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Review of Duke Nukem Forever

Duke Nukem Forever is a long -awaited continuation, undoubtedly cult, 1996 games – Duke Nukem 3D. For 15 years, fans have been waiting for the return of the testeron maniac and now, finally, in 2011 he returned.

At the time of exit, I was not interested in the game. She seemed to me an ordinary action movie, who did not stand out against the background of the other games, so I did not pay her attention. And only now, in 2020, he decided to give the game a second chance.

The game is a direct continuation of Duke Nukem 3D, but despite this, to understand the events, knowledge of the original is not required.

The plot starts exactly where the previous part ends. On the football field, Duke Nyukem wins the alien emperor of cycloids. For which on Earth, the hero’s hero is given all kinds of honors and praise, crowds of fans, and, not a little important, fans form the cult of Duke Nyukem. They chant his name in the crowd, ask for an autograph, buy souvenirs play video games about him.

Duke Nyukem has become an object of lust for every girl, and an example of imitation for every man on the planet.

Duke himself enjoys all of the above and leads an active life of a world -class star.

But everything changes on one day, when cycloids break peace negotiations with the president of the country and again arrange an attack on Los Angeles, wanting to avenge their sworn enemy-Duke Nyukem.

The President accuses Duke of all the knitting and orders him to inactive, and our old General Graves is familiar with his army forced to repel the alien attack on his own.

Naturally, the hero cannot sit back and, as befits a real man, spits on everything, picks up the barrel and goes to put on causal places to all the invaders.

Plot tie to match the grotesque militants of the 80s. From the first levels you can understand what the hero falls into our hands. He smokes cigars, wears stylish sunglasses, draws obscenity on fences and sends to hell each counterclaim. Moreover, all men and women are crazy about him, from his steepness and dominance in any situation.

In the course of the game, we will visit typical militant locations: casino, aliens hive, where tentacles fertilize dugouts, in their own stripping club, an abandoned town of ghost in the Western West, Burger, Dam and no less interesting places.

In addition to traditional foot stages in the game, there are racing missions on half -open locations, the ability to rule a loader, toy cars, a cargo crane, and also swim under water and feel in the skin of a dwarf.

For the bosom, Duke can carry https://bettingsitesnogamstop.co.uk/review/winstler-casino/ two or four weapons, among which are found both standard: a gun, a shotgun, an automatic machine, RPG and a sniper rifle, and unique, for example, a freezer and an increase.

In addition, unlimited night vision glasses are given to help the player. Duke’s hologram, capable of distracting opponents for a short time, which makes it possible for the player to escape from inevitable death. The beer bank, acting as an analogue of the first-aid kit, having drunk the Duke beer, becomes more resilient, however, the screen turns into a scattering of orange bubbles because of which it is much more difficult to navigate in space. And the bank of steroids, having eaten which the hero is included in the fury, the damage receives less, but to take out all opponents from one blow of a mighty fist. You can also carry several distance grenades and mines with you.

The bestiary of the game does not dust with a huge variety, but the classes of opponents turned out to be memorable. This:

“Svinokopes” are huge pigs-kabans on two legs, capable of both the hero and to see with their tusks;

“Osmimosg” – a tentacle like a flying brain with tentacles, shooting the player with clots of energy;

“Soldiers of the aliens” – lizard -like creatures, often chained in the armor and who are able to either fly or teleport;

In addition to them, there are other opponents such as rats, a swarm of small octakroch and tentacles, but they are not so common and it is not as difficult and interesting to deal with them as we would like.

In addition, the game has bosses. Some of them are unusual, like a queen-uterus, an octopus and an energy leech. Other, unremarkable, like cycloid, aliens, a military leader, an aliens and the Emperor of the Cycloids himself.

It is only embarrassed that it is necessary to kill them all exclusively by explosive damage, no other firearm does not take their lives. Each fight with the boss passes like a textbook: shot missiles, came up, pressed a button and drank something to the boss, then shot it again and rewell again … well, you understood, and so about three times. I did not have time to saw off, the boss will recover and regrie his life back. It is monotonous, but old.

Duke’s health replaces the scale of his ego. It decreases from the damage of opponents, but can calmly recover in a couple of seconds without outside help. It is pleasant to realize that the authors of the game have become confused and tied an auto -regeneration to the temperament of the character.

During the game, the Ego scale will increase both in the plot – after the killing of each boss, and optionally, by finding special objects at the levels of special objects. So at one of the first levels you can go into the rocking chair to make a couple of benches with a barbell, beat the pear, throw a basketball in a ring. Each of these actions will increase the general ego of the hero. Smoke a cigar, choose a male magazine, sprinkle the toilet – these and other cool activity await you if you want to pump you completely. It will help and amuse between the fights in battle.

At the same time, it will not be difficult to find such items, for the first passage I collected almost everything, and their number at a specific level is prescribed in the menu for choosing chapters.

Here’s what in brief I can tell about Duke Nukem Forever. But this is all the facts. Under such a description of Gamplei, you can fit any classic shooter, the matter is different.

I think many will agree with me that the overall impression of the game is much more important, and not its scrupulous analysis on paper.

So what impression does it leave behind Duke Nukem Forever – Positive. Play it is pleasant.

Yes, there is no hurricane dynamics of the previous game here. Yes, for some reason the hero was made wildly slow. Yes, shots are not felt here the way they were felt before. There is no adequate car control physics. Is there a joke, but even no musical accompaniment in the game. Either silence or slurred cuts against a background that do not add a drive, but do not interfere with playing.

So why do I say that playing is pleasant? Everything is simple. Duke Nyukem is a work in which such topics are raised, about which either they are not talking about or they openly condemnly condemnly. Muscles, no trace, coolness, sexuality, and most importantly, undisguised non -altitude – this is about this Duke Nyukem. This is a grotesque character. This is the coolest man in the universe, who alone saves the whole world, which takes everything that is possible from life, which is expressed openly and expresses himself as he wants. And it’s great.

Playing in Duke is how to sit down to watch an old action movie: everyone is pumped, yelling, swearing, gut blood everywhere, violence. We all watched such films in childhood, and, mind you, we did not become maniacs. Now, unfortunately, this is no longer removed, due to universal tolerance and political correctness, but I’m glad that Duke continues to support this topic that we already have forgotten. And from this the game gets only more valuable.

Enhances the effect of the game the Russian version, which, thanks to our great and powerful Russian language, twisted the grotesque and obscenity to maximum.

Unfortunately, this is only the first half of the game. Somewhere in the middle of the story, the defiant scenes disappear somewhere, and the degree of general madness rolls not to zero, but on a three. The game turns into an ordinary shooter with enemies who need to be shot and see the final credits.

In addition to this, from the colorful dynamic, quick game of 1996, the developers made a sequel to realistically honey and, more offensive, dark. All locations in the game are either in pitch darkness or in gray-soiled dirt. You have to constantly peer into the monitor and ask yourself “but I have missed the cartridges” or are you going to the closet, you come closer and you see tightly that this is not a closet, and a pigopop cuts you a buckshot in your face. Why did it be done, only one developers are known.

This is about the main company, but soon the plot addition came out to it “Doctor who cloned me“.

Gampleino, it does not stand out anything. Added only a couple of enemies and a couple of guns. Duration is almost not inferior to the original. The plot of additions starts immediately after the completion of the main company. Duke Nyukem comes to his senses on a medical chair, somewhere in the bowels of the zone 51. His long -standing enemy Dr. Proton, an antagonist of the first part of Duke Nukem, cloned Duke, with which the main character was categorically disagreed. He is quickly released and finds out that the cycloids did not reconcile with the death of their emperor and again attack the Earth, led by the Empress Cycloids, to take revenge on Duke once again.

I don’t know why, but DLC For video games, they almost always lose to the main campaigns in integrity and saturation. Duke Nukem ForeverThis problem also affected. Here is the least what I praised the main plot for. Less grotesque, less muscles, unnscharges, sexuality, and there is no unconferever. Only at the very end there is at least something interesting, in particular, a visit to the Barny Bar “burning thickets” and the last level on the moon, where we epic destroy the empress of cycloids. The remaining levels are felt by the usual levels made simply to increase the duration of the addition.

In the end, I want to say the following. DukeNukemForever – This is a good game. A game that stands out for all that we loved: old militants, old times. Time of cool men with guns. And let the second half of the plot sags, let DLC It turned out so -so. There is in Duke this reckless highlight, atmosphere of testeron steepness. I don’t know how you are, but I have enough this to love this game.

After all, where else can you burst into a jar of beer, send everyone to hell and alone saving the earth to run for the presidency.

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Not a single graphone or what is there with Crysis 3 on consoles?

I met with a Crysis series during the release of the first part in the far year 2007. Just then I had died an old computer donated by my parents and I was already a working person decided to buy myself a new one. Having given for him a considerable amount of 35,000 eternal at that time, I began to buy all the news that I could find and which my old PC could not pull. As I remember now, this puppy delight is that the GEARS of War, Bioshock, Call of Duty 4 and other games were flying without problems and I could enjoy the new generation graphics without restrictions. However, with Crysis, everything was different. This was the only game that I had on mid-highs with sometimes non-frail subsidies FPS. I considered it blasphemy to play minimals, because the picture in the game was stunning. I think it makes no sense to talk about it for a long time, to this day the project looks at least good, and some modern games are so to Crysis and do not reach me as for me. But when the delight was asleep from the graphics, and this happened somewhere in the second third of the passage and I began to understand that I was playing at all that the game that was advertised to me. And this is what. Even in the screensaver from the initial screen of the original game, we were shown to a kind of superfly man, who was tassing the regimes of his nanocostyum, throwing enemies left and right, they say it is the player who is free to decide in what way he will pass the mission. Either he will go on the forehead and will be like in the trailer to be mercilessly destroyed, or quietly, taking advantage of invisibility, cut off the opponents, or completely slip past without leaving a trace. And it seems to be technically so, but if you try to go along the first path, it turns out that Crysis is a very average shooter with stupid blanks endowed with enviable accuracy, and the stealth here is a curve, you just have to remove the disguise, as the enemy notices the protagonist at a huge distance at a very distance of the day. And all this led to the fact that the player felt the driven beast, which, despite the bells and whistles, can easily be put a couple of soldiers with Kalashnikov. Когда же на сцены в качестве противников выходили инопланетяне всё становилось совсем уже грустно. The design of Alienov caused at least bewilderment, boring and without a highlight or something. However, years have passed, my computer was obsolete, I had a PS3, which was originally bought for GTA 4 and exclusives, but which later became the main game platform and finally transferred me to the side of console gaming. And so, in 2011, the release of the expected Crysis 2 was held. However, I could not immediately purchase it, since I realized that she would definitely not go on my PC, and I could not afford to buy it at the console at that moment. Therefore, I had to be content with reading reviews and licking in screenshots in specialized publications. Reviews about the game as a whole were restrained and I even stopped worried that I did not buy it. I don’t remember when exactly, but somewhere in 2012, I still took Crysis 2 on PS3 for sale in PSN and. I liked it. Perfectly optimized control under the gamepad, not bad by console standards of the schedule, even something similar to the plot was brought in, with which there were a lot of problems, but it was easy to not pay attention to it. The most important thing is that for the first time in Crysis, a gameplay really went to me, where you could feel like a super-soldier and throw enemies in different directions! Hooray! Stealth became a little better, although with this style of the game there was a lot of questions for AI, who was deprived of the opportunity to see through obstacles, but having taken the X -ray vision they were also deprived of the hearing aids, so they are not able to hear the hero even a meter away from themselves. But it did not matter to me, because they had fun to shoot them. In general, Crysis 2 turned out a strong linear shooter for a couple of evenings. And when everyone who played on PC Bfetel about Dawngraid graphics and “Obazualen” to please the consoles of gameplay, I, like a console, just played and enjoyed. But in the yard 2013, the sunset of the 7th generation of consoles, PS4 and Xbox One loom on the horizon, fascinating the capacities unprecedented for consoles and a stunning picture. And in a good way, it was them that Crysis 3 should show off, showing what Cryengine 3 is capable of, but it turned out, what happened.

