to stay among enthusiasts among enthusiasts, rejoicing that someone liked the game that they noticed it and that it gave it generally pleasant emotions. Thanks to one of the jams, I was able to get into an even deeper indie party – the server discord.

There are a lot of developers of various ages in them. Somewhere there were servers of the development studio, and somewhere there were sites where the developers could release their girls. In them I began to communicate, get used, receive help, support. In these servers, I witnessed how the games were born, created, canceled, could just take entire studios and close. This is a boiling broth where so many events are taking place, so many changes that you simply dissolve in this stream of an incredible desire to create games.

I am delighted with how developers have been trying to get into this business from childhood and yes to do something. Now making games is very simple-the Internet is full of different tutorials, free ases, it remains only to get used to some niche, stretch out your hand, attach perseverance and start grabbing the gameds with your creativity.

The beginning of 2022. January. I am sitting in the village during the winter holidays, watching a video about the development of a game where a person prototyped of his game, in this game, at that time, the graphics consisted of cubes, and I had a thought-what if you make a game where everything is cubes, the plot will be about cubes that suddenly became infected with something and began to turn into triangles, all the surroundings will be in cubes? With such a thought, I began to think – how to realize it? In the course of thoughts, I decided for myself that it is impossible and it is necessary to replace cubes with something more complicated, it will still be difficult to do something beautiful from simple circles, so I came to the slines, creatures that are more complicated than cubes, but not as difficult as a person or some kind of animal.

The sketches that I made in the village:

The game was planned to be a platformer with booty elements, but as a result, the accents have changed with each other and now we have a gunpower with elements of a platformer. It is worth saying that I play mainly in plot, single games and really love the series Resident Evil, I consider 5 and 6 parts the best in the series, and 8 by some misunderstanding. I play games with the open world less often, but the last 3 parts of the scrolls, cyberpunk and the exclusive PlayStation 4 I went through not without pleasure, but I also love strategies and horror, I don’t have any certain taste in games, if the game is interesting, then I will go through it, so I will not be, so I will go Los As a result, I would call the plot linear hollow from different genres, in the center there was a basis from the plot on which a comedy, melodrama, horror, action movie grown up. Still, our life is hard to attribute to some specific genre-we can meet a pleasant person and the melodrama will begin, a person can turn out to be a maniac and a horror will begin, a person may have a whole gang of criminals and here the action movie can start when lucky. That’s why Los It came out so heterogeneous, it was my vision of life and taste in games (very versatile), even in the name there is a word "Life".

Having agreed with a classmate to create a game, I threw her a pack of tutorials on the pixel art, through which I learned to draw myself. While she watched the videos, I wrote the plot, made simple pixel arts concepts, designed a plan in Trello, then the game was planned for the exit on July 4, and the development itself started on February 13. The game was divided into 6 pieces so that the progress of development was felt more, and initially there were 3 pieces, in the game itself a three -chip structure is very easily traced. Soon, the pre -production ended and began to make the game in Unity, built levels from simple cubes, the characters were cubes, the classmate began to make their first art – I really liked them. She then published her progress on her new Instagram* channel. Everything started very cool.

But soon it became clear that the classmate did not keep up with the deadlines, each of the 6 pieces of the game had its own deadline, the very first piece was to be ready in a week, and all the following in 2-3 weeks. These deadlines were common, t. e. both gameplay and art should be ready for the same time. Yes, the volume was large, but I managed to do everything, it happened even on the last day at the last hour I had time. Without deadlines, the game would fall apart in the production hell, later it happened, but on this later.

The artist sent something less likely to me, she began to answer less often, she wrote everything off to employment, term paper, homework. In reality she avoided questions or promised to deal with later. I decided not to wait and start the search for artists in the discord servers. The searches were failure and only in April-May was the artist found that he would make the game until its release (hereinafter shadow).

By this time, the game Gameplay was completely ready, it was passable from the very beginning to the very end in May 2022. In case of interest, it was planned to learn how to create music, but because of employment by the deadline, this was impossible, therefore, a composer was very quickly found in Discord, who soon completely completed the creation of music and in June there was already a version where all the music was all the music.

How the game looked before adding graphics, on top of the left text for debugging, there is a level name, time spent in the game and the current playing composition:

The history of the group b.A.U.

In the dark, when the rule is evil on Earth, the sages of antiquity united and founded the order to challenge the devil himself! They possessed knowledge and incredible power, they were able to resist the demons of hell. The battle lasted an endlessly long time! The heroes fought in the darkness of the eternal night, then reigning on the ground. And they coped! Satan himself was defeated in battle and sent to imprisonment in the dungeons of hell ..
The song “Grandma returned from hell” of the Moscow group B begins with such lines.A.U., which is deciphered as an abyss of anal oppression.

(There was a Flash player, but since 2020, Flash has not been supported by browsers)

– Girl, want me to tear your head? – No! – And you have to!

Based on the distant 2011, after a grand booze during the same grandiose hangover, a certain Call Center employee, the young guy Alexei Romanovsky, for the sake of joke, decided to organize a group with his friends with a ridiculous name of the abyss of anal oppression. He gathered stylistics and name, and initial inspiration from sources such as cartoons “Methalapocalypse”, “Detroit Metal City” and the Grape Day group. Having sobered after a party, the idea did not disappear with alcoholic pairs, but resulted in a completely hellish album “Anchor Bolt of Soton”, in which religious things like “kittens” and “the airship fell into a herd of cows” appeared for the first time.

(There was a Flash player, but since 2020, Flash has not been supported by browsers)

01. Intro (Death from Well)
02. The train is a killer
03. Kittens
04. The airship fell into a herd of cows
05. Sudden anal penetration
06. The great indication
07. A terrorist from hell
08. Cones-telpates
09. Ground meat
10. Kill your friends!
11. Rats and shit
12. Soton.
13. BAS GITAR

The reaction to the appearance of the group, and especially to the name and texts, was stormy. In the style of "how such shit can be listened? This is shit and not music!". But, as the anal punisher himself says (a. Romanovsky): "Negative review is also a positive review". Therefore, the three "abyss consisting of Alexei Romanovsky-vocals, rhythm-gitar, Ilya Tkachuk-Solo Guitar, Dmitry Melnik-hellish bassist, having repaid the second full-format album for some time, but take up it seriously. In addition, for the tour, the guys got a Basman girl named Anikya! Unfortunately, she did not last in the group for a long time ..

The world froze in anticipation of terrible things.

On September 15, 2012, the most difficult group in the world “Abyss of anal oppression” introduced its second album to the world, on which many millennia worked. This monumental work received the fateful name – "Chronicles of the last days".
Songs from this disc tell of the terrible disasters awaiting humanity and leading to its complete and inevitable destruction. Each track is a hymn of death, patiently expecting its exit in the performance of human lives, each note is a nail in the lid of the coffin of the human race, every word of the punisher sounds like a sentence, which is immediately executed.
Killer train, killer cones, bifidobacteria-killer, vegetables-killer vegetables-hazard everywhere! After the line “kefir will open the refrigerator. "It becomes clear that there is nowhere to hide from the impending horror, the creatures of darkness and evil will wait for you everywhere, even in your own bedroom.
Trying to be saved is useless, the darkness is already here, it is hiding in the north wind, in empty metro tunnels, sewer pipes, thousands of kilometers of wires. She crept up from behind, and you clearly hear her hoarse breath, unable to turn away from the fear of fear. A second arrow freezes … and you understand that it is forever.

And there is only one thing left – to meet the sunset of mankind to the appropriate accompaniment!

Chronicles of the last days!

So in 2012 the https://foxygold-casino.uk/bonus/ album “Chronicles of the Last Days” (HPD), which has already been recorded professionally, was released. Several old songs were redeveloped (“I hear the voice of vegetables”, “kittens”, “killer train” and “telpat cones”) and many new ones were recorded. The new album not only very much stepped forward in terms of recording quality, but also in terms of music. Heavy riffs appeared, the group ceased to be purely trash, but the texts remained as inadequate, funny and with black humor.

1. Chronicles of the last days
2. Kittens
3. Cones-telpates
4. Yandex rectal robots
5. The killer train
6. Vegetable voice
7. His own son
8. Bifidobacteria declared war
9. Shawarma devours people
10. Grandma returned from hell
11. Symphony of evil
12. Romantic song
13. Kittens (Acoustic)

This music will definitely give you away, because every second note in it is brown. (From the back of the disk box)

Decay (?)

After the guys recorded 2 single: “Army of Darkness” and “Black Explanatory Death”. And again everyone saw a quality jump. But in May 2014, something strange. Suddenly, Lesha announced the collapse of the group, but promised that the new album would still be recorded, because too good the material has already been developed. After the release, the third album was reunited. But I (like many baulfanates) suspect that it was just a PR move.

Siberian Federal District. On the map of the world, he looks like a member.

And so, after a painful expectation, on December 28, 2014, the third full -format album of the most difficult group in the world “Great Darkness over the Russian Rwanina” is released
At first, many did not understand the departure of black humor and even managed to find political subtext in the album, although the word “Putin” does not speak of politics. In this case, this is only a stem. But the album became conceptual. The concept of the “great Russian album” appeared, the lines from which have already dispersed into quotes, as in the case of HPD.

1. Mortgage in the suburbs
2. Snails of depression
3. Church of Putin’s witnesses
4. The ominous shadow of the airship
5. The army of darkness
6. Black impetus of death
7. Travel to Ikeua
8. Thieves breeze
9. Siberian Federal District
10. Brown horizon
11. Denchik went into metal

Frankly. When this album came out, I was so impressed with them that I even wrote a detailed review. She is under the spoiler:

So the new album of the most difficult group in the world "Abyss of anal oppression" was released (b.A.U.). Since the creation of the group in 2011, Alexei Romanovsky, much has happened with his work. Mainly in quality. From not very, just, directly, the qualitatively recorded “Satan’s anchor bolt”, which was similar to the early work of Sergei Tabachnikov, to the “Chronicles of the Last Days”, which came out, not much time has passed, but the quality of material and recording flew up to such heights that are inaccessible to most groups in the world in principle (even some old and famous). And then "the Great Darkness over the Russian Rwan" came out ". With a slightly unusual sound, but all the same in mood as all the work of the group – grotesque, sarcastic, depressive and funny at the same time.
And now we will analyze each song separately.
1. Mortgage in the suburbs:
The ideal beginning of the album. The melody from the beginning of the song could even be allocated in a separate intro. As always, and deliberately brutal, but at the same time and sarcastically grotesque text on a rather lively theme – people climb into a debt for a small apartment simply because they do not want to look for ways to earn more money and buy a normal apartment after a while, and they want to have 8 hours a day for a small salary, have their own housing, and all the filling in the form of a TV and car for 5 lies. But all this is borrowed, and often you have to pay for it not only by half (or even more) salaries, and sometimes with this apartment, machine and telecom in the entire wall. At the end of the song, the hero seems to come to the hero what he climbed into (however, as in the chorus): “My house is in hell. Where am I going?". The synthesis of heavy sound and excellent theme of the text plus the presentation of the text makes the song one of the best on the album
10/10

2. Snails of depression
I will say right away – the solo in the song is just super! I will not talk about music anymore – everything is as it is necessary. The text, as in the whole album, is twofold. This is a continuation of the “chiske-telegers” from the “chronicle of the last days”, and the allegory on the topic of depression (some in their souls are chopped by cats, while others have a snail there instead of cats pump the atmosphere of despondency). It is difficult to disassemble the text of this song without confluence with LNGS (search syndrome of deep meaning), since it is clear that this is the topic of “cones”, but it seemed to me that after the campaign, on the contrary, the depression was dispelled. Improving after the city all the same. But here is my opinion purely, and it does not mean in any way, that the song is bad. The chorus of Lana Rybakova fits very well into the atmosphere of depression and hopelessness. I love such things when, after a melodic chorus, there is a powerful drama solo or breikdown.
9/10

3. Church of Putin’s witnesses
Here everything is clear with the text. Especially after the initial Kremlin chimes. Satire on the "eternal" president of the Russian Federation in.IN. Putin. The sunrise of Russia “from Peru to Napal” and “alien migrant workers” in our toilets thanks to the “Sun Putin” sounds very interesting. It does not carry any semantic load, just a high -quality and upbringing song. Tepping performed by Ilya sounds generally divine.
8/10

