tag:blogger.com,1999:blog-61348397514904939202024-03-13T09:03:00.803-07:00Life - GameGoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comBlogger320125tag:blogger.com,1999:blog-6134839751490493920.post-17533508872644661872012-02-04T13:25:00.000-08:002012-02-04T13:25:00.612-08:00Richard Garriot&#39;s Tabula Rasa<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Alexei Barsukov </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: PC GAMES № February 2008 </td><td align="right"><noindex> 07.02.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-00_thumbnail_w520.w500.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center1 first png"/></td></tr></table><a name='more'></a><br><br> From Richard Garriott (Richard Garriot), creator of the first major MMORPG Ultima Online, which has largely been critical to the genre, expect another grand creation. As a true master of artistic expression, Mr. Garriott's promises did not stint, and his new project Tabula Rasa confidently held the prize three most anticipated games on the site www.mmorpg.com. <br><br> Tabula Rasa claimed to be a hero - to inculcate the masses love to MMORPG. Games of this genre is traditionally characterized by a complex role-playing and combat system and a fairly high threshold of entry, and most importantly - they demanded too much free time. Tabula Rasa promised to be cheerful, unpretentious and unobtrusive fun for those who do not want to deal in hundreds of different options and skills to spend hours repeating the same battles, to seek the group, select the classes and work out complicated tactical schemes. Game for those who just want to shoot a merry company. <br><br> And here it is presented to the public. Revolution did not happen, people's love is not felt. Three half-empty American server, and one European. The apparent commercial failure. Perhaps the ideological victory? Let's see, with a closer in the "blank sheet" (that's Latin for Tabula Rasa). <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/43277/img/Tabula-Rasa-01_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-03_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Clone, you can change all the options available and even select a different name. Remains unchanged last name only. </td><td width="7"></td><td valign="top"> What a fantastic game can do without them? Giant robots rule the world! </td></table><br><br><h2> Per aspera ad astra / / Through thorns to the stars </h2> New content requires a new form. Complex but seductive science-fiction genre, which no longer produced viable MMO-game guarantee success. And although the fiction of Tabula Rasa is not scientific, but rather with a mystical bent, it allows the rest of the bored cliches and elves-dwarves, wizards, goblins, demons, orcs. The game has an amusing background and a coherent plot, which, as promised, will be developed further. The world of Tabula Rasa has turned out to be surprisingly solid and detailed. <br><br> The story began like this: once scientists discovered that the Earth is approaching a huge unidentified object. After a while he broke away from the objects of smaller size and with great speed headed for our planet. Thus began the invasion of Bain, a monstrous army of alien invaders, who for days have destroyed schitanye Earth's population. Trying to drag failed: earthlings could not cope with the invaders, whose technological development is much superior to the scientific potential of the people.The decisive argument in this war was a huge "ship", created out of the devastated planet rock, ruined Bain. It transported the infernal biological weapons: the nuclei of incurable diseases, the trillions of microbes harmful and dangerous creatures from all corners of the galaxy - and he inexorably approaching the Earth. <br><br> On this apocalyptic note, back a few millennia ago, at a time when mysterious race Eloh reached the highest point in its development. She managed to grasp the fundamentals of all known physical laws of our world. Relying on his knowledge, Eloh created Logos, through which were able to manipulate matter and energy, changing the world on their own. Apparently out of boredom venerable sages to travel across the galaxy: to sow reasonable, good and eternal. Many civilizations gladly welcomed visitors from far beautiful, and acquired Eloh deserving students. But as it turned out to distribute knowledge of right and left was short-sighted. At one of the planets Eloh encountered Thrax - creatures evil, insidious and clever enough to adopt the proposed food for thought, and then use the information obtained against the Eloh. The war began. Teachers went out of her victors, as they have more power. Yet Thrax won ideological victory - has eroded faith in the Eloh that all beings in the universe is initially good. <br><br> Further, the plot develops in the American favorite scenario of the rights and freedom. Because of the contradictions in the ranks of teachers split and they split into two parties - democratic and totalitarian. Adherents of the latter headed by a character that is an appropriate name Samael, I'm sure towards the bright ideals of a lower need to monitor, without thinking twice teamed up with the Thrax and moved on, conquering worlds and galaxies. Since then, they began to call the Bane - a scourge, curse, death. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-02_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/43277/img/Tabula-Rasa-04_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 last png"/></td></tr><td valign="top"> That's all she is: a great modelka, a stylish suit - a foot in the land falls ... </td><td width="7"></td><td valign="top"> Unfortunately, our enemies Thrax very monotonous. Their levels may become different, but the exterior remains unchanged. </td></table><br><br> I must say that the motivation of the negative character even recognized hits are not too convincing, but here she comes to the absurd. It does not save any analogy with the fallen angels) (the word itself is derived from the Eloh Elohim - This is one of God's names in Hebrew), or roll with the prehistory StarCraft, where the mysterious Kselnaga created the Protoss and Zerg, trying to instill their high ideals inferior races. By the way, studying the cultural context, can not but recall the story of the universe Warcraft, where a demonic army, headed by former chief protector of all living things, and one of the creators of the world, seeks to destroy all thinking life form. <br><br> Nevertheless Bane very effectively implement its controversial plans. Driven by a totalitarian ideology, Thrax get to Earth and, as always, are destroying civilization. Again, as always, to the end. It turns out, the democratic opposition for many years acted as a united front, and gave earthlings their technologies. With their help, people were able to leave Earth and move to other planets. There, they meet with other victims of the Bane. Refugees and fire victims have created a public organization AFS (Allied Free Sentients - Combined free sentient beings), which organized the march of dissenters against the evildoers. Based democratic forces for humanitarian achievements of civilization Eloh - Power of Logos.<br><br> In the game there through the story, supplied by a chain of quests and dungeons. That is, we will not only kill a certain number of enemies and solving puzzles. Most of these episodes resemble the spent back in the Dungeon and Dragons Online mechanics, which is applied with particular success by Turbine in its draft Lord of the Rings Online. Built by TR to learn from colleagues and use it to liven up a boring everyday ordinary soldiers of the Resistance. <br><br> Despite the sense of novelty (it brings sci-fi universe), Tabula Rasa unpretentious reshapes the old coat in a new way in other words, retelling the famous fantasy story. Just magic called the Logos, and demons - Bane. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_32"> Turn-based classification </td></tr></table> Choosing a class in Tabula Rasa takes place almost throughout the game. All start from scratch - without any special skills, recruit and basic parameters. At the fifth level, there is first a fork - soldier (soldier) and specialist (specialist). Next, the tree branches a few more times. At the next level soldiers to choose from and commandos ranger, thus determining where they choose to fight - on the first line or away. Rangers are traditionally more vulnerable, but inflict more damage. At the fourth level commandos offered to choose from grenadier (grenadier) and guardian (Guardian), that is to take the final decision who he wants to be: pure "tank" or is it just a steady first-line fighter. Ranger has to choose between sniper (sniper) and spy (spy). Sniper inflicts the greatest damage to one target at a great distance, and the spy can sneak into the camp of the enemy, becoming invisible, or disguised by Polymorph. The tree is divided into specialist sapper (combat engineer) - Jack of all trades, able to repair and breaking techniques, install and use sophisticated bombs and biotechnical (Biotechnology) - strengthens and weakens the enemies of friends, shows the beginnings lekarskih skills. Next, engineers propose to deepen the specialization or area of explosive devices and become demolitionist (Destroyer), or in working with technology and become the engineer (engineer). Engineer has the unique ability to create robots and protective shields of the details, which he produces on the battlefield, and trained exterminator to inflict enormous damage to multiple enemies at once. Biotechnology has become a doctor, a healer or a specialized exobiologist (exobiologists), capable of resurrecting enemies as a kind of zombie, and even to subordinate its will live opponents. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-05_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-12_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Sniper enemy at bay so close, of course, should not be. </td><td width="7"></td><td valign="top"> Our enemy is clearly devised something evil. </td></table><br><br><h2> Quo Vadis? / / Where are you going? </h2> The limitless expanse of space - an excellent opportunity to create countless additions.After starting the Tabula Rasa we offer to visit two planets - two large world, each of which is divided into two continents and several regions. We must pay tribute to the creators of the game: design the four main locations is significantly different, and not just the level of living of their enemies. <br><br> After emergency evacuation from the earth resistance heroes are on the planet Foreas. Later the action moves to the second planet - Arieki. Foreas is an exact copy of the subtropical regions of the Earth, Arieki - zone for more high-level characters, so it looks more dangerous: a wild desolate place with increased volcanic activity. In open areas of the ruthless winds laid a huge sand dunes and the dunes from the ashes. Arieki - prison planet, where representatives of highly developed (not without Eloh) race Bran exiled criminals. The villains were divided into two groups: extremely dangerous and those who have committed no serious crimes too. And if the inhabitants of the continent, Tord, home to less sinister villains, you can still find a common language, with hardened recidivists Ligo do it much more difficult. <br><br> Each planet will have to fight with the damned invaders and occupiers Bain. In addition, in each locality, there are special enemies. This is, first of all, representatives of an aggressive fauna and even flora as well as collaborators - Bain assistants from among the local population. <br><br> In addition to the enemies we certainly have friends and allies. Go to AFS joined many races and nationalities, such as the Aborigines of the planet Foreas - a wild people, reminiscent of African natives with blasters and belief in shamans and witches. Another group, living on this planet - kormantsy people who flew on Foreas from Earth in 70 years of XX century. Korman, a multimillionaire and explorer, was obsessed with alien technology. He and his group managed to steal a spaceship aliens from the U.S. government (we all know that a fleet of flying saucers stashed in various secluded corners) and get away from the reckoning, running the system auto navigation. The ship delivered kormantsev (as they were then called themselves) to the planet Foreas, where they remained, maintaining neutrality and not interfering in the conflict of AFS and Bane. <br><br> As planned by the creators of Tabula Rasa, players have to repeatedly make choices, in whose favor the act, anyone from the warring factions to give preference and ultimately how to define your path in line with the main story. This method, of course, not new. With such an attempt to realize the non-linearity in the MMO genre, we have encountered even in a city of nearly equal Shattrah World of Warcraft. Nevertheless - an amusing detail. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/43277/img/Tabula-Rasa-07_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/43277/img/Tabula-Rasa-08_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 last png"/></td></tr><td valign="top"> These mechanical insects a la HG Wells - one of the most dangerous opponents. Alone, they are not defeated. </td><td width="7"></td><td valign="top"> Shootout clearly end in favor of those who wisely hid in the woods. They receive significantly less damage than their opponents. </td></table><br><br><h2> Dramatis Personae / / Characters </h2> At one time the game industry seized the idea of a virtual theater - live stand-alone world, which exists by its own laws, and the player - just one, not necessarily central, the figure of this play. Poshumeli - and forgotten, stuffed a few bumps, but the developers of Tabula Rasa that idea sunk into the soul. According to their idea, the gaming world has to live by their own internal laws, and the player is not the only source of changes in the universe.In Tabula Rasa our enemies and our friends are constantly fighting, the front line moves and changes. We never know where the next time will land Bane, to meet with them can be in the most unexpected places - unlike other MMOs, where we have always known area of habitat enemies. <br><br> Opponents of the computer-controlled equipment can even capture cities allies, denying us access to the quests, NPC and the opportunity to repair and buy ammunition. At the beginning of the attack on the town everyone in the band of players called to help in the defense and to defend the town, along with Bravo NPC. If no one heeds the call, it is likely that AFS will lose the settlement, which of course will affect the players. <br><br> Richard Garriott decided to apply to the Tabula Rasa branded device: the game world are constantly in the special characters that are run by certain people. For example, in the game world you can meet Sarah Morrison, a girl-sniper (red-haired beauty that shows on all the posters and the covers). She participates in various special events, fighting monsters and politely answers questions. <br><br> On the one hand, it certainly adds a depth and reliability: always feel that you're on a battlefield where the situation can change every minute. On the other hand, the artificial intelligence of both our enemies and allies are so weak that their clash look ridiculous. In addition, any such (albeit beautiful) often prevents the idea of the game. Sometimes we long to cut circles on the terrain before you can detect the enemy in the required amount. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_60"> In the dictionary look? </td></tr></table> Logos in ancient Greek - "word". In philosophy and theology, the term, among others, indicates the root cause and the basis of being the Cosmos. In Tabula Rasa Logos is called the mysterious science Eloh, you can use to control and use the cosmic energy. It consists of a series of glyphs, which form a coherent system - something like an alphabet. Folding of these "letters" "words of power", a person gets access to new paranormal abilities. It is true that each glyph has its own meaning and "alphabet" is more like a phrase from the key words. <br><br> For example, to utilize skill Decay (expansion), causing some damage over time is necessary to examine the glyphs "damage" and "time". For skill Frighten (scare), forcing all enemies to panic at a certain distance, you need the "chaos", "Mind," "feeling." The more complicated the spell, the more value it contains. To revive teammate will have to learn the glyphs "life", "treat", "goal", "friend", that is to pronounce on the mysterious language of the Logos - to return the life of the friendly target. " <br><br> Force Logos are not available to all. It is assumed that there is a certain group of beings who are born with special skills - a kind of linguistic flair and can learn the basics of the Logos. But to grasp even the basics of the language Eloh, they have to spend a lot of effort: the glyphs are stored on special altars scattered throughout the galaxy, and they still have to find. Transmit knowledge of Logos be: up to the altar will reach himself. In game mechanics Logo recalls the magic of the Old Testament pattern elf-goblin, or rather the setting power of the Jedi. When using the spell consumes mana, which is called power.<br><br> Each character, regardless of class, can learn by the Logos, but the amount of the glyphs have to offer only certain developers of the scheme. Each class has severely limited the number of skills, but they can be used only if you know the keywords. That is, the ability to a character issue, but access to it is opened only after studying the special words. <br><br> What to do with those words, which for granted skills are not used, it is not clear. Perhaps, as the comprehension of the Logos will open additional skills, or vocabulary loses its meaning: the hero learned the great and powerful, but can apply only those few phrases in his mouth put game developers. <br><br> Judging from the thousands of cells for word in a special tab interface language Eloh was really rich. More than a hundred words and their corresponding glyphs can be explored on the official website of the game. Why do we need so many useless characters? For all available now in a game of skills needed on the strength of 20-30 words, and each class could manage a game and a dozen. How Ellochka-cannibal, honestly. I wonder what happened to spell out the words "hamite" and "Buddy"? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-09_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-10_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Certain of our friends and colleagues will look somewhat unexpected. </td><td width="7"></td><td valign="top"> Some variety in the camp of our enemies are making only the flora and fauna. </td></table><br><br><h2> Ex ungue leonem / / We see a bird in flight </h2> These are the scenery of this cosmic drama. We now turn to one of its heroes - the game character. Of the races are only available to gamers people. You can choose the gender of your character, customize its appearance, color, clothing, and regulate growth. <br><br> Our hero starts the game as an ordinary soldier of the Resistance. He has psychic powers and can read and use the energy of the Logos. Select a class at once at the start will not have, without exception, the characters begin with the rank of recruit and have the same set of parameters and skills. By the final choice of a class player summing gradually. He will have to overcome several key fork in the fifth, fifteenth and thirtieth levels, where to make a choice in favor of a particular class. Differences between classes are defined in the first place, accessible spells Logos, the ability to use certain weapons and armor. <br><br> The list of available character special moves is limited. While passing the class forks hero saves previous skills, to thirty levels, when to choose the path of development for the last time, the player will have access to no more than 8-10 different skills. If developers are not removed from the sleeve trump ace and did not allow players to make their own spells Logos of found words, the game turns monotonous. <br><br> Each of the available spells Logos can be improved, with increasing levels give us points, allowing it to do. But the glasses give a little, but the move to choose what to pump, not so simple. Also points to pump skills every time you want more. Specialized character will be a rarity, and these can be seen only at the last level. Interestingly, the same points are spent on improving spells, weapons and different types of armor and even crafting. Finally, after each new level we are facing a difficult choice.<br><br> It is true that the developers cared about the players, providing a rare for MMORPG system preservation. In Tabula Rasa character is always possible to "record" - that is, to create its clone. To do this, just need to go to the character selection menu and click on "clone." Initially, this feature is offered a choice of class and allows you at any time to change the decision and start playing "Burn" clone. Very convenient. Also clone can change the appearance and name, just the name that you choose at the beginning of the game remains unchanged. To clone a special currency to be collected by completing tasks, but the idea - great. To try new classes do not have to deal with the tedious leveling your character from scratch: just go to a game clone and make another choice in the class-fork. <br><br> In the game for a tick is crafting. In the TR, he is not particularly viable: pump it must be to the detriment of the character. Objects that are created with its help, almost no better than those that are sold at dealers and auctions between players because there is no, then the utility of crafting inevitably tends to zero. The only application - to create a special craft to clone and use it to improve weapons and equipment. <br><br> But given the underdevelopment of the domestic economy in the game the auction is not needed. Of course, this is a significant drawback, but is it worth to score the user's head fluctuation in the prices of some very rare and necessary resource, when he came here to shoot? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/43277/img/Tabula-Rasa-06_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-11_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Wonderful moonlit night. And the third point is not superfluous. After the tenth level in Tabula Rasa one has nothing to do virtually all the tasks are designed for a group of several people. </td><td width="7"></td><td valign="top"> For the portal - an instance, a special zone, made just for us and our party. </td></table><br><br><h2> Repetitia est mate studiorum / / Repetition - Practice makes perfect </h2> The combat system is still the doctrine of simplicity, which began in role-playing system. The interface is incredibly modest: the scale of health, energy, armor, the scale of experience and two windows for the skills and weapons. The latter applies the left mouse button, the ability to - right. Use the interactive <Control> called radial menu (familiar from Neverwinter Nights), with the help of which the following basic steps. Excellent solution to avoid overloading the player with unnecessary things in life. In general, this is not the usual MMORPG, where the interface is half of the screen and looks like an aircraft cockpit: an active skill - one active weapon - the same one, they are changed by pressing 1-8. At first glance, the combat system Tabula Rasa looks primitive. <br><br> However, at some point you start to get a grasp of the description of arms and wonder why "gun" rather than spell Logos are assigned to the most frequently used buttons 1-4? Unlike other games where we're not looking at replacing (and sometimes throw) one weapon to another with heavy losses, while there may need 3-4 different barrel for different combat situations. For example: a shotgun - for melee, gun - for shooting distant targets, a grenade launcher - to fight the large and armored enemies. And depending on the class will be useful for such amusing toys, like net-gun, which fires a net, holding the enemy at a distance, or a leech gun, allowing exhaust of the enemy life force, podlechivaya hero.It is also necessary to consider that some enemies of the increased resistance to certain types of damages, and their combat system in Tabula Rasa - big set. In addition to "fire" weapons in the repertoire of some classes may be "lightsabers" and even staffs, inherited in Tabula Rasa guardian - the local "tank". <br><br> In normal shooting, to which reduced much of the gameplay, there are also features. The game has a system of shelters that allow to reduce the damage taken, sometimes by nearly 75 percent. To the best shot, you can sit down - thanks to improve accuracy. Still possible and aim - for a while to wait before the attack, which will enhance shooting accuracy and damage. And given that leads to the goal arms have their own (avtopritselivaniya in the game there), the victory in the local battles almost 50 per cent is not determined by the parameters of role-playing character, and the reaction rate and the skill players. Unfortunately, the big battles on these subtleties to forget quickly, especially in groups, needed only to increase overall firepower. Neither of which tactics are not talking. Of course, physicians can treat, but also a specific need for this. And doctors - it is the only class that specialized in anything other than damage. It makes no sense to pay attention to the classes that make up the group. Important that all team members were able to quickly shoot. <br><br> Fans of PvP in Tabula Rasa to do nothing special. Mode "player vs. player" served as a clan wars. At some point, a guild can declare war on another, and then its members have become enemies and can kill each other, having acquired a certain amount of bonus points. While this system is not fully operational, but it is already clear: the "holes" in it and a lot of contractual matches will be the norm. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-13_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-14_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 last png"/></td></tr></table><br><br><h2> Sancta Simplicitas / / Holy Simplicity </h2> A bold attempt to rewrite the genre with a clean sheet came not very successful. The game is simplified to a point beyond which it becomes primitive. Arcade battle system, role-playing elements of the plain, almost missing the economy and frankly weak PvP-mode make it easy and simple ride in the cosmic scenery. Nevertheless, TR - the original game in its own way interesting and very dynamic and more like a multiplayer shooter with role-playing elements, not MMORPG. It is unlikely that you will want to stay here permanently, but TR is perfect to while away several hours before bedtime. It is recommended to all fans of Battlefield and Planetside, as well as suffering from mmorpg-dependent: you will see that game - it is entertainment, rather than a job or a second life. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_98"> Sic transit gloria mundi / / This passes worldly glory </td></tr></table> Head and inspiration, the commander of a parade of Tabula Rasa, - the notorious Richard Garriott, Texas Ranger, the son of an astronaut, a skilled prestidizhitator - master of weaving of words and creating intrigue. In 1983, founded Origin.In 1992, sold the company Electronic Arts, but left to guide her, and in 1997, revealed to the world Ultima Online - the first commercially successful MMORPG, which is believed to be brought the genre to a wide road. So, by trial and error, not in theory but in practice was made a grand experiment. Within its framework, devised a clever PR-progress: The game has a character of Lord British - Garriott's alter-ego (by the way, in the real world continues to native Texan to portray a British citizen, which is sometimes stronger than the classic formula "of French and Nizhny Novgorod). However, in 2000, the idyll was shattered: Garriott's current projects - Ultima Online 2, Privateer Online, and Harry Potter Online - Electronic Arts shut down without explanation. Maestro slammed the door. Today he is - a member of the board of directors of the company Space Adventures, which along with Russia's RKK Energia organizes flights of space tourists. In 2001, his new company, Destination Games has signed a deal with NCsoft. In the years since that time, Garriott was marked only in the top ten producers of City of Heroes (2004). Nevertheless, he does not cease to act as a guru of the MMORPG, in an interview to talk about the peculiarities of the British aristocracy, as well as praising his own project, handing out promises that he will make a new revolution in the genre. However, the rest of it is not so obvious. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-15_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43277/img/Tabula-Rasa-16_thumbnail_w250.w247.jpg" alt="Richard Garriot&amp;#39;s Tabula Rasa" title="Richard Garriot&amp;#39;s Tabula Rasa" style="float: left" class="center2 last png"/></td></tr></table><br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-50162264122150287312012-02-04T13:01:00.000-08:002012-02-04T13:01:00.251-08:00Darkness Within: In Pursuit of Loath Nolder<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Ashot Hakhverdyan </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № April 2008 </td><td align="right"><noindex> 15.02.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/40356/img/1.w500.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center1 first png"/></td></tr></table> Authors Darkness Within (DW), all guided by the ideas of Lovecraft, at the same time not trying to re-think the writer's work, brought into line with the spirit of today, with expectations of a modern audience, or features of a genre of computer games in general, simply because after such a transformation we would have made another Doom. Instead, developers have faithfully followed the canon of classic works of masters of "supernatural" literature, bringing into play all the features of his prose, even when they are contrary to generally accepted standards of today's world view or picture of the work. And this commitment translates directly into the category of arthouse game, too far removed from the traditions of the modern mainstream, and at the same time perfectly with the expectations and tastes of fans of Lovecraft's prose. <a name='more'></a><br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40356/img/dark-19_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40356/img/dark-09_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Almost immediately, things are moving so that the world outside ceases to matter. </td><td width="7"></td><td valign="top"> Poluistlevshie books, ancient cults, hallucinogens of natural origin. </td></table><h2> Rustles </h2> Almost all the action takes place in the twilight, in most indoor lights dimmed, and the corners of rooms are often buried in impenetrable darkness. The game is not lighter than Doom 3, and no reason to twist the brightness at maximum. Because of that DW should not run in the daytime or under bright artificial light: first, you can not make out half of what is happening, and secondly - and this, of course, most importantly - will break the atmosphere of the game. It is best to immerse themselves in DW during the night, switched off the light. <br><br> But be prepared: this is a truly terrible game. At times, the main character falls out of reality like a nightmare, and the authors so well understand the nature of horror, that they need not throw out the blood on the screen or display ravaged body - a simple knock on the door could be much worse. Most of all wants to get one who has nowhere to go. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40356/img/dark-18_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40356/img/dark-04_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The game is set in the near future, at the end of 2011, and there are mobile phones and computers. </td><td width="7"></td><td valign="top"> In the opening clip hero said that before he ended up in hospital, he was found wandering at night in a cemetery. We have to go down this path. </td></table><h2> Somnambulant </h2> The protagonist of the game, police detective Howard Loreyd (Howard E.Loreid), quiet, a little old-fashioned man of clear analytical mind, which instruct the search for the disappeared from the hospital, a private detective named Lowes Nolder (Loath Nolder). Shortly before the events described Lowes took up the case of the loss of one person, but suddenly he became the prime suspect in his murder. Strange, though it is a traditional detective story takes a rather unexpected turn, revealing a chain of characters and events, obviously related, but somehow confusing and bizarre ... But soon the thread of investigation leads to tangle quite unexpected questions - on a common approach to the story reminds DW Longest Journey / Dreamfall, as with every answer there are more questions, and clear key, which seemed to be quite close, gradually moving away. In this game tend amazing attention to detail, folding in a most peculiar way, just like in the films of David Lynch's constantly repeated, and at the same time disrupt the details relate the story into a coherent whole, making it look like a dream or a nightmare. And here is the value of all, each overheard remark, every newspaper clipping, every object seen. Game can go without making out most of the details, - DW does not impose its own depth, but a sensitive and considerate player will get a lot more fun. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40356/img/dark-14_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40356/img/dark-05_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 last png"/></td></tr><td valign="top"> By the time we first get into the sun-drenched room, we are so deeply immersed in a succession of gloomy events that the light looks ominous. </td><td width="7"></td><td valign="top"> There are many creepy dungeons. Assure themselves that this is the quest and the hero can not die unexpectedly ... or still can? </td></table><h2> «Show, don't tell!» </h2> "Show, do not tell!" - Is one of the principles of narration, which was contrary to Lovecraft, and followed by the authors of DW. After all, here you are told about the secrets so terrible that a direct transfer contact with a person simply can not, but because the main character is the one who comes in the wake dared to look beyond and paid for it with a loss of sanity or life. <br><br> Therefore almost the entire plot of the game is presented in the form of texts. We fall into the hands of many different documents: diaries, letters, poetry collections, the books, police reports, historical and ethnological monographs, newspaper clippings, etc. etc. Those who do not like long texts in the game ("If I were to do the reading, would open a book" - a familiar argument, is not it?), DW is contraindicated. It should not just jump around the text, and carefully and thoughtfully to get a grasp, noting every detail, and then we often return to previously studied the documents, opening them something new. <br><br> In order to facilitate orientation in the many nuances of the story, we learn from the documents encountered on the way, the game is implemented cognitive apparatus: when we emphasize one or another part of the text, it is in the form of "evidence" is placed in the inventory section, which is the memory of the protagonist. There, we can combine one with another piece of evidence, and sometimes such a comparison allows us to make some assumptions of the original conclusion. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_16"> The views of critics </td></tr></table> According to critics of the Darkness Within dispersed.Many people took the game with bayonets, calling it not terrible, and boring, technically obsolete, is burdened by poor graphics and obscure, but at the same time, a predictable plot, negligent riddles, unconvincing main character and the excessive number of side characters that we do not see and did not really differing from each other. <br><br> Review on Gamespot (score 35%) ended with: "If Lovecraft wrote an equally boring and tasteless stuff, which is a DW, his prose would have been forgotten even before the Second World War". Hit a wholly-owned: Lovecraft published during his lifetime only in magazines amateur prose and neither the public nor the critics did not notice it at all. It was only after the war, his books have become gradually gaining popularity, as a result has been noticed and reviewers. "The only thing that these products cause terror, it's their bad taste and no less than poor performance" - says the literary critic Edmund Wilson. <br><br> It is appropriate to assume that the authors of DW, following the path of Lovecraft knew what went. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40356/img/dark-16_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40356/img/dark-03_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 last png"/></td></tr></table><table cellpadding="0" cellspacing="0" border="0" width="100%" align="center" style="border:solid 1px #777777;margin-bottom:5px;margin-top:5px;border-bottom:0px;"> Periodically, the hero finds himself in the world, presumably, their own dreams / nightmares, phantasmagoric, and at the same time endowed with their own, otherworldly logic. </table><h2> Mind Games </h2> The player takes time to adjust to this unusual system. At first, inevitably there is bewilderment: what to look for in numerous documents, often quite lengthy? As a result, at first we did not stress the little, letting the set of necessary and important details. Then rush to the other extreme, starting to allocate almost every sentence, like a novice, the first discoveries of pixel-hunting and click on everything on the screen. "I do not see anything interesting" - meets the main character, trying to stop our raging markers. <br><br> And this despite the first training episode, very clearly demonstrates the interaction with the text ("This is someone's address, but whose?" - The main character at first gently pushes a player in the right direction) for the development of the cognitive system will take still more than one hour. But we should not overestimate the arduous and new items - even at the maximum level of complexity (ie with disabled counter evidence in the documents and without prompts) to the middle of a game we already operate with the text without the slightest difficulty, and then this system seems so natural, elegant and correct that is very strange to see how the game got along without it before. <br><br> And often we do not need to duplicate the interface that the logical chain, which the player builds up in your mind. Say, to determine the cipher code lock (well, where do without them!), We can emphasize the appropriate places in the relevant documents, and then in the inventory to compare the extracted information and get a result. Or yourself to calculate the right combination, the lock will be opened in any case, even if we do not represent the game of reasoning leading up to our conclusion. Here are just generally much easier to use game interface, rather than all to see and compare yourself. <br><br> But most importantly, what brings these comparisons underscore, is that the DW puzzle is not just written into the plot, and, in fact, they constitute the subject itself. In this way, DW elegantly solves the eternal problem of quest: how to combine interactivity with rigidly defined narrative without turning the game in any set of puzzles, not related to the main storyline with one hand, or in an interactive book, on the other.<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40356/img/dark-17_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40356/img/dark-06_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 last png"/></td></tr></table><h2> In anticipation of sequels </h2> The only drawback is the ending of the plot, corresponding to a question during the game was not even considered, leaving many mysteries beyond history. Yes, DW is only the first part of a planned trilogy, developers, and yet such a finale is so unexpected, and disappointing at first so strong that, leaving the game, about her not even want to remember. But it is a day or two, resentment are forgotten, and we thought back to DW, comparing, speculate, trying to think out the big picture, to imagine a set of storylines, hints of which are generously scattered everywhere: in passing mentioned the characters, events ... They simply do not wish to go out of my head, though a week would go for a week. Only the best games leave such a strong impression. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_27"> SECRET! </td></tr></table> Attention! <br><br> In the release version of the game contains a serious bug. When you operate in the inventory, if you object to the cell surface carry the evidence, a thing of the cells disappear, but will not be returned. Thus it is possible to lose any object from your inventory that will likely make it impossible to further the passing game, and the only way to restore the loss - is to load the previous save. <br><br> If, however, be aware of this bug and be careful during the game, avoiding a situation in which it manifests itself, no it does not cause problems. So be careful. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40356/img/dark-12_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40356/img/dark-13_s.w247.jpg" alt="Darkness Within: In Pursuit of Loath Nolder" title="Darkness Within: In Pursuit of Loath Nolder" style="float: left" class="center2 last png"/></td></tr></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-3280064418671155412012-02-03T15:57:00.000-08:002012-02-03T15:57:00.576-08:00Hotel Dead Mountaineer<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: VP </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № April 2008 </td><td align="right"><noindex> 15.02.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/40398/img/1.w500.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center1 first png"/></td></tr></table> Write a prestigious detective quest for the product - not an easy task. Although at first sight everything seems easier to nowhere, because the genre has to collect evidence, and the persistent interrogation of suspects. In fact - the work is quite difficult and thankless. For example, the maestro Lee Sheldon did not succeed even at the third attempt, and he tried a lot of options, trying to please everyone: changed the ending, introduced new characters, diluted effect of far-fetched mysteries. And still quite computer-adventure based on the books of Agatha Christie ultimately was not very much. The more interesting creature Electronic Paradise - and suddenly, a little-known studio will turn out better than the venerable pros? Consider everything in order. <a name='more'></a><br><br> If you read the book, and in the course of history is not quite successful attempt Inspector Glebskii rest in a small hotel away from civilization, at first your mind will certainly stop any and all details, such as the number of skis, located at the entrance, look of the characters, their clothes or replicas. Something matches the original text, somewhere there are some deviations, but in general Electronic Paradise bad labored over by the hotel and its guests. Perfectly transmitted and the atmosphere: this applies both to the appearance of the hotel building, and musical accompaniment, ranging from oppressive electronic compositions before romping guitar gash - depending on the current situation. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40398/img/otel-02_s.w247.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40398/img/otel-03_s.w247.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center2 last png"/></td></tr><td valign="top"> When looking at this picture of players with experience immediately rush to seek a newspaper and some object to push the key out of the hole. Do not do that - the developers will make you find a much more elegant solution. </td><td width="7"></td><td valign="top"> Diary of a protagonist quite uncomfortable - notes and incident Glebskii not sort, and sometimes not so easy to find the desired entry. Well, that did not have to do it very often. </td></table> When the euphoria passes from the first meeting, open your eyes to the shortcomings. A lot of them here. Initially, visible only mere trifle: some items do not disappear after Glebskii them have already put in your pocket, you can not select a slot to save the game (but if you prefer to save every 5 minutes, then for you it will be a big problem, since have to distinguish between preservation exclusively for the date). More - more. The game often suffers from a scripting error - for example, you can easily get stuck tightly due to the fact that your character will refuse to continue the conversation or to yourself to come to logical conclusions when it is necessary for the plot. And if you do not know what is really going to happen, it can be endlessly circling the beautiful locations in the search for truth.<br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_7"> Unusual product </td></tr></table> "Hotel" Dead Mountaineer "is considered one of the most unusual works by Arkady and Boris Strugatsky. Indeed, this story was noticeably stood out all the classics of art and social science fiction. Most of my friends fans still see before them only a banal detective ( albeit with large patches of fiction) from those for whom while away Housewives. But in fact, the book raises very important question: are we ready to face the unknown worlds and civilizations? The current readers of the story "Hotel" may seem somewhat trivial, because in the past years we have been asked this question to ask yourself after watching dozens of movies, computer games and other literary works. However Strugatskie were among the first - in any case, the former Soviet Union (1970). So, if you were not aware until this moment with the book, and storyline you did not come to taste in principle - do not rush to reproach the authors, but just think about what was said above. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40398/img/otel-04_s.w247.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40398/img/otel-05_s.w247.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Du Barnstokr - a mediocre opponent, so it hardly will be interesting to while away winter evenings with him playing blackjack ... </td><td width="7"></td><td valign="top"> ... As well as with Simone Simon - too hard to win against him in the pool at least one game. The author of these lines was to prevail about the twentieth time. </td></table> However, there are far more significant problems. The first half of the game presented to a great invention, so that there is a desire to convey greetings to the fiery Lee Sheldon and his entire rewrite the script with the words: "Learn, Mr Sheldon - here's how to do this game in the books!". Riddles and puzzles do not seem far-fetched, our hero does not drag you into his pocket all that is bad, and take only those things that can really come in handy in the future, and mini-games quite appropriate and not necessary to the passage (which is really really brilliant find for the genre - Why did no one else has thought of this?). And no fictional characters with such an approach simply does not need to - here you will not find them. It would seem, here it is - the perfect quest for the book! But the farther from the beginning - the worse, and at some point you want your "hello" to take back shyly. Most of the puzzles after the first third of the game to be extremely commonplace, and is the request for "Bring-Bring" yes short interviews with all the guests one by one. This could be like if the conversations were on the order of fun, and everything that happens to remind interactive cinema. After all, except two or three points near the end of the game, choose the answer question or rarely affects the course of the story - everything is already determined in advance. <br><br> And the end comes suddenly and completely. If you go to the particular, the developers have managed the second half of the book to squeeze in 15 (20 - if you think long) minutes of playing time! All anything, but that's just the name of the second half of the work more intense and interesting, because basically gives first look at the very hotel, and guests. Besides, the promised extra ending totally shocked. Moreover - disappointing. One gets the impression that it was added solely for show - kind of like was promised during the first announcement, so as not to deviate from his plans.About the ending, which most players will stumble at the first passage by chance - better keep silent. She leaves a dozen questions from anyone who has not read the book, and it is a misunderstanding that exists. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40398/img/otel-06_s.w247.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40398/img/otel-07_s.w247.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center2 last png"/></td></tr><td valign="top"> During numerous interviews, the developers have stated that many items need to be combined with each other - it is not so, combine accounts are not so often. But even without that there will be many interesting puzzles. </td><td width="7"></td><td valign="top"> Not very nice screenshot, right? There could be a beautiful movie, but it's just a case where we should dream up - we observe is not the only one. </td></table> Thanks to all of the above, the current "Hotel" Dead Mountaineer "leave conflicting impressions. Like, Electronic Paradise and tried, but that's only managed to not do so much promise (we will not focus attention on them - if you're interested, read the preview) and so much lubricate the ending that put a high estimate, we simply have no right. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_13"> New Year rush </td></tr></table> All buyers will first run were victims of pre-New Year rush: if the game does not want you to run, do not hurry to flee to complain to the seller, but just try to append to the end of the CD-key is a symbol - A. But it is also widely believed that this is a cunning PR-stroke - news about the absence of a character very quickly spread through all the portals, making the game play more interested many people. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40398/img/otel-08_s.w247.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40398/img/otel-09_s.w247.jpg" alt="Hotel Dead Mountaineer" title="Hotel Dead Mountaineer" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Most of the characters close-up look just ugly - for example, Mrs. Moses more or less pretty exclusively in statics. Looking at the unnatural movement of her lips and body, you will surely decide that it's a bit out of it. </td><td width="7"></td><td valign="top"> The developers left a lot of surprises for which have to work hard. And some - not even pass the game again. The problem is that they want to replay for this one. </td></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-76288223138619373822012-02-02T13:22:00.000-08:002012-02-02T13:22:00.126-08:00Sudden Strike 3: Arms for Victory<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Alex Arbatskii </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № April 2008 </td><td align="right"><noindex> 15.02.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/40378/img/1.w500.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center1 first png"/></td></tr></table> Sudden Strike series long been well known gamers, and write about him uneasy. Since the introduction of the first part of it caused bitter disputes. It took many years, leaked Sea of pixel blood, and disagreements escalated into positional warfare in the spirit of the First World War. Wranglers lazily yawning, the shooting have long known arguments and do not intend to surrender. <a name='more'></a><br><br> But let's start with the source. In 2000 came Sudden Strike (in Russia - "Confrontation 3"). Then, like mushrooms after the rain grew the same RTS, suggesting dreary hopelessness. Sudden Strike has become a new attempt to break through the wall of endless clones of the works of the great Blizzard (so do not buy themselves the enemies of her new video card!). The developers wanted to keep the dynamism of the genre, but to get rid of the conventions of "the construction of villages." The idea was not bad, even the great Total War shares the strategic and tactical part, but Company of Heroes, unfortunately, did not have enough gunpowder to deliver company-level commander of the construction of sheds in the rear. <br><br> Thanks to the persistence and endurance of fans responding to every criticism: "And we like!" Episode, is alive and well. Appeared Sudden Strike Forever («Confrontation 3: The war goes on"), then Sudden Strike 2 ("Confrontation 4»), Sudden Strike: Resource War («Sudden Strike: The Battle for Resources). Moreover, the game is won even imitation: "Blitzkrieg" except as a clone called the language is not rotated. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-06_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-07_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 last png"/></td></tr><td valign="top"> These ant - the Soviet soldiers who had just landed on the beach. A green border - our faithful companion and an "instrument of command" since the first Warcraft ... The old woman is still in service! </td><td width="7"></td><td valign="top"> Amphibious ships driven by another batch of cannon fodder. The Americans acknowledged that only with the invention of the famous landing barges, they were able to carry out large-scale amphibious operations - a landing in Africa, Sicily, France and Italy. </td></table><h2> What's new? </h2> Not to mention, gorgeous graphics, which started a series, although in fact the novelty is not too different from their predecessors. Traditionally here, and destroyed all the buildings and much more. We propose five campaigns: landing in the Crimea in 1943 (the Kerch-Eltigenskaya operation), the campaign for Soviet troops, Operation Overlord (painfully familiar Allied landings in Normandy in 1944) attempt German command to reset the Allies into the sea during the same operation historically ended Falezskim bag, and leadership by American or Japanese forces during the battle for the island of Iwo Jima in 1945. Selected speaks for itself: it is primarily amphibious operations. By the way, already prepared and add-on, on, of course, Arden. <br><br> From straight from the tin: The troops are allowed to specify the type of behavior - careful, aggressive or defensive. New cool enriches the gameplay, and now the warriors behave much smarter - of course, if the player acts clever.<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-08_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40378/img/sudden-09_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Corpse discipline lie in positions under the statute. Each army - its constitution and its attitude to the corpse. </td><td width="7"></td><td valign="top"> Plywood ship floats on water, plasticine. Very soon climb out of his hold Americans. </td></table><h2> Tablespoon honey </h2> So, in the arena of tactical RTS, has preserved all the main features of the series. We are still given a lot of troops, in which a mixture of men of different professions: the officers, snipers, engineers, machine gunners and flamethrower. Of these, we form a battle group the good old way: Ctrl + numbers, and frame. By the way, the game is very convenient system for adherence to the final group of new fighters. In addition, double-click on a typical representative of a particular kind of troops you can select all combat units of one type or even a class - for example, once the tanks and SAU. <br><br> And in the battle. Oops! Stop! Again, all killed! Developers have always stressed that simply attacking, the game will not pass, they say, have to think. This thinking, yes, and almost all the tactics in the Sudden Strike usually boils down to one thing: to derive the forward officers with binoculars or a sniper that allows our troops to see farther than the enemy and then destroy an unsuspecting enemy. Remember, after and before the combination of an officer and a pair of mortars operated almost flawlessly. <br><br> The remaining features of the game have ... shuteroobrazny character. In other adventures small disposable creatures will not name. Each of them loses his life and can be cured, each gaining experience points, so it becomes faster, higher, stronger ... In general, increases in the eyes of the command. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-10_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40378/img/sudden-11_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Nightmare on Iwo Jima: the Americans had not even landed, and the garrison had already thinned cool. Shelling and air raids took their toll. </td><td width="7"></td><td valign="top"> Normandy: The Germans are preparing counter-attack. Insidious Malyavka got out of the "Gonomaka and now occupy the house. </td></table> Moreover, we constantly feel caretaker, look out for something which is bad, because the second plot - a game in dobyvayku. Any enemy: the technique can be captured and used. The developers recommend that act like this: catch up with an enemy tank to the "red" state, interrupted frightened crew, who will come out of the tank, and then quietly crept up to an empty car, took her to a safe place where initiative, providing a new crew - and more! Magnificent stratagem in the capable hands! During the landing at Normandy American players are advised to go directly Zatar good German tanks. Honestly, you feel whether the militia, but instead took the rifle mandate "'ll get a weapon in the battle," or a faithful disciple Tukhachevsky with his idea of an operating base for the enemy's front line - supplies, they say, when it is, a stranger, his were not. Since so we capture not only the escheat, but also improve their own supply, it is obvious that the fuel and ammunition, which are very important, too, are mined in predatory. And indeed, from a Soviet tank crews to take petrol for Pz-VI, if not from the enemy bins? Yes, and the shells for 88-mm guns on its side of the front to get uneasy.<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-03_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/40378/img/sudden-04_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Tarakashki is about to take over the stripped German trench. By the way, the option of "strengthening the hold" is very convenient. </td><td width="7"></td><td valign="top"> The result of bungled attack on the forehead: the tanks are burning ... </td></table> Keep up with a huge economy would be hard, we did not help me out a good old pause. And so on adventures fighters and capture techniques, and the treatment of critical specialists lack of time, and even one of the tankers can get out of the car to look around and increase visibility. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_19"> This is sad </td></tr></table> The choice of operations, to be honest, great upsets. It is very unfortunate that the post-Cold War world began to forget who bore the brunt of the Second World War. Still fresh in the memory of the shock of the Panzer General III no Eastern Front. Yes, the Marine amphibious operations on the eastern front was not so much, but certainly more than one! It would be nice to remember and Minor Earth, and the crossing of the Dnieper, a little different from the landing operation. Not to mention that the cost to pay tribute to the hardest evacuation operations, such as the brilliant rescue maritime army from Odessa, or the complete dramatic attempt to rescue the garrison of Sebastopol ... <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-12_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-13_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Two raskoryachennye squiggles on the right of the village - this is not the barns French peasants, and the battery "Nibelvelferov" pretty spoiled blood allies. </td><td width="7"></td><td valign="top"> Dastardly Nazis prepared to defend ... Note, in almost any game, the cornerstone of the German army - motorcycles. A couple of these machines is in store for the defense here. </td></table><h2> A barrel of tar </h2> The author never understood why the series is considered to be "realistic" and suitable for the hardcore. Long ago in a distant galaxy thought that if cram into the game more physical parameters, we get like vsamdelishnuyu war. Then no one came to mind that unfortunate lieutenant in the heat of battle might not be able to assess most of these conditions. Therefore, look good games that are based on nastolok say Close Combat, which uses a system of ASL *, or Total War, many borrowed from the DBM **. <br><br> It would be nice to know precisely for whom we act. If a player in the hands of a company (and in Sudden Strike at its disposal no more than a hundred men), he must have the capacity of company commander, and not to conduct air strikes from the aircraft carrier, and not burden himself with thoughts about the experience of Sergeant Gromyhaylo from the third platoon. The level of company commander commander of interest in itself, because there is no need throw to Lieutenant General and Acting Sergeant, that conclusively proves the same Close Combat.<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-20_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-14_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Small lumps in the middle of the river - is, alas, no Italian saboteurs-submariners. Simple deminers are going to fix the bridge. </td><td width="7"></td><td valign="top"> Motorcycles were burned in the first minutes of battle, not bringing much use. But isolated stripes gnats - are mechanics, soon three wrecked tanks will collect two tselenkih. </td></table> Ironically, the most difficult to give a command subordinate to muddle-headed, because the order can be obtained at the wrong time, wrong done, etc. Hence, it is extremely important to the location of the commander. But first and foremost for the authenticity of historical games - command system. We have not seen in normal Sudden Strike units, which can give orders! False-realistic, heavy micromanagement by the frame and the magic numbers would not be needed if the troops were divided, as expected, to offices and platoons. <br><br> And finally, morality (well, this, morale) ... The trouble is, perhaps, remains a very deep wound vargeymov (except, of course, games, Sid Meier, who knows everything and who is on the morality built his genius "Gettysburg"). Our troops still have the insane bravery of pixel men, and that forces developers over and over again, or rivet sheds behind the front, producing endless suicide bombers, or to make a game with an emphasis on robbery, medicine, repair, pause and record every three minutes. But the solution would seem to lie on the surface! Remember, after all pixel creatures have small kids or a sweet bride, make them lie under heavy fire, retreat, hitting a fire bag, give a hopeless situation ... and everything changed. Demoralized part will be to strengthen and encourage, the cards do not need to overwhelm the mountains of corpses ... The war, ladies and gentlemen, this is art! Very humane though: why harass patrons when there is a circle? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-02_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/40378/img/sudden-05_s.w247.jpg" alt="Sudden Strike 3: Arms for Victory" title="Sudden Strike 3: Arms for Victory" style="float: left" class="center2 last png"/></td></tr><td valign="top"> At this point in Soviet films, would be to hear a scream "Taaaanki!". The column is set to counterattack. </td><td width="7"></td><td valign="top"> Medic - is everything to us! Therefore, his white bag to be visible from afar. Now proberetsya doctor in the German trench, and all will heal! </td></table> * Advanced Squad Leader - an extremely complicated and very interesting cult vargeym table. <br><br> ** De Bellis Multitudinis - one of the best vargeymov the thumbnail, on the cold arms. <br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-10662965344637651402012-02-01T13:00:00.000-08:002012-02-01T13:00:00.894-08:00No Time for Dragons<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Nikolay Tretyakov </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: PC GAMES № February 2008 </td><td align="right"><noindex> 08.02.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-00.w500.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center1 first png"/></td></tr></table><a name='more'></a><br><br> Our world - Wrong Side, where there is a boring technology. Obverse - Natural Born World, beaded magic. The fabric of the universe - the middle world, where the thread intricately intertwined: the magic elements coexisting with steam engines, newspapers printed memoir, "Seventy years Hird, swords cut enemies and watermelons, and a book on his fists and Young believe in fantasy. Created by Sergei Lukyanenko and Nick Perumova universe - a great place to role play. Because of its secondary and fenfik-style ("Elfiek not always enough for everyone!"). <br><br><h2> Sources of inspiration </h2> Accuse the authors of "The Emperor of illusions" and "Ring of Darkness" in the secondary - not new and not original. They should be praised! After all, "No Time for Dragons" - a wonderful place for a RPG. Effervescent, lively, fun of genre cliches, but beating bow before the icons of the genre. Alas, the game in Minsk team Arise out like a book, sturdily built of the standards and stereotypes. <br><br> Setting no one should confuse: "No Time for Dragons" only to them and looks like a magico-technological Arcanum. In fact, the gameplay is the same as in Diablo: without undue zaum in the dialogues, with strong interest to drop out of the opponents of the junk that junk character's bodywork and the exchange of junk into gold. The system of professional development of characters borrowed from Diablo 2 - at your service skills tree, the branches which have to hang glasses. Looks like the proverbial game Diablo 2, only our own, Russian, Voronezh - "Magic of Blood." No wonder: the latest "No Time for Dragons" borrowed engine. What is noticeable: game locations are spacious, and the movements of living creatures, which they swarm - unnatural. Korotkolapye fat bunnies are moving with the grace of the toad, and the hero and his companions have plastic representatives of the people of the Forsaken World of Warcraft. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-01_thumbnail_w250.w247.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-02_thumbnail_w250.w247.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Imposed on the plot fights dishonest and tedious. </td><td width="7"></td><td valign="top"> From the outset, the monsters are attacking us ... mobs in packs. </td></table><br><br> By the way, "No Time for Dragons" provides nourishing food for thought about how WoW has changed the world and minds of developers living in it. Strongly changed! Head giving quests character overshadows the first questioning, then, to fulfill your tasks - exclamation points. Monsters running around and attack in groups. With the so-called crowd control, there are some problems, especially early in the game, so it makes sense to do both in WoW - do pull.That is to entice the opponents one by one, as "suddenly" it turns out that they are two to three levels above your characters, and a way has to spell the Unknown Clan, though (as if!?) Borrowed from the arsenal of any Warlock'a. <br><br> Completing the list of games that inspired the developers "is not the time ...", we mention the Baldur's Gate - the first, classical, abounding woodlands with some optional adventures. And Oblivion, borrowed from a compass pointing to the place of performance of an active quest, in the Middle World, he looks like an arrow on the map. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-03_thumbnail_w250.w247.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-05_thumbnail_w250.w247.