In general, the decision to release Crysis 3 on the consoles relevant at that time can be understood, especially from a material point of view. Still, these were proven platforms with a huge base of players. However, by this time, almost all juices had already squeezed out of these consoles and it was already possible to reach the new generation with his hand. Personally, it seems to me that if EA decided to release a tricel on the PS4 and Xbox One, then it would become a sort of systems of systems, a demonstration of the capacities of the new consoles. And indeed the next generation is a real game. Because I believe that the game had potential, but including iron restrictions prevented him from realizing him.

Graphics

First of all, I want to talk about graphics, https://nonukcasinosites.co.uk/review/spinscastle-casino/ which forced the jaw to fall, my eyes were watery with happiness and immediately wanted to take screenshots to put them on the desktop. But this applies only to PC users. On PS3 and Xbox 360 the situation is close to the deplorable. Something similar was with the port of the Third Witcher to Switch (I did not play, but I checked screenshots and videos). At the time of Crysis 3, I passed it on PS3 and even then I cut the eyes of the visual. On the third iteration, the curves were quite enough for beautiful games and even the first -person shooters. The same Killzone 3, published two years earlier than Crysis 3, looked amazing. But the brainchild of Crytech on the same platform forced even such an avid console as me. I want to clarify right away that now I have re -re -re -Crysis 3 on the usual Xbox One in reverse compatibility. There are no improvements regarding the version for Xbox 360, except perhaps faster downloads and, perhaps, there are no more stable frames of personnel here, so the impressions of the appearance of the game can be said “original”. Trutty textures, lads, highly cut lighting, nightmare-pixel fire and angular models are Crysis 3 on PS3 and Xbox 360. The most huge omission of the visual is grass. It, thanks to the not quite ordinary setting, is a lot in the game and, my God, what kind of indistinct green camera she is on the consoles of the seventh generation.. Link to screenshots for lovers to tickle eyes I will leave below.

Now the issue of graphics I close and you can move on to other components.

Setting and gameplay

The game’s setting is actually amazing, at the time of the release of the game he was still felt fresh. Green post -apocalypse, so to speak. After the second part events, New York lies in ruins for 23 years, Cell Corporation (an antagonist from Crysis 2) found an inexhaustible source of energy in the city, surpassed New York with a dome and became an energy monopolist. Over the years of isolation and the absence of people, nature took its own and violent vegetation was enveloped by the once concrete metropolis. Wild animals run through the streets, grass swaying and only the ruins of skyscrapers and the skeletons of cars remind you that it was once a crowded city. In fact, creating the surroundings of the tricel, the developers obviously wanted to cross the freedom and variability of the first game and city battles from the second, it turned out to be debatable. On the one hand, the location has become more than in the second part and often they are areas where opponents block the path between the entrance and exit to the player, how to neutralize them or completely bypass the player decides. And everything seems to be great, impressive! But, either urban surroundings prevented the developers from making the arena more thoughtfully, or they just did not really want to. In fact, it is very difficult to go unnoticed, and in an open battle, it is more difficult to confront the opponents in an open battle higher than the average (we are fighting on the gamepad), t.To. There are not few enemies, they almost everywhere, shoot aptly and painfully, for some reason they saw out the shooting mechanics from the second part, so you can’t call the shootings with funny. Maybe someone likes to be worn in the arena under the bullets from all sides, trying to survive and kiss the enemy, who can carefully peep out of shelter unlike the player, but I personally pass. It is then that the Holy Trinity should come to the rescue: the visor (the ability to mark enemies and nishtyaki through the walls), invisibility and onion. These devices for me became fundamental in my style of passage. You feel like a nano-Rambo, who hunts enemies in thick vegetation, turning against the enemies of their turret, quietly cuts the throat of the fighting fighters and aptly removes patrolmen with the help of onions. Speaking of Luke. At first, he seemed to me a strange innovation, they say why a high-tech soldier needs some bow?! Oneko realizing his main feature, namely the fact that this is the only weapon, when shooting from which, invisibility from the protagonist is not removed. Add to this inherent on a bow of noise and we get an ultimatic weapon equipped with several types of arrows from simple carbon, to electric and exploding. This, in turn, can be the last argument if you are closed in a corner. In general, the gameplay is even very cheerful now, especially in the absence of good new stealth games (Ubisoft, seriously, can already release Sam to the will?!), and most importantly pleasantly played through the gamepad. I got great pleasure dealing with the fighters of “Cell” in different ways and it is better that only they were from the opponents in the game, because after aliens appear on the stage, it becomes boring to play and I haven’t decided for myself what exactly was the matter, or the boring design of opponents, which did not even help update in the second part, or the grave of the locations in which the last part of the game passes.

The aliens generally became for me a stumbling block in the entire trilogy and completely destroyed the reigree. Even my beloved second part of the series I passed only three times and only two of them to the end, the guilty of this is a dull section with the aliens, which has become mandatory in each part. The developers did not seem to know what to do with guests from another world in their games, so they are perceived almost alien, although they are the most important part of the Laura. In general, I have a peculiar attitude to the plot in all crises, I prefer to think that it is not here at all, there is a goal and motivation to achieve this goal, everything. The characters are not even flat, but as if sketches of characters, throwing pathos speeches about and without. I did not remember any of them and did not sunk into the soul.

But all this does not take the style and strong gameplay from the game, which does not even interfere with the mediocre picture with the Xbox 360 and with the third part, which has absorbed the whole idea of ​​the Crysis series, each owner of the Xbox One should not in vain there is reverse compatibility in reality?

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I hate you. But I love you. But I hate you.

Have you ever had such a strange feeling?
Here you turned on a new game, go through it, and when you are trying to remember what you liked the most, you are aware of the strange moment that you remembered the most in it, this is the only enemy that caused anger, fear or what else of feeling. Perhaps you liked something else in the game, but you remember it very brightly. Each of his appearance provoked you to emotions. So stormy that you yourself did not expect it. And as a result, you understand that without this enemy, the game would be completely different. It is easier, as worse or more interesting. And you like him because of this. But at the same time, you clearly realize that you would not want to deal with him even with the reproduction and, if possible, would try to avoid meeting him.
Surely many avid gamers have such opponents in different games.
I now want to touch on some of these enemies that many gamers faced, including myself.

Mr. X and Nemesis

We will start with one of the most famous enemies of gamers. Mr. X and Nemesis.
Nemesis is probably the most famous enemy from the Resident Evil series. So bright that even those who did not play in the series of re knows his image. However, only those who came across him personally could know this enemy. He was one of the first enemies for many gamers who persecuted the player throughout the game and was not to kill him. He forced to make lightning -fast decisions. What to do? Hide, fight, run? And there was no confidence that the decision of the right one chosen by you. Suddenly you gripped? You could only find out by the result. But every meeting with him caused very vivid emotions in many people.
Unfortunately, there were few such moments in the remake of such moments, and at the same time there was a lot of cut or cleaned. And his appearance in a humane form, with persecution, I think there were very few.
However, this moment does not reduce the cult of this tyrant. For everyone knows him as the most dangerous tyrant, which will not depart from the goal, no matter what and gets to it by any means.

Mr. x, for the first time, did not inspire www.goldspincasino.uk such a sense of persecution as his later associate. However, everything has changed with the release of the remake of Resident Evil 2.
There, Mr. X shone with such colors that he caused a feeling of anxiety, fear, surprise everyone who came across him.
No one remained indifferent to these steps behind the wall. Heavy. Weighty. Speaking that he is behind the wall and God forbid he will now open the door to the room where you are. And what relief do you get when you hear that it goes into the distance. Or, on the contrary, you hatch your eyes from the fact that he really went on the script to you and you only have 2 thoughts, to bring from here or that he would not notice you. And what to talk about your reaction when you are mock from him in the library and think – haa, well, how will you get here? Or vice versa – try to go down quickly.) IIII. He does it. He either climbs the stairs or jumps straight down from the floor from above. From which you immediately come to the realization that this is not an obstacle to him and your grin immediately develops into shock. It’s like you teased the dog behind the fence in childhood, and she jumped over him. Here is almost the same, only one question arises. Where to run now?
No less causes emotions and the moment when the main hall of the police station becomes not safe and you see how he calmly pursues you through him.
Of course, this effect can not work forever and sooner or later you cease to be afraid of it as for the first time, but it is still able to surprise.
And when you see him, meeting him over and over when you get over, you still understand that this section does not wake up as simple and you will have to take into account its presence.
Mr. X is definitely a star of this remake for me. And this is probably one of not many enemies with whom the atmosphere and nerves adds)

Regenerator

Without leaving far from the Resident Evil series, let’s recall 1 more monster. Namely a regenerator from Re 4.
The danger of this monster is characterized by the fact that it is very not just to kill it without a special sight. Even grenades can always kill him, because the explosion may not hurt only 1 of several parasites in his body. And it is precisely this vitality to the shots, explosions and departments of the limbs, makes it a very dangerous enemy with which it is so easy not to join in battle.
Meeting for the first time with him, you do not realize all his danger, considering him an ordinary opponent of which you can make out at random. But it wasn’t there. Even the very first regenerator can make you waste your entire valuable ammunition and first -aid kit can be forced to waste you. It is not a fact that this will give a result. Even depriving his arms and legs, he wakes up behind you to crawl, and even how jumping he becomes. Yes, and when he is with his arms and legs, it is better not to stand at a distance from him, because he does not interfere with his hands out. Literally. And you just have to break out of his claws and fangs in the rags.
For me personally, the regenerator has become 1 of the most spectacular enemies in video games and he retained this status in remake. He is still dangerous, and in the image of the Iron Virgin, he became even faster .
And although he is not so terrible now as an experienced gamer who has come across him dozens of times, I still prefer to be prepared for him. For this enemy requires special attention.
And for beginners that he is met for the first time, he will not be a pleasant surprise)