4. The ominous shadow of the airship
A reference to the song "Airship fell into a herd of cows" from the first album "Anchor Bolt of Satan". The main melody and chorus set the entire atmosphere. The story of a fireman who participated in that tragedy, and his unenviable fate are saturated with the hopelessness and decline of the leading forces of the foreman. It can be an allegory on how professional injuries can negatively affect life and what consequences they can have. Conducted a reference to Cannibal Corpse and Deathklock “He kneel. He checked his brains. ". One of my three favorite songs on the album.
10/10

5. The army of darkness
Outplayed version of the single "Army of Darkness". My opinion is that the first version was stronger. High notes appeared in losses, which is, in my opinion, superfluous. Orchestrations appeared, which is an undoubted plus. Solo in the style of "metallics" and the duration of it. But in the first version, Solo’s middle of the song was more organically woven into reefs. The text about the armies of dishonest rulers and almost apocalypse. He was written simply as an apocalyptic, about the last war of mankind. But I see in this war in Ukraine and Novorossiya. Too many references to her in the text and too much like it. You may not see this and maybe it is not so, but I have been from the front and I saw it.
Original 10/10
New version 09/10

6. Black impetus of death
Another replayed version of another single. The song appeared simply after the phrase of Sergei Tabachnikov, said in the tour in Donetsk – “About! Black impetus of death!"For there was the truth of a black toilet in an apartment rented for musicians. Here the replayed version became many times better than a single, although at that time it seemed that it was an apogee of creativity b.A.U … piano in the beginning tunes in the right way. The choir in the chorus is obvious after the low voice of Romanovsky in the chorus of the first version, but it sounds more diverse than there, so the solution is interesting. Orchestras began to stand out more than in the single, and became more professional, for which I must say thanks to Evgeny Evstratov. About which in this album there is even a song to which we will soon reach. Solo also stands out more strongly than before, but in this song this is not at all bad, but on the contrary, it is beneficial. In my opinion, this is one of the strongest songs not only of this album, but also of the whole work of.A.U.
11/10 = D

7. Travel to Ikeua
The most controversial song on the album. The music is not bad, the orchestrations add epicity, but the text did not surprise. The allegory is understandable for the name of furniture in comparison with the gods, but does not catch at all. Rhythm is at times suffering, the idea most likely has not been completed and was not embodied at the highest possible levels. Recorded and played qualitatively and professionally, but boring. As they say now-some kind of muddy song.
5/10
8. Thieves breeze
Chanson. Chanson in metal. This is an unusual solution and very interesting! The text is standard for a chanson and the meaning is simple: "We sit, longing for the will, remember mother and boys". But in such a presentation it is a completely new course! Sound at the highest level, orchestrations in the topic. Breakdown himself played seemingly. It would be nice to have an acoustic version of this song in the album. If there are “kittens” in acoustics, then God himself ordered this.
10/10

9. Siberian Federal District
Frankly – my second beloved song on the album. And it is she who is dedicated to Evgeny Evstratov-a musician, a sound engineer and a very talented guy who, at the age of 17, released 2 albums of heavy instrumental music and prepares the 3rd exit. He should also say thanks for the information, mastering, special effects, octing, arrangements on this album.
The song itself is incredibly cool. And again in satirical tones. Indeed, the Siberian Federal District on the map looks like a member. Yes, and himself …))) there is a satire for the vision of Russia and Siberia from abroad (about Mahorka, bears, nuclear reactor). The melody in the chorus directly causes in the imagination of the forest in the fog and the cold of winter Siberia even those who have never been there. Breikdown was again played by Satan himself. Where is DMC or Deathklock there!
And he will definitely become famous!
Channel One he will conquer!
10/10

10. Brown horizon
Nostalgic metal. Back to me my 2007 – the trend of recent years according to my observations. Former emo suffer from that time. I remember how it myself, a green freshman in a megalopolis from the province, at that time began to go to local clubs: Kunderbunt, another world, Detroit, a nut, on the lesing and sipping performances of drunk local groups for drunk local youth. Someone was emo, and someone just liked the music and the mood of songs and parties. For many, this was an incredible time for youth. From those times we grew up, from drunken local youth in office workers, from drunken groups to international powerful groups. Others broke up.
The song is strong precisely by nostalgia. High -quality sound from all sides. Insert from speech d.A. Medvedev “No one will ever return to 2007” in general in the topic of hopelessness and longing for the past youth. The chorus still sounds in my head for several days. Piano inserts are very organically woven into the overall topic of the song. The third of the most successful, in my opinion, songs of the album.
10/10

11. Denchik went into metal.
Office Plankton Song. About how Denis is tired of being office plankton and he went into metal. About the internal experiences of a guy who for a long time tried to become richer and “more successful” in the eyes of other people, moving to the capital and working without lingering hands. But suddenly he realized that he did not need it and took up what he himself liked – metal. The most epic in terms of sound song. Orchestrations are straight hymn. The saxophone at the end pleasantly surprised. Fit into metal reefs very well as a continuation of the guitar solo. The excellent end of the album.
09/10

After that b.A.U. recorded a video about the revival of the group and began to give concerts again, the following very soon!

The story of GnomageDDon – the abolished exclusive for the PlayStation 4 from Sony

If the game got to the stage of production, this does not mean that it will live to the release. So it happened with GNOMAGEDDON, which was supposed to become an exclusive for PlayStation 4 from the internal studio Sony.

The story was excavated Liam Robertson (Liam Robertson), author of the DIDYOUKNOWGAMING channel? GNOMAGEDDON lit up in the press in 2015, when Sony registered the corresponding brand. Even bold assumptions slipped that it was a new game from SUCKER PUNCH, Developers of the series Infamous.

However, the reality was more modest. GNOMAGEDDON – The child of the studio Sony San Diego, which was given "green light" at the same time Kill Strain. Both games were supposed to be distributed according to the conditionally paid scheme. But if Kill Strain I still got to the release, then GNOMAGEDDON She died behind the scenes.

As the name implies, in GNOMAGEDDON You casinolucki.co.uk had to manage gnomes. Only not fantasy, but garden. Sony San Diego I came up with six classes and three modes: the team battle to death, the cooperative struggle against the waves of opponents and the Raid is another cooperative, only with plot elements and tasks in the spirit of “Free the Combat Camera” or “Stole things from the barn”. For the successful completion of matches, players would be awarded with a loot for customization of their gnome.

In addition, another additional regime was planned. Gamers could collect babies and send them to tasks. There were no direct control over these tasks, so I had to sit and guess if the wards would cope with the order. If they coped, they brought with them useful items.

Monetization in GNOMAGEDDON The standard was planned: boxes with appearance, characters, amplifiers and other similar things.

On internal tests GNOMAGEDDON It seems to be met quite warmly, but only 11 people worked on the game at the peak. It was expected that multiplayer about gnomics will be released somewhere in 2017.

GNOMAGEDDON I died due to the failure Kill Strain. The latter, we recall, was a variation of "MOB" and started in July 2016. In addition, on Kill Strain hoped more, therefore, the Humanities also poured more actively into it. However, former anonymous employees Sony San Diego They believe that in failure Kill Strain It’s guilty Sony: Publisher, they say, too lazily promoted its own game.

However, Kill Strain They recognized the failure a couple of months after the start, so the game servers closed quickly enough-already in July 2017. Well, after her, she went to the trash and GNOMAGEDDON, Because the same part worked on it Sony San Diego, that above Kill Strain. In total, in September 2016, the studio lost about 40-50 employees. The game about gnomics was created for three years.

Previously, the DIDYOUKNOWGAMING channel? He also talked about unknown games about Superman and Daredevil.

History of the Dragon Age series. Part No. 2. EA and new order

Hi all! In the last part of the history of the Dragon Age series, I said that the director of the Scott Graig project, in his interview with EA 2004, confidently announced the readiness of the final version at the end of the winter of 2007 or at the beginning of 2008. However, the team came across numerous difficulties due to the engine and internal misunderstanding.

Problems of prologues

Probably one of the most difficult parts where they could not come to a common opinion was the prologue of the game. Let me remind you that they wanted to make the beginning of the story unique for every race or type. Because of this, both the writing of history and programming when transferring text material to the code are complicated.

Each background showed one of the individual conflicts, which hung out a world threat, explained the role of the player in future events, taught combat mechanics, research, interactions and the like. When developing several different backgrounds, the developers had to decide how it is logical to enter all this into the world of the game and invent the situation on the basis of which training was included.

So it took a rather huge work, it would seem, for a regular prologue for 2 hours. And they also abandoned the Nemesis system. Each introductory story should contain characters appearing in certain plot moments. They decided not to invent all this from scratch and simply chose certain heroes who 100% at least once will come across after a certain prologue.

Looking at the final version, which can be purchased at various sites, you can see that the player is offered to choose from three races: a person, an elf and a gnome. The first two has a separate story for the magician. Here, although two options, but this is considered one, nevertheless, the place of action and events are identical, only the race differs.

Further, a person has an option with a noble warrior/robber, and for the elves, for this class, a division into an urban look, living in elven, and wandering forest (dolly). In total, we already get four points in the entrance in the prologue. And a noble dwarf and a commoner for classes warrior/robber are also added. Total in the mythical ideal six times requires to prescribe the plot and program code, but since we are in the real world, everything was much more complicated and, of course, led to the rejection of additional prologues.

Of the simplest, this is that the magicians were locked only in the corresponding tower of the circle, which is why they did not show heroes who hide their unnatural forces, both for the race of people and for elves.

Playing for a person-person, a player would be a son or daughter of a farmer, whom the Gray Guard Duncan saves from the creatures of darkness soon. On the one hand, they wanted to write a story for commoner, where he lived a simple and boring life, and then inspired by his savior and decided to become a gray guard also. On the other hand, it was planned to make him a killer or thief who was put down on trial, but this would be like a prologue with a gnome.

At some point they wanted to completely switch to barbaric origin. In the history of Dragon Age, in the early period of the development of the world in the southeastern Tedas, one of the oldest human tribes, called Alamarri, settled. One part of the tribes settled in the mountains, and the other in the marshy forest expanses and in the tundra, which over time began to be called the Wild Land of Corcars. The highlanders were called the Avvars and were considered freedom -loving, proud and stubborn.

Swamp tribes (Hasinda) hit magic and shamanism. They were so much afraid that on the border with them they specially built the reconnaissance and defense fortress of Ostagar. It is also believed that once Flent with her daughters joined the Hasinds. They gathered such a powerful army that all the North armies could not resist them. Only after a long time they were defeated by the United Army Alamarry and Gnomes. Therefore, these tribes are not trusted even after many years.

It was because of such features that the team believed that the barbaric tribes require a special and specific system of dialogs. Also, the tribes, although they were human, the culture and life of the Ferldenstsy should have been incomprehensible to them, which made it possible to introduce a new system of research on the world.

Naturally, this sounded difficult, and during implementation the process was slowed down. Plus, the artists had to think through the specific clothing designs for barbarian tribes, but after many attempts they refused this. Actually, the prologue with the barbarians was also frozen.

In addition to these stories, a ton of processing touched the introductory part for the magician. It is easy to guess that the problem was to create an otherworldly space called a shadow, which in the plot was separated from the real world with a metaphysical barrier – a curtain. This place was to become the abode of various spirits, demons and other otherworldly creatures. In addition to this, the main character could do what is impossible in the real world of Tedas. For example, transformation in other creatures could be applied.

More or less it was possible to build and even force to work, but due to severe implementation, this functionality was used only in one mission. The main character could reincarnate in a stone golem, a mouse, an obsessed magician (witchcraft) and a fiery man. But, unfortunately, most of the episode is sharpened to overcome obstacles using reincarnation into one of the forms. It so happened that the player was very limited, because of which it will not be possible to fully enjoy the transformation process.

From golem https://piratespinscasino.org/withdrawal/ to the mouse

From golem to the mouse

The introductory story of the magician was rewritten four times. The first three writers were either not able to create the right atmosphere, or their plans were virtually impossible to reproduce. A successful attempt was the writer Cheryl Chi, who became responsible for this prologue.

Even from interesting points on this prolus, it is worth highlighting that in the magic room with various artifacts there is a statue of the wolf Fen’haryla. The scriptwriters already said that this character will play an important role in future stories if the game becomes successful. So, it is worth making a reference even at the very beginning, when no one will immediately guess that they met such an important hero.