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Toward the end of the game the protagonist of Victor becomes a powerful sorcerer. </td><td width="7"></td><td valign="top"> Battered opponents then take the spectacular poses, then cut into circles. </td></table><br><br><h2> The sleepers </h2> "No Time for Dragons <br><br> is a book of primary sources in interesting ways. If you do not read netlenku - it is unclear why the main character at times is not shy in expressions. If you read - it is clear too much: what cues to choose whom to live. Far away from the familiar story in the adventures side does not work, and feel like. Occasionally you may be asked to recall their high-school physics, and so - "'ll get fifteen leopards skins", "Bring seven rat tails." Again, the influence of WoW! The process is called "Grinding" ... beaten to the hero characters - real comrades: loyal, reliable (in general) and the undecideds. Talk to them "for life" just will not work;, including games, which equals "is not the time ..." there is no Planescape: Torment, or KoTOR, or Baldur's Gate 2. Languages NPC is able to unleash a story for a long time walking along the railroad tracks dwarf. Littered the path and the bridge collapse cause in memory of a game genre, Syberia 2. It is no accident: though in a classic quest, "not the time ..." you can not choose your own way. We carry out the job and look forward to the next scene, the station where the next event. And here's another peculiar quests rather than role-playing games, feature "No Time for Dragons: An abundance of items subsequently prove quest. They need to make sense, as a rule, PVOKi - are items misplaced at the point of acquisition. For example, a zombie's head in the canvas bag, lying in the shelter of bandits. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/43283/img/Not-the-time-for-Dragons-04_thumbnail_w250.w247.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-06_thumbnail_w250.w247.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Spell effects veiled our eyes, but the characters cope with the normal enemies and on autopilot. </td><td width="7"></td><td valign="top"> Sculptors from the Middle of the world comes from the inside and saw the "Lord of the Rings" Peter Jackson. </td></table><br><br> In "No Time for Dragons" has at least one winning line. A lot of pleasure can be obtained from the flow of the protagonist. In role-playing games often frustrating the need particular specialization of the character. To try all the possibilities of its development, it is necessary to pass the game several times."This is no time ..." mercifully relieves you of a similar fate. Firstly, there is no contradiction between the study of magic and technology, as in Arcanum. You can tuck the protagonist in the armor of the steam go (wearing the proud name of "slop") and throw spells caliber. Second, the hero's magical abilities are not balanced vulnerability to magic: the ability to lift up objects and resistance to the elements up to heaven. Third, the hero has a skill tree garden, which grows from initiations into the mysteries of different schools of elemental magic. The fruits of various trees consist of a delicious fruit salad, cook that's easy - just carefully read the descriptions of skills. Dropping out of reach of every third level (as in Fallout) and discordant in Russian "perks" are very powerful. Output - the magician with protection from magic, with lots of "hits" and with a machine gun at the ready. A balance? To hell with it! Who needs a single-player game? This is not WoW. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center3" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-07_thumbnail_w160.w162.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center3 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-08_thumbnail_w160.w162.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center3 png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43283/img/Not-the-time-for-Dragons-09_thumbnail_w160.w162.jpg" alt="No Time for Dragons" title="No Time for Dragons" style="float: left" class="center3 last png"/></td></tr></table><br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-5554102349506323342012-01-31T10:46:00.000-08:002012-01-31T10:46:00.285-08:00UFO: Afterlight<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Oleg Charzynski </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № June 2007 </td><td align="right"><noindex> 23.04.2007 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td> Dozens of sleepless nights, hundreds of parties and started an eternal promise to himself that way, not once, not able to perform: "one more turn, and everything." My friend, a serious man, and busy, with the word X-COM has suddenly come into a state of extraordinary agitation. It turns out that during his school years, they have played UFO: Enemy Unknown threesome - each player were in charge of two agents, they ruled in turn, pulling each other's mouse and keyboard. "There were suits with rocket backpack. Once I got to the third deck of UFO and looked out the window - remember my friend, lighting a cigarette from the filter. - I saw there sektoida in the laboratory. He bent over the operating table on which lay ... woman. I can not forget that picture ... " <a name='more'></a><br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36228/img/ufo-02_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36228/img/ufo-05_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 last png"/></td></tr></table> If you look at the pictures of UFO: Enemy Unknown (VGA, 320 by 200 pixels), it becomes clear that sektoid could not "bend" over the operating table, and a lump of pixels depicting the sacrifice of an autopsy, one could hardly discern sexual characteristics . Self-hypnosis? Hypnosis? Gollop brothers managed to do two things. First, they were able to fit and made to work in a compact body of UFO variety of genres - a tactical simulation, role playing, economic strategy, and even scenes of persecution. This magic formula then repeatedly used by other developers (Jagged Alliance, Wages of War, Paradise Cracked, Silent Storm and dozens of others), and even in the very castrated form - usually without serious economic part - continued to produce amazing results. Secondly, the British from Mythos somehow managed with the help of 256 colors and graphics resolution middling mobile phone to create such a stifling atmosphere of the unconscious fear of the unknown threat that the consequences of this poisoning are still being felt. Any attempt by developers to copy »UFO makes us an ironic smile. All wrong and all wrong. I do not think that starting from Czech developer Altar Games were in great delight, getting into the hands of a green alien from a dried blood Dreamland-pole banner. Such a number of blows from critics and fans of the series, which they received after the release of UFO: Aftermath (2003), does not deserve any, even a bad writer. Continued, UFO: Aftershock (2005), was, in fact, work on the bugs, this game, at least, could try to run. Two years later, on the horizon again shows UFO on the letter "A". Preparing anti-aircraft guns? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-06_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-12_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Meeting with "bistmenami" - the first "checking for lice." Quite possibly, you can not pass this mission the first time. Will have to think and come back here again. </td><td width="7"></td><td valign="top"> Top management framework reminds himself, interrupting for a time in important cases. Regular rotation of the storyline is discussed by team members. The player acts as an arbitrator - he makes a decision. </td></table><h2> Mission Impossible </h2>Capturing the Earth retikulyane generously did not destroy the indigenous inhabitants - that is you and me, sending the remnants of humanity to skate around the former home of a giant orbital station "Laputa". The fate of the astronauts in detail and in colors described in the previous part of the series, UFO: Aftershock. Part of the earthlings, about ten thousand people, aliens in a frozen form was sent to Mars, built for them in one of the craters of the base-tomb. A couple of dozen lucky thawed and explained how to use retikulyanskimi technology to keep order and to work to transform Mars into a tropical paradise fit for humans. As soon came to a creative activity for the benefit of mankind, humans encountered the remains of an ancient civilization and start trouble, to disentangle which you personally have at least a couple of weeks with a complete separation between school and work. Level of difficulty Impossible, of course. <br><br> First impression? Toxic Martian landscape, deliberately "toy" plastic schedule without any hint of realism and a middle-aged lady technician in an awkward suit, the owner of a shrill hysterical falsetto; people with the votes do not have the right to life - allow me to bring down her desyatitonny crane? Scientific laser makes "ISPs, ISPs, and the first robot-alien falls to his knees. Horror. Disaster. Complete degeneration. A heavy sigh, I continue to wade through formal training mission (there is such a word - "need"). Five minutes later I was listening to some curiosity dialogue Chiefs Martian base - they have started a squabble right on the main screen with a globe instead of the usual red planet Earth. After twenty, I still listen to the reports of the owners of many favorites strategic portions Afterlight: «Research", "production", "warehouse", "people" ... Two hours later, control soldiers in a tactical battle ceases to seem "stupid". At three o'clock in the morning I was superhuman effort of will to force myself to turn off your computer, realizing with horror that once again ill UFO. This weekend - no options - it is necessary to devote the colonization of Mars. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-13_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-14_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Each built on a module or block is immediately visible on the general plan. Moreover, we ourselves have to choose a place for each new laboratory or station Deep Space Communication. In the center of the base - the holy of holies, cryogenic chamber for ten thousand people. </td><td width="7"></td><td valign="top"> Scientists do not report the exact date of the next opening, and we spend long hours waiting for scientific breakthroughs. The most important topics for research are always greater than the human resources and the emergence of specialized scientists is even more confusing picture. And that's good! </td></table><h2> What's happening? </h2> Unexpected metamorphosis of the game is easy to explain. When working on a complete change of the tip Afterlight team: project manager, lead game designer, art director and lead programmer. The graphics engine has remained virtually unchanged, but the look of the game changed dramatically. Radical colors figurines aliens and earthlings resemble children's toys, personnel cramps faces with the screen and faded landscapes of the earth changed picturesque ruins of the Martian rocks and festive shades of the jungle (more on that later). New image of UFO can be annoying, but if you think about it - the first time in the game with the letter "A" got its own, its own style. <br><br> Looking closely, we begin to notice other, pleasing to the eye differences. Game licked to a shine. For the first time it did not want to return to the authors for revision - the gaps in the norm, each button on the site, nothing superfluous. Plot events very tactfully woven into the daily routine of the Martian colony, the main protagonists: the chief base, director of scientific development, zavskladom, the chief mechanic and other carefully demonstrate their cartoon faces directly on the main screen, reporting on important news. Well done.The training system comes out of hibernation every time in the game as new items, and sometimes tries to point to innocent player on its possible errors. "Some scientists are not busy, my general. Perhaps it makes sense to build another lab? "Yes, in SimCity, or Black & White such councils - in the order of things, but after the" improvised "cockpit previous UFO: And from such worries about the eyes welling tears of emotion. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-09_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-10_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The first descent into the bowels of the alien base is not awe, but pleasantly tickles your nerves. And nothing - nothing serious. Difficult to create in-game atmosphere of terror, if your heroes are reminiscent of Chinese plastic toy soldiers from the "Children's World." </td><td width="7"></td><td valign="top"> With the opening (again!) Automatic weapons destruction unknown enemies becomes a routine process. The main act together and do not look for trouble - the enemies that have no survival instinct, crawling on the noise themselves. Unfortunately or fortunately, with a plot development this primitive tactic stops working. </td></table> Managing people is perhaps one of the strongest sides Afterlight. "Do you remember their names" - the authors assure us at the official website of the game. This is not a gimmick. On the second day of the game, I knew in the face not only the members of his combat brigade, but every scientist with a technician. People are sorely lacking. Want to quickly replenish ammunition, or produce a new type of space suits? Shoot specialists with field work, sacrificing pace of exploration of new territories and building mines. Planned to organize training courses for their scientists? They have to send in a classroom, stop or slow work on research projects. Everyone here - not just a notional unit of resource. With the experience of soldiers, scientists and technicians were added to the levels and programs offered training so much that scatter eyes. Whom to teach? What to teach? How to spend the principal and an invaluable resource - time? Afterlight offers a dull choice. Pay attention to people with mixed specialization: warriors / scholars, soldiers / technicians or scientists / technicians. Why take a dead four-eyes on the job, if you already have a well-trained and battle-hardened team of thugs? It turns out that only scientists can handle the first aid kit, a technique capable of repairing spacesuits in the field and juggle with explosives. In addition, work in "hot spots" help theorists and practitioners to grow professionally, not only for "combat" direction. <br><br> Very elegantly the authors treated the fans of the rapid expansion of the territory: depending on the activity of the sun and time of day in different parts of a danger to which your space suits and can not cope. Exit? Speed up the exploration of new means of protection, choose the time of the operation or force of technicians to run the soldiers with a blowtorch. With the discovery of technology terramorphing bleak Martian deserts turn into flourishing green jungle and the hated suits will be completely abandoned. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-15_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-16_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The local technicians a lot of work in the walls and outside of the Martian base. Fortunately, our specialists are progressing very quickly, and if you do not forget about professional training, working effectively, even alone. </td><td width="7"></td><td valign="top"> Holy of Holies UFO: Afterlight - Centre for human resources management.Here we are throwing experience points gained new levels of heroes, we send people to training and redistribute tasks. A day later, you will know its people by name. </td></table><h2> Is there life on Mars? </h2> Deserted and abandoned by all Mars suddenly turns the place is very popular. In an effort to expand its ownership of the player quickly discovers its neighbors, whose number is the development of narrative intrigue will only increase. "Earth" makes contact and begins to help financially, brothers retikulyane in exchange for a peace deal sent its experts to share experiences on the stage, new actors ... Diplomatic palette Afterlight, perhaps not as colorful as in Europa Universalis 3, however, on your choice of allies and enemies depend very much. Refusing to help retikulyan, you will be able to qualify for their resource-rich territory, but lose the ability to use the "tadpoles" in his team. Scientists are struggling with the new discoveries of days, weeks and months - you never know exactly how many left the team before the next breakthrough. The choice of topics for research - another way to influence the course of the game. <br><br> While "bigheads and technology in the sweat of toil on the base, the soldiers engaged in" putting out fires. " New hot spots may appear on the map at any time. Some of them - the important milestones in the plot, the rest - the chaotic activity of our opponents. The Battle of Mars will continue for as long as the enemy does not destroy the cryogenic tank with the bodies of ten of thousands of earthlings. To protect their lives - a handful of humans and aliens, armed with anything: from a circular saw to psychotropic weapons. <br><br> The tactical portion of the game is traditionally weaker. Topography and buildings remain (pozor! shame!) Refuse to respond to the shock effect of even the most powerful weapon. Graphic effects and sounds of shooting is unlikely to cause you have something other than a sad smile. On "normal" level of monotonous missions begin to cause a yawn: monsters hopelessly out of their darkness and silence is melting under machine-gun fire of our "team." The main thing here - move in one group and not close to each other sectors of fire. Such tactics are "psychic attack" works seamlessly most of the game and later begin surprises. Afterlight generally likes to hold periodic reality check relaxed players. As soon as you feel that victory is around the corner, once the mission found a new portion of the alien horror and your team of seasoned "pros" roll walnut. At the beginning of our fighters - mere infants; do not know how to fire kneeling, crawling on their bellies, or running around in suits. Even such basic things they have to teach. It's funny. At the level of hard and impossible to think his head. The enemy's resistance increases: missile weapons and psionic control are doing terrible things. Perhaps we should use droids to distract the enemy "shamans"? Or bring a few high-snipers? Or continue to taunt enemies with psionic tricks? Much to our happiness, Afterlight gives us the opportunity to choose. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-17_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-07_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Trade with aliens or transfers with inadequate sectarians from the planet Earth? Diplomatic system Afterlight not limit your choice of enemies and allies. </td><td width="7"></td><td valign="top"> Survived. Stranger led combat mission to Mars. By the way, these guys were irreplaceable fighters, although some prefer to refuse assistance retikulyan and capture their resource-rich southern territory. </td></table><h2> The Martian Chronicles </h2> Altar Games matereyut with each new project. It is a pity that the punching bag for training new team of professionals has become crystal dream of our uneasy childhood.On the other hand, well, that the industry still have publishers willing to fund such a complex and "niche" games like UFO: Afterlight. The authors finally got rid of the worst legacies of Dreamland and groped for something new, my, now. I really hope they will not leave his attempts. Pool is ready. Pull up your socks rubber caps and dive safely. Water is about to launch. I promise. <br><br><h2> PS </h2> Speaking of the bird. In the spring of this year goes UFO: Extraterrestials (www.ufo-extraterrestrials.com) by Chaos Concept. Amateur fashion, who grew up five years before the state of the commercial project, Extraterrestials - an informal "continued» UFO: Enemy Unknown: classic turn-based mode without RTS-tricks, destructible terrain, and (as promised), toothy artificial intelligence. We are closely watching the developments. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-11_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36228/img/ufo-18_s.w247.jpg" alt="UFO: Afterlight" title="UFO: Afterlight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Good angle? Net production. Needless nimble camera and full of unpredictable twists Martian terrain requires a virtuoso of the mouse. </td><td width="7"></td><td valign="top"> At the beginning of equipping the team - a headache player. Ammo is not enough, scientists can not cope with the volume of work, technology is constantly walking outside the base. We have to arm circular saws. </td></table> Attention! We also recommend you read the brief history of UFO and UFO-like games in our special materials «UFO: Fall sektoida. </td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-15902488318321579382012-01-30T12:33:00.000-08:002012-01-30T12:33:00.362-08:00First Eagles: The Great Air War 1918<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Ashot Hakhverdyan </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № June 2007 </td><td align="right"><noindex> 15.03.2007 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td> These aircraft fly at about the same speed with which the storm desert suburban highway scorcher on tuned cars. Two wings are very very difficult for a review, the wind roars in my ears incessantly. Severe minimum instruments in the SPAD middle of the dashboard only set the dial - the chronometer. Cuckoo-cuckoo, how I would live? <a name='more'></a><br><br> No radio no parachute, by the way, too - if the middle of the blue you suddenly shot down, try to quickly grow wings. Shiver shakes the car, around the blooming buds dark tears - anti-aircraft enemy troops wearily welcomes our link. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36563/img/ef-01_s.w247.jpg" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36563/img/ef-03_s.w247.jpg" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Before the eyes of the pilot all the way looms chronometer. The cockpit is just as beautiful as they are useless. </td><td width="7"></td><td valign="top"> It can be seen, like, far away, and the opponent is almost always appears suddenly. Turn, the motor noise, panic. </td></table><h2> Moondust </h2> Very curious about the game procherchena front line. In the courtyard World - on long confrontation, when troops from both sides took the fortified positions, and try in vain to each other with their beat. From the air war zone looks like a wide gray-brown stripe, istykannaya many craters. And because these craters bird's-eye view is very reminiscent of the craters, then the whole front looks like a typical lunar landscape, the more strange that on both sides of this space the band stretched endless blooming meadows, gardens and other pleasing to the eye but a few monotonous rural idyll. <br><br> Unlike all the WWI-aviaigr, coming out in recent years, FE - not arcade, but a real simulator, only prefix retro. Flight model looks quite nice if we compare it with aviasimami past and present games from Microsoft. And while the national school aviasimulyatorostroeniya during this time to come off the era ahead, we have not yet received the domestic WWI-flight simulation, so that FE is compared rather with the museum last mastodons than with IL-2 or the more Lock On. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36563/img/ef-04_s.w247.jpg" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36563/img/ef-10_s.w247.jpg" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Tives of the pilot is defenseless - the viewing angle is almost zero, and willing to turn our biplane in a sieve to spare. </td><td width="7"></td><td valign="top"> In the boxed version of the game was not a plane, shown in the foreground, nor, for which he hunts, no landscape that awaits the loser battle at the bottom. </td></table><h2> Hells Angels </h2> The game has a full-fledged campaign, all as agreed in the best houses, the four warring sides: France, Britain, Germany and the USA. In this case, the four actors are only three playable aircraft - a curious move, is not it? True, model airplanes are made very carefully, and above all it concerns the quality of the cockpit, which is perhaps the most important ornament of the game.There are all the main types of tasks - reconnaissance, free patrol, ground attack, escort, hunting for enemy balloons and protection of their own. <br><br> After the battle, you will submit a full report - who, when and where to shoot, from which weapons and how many times, and what it all led. Percentage of hits and the number of emigrants to the cemetery. If the destruction of the tank is fixed, while the enemy losses were not incurred - hence, it was his. In a hurry sometimes quite difficult to see markings. Especially when in a tight wad air converges couple dozen planes of dark-green shades, from which their is not more than half. In this case, it is very difficult not to burn with fright at anything that catches my eye. Therefore, the bright tropical colors aircraft often save you from unpleasant surprises - the enemy-that nevertheless, he cybernetic. <br><br> Damage model is that with the first hit, most likely, not lose, neither you nor you, but each queue can shoot a stabilizer or shorten the wing. There are also just a problem - for example, a jammed machine gun in the middle of the queue is very visual adds to the already chaotic dogfight. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36563/img/ef-02_s.w247.jpg" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36563/img/ef-05_s.w247.jpg" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class="center2 last png"/></td></tr></table><h2> After the assembly process with a file </h2> In fact, the box is not so much a game as theme designer. Architecture of the game wide open for any external interference. Of course, allowed to vary as the color options of existing models and types of aircraft. Allowed to add other cockpits to existing models and to change the flight model. A huge amount of detail the game changed by editing a text file with appropriate parameters. For example, it is not forbidden to make pilot's head (and the camera with her) alive to everything that happens with the airplane. <br><br> In the first weeks after the release of activity turned serious. First of all, the players completely changed all the textures of the relief (see the screenshots, the first version looked really unappealing), replacing them with torn from the past Microsoft Flight Simulator. In addition, the game added a winter landscape along the way providing rapid switching between these two sets of textures. <br><br> Players have altered fireworks that of the wrecked aircraft was falling thick black smoke that the fire was whipping in all directions. Do not avoid surgery and more important organs of the game - for example, added a new ground and aerial vehicle (even a blimp appeared, albeit non-volatile), much enlivened by the front line, which is now under way hotter battles. <br><br> This game is like no other depended on the quantity and quality of custom modifications, and now we can say that the start was taken very good - to improve the games run multiple commands, providing a constant flow of new filling. The Future of the same game depends on whether the user does not dry up inspiration in the near future. We predict the future do not take. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_19"> Simulators </td></tr></table> WWI flight simulation trickle has dried up in the last century, the last "mogikanin" appeared already in the distant 1998 - it was the Red Baron II (after a while the game has acquired a Direct3D-patch, in connection with which changed its name to Red Baron 3D). Over the past since then eight more years releases in this sub-genre is no longer there, and while some projects are currently under development, before birth did not survive one. Ecological niche is empty - the nature, as it turned out, the emptiness tolerate easily.Since the industry has refused to entertain the fans of early aviation, they began to amuse themselves, and the activities unfolded neshutochnaya.Postoyannym alterations suffered the same Red Baron 3D, and the game has managed to acquire not only the free modes (Hell's Angels Superpatch), but also paid (Full Canvas Jacket, costing as much $ 28). There was also a WWI-simulator based on the Screaming Demons Over Europe, created a multi-user project Richthofen's Skies (based on Targetware, spawned a few mods on various pages of combat aircraft), and the latest innovations - mod for Microsoft Combat Flight Sim 3, entitled Over Flanders Fields, etc. and t.p.Esli remember about all this, the proposal by the players to gather flight simulation on the basis of FE does not look so much and strange. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36563/img/ef-06_s.w247.jpg" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36563/img/ef-07_s.w247.jpg" alt="First Eagles: The Great Air War 1918" title="First Eagles: The Great Air War 1918" style="float: left" class="center2 last png"/></td></tr></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-68830012886848272762012-01-29T15:24:00.000-08:002012-01-29T15:24:00.394-08:00Officers<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Ilia Chentsov </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № May 2007 </td><td align="right"><noindex> 26.04.2007 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/36279/img/of-01_s.w500.jpg" alt="Officers" title="Officers" style="float: left" class="center1 first png"/></td></tr></table> No, still the first person to storm Omaha Beach is not so bad. At least you're here people bonded and are responsible only for their own lives. But when you throw dozens of soldiers on the enemy bunkers, mowing down their arms fire, and the message of the defeat of all does not appear, and the new transport everything comes so come ... think: "Maybe I did something wrong to do? A reinforcement then why give? "And then you realize that so it probably was then, at forty-four, only the numerical superiority and were able to take the damn building, and people were killed when a lot of good reason, and you, whether you are at least seven genius, a little blood can not do. And when gunfire suddenly fell silent, and you can not understand what you are made. <a name='more'></a><br><br> Yes, maybe nothing. Catching his breath, you realize that except for "red" - (the enemy) and "green" - (his) on the map there are some "yellow". They are exactly the same selected cursor and say «Any commands?» Same voices, but no commands do not want to listen. At first I thought it was dead troops, for some unknown reason, are not removed from the map. But after the capture of another key point, they suddenly came to life and ran off somewhere on business. It turns out - management should have read carefully! - We are subject are not all friendly forces. Well, in war, in general, the usual thing, when one operation commanded by several officers. "Yellow" act sensibly, and in some missions you can even after the intro on the engine for 5-10 minutes just watch. <br><br> The only trouble is that, when suddenly it is time for decisive action, you will not be able to coordinate with allied commanders. Convoy of trucks will not wait until you scroll to her escort, and rode to the point of destination - catch up! Of course, surprise - an integral part of this war, but not whether they should come primarily from the enemy? <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Officers" title="Officers" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_5"> Descended from a distance </td></tr></table> Long ago, when developers have called 3A Games, and the project - "Combat", we were promised three campaigns in the game - in Russian, Germans and Americans. A year ago, we learned that the release will get only two of them - American and German. And it became clear that the "officers" drop primarily to the U.S. market. In summer the developers decided to postpone the triumphal march of the Nazis and left us with some of the stars and stripes allies, and British troops on the sidelines and Russian on the third. <br><br> In the campaign, six bulk of missions devoted to action on the Western Front. You will take part in Operation Overlord "and" Cobra ", the breakthrough of the Maginot Line and the capture of Cologne. Campaigns for "Russian" and "for the Germans, and there, you never know, and multiplayer missions with the editor will wait for the complement. Unless, of course, the game "hits" in the audience, who already has Company of Heroes. However, before the game from the Relic of "officer", at least one advantage - lower system requirements.