Anima (The Evil Within 2)

The 2nd part of The Evil Within 2 is not a terrible game, against the backdrop of its predecessor, who still forced to strain and nervous, especially in part with the bosses, when it was necessary to run away from them. The 2nd part became a more pronunciation game with the elements of the horror. However, in the game there is still 1 enemy with whom you may never encounter at all, but to see its manifestations in the reality of the game, from which you will sound in your head 1 question. What it just happened?
But if you, out of ignorance or, although you knew, you accidentally activated 1 quest on any of the locations of the game. You will meet her. With anima.
This is the same type of bosses, straight from the 1st part. You will not kill her until a certain point, or rather you will not kill her at all. Your task is only to hide and run away from it. If you want to tickle your nerves in this game, this is the best enemy.
Each time, seeing the blue around, a light fog or a terrible singing of a song, you strain, realizing that now it will come out and transfer you to you. And when she says the name of your character in a whisper, goosebumps immediately run through her body. You cannot harm her.
While you can attack and win all enemies in the game, you will do anything with the anime. You are mining for her. From this you should only make your way past her, hiding and without betraying yourself. But if you are lucky and give the tar from it. If she doesn’t catch you.
It is possible precisely because in the game this is the only non-main boss that you may not meet and which you do nothing and causes such a feeling of features. Even the plot of this monster was practically justified.
Although 1 time any player can meet this young lady in the game without even activating the quests. Just go to a small warehouse for 1 locations in the 2nd half of the game and prepare the diapers when you first see how everything around was blushing, the door locked up, hear a strange singing of the song, and then see how it seeps through the door through the door.
It is this inevitability, stress, otherness of this ghostly monster and makes it a very bright figure for me against the background of the whole game.
However, I categorically do not want to meet with her.

Marauder

And now we got to him. Actually the same character who made me think about this topic. Hatred and love and hatred. The brightest representative of the game bastards that you hate with all your soul when you meet them in the game, but then you realize that it is. The most cool enemy you have come across. Why do I think so?
When the thoughts of Eternal came out,. Therefore, I sometimes heard from people in different places that this is the most bastard enemy of all that is in the game. And I thought at first. Come on. That in it is so special? Curious.
And when I myself started playing and understanding the game, I reached him. I immediately recognized him. People said this about him, you will confuse him with anyone. I entered the battle with him … Yes, he turned out to be stressful for me, but I did it. It would seem victory and t. D. But this turned out to be only the beginning of my suffering. Yes, and I think the suffering of many other gamers, streamers and flyers.
What was my surprise to see him behind the gate literally in the next level? That’s where I was fucked up so fucked up. And dancing began with him. And I was already ready to breathe a sigh of relief after another victory over him . But he bastard appeared several times in the future and in 1 task for the time. And always his appearance caused only 1 feeling – again you?
And you always need to keep tactics with him, you can’t run far, you can’t close, you need the average distance. If he appears in the arena, then all other enemies automatically turn into a source of life, armor and cartridges, it does not matter how fat they are, they are all next to the looter just meat that you almost ignore, trying not to lose sight of this horned bastard. And it’s good if you can catch it in an attack, if not, then you often have to turn on the drapage mode and stay from it at a distance.
And what kind of special buzz on you sows when you see how he beats your BFG shell. It’s simple.
For the entire game, he appears about 5 times in the plot and 1-2 times in murders for a while. Well, once another in a special arena. Well, they didn’t forget about him in the DLC.
And after going through the game, I remember this freak with hatred in the soul. Noo, somewhere, I can’t help but admit that he is the best enemy in this game for me. It was he who forced me to include all my skills and tactics in this game, it was he who made me focus on it. It was he who forced me to run around the arena like a squirrel in a wheel. At the same time, keeping in the mind those who were near him at that moment. And give God that you would have enough cartridges for him, otherwise it wakes up the beating and eternal catch -ups that you do not run for a long time.
And that’s precisely for this, I consider the Magor the best bastard of this game, who does not spare you. At the time when you are wearing Lule all, he shows that there is someone who can vote to you, if you wake up not quick, dexterous and wake up for a long time.
And let him call it broken, not correct, etc. D. I am the departure of this enemy my respect. Neither 1 enemy in this game, and in other close games, did not cause me as many bright emotions as a motor.
However, this will not change the factor that I do not want to meet him again often, because he is fading.
This is why I hate him., but I love him, but still I hate it)

In other things, this applies to all enemies in the list. Someone I hate more, someone less. I love someone more, someone less. But they all adequately occupy their places in my heart.
I am sure that any gamer with experience has the same type of enemies that he hates or is afraid, but at the same time, he loves them.

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History of the Super Robot Wars series. Part No. 1. The birth of a super -flame

Hi all! Many people dream of seeing their favorite characters in one joint project. However, such fantasies are almost unrealistic due to huge problems among copyright holders. What time is, they are always present.

In cinematography from recent events, this is the association of Disney, 20th Century Fox and Sony Pictures to create films with heroes from comics. But in 1988, as many as six companies gathered for the production of the great animated film “Who set up Roger’s Rabbit”: Disney, Universal Pictures, MgM, Republic Pictures, Turner Entertainment, Warner Bros.

Naturally, in the game sphere, too, could not be without such unique phenomena. For example, the ubiquitous company Disney in 2002, without much faith in success, helped Square Enix to implement the game Kingdom Hearts, where Disney characters were along with the heroes of Final Fantasy.

But at the moment I want to talk about the Super Robot Wars franchise, which has been releasing various games with furs and robots from various universes for 30 years. The SRW series even got into the Guinness Book of Records for the largest number of intellectual property licenses in RPG Games. With a general calculation, this number turned out to be 274. And if you plunge into the history of the emergence of a SRW franchise, you can notice that if it were not for a series of successful events, the project would end even on the draft version of the first game. Actually, the subsequent narrative will go about this.

Banpresto and founder Super Robot Wars

As I said in the first part of the History of Bandai toys, in 1980, Naoharu Yamasin, who founded Bandai, handed over his position to his eldest son, Makota Yamasin. However, the son was not happy with such a reward and showed all his negativity in radical reforms to manage the company. Because of this, many employees began to believe that these actions purposefully led Bandai to bankruptcy.

Even despite some successful and profitable projects, the type of Gunpla models, Makoto Yamasin at the 39th Bandai foundation ceremony in 1989 spoke about the concept of Bandai Land. He stated that he was going to refuse sales of ordinary toys and seeks to create an entertainment company, like Disney. In some situations, Makoto stated that he considers himself Japanese Walt Disney and from this he believes even more in further success.

Yes, all this sounded pathetic, too ambitious and even absurd. In this case, the market for children’s toys really experienced a crisis. Small companies were closing, and large ones tried either to stay afloat, or as Bandai invaded other areas of activity.

Naohara and Makota, Snow White and Mickey Mouse

Naohara and Makota, Snow White and Mickey Mouse

And here it is worth turning to the company Banpresto. It was founded in 1977 and had a different name – Hoei Sangyo. At that time, she could not boast of anything. The production was imprisoned for the sale of arcade games, but since there were always not enough resources, most of the projects were copies of well -known originals.

So the company survived until 1982, after which the name was replaced by Coreland Technology, and close ties with the SEGA company were established. And although the quality of the games released has increased significantly, the finances still sang romances. The last game before the final renaming of the company in Banpresto was Cyber ​​Tank, released in 1988.

Meanwhile, Bandai drew attention to Coreland Technology. This happened after the managing director of Bandai Yukimas Sugiura began to promote the idea of ​​popularizing animated characters through alternative game entertainment. For example, Yukimas planned to use a machine gun with soft toys called Ufo Catcher, which was born in 1965, but gained frenzied popularity only in 1985.

Yukimas was a significant figure both in Bandai and in the gaming sphere itself. In 1971, he was one of the founders of the subsidiary of Popy, and it was he who came up with how to improve toy belts from the Kamen Rider series. Plus, helped Katsukhis with Murakami with the launch of sales of Chogokin models. And when in 1983, Bandai absorbed Popy, Yukimas began to own a large number of shares in the maternal company.

To implement this venture, they began to look for a medium -sized company, which already had experience in this area. Moreover, she should not be wildly known so that financial disagreements would not arise. Thus, the choice fell on Coreland Technology. Investments flowed through the river, everyone was at first satisfied, but then an unexpected incident crawled out from behind the wings.

After some time, the Bandai leadership learns that Coreland Technology has a 1.5 billion yen debt, that in Russian equivalent at the current rate is 933 million rubles. Where the financial and legal departments of Bandai looked at at that moment – it is completely not clear. From here two ways to solve this problem flowed:

Quit Coreland Technology to the mercy of fate, having lost all the means invested in it, which would lead to sad consequences during the raging crisis;

How easy it is to guess, Bandai chose the second path. Since 1989, the newly made company became called Banpresto, and its first president was elected none other than Yukimas Sugiura, the same managing director, because of which this epic began. Another confirmation that the initiative is punishable.

Although if we consider other sources, an alternative picture loom. After the debt is detected by Coreland Technology, part of the Bandai management believed that with the help of invested funds this company should be reconfigured for the production of other non -game products. But Yukimas tried to convince everyone that he could keep Coreland in the field of games, and even ready to give his shares in Bandai, if only his venture was not rejected. And after long discussions, his idea was still supported.

Be that as it may, Yukimas had to turn a holey carriage into a spaceship, bringing a stable flow of money. Many would break from such pressure, but not Yukimas. He began to realize his ideas. Ufo Catcher slot machines were filled with soft toys from the Mobile Sout Gundam, Ultraman and Kamen Rider series. Moreover, they were designed not for children and adolescents, but for 20 year olds who often played on such machines. And it worked!

Over the next two years, Banpresto has received a stable profit from these points. According to some reports, 70 million toys were won in one year, the average cost of the attempt was 200 yenam, and if you consider that the coveted toy could not get the first time, then the total amount becomes quite decent for the company, barely reduced ends meet.

Here it is worth noting another significant fact. The characters of the three franchises were next to each other, even in a small transparent box. At that time, the division of licenses looked as follows:

Ultraman belonged to Tsuburya Productions, Shogakukan and Bullmark. However, the latter went bankrupt in 1977, which was a heavy blow to the franchise, since it was this company that produced toys. Sudden help came from Bandai, which lent her subsidiary Popy, which became known after the creation of the toys of the Chogokin series.