By the way, according to the plot, this statue blows up the stone wall, but in fact the engine was not capable of such. They got out of the situation as follows: they took the third -party effect of the explosion, stretched it so that all the stone blocks disappeared, and before the final action they simply removed the wall. Well, they did not forget to put the camera in a horizontal position so that the whole picture was a little at an angle and the whole secret of the focus is not

Even here they got it FengHarela

Even here they got it FengHarela

You can still find out in the magician of the magician about the ritual of pacification. If the student is not able to control his strength or is not able to pass the final exam, where he should resist the demon’s attempts to master it, then his connection with the shadow is blocked. It is from there that magicians draw strength, and since demons live in the other world, there is always a danger of becoming obsessed.

The ritual itself is carried out quite simply: a special lyrium stigma is applied to the student’s forehead, thereby creating a protective seal. And just the same, the artists completely forgot to demonstrate this important detail. In Dragon Age: Origins, not a single pacified press on the forehead. Outwardly, they are no different from the usual ones, and if it were not for a specific unemotional speech, it will not be possible to understand that a special ritual was carried out. In subsequent parts, this defect was fixed.

Monsters

Along the way with the above problems, of course, new. As I said earlier, at first there should have been various forms of demons in the game. Take the same archdemon who was converted into a dragon. It’s funny that misunderstandings also arose with a demon of desire.

James Olen was an ardent Dungeon and Dragons fan, so he immediately noticed several monsters, which can be used as a basis for a new design. He made appropriate notes and sent them to all. And on one of the lines the link "Sukkub" lit up. The artists clearly immediately understood by the name: since it was a demon of lust and debauchery, then it is necessary to portray a sexy girl with the corresponding identification signs.

As it turned out, there was a detailed description inside the link, which should be taken into account when creating. Naturally, the scriptwriters went deeper into him and did something like … a likely genie. And in the struggle for the choice of final design, artists certainly won. Nevertheless, it was limited, and no one wanted to do full redrawing.

Equally got a simplified look and several other characters. For example, the spirit of valor was not originally a transparent templar, but looked many times more epic. And the idleness demon was fully dyed in only one quest in the middle of the game. In the prolon, he was transformed into a small Bear-Wordalak, which significantly reduced labor costs.

It is entertaining that along with this the team did not want to add a large number of animals as enemies to the game. Yes, many locations consist of forests or fields, but a group of the same bears would look too usual. It was not possible to add snake-like or creatures with tentacles because of the “beautiful” engine, but in the caves and deep paths they were not shy about throwing the good old spiders. And all why? Yes, because they are easy to simulate and copy, which again leads to a strong reduction in labor costs. According to artists, the creation of ordinary creatures takes about three weeks. The larger the size, the more difficult the situation, so the archdemon spent as many as six weeks.

But the revived trees of the Silvanov were almost cut out of the game. The animation did not work correctly, and from powerful enemies they turned into an incomprehensible something. However, several developers decided to waste their free time to correct these models. So only thanks to them the Silvana survived to the final version.

The year of revitalization of the game

Calculation of scenarios, redrawing locations, monsters, characters and the like lasted from the beginning of development until 2007. What such a turning point occurred in the year when the production of the game was to almost end?

Let’s go back a little, namely, by April 12, 2005. On that day, Jade Empire was released, which was entrusted with very high hopes, since it became the first BioWare game, not based on some franchise. However, everything went awry.

Yes, the game of critics mostly praised, but the sales were unstressing and far from the planned plan. Initially, Jade Empire was an exclusive for the first Xbox. Everything would be fine, but the new version of the Xbox 360 was released only a few months later from the release of the game, namely November 22, 2005. Accordingly, to hope that the game will be massively dispersed after such a loud release was quite reckless.

Here, as usual, there is also the reverse side of the coin. The company simply did not have so many means to make a game on an improved gland. I have no doubt that BioWare’s leadership knew about the upcoming May announcement of the new console in 2005.

The risky step was not justified, and doubts about the successful release of Dragon Age and Mass Effect were born. The proposal for help came from the private investment company Elevation Partners. Moreover, among its founders was the former president of Electronic Arts John Ricciello.

And on November 3, 2005, Elevation invested $ 300 million in creating an alliance between the developers of the BioWare and Pandemic Studios video game, which made it one of the largest independent developers in the world.

Nevertheless, Elevation did not provide for subsequent budget complications. Analysts from BioWare came to the conclusion that the new games on the Xbox 360 requires twice as much money than used earlier. The situation gradually worsened and reached its peak in February 2007, when John Riccitello left Elevation Partners and returned to Electronic Arts.

Then he invited his former colleagues to redeem BioWare and Pandemic Studios for $ 800 million, 620 of which will be paid in cash, 145 shares, and another 35 – issued in debt to the end of the transaction, which will be held in January 2008. And on October 11, 2007 it was announced that both companies were leaving under the wing of Electronic Arts.

Having bought BioWare and Pandemic, EA acquired not only 800 employees working in four studios, but also a whole collection of brands, thanks to which the company closed the void that arose from the lack of role-playing games and an action-and-item.

Let us return back to 2006, when BioWare announced that their new Dan Taj officer, who was previously president and founder of Exile Interactive, will be the director of the Portable Games development project for Nintendo DS. Then a small survey was even conducted among players, whether they would buy portable versions of RPG Games BioWare.

Nevertheless, the project did not become starry, and in 2008 the first and last game from BioWare for Nintendo DS called Sonic Chronicles: The Dark Brotherhouse was released. But now it’s not about that. It is unclear under what conditions and how did Dan Taj so established himself, but he changed Scott Graig to the position of the director of the Dragon Age: Origins project. And the ice finally started, the team received new installations, and most importantly, a fresh goal appeared: to show the first gameplay video and trailer for E3 2008.

The team grew up again, and Mike Laidlow, who compiled the company for leading designers, was among the new arrivals. Officially, he began to work only when creating Jade Empire. Partially helped with the addition of Neverwinter Nights: Hordes of the Underdark, for which he received special gratitude. Before Dragon Age, he worked on Jade Empire 2, but since the game was stagnated and the project was on the verge of closing, Mike was invited to a new team.

Then, to improve the development of December 18, 2007, Bioware was skilled with Pipeline FX to use its QUBE program for improved rendering management. Of course, the first project where it began to be used was the game Dragon Age: Origins. According to one of the developers, the program has several times increased labor productivity, which made it possible to create a new content in the vacant time to create a new time.

By the way, even before the merger with EA on February 13, 2007, Bioware said that the Dragon Age has used the SpeedTreert software package from Interactive Data Visualization, which allowed to automatically change the levels of leaves, the effects of the wind in real time and several coverage options. So at least with the realism of foliage on the trees the team had no problems.

History of the Five Night at Freddy. Part 9.1. Survival LogBook

Preface
Since the survival magazine is a very important plot detail in the world of games, but making a full-fledged article on it will not work because of a small volume, I decided to make an addition to the article on Freddy Fazbear’s Pizzeria Simulator. In addition, the magazine is closely related to this game.

The history of the creation

In parallel with the development of FFPS, Scott worked on one interesting book, which at one time warmed up interest in the upcoming game. On November 27, 2017, information about the new product in the FNAF universe – Survival LogBook is published on the website of Amazon.

The description presented this book as a guide for guards Fazbear Entertainment, inside which contains tests, lists and hints to perform work.

In addition to the description of the book, one page from the magazine was available, which showed a broken chika from FNAF 1, which completely absent beak and eyes, and the endoskeleton was nervous in many places. Many immediately suggested that this was a hint of FNAF 6. Yes, and judging by the lighting, we had to meet this chik in the room of the Utilhyr. But, as we know, there was no such character in the game. Perhaps this is just a non -reckless material. No one still can say this with confidence.

And on December 26, 2017, the magazine goes on sale.

Content

In fact, Survival LogBook turned out to be a book with tasks for children. There are exercises on the type of “Dorce yourself for animatronics”, “Write what your favorite song” and so on. But such a fun for a child, the magazine seems only at first glance.

To begin with, initially this magazine was called not Survival Logbook, but Security Logbook. That is, specially intended for pizzeria guards. As you can understand on the first page where the reader is offered to enter his name, this magazine used to belong to a man.

Following is the annotation from Fazbear Entertainment, from which it is learned that this logbook is provided to every new employee of the company, so that they feel confident and be prepared for everything. Further, the organization recommends that after each shift, engaged in self -testing, performing tasks and tests inside the book, as well as record everything that happened during the night.

The entire logbook is divided into five parts, each of which is one night. At the end of each section, the employee will be offered to fill out the event diary and evaluate the shift criteria from 1 to 10. And on the pages every now and then it will be possible to see notes with a red handle. These are notes of the previous owner of the magazine – T -shirt.

Night 1
On the first night, Fazbear Entertainment proposes to list the reasons for which Freddy should work in the pizzeria. Here Mike notes that the company feeds employees for free pizza. Further, the book gives a small test for Knowledge FNAF 1: gameplay and ENT. Well, it ends all by side tasks.

Night 2
On the second night, the company proposes to list the reasons why this work is vital. And then draw prizes that would like to see the most. In the corner of the page, Michael painted a man with money on water skiing, and next to the inscriptions: free trip, cash, boat, water skiing.

Further, Logbuk proposes to list your favorite characters from films of books or television series. Mike in the column “Teleworks” enters Clara from “Immortal and restless”, because an employee, like a girl, the only one who notices the crazy madness.

In the column, where the magazine offers to enter his favorite selection of songs, the previous owner drew the bongs and signed: “It’s just Bongs”. Mike shows his art on a page where you need to draw recent dreams. The guard painted the nightmare Fredber from FNAF 4.

Night 3
On the third night, Fazbear Entertainment offers to indicate a list of bad habits. Here we find out that Mike is constantly chewing chewing gum. Similarly on the first night, the magazine offers to go through a test. But now for knowledge how to handle spring costumes. It’s funny that at the end a note is glued so that the employee does not tell anyone about this survey or costumes on spring clamps.

The last task that night, the logbook gives a new Fazbear Entertainment logo. The former owner of the book jokingly draws the Freddy Fazbear’s Pizza logo, where Freddy’s head is completely covered with blood spots.

Night 4
At the very beginning, the magazine proposes to list the mistakes of previous guards that the current employee would not commit. Following-write just in case a posthumous letter, if suddenly the guard still dies during the shift.

And again, the survey, this time checking the guards of the guard to survive during the night shift. Further, the logbook offers to come up with a story about how the guard decided to go on a day shift. The workpiece of the entry of the story mentions the fact that animatronics followed the guard directly into the house.

Night 5
Here’s the last night. Fazbear Entertainment proposes to write reasons that will force the employee to return next week. And then draw a basket with a gift inside, which the guard would like to get. Then Mike painted two baskets: one with money, the other with pieces of oil, and noticed that he would prefer the first, not the second.

One of the last tasks www.luckicasino.org/ Logbuk gives to come up with alternative versions of the proposed common situations. Among them: a child bitten by animatronics, a liquid oozes from animatronics, the child disappears in a pizzeria and mold on pizza. By the first situation, Mike comes up with such an interesting explanation:

At the end of the magazine, Fazbear Entertainment thanks the employee that he became part of the company, and is waiting for him next week. And on the very last page, the already familiar Chika is flaunting.

The mysterious spirit

This ends Survival Logbook, but its secrets do not end. Starting from the 20th page, a certain essence begins to communicate with the owner of the magazine, which writes translucent text.

First, find out who this ghost is. Here and there you can notice references to this. For example, the repeating phrase "this is" (English. It’s me) in the game "Looking for words". And as we know, this cult phrase belongs to only one character – golden Freddy.

So, Fredber’s spirit throughout the book tries to give a hint to the reader in his name. On some pages, in addition to appeals to the T -shirt, there is a phrase "My name". And on such pages either a serial number has been changed, or some numbers are highlighted. Somewhere this phrase is even written on painted tombstones. This suggests that the name of this entity belongs to the fifth child, whose graves were depicted in the end of FFPS.

If you find all the inscriptions, you will get such a combination of numbers: 52, 39, 15, 72, 9-3, 10.11, 8:11. What to do with these values? We again turn to the section "Looking for words". Now we use the first number of numbers and move to so many horizontal positions. And then we go vertically to the number of positions of the second part of the number. Thus, the name of Cassidy is formed. Cassidy). The real name of the child, whose soul is in the gold of Freddy.

So, Cassidy asks Mike that he remembers. Next, he asks a leading question: “Your favorite toy in childhood was a plastic purple phone?"Then the spirit is interested in whether the owner of the magazine remembers his name. And does he see dreams. The last question of the Golden Freddy asks on the page where Mike drew a nightmare Fredber.