<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36279/img/of-07_s.w247.jpg" alt="Officers" title="Officers" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36279/img/of-06_s.w247.jpg" alt="Officers" title="Officers" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Trees are made on the technology of SpeedTree, not just swaying in the wind, but also fall under the treads of tanks, while not particularly straining the CPU. </td><td width="7"></td><td valign="top"> Caen (Caen) France is not recommended to be confused with the Italian Kannom (Cannes). Before us is just the first - Italy in the campaign was not hit. </td></table><h2> Bublichnye shackles </h2> The Germans, however, also love to surprise - falling as snow on the head, usually in response to our same amphibious raid. Troopers - only one way to "outside influence". You can also conduct reconnaissance from the air, call in reinforcements, ordered an airstrike or artillery fire on enemy positions. Buttons for calling support, arranged in the shape of the cut bagel, and some are as easy to use. Game stubbornly wants to be a work of art, and with a heavy sigh, binds itself to the player interface shackles. Tab "Details", which, in theory, should detail the selected unit, gives a very strange details: Shooting (?) Is measured in "seconds / manager", and stealth - in percentage, while reaching the 7200 (where there Snake!) . Moreover, next to each parameter is some additional line, the meaning of which is also confusing and never explained. Maybe it had something to do with the improvement of the characteristics of detachment? Game manual mentions that "in the battle your units earn experience points, but how do you know the number of points and the current level of detachment remains a mystery. At least tickers health units and icons are clearly visible from everywhere, and a padded equipment additionally indicate which system is damaged - the chassis, the mechanism of rotation of the tower, itself a weapon or crew (the crew was not the system?). <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36279/img/of-04_s.w247.jpg" alt="Officers" title="Officers" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36279/img/of-05_s.w247.jpg" alt="Officers" title="Officers" style="float: left" class="center2 last png"/></td></tr><td valign="top"> There are in the interface is also a useful button, the pressing force which automatically takes the nearest shelter. Technique requires a button, the same dig. </td><td width="7"></td><td valign="top"> Directly caused by the aircraft can not operate, but you can translate the game camera to monitor the aircraft. It is a pity that there is a separate small window for such a camera. </td></table><h2> Deck of cards staff </h2> Management units in the "officer" is also at the secondary level. You can manually create a group, but the panel quickly jump to any squad, as in the "Second World", no. "Plant" the allied forces on the hot keys also can not, and yet it would be convenient to keep track of time than busy "yellow". More so that the function "cameras" in the game there, and watch out for allies is allowed, as well as a visible enemy. <br><br> Another flaw in the interface is connected to the scale of maps. I'm on the local landscape curvometer not skate, but claimed once 25 square kilometers is easy to believe. Only here the mini-map in the "officer" standard size, as a result of teams facing each other in a hundred meters are displayed on it almost the same pixel. Z button causes the map bigger, but - that's bad luck! - When you release the map disappears, and orders her not to give. The same with the plan lies in our "plate" - it stands for all the detailed strategic points and other signs of RTS-punctuation, but as they say, read only. To give an order to attack this or that object, we must return to the main screen of the "bird's eye view", although I always thought that commanders often poked his fingers in the cards, than fly over the battlefield.<br><br> Disadvantages of manual control is partly compensated ability to transfer troops to the "aggressive" or "peace" movement modes, giving your employees some autonomy. The first troops fired at anyone who gets in the way, in the second - on the contrary, avoid open flames. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36279/img/of-09_s.w247.jpg" alt="Officers" title="Officers" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36279/img/of-08_s.w247.jpg" alt="Officers" title="Officers" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Green Shield under the cursor means that the squad placed at this point, considered to be in hiding. In urban areas, for example, infantry can occupy the building. </td><td width="7"></td><td valign="top"> This view, in contrast to the "entertainment" can be called a "working". Helmets means infantry, armor plates - a technique. </td></table><h2> Stew and soup </h2> All the cards in the game are divided into sectors. Each of them has a strategic point, the capture of which means a transition of the sector at our disposal. While the troops and equipment are on their territory, they automatically replenish fuel reserves, provisions and ammunition from general reserves. Once the troops leave their native land, gasoline and canned meat begin to merge "to be honest." Accordingly, long forays into the enemy camp in theory could end in failure, but usually all conflicts are resolved before the soldiers began to moan in the stomach. The important point here is the total stock, but it is - at least at the beginning of the mission - it seems almost endless, 10-15 thousand (cans?) At the rate of several units in the second. A simple calculation shows that this should be enough for a few hours of intense fighting, but missions in the game is very, very long, so that the capture of enemy warehouses should not be neglected. On this, we clearly glimpse at the reports written, unfortunately, not very good Russian. They, in particular, featured "warehouse Germans (well, not dead Negroes) and bepripasy. The authors attempt to write an introductory text for the missions "high calmness" also no good to think. For example, an excerpt from a description of the battle near the town Mondevil: "Hundreds of armored vehicles rushed into battle, tons of molten iron hit from both sides. It seemed that no one can survive, because what the hell got up from the ground and filled up all around ... "Authors comment on the text in files script speaks for itself:" I'm not too far? Make a fool to pray to God ... " <br><br> Trying to give the soldiers some "humanity", with English voice acting is also a bit overdone. Thus, in addition to discussing policy of Stalin and of complaints of the hardships of life, very often floats the phrase: "I saw someone my rat?" We see visible hand of producer Vitaly Shutov, author of the unforgettable "rule of law"! It happens that the phrase is repeated twice in a row and get bored very quickly. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36279/img/of-02_s.w247.jpg" alt="Officers" title="Officers" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36279/img/of-10_s.w247.jpg" alt="Officers" title="Officers" style="float: left" class="center2 last png"/></td></tr></table><h2> Top shows all </h2> I would like to do without criticism even to the graphics part. The game is really very exciting and entertaining. The authors of the popular movies about the Second World already be built into all the developers. Sudden landing of enemy troops is really scary, and sunrise - was still a childlike wonder. <br><br> Runs a successful attack, and want to shout "Hurray!" And caught in the crossfire - cover his head with his hands. Wines of the authors only in that perfect emotional component is in contradiction with the actual playable. "Officer" did not want to miss the rough hands, pulling at each unit separately, but only gradually set the overall course of the process and admire the result.Best game looks like a bird's-eye view. <br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-4430913728671803822012-01-28T11:22:00.000-08:002012-01-28T11:22:00.417-08:00Odama<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Sergey «TD» Tsilyurik </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № January 2007 </td><td align="right"><noindex> 28.02.2007 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35581/img/Odama(2)s.w246.jpg" alt="Odama" title="Odama" style="float: left" class="left1 first png"/></td></tr><td valign="top"> Enemy cohort distracted by cleverly located on the field, a rice ball. Full speed ahead! </td></table> Pinball in which the ball can not be beat glasses? Strategy, where the units are not subject to the omnipotent and omnipresent cursor, but only the voice of a player? That for one of the genre - the madness, the two immediately - Odama. <a name='more'></a><br><br> Odama action unfolds in medieval Japan, when, as you know, giant fighting robots have not yet invented. They were replaced, according to Sony, giant fighting crabs, and according to Nintendo - giant fighting balls pinball, called odamijat. <br><br> Specify: odamijat belongs only to you, governor, military leader, seeking to regain his rightful throne. And it odamijat able to lead to victory: after all, your army is small, and your enemies can not even count! Driving huge flippers, you ride Odamu on the battlefield, but beware - running the ball awkwardly easily roll out the pancakes and your own army, which is bad impact on the morale of the survivors. <br><br> The focus in Odama - a sacred bell, move the team invulnerable porters. Clear the path for them is the goal of your soldiers as enemies try to push the porters ago. If the carriers will be pushed for the flippers, the battle will be lost. To win in combat is essential that the allotted time (before sunset) bell was zealously guard the gates of the enemy. And in the next battle you are allowed to use only those resources that will save the current. With respect to soldiers, it means only the accompanying bell command: how many soldiers have passed through the gate, so much and will be available in the coming battle. The only way to get new footage - "move" of enemy soldiers Divine odamijat. Odamijat transformation from simple to divine by means of items that can be detected in the lethal ball mercilessly destroyed homes. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/35581/img/Odama(1)s.w247.jpg" alt="Odama" title="Odama" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/35581/img/Odamas.w247.jpg" alt="Odama" title="Odama" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Near the soldiers look not just bad - terribly! </td><td width="7"></td><td valign="top"> Odamijat crushes its own. Morale falls, increasing defiance. </td></table> The entire game consists of only a dozen levels, each with proper skill and luck can be completed in ten minutes. The question, however, that this skill you will need to purchase by very numerous trials and errors: Odama - the game is not easy. However, no multiplayer mode, or any standing bonuses, nor any flexibility within the same level is not found. Only you, your army odamijat yes, smashing everything in its path. <br><br> Against this background, visible and, in general, significant shortcomings flaunts an unquestionable advantage - a truly unique gaming experience. In any other game you do not happen to give out orders are not buttons, and a voice like a commander, not anywhere else you can not destroy a huge ball of enemy armies, freeing the path of his soldiers. Impression of ambivalence. Odama - the project is too extraordinary, just to pass him, but at the same time having enough problems to close to their eyes and put a decent amount of game.<br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Odama" title="Odama" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_8"> Authoritative voice Shogun </td></tr></table><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35581/img/Odama(3)s.w246.jpg" alt="Odama" title="Odama" style="float: left" class="left1 first png"/></td></tr></table> The game has a set of voice commands (included with the game comes a microphone and a special mount for the gamepad), which are controlled by your players. «Advance», «Fall back», «March Left» and «March Right» responsible for the movement, a quick dash to the goal by using the command «Press Forward». At flecked rivers level can be ordered soldiers to control the gateway: «Open the Gate», «Close the Gate». The key command is «Rally». It you tell the soldiers to the most important items on the battlefield, whether it's raising the morale of a rice ball, a ladder to overcome obstacles, enemy flippers or affected odamijat General giant. <br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-7070231238116204122012-01-27T14:55:00.000-08:002012-01-27T14:55:00.112-08:00Three small white mouse. Birthday Marine rat<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Tatyana Shchelkunova </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: PC GAMES № February 2008 </td><td align="right"><noindex> 08.02.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td> Melkopakostnaya rat nepedagogichna truth. Each mouse is well known that the bite, steal, and throw things - it is possible. If caught, it is necessary to squeak, bursting into tears: "I am a little mouse, no one understands me" - and still cry away. Remember, adults: all mouse press on a pity! Question - whether the suit in the mouse friends baby? <a name='more'></a><br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43285/img/Three-Mice-01_thumbnail_w250.w247.jpg" alt="Three small white mouse. Birthday Marine rat" title="Three small white mouse. Birthday Marine rat" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43285/img/Three-Mice-02_thumbnail_w250.w247.jpg" alt="Three small white mouse. Birthday Marine rat" title="Three small white mouse. Birthday Marine rat" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Said someone ate elephant and put pencils! </td><td width="7"></td><td valign="top"> Afraid of old age poisoned mushroom. </td></table><br><br> Three small white mouse. Birthday sea rat "in contrast to the first game of the trilogy," Visit of the marine rat "- a deliberately didactic. Everything - from mouse to Martha's narrator (Boris Repetur) - something to explain and something to teach. For example, overeat, forget the birthdays of relatives and throw things - not good. And to help others - a worthy lesson. So the game begins with the fact that the young guest of the puppet world, created by Natalia Fadeeva, compelled to correct others' mistakes. <br><br> Aunt Emma was forty years old today, but no one remembered the anniversary, and more - someone had torn to shreds tetinu card. It turns detective story for fun, which is one piece of evidence, and none of the guilty. <br><br> But while the young detective of all cases can not be undone, to search for the perpetrator was not allowed. In the mouse house so much trouble! Mom on the farm - to help her aunt - calm, Martha pencils - to gather. That vozimsya with parts of the marine maps, applique, scattered collection of shells, butterflies and even a puppet pazlotortikom. Is this not the most beloved children's (by a fluke - and mouse) occupation - to collect? Another favorite pastime - painting. Great and unexpected gift - Coloring - hidden in the room, and Martha Nelson. Another interesting and familiar to all the newspapers with crosswords game element - an underground labyrinth. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43285/img/Three-Mice-03_thumbnail_w250.w247.jpg" alt="Three small white mouse. Birthday Marine rat" title="Three small white mouse. Birthday Marine rat" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43285/img/Three-Mice-04_thumbnail_w250.w247.jpg" alt="Three small white mouse. Birthday Marine rat" title="Three small white mouse. Birthday Marine rat" style="float: left" class="center2 last png"/></td></tr></table><br><br> Play "The Birthday of the marine rat" is nice because everything is done tastefully. Player of praise, self-assessment increases - as much ashamed! A mouse and the narrator will explain a lot of useful things: a child learns new concepts, will feel the difference between similar-sounding words, learn the basics tsvetokompozitsii. <br><br> There is also a negative point - buying gestures.I wonder whether your child will watch as the mouse repeatedly make the same movements - chewing, but recline, but legs are bred? A hedgehog general dereveneet! <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Three small white mouse. Birthday Marine rat" title="Three small white mouse. Birthday Marine rat" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_18"> Whose going? </td></tr></table> While Mrs. Morzel begins to look for the glaze, you live in full confidence that the main character - Nelson. The first task will be executed for the mouse, then it disappears, and you're playing as if on its face. But when my mother fumed: "Who took the icing?", And Nelson said from a corner, which hid all this time that he did not take the glaze - the question arises: "Who am I in this game?" <br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-47729011648969241912012-01-26T16:09:00.000-08:002012-01-26T16:09:00.146-08:00Silent Hunter 4: Wolves of the Pacific<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Ashot Hakhverdyan </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № August 2007 </td><td align="right"><noindex> 20.04.2007 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/36208/img/sh-15_s.w246.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="left1 first png"/></td></tr></table> Meeting dawn almost at the equator. Darkness of night gradually dissipated, inexorably stars go out, the horizon is painted in such warm tones that he wants to hug, and you receive the edge of the sun, still quite bright, it just got out of bed, but not yet fully awake. Tired of the darkness the sea plays with bright colors, like beads, and look at it can be infinite. The estimated time of interception is low chasa.Tri two and a half hours later, a few sailors from torpedoed an enemy transport on the boat leaving the sinking ship. Accompanied her gaze through binoculars - to the nearest coast twenty miles. Not the kids already will get their own. <a name='more'></a><br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-12_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-08_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 last png"/></td></tr><td valign="top"> On the map does not mark the color enemy ports, although in theory should be (in the SH3 this bug was not), so that, returning from a trip to their home base, there is a risk to discover that it is now settled the enemy. Surprise! </td><td width="7"></td><td valign="top"> At maximum capacity realism external cameras are turned off, so there is nothing that the captain of the submarine did not see. Especially for those who want then to admire the old exploits in the game finally came the replay. True, I still get it to work but could not. </td></table><h2> Beauty is not saving the world </h2> This is not a game, that's life. Projects of this magnitude come very rarely, and most of them enjoys well-deserved popular adoration, but the submarine simulators have long been one foot behind the face of the mainstream, so that the SH4 glory Oblivion does not shine. <br><br> This is a very emotional game, at first glance, all devoid of any emotion. The presence of a dissolution, and dimensional chronometer ticking sounds sometimes triumphantly, sometimes sympathetic, sometimes ironically. <br><br> But does it make sense to talk about it, if we are all one and the same world is perceived very differently? Here, no one dictates to you, what emotions should be currently experiencing. Ocean - is freedom. I'll be back, no matter what. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_8"> HEROES editorials </td></tr></table> Already from the first hike, we return with the tonnage of ships wrecked, it is quite possible to become a hero of the headlines, and even run for president of the United States. Moreover, if we look at the box scores hikes in the first year of the Pacific conflict, we find there is a surprisingly modest figure. Why? <br><br> The fact that the tactics of most virtual submarine completely conform to the submarine fleet in the U.S. at that time. While military experts believe that for the submarine to be detected - automatically means be started at the bottom.What depth bomb may well destroy or severely damage the submarine, even landed in a good hundred yards from the hull. What periscope peeping out of the water gives the boat much stronger than it was in practice. Therefore the first year or two of war shtatovskih submarine acted with incredible care. It is quite common practice was to conduct an attack at all without the use of the periscope, only on the testimony of the hydrophone. And the reliability of torpedoes, we have already mentioned. <br><br> In this case, the merchant fleet of the enemy was often almost defenseless: the Japanese were slow with the introduction of the practice of protected convoys, and generally anti-forces were not the strongest part of the Imperial Navy. And if America's submariners at once acted with the same aggressiveness with which they will attack the enemy at war's end, or with the one that was adopted in the Kriegsmarine, the loss of the Japanese fleet would have been much higher. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-09_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36208/img/sh-07_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Sometimes the destruction of the enemy's transport required fifty artillery volleys. And then the first round - and you're done. </td><td width="7"></td><td valign="top"> Flags are very convincing rinse in the wind and can not see them not at once. </td></table><h2> Place in the Sun </h2> The fourth part is created on the basis of previous, by and large it's the same SH3, only more beautiful, with an even grander scale, more interesting and a new entourage. In place of the harsh Atlantic and Nordic charisma German submarine officer came to the warm tropics of the Pacific, informally dressed American submariners (jeans and a shirt!). Other subs, the other side of the conflict, but the Earth at all is one. <br><br> Dynamic campaign is now considerably expanded. In addition to patrolling some of the square (which was the sole aim of military campaigns in the last series), now before us presents another problem. For example, intelligence, when our boat must sneak into the enemy harbor and take a picture standing in the raid ships. Or landing agents, supply the Allies with supplies, etc. And when we're a long time at sea, after performing one task before us may be put and the other, and we go to a new point without going into port. <br><br> Headquarters regularly provides us with data on the movement of convoys and individual ships of the enemy. Firstly, it is quite clearly gives an overall picture of the enemy fleet, so that, with the possibility of free hunting, we are able to independently determine the delicious pockets of the enemy. Secondly, properly drawn up a plan to intercept, we are often able to catch the goal originally was hundreds of miles from us. And if we had most of the time moving erratically over the waves, hoping that the case will send us more serious purpose, it is now almost our every move intelligently. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-14_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-13_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 last png"/></td></tr><td valign="top"> At the beginning of the war submarines were covered with black camouflage. Looks very impressive, but the boat unmasks: located at periscope depth the boat was visible from the air like a black shadow under the water. </td><td width="7"></td><td valign="top"> Tropical nights are really black. Periscope in such circumstances is absolutely useless to attack should be of above-water position.The first time the darkness suddenly cuts including searchlights enemy ship, the commander of the boat is hospitalized with a heart attack. </td></table><h2> The benefits of education </h2> The previous part was pretty easy to learn. The interface has been completely transparent: to navigate through the submarine could be using the mouse, both locations of the quest (by clicking on a hatch, we moved to the nearby bay), but if click on an officer of the commands, there is a small menu - what can he do for us and our common goal. We could take the place of any member of the crew and the mouse is governed by existing instruments. A fourth part of most of these opportunities disappear. Our sailors are no longer paying any attention to us, but sometimes we just need to talk to them. <br><br> Did not have to be an expert on military history to guess that the German submarine Type VII modern and better type II, let alone the type XXI - and does a diver's dream. U.S. title series subs are not so transparent, and those who are not aware of the historical realities, the game does not make steps forward. Meanwhile, a very narrow circle of those who know what boat Sargo class differs from the class of Salmon, and those who will doubt the choice between the class S-42 and Balao. <br><br> Available in the game mode "museum" of information will not help: they can see only the appearance of the boat, and any additional information or to TTX was not there. "I do not pay for these torpedoes, I use them!" In SH3 torpedo computer was quite possible to learn intuitively, without looking at the manual. Now we learn the manual determination of the parameters of the torpedoes is almost impossible. Moreover, even having carefully studied the relevant sections of the leadership game and mastered, we believe that all necessary procedures, we still can not always hit the target. At the first attempt of attack appears that described in the manual method of determining the speed of a target simply does not work: the use of the chronometer is no data in the computer are not transferred as they may click. <br><br> Does not work, and right - the remaining data is sufficient to manually draw a map rate target movement and by simple mental calculations to determine its speed. However, even with the manual introduction of the necessary data situation is not improving. Spend the entire ammunition without a single hit - what happens? Indeed, in most of the last series of starts was fruitful! With these thoughts, we pause the game and start testing disabled in settings realistic simulation of failures of torpedoes and including the display on the map all game objects. When conducting tests, it appears that our torpedoes all the time go far beyond the stern purpose behind the housing and beyond. When checking put into the computer data is that we do everything correctly, the distance to the target corresponds to about the real, her speed too. Does the calculator itself is defective? <br><br> Just a couple of days ago, the situation has officially explained the developers: the fact that some of our torpedoes are much slower than the design speed (about 36 instead of 46), but the computer as we are not aware of this fault, and therefore uses data from the TTC. In this case, the bug appears only when a high speed, if the use of 30 small sites, the computer with the problem excels at, and torpedoes finally begin to come to the right place, we will send them ... as a rule. Of course, nothing prevents enable cheat avtopritselivanie and is guaranteed to hit every volley. But we're not that why you came here, right? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-04_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-03_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 last png"/></td></tr><td valign="top"> A lot of depth - the world of vague shadows.Here, almost nothing is visible, and therefore protruding from the nothingness boat looks remarkably grim. </td><td width="7"></td><td valign="top"> One Western reviewer likened the graphics in the game with marine painters paintings oil on canvas. Or rather not say. </td></table><h2> Blindness and deafness </h2> Hydrophone at periscope depth can not hear anything, but when you consider that we can not grab the mouse knob direction plays, it seems that the system is simply unusable. However, with the keyboard it still can run, but around the suspicious silence reigns. It is worth a boat down a few feet below, as the world comes to life, the sea begins to sound, and if nearby there is someone, we finally hear the sound of propellers. Next the fun part: if at this moment we will give an indication to that particular contact, the acoustician will tell us about his actions and movements, even after we get back to periscope depth and the hydrophone again endeared inappropriate silence. Since the unit did a little work? And yet many mysteries fraught with the world. <br><br> For example, radar. For us, this thing is useless at all: either by using the mouse or keyboard commands, we not only can not configure anything, but even unable to turn it on or off. Generally, nevyklyuchaemy radar on a submarine - that even an incident. Something like dragging a parachute behind a scout. Green flickering screen does not display anything at all, while our subordinate quite successfully managed with this thing, and even occasionally tell us about the next contact. Themselves, then use this miracle of technology can, but the commander did not want to show. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-06_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36208/img/sh-02_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Judging from the SH3, the game will not leave without support. The first patch was released almost immediately after release, and the existing bugs, the developers promise not to ignore. And the rest will manage enthusiastic modders. </td><td width="7"></td><td valign="top"> If at a set depth of light in the cockpit to flicker, then burn bright-bright, turn off at all, it means that things are bad. </td></table><h2> Is it worth it to wake the captain? </h2> Since we can not keep up with everything at once (especially when time is accelerated a thousand times), then have to rely on the reports of our team. Most often they can expect, but sometimes wards chudyat. For example, for each ascent, when we recruit the air and carbon dioxide indicator slides down to zero, we report that the boat ran out of oxygen and should be immediately emerge. <br><br> Worse when the team decides not to inform us, for example, about the detected target. From some of the surprises you can turn gray: come out to the bridge for some fresh air and discover the face of an enemy ship. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36208/img/sh-05_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36208/img/sh-10_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The weakest link in the timetable - is exaggerated pyrotechnics. Although such spirit of the times. </td><td width="7"></td><td valign="top"> Management team has improved considerably since the last part. </td></table><h2> Happiness is inside us </h2> The series follows the general evolutionary path of the genre. The simulated systems are becoming more complex, it becomes increasingly difficult to master the game. Decorative features are giving way to harsh historical realism.A large ship - great diving, and replaced graphical problems last part come errors in modeling of complicated systems. Where will this path, we know perfectly well: to date hardcore simulators like jet planes and submarines virtually extinct because of chronic financial failure. It is possible that the same fate befall SH, but today he is in the prime of life. Today it is almost perfect simulation, the golden mean, with a charming appearance and rich inner world, which so far can be mastered in a couple of days (for comparison: the development of LockOn from scratch would take the very best month). <br><br> Of course, the bugs do not have anything good. But on the one hand, simulations without major bugs are no longer happens in general, is that over time, game mechanics are so complicated that fewer and fewer players are able to detect them. On the other, the game specifically meticulously modeled many of the shortcomings of equipment and weapons, and it is an indisputable advantage of it: after all, in contrast to the captains of World War II, we know beforehand that worked correctly, and expect to see these problems. <br><br> And oddly enough, software bugs can not work against the game atmosphere, and at her: after all, most of them, too, can be avoided if you know what the problem lies. The situation is similar to the historical: after returning from trips captains now on the forums to share their problems, discuss equipment failures, carry out numerous checks, looking for solutions. World is constructed, and he lives. How can you not love him? <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_34"> On parole </td></tr></table> The game closely modeled all possible failures of torpedoes, not only will fail to fuse. Particularly fond of playing up the magnetic fuse: the torpedo can not only detonate at the right time, but, conversely, to explode prematurely. The latter, as you might guess, is particularly strong reaction from our storony.Plyus to simulate and problems with depth course, when the torpedo is significantly below the specified depth, clean lishayas the slightest chance of somewhere to go. And even after the faulty torpedo volleys can go around, and this is the most dangerous problem, because a failed set of circumstances we can become a victim of its own attacks. Of course, all these failures completely match the reality. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36208/img/sh-16_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36208/img/sh-18_s.w247.jpg" alt="Silent Hunter 4: Wolves of the Pacific" title="Silent Hunter 4: Wolves of the Pacific" style="float: left" class="center2 last png"/></td></tr></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-65412022849530511602012-01-25T12:34:00.000-08:002012-01-25T12:34:00.139-08:00Galactic Civilizations 2. Twilight of the Arnor<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Aleksey «Chebur» Arbat </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № 14 2008 </td><td align="right"><noindex> 15.07.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="/post/42832/img/1.w500.jpg" alt="Galactic Civilizations 2. Twilight of the Arnor" title="Galactic Civilizations 2. Twilight of the Arnor" style="float: left" class="center1 first png"/></td></tr><td valign="top"> Control Panel planetary upgrades, in general, little has changed - except that it has become more vivid and clear. A handy and informative it was before. </td></table> Usually talk about add-on'ah pretty boring: Changes in the worst case, fine, but at best - not the principal. More or less notable updates gameplay - a rarity. Against this backdrop, the latest addition to Galactic Civilizations 2 looks great. <a name='more'></a><br><br> Any doubts? Then let's ... math. First, the vastly improved graphics - at least for us, cold strategists, completely devoid of craving for beauty, it is not so important. However, the main focus that simultaneously reduce the requirements for a computer. <br><br> Secondly, the traditional "Tree of technology" was different. The authors did their best, and now each race is its own, unique. And it is not just empty words - changes are very serious. In projects that use the system for science and technology, is often found annoying thing - the beginning of the game people, race or planet, run by a gamer, has its own characteristics, bonuses, etc., but soon discover: the farther the state develops, the more it becomes similar to the neighboring worlds (planets, countries - underline). Such rotation is easily explained when it occurs on Earth - globalization, what's protest. But in space you want to race differed from each other until the end of the game - such is the tradition of stories about the green men. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/42832/img/GC-07_s.w247.jpg" alt="Galactic Civilizations 2. Twilight of the Arnor" title="Galactic Civilizations 2. Twilight of the Arnor" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/42832/img/GC-08_s.w247.jpg" alt="Galactic Civilizations 2. Twilight of the Arnor" title="Galactic Civilizations 2. Twilight of the Arnor" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The ship flew reconnaissance in the first system in the neighborhood. The system is quite poor, but the game will be very useful. </td><td width="7"></td><td valign="top"> Panel of scientific plans and achievements. Too easy, but the alternative offered is not easy - the player will have to smash his head before you realize that he now needs most. </td></table> So, Stardock Entertainment is largely managed to solve this problem, and now every nation has its own destiny. And it works! The authors not only offered a dozen individual technology trees with more than a hundred discoveries, they have erected a kind of constructor that allows itself to collect race and thus form it has a special path of development. As developers say: "12 civilizations - 12 different ways to win." Particularly pleased that the schedule is not podkachala - unique crafts of each race are not only technically but also externally. <br><br> Following (if you do not forget, the third in a row), a very nice addition for those who do not like poking around in the plasma guns and ion engines of ships. Now, having invented a little more powerful laser, no need to hurry to design a new starship. Automatically in the list of available ships will have a new modification with the following serial number. <br><br> And finally, the latest news - we have not only updated and expanded version of the Galactic Clvilizations 2.For us and produced another full-fledged constructor that allows almost make your own games. The new tool is quite extensive - there a map editor, scenario, planetary improvements, and finally, the already mentioned designer tree technology - change the game you want. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/42832/img/GC-09_s.w247.jpg" alt="Galactic Civilizations 2. Twilight of the Arnor" title="Galactic Civilizations 2. Twilight of the Arnor" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/42832/img/GC-11_s.w247.jpg" alt="Galactic Civilizations 2. Twilight of the Arnor" title="Galactic Civilizations 2. Twilight of the Arnor" style="float: left" class="center2 last png"/></td></tr></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-25869675590732657192012-01-24T11:01:00.000-08:002012-01-24T11:01:00.127-08:00The Lost Crown: A Ghosthunting Adventure<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Marina Petrashko </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № 15 2008 </td><td align="right"><noindex> 01.08.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/43054/img/1.w500.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="center1 first png"/></td></tr></table> Advertising Lost Crown for a long time decorate a gaming publications. However, it can be done early and quite wrong conclusions about the content of the game. Girl with a bleeding eye sockets, compressed in a fist brutally tortured a crow, has nothing to do with any in-game graphics, with any content. The impression is that the designers did not read the name: it lost the crown (crown), but not a crow (crow)! <a name='more'></a><br><br> Here it's the need to look for. But not a girl, but quite a mature three-dimensional "blockhead", adorned with the famous Jonathan Bouksa texture, the legendary independent igrodelov, alone and in collaboration with other enthusiasts gives to fans all new projects in the genre of horror adventure. <br><br><h2> Madame Bovary - that's me! </h2> Today bouks-zateksturennogo protagonist named Nigel Danvers. He is the designer. Bedolagu both got work in an office that one day, on the eve of May Day, he just got into the first train, and drove off to the East Coast of England, the North Sea, the tiny town of Saxton ... is not the place where you can find peace. Not only that the spring thaw train stop a few miles from the city and the rest of the way the locals have to travel on shaky bridges in the marshes (and how could the tale of universal prosperity of the European countries, as opposed to "beggar Russia »?)... Moreover, since the whole town is going God knows what: the annual tide bared bottom, locals and visitors crowd enthusiastically seeking ancient treasure, according to legend, hidden somewhere in the caves beneath the city. It would be nothing, but the only places in the hotel of the city there, and the hostess offers Danvers stay in the semi-abandoned house at the edge of the pier. The first night it becomes clear that the house is packed full of ghosts, like a barrel - herring. On top of troubles to its low poly head Nigel why is calling and repents that ran out, Mr. Hadden, the employer. He thus mysteriously assures us that in the course of all, because "there are many old ways of finding out the unknown", and offers Danvers deal - he forgets about his misconduct, if Nigel agreed to take him to the study of paranormal phenomena Saxton. Tomorrow, de, in the name of the fugitive will come to the premise equipment, and he can begin: fixing the traces of radiation, the sounds that emit a ghost, pictures and even shoot video. Nigel somehow agrees and engaged in a complicated story, all the threads that lead to the legendary treasure of this area, the famous crown of Anglia. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_7"> The prototype of the town of Saxton </td></tr></table><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/43054/img/ghost-12_s.w246.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="left1 first png"/></td></tr></table> The prototype of the town of Saxton was the ancient settlement of fishermen Polperro (see photo). You can tell the creators shalyavili - have already prepared a pier, and even a little white cottage near him. In some locations used in rendering, and in some places and just photos.<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43054/img/ghost-03_s.w247.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43054/img/ghost-04_s.w247.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The same house with ghosts. </td><td width="7"></td><td valign="top"> In a pile of discounted comics past years can be found here such scanty self-promotion. </td></table><h2> And the road dead with braids standing ... </h2> Past performance Bouksa, Barrow Hill, has exposed the tendency - the author is prone to exaggeration. And Lost Crown confirms it. So many ghosts per square meter of gameplay was really only in the cities of the dead from the Heroes of Might and Magic. Values that are close to the army of undead in the chamber Saxton give the opposite effect. However, it is difficult to guess whether the authors would like us just to scare. On the one hand, it pushes the "traditional elements» horror adventure: nightmares, ghostly visits of individuals and threatening letters, the mad professor, poltergeist ... on the other hand, all this so much that eventually becomes ridiculous. If the ghosts in the city are more common than stray cats, how could they cause the most terrible fear - fear of the unknown? <br><br> Another facet of exaggeration - the excessive love Bouksa designer to detail. Countless close-view with insignificant at first glance, the objects very quickly tire. A decision on the possibility to ignore them (especially since the individual images have migrated here, it seems, from the previous games in Mr. B), comes almost immediately. But, unfortunately, they're mostly moving plot. And if from, say, 34 position in this episode of "scrutiny" you missed one, but it proved to be the key, the story perfectly still get up! <br><br> But does nothing for the player is not happy in this ghostly pursuit of a mythical treasure? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/43054/img/ghost-05_s.w247.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/43054/img/ghost-06_s.w247.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="center2 last png"/></td></tr><td valign="top"> "Beware of trains"! Yes, in this game you will fall like an aggressive and obsessive railway equipment! </td><td width="7"></td><td valign="top"> But this piece as if passed by inheritance from Barrow Hill. And the dolmens here too there - you just walk up the track! </td></table><h2> The black-and-black town, black-and-black street ... </h2> Here is the style. In keeping with the tendency to exaggerate, the style is more than enough. Among black and white, or more precisely, to varying degrees of gray landscape here and there conspicuous bright patches of color - marsh flower, dragonfly, fire in the fireplace, the picture on the wall ... Design decision made the call and ennobles photo collages, three-dimensional rendering of the modest virtues sparingly animated character models and amazing details of local life. Everything creates a single image, merges into a seamless, consistent, although in English is extremely boring now. Be cautious in taking over the game! And not because you can get scared. However, some attention to detail even like it, they think it is the essence of the genre and put the game the highest evaluation in all polls. No visitors Saxton just will not.<br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_16"> Jonathan Bouks </td></tr></table><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/43054/img/ghost-01_s.w246.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="left1 first png"/></td></tr></table> Jonathan Bouks - widely known in narrow circles of the independent game developer, designer and photographer. He spent his childhood in Kent, which is called "Gardens of England" for the beauty of landscapes and natural wealth. Land Kent, anciently known not only to gardening: old country towns, historic buildings, old cemeteries and abandoned the church - the source of many stories of supernatural phenomena that are attracted to Jonathan's childhood. Since then, as Mr. Bouks grew up, he endlessly reveals that exciting (it, at least) side of life. <br><br> From an extensive list of games to which Bouks a hand in Russia coming out: two of the series Dark Fall, a story about being alive dolmens Barrow Hill, scary story about the sins of family researchers in Africa Scratches (incidentally, the last Bouks has only an indirect relation). And the game itself is easy to detect announcement: soon we will have the third part of the series about the "dark drop". <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43054/img/ghost-07_s.w247.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43054/img/ghost-08_s.w247.jpg" alt="The Lost Crown: A Ghosthunting Adventure" title="The Lost Crown: A Ghosthunting Adventure" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Of all the animals were successful creators of the best dragonfly. Worst of all - the horse. </td><td width="7"></td><td valign="top"> Pictures of real household objects ripe old age - the best part of the game. </td></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-56290111397476081802012-01-23T15:40:00.000-08:002012-01-23T15:40:00.149-08:00Death to Spies<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Ashot Hakhverdyan </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № August 2007 </td><td align="right"><noindex> 22.04.2007 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/36215/img/ss-20_s.w246.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="left1 first png"/></td></tr></table> Soviet spy is not hiding in the shadows, he proudly walks around the enemy's rear, pushing the personnel of the Wehrmacht, they say, do not get underfoot. He can go to Berlin, to break into the Reichstag and strangle Hitler, if the authorities suddenly put such a task. Soviet spy clean and neat, it does not stick to dirt, he did not moknet the rain and do not freeze during a snowfall. <a name='more'></a><br><br> NL wonderfully captures the spirit of television militants agitok past. Branchy cranberry, native since childhood, is infinitely serious splint without a single nail - a glance at the screen enough to see who's the protagonist without fear and without reproach, and who is the villain, the invader to be quick and quiet destruction. The enemy can easily give a circle around your finger, we again came out victorious from the most hopeless situation. Poster - it's the same comic, but consisting of just one picture. Painstaking ligature psychological credibility - nothing before the omnipotence of will square jaw. Do not have a Soviet spy, "I": the hero is the archetype of the poster, all at once and no one in particular. Even the passing game until the end, will not come without a hint to remember the name of the protagonist. It does not matter, as that is who exactly are your enemies: Hurrah, we is broken! Bend ... Swedes? Incas? Sith? The first few missions, fed us Nazis, but the player must get tired of the same uniforms, whatever their Hugo Boss or kroil. So for a change we unleashed on the allies: the protection and get a British diplomat, and the U.S. military. Elijah of Murom anyway, who will fall under his mace. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36215/img/ss-01_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36215/img/ss-03_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 last png"/></td></tr><td valign="top"> "Now you know me in person, and I'll kill you!" </td><td width="7"></td><td valign="top"> This soldier does not see anything suspicious in the fact that some people like to walk on his heels. Ur tolerance! </td></table><h2> Face! </h2> The authorities put before us a variety of objectives: capture the language, the release of captured agent, the destruction of high-level enemies, photographing classified documents, the undermining of the bridge pile of dynamite, etc. etc. However, when the diversity of missions almost every time are built on the same circuit. We come to life in the far corner of the map, being dressed in camouflage diversantsky, seeing that any enemy opens the hectic shooting. In such a caller clothing is very difficult to live in this world, so that first and foremost we need to get some German uniforms. And since this form never appears on the level itself, we have removed from her previous owner, and so as not to stain the skin of the precious blood stains and does not turn it into a sieve machine gun. Disguised in the form of a soldier of the Third Reich, we feel much freer: most of the enemy soldiers are already taking us for their own and can easily walk to almost all levels, and only the officers and particularly vigilant patrols SS can solve our simple masquerade. Given that these supervisory people tend to crowd around the key points of the mission, we turn to the second part of the mandatory program: collecting officer's uniform.<br><br> In contrast to the readily available soldiers, the officers never walk alone in some secluded corner, so that the possession of the cherished form will have to spend a small tactical operation. But then comes the expanse, and the level remained very few enemies, quite astute to recognize an enemy agent, even in the officer's uniform. And now you're ready to perform any task. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36215/img/ss-05_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36215/img/ss-11_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 last png"/></td></tr><td valign="top"> To open the door the enemy pays any attention. Why, our super-spy is not even close for an uncovered boxes! </td><td width="7"></td><td valign="top"> Viewing angle of your opponent - on the strength of degrees 60, and no peripheral vision. </td></table><h2> There is nothing new under the sun </h2> The game is an exhibition of achievements stealth-shooter genre, bringing together many findings from all of the outstanding games of the genre. The only problem is that the ideas taken from different sources, sometimes bad fit together. <br><br> The fact that the main character - a telepath. He was an unknown enemy's way of science feels everyone who is present at this level. Moreover, he perfectly knows their location and gaze direction at a given moment. All this information is displayed in real time on the magic map level. Thus, as soon as arriving in an unknown region, our hero is already thoroughly knows the tactical situation. It completely deprives the game of even a hint of surprise, making it just a tactical conundrum. The Soviet agent, there can be no doubt that he is supposed to be omniscient. <br><br> Because of this game in a fair degree turns in instrument flying. Magic map that displays over the three-dimensional images, significantly outperforms the latter in terms of informativeness. Because most of the time we watch it in a simple red and green triangles, crawling along the wire contour level being distracted by the three-dimensional image for the sake of making any concrete action (aim at the enemy's neck, broke the lock on a safe). Quite convincing landscapes almost lost for nothing - it's hard to feel and saboteurs and tourists at the same time. <br><br> Although the game is very bloodthirsty, and there always someone to cut, strangled and beaten simply, the viewer is nothing particularly terrible show. During the strangulation scene we see the back, and wide heroic spin almost completely hides what is happening from our eyes, a few seconds unclear fuss - and another body goes on the carpet. Blood can flow spill onto the walls, but all bodies are perfectly clean. Bullets do not leave on the enemy carcasses no trace, no krovischi, no openings. The same goes for knives, and in general any weapon. In this sense, a very strange looks ban the use of uniforms wounded or slaughtered enemy. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36215/img/ss-06_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36215/img/ss-07_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Cost to stun the prisoner, as the camera instantly broke into the guard and began an investigation - turns out, the commandant of a German prison has no right to touch a prisoner. </td><td width="7"></td><td valign="top"> We can peek through the keyhole. True, it is not clear why the psychic need keyholes. </td></table><h2> Country dumb </h2> That game was not too simple, the authors had to compensate for the lack of surprises, just a cutoff of enemies.Guarded bridge turned into a teeming anthill Fritz, one pair of boots on nearly every two square meters. <br><br> Theoretically, under such conditions from the constant din of votes to be noisy as the train station. However, around us all the more silence. German fascist invaders (and all other too) do not talk to each other, and the only way their calls - it is to get them to contact us. And even in the latter case, they are very terse: "Halt! Saboteur! Panic! ". <br><br> Thus between them they still communicate: the bot finds the body of the fallen from our label bullet companion. He gets nervous and runs to the nearest teammate silently tells what had happened, then he too begins to anxiously fuss. Or this: sitting on the bench two apparently drunken soldier and swaying to the beat of something inaudible, probably own a missing singing. Do staff have mastered the Wehrmacht ultrasound? By the way, we, too, their beckoning whistle. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36215/img/ss-13_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36215/img/ss-10_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Sometimes the scout may fail, not only in a figurative sense. </td><td width="7"></td><td valign="top"> Why go somewhere, if there is such a great landscape!? </td></table><h2> Location grow hands </h2> But most importantly, perhaps, the misfortune school - is remarkably clumsy game interface. Firstly, there thrives a pixel-hunting: to just open (or close) the door should come to her on a strictly defined distance. A little closer, a little further - and it is already non-interactive. Once we knock at the doorway, still found the right spot, have a separate button to open the Actions menu and the mouse wheel to select the desired out there (nothing to do, open the door, peek through the keyhole, to put the trap). Damn her to the door, she will will not go anywhere, but to stun the enemy, we need to crank out all of the same transaction. But the enemy, incidentally, is also inclined to move. So for a simple action can easily go five to ten attempts. And considering how often we have here for someone to defuse ... <br><br> In general the game has many flaws varying degrees of significance, demanding player will not stay here for long and will soon return back to Splinter Cell and Hitman. Or, for that matter, to Commandos.No school created for the imperial color, and this she gave the player off. Precisely because of this mood of the game is almost impossible to put down without going up to her end, and, of course, at the maximum level of complexity, because in this genre simply does not make sense to choose others. Spies must die, and we give them this help. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Death to Spies" title="Death to Spies" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_23"> Brute-force </td></tr></table> Theoretically, the game allows no hiding, and pass a mission, just attacking the forehead. Because of fallen enemies can take away guns and ammunition, then very soon our pockets begin to literally burst of grenades and automatic shops. First aid kits, however, the level is not decomposed. When treatment is the only one that we brought out of the front line, not wasted, just spent time. We must look for a nook or simply did not give the enemy a fall. If you respond quickly and in time to reload a weapon, then it's real. <br><br> On the other hand, the game still was not planned as a shooter, because this part of the rudimentary. Opponent can not use shelters, shoot from behind a corner, etc. He could easily throw a grenade at his feet and put the entire group rather quick response. And our hero is also moving with difficulty, and nothing like the A student of military and sports training.Because it is better to not build yourself out of a Hollywood superman, and continue alternating disguise. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36215/img/ss-14_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36215/img/ss-12_s.w247.jpg" alt="Death to Spies" title="Death to Spies" style="float: left" class="center2 last png"/></td></tr></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-1521800515182151422012-01-22T16:56:00.000-08:002012-01-22T16:56:00.664-08:00SunAge<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> A. Arbat </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № 16 2008 </td><td align="right"><noindex> 07.08.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/44828/img/SunAge-art-02.w500.jpg" alt="SunAge" title="SunAge" style="float: left" class="center1 first png"/></td></tr></table><a name='more'></a><br><br> Any reader "Land of Games" can easily come up with a plot for a RTS, like SunAge. Earth after a nuclear what? - Properly, a catastrophe, people live ... where? - Right in the dome; poor who flooded the planet? - But that's not true, not cyborgs, then you do not have Comedy Club, not cyborgs and mutants. And this zavarushku intervene ... who? Evil aliens. Fresh and original, readers, let's go for a fee! <br><br><h2> Gameplay </h2> At first glance the gameplay wont. Extracting resources, erect buildings, and they are building units. Resources, according to the latest fashion, characterized by rare - rarer allow you to create more advanced units. <br><br> But these parts energy - like a sip of fresh air. Locals built the tower, allowing transmission of energy from the generator to other buildings. Cutting down a single tower, the enemy immediately cuts off a whole block of buildings on the network - and work in them stops. No reason to object, they say, and it is junk, because the wires can not be to throw units! Let nothing new, but such a scheme is somewhat enlivens game. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/44828/img/SunAge-02_thumbnail_w250.w247.jpg" alt="SunAge" title="SunAge" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/44828/img/SunAge-04_thumbnail_w250.w247.jpg" alt="SunAge" title="SunAge" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Battle formations of infantry, moving in tight formation, a very strange look. </td><td width="7"></td><td valign="top"> Phalanx phalanx of machine gunners and grenadiers ready for battle. Scary, right? </td></table><br><br><h2> Management </h2> But it complicates the great management! Instead of the usual scheme, when selecting a building, it was necessary to click on a building site in SunAge used their own, alternative management. Order to build a building, you should select it, click the right button. With the move to get used to this system is not easy. Even worse, it works with the units. Previously, we chose a soldier, click the right button on Malware humanu - and our green-skinned hero was about to go hack it into the cabbage, and so it would not rest until they mop up. In SunAge is not the case. If the enemy is outside the radius of the fire (but kindly shown on the screen), your units after this operation is not something that is not to pull, do not even look at you! For the attack to choose squad, then go to the distance of fire, and then give the order to shoot (although proud Marines themselves may be able to open fire, to their credit).<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/44828/img/SunAge-01_thumbnail_w250.w247.jpg" alt="SunAge" title="SunAge" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/44828/img/SunAge-05_thumbnail_w250.w247.jpg" alt="SunAge" title="SunAge" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Funny picture! Marines have given orders to go, and they rod right through the crowd to shoot at them the enemy. </td><td width="7"></td><td valign="top"> But the building, and in general the picture - not pumped up. The interior of the dome itself is quite impressive, and create an atmosphere. </td></table><br><br><h2> Innovation </h2><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="/post/44828/img/SunAge-06_thumbnail_w250.w246.jpg" alt="SunAge" title="SunAge" style="float: left" class="left1 first png"/></td></tr><td valign="top"> There is an active construction of power lines. Stroke, may not be new, but it works very well. Instead of one enemy base, or "key points» WH40K we have a network that allows you to make a lot of interesting maneuvers. </td></table> However, this strangeness, which the authors wished to marry innovation, not exhausted. For example, the units are made not by one, and not troops, but something in between. This means that you specify the sequence of production "- let's say, 12 Marines - and they are," samozarodivshis "form a unit. In general, very comfortable and allows you to create the required number of units. Just to be careful and have already formed unit to drive away to the side, and then the newcomers will be merged with the old man. <br><br> Unfortunately, this system does not combine different armed forces or equipment of several types. Sadly, because one could create a very interesting battle groups or even to pre-determine the composition of mixed teams. However, they were more flowers, berries - to come: because of the system units for some reason does not work properly green frame. Each unit has to order separately! Imagine, that turns into a simple stage, say, four or five connections across the map, with the militant groups that have different speed and they will come to a point "X" each in his time? Apparently, this is some deep meaning, but we never find out. <br><br> Another problem is the inability to share the finished units. A player with good intentions, fails once created to parse the crowd on a handful of smaller ... Do you understand? On the one hand, you need a lot of teams, for example, to protect the base (due to the scattered energy system, among other things, all over the map!), On the other - the story of a crowd in a massive attack is impossible. Yes, this game can not "circle of the frame and the attack." But not because the fight difficult, but because there is no scope at hand! <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="SunAge" title="SunAge" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_28"> Innovation </td></tr></table><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/44828/img/SunAge-art-01_thumbnail_w235.w246.jpg" alt="SunAge" title="SunAge" style="float: left" class="left1 first png"/></td></tr></table> As a useful innovation game authors propose to change the type of detachment system. Frankly, plus a strange strategy for a fiery battle.The author of these lines initially failed to come up with only two types of system used in modern warfare: battle group and the archaic chain ... But maybe they can lie and disguise? And here and there! We have a very handy tool for changing the depth and width of the building - that is, detachment is easy to deploy in a line or a couple of mouse clicks to gather in a narrow column of assault. Add a chain pioneers and quads - and get the cool stuff, which is so lacking ... in games on the Napoleonic Wars! And yet instead we see on the screen frightening picture - a deep column of machine gunners in tight formation busily firing "from the stomach." For the honor to say, one such image in a game dedicated to a fantastic battle, we must deny the title of the developer, bestow a beautiful orange vest and sent to sweep the streets! <br><br><h2> Modest joy </h2> However, there are nice things. If a group of special order to attack a specific enemy unit - it "remembers" the purpose and will continue to primarily attack the opponents of the same type. This system is simple and very witty, great enriches the fight, allowing much of his plan, because the units are quite reasonable - grenade throwers attacking the enemy machines, etc. The only pity is that the tool does not allow to advance in a peaceful environment, choose from a list recommended by the enemy. <br><br> Another feature - the majority of units have two types of weapons and ammunition dictates a particular tactic. For example, infantrymen armed with machine guns for close combat and sniper rifles, beating at a greater distance, but from their seats. The player can switch between modes, choosing which feature at this time is more relevant. To do this, however, need to go into the menu squad, which is not too convenient. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/44828/img/SunAge-03_thumbnail_w250.w247.jpg" alt="SunAge" title="SunAge" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/44828/img/SunAge-07_thumbnail_w250.w247.jpg" alt="SunAge" title="SunAge" style="float: left" class="center2 last png"/></td></tr></table><br><br><h2> Output </h2> So, we have the usual RTS c some trinkets. Whether they are better thought out and done with great taste - maybe a revolution in the genre and would have occurred, or at least the game could get quite interesting and original. And so ... Hey, fans of isometrics! If you have - here's a gift! <br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-40256029205231005882012-01-21T15:49:00.000-08:002012-01-21T15:49:00.407-08:00King&#39;s Bounty: The Legend of the Knight<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Oleg Charzynski </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: PC GAMES № May 2008 </td><td align="right"><noindex> 03.05.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/41363/img/1.w500.