Kamen Rider belonged entirely to TEEI. Nevertheless, under certain conditions, Popy could also sell toys in this franchise.

Compati Hero – Father SRW

In any case, due to the still existing crisis on children’s toys, it was impossible to count on further high and constant profit. Thinking for some time over the current situation and the new possibilities opened, Yukimas again conceived an ambitious project. Given the fact that Poppy and Banpresto have experience in software development, there is a good chance to create a game where there will be characters from the Gundam, Ultraman and Kamen Rider series.

And here the long and https://winztercasino.uk/ heavy beliefs of the leaders of other companies began to compromise to create a game, which will bring a lot of profit to everyone due to a huge number of fans from each side. It is worth realizing the fact that in Japan until the 90s almost no one tried to create a game crossover with characters from different companies due to hard copyright.

By the way, Yukimas did not look for easy ways and decided not to limit himself to three franchises. The next candidates, he examined the heroes of Super Sentai. They belonged to Toei Company and Nihon Educational Television (in the future renamed TV Asahi). Bandai helped them, selling various toys in the Super Sentai series somewhere since 1979. And in the 80s, this franchise was just at the peak of popularity, so it would be foolish not to try to agree with TOEI and NET.

During his work in Popy, Bandai and Banpresto Yukimas, overgrown with large ties that he actively used to implement his project. In an interview, he said that this game would be the most welcome gift at the celebration of his anniversary as the president of Banpresto. And that no other things or money will be able to arouse the same joyful feelings.

And after the long struggle of Yukimas, he finally achieved approval from each leader, after which the process of design and development began. There were no less problems.

The producer under the pseudonym Jeepp Hikkorage, who joined Banpresto during the production of this game, believed that the characters should seem equal to many characteristics. For example, take at least the same size. Gundam bugs were at least 18 meters high, the Heroes of Ultraman – from 40 meters, the characters of Kamen Rider were mainly in the limit of average human growth, and in Super Sentai were both ordinary people and hefty bellows. Naturally, a lot of questions and ideas arose, how to realize all this.

Most of all I liked the Sudrdode format (SD), which is why it was he who preferred. This style was created by a high school student named Koji Yokoi. Once he sent his illustration to Model News from Bandai. She was very interested in the editor -in -chief, and during the subsequent agreements, Koji began on a permanent basis for Model News to draw small scenes with the participation of SD armor. Over time, Kodzi became the chief designer of the SD Gundam Series department and has developed many SDs.

SD Format and SD Gundam World Gachapon Warrior Scramble Wars

SD Format and SD Gundam World Gachapon Warrior Scramble Wars

So, Bandai used this style not only when developing GunPla models, but also in some games. The very first was the SD Gundam World Gachapon Warrior Scramble Wars of 1987, where super -formed armor moved on a large field, and at the collisions participated in a miniature duel.

In the case of the first crossover, the battle was left alone, but they chose the completely opposite genre. The new game was to become not a military strategy, but sports. It is even more interesting that the sumo was chosen as martial arts. Therefore, for each of the franchises (Kamen Rider, Gundam, Super Sentai and Ultraman) have made commands of 5 people. Plus, the fifth group who personifies Banpresto was added as a pleasant bonus. After all, it is she who is the starting point where this project launched.

And then, then no one had already realized that SD Battle Grand Sumo Heisei Hero Place laid the foundation for a new series of games called Compati Hero, which in turn formed the basis of the Super Robot Wars franchise. I will not dwell on the gameplay of this game to avoid self -reproach. I wrote about her and other seven games from the Compati Hero series in the article “Gundam against Godzilla! Compati Hero franchise. Part 1.”

Here I will only say that one copy of the SD Battle Grand Sumo Heisei Hero Place personally presented Yukimas, and after some time on April 20, 1990, the game was released in a small circulation for the nintendo consoles. Naturally, for many it was a surprise that this game began to be in demand. But for Yukimas, a perfect occasion appeared to start new negotiations on the release of new crossovers.

By the way, Makoto Yamasin told the Banpresto leadership so that their company would not compete with the development department of the game software in Bandai itself. In response, he received approximately the following words: “Bandai did not work with such crossovers before, which means there will be no rivalry”.

After the game about Sumoist Heroes on Compati Hero in 1990, two more games were released: SD Hero Total Battle! Evil Army and SD The Great Battle New Challenge. But I will talk about them another time, and now I’m moving to the very first game on the still emerging franchise.

SD Hero Total Battle! Evil Army (left) and sd the Great Battle New Challenge (right)

SD Hero Total Battle! Evil Army (left) and sd the Great Battle New Challenge (right)

Super Robot Wars (1991)

In fact, Banpresto had enough resources for the development of Super Robot Wars. Most of the team generally outsourcing, and only the tiny studio of Winkysoft, founded in January 1983, could help with the development. Her team made simple games for both personal computers and portable devices. Closer to 1990, Winkysoft began to work as a subcontractor for Banpresto.

Of course, WinkySoft developers have done high -quality and cardinal work for that time. Initially, in the draft version, the game was called Super Robot RPG, where the main characters were to explore the locks. As an alternative, the Winkysoft team suggested using a large location divided into fields.

Winkysoft released a similar game in 1988 called Akanbe Dragon, where dinosaurs fought with various animals. True, it is more like chess due to limited movement of the characters, but the duel, like in SD Gundam World: Gachapon Senshi Scramble Wars, opened in a separate window. So in Super Robot Wars, to reduce labor costs, all the battles were also brought from a global card into a separate space.

Two types of gameplay in Akanbe Dragon

Two types of gameplay in Akanbe Dragon

In addition, minimalism reigned here. The player saw the traced SD models of his hero and enemy. Below them were placed cells responsible for health, and prescribed small sentences imitating verbal skirmish during the battle. Unfortunately, since the game was planned on Game Boy, and it was tight with the resources, the emptiness that arose could not be filled with animation of the blows, so almost all of them looked rustic.

All actions, including the choice of attack, were called in a small window on the main field. And here it was possible to fulfill what was not yet used in other games. Masahiko Sakata, responsible for WinkySoft for design and script, proposed a unique concept of “belief”. He wanted the player to persuade the enemies to go to his side.

For everything to go smoothly, a positive hero needs a high indicator of charisma, while an enemy character must have low loyalty and health indicators. At the same time, they decided that the bosses could not be recruited, but their loyalty is always equal to 0.

And the most interesting thing is that this function worked in the opposite direction. Enemies can also approach the player’s character and start agitating to go to the dark side. With successful action, the ex -brother became an enemy, and from here the difficult choice came from: to destroy him or play the tug of Canatus, persuading him to return home.

Interestingly, fans have revealed a number of features that will help to better conduct a belief. For example, if the boss has health 1 HP, and your fur, on the contrary, is filled to the limit, and even charisma goes off, then there is a chance to break the rules when you can’t take a unit with a loyalty of 0. In addition to this, it was noticed that to convince the enemy from the same fraction as your character is a little easier. Therefore, if you want to call Gandama, it is advisable to send your Gandam to negotiations. But that’s not all! The success of the belief is reduced by about 10 % in one captured tower. As a result, first go to the desired unit, and only then fulfill the main goal of the mission.

As the project developed, it was decided that the central characters were Gandama. After all, Mahi of this franchise was added from almost all the published anime until 1991. They missed only Gundam 0080: War in the Pocket, but turned on the Gundam F91, which was released just a month before the release of the game.

So other bellows are secondary allies, so in this game the robots from the anime Mazinger Z, Great Mazinger, Getter Robo and Getter Robo G were added to them to help them. In the future, this will be the main inseparable trinity, passing from one part to another.

As a result, it turned out that this game required copyright from Sunrise, Toei Animation and Dynamic Productions. The latter was created by the author of Mazinger Z Go Nagai and his comrades, including the creator of Getter Robo Ken Ishikawa. And since their work was animated by the Toei Animation studio, they acted almost on the same conditions.

Different hybrid robots refused. We decided that there would be fuckers of only two main categories: Super and Real. And although the latter is the vast majority, nevertheless, for pathos in the name, they left the word Super.

This game has two more features. So she was the very first after Compati Hero, she also decided to draw full eyes to all the furs. That is, they all became alive, and there were no personal pilots, as in the original series. Plus, the 1991 Super Robot Wars had a multi -user regime that did not appear in the following parts for a long time. You can use it when connecting two Game Boy consoles through a special wire.

As for the main gameplay of the first part, then the player must pass 13 missions, capturing certain towers on the map, while destroying enemies at the same time. There can be 12 units in the detachment, but at first only 5 are available. Before the first mission, you need to select one of the three commands: Gundam, Mazinger Z and Getter Robo G.

After that, it will be given the opportunity to appoint a leader in a detachment who can slightly increase the strength of the attack, health, speed and charisma. If this character is killed, the game will end. Moreover, if members of the detachment die during the battle, then they cannot be revived, but additional copies may appear on the enemy side in subsequent missions.

Of other parameters, there is also “protection” and SP energy, which are spent on replenishment of some characteristics like health, strength or loyalty and is available only to the leader of the detachment. Some robots have transformation skills, for example, Gandah can go into a fighter mode.

In terms of weapons, not everything is simple. Each gun has its own accuracy and power indicators that depend on the location. The affordable arsenal is replenished at the first entry into the tower for locations, but you can distribute finds only when leaving the card. A maximum of 3 combat devices is fucked per unit.

Plus, tools are divided into hand -to -hand and long -range. If you attack from afar, then the enemy will not be able to counterattack, so this method exceeds close battle. But do not forget that it works in the opposite direction: your characters will not be able to answer a blow, even if they have a long -range gun.

By the way, movement also depends on the area. Each fur has a parameter showing where it is easier to move. There are three of them in total: earth, air, water. Accordingly, the earthly type will receive a fine, being on a cell with water, which is expressed in a decrease in the permissible area for the transition.

Well, there were no special bells. Gilgilgun, who takes control of the majority of residents and begins the war, attacks the planet of reasonable robots and begins the war. The remaining heroes learn that special waves broadcast from the towers affect the mind of their comrades. Two main tasks follow from here: to destroy the sources of control of the mind and defeat Gilgilgun.

Super Robot Wars HD (2014)

In 2014, the PlayStation 3 and PlayStation Vita released the remake of the very first part of 1991. The main gameplay features were left unchanged. For convenience, they added a parameter with turning on/off the animation of the blows, made it possible to convince the bosses and allowed all the furs to use skills from SP glasses, although the leader still has special unique techniques. The characters Full Armor Gundam and Cybuster were introduced, which, although not new, were absent in the original part.

The picture is now juicy and colorful, since all the backgrounds and characters are redrawn in a modern manner. The most important addition is 13 new missions that begin after the victory over the creature of Gilgilgun.