Golden Freddy is interested in whether Mike misses them. You can also recall the task on the 16th page where Logbuk proposed writing the names of five people whom the employee would like to meet after the shift. There Mike did not inscribe anything, but only painted hearts.

Cassidi continues to ask: “Your favorite attraction was a carousel?". And on a page with a drawn mirror, he finds out from the employee what he sees.

At the end of the magazine, the spirit asks the most unexpected questions. The first can be found on a page where Logbuk offers to remember if the guard had a favorite plush toy or an imaginary friend. Below is a plush Fredber, and next to him the question: “He is still talking to you?"

Cassidy’s last phrase in the magazine is a statement in which the spirit reports that the party was intended. On this, the spirit ceases to talk with the employee.

The spirit definitely tries to help Mike to remember his childhood, and who he really is. And we, readers, should also figure out who the former owner of Survival Logbook is.

Mayquictim
Let’s start with obvious details. Judging by the content of tasks in the journal, it becomes clear that it is intended for the guards of the 1988-1993 pizzeria from FNAF 1. So, the master of the book is Mike Schmidt. In addition, Mike leaves the tips indicating his personality. Sister location familiar with random bongo and exotic oils, watching Michael the series “Immortal and restless”, as well as other details in the logbook hint that the magazine owner is Afon. Scott officially confirmed that Mike Schmidt and Mike Afton are the same person. And the events of the magazine occur in parallel with FNAF 1

But this is not all parallels between the eldest son of William and the main characters of the previous parts. Cassidi as if asking questions to the crying boy from FNAF 4. After all, the child had both a toy purple phone in the room, as well as an imaginary friend of plush Fredber. And the main point is the assertion that that long-standing party was intended precisely by Mike, and not to anyone else. In addition, on the page about recent dreams, the guard draws a nightmare Fredber, whom only one person could see.

The logbook itself contains information similar to the biography of the crying boy. "Animatronika followed the guard to the house" – a reference to the traces of the robot near the broken window of the Afton House. "He fell right into the jaw of Freddy" – a reference to the bite.

Yes, you correctly understand that Mike Afon is a bitten boy, the main character of the fourth part. It follows that in all six games we played for the same character – for the victim of the bite (English. BITE VICTIM). Hence the name of the theory of Mayquirts (English. Mikevictim). And the phrase from the teaser "Four games. One story "Now you can rephrase in" six games. One story ". The story of Mike.

But how Mike survived after a bite? The answer to this gives us a plush Fredber, who promises to collect the boy back. Apparently, inside the plush toy there really was some kind of essence that helped to literally come from the other world. Let us recall how the main character in FNAF World gathered a watch in order to create a way for a crying boy, and he could come to life. This was his only goal – to prevent the bitter to die.

Since FNAF World is important for the plot, we will finally add it to the general timeline. It took place shortly after the bite "83"

It follows that at the time of the fourth part, the shirt should have been at least 13 years old, since already in the Sister location, which takes place in 1985-1987, it should be at least 16 years old. From this age alone, children can get a job.

Here we pay attention to the fact that nightmare animatronics still dreamed of a T-shirt. And since recent dreams are asked to sketch in Logbuk, it means that he dreams of nightmares during the working week, when he protects the pizzeria from FNAF 1. Hence it is clear why Bonnie, Chika and Foxy behave to FNAF 4 in the same way as their analogues in the first part, and why we hear fragments of von Gai calls. But this does not cancel the fact that nightmare animatronics existed in real life. Just dreams – scraps of memories from childhood.

In the case of Mayktima, the older brother remains nameless, and to know his name is not so important. In addition to FNAF 4, he does not play a special role in future games.

Mayquirts shows that inside the golden Freddy is the soul exactly Cassidy. The crying boy simply survived. And, in this case, the crying child in the mini -game “The Happy Day” is Cassidy. Apparently, William Afon abducted all the children while they celebrated his friend’s birthday.

Michabully
After the Survival LogBook, the FNAF fan community was divided into two camps: Maykvictim, we examined it above, and Michebully. The second theory is that Mike is an older brother who was a bully (English. Bully). Hence the name Michabulli (English. Mikebully).

Adherents of this point of view, despite the logbook, consider Mike the older brother. Firstly, the crying boy in mini-games was shown by a little boy, whose growth barely reached his older brother’s shoulders. Such growth could have a maximum of a nine -year -old child. Yes, and if he were 16 years old at the time of Sister location, then without proper education he could not work as a technician.

Secondly, Foxy in Logbuk is represented as a guard, personifying a shirt at the moment. And as we recall, the older brother in FNAF 4 wore the mask of the fox.

Foxi also read a magazine inside the logbook, which was a handunite in Sister Location.

“If you approached the vacancies fairs, read our ad in“ screws, bolts and hairpins ”, or this is just the result of determination, then in any case we welcome you”

And there is also an image in the book where Foxy fills the form, just as Mike did in FFPS, which once again proves a direct parallel between animatronics lis and older brother.

And, thirdly, Mike could see nightmares associated with the childhood of his younger brother, due. In this case, inside the bucket was the rest of the soul of the youngest son of William. It is no coincidence that he conducted experiments on him with illusion discs. But nightmare animatronics are not the only dreams that Mike saw. We could observe this in FNAF 2, when Jeremy dreamed between the nights of the face of animatronics.

In this theory, it also becomes clear where the soul of a crying boy went. Its residue is inside the bucket. Helpless and defenseless. True, in the case of Mikebully, the importance of FNAF World practically disappears.

But this is only a hypothesis that does not have proper evidence, since all the properties of the belnant are not fully known.

These are the changes in the general timeline.

The reaction of society to the book

This magazine caused a huge dissonance among fans. No one could imagine that a book with children’s assignments could call into question the story that has been collected bit by bit by grains for so many years.

Of course, the majority began to simply deny this book, consider it non -canon. But already in reprinting files, Freddie Scott directly hints that using this book you can find out unheated moments in FFPS.

Result
With the advent of disagreements between Mayktim and Mikebully, to get to the bottom of the true story FNAF has become much more interesting. What can I say, and to this day there are disputes, who is actually Mike.

At the time of 2017-2018, the theory of Maykvictim was more believable. Therefore, in the future plot I will rely on it. I hope that in future projects Scott will still tell the truth to the fans. But about this some other time.

Thanks for the viewing! Be sure to write your reviews and suggestions on how to improve articles. See you in the next part of the "Story of the series" (after two weeks).

History of Ice-Pick Lodge Studio. Part Three: two different small games and frozen cold.

After the first two games, the head of the Ice-Pick Lodge studio felt that he had told this world everything that he wanted. A creative crisis began, during which Dybovsky restored mental strength. This is how Nikolai himself described the situation: “I was squeezed out of the Mora and Turgora,“. I felt that absolutely everything I wanted to tell humanity, I said. This required a very large calculation from me, energy return, as if I had some things with my vital force, and that’s all. I lay like a corpse, I drank a lot then … I didn’t want anything. He left for Petersburg ".

However, they did not give the chapter to sit idle. As a result, Eureka appeared! – The game that the majority has already forgotten, and no one noticed it at the start.

How the "unloved child" was born

In the period after Turgora, Ayrat Zakirov and Peter Potapov began to create a designer, since they could not sit idle, they were like that by nature. But the programmers did not know how to create a plot, as a result of which the first asked Nikolai to come up with peace and so on. But, as mentioned above, Dybovsky did not want anything, therefore he did not help (for which he, judging by some interviews, is ashamed). As the leader said: “I just helped Ayrat (it was his plan) and, confessed, helped very unimportant”.

From the very beginning, the game does not even try to be serious or gloomy.

Ayrat did not hide that Eureka! Created, including for making money, believed that the game would bring a lot of money. Employees wanted sonorous coins, “because there were seven hungry years … well, how hungry. We had a salary, of course, but still we were engaged in survival ".

Zakirov wanted to create a children’s fairy tale. “I don’t know how to come up with a plot. Come on, you [Nikolai] is strong in this, come up with a plot, peace, and so on. But the game should be once – funny, two – for children, three – about tidy men, four – about transport, which must be assembled. Let’s make a children’s fairy tale ". For Dybovsky, this became a kind of challenge, because the studio had not done funny games before. But it did not grow together: there was no integrity in the creation of the project, everyone was doing their own business. Moreover, Ayrat and Nikolai could not agree. “It doesn’t matter to me what will happen there, decide everything yourself. The main thing is that there is a designer, ”the programmer said. Actually, that’s why Eurica! Dybovsky and calls "an unloved child".

Here is such a vessel was built by me. Not the most controlled, but flies. Well enough.
I must say that the designer was made very soundly. It was possible to create various modes of transport: ground, underwater, sea, air or their combinations. It was also necessary to take into account the weight of the created structure, since due to improper distribution, the machine could roll in one direction or another, which would prevent movement. However, you will not be full of one designer, and therefore we must tell me what happened in the end.

Gameplay and plot of comedy

The game begins with the main character Flox and Captain Borkin flew to their airship “Hippo”, as they are knocked down by some small fat people in a frenzy of a solemn meeting. A little after us they will tell us that these dwarfs are the so -called dwarves who are perfect people. The gods created them, as they were disappointed in humanity and decided to arrange perestroika. I planned the flood, and then decided to reduce a little gravity. So slightly that all buildings from the ground flew into the stratosphere. So now the gods (in fact, God is alone, the name of his manipu, and he is one in three faces) think how to normalize all this.

This is how the name https://pirate-spins.uk is written. I hope your eyes will not die.
Dwarfs, divine creation, produce ivy – something that can return to all objects weight. This thing is generated when the dwarfs have fun, not without reason in the English version the substance is called Fun. And joyfully “ideal people” in the following cases: when they are kicked (in the literal sense) or they are carried on gnobovozhovs, and even with dancing for which music is needed. It can be turned on if you collect notes and violin keys, which will increase the number of melodies and the main character. Ivy is also a currency for which you can buy various details from God or return various objects from the stratosphere: at home, pieces of land, Big Ben, a statue of freedom, and at the end – huge earth axes that will return gravity.

Here are the dwarves that chatting with poems, here is the freedom of the statue that has fallen from the stratosphere. And with her, not Big Ben, but Chrysler-Building (thanks Arton).
Of course, the best way to produce ivy is to skating gnobs in transport. This requires rescue circles and weight. Without the first, the dwarfs will not be attached to you, and the second is responsible for the number of gnobs that can be on the car. But remember: the greater the weight, the more powerful engines you will need. There are 3 of them in the game 3: the eternal engine and its two improved versions. With their help, ground transport, aircraft and helicopters, boats and submarines are set in motion.

And there is practically nothing more to say about the game. It lasts only four or five hours, stuffed with high -quality humor, leaves pleasant, but short -lived emotions. Physics is not the most convenient, but quite working. There is a reference to the turgor when tanks with color, which is the prototype of ivy, fly to the small archipelago on which the game takes place. It is felt that, although they worked on the game, but not like the mor, for example. Therefore, many are forgotten by many. Partly the publisher is to blame for this. He simply laid out the game on Steam (now it can be bought for 250 rubles), put an unreasonably high price tag of $ 30, and there was such. There was no question of promotion or PR.

In the background – the earth’s axis. It looks strange, but not as much as it could be.

Cold is an ambitious project with a huge scale that was frozen.

After an unsuccessful Eurica! (sales were extremely small) Nikolai thawed a little and began to think about the cold – truly a huge game with a multimillion -dollar budget. After the voice of the game, the publisher of the game, Atari, really liked The Void and the reviews about the sea, and therefore offered to do something similar to the first project of the studio, but more.

Here are some sketches of the plot: “There are two kingdoms, two royal families, two rulers, and one has a son, and the other has a daughter. For diplomatic purposes, they decide to combine children in marriage, although their kingdoms are in a state of secret war. And we seem to get a almost Shakespearean love story of Romeo and Juliet, but with a nuance: a boy and a girl do not love each other, they can’t even stand, but are forced to live with childhood from childhood. However, over time, they are imbued with feelings to each other, something big and great arises in them, while the rulers are weaving intrigues and spy games behind them. Nikolai retold a completely cinematic sketch: “Imagine the wedding palace, such a long corridor as a secret room with a basilisk in the second part of Harry Potter. The boy and the girl go to the altar, holding hands, their faces are sad, and along the walls lined up on different sides to the line opposite each other’s families. The sun shines, rose petals are pouring on top, glare on glasses play … And then the camera shows us that each of the members of both families holds naked knives behind him, and someone even trembles with his hands, and all this is under the music in the spirit of Rammstein … ".

Maybe it would be really good. We are already unlikely to learn this.
However, the cold was not destined to go out. Atari went bankrupt, and ice axes began to look for another investor. There was a trip to Cologne, where the studio drove the cold work on the cold, the mora remake and the unusual idea of ​​the MMO game based on Eurys. Then they were given a huge number of compliments and assured that everything was fine, serious people said that they would be lined up with a huge queue of investors who would be happy to sponsor the game. Reality was much more prosaic: after six months, no one spoke.

However, the cold was still trembling. Nikolai tried to turn a huge RPG into an indie project, but to no avail. For some time (after the tuk-tuk-tuk, about which later) negotiations were conducted with Mail.ru about the creation of a multiplayer game, in the genre of which Dybovsky has long wanted to try himself. And there was also a failure here, and the cold still lies in the untimely (or even endless) frost. In the future, Nikolai will say that this project has already burned out, “… in the“ cold ”the main of the chips was supposed to be – you switch from the character to the character and see the story from different points of view”. However, we already have a game of thrones in which this is realized (as – I will not say, because I did not look).

A mysterious letter and several prototypes. How they did the tuk-nryuk-stroke.

Early prototypes of some guests. Were changed in the final version.
The cold was frozen, but at least something is needed. “In the end, Ayrat said: let’s do something already! And my friend Dima Lyadukhin (also such an indie-developer) told me about Kikstarter, ”said Nikolai. As a result, ice axes went to Kikstarter.

It all started with some letter that Ice-Pick Lodge came in November 2011. It is interesting that the studio has not yet published it, and therefore some doubt its existence. We will allow the letter to. It was attached to it an archive of 19 files called "Letsplay.EXE ". Its contents, according to the studio, were quite alarming. "At first glance, they did not contain anything terrible, but something evil was felt behind this.".

The sender of the letter asked to "complete the begun", which meant to make a game. At the same time, the author left great space for creativity, but the materials from the archive should be included in the game, "otherwise everything will be in vain". Thinking, the ice axes decided to still put an experiment and see what happens from this.

One of the early prototypes. Inventory was located below, apparently.
There were several prototypes of the project. The most famous is the first, in which there were equipment and the ability to close the breaks through which forest creatures fell into the house. This version of the game is only on early developments. There are prototypes of some guests (as hostile creatures), which were changed in the final version of the project. The reasons were quite ordinary: some possibilities were simply not needed by the game.

At the beginning of the development of the tuk-free-stroke, it was planned very small, "Game-Grandma". “But, as usual, the plan began to live on its own and demand answers from us to all sorts of questions – and grew several times,” said Nikolai. The project was about the mind, not madness. At that moment, Dybovsky was worried about the mystery of thinking. As a result, the head of the studio came to the conclusion that his mind is “really misery and limited to extreme”. Because of this, Nikolai does not see a huge number of things. Tuk-tuk-tuk-a game of dialogue between man and the world, as Dybovsky said.

By this time, a master of brush, which Dybovsky admired, came to the studio – Meethos. It is he who should thank the art design of both the TTT and the Moral Nervous.
On Kikstarter, ice axes requested 40 thousand dollars per month. Despite the rather weak (if not, almost absent) PR, the studio gathered a thousand more. Among other awards for 1147 rubles, it was possible to access a certain “cat in a bag”. It turned out to be a car 47. Why is she not entirely clear, but I can’t enter her, because I did not support the game on crowdfunding. For 15 thousand rubles, developers planted a tree in the Dead Desert, and our seedlings will create a forest there ". The name of the plant will be like that of the superior. They promised to take care of the grove. I wonder how she is there?

From the very beginning, they wanted to make the game very simple, so that you could play from mobile devices. Then Nikolai had an idea to make a socialist any. But, as often happens, the idea remained for them. Interestingly, for the tuk-tuk-tuk, a specially trained game designer was invited, and not even one. At first it was Kirill Litovchenko, after – Alexei Shunkov. Only lightning remained from one of them, which sometimes thunders in the game. Nothing is heard about the other. So what happened in the end?

The exit of the game. Different perception from players and most critics. What happened?
The release of TTT was planned for December 2012, but, according to a long tradition, after several transfers, the game was released only on October 4, 2013. And most of the critics drove around the game, without understanding anything and placing quite low marks-in the region of 5-6 points. Most did not like the monotony and monotony of gameplay, the lack of a clear explanation of what is happening and the obscure plot. At the same time, Evgeny Baranov, who then worked in Gamemia, was clearly imbued with a tuk-tuk-tuk, putting 9 out of 10. I will give a review from him at the end of the article.

Information from developers when starting the game. Better to observe their tips. But the choice remains for you.

I must say that the assessment from users is much higher – 8.3 on methacritic against 5.7 points from critics. The developers explained this by the fact that all their projects have a high level of entry, “to which the project is estimated exclusively negatively, but after it the game is given maximum grades”. In this case, perhaps, I agree with the approval.

A little about the plot.
I’ll start a description of the game from the plot. In the middle of the forest stands a house. Three generations of residents have already found their housing and laboratory in it. All of them are peace -relays – people observing nature and make various tests. The results were recorded in the diary. It is possible that every tenant had his own, but this is only an assumption. The last of the inhabitants of the house recently notes that something strange in his house is happening: things disappear, unusual sounds are heard. At night, guests penetrate the dwelling-strange creatures that clearly require something from the tenant. He, in turn, thinks that these terrible monsters are nothing more than hallucinations.

History of the Halo series (part 4)

343 Industries was founded in 2007 after cooperation with Bungie over additions to Halo: Reach and the beginning of the new head of the franchise – Reclaimer Saga. The name of the studio refers to the character of the 343 Guilty Spark series. The main task of 343 Industries was the control of the Halo franchise after Bungie.

One of the key people who contributed to this transition was Frank O’Connor, a former Bungie employee, who moved to 343 Industries to the position of director of the franchise. Under the leadership of the head of the studio Bonnie Ross, the visionary approach to the future series impressed Kiki Wulfkill, who joined the team as the head of the studio.

The first projects 343 Industries included participation in the creation of Halo 3: Odst and Halo: Reach, as well as the release of the Halo Legends anime series in 2009, which expanded the game universe. In the same year, the studio launched Halo Waypoint – an application for tracking the achievements of players in the games of the series. An important stage for the studio was the creation of an updated version of the original game-Halo: Combat Evolved Anniversary, released in 2011 in honor of the 10th anniversary of the series.

Halo Legends cover

Anime screenshot Halo Legends

In 2008, when 343 Industries were still in the process of formation, Microsoft turned to Starlight Runner Entertainment with a request to help create the so -called “Halo Bible”. Starlight Runner is a New York company specializing in creating and supporting transmedia franchises. Their task was to analyze the entire content of the Halo universe, to eliminate contradictions and make the storyline consistent and understandable for those who are developing games and media-franchise associated with Halo. Frank O’Connor, Bungie, who later moved to 343 Industries, took an active part in the creation of this “Bible”.

Halo 4 and the beginning of the new saga

Example of gameplay Halo 4

Unlike the original trilogy, the plot Halo 4 was conceived as part of a large -scale arch covering several games. The story written Christopher Schlerf And Josh Holmes, connected the game with the saga about the forerunners and novels of the trilogy Kilo-Five. Halo 4 became the first game in the new Reclaimer saga.

The development of the game began in 2009. The studio that started with a dozen employees quickly grown to the team in 200 people, including former employees more 25 AAA-Studio. However, the process of creating a game was faced with problems due to the rapid growth and hiring of employees with various experience. This complicated the process of integration and creating a single culture in the team. Kiki Wulfkill admitted that the team had to face the “necessary mistakes”, and nine months before the release, the studio was forced to restructure the production process to improve the development of development.

Plot Halo 4 Focus on Master Chif And Cortane, which return as the main characters after three games, where attention was focused on other characters. The game takes place five years after the events Halo 3. Master Chif And Cortana drift in fragments of frigate Kon "going to dawn", standing next to the planet Requiem -The world-wing-growing forerunner, which was first shown in the end Halo 3.

Story Halo 4 It differs from previous games with its accent on research, discoveries and interaction with the technological heritage Forerunner. Humanity after the war with Covenant It begins to integrate technology Forerunner to its military devices, which allows you to make a significant technological leap, but also opens up new threats to people.

Development process

Creation process Halo 4 was difficult because the studio faced internal problems due to the integration of new employees. It was difficult for developers to find a balance between traditional elements Halo and the innovations that they wanted to bring to the series. At the early stage of development, the team created a prototype, which was very similar to the traditional games of the series Halo, but he was rejected as too conservative. This was an important point in the realization that the team should strive for innovation.

The changes in the design concerned both the game itself and the characters. Master Chif received new armor, which became more massive and weighed around 800 pounds (360 kg), to convey his impressive power and power. The design was also processed Cortans, and these changes were associated both with graphic improvement and the development of the plot.

Announcement and release

Halo 4 was officially announced June 6, 2011 on E3 and became the first game in the new saga Reclaimer. Development was conducted under the guidance of a creative director Josh Holmes, and by the time the work was completed, the team has invested significant efforts in creating a game. Before the release of the game, vice president Microsoft Studios Phil Spencer He said that Halo is the "most important entertainment product" of the company, and Halo 4 became the most expensive game created Microsoft At that time.

The first demonstration of the game campaign took place on E3 2012, and the reaction of the public raised the morale of the team, which was not sure how the game would be perceived. July 7, 2012 preliminary assembly of the regime was presented Forge, A September 26, 2012 Frank O’Connor announced that the development of the game was completed.

Halo 4 campaign consists of https://seven-casino-it.org/mobile-app/ 10 levels, 8 of which are game.

Prologue – "Interrogation of Catherine Halsey in the depths of the secret CVR secret complex."(KAT-scene)

Introductory Kat-scene, where the interrogation of Katherine Halsey, a scientist who created the Spartan project, is carried out in the secret complex of the SVR (military intelligence service). During the interrogation, philosophical and moral issues about the nature of the Spartans and their purpose are discussed. This Kat-scene sets the tone for the whole game, hinting at conflicts and difficulties that are waiting ahead.

Dawn-"Four years after the drift in space, Cortana awakens the master master to investigate anxiety on" going to dawn "."

After the four years of the drift in space on board the ship "going to dawn", Cortana awakens the master of Chif to explore the cause of anxiety on the ship. The player will have to fight with the forces of the carpet that captured the ship. This is a stressful introduction, where the player meets the key mechanics of the game and begins a new chapter in the struggle of Chif and Cortana.

Requiem-"Having survived the destruction of" Dawn ", the Master Starshin and Cortan are looking for a way to get out of the mysterious planet Forerunner."

Master Chief and Cortan find themselves on the mysterious planet a forerunner called Requiem after the destruction of the ship "going to dawn". Their goal is to find a way to get out of the planet, faced with new enemies – Prometheians. In this level, the player explores complex ancient structures and fights with the hostile forces of the forerunner, gradually revealing the history of this mysterious planet.

Forerunner-"Master Starshin monitors the" Infinity "signal to the nucleus of the Requiem in the hope of returning the Cortan to the ground to cure its frenzy."

Master Chief and Cortan monitor the signal from the ship "Infinity", which was on the planet Requiene. They descend into the heart of the planet in the hope of finding a way to return to the Earth and stop the Cortana, which suffers from the degradation of AI (frenzy). The player will face the powerful forces of Prometes and Kovenant in technologically advanced locations.

Infinity – "Following a mentor to the place of crash, the foreman and Cortan descend into the surrounding swamps to save the surviving kkon."

Following the new enemy, mentor (didact), master Chif and Cortan find the crash of "infinity" and descend into the surrounding swamps to save the survivors. In this level, the player participates in intensive hostilities involving infantry and vehicles, trying to protect the surviving members of the Infinity team from Prometheians and Kovenant.

The restorer-"Infinity" directs the master-senior and company "Gypsies" to eliminate the gravitational well, holding them on Requiemes."

Kon instructs the master Chif and the Gypsy detachment to destroy the gravitational well, which holds the "infinity" on the planet Requiene. The player drives transport and participates in large -scale hostilities, breaking through the forces of the Covenant and Prometes to complete the task. This level is characterized by large open battles and coordination of command actions.