This time, the heroes will fall into space and meet both the reborn fur of Gilgilgan and the new final boss named the battle of Noah. The developers made a real challenge to the players, giving 99 health units, which was the highest rate among enemy units. Plus, due to proximity to its base, the indicator is made up for 30% each move. So it was possible to please the old fans and please the new.

A little about copyright

By the way, the early introduction of the 1991 Super Robot Wars game of the Armor from Gundam F91 is still a rare case. After several new parts, Super Robot Wars Banpresto introduced a special rule. If the anime is broadcast on television, then these characters should not wait in the game for about two years so that the fans do not run into spoilers. Although there were more avoided copyright problems. There are a lot of difficulties due to their hard observance.

For example, now there are more than 60 Super Robot Wars franchise games, but less than 10 had an additional release outside of Japan. Take the relatively recent Super Robot Wars X and Super Robot Wars V, which are on the Steam trading platform, but are available for the regions of Southeast Asia and the Pacific Ocean.

So the sale of Super Robot Wars 30 and in the Russian region is a real fairy tale! After all, if at least one company categorically opposes to demonstrate its characters, musical compositions or something else in other countries, then there are extremely few exits from this situation: to agree and leave the game in the homeland or lose a license, and with it part of potential buyers.

Yes, for some it may seem strange or implausible, but such problems were even between TEEI Animation and Dynamic Productions. The former in the 70s without the permission of Dynamic Productions exported animation products to Europe, Asia and America. And in the 80s, Dynamic Productions already wanted to make an OVA under the name DAI-Mazinger secretly from TOEI. It was not possible to do this, and there was a rather large scandal.

So if conflicts arise between the studios within the same franchise, then what can I say when several different companies unite together and each of them wants to snatch a piece.

Super Robot Wars 2 (1991)

So, the game on April 20, 1991, the game Super Robot Wars, released on the consoles of Game Boy, became a real hit. And here the leadership of Banpresto had a dangerous thought: “Why not make the second part by December of the same year?”. Negotiations with Sunrise, Toei Animation and Dynamic Productions began again. And if the latter allowed to add characters from the Ufo Robo Grendizer anime, then difficulties arose with Sunrise. Gandamov, of course, will be provided again for use, but the characters and fuckers from Aura Battler Dunbine remained in the single use of Sunrise.

After that, there was even a rumor that Banpresto decided to get around the refusal by changing the design of the Dunbine combat fur and calling it Cybuster. No matter how you look, there are still certain similarities. However, this is all the time, claiming that the original robot from Banpresto would still appear in Super Robot Wars 2. Especially besides Cybuster, furs called Granzon and Valsion, who also did not have the original source, were added to the game.

feeling-fall-v-shuthekh-1

Sensation of shooting in shooters

For a long time, I have been wondering what people have in mind when they say that in one or another shooter interesting and wonderful, boring and dull, excellent and realistic, crooked and terrible or fantastic and masterpiece shooting? How they determine the quality of infantry mechanics? They have a special scheme in their heads or they feel it at some subconscious level? And what, take me an ostrich, means the phrase: “Shooting is felt at the fingertips”? To understand this difficult issue, I decided to reflect on where such a vague concept is taken as a feeling of game shooting.

Human feelings and sensations are a rather multifaceted and foggy side of our life, specifically and accurately to talk about which is probably almost impossible. Due to such features, it is clear to highlight the elements that form these very feelings, and their structure is also quite complicated and, perhaps, even an impossible task. For this reason, this article does not claim to be truth: it is a hodgepodge from personal reasoning and information found on the Internet.

Meet on a dressing

In most cases, visual design is the first thing that a gamer who has barely joined the game world meets. It is on him that the responsibility for the first impression of this world falls on him. For this reason, the creation of the right graphic style is one of the most important aspects in the development of the game. One of the faces of this aspect is the design of weapons.

At its core, the creation of a weapon model is not too different from creating a character model. Artists also have to invent the background of the weapon, give it uniqueness, make sure that it fit into the game world, etc.p. After the work done, the finished gun can also be unique and recognizable as the main character! Due to this similarity, to describe the steps that play the game weapons, it makes no sense to me. This process was remarkably described in the articles “Anatomy of Games. Beginning “and” Anatomy of games. Asset model “.

Just don’t say that you haven’t remembered the game yet.

But why is the visual component so important for weapons? Why is there as much effort on it as on a full -fledged character? Having thought over these issues, I came to the conclusion that one of the meanings of its static manifestation is quite simple – maintaining the atmosphere and style of the game. But simple – does not mean not enough! It is dangerous to lose the player’s belief in realism (and even more dangerous into reality) of what is happening, because, having lost it once, she most likely will not be able to return it.

It seems to me that it is necessary to share the concepts of realistic and real.

Realistic – corresponding to our idea of ​​reality.
Real – satisfying the laws of the world.

(Definitions were given by me, so they may not coincide with yours, and you can offer your own options in the comments).

This means that what we know about the world is realistic, but does not have to be real. I will give an example from personal experience. When I first saw how in the rollers Metal Gear Solid V Snape launches people into the air through balloons, it seemed to me strange. “Having talked heart to heart” with Google, I found out that such a system exists in reality and is called Fulton’s rescue system, but until that moment these balloons seemed strange and ridiculous to me. From this it follows that the ideas about reality are formed from personal ideas.

Also, the design of weapons and its elements can not only play the atmosphere, supporting it, but is also a full -fledged element for transmitting the mood conceived by the author. For example, cartridges for Chickengun from Redneck Rampage There were real chicken, which fit into the crazy atmosphere of the game and was a means for transmitting the aesthetics trash. IN Postal the cat was used instead of a silencer, and a dubstep Saints Row 4 forced people to dance frantically. Weapon design in Prey, By the way, I combined both mechanical elements and biotic, so that the authors managed to convey a foreigner of what is happening.

In addition, the design of weapons, unlike the design of the game as a whole, allows you to convey a more specific thought, for example, the idea that the device in your hands is a tool of pain and horror, a means of killing life. Or maybe a way of protection, salvation and preservation? Or just a bright and cheerful toy, carrying joy and pleasure?

Similarly, the external design can give the player tips regarding the capabilities of weapons. For example, playing on the usual thinking that everything is powerful – a big, and the most sure way to kill an indestructible creature is to shoot it from the rocket (and then fly to the sunset by helicopter).

Who would have thought that enormous power was hidden in this little one.

However, a harmonious design will not help if the weapons have problems with animation. And this person, among other things, is very important in the formation of a sense of shooting. It allows you to display the power of the gun and transfer the energy from the shot (driving the barrel due to the return), form faith in what is happening, tell about the state of weapons (jamming, long reloading, small amounts of cartridges) and it is even possible to reveal the character traits or the state of the character (trembling of the hero’s hands, light stroking the cannon barrel in moments of calm). Hmm … usually in games there is an animation that shows actions performed With weapons, But there is no animation that shows actions The weapon itself. I wonder if there is a shooter in which the weapon is really animated?

Uti-off, what a cute scorpioner.

In my memory, on a similar question, it pops up Prey. In creation Human Head Studio There are almost no outwardly familiar types of firearms. Each of them contains both mechanical parts and alien bioelements. The rifle is enveloped by constantly swaying tentacles, and when a sniper sight is turned on, a small eye is separated from it and attaches to the character’s eye. The machine gun is a torn hand of one of the bosses, on which, with convenience, settling, a huge scorpion flies, letting out the lightning between his oxes and pulling his tail from boredom. The plasmoth is peacefully sparkling with plasma flasks loaded into it, and grenades and mines briskly twitch their three arthilized paws. Feel some foreign devilry? That’s the same.

Fluff-fluff, pif-puff and fuck-b-bah

A person perceives the world around himself through various senses. Of course, a large share of perception of information occurs through vision, but the hearing does not lag behind it in importance. It follows that the work of a sound engineer, sound engineer and all other people associated with sound recording is very valuable, because the sounds of shots are quite important for creating reliability and realism part of the game. In the gameplay of the shooter, such shots are constantly used.

One of the simple ways to get the desired sound is to find it in the sound library. In such storage facilities, the sounds of everything in a row are collected, starting from the crunch of broken cucumbers and ending with a roar of the male ivorypotama during the annual ears cleaning season. Of course, in free libraries you will not hear such exotic sounds, but in paid ones – it may well be. But there comes a time when standard elements are not enough to implement a particular idea, and then, if there is time and means, the developers are sent to the sound recording.

The Recordist Sound Library was used to create such famous shooters as Call of Duty: Advanced Warfare, Battlefield 4, Duke Nukem Forever.

In Western terminology there is a term Foli (Foley), meaning the process of living sound effects that will be added to the post-production period to improve sound quality for films, television, as well as for radio and video games. The term is also applicable to determine special sound recording studios where this voice acting passes.

Tells the member of the developer team https://genierichescasino.co.uk/ Red Dead Redemption Jeffrey Whither (Jeffrey Whitcher):

“When it comes to weapons, you should always guarantee players the best sound. As foli effects, we recorded a lot of manipulations with real weapons-snatching from a holster, reloading, shots, etc.D. However, the players would never like the literal approach to choosing weapons timbres. When the player takes up the weapon, he wants to feel the energy in the shot. Therefore, the sound of weapons in the game consists not only of one sound effect;This is always the connection of several multi -layer elements “.

Company East Games To record the sounds of weapons in your game Survarium Rented two landfills. The first was used to record the sound of weapons in the room, and the second in open spaces. Sound recording was made at various distances so that the player could determine the distance to the source of the shot and, starting from this, think through his actions. As mentioned above, the sound of a weapon is not a single sound, so the developers used various microphones: the bass, an echo from the shot, the sound of the shutter, the power of the muzzle brake (compensator designer designed to reduce the removal of the trunk) were separately written). All this was done in order to create a believable and atmospheric “voice” of weapons.

To create an atmosphere of the apocalypse in the Survarium game, the developers shot at the upset piano, beat and chopped them. And in the end – burned!

After recording, the sounds were processed in a special system, and as a result, each individual shot consisted of seven simultaneously playing layers, each of which included thirty separate sounds. This led to the fact that the chance to hear in the game two identical sounds in a row was minimized.

There are many definitions of the term interface, but inherently they come down to the following:
Interface – mechanism for the interaction of two systems. In our case – games and player.

The sounds of weapons are important not only for the formation of the player of faith in what is happening;They are also used as an interface, allow the player to receive various kinds of information about what is happening around him with their help. For example, with the help of sounds, the weapon can tell you that the cartridges have ended, some part has broken, warn about the imminent overheating. Correct work with the distance, volume and, let’s say, by the individuality of shots for different types of weapons allows you to determine the location of the shooter, the type of his weapon and evaluate the danger that the meeting with him carries.