Disabling-"with the departure of" infinity "from the requiem and the deterioration of the frenzy of Kortan, the master Starshin continues to fight in order to prevent the mentor in his search for the composer."

Despite the deterioration of the state of Cortana, the master of Chief continues to struggle to prevent the mentor in his attempts to activate the composer – a device that can destroy entire civilizations. At this level, the player makes his way through the bases of the Covenant and Prometes, trying to prevent the plans of didact and ensure evacuation from the requiem.

Composer-"Master Starshina pursues a mentor, which leads him to a scientific station located in orbit of installation 03."

Master Chif is pursuing a mentor who is trying to use the composer to destroy the earth. Their battle leads to a scientific station in the orbit of installation 03, where a fierce battle unfolds. The player will have to fight with the forces of Prometes and the Covenant to prevent the activation of the composer.

Midnight-"now that the composer is in the hands of the mentor, the master-starter and Cortan must destroy the device before it is directed to the next goal."

The mentor activates the composer and intends to destroy the land. Master Chif and Cortana penetrate the ship of didact to stop the device. The player participates in the last epic battle, making his way through hostile forces and activating the explosive device to destroy the composer. The final of the mission is culminated in the emotional scene of farewell to Cortana.

Epilogue-"After the ruin of the new Phoenix and the death of Cortan, the master serviceer must continue his path."

After the destruction of the new Phoenix and the death of Cortans, the master of Chief remains alone, but continues to fulfill his duties. In the epilogue, the player sees how Chief puts on his armor again, preparing for new trials.

On January 19, 2012, McFarlane Toys announced the creation of a series of figures based on Halo 4, who represented fans of new characters, weapons and vehicles from the game. CEO and founder of the company, Todd McFarlein, expressed his enthusiasm for cooperation with the 343 Industries team, noting that this is a great honor for his company.

In addition to collectors, 343 Industries and Microsoft released an artbook called AWAKENING: The Art of Halo 4, which was published by Titan Books and was released on November 6, 2012. This artbook is a collection of concept arts and sketches with comments from artists from 343 Industries, allowing fans of the game to plunge deeper into the process of visual creation of the world Halo 4.

Game Halo 4 was released November 6, 2012 In all countries, except Japan, where it appeared November 8. Microsoft I presented the game in two editions: Standard And Limited. The limited edition included digital items for avatars Xbox 360, Intra -game elements for Spartan-IV, Access to three future cards sets for a multi-user game (only nine cards), as well as a 90-minute expanded version of the digital series with living actors Halo 4: Forward Unto Dawn And a package of briefings UNSC Infinity.

At the time of launch, the players were available two specializations, and the owners Limited Edition gained access to all eight specializations. Later 343 Industries provided early access to players from some countries who participated in multi -user matches during the first two weeks after the release, and for the rest of the specialization players, they were gradually unlocked for several months.

Together with the game was released The limited set of the Xbox 360 Limited Edition Halo 4 console, which included two controllers with a unique design, a standard version of the game, a headset, exclusive content and a console with a hard drive on 320 GB. A separate wireless controller was also presented Halo 4 Limited Edition with a unique design, different from controllers, which were included in the console set.

Sales and reception

At the time of launch Halo 4 Collected $ 220 million On the first day and 300 million dollars In the first week, having broken a record Halo: Reach (200 million dollars on the first day). More A million people played the game on Xbox Live the first 24 hours after the release. IN Great Britain The game made their debut at the top of the chart video game, but could not surpass sales records Halo 3 And Halo: Reach. According to data NPD, Halo 4 became the second in sales by the game in November 2012, the third in December and the third in the year.

Halo 4 I received mostly positive reviews of critics, with a rating 87/100 on Metacritic Based on 87 reviews. Many reviewers noted a successful debut 343 Industries And they considered the game a worthy continuation of the series Halo.

Halo: The Master Chief Collection, released in November 2014 for Xbox One, became an important event for the series, combining all the key franchise games, starting with Halo: Combat Evolved to Halo 4. The reprint was intended to return the series to its origins, offering updated graphics and improved opportunities for modern consoles. Particular attention was paid to Halo 2 Anniversary, which received full remastaring with new cinematic screensavers and processed levels.

Master Chief Collection has given the opportunity to test classic games with improved performance and support for multiplayer through Xbox Live both new and old fans of the series. Despite the problems at the start associated with malfunctions in 343 Industries online actively issued updates that correct the bugs and improve the gameplay. The reprint continues to expand and be supported for many years, which has helped maintain interest in the franchise.

Historical justice in Tarantino’s films – why Tarantino rewrites history?

Attention – this article retells the contents of my video, and watching the video is a more winning option, because it gives harmony between content and picture. I hope you check it out.
It contains spoilers for the following paintings:

*Memories of murder
*Inglorious bastards
*Dzhango freed
*Menile eight
*Once … in Hollywood

So, the 2004th year, Quentin Tarantino for the first time visits Moscow as a guest of the 26th Moscow International Film Festival at the invitation of the Mikhalkov Barrino in order to present the second part of “Kill Bill”. Barin, by the way, once called the “criminal fiction” with a cheap gangster fighter, but this is a story for another time.

Upon arrival, instead of going to the hotel or talking with colleagues-kinematographers, Tarantino asked him to be taken to the grave of the poet Boris Pasternak in Peredelkino. There he stayed for about an hour – he sat near the tombstone and even acquired it, cried a little, and then fell into a trance for a short time. And after that, he asked him to be taken to McDonald’s, where he managed to take a burger with potatoes and leave before the stunned fans found something on which Tarantino could sign.

Why is this introduction-Pasternak is primarily known for the artistic novel “Dr. Zhivago”, in which he describes the fate of the intellectual doctor against the background of the first half of the twentieth century with his revolutions, as well as civil and world wars. As Dmitry Bykov, one of the main biographers of Pasternak, expressed aptly, “this is a novel of Pasternak’s life, what he would like to see her, but which he could not live.

In general, Zhivago in the novel is represented by the bearer of Christianity and its main values, namely mercy, forgiveness and generosity, opposing all of the hell that is happening around. And what else does Christianity provide us – correctly, the models of two warring parties – good and evil. And if good – it is so simple and understandable, then evil is complex and ornate, which is expressed in the image of Komarovsky’s lawyer, who has grimaces Lara, the main character of the Pasternakian novel.

And Tarantino uses this model to story his stories – a simple good against perverted evil. A detachment of bastards against Hans Landa, Django against Kalvin Candy, Mannakes and Warren against the Daisy gang. Dalton and Buff vs Charles Manson.

The model of the https://jettbetcasino.uk/mobile-app/ confrontation between good and evil cannot be attributed to the early work of Quentin, such as “frantic dogs” or “criminal fiction”. There, a karmic punishment for actions falls on the heroes.

True, Christian non-resistance to evil is replaced by opposition, hail of bullets and the desire to do everything in support. It is clear that in his films this is much more complex, because Tarantino is a postmodernist, and what distinguishes the fixed postmodern from modern and classics – correctly, a strong support for context, the presence of a sense of humor, the ability to laugh at himself, as well as metatakestalism.

Want the examples of metatexual in the last work of Tarantino – here’s a couple for you. Brad Pitt for the second time plays the role of a stuntman in Tarantino’s paintings. This happened for the first time when his hero Aldo Rain pretended to be an Italian stuntman at the premiere of the film in the last third of “inglorious bastards”. Or the partner of the hero of DiCaprio on the site – James Staisi. His role was played by Timothy Oliphant. It is noteworthy that Oliphant was famous for the role of the lawyers in the revisionist "Dedwood" and the neo-west "Justice".

Unfortunately, I do not know how to implement Taranthin Tarantino into this model, so I will wait for your proposals in the comments … Although, in principle, it can be applied when talking about historical audionism, the reception of which Tarantino uses in his fourth picture in a row, and they say he decided to shock us with new ideas about sexual female feet ..

So, historical revisionism of the brown-this is when we take a certain technique or genre and review it. We will analyze the example of the Western genre-there was a romantic image of the Wild West, a fair hero, an insidious bandit, evil Indians-just do what to indulge in adventures in the prairies-and now we take off this romantic Fleur and get at the exit that the Wild West is not the very heavenly place on the ground, and in general on the streets of these towns it stinks of shit, and it is impossible to breathe that you can’t do with sand that A fair hero turns out to be a scum of personal benefit that the bandit is not so bad and tries to provide their community, and that evil Indians are not because they are evil, but because they want to maintain their territories.

Tarantino goes further in his revisionism, and that is why when he shoots a film about the Second World War, in it a detachment of Jews destroys the Nazi command, and the black slave arranges the genocide of the white population of the south of America. This trail, when the victim becomes the executioner Tarantino, repeats the fourth time in his career – he was in “proof of death”, in “inglorious bastards”, in “Django” and in the fat spoiler, close the ears “Once in Hollywood”. It is clear that in isolation from the context, when you do not know the story of the murder of Sharon Teit, and the Holocaust for you is some kind of Jewish holiday, then those things that work because of the context will not work for you.

However, what inspires Tarantino to create such a movie? Let’s turn to his list of the best paintings shot since 1992, from the moment Tarantino himself came to direct.

We open and find in it the South Korean thriller "Memories of the Murder" by the authorship of Pon Jun-Ho. This film tells the real story of how the police hunted for the Shzason serial killer for five years. The maniac strangled ten women, and law enforcement officers failed to find him. How the director got out in this situation, because this story has no ending – very simple. The final of the picture takes place several years after the events shown in it. The main character of the film, who managed to resign, passing by the place where the first victim of the killer was discovered, decides to take a walk there. A little girl is knocked out of the rut, who tells him that some uncle was hanging around a couple of days ago. The former policeman grabs this thread, because as you know, the offender always returns to the crime scene, and asks the girl to describe this guy, to which she answers him that he seemed to her ordinary. The hero understands that they will never catch him, despair, and then looks directly into the camera, as if trying to find the killer in the cinema or on the other side of the monitor and look into his eyes. Titras are coming.

What Tarantino does is the direct opposite of what the South Korean wizard did. If Pon Jun-Ho tries to terrify the thought that the killer is still free, he is unknown, and is quite sitting next to you in the cinema, then Tarantino gives the necessary catharsis for the victims, thus releasing steam. Why do we need a movie if we cannot realize our fantasies in it, if we cannot truly come off? Hitler put a bullet in the forehead in the bunker? This is unfair – they will release in our head a clip from a machine gun. The slave owners led to black as a cattle? Excellent, then we will have a dude who will punish them.

Civil war is terrible. And let’s unite both sides against the general threat!

It is curious that the thirst for justice drives Tarantino not only ideologically, it moves them in his approach to cinema. For example, here is a quote from Tarantino from an interview that he gave to the Komsomol, on the occasion of the premiere of “Evidence of Death”, to the question of the seriousness of his films:

– Ha! I have been invited to the Cannes festival for 16 years, his mother, because I, in your opinion, have been making frivolous films? Someone calls them "low", but not me. For me, making a film about blondes in prison is an equally respectable lesson than filming Henry James’s novels. With the only difference: I do not like Henry James’s novels Henry James at all, but the films about blondes in prison are miracle how good! And I want to shoot just such paintings. I return the “low”, half-forgotten genres (such as spaghetti western) respect, which they deserve. And modern sound, your mother! And I do it in the style of “crazy Quentin”, which means that they are not like anything. Except, of course, a fucking Quentin, because it is me!

And strangely enough-Tarantino was always an auditor-and when he gave his main work the name, which refers to the Boulevard books of the 40s, and when he took the main role in Jackie Brown to the Blaxplokteisen of the 70s, and when he added to the scenario of the vampire zombie, instead of the dead, and when Musted over the media, creating the story of modern Bonnie and Clide, who at one time were also promoted by newspaper men.

Whether Tarantino coped with his task of returning respect for half -forgotten genres? At a minimum, we can ask ourselves, if not for Tarantino, he would have received Western Renaissance? We will not recognize the answer to this question, because history does not tolerate subjunctive mood. However, that we already know – we know that Tarantino has a strong moral compass – each of his heroes is given according to his merits – that he hates injustice and loves Pasternak.

The story of the creation of Bioshock

Of course, a key person in creating an idea BIOSHOCK The screenwriter is Ken Levin. When he was not a game developer yet, he tried to find a scriptwriter’s free place in Hollywood, but did not find a job. Despite this, Levin Soon I was able to find a vacancy in the game studio Looking Glass Studios As a game designer where he worked on a cult game Thief. But when developing a game with Looking Glass Studios The problems began financially, as a result, the studio branch had to be sold, and some of the developers went to Ion Storm, which later created a cult Deus Ex. Ken Levinn also left the studio with Jonathan Cheem And Robert Fermir, and founded his studio called Irrational Games. Subsequently Thief passed into the hands of other developers and was completed.

After leaving the studio, the team Irrational Games I wanted to start developing my new game- one user mode Fire Team, But its developers soon abandoned this idea, and Irrational Games I had a risk of closing myself without even developing one game. Ken Levin was afraid of this situation, the fact thatKen Only recently he entered the game industry and could already fail, scared him even more.

"My heart was broken, – tells Levin. – I left with a girl and friends in Maine for the weekend. They had fun, and I remember, I thought that my life was over. It was very scary. I just got into the industry, I left my dream work to do [Irrational and Fireteam], and everything went wrong at once. It seemed to me that I would return to graphic design and computer consultations … I thought I missed my chance"

But at that moment Ken Levin One of the founders called Looking GlassPaul Newart. He offered the engine above the mentioned game Thief, To the team Irrational Games was able to develop her game. Ken And his team was incredibly happy, knowing that they were already familiar with this engine, they certainly agreed to develop the game. Team led by Levin was able to make a breakdown, but a working prototype. Due to the fact that they approached the presentation of their game with responsibility, where RPG genres and shooter are mixed,EA gave the go -ahead to develop a project.

Irrational saved, and despite the further problems, the team was able to find a game for development, and did not die so early. The team met with a limited budget and a short development period, which did not allow the young company to improve the game to its preferences. But Irrational though with difficulty, but was able to complete the development of the game.

And so, the game went into release, and did not become successful commercially, but received high marks that for Irrational It was much more important, because the next time when meeting with the publisher, they will be able to present favorable conditions. Levin still considers work on System Shock 2 The peak of your career.
Soon Looking Glass Studios Closed, and the team from Irrational was preparing to make its main hit Bioshock

Idea and game development Bioshok

Idea BIOSHOCKA Came Ken Levin, Oddly enough, after watching the program about animals, he saw as his mother – the predator brutally kills the animals who wanted to eat her cubs. At that moment Ken He began to think about the relationship between people (in fact, it was the concept of big daddy and little sisters). And, finding an idea, Irrational Games She began to work on the game in 2002, they wanted to create a large budget RPG game that would have a success of critics, and would succeed in a commercial plan, and the team with Ken Levin, consisting of 80 people, began to work on the concept.
Initially, the game narrated about the Nazi bunker at the time of the 2nd World War, where scientists put people under their experiments. The very action of the game would take place in the near future on a tropical island, where the main character, just the same, had to fight the victims, these very experiments. Enemies would combine human anatomy and animal behavior, and genetic implants would also be used as a currency, which could also add to the hero of the ability (this means that the concept of plasmids was invented in the early stage of development). It is interesting that the “little sisters” came from one of the types of characters in the game, or rather, “collectors” who processed corpses into genetic implants. The programmer of the game Chris Klein He stated that the type of “collectors” changed several times, and in the end they reached the “little sisters”, they should have caused pity to the player (it was not excluded that the ancestors of the “big daddy” were just the same “soldiers” who guarded the aforementioned “collectors”).

But the key here is a “would” particle, all scripts were not finalized to a normal state, and the team could not decide on the very concept of the game. Everything was aggravated thicker when McDonons(who performed in Irrational Games As a director of business development), he proposed a game to a certain publisher, but was refused. Soon, they told him that the publisher was thinking about their game:

"Another fucking shooter for a https://pirate-spins.co.uk/ PC, which will be sold in a circulation of 250 thousand copies"

And the reputation of Irrational remained the same, still remembered unsuccessful sales System Shock 2. And due to the lack of a publisher, Irrational There was no money for normal development.

But everything has changed when Ken He began to read books about anti -utopia Orwell and others, but noteworthy for him was creativity Ain Rend.

The most popular book Rend became "Atlant straightened his shoulders". This work became a bestseller, and it is also famous for the fact that, like its last book, "Source", brought the idea of ​​objectivism to the world. In short, objectivism is the idea of ​​reasonable egoism in which a person is obliged to live for himself, and the state must help a person to develop. Myself Ken I did not agree with my thoughts Rend, And by bringing her ideas to perfection, I wanted to show that any social system (including objectivism), when reaching its peak, can destroy itself. Despite the lack of consent with ideas Ain Rend, At the book itself Levin took many details that he subsequently added to the world BIOSHOCK. For example, the city "delight" is similar to the shelter of John Golt, where individualists also lived from the world. And the most important question of the book is “who is John Golt?", Also appears in BIOSHOCK, only in the form of a poster with the inscription – “who is the atlas?". Even Andrew Ryan himself, this is the same Andrew Golt, but only instead of asylum, he created a whole city.

"For me, Andrew Ryan is a combination of several historical personalities such as Howard Hughes and Ain Rand together. Unlike the character in the book Rand, he is a "real person". John Golt Superman, he is not a simple person. He does not accept the bathroom. The characters in the book "Source" are idealized superman. They have no doubt, they have no fears, they do not make mistakes. And this is very similar to the super heroes of the 40s. I think that people are much more like super heroes of the 60s, like the wall of Lee, who have real problems and they make mistakes. I think that delight is a place where real people bring to life a very powerful ideology. And when people fall into a mixture of events, everything is complicated. "

Ken Levin began to create a whole world, where criticism of objectivism and worship of the structure as a whole is a hidden meaning. Thanks to this, u Irrational Finally, a well-thought-out scenario appeared, around which it was already possible to create not just a typical shooter (of which enough in the second half of the 2000s), but something new.

But at Irrational There were still problems with the publisher, no one was ready to finance their game. Basically, games developers agree with the publisher, and then small information is published about their game on one of the magazines. Ken Levin the opposite decided to do it, he called one of the site employees Gamespot, Or rather Andrew Barku, And knowing that he was a fan System Shock 2. Despite the fact that the project shown only remotely resembled BIOSHOCK, Andrew Bark He praised the game, calling it the spiritual heir System Shock 2. And the plan worked, the company Take Two I called Irrational and agreed to finance the game.

Now Irrational turned into 2k Boston, And also the studio joined them 2K Australia. Ken Levin attracted many people from another studio in Australia to develop BIOSHOCK, due to an increase in the scale of development. They selected the people themselves very carefully, but slowly, and therefore there were not enough people in the team all the time.

"We hire quite slowly, so we did not have enough staff to make a game normally. We regularly attracted new employees from Australia, which meant that the product that they worked on stopped, … but we really wanted Bioshock to be magnificent. This developed over time. I would like to say that everything was planned perfectly at the beginning, but that would make me a smelly liar".

Yes Take Two gave, to put it mildly, not a pleasant condition for Irrational, The game was also supposed to be released on consoles. This properly puzzled the developers, because it was necessary to come up with a convenient interface for the consoles, taking into account all the features of the game as an RPG system, plasmids, several types of weapons, plus and different types of cartridges for these weapons, and there was no need to forget about the spoiling itself. Such a condition naturally spent strength and was reflected on finance.

In general, the most important problem was financing. Due to the limited budget, the team redid the game a significant way several times, but the basic foundations of the design remained not touched. But the story all the time remade on the go, to please the same design and gameplay. Even the “delight” was originally a large submarine, but soon it was replaced with an incredible city under water. In general, the place itself according to the idea Kena Levina should have been detached from the world so that the player did not feel that he could just get out of here on foot. And the atmosphere of detachment itself was added by charm.

“Players should not face that you are in New York, and you can go to Jersey, or there is a person walking along the street with whom you can interact in the way in real life. I wanted some place where the player could be cut off from the rest of the world, which we could incredibly deeply simulate. I had an idea of ​​an underwater city. Based on this, I thought that if we want to make a game that would be terrible, then it should be believable. "

Despite the depth of study of the plot and narrative, Irrational I did not forget about gameplay, the team tried to take into account its past mistakes in System Shock 2 and fix them in BIOSHOCK. For example, one of the disadvantages of their past game was that the game gave the player everything at once, from which he simply got confused in the abilities of the main character, and he had to spend time assimilating these mechanic. IN BIOSHOCK This problem was corrected, and now all weapons, plasmids, abilities appear gradually and depending on the stage of passage. And the game itself was felt like System Shock 2(in a good way). Many tricks were taken, pumping the atmosphere and space distant from the world (in System Shock 2 This is literally) the gloomy style of the authors emphasized. No wonder Andrew Bark He called the creation of the team Irrational-"The spiritual heir to System Shock 2".

But it was necessary to progress in graphic terms. Irrational I bought the engine Unreal Engine 2.5, And on the basis of him she created her own – Vengeance Engine. He had a number of improvements compared to Unreal Engine, For example: adding physics HAVOK, Water behavior, improved Unrealed, which now allowed to shoot videos on the game engine. But soon, in 2005, a new generation of consoles came out, and the team decided to process the engine to the best version, with the improvement and updating of the components of the initially laid down.

All this, also complemented the atmosphere in which the picture turned out to be good not only in graphic, but also in artistic terms. The work of artists greatly influenced the atmosphere of the game. Dirty rooms, where there were a lot of trash and corpses, the places themselves were illuminated by a barely prominent beam of the sun through glass and water, and if there was no sun, then artificial lighting added even greater horror.

After the grueling work on the game, the developers decided to let the beta testers play it, but suddenly they received extremely negative reviews, they did not like the dullness of the characters and it was not the convenience of the mechanic. This naturally allowed the team to fall into depression, but Irrational Despite everything, she worked on her product, redoing it once at a time. This all confirms that the team gained experience all the time and progressed as a studio of developers who can make excellent games.

And so, on August 21, 2007 BIOSHOCK goes into release and receives incredibly high marks from players and critics. According to the site Gamerankings.Com The average rating set by more than 40 publications dedicated to games is 9.5 out of 10. 10 publications (1up, Game Industry News, Gameguru Mania, Game Chronicles, VideoGamer, G4-X-Play, Gamer 2.0, Gamespy, Gametap, Gamedaily, Jolt UK) put the game maximum assessment. 19 publications assessed from 95 to 99 %.

After the game was released for Xbox360 and PC,Spike TV Awards Name BIOSHOCK The best game of the year for Xbox 360, and nominated the game for 4 awards: the best shooter, the best graphics, the best game for PC, the best soundtrack. The game was also called the best game of the year British Academy BAFTA.
Magazine Gambling Put the game 9.5 out of 10, and called it the game of the year (2007).

Bottom line:
Not every studio manages to win the hearts of players and critics, but Irrational was able to do this thanks to her hard work, in the team Kena Levina there were many talented people because Ken I wanted to make a large -scale game that would become a masterpiece, and I think they did it.

"I take games as they are. I want to make great games. I have no second career I try to experience. I’m trying to create a video game that will allow me to focus on the telling ability of the video game, and not just invent another environment. While in the game, I give control to the player, because he deserves control, not me".

History of the NEED For Speed ​​series – Part 1

Hello reader, I am glad to welcome you to the first episode of the history of the NFS series. A little late with the date, but, let’s imagine that today is 31 – it was this day that became the birth of the famous racing series.

In general, Need for Speed, today there are as much as 25 years old, with which I want to congratulate all fans of the series, and people watching it. For these years – Need for Speed ​​did not stand still. Starting with a simulator car – the series stepped into the arcade sphere, and even captured cinema. In general – there is something to tell.

The Need For Speed ​​series is rightfully my beloved, and with the help of this cycle of history – I want to share my attitude to the games, and tell interesting facts about them.

Let’s understand – if you go on a fandom, we will see that the whole series is divided into 4 generations.

Let me unite the 3rd, and 4th era in one. Games are not so old. We will call it “modern” will include the last games, then, the “classic” will come into which the first parts will include, and we must not forget about the “golden” era.

The first game was born Pioneer Productions and EA Canada, together with a car, R&T magazine, it was they who gave advice to developers on the characteristics of cars, how they should look and sound to sound. The game itself was stylized as a magazine, which adds points to authenticity.

Before NFS, R&T, they also had an participle in video games, the previous project was-Grand Prix Unlimited-which was published in 1992, developed by Accolade.

That also on EA Canada developers-initially, these people worked for the Accolade studio-and their unit was called DistINCTIVE Software.