Fundamental mechanics

How playing mechanics affects the feeling of shooting? First of all, even the most minimalistic rifle mechanics gives the player the opportunity to move the object “bullet” to the “target” object without moving the “shooter” object. In other words, it is the mechanic who creates the basis of game shooting. Drawing ideas from our real world, rifle mechanics are trying to match it more (limited ammunition, reloading, a sight from the shoulder, a blow to the butt, hide and seek behind shelters), becoming more diverse both in terms of possible actions and in terms of the number of options (methods of movement and types of cartridges, a change of weapons). Thanks to this, the game shooting, like the movements of the hero, become more understandable to the player (for they are familiar to him), and the variability of the gameplay appears. At this moment, one mechanics ends and the other begins.

Playing with rifle parameters, the developer can turn a drive shooter into a harsh survival with one wave of a hand, reducing, for example, the maximum number of cartridges in the hero’s inventory, the speed of reloading his weapons and, say, only a weak pistol. A storm of sensations from shooting depends on the rather simple manipulation with the characteristics. Just three cartridges in the clip were a mere trifle, and now they have become the last means for existence. Whether the shooting itself changed? No. You still move the mouse, press the buttons, look at the same animation, listen to the same sounds, but the significance of these things has increased significantly.

If you rephrase a bit, then in the first part of our “mechanical” thoughts we talked about pure mechanics, and in the second we started a conversation about the superstructure over the basic rules of shooting. Both parts are important, but one is important for obtaining shooting itself, and the other for transmitting sensations.

In the apple!

Do we need a gamepad without a console? Book without words and pictures? Game without gameplay? Shooting without a target? It seems to me – no. A gamepad without a console becomes either a trash or an element of decor;A book without words and pictures is useless in essence;The game without gameplay turns into cinema;And shooting without target loses its meaning. I think you already understood where I am getting. Now we will talk about the objects on which fire is conducted. In this conversation, we will not be interested in all aspects of game opponents. We will dwell only on those things that play a role in forming a feeling of shooting.

In Darkwatch skeletons, it was possible to shoot hands. Having lost the attacking limbs, bone walkers died from hopelessness.

Let’s remember the first F.E.A.P.. The player clearly showed the player that the enemy’s injuries were brought precisely by the specific actions of the player. Когда он простреливал оперативнику руку, она теряла дееспособность. If you released a charge of buckshot in the stomach, then the armed ill -wisher took shape in half. When he got into the leg, the enemy, as if knit, fell to the floor or began to jump on a healthy leg, continuing to shoot back. And, of course, we must not forget about the great and mighty headshot, which, due to the features of the structure of the majority of the creatures around us, is one of the most effective ways to send a living (and not very) creature to the other world.

If such a system of active pain points in F.E.A.P. had an entertaining character rather, then in several games of the series Resident Evil (4th, 5th, 6th parts) her tactical role was more tangible. To a greater extent, such an interaction with the enemy carried the goal of stunning it, to make it incompetent for a while, in order to deliver one powerful hand -to -hand blow or their combination at this moment. Also, the player could bring down the weapon thrown into it, knock it out of the hands of enemies, and in the case of dynamite – to blow up a dangerous toy right in the hands of ill -wishers. The use of this system allowed to solidly save cartridges, made a large share of diversity in the game mechanics and made it possible to “play” with its victim.

But there are also reverse examples. In recent Wolfenstein: The New Order A huge robot got up on the way of the brave soldier Blazhkovich. This walking tin can withstand strokes with stability appropriate for such an steady mechanism. Neither bullets, nor grenades, nor energy charges could squeeze out a single disapproving sound out of its rusty throat. What is the sound there! On the protective shell of an armored soldier, even one scratch did not appear for the whole battle! I’m not talking about the absence of animization of hits. Zero reaction puts in a stupor – you do not understand whether you are doing the right thing when shooting it. Maybe he needs to be beaten with a secret weapon? Perhaps somewhere there is a vulnerable place on it? What if this tin does not need to be killed at all, but you just need to slip past her? No, gentlemen, you just need to shoot for a long time and stubbornly in the hope that you are doing everything right.

To divide opponents in the Dead Space series was a vital activity. Shots to the case almost did not bring the desired effect.

By clicking on the trigger, we expect not only the fact that the gun in our hands will make a thunderous sound and will release the N-TOURS of bullets into the light, but also that some share of these same bullets will fall into the target, and the goal, outraged by such an impudent crossing of the boundaries of its personal space, will react. Its reaction can be quite diverse, starting from a decrease in a strip of health to a plausible separation of parts of the body, but it is very desirable that such a reaction is. In addition to obtaining a fairly important information about the physical condition of the enemy (that is, about the possibility of revenging on us in a particularly cruel amount), such visualization allows the player to see the results of his actions. In some cases, this can show the enemy a more lively, vulnerable creature, causing, for example, empathy, sympathy in the player;In others, he will shoot opponents with a more diverse occupation, bring some tactical elements to it;thirdly – will give more pleasure from seeing the results of his actions.

Cannons of avid gamers

What has always been in the cool guys in games? Brutal look, fast car or motorcycle, cool girl and, of course, a steep gun. And if Gamer doubts his brutality, he does not have enough money for a cool car, he only dreams of a girl, then how his good developers can please him so that he can be at least a little like that cool guy from Telik? Well, of course, a gun! He would also not refuse a car, girl and a pinch of gaze, but a little good.

Seeburg Ray-O-Lite is the first rifle slot machine.

Why are such manipulators needed? If we talk about arcade machines, on which they first appeared, then one of the reasons is visibility in circulation. We all at least with one eye saw how they shoot from a gun, therefore, going up in some cinema to the “duck hunt”, we will quickly understand how to play it. And for the slot machine, which we may see for the first time, the small threshold of entry is very important. The second reason applies both to slot machines and video games-rapprochement with the game. “Maximum immersion in the game!” – it seems that they say in commercials. To some extent, this really works. Body position, return from the shot, reloading, pressing the trigger – all this allows the player to move like a character behind a monitor.

To recharge the PlayStation Sharpshooter, you need to either twit the shutter in the front of the weapon or press the button located on the lower part of the front handle.

But this acts only to a certain degree. Take, for example, reloading from PlayStation Sharpshooter. When you hit the button on the bottom of the handle, as if driving a new clip to the store, the character on the screen does not do the same. There may be much more movements in his animation than, sorry, you have. And the duration of this animation can be much larger. Because of this, at least I have a dissonance that again puts the wall between the player and his avatar, returning us from the concept of embodiment to the concept of management.

The very “sensations on the fingertips”

Most gaming works try to convey to the viewer the condition in which the screen hero is now, to make a player and character as a whole or at least strive for such unity. But a person in front of the monitor sits in a warm and cozy room on a soft and comfortable sofa, and the screen character makes things very far from such calm and comfort. The question is how to convey a sufficient share of the hero’s sensations to the player?

Of course, you can use all these things. But you need it?

Partially this task can take control. It is clear that its main idea is the transfer of our teams to the character, but through the hero’s reaction to these commands a rather good layer of sensations can be formed. For example, picking up a large gun in his hands, the screen fighter begins to move languidly, not respond to the jump button, slowly aim, etc.p. Thanks to a similar reaction of the character, it becomes difficult for the player to play the same way as the hero at that moment is hard to shoot. You can also recall such a game trick, quite popular earlier (now rarely caught my eye), as a sharp change in direction. A second ago, your hero easily and at ease trampled the gaming landscapes, but, for example, after the bite of the snake, his mind was illuminated by clouding, and his legs began to fail. As a result, we have two coordination disorders: one in front of the screen, the other – for.

In addition to the character himself, the weapon itself can also react to the player’s teams. Suppose the mouse-trigger shooter of the sofa troops clamped the gashter and hopes that all the bullets will fly to the target. And it will be very disappointed when it is encountered with dedication and scatter. The barrel of the gun will fly into the sky, the bullets will scatter who and only their small share will hit the target. Why is this done? Firstly, the return and scatter brings additional difficulties to handling weapons, which makes the player be more attention to his actions. Secondly, these elements are the distinctive features of each weapon, allowing the player to get used to a certain type of weapons. Thirdly, this is another of those things that the games borrowed from our reality.

Quite often in shooters there is such a gameplay element as a mechanical sight. When using it, the gun is, as it were, is brought to the character’s eyes, so that the player can use the fly or aiming the weapon himself. In this shooting mode, recoil and scatter usually decrease, and the feeling that we look at the game world with the eyes of the character are intensified. Also, the sound of a weapon can change: it can become more clear and loud, emphasizing the proximity of the firearms.

In Call of Juarez Gunslinger, the shaking of the camera varies when firing from the thigh and in aiming mode.

But here you have an example of a rather interesting approach to management. IN Call of Juarez: Bound in Blood When playing for Thomas, there were moments, so to speak, with atmospheric management. The action of the game took place in the second half of the 19th century in the Wild West, and Thomas, like any cool man of that time, was able to famously treat the revolver. When a special firing mode is turned on, a small change in the usual shooting control took place: holding the right trigger, the player had to quickly move the right stick down, imitating the trigger of the trigger of the real revolver. Agree, interesting and authentic implementation.

Do not forget about a thing created specifically for a tactile conversation with the game. In 1997, Nintendo embodied the idea of ​​vibration giving in a removable device called Rumbler Pak. The idea was developed from Sony in Dual ANALOG, and then in Dual Shock, and now it is used almost everywhere. Thanks to the vibration giving ways, gamers playing shooters could feel the power of the shot of their weapons and the blows inflicted by the character by bullets of the opponents (we are still talking about the feeling of shooting, you have not forgotten?).

3rd Space vest allows you to feel game damage on your own skin.

However, due to the abundance of shots in the shooters to constant vibration, it seems to me, you get used to quite quickly and the sensations of shooting are greatly smoothed out. I think that such implementation should be approached more gently and carefully, filigree using it only in certain elements of the game. For example, c Metal Gear Solid 3: Snake Eater The gamepad began to vibrate sharply when your character was discovered, forcing the player to experience a strong shock. Due to not too abundant shooting in The Evil Within Feedback acted well on the nerves of the players. She also helped when opening locks in Thief 4 And The Order 1886, Slowing the vibration of the gamepad, when the master key got into the right position.

Speaking of vibration, I want to mention such an unusual thing as Gametrix Jetseat. It is a special cape for a chair with six built -in vibromotors. Thanks to them, the player can feel the direction of the impact, the operation of the machine engine at various speeds, collisions for obstacles, etc.p. Such elements allow not only to plunge into the game more strongly, but also to receive a larger amount of information about what is happening on the screen.

Read more about Gametrix Jetseat You can read here and see here.

The end

Dear reader, reaching these lines, you have not yet turned into a dry old man with weak eyes and gray remnants of hair on the head? And since my stupid hope usually kills everyone and lives to the final credits, I will try to draw a short conclusion about the work done.