Keep in your head the fact that in 1991, DistINCTIVE Software was purchased by EA for $ 11 million. and renamed EA Canada. They also developed the first 2 parts of Test Drive, this fact will play a role.

In general, the children from the EA Canada unit were instructed to create a car symbulator that will exceed Test Drive – which in fact was their previous project.

This was what they did, with great pleasure, because the guys from DistINCTIVE had their own accounts with Accolade. Actually, a srach arose between the publisher, and the developers – Destinctive developed Test Drive 2 Duel – after which, they released one project under the SEGA wing – the game is called Outrun.

In a nutshell-all due to copyright. ACCOLADE thought that the DSI used the re -part of the code from the previous project, but all this was a big question.

Later, they tried to argue that the games are similar – well, yes, something – pixyal mess – which and another.

You won’t figure it out without one hundred grams, but Accolade could not prove to the court that the code was used again.

It’s time to start a story about Road & Track Presents – The Need for Speed.

Let’s start with the main one. The game became revolutionary at one time-this is one of the first 3D racing games, while, before that, the games were released-like Outrun, or Test Drive-these games were implemented using sprites, and could only simulate 3D space.

Among the first 3D racing games – there is Virtual Racing, Test Drive III, Nascar Racing, and Ridge Racing

Ridge Racing
The latter came originally on arcade machines

Need for Speed, in turn, went out on home consoles, and issued an incredible picture compared to competitors. so, it is not surprising that the game was doomed to success only by this fact. And not only that.

There are 4 modes in the game – a race for a while, um head to the head, a single race, and a tournament

Race for a while – It is a single race with a timer, the faster you go through the track, the higher you find yourself in the leadership table. Affects the sense of self -importance.

Head to Head -The regime is one-on-one race with the enemy Bot. The peculiarity of the regime is the presence of cops. If the player will go carefully enough, he may stop the cop. The first time – you will be fined, later – put on a bottle, and the race will automatically end.

It is more fun to play this mode with a friend in Split-Scrine mode.

Further on the list – Single race – Race with bots, there are 8 of them. Simple pokatushki. Multiplayer is also welcome.

Tournament – It is the same as a regular race, but there is an ultimate goal – to become the first on all the tracks, after which you can get a prize, even a couple. About them later.

In any of the layouts-when choosing modes-you can choose one of 6 tracks. We have, like ring tracks and sprint (pokatushki from point A to point B). Each highway can be set the time of the day when the player wants to ride. For example, nothing will be visible at night.

The tracks are quite worked out, here the desert, which is represented by the first ring route, and city roads, the hotels of which are flooded with the developers, otherwise it is impossible to explain this. Here is a regular trip to the nearby territory of the sea, which ends with a meeting of a player with a destroyed statue of freedom … that?!

"Track-track"-you ask, what about cars? Everything https://lunacasino.org/bonus/ is fine – I will answer. The cars have all 70 training grounds, and they are divided into classes.

Class "A" Open Lamborghini Diablo VT, and Ferrari 512 TR – which flaunts on the cover of the game. Cars are the fastest in the game until you complete the tournament.

Class "B" The famous cars as Dodge Viper RT/10, Chevrolet Corvette ZR-1, and WV Beatle-that is, Porsche 911 Carrera-powerful cars are powerful in nature

And the latter in the list, but, not in value – class "C" in which the car is like Toyota Supra Turbo, Acura NSX and Mazda RX-7-their low speed is compensated by good handling.

If you were attentive, you could have noticed that when choosing a car, there is a Car showcase item

See a bug – let me know)
If you click on the button, we will go to paradise for auto-dumb. There are a lot of buttons that you can press – each of them is responsible for information about the car. Starting with general characteristics, and ending with a small story about the brand of the car. Cherry on the cake – there are video inserts with real cars that were specially shot for the game. Each of them has its own installation decisions, and the soundtrack, which simply cannot but rejoice.

Machines are controlled – each in different ways, this can be compared with different characters from fighting. Everyone can fight with their hands, or legs, but in order to win, you need to study their advantages, and disadvantages.

Do not ask, what does Nina Williams have to do with it, I just love her ♥

For example – Weiper is good in acceleration at the start, and is not bad at corners, but the likelihood that the bots will overtake you is very high. On the other hand, the piston is good in managing, and maximum speed, but, while you pick it up, the race is completed. Corvette is a semi -automatic iron, with an impressive speedometer.

These were just a car from class “b” about a car from another class I can say little in terms of control-Lamborghini is not in vain ahead of Ferrari on the cover of the game, and among the lowest class-a balanced choice will be Toyota Supra.

It should be noted the fact that cars are made in a collision, and they are allowed to haze. The race does not end there, but you end up-since the car is recovered not one second passes.

Of the shortcomings, the effect of invisible walls in the race can also be noted. The joke is that you can’t travel beyond the road more than half a meter, that is, it is not desirable at all. Otherwise, you will get into and lose speed, and the opponents will not hesitate, trying to break forward. There is a slightly different situation on the highways in Alpine – you can’t travel beyond the highway – otherwise you will slide along the snowball, this is a funny entertainment, but not during the tournament. Also rivals-love to drop in you, and to kick at the finish-which makes you smile.

Sounds of cars-made in good faith, the guys did not work in vain with R&T to get it as much as more information about cars. The result came out much better than their previous projects – Test Drive, and Test Drive II – yes, I know that the games were released when dinosaurs walked along the street, I just decided to compare. If you compare 2 games, it turns out a lot in common, for me it will be a kind of afterword.

Returning to music – each game is individual, and characterize the mood of the game world. What is the same in this Sound game? He is excellent.

They worked on it
Alister Harst who was responsible for Funk, and rock music in the game.
Saki Kaskas created a slaughter rock element that is present in every race.
Jeff Van Dike – who mainly worked with the creation of electronic motifs. In my opinion, the showcase theme is the best monastic.

It’s time to go through the chronology of various versions of the game

August 31, 1994 – the first buyers insert a disc with a game of the console, and what they see … (explosive NFS screensaver) – after such a screensaver you wait for a lot. Okay, the main menu-it, as it were, can say it in a makeshible … oooooo, there is a stylish man

After the first video with him – you feel that he is cool, and it is in his place that you want to stand, near these steep cars, and near a girl with a checkered flag, which flaunts in the menu with records on which our daredevil is in proud loneliness

This creates a motivation for the player – to defeat his record, and become one on the list. The gameplay itself comes down to a duel with our only rival or race for a while – after each of our victory or defeat there was an insert with a video

(put the comment "#kianuvnfs" if you see Keanu Reeves here)

and Brenan Bayard, that was exactly the name of the actor who played the main role. A list of films/TV shows in which he appeared-small, would say that even a small. The whole list of projects in which Brenon took part – you have on the screen.

And it’s a pity, the guy was clearly talent. Brenan died on November 4, 2013, before which 2 years fighting cancer.

Please watch the original video with him, it can be sowned by you (as an example to get out of depression)

0:17
Yes, Brenan, you will live forever thanks to digital perpetuation.

The only problem of Need for Speed ​​at the time of release was that it was an exclusive on the 3DO console. There is no data on sale on it, but I don’t think that the game was comfortable on this console, given the two simple facts – the console was sold in the amount of 2 million. pieces, and judging by the Romas on the console – the racing games were as few, and there were few games (

It is not surprising that EA wanted to expand her new Title and other platforms. As a result, exactly a year later the version was released and under DOS. It differed in the redone menu, taking into account the mouse control. Updated ShowCase – improved quality of videos, and improved, and at the same time simplified physics. Added tournament mode, ring tracks. Brenana was also removed, and he was no longer in other audits of NFS, which is upset. In general, we received Need for Speed ​​- which we know.

Later, in 1996, a version for the PlayStation was released – from the emulator of which most of the footage was recorded. The version on Sony PlayStation and Sega Saturn are identical, at first glance. Both have updated the game interface, the menu looks identical. They differ only in small things – as an example, the version on Saturn of the speedometer, the tachometer did not have work signs. In general, more doped versions of the game, which has already become a hit.

EA wanted to shoot again, in the end – in the same year Special Edition was released – especially on DOS. The main differences in versions compared to others are even more improved graphics, and an improved physics, otherwise, everything that they had seen earlier.

A bonus, one cannot help but mention such a miracle as Over Drivin ‘ – Skyline Memorial – February 10, 1997.

This version is an anime on wheels.

In the game – you do not enter the turn, but, like a real samurai – enter the skid, the problem is that it is uncontrollable

All tracks are initially opened in the game, and one hidden car, apparently – which will open after the tournament.

The problem is that a – I do not know Japanese, except for standard phrases, and b – management in the game hellish

Cars are controlled like boxes, and they look in principle, like boxes, sometimes even from under the refrigerator.

Probably not many knew, but in the games of the classical era there were a lot of secrets, and we will affect a little and this.

There are cheat codes in the game, you can find their list on the Internet, I already wrote a bunch of text here, and in general I’m not sure that someone will watch until this moment. In general, mostly codes fall out when the race is completed from the tournament, and only when the player is in the first place. These codes – automatically completes that race to which the player took a prize. Such codes simplify progression in the tournament if the player has forgotten to preserve. But there is something else ..

So, the recent situation – I write down the feet, and at the same time I go through the tournament, everything seems to be good passing. But here, a race appeared, which just destroyed me-its name autumn Valley-as it were, did not try to pass-it simply does not work. More than once, not two, not 5, but a good ten, perhaps one and a half.

As a result-I decided to look for some kind of info about the passage of this race-and in the end I came across cheats on this game. What do you think, what cheat helped me to go through this race – I will give three seconds to think 3! 2.

This is a fucking machine gun

In order to activate it, you need to either enter a special code in the corresponding point, or add it to the emulator.

Let’s evaluate his work- *EVEN *-second *EVE!*

You know what the most important joke is-at first this immune tactics did not work, it got to the point that I had to go in the opposite direction, and try to destroy the object that took the first place, how did the bots simply did not want to recover on the track after several punching. The plan failed, only with a pure chance-nevertheless won the first place.

After passing the last race – the secret highway opens – Lost Vegas – it is a fan, although it may seem a little scary. You can develop really maximum speeds on it, and later do not have time to slow down, and break. In general – very fun.

The secret car also opens-Warrior Pto E/2-the machine is the fastest, and at the same time very futuristic. On it you can very easily set records in time, so that you take a note. And if you have a machine gun installed – you can do PIU PIU.

With all these modes – the game becomes very funny. And cheerful gameplay – is the main thing in the NFS series. This will be focused more than once in the following series.

Critics wrote about the fun, not forgetting about videos, graphics, and realistic management of cars. Having read a little review from the IGN-I entered a stupor a little-apparently Namco was not brought to the “development” for “development”, as it is, I don’t understand what kind of speed a sense of speed is, but about the drifts-the guys did not have time to play the version for Japan-then they would definitely be delighted.

In general, the rating was on average 8 out of 10 points, which is a very poor indicator.

What is the same for sales-focusing on statistics from VGCHARTZ-there is no data on the 3D console, the same situation with other versions, except the curling iron-I risk assuming that there are about half a million copies there, on the PlayStation-1 million copies. Not at all a bad indicator for the new Title – the closest opponent in the person of Ridge Racer Revolution was sold only a hundred thousand copies more. But, we must not forget about one fact – RR was an exclusive on the PlayStation.

Fuuh, it seems to have told everything that he wanted. Suddenly I missed something, we’ll trust. If you remember the beginning of the blog, I said that you would not throw a cart about test drive out of your head.

So … If you look at the little things, you can see that Need for Speed ​​is a more complete version of Test Drive, which was supposed to see the light as the 3rd part. From the general-we have 2 identical modes-a race for a while, and the race is one-on-one.

To the same in the first revision of NFS (which is 3Do)-there is a device that tracks the distance between the player and the cop.

So that you start to start-you need to turn on the first gear. A fleet, and the highway in climbers a little refers to the first parts of Test Drive.

It is very strange that ACCOLADE was not filed on Electronic Arts to the court. Now exactly everything except the last installation-it is worth immediately warning that it will be in every issue, so do not miss. Thank you for staying with me on this day, I once again congratulate everyone on the 25-year anniversary of NFS-you will see each other, but for now-for now!

Although no – the only thing I will ask you to do is to criticize this article/video. Thank you in advance ♥

The best comments

The fire is now. Although … you went too far with the pictures a little. Well, I already wrote about the voice acting.

None of the NFS was particularly plowed, but I will be happy to look at the details in this series.