The feeling of shooting consists of many elements, each of which contains several more smaller, but no less significant details. With the help of appearance, the artist supports the atmosphere and conveys the mood, shows the features of weapons and indicates the possibilities of its use. Animation gives life both the “bloodletting machine” itself and the hero who directs this “machine”. It allows you to feel the reaction of objects of the game world to the player’s actions.

Sound, in turn, also contributes to immersion, characterizes the distinctive details of the weapon and serves as an additional interface that allows you to better interact with the game.

Shooting mechanics is that gives rise to shooting itself. Without it, there would be no shooting and at all. In addition, she establishes the rules by which shooting will be carried out.

Management is a way to transfer the player’s desires a hero, but can also serve for a response. Slow movement, inversion of direction, vibration giving and much more perfectly suitable for the gamer could feel the game “on the tips of the fingers”.

Lastly, it is worth remembering that gamepads may have a different look in order to even more immerse the player into what is happening on the screen.

Afterword

Before starting work on the article, I did not know anything about the concept of “feeling of shooting”, did not think about the influence of sound and mechanics on it and did not understand the words of journalists about this sensation. I had no idea how the reviewers evaluate this game parameter, what criteria are taken as the basis and how they work with them. Alien head, really, is a dark forest. Now, ending the spelling of this text, I can say with a greater degree of confidence that I still don’t understand how the assessment algorithm for some people works. But at the same time, highlighting the elements, in my opinion, forming this sensation, I managed to find my criteria to assess the feeling of shooting in shooters. I hope that all these thoughts described have left a pleasant aftertaste.

I want to thank my mother-papa, aunt-woman, as well as a cat Tamaru, who woke me up at night. Hmm … I think I forgot someone. Ah, yes! I express thanks to these Internet accounts Anu8is, Alamonall, Andrey Rudny, Helcril (there is no dude to SG, which does not cancel his contribution).

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Cyberpunk 2077 – … disappointment!

Why do we even play games? The answer to this question lies on the surface, however, in order to understand it, to fully realize, we will have to drop a little deeper and affect those layers in which creativity began to form.

Without a doubt, professional creativity began at the moment when people decided to put the first theatrical performance. But even before that, to invent various stories filled with incredible exploits, those who told them was common. Subsequently, these stories, in which there was little from the truth, turned into fairy tales, epics or sagas. They, significantly transforming, enterprising people, turned them into theatrical productions.

I understand that I jumped too sharply from the stories transmitted from generation to generation to professional theatrical productions, but now we are not the evolution of creativity is interesting, but why it is popular, in fact, to this day.

What so much makes us, inseparably, with trepidation in the soul, follow what is happening on stage? Special effects? Vryatli, because, at the dawn of creativity, there were no incredible visualizations. It could be one person in general, standing in the middle of an empty scene, reading some kind of monoscope by heart. Acting skills-someone else will say. But there is also a miss, because the story could be recorded on paper, which means that with a wipe there, to put it mildly, it will not be very. In fact, with what intonation you read, with such an author or hero of history and will be presented to you.

So what all the same makes https://bingobongacasino.co.uk/ us be so enthusiastic, the process, in the story of what is happening? The answer, in idiotic, is simple-this is the very “History”. Yes, of course, a movie with beautiful graphics and natural makeup or a circus performance with dizzying tricks makes you look with bated breath, but … Remember, if you forgot, remember, in good productions, it does not last a film or performance, a dynamic effect does not last long. Its goal is only in one, give a sharp surge of emotions, swing up the swing up and that’s it, no more.

Try watching a movie in which only the action on the screen, and you will notice how boring it will become, literally in a few minutes. You get tired, all this is flickering and you will want to yawn. And here you say – but the opposite is identical that if we are shown only by everyday life, then it will also be boring. And I can’t disagree with you.

The secret, in fact, is that history should be a salad of events. Some kind of pieces are rude and unexpressed, other beautiful and elegant, others with acute peppercorn, sharply burning, but quickly passing. A salad of one product is good only when it eats quickly. In other cases, no matter how you love apples, there are only them, without a break, you can’t work for a long time.

It’s time to return to Cyberpunk 2077. It was not for nothing that I started a conversation about salads, because Cyberpank, like a genre, was quite old and managed to form a large set of stamps. The neoar atmosphere of the corporate future, mired in a fierce bureaucracy, voluntary slavery, in a world where human life does not mean anything. Moreover, not all in this world are still. Here we go along the street and the sun shines and it seems that everything is not so bad, but it is worth wrapping in the nearest lane … I think you know without me what we will see there.

The world in Cyberpunk 2077 is diverse, all the elements of the genre were chopped, and falling asleep into a large basin, diligently mixed. But something is missing, hmm ..? Refueling, exactly what kind of salad is if there is no refueling in it. But here it is important to understand that refueling is not the main character, although it is important, but he is only one of the elements, no more. The role of refueling is played by the player himself. It is he who decides how intensively it is worth kneading himself to the ingredients, and whether it is worth. And after that, having determined how exactly the dish should be eaten, again, the player begins to a meal. And here, it is also worth approaching with fiction. Whether to use a spoon or plug, or maybe hands? And you can generally take the instrument in each hand and plunged into the dish, do not stop until it ends.

What am I leading to, as a result? Yes, everything is to the fact that emotions are important to us. After all, the essence of art, creativity, only to overtake us at the end, a pleasant disappointment that the story has ended. When you are 96 hours, you decide the fate of the protagonist and other characters, if you want it or not, you get used to him and you get sad, in the final of the story, from the fact that the decisions made have led to this end and that it is no longer possible to fix it.

I will not spoil, for those who can come in and read it, I will only say that if a story that has seen anywhere, makes you watch the credits to the end, resting with a look at one point. Frantically sorting through all past events in the head, looking for the option in which everything could end differently. And from the pain, the experienced drama, brings cheekbones. So this is a good story, despite the fact that sad.

Cyberpunk 2077 can be scolded for a lot, but its ability to immerse you in your world so much that you perceive a perfect choice, and all mistakes, like your own. Let you live this short time inside yourself, having survived the entire set of emotions … Only for this, it is worth going through the whole story from the beginning to the final credits, not leaving a piece of not eaten. To at the end, to feel a pleasant disappointment in a stingy tear rolled down his cheek.

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Assassins of the Wild West. Review Damnation (2009)

Damnation offers us to plunge into the alternative history of the Civil War in the United States of the 19th century, where, as a result of the protracted nature of the war, the authorities were taken into the industrialist Lord Prescott with the same name by the Corporation PressCott Standard Industries (p.WITH.AND.). Purecott’s motive is banal – I want more power, but it is not specified and does not open until the end of the game. The path to power lies through classical propaganda, serum of fearlessness and humanoid robots. A group of several people – the leader of the group, Professor Winclow, is taken to confront this;Protagonist Hamilton Rurk, who is looking for a missing wife;A girl of Indian origin Yakiken, Mexian Ramon Zagato and, later, the daughter of the professor – Jack. Periodically in the frame appears a seer – brother Yakiken, whose role to appear at the right moment of the game.

What is in your hand for the subject?

Eh … ladies’ funny gun.

The authors of the game suggested that steampunk would look good within the framework of this concept. Indeed, in words everything is very good. Earth devastated by the war, lifeless steam machines and tasteless structures, soldiers embittered by serum and wild residents wild for the same reason. The population and its growth have been greatly reduced lately, the only employer has remained industrial p.WITH.AND., Winsing the brains with propaganda, and there was absolutely no strength or resources left for a massive and organized uprising. The micro-resistance controlled by classic revolvers and automatic rifles, a shotgun, a sniper rifle, a bolotrel, a kind of grenade launcher, a slaughter column and mines. You can also choose a hand grenade launcher that falls out after the murder of robots, but this is an extremely rare pleasure, since these same robots meet in the game a couple of times.

Gameplay involves dynamic battles at relatively short distances, since the accuracy of shooting at the machine gun and revolver is extremely small, most of the cartridges at distances above average flies into milk. At large distances, enemies do not react at all to the actions of the protagonist, continuing to stand in a pillar even when hit. And if there is a sniper rifle, then clicking the blanks does not cause any problems. Close to all exactly and vice versa. Opponents change positions, hide from shots behind the walls, perform acrobatic sketches, deftly jumping from the roof to the roof. At first, this makes you actively move, change your position and use the analogue of the “spider flask” to reveal the location of the enemy. Unfortunately, you quickly come to understanding the logic of the body movements of enemies and calmly cut everyone without problems until the very end of the game.

I didn’t feel a serious impact from weapons here. The shooting is flat and only in a sniper rifle is felt due to a deep sound and strong return. Enemies after the murder either fall with blanks or freeze in ridiculous poses, which is extremely unforgivable for 2009. But they shoot accurately and kill quickly, if you run into the stupid and shoot. Enemy hits on high complexity do it very painfully and you can die from a pair of shots from a shotgun or an automatic line. When the minimum health threshold is reached, the screen discolus, sounds from the outside are clogged with a strong heartbeat. This approach seemed interesting to me and fresh. In other games, the screen is abundantly filled with blood and/or begins to pulsate, which cuts the eye a little. There are no shelters in the manner of GEARS of WAR, although the environment hints at this – small concrete fences, barrels, boxes, many small buildings and large windows. Perhaps they decided to refuse in advance in favor of other aspects of the game.

If I lived in such finalcountdowncasino.uk a place, then some kind of creature would also have gobbled up, unless of course I had before I seized down from hopelessness and dullness of what was happening.

In the jumps, he took out the moon with his hand

One of the main mechanics of the game is acrobatic sketches performed by heroes when moving on the map. Each level is a multi -level structure, according to which we must pass to achieve the goal, which demonstrates a smooth flight of the camera before the start of the episode. We jump over the abysses, start from the walls in the jump to catch on the beam on the other wall, pull ourselves on these beams, walk along the edge, hang on the ropes, climb the stairs, and knock out the windows with our carcass in the jump in the jump. And all this happens, well, very slowly, extremely irrelevant and hard. Of course, it was stupid to expect the same ease and speed as in Prince of Persia or Assassins Creed, because we are in the Wild West, and the hero’s appearance corresponds to the cowboys of that time, and the guns behind our backs weigh a lot. But if you go from the nasty, then the heroes are too briskly jumping with such uniforms. Probably, in that reality, everyone takes up acrobatics courses with weapons behind their backs, otherwise death.

Let’s look at the typical displacement scenario by level. Here we are in a destroyed building, where there is no staircase-we pull ourselves behind a beam and jump to the other side. From there we cling to the rope, possibly linen, and overcome the abyss. And then the destroyed bridge. Not a question. We scatter and jump, clinging to the edge. And so we are met by several ugly multi -storey buildings in a row built on small ledges, without a hint of cranes or communications systems there with both the outside world and between the buildings themselves. But there are whole kilometers of stairs and stretched ropes. Who built all this, and most importantly why? What people did there and how they got to work? And the further we are moving around the game, the more such questions arise. The designers of the levels do not explain this in any way and do not argue. There are no hooks or stories told through the environment, there are no notes or stories of residents, exactly, like the inhabitants themselves. You will not learn anything about this alternative reality except what the creators of the game will tell you. It turns out that the parkour has grown from scratch. Instead, it would be possible to make a Steampankovsky cloth that produces a hook cat or boots with a mechanism that allows you to jump high and overcome long distances. In my opinion, this would look more impressive, and would support the dynamics of the game. And in the current form it quickly bothers and does not create any new situations to the final credits.

Before the start of each level, a drunken camera makes a complete flight around so that we definitely do not get lost, but for sure we have earned dizziness.

Each new level is similar to the previous one like a twin brother who filled a couple of tattoos and a hairstyle changed. Moving options from point to point usually two, no more. Sometimes you can get lost in four walls, and sometimes everything runs up as fast as if you miss most of the location. Fortunately, you will not regret it.

At each level, I tried to imagine how I entered and go out how my pedestrian route should take place in this zone.

My motorcycle was angry under me

The third unique game mechanics are a motorcycle that is able to easily call on the walls, changing its position in space. And again, a wonderful gameplay is drawn in the imagination, where we fall at high speed, enemies, traps are everywhere, everything explodes, and the brutal soldiers or residents are overtaken from us on similar motorcycles, or even on steam tanks. Some crazy max. In fact, we go most of the time in proud loneliness, except for the partner behind his back, who occasionally tries to get at least someone in this, sorry for the pun, desert. There is nothing happens around at the same time, not counting the last race (again inappropriate pun), where lazy explosions occur, which can be ignored and the same lazily shooting enemies. The change of position in space is also not clear why it is done. The locations are long tunnels in the shape of an intestine, and the paths for travel are clearly marked with traces of tires, so no freedom. Even spectacularly jump from the motorcycle in the gta manner and knock them down a couple of adversaries will not let them. It’s a shame.

A partner is trying to aim, but everything is in vain, since the speed is too high to shoot someone at all.

Two friends went home

In a single campaign, you will never feel lonely, as a partner is always somewhere nearby. Yes, and where is he, by the way? Okay, somehow he will get. And this is the next drawback of the game. A partner is easy to lose sight of almost at the very beginning of the level, and then jerk abruptly, meeting him behind one of the corners. On the other hand, he (or she) often takes attention to themselves and roll off enemies well. At the same time, if the partner was wounded, then he will wait endlessly while you resurrect him. This is done by pressing one button from any distance due to a special ability that allows you to reveal the location of enemies. By the way, you cannot move in the “trance” mode, but it is a pity. This would give additional space for maneuver or the opportunity to run around the enemy behind the back, which, however, is also impossible. Stlass is not provided here, as well as quick murders. Do not sneaking, but if you are noticed, then everything is at once. So we live.

Between the shootings, the protagonist often throws up a couple of phrases with partners, mostly banal and necessary only to promote the plot. “Look, he poisoned all the water in the city” or “What a large … factory”. The character of the heroes does not reveal this, and does not need. Everyone has their own open goals. One main thing is to stop the Lord Prescott and one personal. Rurk’s protagonist wants to find his wife, Yakiken subsequently-to find a brother, the doctor-to find a daughter, and then she is a father, and Zagato-to protect the city of Terra-Verte and its inhabitants.

Conclusions

On the one hand, the game has a lot of a mechanic, and on the other, their poor implementation makes gameplay gray and monotonous. Unsuccessed potential is felt at every level. Here are the ruins of the city after hostilities, but they are felt as if these actions took place 50 years ago. There are no fallen warriors, there are no characteristic consequences. But the factory on which the flames should play, the anvils and numerous mechanisms are ringing, where simple hard workers work without fingering the spin, preparing for production an unclean number of combat robots. There are metal structures here, but they are lifeless, as if all the workers have gone at once for lunch.

I did not mention the graphics with a separate item, since everything can be seen from the screenshots. The classic UE3 without additional superstructures demonstrates the average picture and suffers from the same sores as other mid -budget games – Peresvets and an incomprehensible haze, from which you constantly want to wipe the monitor. The only thing that is done is well – textures. They are clear here in fact everywhere. Models of characters and weapons look nice, but do not do the weather against the general background. With sound the same trouble. It is and sounds, but catastrophically lacks good dynamic, suppurate music that would smooth out the corners.

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Alternative consciousness: Search for deep meanings.

We go to the literature of Tyutchev and Fet, searches in verses of deep meaning and philosophy are delivered incredibly. Although to be more precise – so far we are only passing Tyutchev, but I think Fet will also burn with napalm. Poems Soul Complete shit. I think that the verses of the aforementioned authors can serve as an excellent alternative to “Twilight” for screeching girls with a slightly large IQ.

Nature is the Sphinx. And so she is a faithful lawsuit destroys a person, which, maybe, has no time for the age of century and had no time for her.

After all, we know that the Egyptian pyramids were built by aliens. This is indicated by many facts that I am not going to disassemble. They say everyone now-they say, these slaves built them and the pharaohs without any external sources of assistance cost. Okay, I moved away from the topic.

Of course, the pyramids were built by aliens. Most rouge-casino.co.uk likely flew from Mars, because Mars is all covered with deserts. Therefore, the aliens decided to leave the memory of themselves in their own homeland – in the desert. Straight aid. And so that there are no questions why they built a pyramid – it is clear to everyone that this is a phallic symbol of their development and superiority, the Martians were set by the Sphinx. He, as it were, symbolized all the questions that the pyramids will be taxed.

As for nature – nature is a common principle of both earthlings and Martians. It is clear to everyone that we developed only thanks to the Martians. They created fertile conditions near the pyramids so that people live better. It is also worth noting that nature was most likely closely connected with the pyramids, because nature does not stand still – it develops, and its content is constantly multiplying. Yes! This is again a phallic symbol of the pyramids! You haven’t understood yet?! – This is on the surface!

But let’s go further. Here we have nature that destroys a person if you ask questions. And this is absolutely true – why ask questions if the answer is obvious: it is not. If a person tries to find meaning in nature, different from nothing, then he will be doomed to waste his strength, instead of developing and multiplying. Everything is simple – the main thing is to multiply. And the Sphinx only complements the picture – it is an eternal question “And what’s the meaning?”, The answer to which are the pyramids, which in turn indicate the phallic symbol of the superiority of nature over all living things!

Man is just a part of nature endowed with the mind. But this mind is created not to search for the meaning of life, but just for life. Everything is simple.

Tyutchev in his poem wanted to say only this, and nothing else. After all, all facts confirm my case.

Pseudo-comments

“Pyramid. Nature. P … p … n*zod! In fact, this verse is that we all end. And he will come sooner or later, but he will come to everyone.”” Okay, and the great Chinese wall then means, also a phallic symbol?!”” And if we assume that the pyramids indicate the beak? And if this is the beak, then this is of course the beak of the chicken that breaks the path through the shell of the eggs into the world. It turns out that the Sphinx is an answer to this eternal philosophical question. He denotes a question. And in general it turns out that in addition, the essence of nature in the struggle. In the struggle for life.”” Author, and you are sure that the pyramids are precisely the phallic symbol? It may well be that the pyramids are a female nursing symbol! And where is your concept? You are wrong!”” I correctly realized that the pyramids are a symbol of nature? After all, if so, then the pyramids erected on Earth prove the commonality of the origin of us and Martian. That is, they are a monument to the one thanks to which we all appeared. And it was the Martians, as more developed, who brought her a gift. But the gift cannot be given just like that, it must be irrigated with blood. Hence the fact that many slaves died when the pyramids were built. They were just sacrificed to nature to accept the gift.”” And it seems to me that this is all a groan, and sometimes pyramids, these are just pyramids.”
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IWD: IWD 2025 campaign theme is ‘Accelerate Action’

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You’ll be saying your boy puppy’s name a lot over time, as a quick attention grabber or just as part of their overall training and socialization. As we all try our best to make more eco-friendly decisions, some parents are looking for names inspired by nature and the environment for their new arrival, and it’s unsurprising after reading some of these names. Nameberry’s Week-by-Week Pregnancy Guide has you covered, from TTC to the fourth trimester (wait, there’s a fourth trimester?). We look at everything from medical signposts to useful gear to, yep, baby names. Other new entries into the top 100 in England and Wales included Hazel, Lilah, Nevaeh and Raya for girls, and Jax, Enzo and Bodhi for boys. In addition to this list, you can search the entire SSA database for over 100 years’ worth of baby name data, from 1879 forward, on your search for the best name for your little one.

But there are thousands of uncommon baby names worth exploring too, unique baby boy names that illuminate how special a sure-to-be-prodigious offspring will be. And while parents may agree that they want a unique baby boy name, that can mean very different things to different people. With so many options, how do you choose a name that he will carry proudly throughout his life? Thankfully, the Social Security Administration (SSA) has released the latest data on baby boy names for 2024. This data provides valuable insights into trends, popular names, and emerging favorites, helping parents make informed decisions.

Each name carries a unique story, from fierce Viking legacies to elegant French roots. Whether you prefer timeless classics or adventurous options, there’s something for every parent’s taste. English names have a universal appeal, making them beloved choices worldwide. Selecting the perfect name for your little prince is a journey of love and anticipation, and these English names will help you make the right decision.

Choosing a family name for your baby is still a common tradition, but there are multiple ways to go about it. In some families, the child (usually the firstborn) has the exact same name as the father, with the addition of a “Jr.” (meaning junior) suffix at the end. If this extends beyond the original father and son, you typically use Roman numerals (II, III, IV, V, etc.) to depict this designation. Jenny Studenroth Gerson is an Atlanta-based lifestyle journalist and novelist (Let Me Let You Go, 2020). Her work can be seen in publications including HuffPost, Cosmo, and WSJ, among many others.

Every year, the SSA compiles their list of the top baby names for boys and girls using data from U.S. The most recent data available is for 2023, which the list above references. Fortunately, there are plenty of resources to help you choose the perfect name for your son. And believe it or not, the Social Security Administration (SSA) is a great place to start. Every year, the SSA rounds up the 1,000 most popular baby girl and boy names.

Speaking of combining and remixing names, a lot of names on the list of fast-climbers are really alternate spellings of more popular names. Chosen is on there, as it was last year, but the creatively spelled Chozen is higher. There’s also Eiden (alternative to Aiden), Matheo (Mateo) and Dereck (Derrick). These are the cool names of the guys who are good-looking but not pretty, tough but also tender, bad boys but in the best possible way. If this is your prime criteria for a name, forget name style (though many of these are stylish) and focus on names that convey the cool guy image.

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