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center1 first png"/></td></tr></table> We already know about King's Bounty everything. We know that the earlier game called Battle Lord, that made her nuggets from Vladivostok, formerly known as Elemental Games, and now - Katauri Interactive. That these are the people who created the "Space Rangers" and forced the country to play again in the text quests. We heard that the protagonist will call Bill Gilbert in honor of the hacker that hacked into all the games for the ZX Spectrum, the designers Katauri are strongly influenced by Japanese tactical PRG with unpronounceable names, and draw inspiration from the Asian strategic epic, the original "Heroes" World of Warcraft and, of course, King's Bounty, a mythical half-forgotten game of our collective childhood, from which, as it seems at the height of past years, there has been all things on earth. You probably read about the "Box of Fury, Rune of spirit, strength and magic, talking objects, within which you can fight the demons inhabiting them, about the trip on the airship between the continents of distant islands with a treasure that can be reached only on a sailboat, about weighty book of magic spells, without which the battlefield is nothing to do, about the three classes of characters, and much, much more. <a name='more'></a><br><br> I have no desire to repeat. I've spent with the King's Bounty wonderful week and going back - soon after put the final point in this text. This is a wonderful, deep, solid game - perhaps the most high-quality product of all that came out of the hands (mainly the hands, yeah) Russian developers. While fresh memories, I want to tell you about the main ... Only now that the main thing? The devil, as usual, in the details ... <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41363/img/king-12_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41363/img/king-13_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> During a battle with bosses such as this dear Octopussy Kraken, access to cheat spells of rage closed caskets and have come up with tactics. </td><td width="7"></td><td valign="top"> World of Endor much more than the surface of the five continents - the main character will have to go under the earth, in heaven and even inside the enchanted items. </td></table><h2> KNIGHTS OF PRESSURE </h2> Of course, the picture is. This is the first thing you notice. Levels collected hard - Interface not found. Frame rate - a machine gun. A small toy world in every area - his own. Concentrated above all measure, even the color off scale - on a small map of dozens of tasks, quests, and a complex web of footpaths, junctions, manholes, caves, cellars, once for no reason one could not tell. Maps drawn with maniacal zeal, and contain millions of microscopic details that the eye at once is not fixed, but that's his doing. Here are paving the road leading to the royal castle - brick by brick, so the smoke curls from tonyusenkoy pipe - trim a smoke rings.How many days a programmer and designer conjured over these rings? <br><br> Level designers mastered the art of the superdense installation: you can stand next to the cherished chest and thoughtful twist map, trying to figure out how to get close to him - so is born a sense of a compound of the space in which there is a place not only for the exploits, but for the discovery. Of course, CD-term assembly there is a downside in the face of our "favorite" foreign friends on behalf of the pixel hunting, and path finding. Reach the desired point is not always possible, and even in this idea seems a designer - you must find the way to win the forest clearing with a treasure, and not carry out this creative challenge soulless algorithm to find a way. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="/post/41363/img/king-09_s.w500.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center1 first png"/></td></tr><td valign="top"> "Howling" makes the most of the army in horror to be worn on the game board almost all of the battle. I wonder, can, PVP-shackle which involve, or that ... will of forsaken? </td></table> Day gradually gives way to night, toy houses lit caramel box, in the valleys formed by the fog, and all decent people do not seem to nose out into the street, except for a lone stranger on horseback with an army under his shirt pocket. Each play area, and their in-game not one or two dozen, made in his style, the game seemed to switch the channel every time we cross a whirlpool Portal - changes colors, music, landscapes and vegetation, the architecture in buildings, monsters . In the branches shebarshitsya some evil, and you suddenly flinch at the desperate cry of crows just above the ear: the black wing of almost half the screen for an instant shown in the picture - is that even for the effects of presence? <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_11"> CLASSES </td></tr></table> WARRIOR: The perfect choice for those who do not particularly trust the magic tricks, used to rely on loyal army and its commander that ability. The Warriors - a born leader and can collect under his command a considerable army, which under their control are trained additional chips. Unlike other classes of soldier gets two slots for weapons and two for the regalia, as well as skillful with a box of fury and its inhabitants. This partly compensates for the weak magical potential warrior. <br><br> MAG: It is unlikely that under his reign will bring hordes of Tamerlane, but has a large reserve of magical energy and is able to quickly restore it, even during combat. An experienced magician can use the spell book already twice per turn, increase your spell power and hire more soldiers, magicians. As often happens, the passage of King's Bounty for the magician requires players to some mental alertness - particularly in the first stage. <br><br> Paladin: Just created for those who are unable to make a choice between a warrior and a mage. Warrior-magician, trained eksterminirovat undead and demons with the help of the sword and the word of God. Paladin has the ability to learn more about the enemy's army will be able to convince the enemy to the side of light and able to keep in reserve two additional squad. The most balanced class in the game - you can make it just about anybody.<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41363/img/king-15_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41363/img/king-20_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Three magic schools offer a choice of more than 60 spells - only manage to learn and upgrade. </td><td width="7"></td><td valign="top"> Levels were drawn and collected with the transcendent quality - not a single stitch! Undoubtedly influenced by the work of designers Blizzard. And what a good example to follow! </td></table><h2> Everywhere life! </h2> Turn-based strategy are often different mathematical dryness: the world is divided into hex, in specially prepared cells arranged army of monsters and treasure, the triangle ABC equals the triangle A'B'C '. You can only solve the puzzle. The epitome of this approach is the "Code of War" - a game in every way remarkable, but the abstract to the grinding dust in your teeth. Dmitri Gusarov, known as a man could turn into a farce any serious undertaking, and King's Bounty, he could not leave untouched. Developers literally abused historical monument, making a serious play in kindergarten, Pacman, Super Mario! The fact that the inhabitants of the "Legends of the Knight refuses to stand still and wait for imminent death - they patrol the area, listen to heroic topotu hooves, stop and alarm draw cool air chitin wide nostrils rush of the passing travelers, persecuted intimidated players along the narrow forest paths, and finally cornered him! Such an amateur in the most radical changes the feel of the game. In the new areas we feel sometimes full of terror attacks, adrenaline is released in doses that power strategic games quite unusual, on back streets gads eeriness with question marks over his head, the hero of his way to the wall in search of another treasure zolotishka in a bag or kristallchika long unsold, and spilled a generous hand "plyugeny" reminiscent of the famous nintendovskie "stars" who need to collect, dodging villains. <br><br> But this is only half the problem, the main thing - you get the feeling that you can outsmart the game. That protects the trail in the swamp army "invincible" spiders. Take the battle and lose the whole army to retreat, or for help? And if you just lomanut the forehead, along the edge of the swamp, miraculously escape the poisonous jaws, with acceleration to break on a deserted graveyard, crashing into a crowd of obscure characters - either neutral, or new enemies - turn into the forest, hide in the woods, to listen, catch your breath? Carried forth! Of course, all these breakthroughs on the flank of the developers accounted for, but loopholes are arranged not by accident. But the possibility of cheating brings some entirely forgotten, the children's joy. By the way, mobile monster can stretch beyond their own territory and let them fight in other areas, which deprives the opponent's army tactical advantage. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41363/img/king-17_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41363/img/king-11_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The protagonist does not participate in the battle personally, but each course can browse through the spellbook looking for the most reliable means. </td><td width="7"></td><td valign="top"> Periodically, the game throws up puzzles-puzzles that can not pass by brute force - a victory awaits only those who have mastered the mechanics of the game King's Bounty. </td></table><h2> RIGHT you go ... </h2>From candy-Doughnuts King's Bounty expect increased attention to his own person - now you take the handle and, as a small, dragged on a pre-nuanced route to an inevitable victory. This trip really is - important for the story quests marked with a crown and to let them no way. Here are just a gallop a gallop on the storyline, is unlikely to succeed - must first poryskat in the county, gaining experience and money. Long quest branches throw you from one continent to another, and sometimes simple debuts turn quite deadly endgame - many tasks are put off until better times. <br><br> Periodically there is a feeling that the game generally do not care who you are and what there doing. You fail, you lose the army back into the city, barely making ends meet on their way back streets in search of treasure is not found, just barely kopish money on a dozen knights, again trying to overcome the very Werewolf in a cave and find yourself again in the red. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41363/img/king-21_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41363/img/king-26_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Private beaches are closed to access from the shore - to get into a really recreational areas, you need to get a boat. And for travel between the continents are dwarf airships. </td><td width="7"></td><td valign="top"> To use a live subject, one must first subdue its inhabitants. The point is dangerous, you can live out of the subject does not come back. </td></table> Sooner or later you're dreamin 'about the button "Download", you learn to fight with minimal losses, use the trick instead of a blunt force, carefully choosing opponents and not squander money on all the small stuff. A game ... The game still offers many exciting activities - you can see that the land lying north of the royal castle, go for exploration in adjacent areas, or finally figure out the maze of forest maze outside the village. In the Tower of Magi offered to pass some test of wills - can go? Or save up 500 gold and go aboard the ship along the coast, they say, there on the island is full of pirate treasures? And in the neighboring state beckoning to the tournament - tempting! Sometimes I could not shake the feeling that the play MMORPG in splendid isolation and a small army in check. But who would trust the feelings disabled WoW with a two-year experience? <br><br> A couple of hours you finally remember what King's Bounty. In contrast to the bloodthirsty "Heroes", where our problem - all victories, the "Legend of the Knight" quite a different mood - a journey through the world, studies find puzzles and unhurried their unraveling, the smooth flow of the storyline with numerous branches, careful process of growing protagonist, experiments with magic formulas, search for the optimal control strategy with the bosses, etc. In fact before us role-playing game with a very strong system of tactical battles, a genre not represented in the West too and is very popular in the East. Lop-sided sign «King's Bounty» for this project fits just perfect, especially since the developers have restored her to the samovar shine. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_23"> CREATURES AND RACES </td></tr></table><table cellpadding="0" cellspacing="0" border="0" class="imgblock"><tr><td width="1%"><img src="http://www.gameland.ru/post/41363/img/12.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td> PEOPLE - Universal Warriors, equally effectively act as a defense and in attack.Many wear armor and can show a couple of tricks, and the priests and Archmages create havoc on the battlefield without leaving deep in the rear. Living in the Kingdom of Darion, the people are friendly with the elves and dwarves, but can not stand the orcs, undead and demons. Interesting representatives: The Peasants (where do without "peyzantov!), Marauders, Inquisitors, Knights. </td></tr><tr><td width="1%"><img src="http://www.gameland.ru/post/41363/img/13.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td> Elves - Elves are suspicious of all the inhabitants of the fairy world, and demons and undead in general do not digest. Not fight love, differ from poor health, besides forging strong armor and have not learned. On the battlefield, showing sprint speed, use the magic of nature and try to help each other. Interesting representatives: Forest Fairy, Black unicorns, Ancient Ents. </td></tr><tr><td width="1%"><img src="http://www.gameland.ru/post/41363/img/14.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td> GNOM - Team Highlanders of Kordara, consisting mostly of dwarf dwarfs and large-scale giants. Gnomes are afraid of the dead and cling to pick the word "demons", their ingenious mechanical devices are extremely effective in combat. Dwarfs are extremely slow, but armored like tanks, and have comparable firepower. Interesting representatives: Miners, Alchemists, Giants. </td></tr><tr><td width="1%"><img src="http://www.gameland.ru/post/41363/img/16.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td> Undead - With equal indifference relate to all races. Night, and next to the cemetery fighting undead TTX significantly increased, so that the beach they take with them is useless - at least during the day. Undead already dead, so killing her is not so simple. In addition, the dead are able to swell the ranks at the expense of vital forces of the enemy. Interesting representatives: Dead spiders, rotting zombies, cursed ghosts, Bone Dragons. </td></tr><tr><td width="1%"><img src="http://www.gameland.ru/post/41363/img/15.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td> Demons - Demons are not of this world. Among them are mighty warriors and powerful mages, having devastating attacks, hardy and strong. Demons came out of the fire, so the only fear of cold and sharply negative attitude to winter sports. The magic of demons is as simple as it is effective: make a commotion! Crush! Interesting representatives: Imps-mockers, demonessy, Arhidemon. </td></tr><tr><td width="1%"><img src="http://www.gameland.ru/post/41363/img/11.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td> Orcs - Orcs are always a lot, they always make noise, fighting, and somewhere to roam. Orcs hate undead, relying on brute force and extreme survivability. Evil and ancient magic shamans supports soldiers during a merciless attack. Interesting representatives: Violent goblins, orcs, war veterans, Shamans. </td></tr><tr><td width="1%"><img src="http://www.gameland.ru/post/41363/img/17.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td> Neutral - Neutral inhabitants of a fairy country, the most extensive faction in the game, most of all value their independence, but would like to fight on the side of the commander, who will offer more interesting conditions. Interesting representatives: Sea Wolves, fiery dragons, ancient bears Zloboglazy and Zveroglazy (please do not mix, they are terribly offended!). </td></tr></table><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41363/img/king-22_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41363/img/king-18_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Thrush Vilma is ready to give cow dung for 500 gold.Yes I am an army of swordsmen hire for that kind of money! Numerous conversations with the inhabitants of Endor, easy to read and sometimes require the active participation - to build up a conversation with the NPC, you can make him want without massacre. </td><td width="7"></td><td valign="top"> Role-playing system is very simple and does not cause problems - the game generally mastered in minutes. Pay attention to the spouse, Bill Gilbert slots are filled with children. "A fussy baby and desperately snappish John" Papa Rage increases by as much as 10 points! </td></table><h2> QUIET We can only dream ... </h2> The combat system is perfected for years of testing, and it is noticeable even in small things. Timing of movement of armies and special effects, weighted down to the millisecond - I've never even had not occurred to press escape or pokoldovat in the settings. However, such special effects are simply a sin to miss: every time a character test on the battlefield, a new spell, you feel fits the absolute delight: with a monstrous power with which the inimitable sound of these icebergs capture the obnoxious pirates captured! And when you finally give Box of rage and you begin to gradually penetrate the secrets of magic Spirits - on the board is set representation of epic proportions! Unfortunately, my impression is spoiled preview. I envy a novice, who first tries to smashing the enemy a sword or a hellish shoal. By the way, do not abuse the latter. <br><br> The complexity of the battles are very dependent on the balance of power on the board and the magical abilities of the protagonist. The game allows you to appreciate the power unit before joining the fight, "very strong" promises to guarantee victory, but the "invincible" and "Deadly" is better avoided, until you learn how to local tactical wisdom. The hero himself does not participate in battle, but without his magic, and bonuses to attack / defense to play it would be impossible. Random local surface topography and all sorts of surprises on the battlefield, from the trunks with a decent amount of money (who first ran, the young man) and ending with the Altar of lightning that hits an electric random passers-by, adding intrigue happening. Already in the middle of the game selection of candidates for military service goes beyond all reasonable limits - something which, as an aggressive fowl in King's Bounty abound. Study of special skills and mutual compatibility of these monsters, search for "gaming" of the army to capture the very complex characters and bosses, support the "heavy artillery of magic" - is the soul of King's Bounty. If you do not like to think, but to play "Legend of the Knight Foundation wants - is the perfect solution: the level of difficulty" easy ". Trunks in the surrounding caves immediately swell of gold, the army of evil become more modest, however, remains a challenge - an attempt to put in your new area without proper training, still ends with a visit to the physician. <br><br> Defeat the superior forces of the opponent may, and each victory brings an exceptional pleasure. I liked playing a magician - in some cases it makes sense to use the terrain and all sorts of artificial barriers to deter enemy attacks, "razmachivaya" his magic carpet bombings and other artillery. Magic on the battlefield a lot, and the opponent is using it very actively, for example, when faced with werewolves my soldiers had most of the time in horror run on the game board, not responding to orders. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41363/img/king-10_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41363/img/king-16_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Beating the ship, populated by ghosts, we gain an invaluable source of ghosts before the end of the game. Only pay! </td><td width="7"></td><td valign="top"> Get access to powerful magic Spirits of Rage is not that simple - you must first pokolesit around the world, fulfilling whims of the inhabitants of the boxes. </td></table><h2> Again and again </h2> Each time you press the button "New Game", the world is King's Bounty is re-created.Game digs all Not-found treasure, mixing them and digs in again - even in other places. Change the range of shops and assembly of the armies in abandoned castles. I started to play three times, experimenting with classes and varying levels of difficulty. Cunningly devised skill tree with three branches (strength, spirit and magic) require special attention after each level up - where to invest precious runes? Three magic schools are fraught with 20 spells each, but in a magical diary only put a few pieces. Which to choose? Fauna of King's Bounty has almost 100 species - who take on an army this time? And this is your casket rage - all one big question mark. Developers are reluctant to have interrupted the creative process and diverted to release the final version of the game. No need to be a prophet to see the dots instead of a point - to be continued, no doubt. <br><br> And let. Gusarov and his team - one of the most interesting development in the former Soviet Union, in their game for the richly decorated façade, under the guise of hands is important - life. Here and there breaks out brand, familiar to "Space Rangers" gusarovskoe simplicity - the goods in our cynical times, priceless. By the way, some places in the King's Bounty suggests that the herb, which smoked the developers during the creation of "Space Ranger", is not over yet: "In King's Bounty, you can get married! Wife gives four slots for items and bonuses to the hero and his army. Different women are different slots and bonuses. We have only one way to find out what slots are local women differ from those bonuses. See you at the expanse of Endor, a cadet. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_33"> School of Magic </td></tr></table> THE MAGIC OF THE ORDER. The magic of the higher, divine origin, can heal, protect and empower the troops mystical abilities. However, do not rush to turn the page - in the arsenal of magic, and there are about attacking spell devastating force. <br><br> THE MAGIC OF DISTORTION. Extremely helpful in the home school contains spells that change the usual state of surrounding objects. The magic of the distortion changes the world beyond recognition, creates the illusion that acts on the mind - strengthens allies and weaken enemies. <br><br> Chaos Magick. Excellent choice of combat mage - about 20 spells that can weaken, destroy, disrupt or destroy the living and dead organisms are already in all possible ways. Please be careful. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41363/img/king-25_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41363/img/king-24_s.w247.jpg" alt="King&amp;#39;s Bounty: The Legend of the Knight" title="King&amp;#39;s Bounty: The Legend of the Knight" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Randomly generated terrain sometimes serves a wonderful ally in the battle. However, through the magic of relief, you can create your own. </td><td width="7"></td><td valign="top"> Each play area is literally bursting at the seams from those wishing to use your help. Well for the people of this armless! </td></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-26154789305058272472012-01-20T13:25:00.000-08:002012-01-20T13:25:00.334-08:00Savage 2: A Tortured Soul<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Sergey Gotsman </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"></td><td align="right"><noindex> 19.05.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-01_s.w246.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="left1 first png"/></td></tr></table> Issue sequels - is simple enough. Not that simple, but not much. The original concept remains, acquiring a small number of new features, the most unfortunate moments are polished, and then it all turns into a modern graphics, supplemented with new content and leaves the shop. Being a typical sequel, Savage 2 is constructed under the scheme. But who said it was bad? <a name='more'></a><br><br> As in the first part, each match playing Savage 2 - this episode is the eternal battle between the Legion of Man (Legion of Man) and the Beast Horde (Beast Horde). Before the beginning of fights the battle, you must first decide which of the parties to the conflict he is about to speak, and then cast your vote for one candidate to the post commander or the offer for the position himself. The commander - a special role. While other players running around the map, trying to chop each other into the cabbage, team leaders play in RTS. For them, all the other players - just units, constantly dying resource necessary to achieve victory. They are building a base, give orders, and occasionally help their charges a "friendly" with magic. Playing well for the ordinary soldiers are engaged exclusively in those units are supposed to do - war. With the prospect of the first (if in the hands of long-range weapon) or third (when chosen melee weapon) person. For them, all indications Commander visible as shining pillars of light. Green - go back to red - attack it. Do I need to execute the command "bosses" or not, everyone decides for himself, based on the immediate situation, that is, in fact, the commander is available only "indirect control" by other players. The match ends with the destruction of the main building of one of the parties. In general, the essence of Savage has not changed, and it was good. Like adrenaline, risk and PvP? Play a shooter / slesher as a "unit". Haunt the laurels of a great commander? Zarekomenduyte a good commander, and the people themselves will ask you to "postratezhnichat" for the team. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_5"> Savage: The Battle for Newerth </td></tr></table> History of the first part of the Savage can serve as good guide to the rake, which comes a young team, which decided to issue an unusual game. However, notably, the source of all ills was not a concept or its implementation, as well ... initially incorrect positioning of the game on the market. Savage: Battle for Newerth progressed as IMO, requested the money as the IMO (read - the required standard for the genre monthly subscription fee of $ 14.95), but IMO was not and did not possess those characteristics that make people give up their hard-earned money every month. As a result - appropriate to the audience the game was abandoned after the free month, further subscribe units, and the fate of the project hung in the balance. <br><br> But the problem was that in fact Savage is not massively multiplayer, but just a multiplayer game over the Internet - a difference of principle. In MMO games, anyway, is the cornerstone of the social aspect, and for the sake of it from month to month, people continue their subscription at the regular on-line drug. In Savage social aspect was absent, and with improper positioning of this almost led to the closure of the project.<br><br> Every cloud has a silver lining: when the number of subscribers has reached critically low, S2 Games has revised his views on the project. Fee was abolished, and the rights to publish games have been sold to publishers in the field (we have Savage was published by "Russobit-M) who have taken an active involvement of new audiences. Content on time released a patch 2.00e added a few maps, a new type of buildings and units, doctors, and helped return the old players. All this had a positive impact on sales, so that the servers are the first Savage live, and live on the Internet today. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-02_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-03_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 last png"/></td></tr></table> In Savage 2 player-level rise units with an opportunity to improve their performance by distributing experience points to the corresponding graph and increasing the available amount of mana, stamina, etc. <br><br> Another new feature sequel: in each type of units an individual set of unique abilities and their means of achieving a common goal. Builders, in addition to repair and build structures, may also be useful in combat as tylovikov, providing ammunition or mana my team. Other classes are also quite diverse: the scouts, the usual offensive fighters, heavy offensive units, doctors and siege weapons. For example, a unit of the Horde Shape Shifter («shape-shifting") has both the offensive abilities of a warrior Savage Men Legion (although far inferior to him in power) and the rogue-like Marksman. Here are just a stealth or the ability to set a bomb at the Shape Shifter, in contrast to the mentioned fighters Legion, no. But it can take a look of enemy soldiers and, if desired, can itself become a walking bomb, bringing the ultimate sacrifice. Support for the Horde do Shamans can heal all allies in range - this they differ radically from the Legion of Priests, the majority of spells that work on a specific friendly target. Arsenal extended siege units - now they are two types for each faction. But analog Summoner (Summoner), for which he fights summoned creature, people simply do not. A total of seven types of Savage 2 units on each side. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-04_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-05_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 last png"/></td></tr></table> It is worth mentioning another innovation - a product of Hell (Hellborn), available to both factions. To access them, you must first build an altar (Shrine) in "Fault location» (Scar) - in addition to gold mines, it is another kind of control points on the map for which will be a battle. Hellborn bought not for gold, and for the souls of dead enemies. Of hell have lots of health, thick armor, fully resistant to magic (though a friendly magic it is also true), and incredibly powerful attacks. However, the presence of these demons in the material world requires constant feeding: the number of hit points is constantly decreasing, and restore them can only be collecting new souls of defeated enemies. Of hell are able to turn the tide seemingly hopeless game. Until that is available only three types of Hellborn'ov: Revenant, Malafas and recently added to the game Devourer.Although Malafas is the most powerful of them, namely Devourer now enjoys the most popular love - because he is with each new victim increases its size and strength, being relatively inexpensive (of 7 souls against 20 required to invoke Malafas). This is of hell can "fatten" up to this death machine. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-06_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-07_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 last png"/></td></tr></table> If you start to disassemble the Savage 2 on the components, then we get a strange picture. As a strategy game is very simple, if not weak: the concept of "technology tree" is absent, the buildings are constructed strictly one after another. Only one resource - gold, but for its production enough to build a mine on the spot gold mine. Playing as a commander is useful for the team, but rather boring for the most plays. How shooter Savage 2 is also far from pure representatives of the genre: no rocket jump-s and similar manifestations of ingenious craftsmanship. Melee built on a "push-block-punch» c one single combo attack - too far from masterpieces such as Blade of Darkness. But being connected together, are not the best for the individual shooter, strategy and slasher create a very interesting game. Inspired Savage 2, you do not notice how fast time flies - and yet for every match takes an average of half an hour. Of course, the game has a few drawbacks, but they, in general, easily be corrected, and, according to Sean Carr, PR-manager S2Games, have already been addressed by developers and will be corrected shortly. For example, the two factions for some reason, the same voice - moved from the first part of the "human". Why have not moved the voice commands of the Horde - a mystery. <br><br> Again, very annoying inability to elect a commander in the voting process of the match, so that if suddenly the team as a team came not a very good leader who will tolerate him until the end of the battle, or wait until he resigned. This is doubly strange, given that Savage was such an opportunity and actively used when playing with random team. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_14"> From correspondence with developers </td></tr></table> Q: In Savage 2 is the limit of the team - 17 people, but the Savage: Battle for Newerth in each team could serve up to 32 people. Why have you lowered the limit for players? <br><br> A: There are several factors that led to the decision of lowering the limit of players. Leaving the technical reasons aside, we wanted to make Savage 2 is more focused on small bouts of individual units. In Savage 2 still have the big, epic battles, but they are now better managed and do not become chaotic. Classes such as human scout (Marksman), who rely on stealth and often try to quietly infiltrate the enemy base, would face great difficulties if the players on the server was too much. <br><br> Q: After the release of Savage: Battle for Newerth came Content patch 2.00e, which added to the game new units, buildings, etc. Will there be such a "mini-supplement for Savage 2? <br><br> A: In addition to regular patches, changing the balance, patch holes and technical privnosyaschim new opportunities, we will add to the game and more substantial content. Even before Savage 2 has been released, we decided that we will support the game at least a year, regardless of how many copies we can sell.Players who decide they are not ready to buy Savage 2 in its present state, may try to return to the game after 6 months and feel as though the game was released a mini-sequel with a ton of new features and content. Unlike most MMOs that require a monthly subscription fee for providing this kind of content-based additives, Savage 2 will be completely free. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-08_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-09_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 last png"/></td></tr></table> Now released the first patch Content, which finally added the long-awaited support for the players of clan battles. In a sense, clan battle raised Savage 2 gameplay to a new level: the thrill of the game in an already "played" the team are radically different from those in the game with random people. In combat there is no cohesive teams chaos created by novices who do not know what to do and where to run. A voice communication (in-game features allow voting to take advantage of only the captain, but all experienced teams use TeamSpeak / Ventrilo) is a pledge that the fighter will not find yourself running on a crowd of enemies alone due to accidentally left behind and who failed to timely notify the satellites . <br><br> Despite all this, Savage 2 is unlikely to expect the future of eSports, for example, World in Conflict. And the main reason for this - for money. S2Games does not have the financial resources that is at Massive Entertainment / Sierra or wealthy sponsors like Intel. Organization and holding various tournaments requires a fairly large investment, but an independent developer (which is also independently involved in the digital distribution of their product), they, of course, not. A pity, because detailed statistics on every player available on the official website of the game, plus the ability to view the records of any games played just give tremendous opportunities for improving their skills. Savage 2 is undoubtedly a success as a sequel, and even if we consider it completely apart, the result is still satisfactory. Gameplay got quality, but ... For some reason game developers have built up quite a bit of the new "meat": small cards (3 originally, 2 more added to the first content-patch), opportunity and diversity. Match mode is also just one - domination. All hope to modders: the unofficial list of servers is sometimes skips "arena" - improvised dueling cards for two players. In any case, Savage 2 will live a year or much more - depends entirely on developers and on the speed with which they can build up until that poor content. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_18"> Interesting facts about Savage 2 </td></tr></table><ul><li> Savage 2 is distributed exclusively over the Internet. Game Room - $ 29.99 fee is absent. </li><li> The game has a free trial period - 5 hours. Simply register your account and it automatically becomes available. </li><li> Savage 2 version for Linux operating systems is available here. </li><li> In the game folder is a toolkit for creating various mods - by reworking the interface "by itself" to create custom maps and a complete rework of the game. </li></ul><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-10_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41546/img/Savage_2_A_Tortured_Soul-11_s.w247.jpg" alt="Savage 2: A Tortured Soul" title="Savage 2: A Tortured Soul" style="float: left" class="center2 last png"/></td></tr></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-15223338270336772722012-01-19T16:28:00.000-08:002012-01-19T16:28:00.168-08:00STALKER: Clear Sky (review Gameland. Ru)<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Vadim Bobrov </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"></td><td align="right"><noindex> 09.09.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/43229/img/Stalker-00.w500.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center1 first png"/></td></tr></table><a name='more'></a><br><br> Adequate assessment of STALKER: Clear Sky is difficult to provide. Looking at the beautiful graphics, great new location, a developed system upgrades and good Call of Duty-like stages in the narrative part, want to put a "nine", because in these aspects of the game does not lag behind the original Shadow of Chernobyl, and occasionally surpasses it. The problem, however, is that Clear Sky (in the form in which it was in stores) - it's not ready to play, not a finished product. Impression that the authors have literally ripped from the hands of semi-assembled nedotestirovannuyu working version and sent it for sale. <br><br> Leave aside the very very critical bugs that lead to crashes, damage and saves a complete inability to continue to pass from a certain point - these problems, the developers promise is about to solve the new patch. But then the system simulation of life, too, is infested by deficiencies, and the improvements in the balance sheet crossed by several frankly bizarre decisions. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-01_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-02_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The marshes well, only dangerous creatures is not enough. That is the case in The Witcher ... </td><td width="7"></td><td valign="top"> Without detector artifacts are not found </td></table><br><br><h2> What's new </h2> Due to numerous requests of workers, area was somewhat more severe than the original. Monsters bite harder and die reluctantly, and some do not seem to die at all (for example, a bloodsucker in the Red Forest to kill the author did not succeed). Often found a new, rather unpleasant form - Psi-dog: does no more damage than usual pseudodog, but nerves port on the order of magnitude stronger. Anomaly has become a little harder to see, and artifacts are no longer lie under the feet: to find the hidden "gift zone" must be chosen close to him, using a special detector. At first glance, "deposit" has become quite a bit, but if you look carefully, you can assemble a good collection of artifacts on all occasions, and even to sell something that will remain. <br><br> Area now regularly cover the emissions from which you want to hide in the nearest shelter. True, it is realized it is worse than in the popular fashion AMK for "Shadow of Chernobyl" - in particular, the computer-stalkers are transferred to a shelter, and back progressive method of teleportation. <br><br> Significantly increased the number of small quests one of those "look out, bring it" - if you want them you can spend tens of hours. The benefit of such tasks, however, is just as insignificant as they are. The same can be said about the recesses of the information on which you can now buy a set of characters.But sometimes in wandering around the Zone you can get something really valuable - for example, flash memory cards with information about improvements to weapons and equipment. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-03_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-04_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 last png"/></td></tr><td valign="top"> During the ejection must hide in the shelter and wait </td><td width="7"></td><td valign="top"> Do you want more upgrades - new look flash drive </td></table><br><br> By the way, the developed system upgrades - this is perhaps the most interesting and useful new feature in Clear Sky, which makes the game truly addictive. On the bases of groups in addition to traditional marketers / bartenders are now easy to find and master gunsmiths who for a fee will improve or repair armor and weapons. The "guns" allows you to increase capacity, reduce weight, reduce returns, increase flatness, precision shooting, etc. In protective suits up strength, carried weight, immunity to various damaging factors. <br><br> In their capacity upgraded weapons are sometimes radically different from the "basic" version. The flip side of this is that the basic characteristics of the trunk (especially the "Kalashnikov", "Abakan», L-85 and to a lesser extent, LR-300) in the first half of the game are terrible. Sometimes there is a feeling that not shoot a machine gun and a slingshot, or even just toss pebbles: the ridiculous distances of 50-100 meters bullets flying everywhere, just not where tselishsya. All this outrage is compounded affecting the ability of small arms (or, equivalently, a stunning oak opponents). Even simple bandyugany in cloaks stand for three or four hit armor-piercing bullets, and only conventional munitions for them at all like peas. More serious opponents is desirable to bring down anti-armor in the head, but as it hit, if such a spread is difficult to put a bullet even in the torso? <br><br> But the greater pleasure, when the hand gets a really good weapon, such as the Swiss SIG SG-550 (in the game it's called SGI-5k) or Hurricane OC-14 (in the game "Thunder"). Here it is already possible and hit in the head at long distances, and an effective fugitive shooting at short. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-08_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-12_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Oil Painting "We loved (SVD) meet the dawn" </td><td width="7"></td><td valign="top"> To your boss, a helicopter, we wonder-machine gun! </td></table><br><br> But the real "Queen of Headshots" - of course, SVD. This rifle makes it the first time to hit the target at a distance of 200 meters, when the enemy has not seen a hero. Here are just a barrel, this is inconvenient in fleeting encounters at close range, since recharges slowly and does not promptly correct the mistakes of sight. <br><br> The popular "Vintorez" too bad, but it has a fun feature: at large subsonic bullet "sags" a meter or more with respect to the line of sight.<html> At a certain knack it will get targets for low obstacles (hello Bekmambetov!), But usually just annoying. <br><br> Hunting "vertikalka and multiply shotguns shoot not only shot, but with bullets, including armor-piercing, which greatly expands their capabilities and makes an excellent replacement for unavailable initially automata. However, the shotgun can be extremely useful "for its intended purpose." If the best machine to shoot some lousy dog would be long and tedious, pointless wasting dozens of bullets, then one shot with a shotgun in his mutantsky paradise fly just about anything: dogs, hogs, Snork, and even the controllers and bloodsuckers are not many necessary. Therefore, the charged shot usual modified "Remington" (or "Cheyzer" as it is called in the game) will be an excellent addition to the primary weapon until the end of the Red Forest. <br><br> Of course, the arms component of Clear Sky is far from reality. Thus, LR-300 in reality is different as every high accuracy at ranges up to 300 meters, which by the standards of the project is a transcendent figure. But gaming purposes such heresy is good, allowing gamers to increase steadily through the search for the best "trunk" and improve them. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/43229/img/Stalker-09_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/43229/img/Stalker-11_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Sniper is not recommended to approach the victims, but "Queen" would see what she got </td><td width="7"></td><td valign="top"> This gun destroying a lot of nerve wanting to break through the cordon. It is a pity to take it will not leave - fastened tightly </td></table><br><br><h2> What is left is still </h2> In the prequel much remains as it was. In principle, Therein lies one of the reasons that Clear Sky produces a somewhat more modest impact than Shadow of Chernobyl: if the original was all new and exciting, in addition, these feelings have disappeared. The developers are not trying to surprise us anything special: no chilling dungeons (dungeon is one thing, and it is not impressive), nor capture the imagination of the anomalous zones - all familiar and commonplace, though beautiful. <br><br> Intelligence of enemies has changed little. True, they have learned to just throw a grenade, but the strangeness in the behavior remains, which looks especially funny in combination with high bullet resistance. For example, sometimes enemies run into a stupor and stop noticing around: fountains of the earth from bullets or even the bullets entering them in different parts of the body. Dernetsya a "hero" from the hit - and goes on patrol (this is possible, even if you sneak up and shoot in the back literally in the blank!) <br><br> Neutrals and allies, too, sometimes "please", tightly blocking the aisles or vypihivaya player for shelter during the battle. But repel nuisance NPC will not work - he stands firmly as a post. <br><br> But if not much to find fault, it is necessary to state that the inhabitants of the Zone behave, though not perfect, but it is normal and adequate emerging situations: when necessary - fight when necessary - chewed sausage, when you need to - complain to life. Of course, with a variety of behavioral strategies of the AMK mod AI «Clean Sky" will not be compared, but at least there is no desire to constantly ask others: "What are you doing, sheep!" <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center3" width="100%"><tr><td align="center" class="image" width="1%">ER: Clear Sky (review Gameland. Ru) "title =" STALKER: Clear Sky (review Gameland. Ru) "class =" center3 first png "/> </td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/43229/img/Stalker-06_thumbnail_w160.w162.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center3 png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/43229/img/Stalker-07_thumbnail_w160.w162.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center3 last png"/></td></tr><td valign="top" colspan="5"> For artists and designers to the levels of claims, as before, no. For example, looking at Limansk, really believe that this town exists. Unfortunately, this site is absolutely linear transmission </td></table><br><br><h2> The war with the big-endian ochentupokonechnikami </h2> Unfortunately, with the "group intelligence" stalkerskih clans, which manifest themselves during the war between them, the situation is somewhat worse. Having reached a certain point in the story, players can join one of the factions and take part in the war for control of the Zone. The opponents are divided into pairs: "Freedom" - "Duty", "Stalker" - "Bandits" and "Clear Skies" - "renegades" (also bandits, the only other). The purpose of war is the capture database warring factions. Simple destruction of living force has no special meaning, as soon as possible enemies will revive and will go back into battle. Instead, seize and hold key points, all closer and closer to the enemy base. <br><br> But we do not do it at their own discretion - as long as the system will not give the job, cleaned and hold the point it makes no sense. A task will not be issued until the captured all the locations of the previous stage. In this case, if the mission has been issued, the point was repelled, but lost one of the previously employed (which happens quite often, sometimes for no apparent reason), the quest for the newly occupied space is canceled. Often, issuance and cancellation of missions are to each other every few seconds, and you have to run across the area, "plugging holes". And since the war "debt", "Liberty", "Stalker" and "bandits" affects several areas need to regularly move from one zone to another with the supplied non-downloads. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-15_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-17_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 last png"/></td></tr><td valign="top"> SG-550 - Swiss quality, works like a clock </td><td width="7"></td><td valign="top"> Dungeon agricultural industry: rather difficult, if not a shotgun and CEBA, but not terrible </td></table><br><br> As a result, the process seems pretty random and pointless, but the radio on the air often does not correspond to what is happening. Sometimes catch myself thinking that if a player simply "ordered" the warring factions, giving knock it alone, we would have a much easier and simpler. In the meantime, scripts, administering clan war, obviously very, very raw. <br><br> A control shot in the head "main fiche» Clear Sky does show up in A-life system, a critical error. The fact is that at some point (sometimes at the beginning of the "war") "own" group may no longer respond to the capture of a player new beachheads in refusing to send reinforcements. Sit, guard key point, and "their" all are not suitable and not suitable (may not fit and never did). How was it possible to release the game with this bug, it is not clear.<br><br> And yet, even if you do not fight to the bitter end, to join the grouping profitable. First, the trader will buy its goods more expensive, and sell cheaper. Secondly, if "appearance to the recruiting station, you can get weapons and equipment - particularly useful in this regard," Freedom ", where issue costume" Guardian of Freedom "and a rifle SIG SG-550, from which comes with a corresponding improvement in the present instrument of genocide, allows for a few seconds mow average enemy unit with polrozhka. Having accumulated a decent amount of money to surrender arms dealer, shot dead with "dolgovtsev, you can flop to the" Stalker "and buy them a good suit of" Sevan "(and if you win for them the war with the bandits, then the exoskeleton), which are useful in highly future. But, of course, is just one of many possible variants of behavior. By the way, running from the "Freedom" to "Stalker" and back, free of charge for it, new weapons, equipment and ammunition that can be many times. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-10_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-19_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Bandits have gathered en masse to pee on the gates of their base </td><td width="7"></td><td valign="top"> And this warrior "duty" placed in the corner for bad behavior </td></table><br><br><h2> We wanted the best, but it turned out as always </h2> After a bizarre economic system of the first "Stalker", with its abundance of useless money in your pocket developers have embarked on a balance model. They do it: Make "grandmother" was not easy (especially if you are not in a gang), but also all sorts of reptiles continually strive to select and cook merchants such profits that the capitalists Marx, with their pitiful 300% hanged himself would envy. <br><br> If the creators of this stopped, turned to excellent. But they made an inexplicable thing: Most of key points for which the unfolding battle groups are bulky boxes, brim-filled ammunition, first aid kits, anti-radiation and other goodness. Okay to "gifts" were in remote places (for example, in the military camp at the Cordon of this box is quite acceptable), but usually they are not protected by anyone: take it - I will not! <br><br> Naturally, this brings down the economy and makes a pointless hunt for caches: why go somewhere and show the wonders of Agility in search caches with a pair of first-aid kits, if the box is of about fifteen and a ton of bandages into the bargain? Why save ammo, if, after passing on several roadblocks zapaseshsya them the whole game for free? <br><br> Such exaggerated "trusteeship" over the player to the middle passage is in stark contrast with the care attitude towards him is in the final. Its structure is similar to the Clear Sky Shadow of Chernobyl: at some point, the project loses its RPG-elements and transformed into a linear shooter, which is no longer possible to step aside to podnabrat ammunition or repair weapons and armor. Here are just a linear section in the appendix is longer, and "meat", which is on a green whistle trigger attacks the gamer, much more. Accordingly, for the finale at the Chernobyl nuclear power plant (very sluggish, I should say - in the original ending left more interesting), our mercenary comes already with the dead "to zero" protective suit. And that no one cares to say: he was supposed to foresee everything. Not stocked reserve - run by the bullets "naked".So in STALKER: Clear Sky agreed two incompatible approaches: "Let's drive the player by the hand and wipe his snot" and "let's give a gamer myself ... <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-13_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-14_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 last png"/></td></tr><td valign="top"> One, two, three, start to genocide! </td><td width="7"></td><td valign="top"> Oh, and could all have died? </td></table><br><br> From the Editor: As long as our guinea author wept, chopped, but continued to heroically held swarming deficiencies STALKER: Clear Sky with patch 1.5.03, developers, tirelessly worked to patch 05/01/2004. And I must say that they were very successful in this lesson, making irrelevant some important claims made in the review. Departures ground to a halt in some places, but it started in others. The war faction is now developing quite normally, more or less consciously (although vpadaniya factions into a stupor still happen), and free ammo in crates has become much smaller, and they no longer threaten the balance. Unfortunately, some of the mistakes inherent in patch 1.5.03, did not disappear: in the beginning of the game did not go to the Marshes to the cordon as soon as there is a job, and stay, doing minor quests, the conductor in the future will simply cease to respond to a request to you there. In principle, the vast expanses of the Internet you can find fan-fix that will solve the problem, but it would nevertheless, that the game did not have to tinker with the tape and chewing gum. Another major drawback of the new patch (however, this is a common problem with patches to STALKER) is the need to start playing again, since saves different versions are incompatible. <br><br> C can confidently say that after one or two patches STALKER: Clear Sky has become an excellent product, which will be with peace of mind to put 8.5 points. Not 9, as Shadow of Chernobyl, because the Zone we are accustomed, but developers are not able at this time to impress us anything special, but, nevertheless, the estimate after all the "patches" will be quite high. <br><br> In the meantime, we put 7 points simply because they can not release the game in a half-baked and spoil the fun to fans who buy the first draft and have to make the race for the retracted rake. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/43229/img/Stalker-16_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43229/img/Stalker-18_thumbnail_w250.w247.jpg" alt="STALKER: Clear Sky (review Gameland. Ru)" title="STALKER: Clear Sky (review Gameland. Ru)" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Center clearing, dotted with machine guns completely dead soldiers' duty. " And there were only cheaper models - expensive already been collected and deposited in a boutique "Shota from Ashot" </td><td width="7"></td><td valign="top"> And here is the contents of the next miracle box. Balance, you say? Economics, you say? </td></table><br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-23484665823125616012012-01-18T14:20:00.000-08:002012-01-18T14:20:00.716-08:00Tomorrow War<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Ashot Hakhverdyan </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № 23 2006 </td><td align="right"><noindex> 06.12.2006 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/36838/img/Zavtra_voina-01_s.w500.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center1 first png"/></td></tr></table> Introductory video: "has come XXVII century. On Earth, peace and tranquility "- says the announcer in this mock-pathetic voice that wants to pre-game kiss on both cheeks. <a name='more'></a><br><br> Russia - the native land of elephants, Aviation, one hundred grams of the front and the most superstitious pilots in the galaxy. Russia - the center of the universe, so that the galaxy becomes a sort of near-abroad, in which so freely feel like Russian nesting dolls, playing on and washed down with vodka, balalaika. Shiroka my soul my own, much of it forests, fields and rivers. <br><br><h2> Brakes thought a coward </h2> Surprising Future of the game "Tomorrow War" seems not to complete the triumph of all novoimperskih Russian beginnings, not for the brutal satire, making fun of the current rise of the red-orthodox collective unconscious - as you prefer to count. Filled with inspiring martial storyline, poster heroes are not so much people as self-propelled stereotypes, playing a piece about the formation of a young soldier, in the process turning into a veteran of the universe - and all this against a background of constant jokes in the dialogues, sometimes more successful ( "and those who fail the task, remove the fur inside!"), sometimes less ("I'm your ass is not found in the garbage!"), but always fitting into the style of play. Zaboristy like this style, of course, not all, but ill and at the same time very charming child he does not hold. There is only through the region: if even in the game appears product-placement, do not shy naleplennaya somewhere at the side of a trademark, and glavgeroy closeup, uttering slogan and rolls his eyes. Monstrously ridiculous and, as the saying goes, all they have so. <br><br> In general, the plot is definitely the best thing in the game, and can cause many players to get to the very end, in spite of various difficulties. And to meet these challenges abound. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36838/img/Zavtra_voina-04_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36838/img/Zavtra_voina-07_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Flying systems - the main lesson of the military. If someone did not get up in the system, others are waiting for him, still hanging in place. Sight very strange, especially if you are fighting off the enemies and your teammates froze nearby. </td><td width="7"></td><td valign="top"> The Game. Dzhibsov guns shoot at a point just before the ship, as it slowly you go flying, so that, despite flashes of enemy shots, no danger. </td></table><h2> It is better to lose a day </h2> In words, there are already three different versions of physics: Arcade, arcade with inertia and the simulated addition. What is the arcade mode, it is easy to guess: it's flights into space from the usual dense jelly. While we press the button of gas, moving forward, you release - stop. If the button does not let go, then we are rapidly gaining a limit for the vehicle speed. In general, the traditional fiznabor. <br><br> Mode simulator gives us a real Newtonian physics: the inclusion of the engine does not give the speed and acceleration, top speed is not restricted, and to slow down, turn the engine in the opposite direction of movement, and braking will have exactly as much time as we were dispersed.In theory, Newtonian physics gives us the opportunity to perform various maneuvers are amazing: You can fly backwards and shoot at the enemy, which we decided to sit on its tail, it is possible to evade the fire, unpredictably moving in different directions, you can ... But no, it is impossible. In fact simulyatornom mode made exclusively for show and the game is not suitable. The fact that Newtonian physics of a ship becomes uncontrollable. The slightest attempt to maneuver leads to unpredictable freaks. To repay the lateral velocity, we must oppose it with the engine in the opposite direction, and off it should be before the vehicle stops, and this time it is impossible to catch. In the end, our ship turns into a pendulum with ever-increasing speed. This is not a spaceship, it's just a box with motors. It would seem that the court of the XXVII century, and this means that the system of fly-by-wire is already seven hundred years. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36838/img/Zavtra_voina-03_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36838/img/Zavtra_voina-06_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Price list for donor services: "Blood: 1000 Terry tissue of bone marrow: 1000 Terry Eyes: 50.000 terrorism." No, the eye will not sell! </td><td width="7"></td><td valign="top"> All interiors in the game, three-dimensional, but at random (like in shooters) can not move, but clicking the mouse on an object of interest or character. </td></table><h2> Pepelats hussar volatile </h2> And you know what find a way out? As the lifeline of the autopilot had been thrown. No, seriously: the developers themselves admit that 90% of the games are held on autopilot. We distinguish the mouse button and click on the master key "to get up in the system." Or select an aircraft carrier, and click the button "to sit on an object." At some point, there is a feeling that we did not play in kosmosimulyator (well, kosmoarkadu), and in the quest. <br><br> By the way, funny story: with simulyatornom regime could not handle even the autopilot, absolutely smashing our fighter on an aircraft carrier in the first mission. Even in arcade mode, a bunch of physics-based management leaves something to be very ... As a result, fights, of which we are quite a few, occur in some chaos. Sometimes we survive, and sometimes - no, but somehow it seems that it depends not only on us, but on luck. No we are not familiar tools provided. Radar formally exist, but so uncomfortable that sense from him, in fact, no. No data on the selected objects, except for distances up to them, is not displayed. No system of equalizing our speed with the speed of the selected object, it would be very useful when maneuvering capabilities local crafts. Generally there is an impression that the authors decided anew, from scratch to reinvent the wheel, out of my head the whole experience that was accumulated by genre for many years. <br><br> A few scant plot with obvious signs of polygonal failure, however, quite successfully fulfilling its role. During the flight space around us the most incredible colors - as is customary in our time. In the premises the same rustic graphics paradoxically played into the hands of the project, because the wax modelki people who have the paralyzed persons (body language is not at all) if highlight the deliberate one-dimensional characters. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36838/img/Zavtra_voina-08_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36838/img/Zavtra_voina-05_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 last png"/></td></tr><td valign="top"> When viewed from the cockpit of the space surrounding the vessel become somewhat hazy matte finish.Appears to be extremely pastoral, especially in combination with a wounded pilot, lounging in the foreground. </td><td width="7"></td><td valign="top"> Far left - none other than Alexander Pushkin, has the same cadet, as well as looking at him Rumyantsev. All four are seated at a table in a very sad mood, but the scene is arranged so that it is impossible not to laugh. </td></table><h2> Talk to me </h2> Still in the game now and then have difficulty understanding the player. We give the job to crawl asteroid belt ... but how? Where is the scanner? He has all the time, or we simply can not find it? And at what distance does it work? The game gives the task to sit down on the asteroid and to drill. Autopilot with asteroids refuses to work, so we make a long painful hand landed on a giant angular cobbles ... and successfully sat down, and immediately explodes - so much here wayward shortchanging collisions. And then, empirically it appears that the land could not perform, and discharge drilling derrick with a minimum height ... and why not tell us about it immediately? And God forbid, accidentally throwing two towers instead of one - this turn of events throws script confusing. <br><br> The game interface is not obvious name, but the electronic manual on the disk is not present, and training mission lacking. Even after the release online game developers have to explain how to navigate using the shotgun ... We will not ask rhetorical questions. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/36838/img/Zavtra_voina-02_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/36838/img/Zavtra_voina-09_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Fluggerov - aircraft, equally suited for movement in space in zero gravity, and in an atmosphere of a planet's surface. By the way, not only technical innovation in the game. </td><td width="7"></td><td valign="top"> Landing on an aircraft carrier space: the landing gear alignment, touch, passed and stopped. In a vacuum, and weightlessness. </td></table><h2> Believe in yourself </h2> On the one hand, the missions are many and they are truly varied and unpredictable - often the task is not completed as expected plot of avalanche descend when they least expect, and the outcome of the case can not be foreseen. But are themselves the mission carried out in the Spartan spirit. Our share drops everything, but quite a bit. Little friends, little enemy, a terrible weapon looks like a handful of brooms, boom, likened to the classic attack on the Death Star, became a momentary thing: two steps into the tunnel there, two back, all the small and seemingly for fun. Space war epic in scale 1:10000. <br><br> Game in general tend to try to pass himself off as what it is not, though she does not believe in the forces. What sense to talk about a set of star systems and move freely in them, if the game is linear, like a lamppost (small branching in the side missions do not count, based on the story, they are still not affected) if all the events carefully scripted, and resolutely suddenly we explore the world on their own, instantly find that it is completely empty. They say that the game engine is able to create landscapes on the fly, so that all of the visible world we are real objects, and at any point you can make a landing ... but why, if there is still absolutely nothing? <br><br> As a result, in the depths of the wild realization lost a lot of really good ideas: from the concept fluggerov and ending meteor shower and an unusually convincing ring Saturna.Vsya hope for a sequel.<br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Tomorrow War" title="Tomorrow War" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_26"> Etherlords </td></tr></table> The game "Tomorrow War" was created by a fantastic trilogy of Alexander Zorich (novels "The War Tomorrow", "Without Mercy" and "Time - Moscow!"). In addition to this trilogy Zorich has created such works as "Conan and the Death", "Children of Onegin and Tatiana," "Combat Vehicle of Love" and others. <br><br> The book and the game show the same events but from the perspective of different characters. In the trilogy, we see the world through the eyes of Alexander Pushkin, and the protagonist of the game - the pilot Andrei Rumyantsev. In this case, the delight of fans, readers of Pushkin briefly appears in the game, to the delight of the players Rumyantsev appears in the episode in the third volume of the trilogy. <br><br> "Tomorrow War" - not only experience Zorich in the gaming industry, as well as a writer he was involved in creating games, "Behind Enemy Lines" and "Behind Enemy Lines 2. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36838/img/Zavtra_voina-10_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/36838/img/Zavtra_voina-11_s.w247.jpg" alt="Tomorrow War" title="Tomorrow War" style="float: left" class="center2 last png"/></td></tr></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-81540992696043176132012-01-17T10:43:00.000-08:002012-01-17T10:43:00.399-08:00Lord of the Rings Online: Mines of Moria<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Arkady Mihryutkin </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № February 2009 </td><td align="right"><noindex> 04.02.2009 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/44593/img/first.w500.jpg" alt="Lord of the Rings Online: Mines of Moria" title="Lord of the Rings Online: Mines of Moria" style="float: left" class="center1 first png"/></td></tr></table><a name='more'></a><br><br> Do not take a genius to figure out where to go this time. But if the film showed a small piece of the legendary underground kingdom in Mines of Moria heroes will see it in all its glory. Overhanging arches, dark tunnels, coal mines, fire waterfalls, artificial gardens and majestic statues - is only part of the local attractions. Familiar parts of the books, such as the bridge where Gandalf fought Balrog, also on site. Moriya is huge and can lay claim to being the largest dungeon in the genre of MMORPG. True, and easier to get lost here as dirt. This is a real maze of long corridors and dark corners full of monsters. <br><br> Lord of the Rings Online - game, based primarily on the plot, and Mines of Moria has continued the epic saga about the adventures of the Guardians unit. For six new chapters, players will not only help Frodo cross Moria, but also assist the dwarves who want to clear their past ownership of goblins and orcs. Even get inside the cave is not so simple. Keepers of the Rings, with fights breaking out, left behind a huge obstruction, so I have to do the dirty work, roll up their sleeves. But the main obstacle to Moria will guard the Black Lake (in the classical translation Muravieva he called the Deep Warden). Able to overcome it, if we collect more cohesive group. In general, the authors did a great job over the boss, so bored in the battles do not have to. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/44593/img/Rings_1_thumbnail_w250.w247.jpg" alt="Lord of the Rings Online: Mines of Moria" title="Lord of the Rings Online: Mines of Moria" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/44593/img/Rings_2_thumbnail_w250.w247.jpg" alt="Lord of the Rings Online: Mines of Moria" title="Lord of the Rings Online: Mines of Moria" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Turbine strictly follows Tolkien's books and to get into Moria, players will find a way to unlock the gates. </td><td width="7"></td><td valign="top"> If the keeper of wisdom derives its strength in nature, rune-keeper weaves spells with runes. </td></table><br><br> Familiarity with monsters and villains will be held in a dozen new instances designed for a group of three to six people. Turbine listened to the fans and did not do like Fornost, where the players suffered long hours. New dungeons to the best short and difficult, but everyone has a mode «Hard», in which the monsters are aggressive, but players can go to the main boss, bypassing others and build with him a lot of trophies. It saves a lot of time when all the quests in the cave has long passed and you're back just for the sake of valuable trinkets. Particularly interesting to look session instances. If you carry out quests in the Shire, you probably remember fun races, when the character was turned into a chicken and had to warn the inhabitants of the hen house of an invasion of wolves. In MoM developers to develop this idea, but instead of a bird can take on the roles of key characters and their eyes to watch the historic events.Worth at least a first encounter with the Balrog during the expedition Darin! <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Lord of the Rings Online: Mines of Moria" title="Lord of the Rings Online: Mines of Moria" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_12"> Things to Moria </td></tr></table><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/44593/img/vrezka_thumbnail_w250.w246.jpg" alt="Lord of the Rings Online: Mines of Moria" title="Lord of the Rings Online: Mines of Moria" style="float: left" class="left1 first png"/></td></tr></table><br><br> Gates of Moria - dwarves for centuries dreamed of opening the gates and return to his kingdom. Quite a few expeditions have visited the legendary palaces. Some wanted to pacify the evil underground, while others simply go through the dark tunnels and get out of them alive - although nobody has been able to avoid huge losses. But the difficulty is never scared of gnomes, and they outfitted a new expedition, sent to the gates of the next brave. <br><br> Path Darin - named in honor of Darin's long beard, this room is in the northern part of Moria. That's it crossed the Ringbearer, fleeing from the Balrog and the hordes of orcs. Now the minions of Saruman inhabit it who are trying to win over independent clan Mazog. <br><br> Flooded Cave - in the southern part, between the darkest halls of Moria, is a huge, water-filled cave. Here are rarely dealt what else sounds as low shallow fog hides the Pitfalls in the water. This is where you can see the most ancient buildings dwarfs, showing the great deeds of their ancestors and past battles. <br><br> Flaming depths (shown) - the most remote part of the dungeon, which lies at a depth where the end Mithril deposit. Once gnomes created here huge mines to extract precious metals from the heart of Moria. Unceasing roar of the mechanisms eventually awakened Balrog, long-bearded and were condemned to exile. <br><br> Twenty-first room, located on the seventh tier, was once the main place for gnomes fees, but since the fall of Moria there is silence, sometimes only broken by a terrible roar Balrog. Lord of the depths tirelessly looking for a worthy opponent, but after the death of Darina and Naina such a little remained. <br><br> In addition to the ancient kingdom of dwarves, the players opened two new locations: Eregion and Lothlorien. For those who do not know by heart the works of Professor Eregion - one of the Elven Kingdom, who fell under the onslaught of forces of Sauron. It is here that once were forged rings of power, but now it is in ruins. In addition to the hungry monsters in the District can meet the few who survived the war. Lotlorienu fared better, but even in this golden woods can be heard echoes of the battles. <br><br> To fight the "bad guys" were fun, the developers put into the game's legendary weapon. It's almost a living companion, who has the experience, levels, and the magical properties that depend on the inserted stones. For example, you can increase the damage done to add or beneficial effects. "Legendarki" sometimes podkidyvayut master quests. The first such artifact will hand before passing through the gates of fleece and is very useful in the battle with the Guardian. Once players have a unique weapon that can be pumped and to improve the taste, the usual "epic" look gray and dull. It would not be surprised if the creators of other MMORPG pereymut idea Turbine and add their own variants of the legendary things.<br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/44593/img/Rings_3_thumbnail_w250.w246.jpg" alt="Lord of the Rings Online: Mines of Moria" title="Lord of the Rings Online: Mines of Moria" style="float: left" class="left1 first png"/></td></tr></table><br><br> Thrill-seekers will enjoy two new classes: rune-keeper and the warden. They each have their advantages. Warden - Melee, fishing with a spear, like Amazon, and dodge is better than any ninja. Its main feature - gambits, bundles of skills which, when applied in a particular order, will give a powerful effect (something like a fighting game combo). Rune-keeper - a hybrid of physician and combat mage. The more he Lupit offensive spells, the better it is treated, and vice versa. <br><br> Since the strap maximum level rose to 60, old characters also got interesting "buns." For example, an attacker can now remove the effect of decay imposed by monsters of Moria, a hunter gave slowing shot. <br><br> In addition, Turbine has changed the system a little bit of talent (traits) - upgrades and abilities that the characters receive for various accomplishments. Now one can make sets that radically changes the style of play. If the keeper of wisdom wish to specialize in pets, little animals alone would tear any orc, a second set of "Master of the natural anger will increase his offensive spells, and the third is associated with attenuation. I remember, the developers promised to give the characters more individual traits. The new system of talents - a step in the right direction. <br><br> Another improvement, which has long asked the players affected production systems. Not only that the crafter have the ability to produce new objects of rank superior to all I have seen before, they are now able to join in craft guilds, which increases the chance to create the perfect little thing and get a rare recipe. <br><br> Alas, the addon is almost not affected PvP-mode - the weakest point of Lord of the Rings Online, and added a new hobby. But Turbine recalled that both content patches start coming out immediately after the release of Mines of Moria, so ahead of us still waiting for a lot of interesting things. <br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-41813029584168182412012-01-16T10:15:00.000-08:002012-01-16T10:15:00.325-08:00Overlord: Raising Hell<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Aleksey Koptsev </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: PC GAMES № February 2008 </td><td align="right"><noindex> 07.02.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-01.w500.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center1 first png"/></td></tr></table><a name='more'></a><br><br> Old Master is defeated, the tower is rebuilt, the wife is completely satisfied. What to do deserved a scoundrel? Solve scanwords or sit down for memoirs? <br><br> "Evil is even angrier - disgusting tautology haunting me for a whole week. All this time, leaving the duties, I selflessly researched Overlord: Raising Hell. The new "hellish" addition to or, in the language official, the content pack. The old form was filled with fresh content. Now each of the four local worlds expanded by more infernal location - the Abyss. <br><br><h2> Hobbit from hell </h2> Remember Melvin - xobbita-overgrown, overfed to epic proportions? After the death of this zhirtrest went into his own personal hell, and we have yet to talk with him, namyav heathens side and proving his villainous profneprigodnost. <br><br> In the Mellow Hills miraculously lined chapel. Local farmers zasobiralsya to heaven: "I want to become an angel, buy his wings!". Sooner overjoyed. Brave the object of worship was a portal to hell, and our naive idealist caught in the company of skeletons, ghouls alive, rebellious spirits and other evil spirits. Sinners there do not favor, burn Hellfire cast among thorns, and then forced to work. <br><br> The lord will all understand. For a start - to discover the source of hellish damage and determine that the unknown Sinister is behind these outrages. I do not rival it? <br><br> Each Abyss hides on the artifact, but find them extremely difficult. Keep track of locations and subjects. Magic Axe is in Mellow Hills, Evernight while hidden Mace. Having gone to Heaven's Peak, you can find a helmet and armor to be found in Golden Hills. Rumor has it that treasure so much more. Strive, seek, and never give up! <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-02_thumbnail_w250.w247.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-07_thumbnail_w250.w247.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center2 last png"/></td></tr><td valign="top"> See the dark lord. Looks impressive and stylish, not worse than Sauron. </td><td width="7"></td><td valign="top"> Hell is not just red. It will come in handy blue minions. </td></table><br><br><h2> Jokes humor </h2> The original version has a distinctive negodyayskim yumorkom. On the background of solar pastoral landscape gay ugliness ensued. Hangers-on, as befits the demons and goblins have sinned recklessly: drunk and overeat, urinated in the wrong places and frightened peasants. In Overlord: Raising Hell and more serious. Who was in hell, he does not laugh at the circus. These fiery little catacombs have the fun. Enemies have become more tenacious and tricky. Some, like a ghost (in the original - wraith), can call for help of the skeletons. To win the next boss, you have to invent our own unique tactics to use the skills of their minions.Simple one fell swoop is not enough. <br><br> There is also a puzzle. In general, the simple and standard - such as puzzles with twelve breakers where they needed to switch in the correct order, or in situations where the henchmen need to roll, pull, rotate different objects. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-03_thumbnail_w250.w247.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-05_thumbnail_w250.w247.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Lads, do not bite each other! </td><td width="7"></td><td valign="top"> To us in the tower of this old man lived. </td></table><br><br><h2> Square rolls </h2> Manage the gang as uncomfortable as before. Incorrectly implemented the exact function of orientation, when you pinch just two mouse buttons and trying to put their arharovtsev on the next target. Millstone, lever, or even some squiggles. In the console versions of these problems can not be, but we do not have a joystick, and mouse. <br><br> Achtung! Attention! Attenson! Never remove the old Saves remaining from the original campaign! Otherwise you'll have to start all over again from the moment you wake up. In an extreme case, you can download Saves from the Internet. Good Samaritans have shared the link. <br><br> Decidedly not understand why the game has not appeared Card. Some of my fellow sufferers simply lost in this infernal maze. In hell No Path, at every step lava, poison or groundwater. It is clear that any obstacle is focused on the use of minions, but lost is not difficult. Especially after a good battle monsters in fifties. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-04_thumbnail_w250.w247.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-06_thumbnail_w250.w247.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Preparations for the final battle. By the numbers - to calculate! </td><td width="7"></td><td valign="top"> Access to the apartment of another Lord. </td></table><br><br><h2> Darkness at the end of the tunnel </h2> For this merry devilry unnoticed two content pack. Restoring justice. First, Challenge Pack, includes seven multiplayer maps to play on the internet, plus two new online modes, pretty funny. Likes to chase the pretty peasant? It's time to arrange a competition for catching girls. The game is called - Capture the Maiden. Another way to relieve stress - mode Protect Your Power. <br><br> Like Overlord? Enjoy it and continue. Always nice to return to their hearth and home, to walk into the underground, pet owner and give a couple of one-track slap servants. The game continues, the evil ineradicable. Evil is Good.<br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-08_thumbnail_w250.w247.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/43264/img/Overlord-Raising-Hell-09_thumbnail_w250.w247.jpg" alt="Overlord: Raising Hell" title="Overlord: Raising Hell" style="float: left" class="center2 last png"/></td></tr></table><br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-45498439070156166132012-01-15T17:17:00.000-08:002012-01-15T17:17:00.235-08:00Imperium Romanum<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Alex "shebur" Arbat </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № October 2008 </td><td align="right"><noindex> 15.05.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/41457/img/1.w500.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center1 first png"/></td></tr></table> After the magnificent Cleopatra and Zeus: Master of Olympus lifted the genre to an unprecedented height of passion developers a little abated. But as time passed, and suddenly as if a dam had burst: in a year, we received a series of urban simulation - and Caesar IV, and CivCity: Rome, and the Glory of the Roman Empire, the predecessor heroine of our review of the same studio. <a name='more'></a><br><br> True, all of them for some inexplicable reason, with the tenacity of the doomed city was built on the lands of the Roman Empire, as if in the history of the ancient world there were few other states! But sometime after the "Caesar" we are not only pleased with the original games, but also acquainted with the originality of Greece and Egypt in the same "Cleopatra" with "Zeus". <br><br> It is a pity that the developers have not gone down this path, because apart from colonization in the ancient world, there are many winning themes: the formation of barbarian kingdoms in place of Roman cities, such as, say, or colonies of European states XVII-XVIII centuries, side by side with completely dissimilar cultures and developing quite differently - in accordance with the traditions and opportunities of countries from which colonists arrived, and the places where they fell. Imagine how it would be nice under the banner of the Portuguese king to establish a sales office on a small island off the coast of Japan and to negotiate with the powerful shogun, and the detail on the level of urban simulation? A growing cotton or sugar cane hands of French or Spanish settlers of the feasible means ... umm ... the necessary resources from Africa? <br><br> But there was nothing to be done, Rome as Rome. Where's my parade toga? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41457/img/imp-10_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41457/img/imp-11_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The game is very pretty water, and generally landscapes delight the eye. </td><td width="7"></td><td valign="top"> The village of barbarians. While calm and, incidentally, pretty neat for the barbarians ... </td></table><h2> Summary of the previous series </h2> So, at our disposal the usual, although qualitative urban planning simulator. People here, as it should, prefer to settle close to shops, baths, benches and so can not stand when dirty and smelly companies are near their homes. But the owners of such enterprises have simply adore your shop closer to the people. Finding a middle ground between the desires of both is not limited to, one can not overlook the need for residents of goods: if only the city of plenty, the quality of houses is increasing, and hence the taxes can be collected much more. For welfare to create a chain of producing and processing enterprises. <br><br> Usually in such games main objective of the mission - to bring the city up to a certain economic level, in our case it is necessary to perform a specific task. <br><br> Say what you like, Imperium Romanum is very similar to the predecessor - Glory of the Roman Empire. Yes, and it would be strange, it appear the game in the same genre, and by the same authors is quite different. <br><br> As we all recall, one of the main advantages of Glory of the Roman Empire was the freedom of construction: a player must not pave the way for the building to work properly.The authors of our lives easier by linking the proper functioning of the buildings with the distance between them, as the old scheme of "Caesar" - the house should keep the road which run hither and everything from the priest and fire up the bathhouse attendant and school teacher - will not old enough. These gentlemen often move quite erratically: send a gladiator in the Colosseum a slightly different way - and the beautiful buildings on its old path instantly lost its splendor. <br><br> This scheme was unlikely and cumbersome, in the Imperium Romanum is much more convenient: it is necessary to click on a building and immediately visible to the zone of its action. But dependence on roads really seemed, and seems a bit far-fetched, too bad they still have to build in the city - let the residents themselves would tread the path, and we as urbanists would only have improved the prestige areas, bridges, roads at the expense of the treasury. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41457/img/imp-12_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41457/img/imp-16_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Discordant crowd, yelling incoherently and disciplined Roman legions rushed to the screaming barbarians. But even in "Caesar" Romans trim systems were the enemy! Still, such a lack of attention to detail is very frustrating. </td><td width="7"></td><td valign="top"> Beautiful picture ... so not to think about what field do inside the city walls? Really fell on "Dark Ages" and the eternal city was sacked several times? </td></table><h2> Quests and random events </h2> Another remarkable feature of the game - a system of random assignments that until the court so it performs the player. Of course, this system is generally taken from the global strategies of Paradox, but it has some pretty entertaining "buns." Firstly, besides the usual "good" and "bad" event gets quests, doing that, the player must earn a delicious bonus. Secondly, it is possible to choose - whether to undertake for a case or not, although there is a mandatory assignment. <br><br> These things give the game dynamic. Dropped you, for example, make use of the architect, reduces the cost of buildings - and we should hastily pile up as many buildings, because its running time is limited. These things happen quite often, adding to your "Roman Holidays acuity and causing nervous. <br><br> The only trouble - in each scenario, they fall in a certain order, so that, once blowing a second time, you can easily adjust their actions under the already famous "surprise". Strange move. Random events - they are so called because that happen for no reason at all! <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_19"> There is one thing </td></tr></table> There is one thing that almost always upsets in the games of this genre - the economic system. After all, in a sophisticated "Caesar" we really did not manage a normal economy and not even its simplified model, and the odd farm, completely devoid of ordinary private enterprise and political struggle classes. Is a simple Roman praetor wondered where to put the mill? The same delusion of some! If he wishes to develop forestry, then produce a different function. <br><br> And in ancient Rome? Surely no one heard that there citizens in general to the period of the Empire did not pay taxes? That in those days the economic system was fundamentally different than now, although still very interesting? <br><br> Not to mention the extreme urban development of a free city in the Middle Ages, associated with the shops, neighbors, knights, kings and bishops? <br><br> In human history, very often there are not similar to each other's cities, where it primarily a question of originality in economics and management.And to show their remarkable differences - the means to make the game particularly interesting and quite different. <br><br> Why do we still do not control the cities and farms to build a country? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41457/img/imp-13_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41457/img/imp-15_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Camera in the game can be rotated and this way and that, and comfortable and beautiful. In colored clothes - happy citizens and guest workers are engaged in carrying the same weight. </td><td width="7"></td><td valign="top"> Gorgeous sunset. Wonderful holiday for a tired ruler - admire the views of the city and happy nature. </td></table><h2> Feudalism - our bright future! </h2> In addition to these features, the great change the gameplay, there are still several points that are worth mentioning in detail. The local residents are divided on its own citizens engaged in production, and the slaves who takes care of all these parts logistics. Slaves are moving there precisely where to deliver the goods, and only one at a time dragging his unit. Very convenient difference: the player may choose to accelerate the movement of heavy loads, simply by building more barracks. <br><br> This same division of labor allows you to create outside the city walls needed for resource extraction "workers' settlements, with minimal infrastructure. Thanks to this city, surrounded by artisan settlements, looks more natural and, pardon the expression, historical. <br><br> Incidentally, there is another group of local inhabitants! Because the work is for men and women, in possible unemployment only among women, if a player is engaged primarily produce, requiring great physical strength. The reverse situation is much less common. <br><br> The main building in the city - forum. Having spent a certain amount, you can raise his level, and it gives access to new buildings and can collect a lump sum tax - permanent levies or wage is not here. But the player may choose a rich family, to rob him all the money and send into exile. Oddly enough, but this kind of measure is very similar to the social relations in antiquity and in particular the completion of the municipal budget by the oligarchs. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41457/img/imp-14_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41457/img/imp-08_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Here is a fisherman goes to work. Want to know more about this guy - click on the hut and find out the name of his wife and where she works, and whether children are learning at school (past - a joke, of course). </td><td width="7"></td><td valign="top"> Majesty and tranquility - here it is, blessed, prosperous city. Now the Senate will come the task to prepare 50 persons. Awaiting shipment, the bastards will make a row and spoil everything. </td></table><h2> Warfare </h2> In the best traditions of the genre, "boevki" is unpretentious, and it looks unconvincing. Usually located near the city of a barbarian or a few villages. Constructing barracks and planed them soldiers, you can go to war. Soldiers cheerfully chopped to pieces by barbarians, and then burn and the village. Even in "Caesar" it looked better: Men at least built in the wall of shields. And, for example, "Zeus" the war was generally excellent - a couple of rounds triremes, there was only sad to see the destruction of lovingly constructed by the economy - all true, and went to war! <br><br> Unfortunately, there's nothing like it.Not able to keep the system Legionnaires crowd, as if attacking players, rush to the barbarians who just run out to meet them ... ... Uaaa (suppressed yawn) <br><br> In defense of the game you can say this: Normally, when the RTS economic model of primitive ... and normally, when the town-planning simulator primitive war. In the end, she's not important, but only one of the challenges that require a timely response. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41457/img/imp-03_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41457/img/imp-04_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 last png"/></td></tr></table><h2> General impression </h2> In fact, the game is gorgeous! Captivates her two very important things: it all happens very quickly (especially if you turn on full speed), and the goals and the outcome of any obvious choice due to clear descriptions of quests and a very handy control. Player all the time something is busy, and his every action is important. <br><br> Never before has the simulator controls the Eternal City was not so quick, intuitive and easy to handle - like a good shooter. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_35"> To be continued ... </td></tr></table> In the nearest plans of developers, meanwhile, supplement, dedicated to the Roman colony of Britannia (not to be confused with the native land of Lord British). Among the scenarios - Londinium, Hadrian's Wall and the Aqua Sulis (now Bath). By the time you read this article, the British Value Pack will be available for download from the game for about $ 4. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41457/img/imp-01_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41457/img/imp-02_s.w247.jpg" alt="Imperium Romanum" title="Imperium Romanum" style="float: left" class="center2 last png"/></td></tr></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-87360059320663884612012-01-14T17:32:00.000-08:002012-01-14T17:32:00.267-08:00Sublustrum<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Marina Petrashko </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № December 2008 </td><td align="right"><noindex> 15.06.2008 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/41929/img/1.w500.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center1 first png"/></td></tr></table> What do those gamers who do not have neither the strength nor the desire to fight with retrograde drop in the turgor, and play into something unintelligible really want? And for them there is entertainment no worse name Sublustrum («sublyustrum", stressed on the "w"). Graphics excellent, catchy story, run frantically splashing lymph, will not have to. Whirl a camera, go over the points in the best traditions of Myst, to solve the puzzle. People living in places even show ... Beauty! <a name='more'></a><br><br> Although, if it were that simple ... No, can not be all just a game, whose name suggests the very specific two-and even trehsmyslennosti (see sidebar). Difficulties (not only in the game, but with the game) is complete, and name them: psevdopsihologizm, cunning and logic obrazovanstvo. To get the most out of a series of fun puzzles, you should know in advance where the scattered reefs. Here are some tips that can be reduced to a minimum of frustration. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41929/img/sub-03_s.w247.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41929/img/sub-04_s.w247.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center2 last png"/></td></tr><td valign="top"> With this device connected a very curious puzzle game that uses movement in the conditional time of that strange place where we collect the key. </td><td width="7"></td><td valign="top"> The fantastic world of the mid-game. Floating in a blue void the wreckage of buildings reminiscent of cool is not it strange design "Mora.Utopii", not the sleep-modeller varhammerovtsa. </td></table><h2> Psevdopsihologizm </h2> Immediately warned - turn off all "graphical prettiness", which can, as soon as they get access to the menu. As a small "corrections to the schedule" special effects look flashy, but with constant use ... Camera shake causes bouts of motion sickness in people exposed to it, "the effect of old film is able to half an hour to kill your retina, and an improved transition between screens is ready to argue with pokemon screensavers for first place in the war against epileptics. Have a look - and forget! Here and without them there is something to crush the gamer on the brain. <br><br> For the hero of it all starts with the news of the death of his brother, who left the apartment, full of obscure instruments and vague references to the great discovery of the century. Corridors it is so gloomy that the first quarter of games want to immediately drop everything and strangle (we hasten to assure you that more will be easier). The authors of both overlie a subconscious sense of what is happening, even in people with three diplomas in psychology may distress *. For more or less familiar with the "science of the soul" people story "Sublyustruma" particularly dangerous: every now and then to the brain hot awl pierces the thought: "Where they dug this old? Do they not see that Freud with Jung in one is not installed? That the great psychologists have quarreled once three sheets, does not know today just lazy! Yes, and who now sees other tenets of the founding fathers seriously, but the ladies magazines and self-taught from a remote outback? Even Anna Freud, continuing his father's work, the first thing reworked a couple of his most tendentious statements, and that was back in the forties of last century. Where has since stepped into psychology - and terrifying to contemplate. And they are all one and the same. " <br><br> The remedy for dark thoughts of this kind - one. Not even worth trying to grasp the logic of the authors of the script.This activity is in the same way as a useful and effective, as the discussion of philosophical ideas of the Black Square by Malevich. Maybe she is, but have pity on her head. All the same, the outcome of one - or "touches" or not. This, in turn, depends on whether you tune in on the same wavelength with the game designers. For the puzzle here, too, with podkovyrkoy. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Sublustrum" title="Sublustrum" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_10"> Strange word </td></tr></table> You're wondering what this strange word is the name of the game? Us too. It's funny that the developers provided him with a transcription, and symbolic, that did not provide transcripts. For the picture is amusing. We conducted a small investigation and are willing to share the results. Well, about the prefix "sub" probably all heard of. It means "under" - the submarine, subleasing. But with "lyustrumom" complicated. At the word two meanings. One - the lair of a wild beast (or a brothel, apparently, in a figurative sense). Another - a special ritual. Every five years, the Romans gathered in the Campus Martius, to sacrifice to the god of war to prove that they are one people, faithful to the old foundations and honor their pantheon. In the plot of the game there is nothing similar on the first interpretation, nor the second. The only reasonable hypothesis - the name is emblematic of loyalty to the team of developers to the ideas of Freud (and sometimes Young, as it were wildly inconsistent and it did not look in the eyes of a psychologist) and their intention to continue to carry the analysis of the old school to the masses. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/41929/img/sub-09_s.w247.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41929/img/sub-06_s.w247.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Here again, developers flout the laws of physics now. Initially, this tram, letting his whiskers, antennae, gently wound around the wire on all sides, then slide on rails, easy access to places where wires are attached to the rails. Lack of imagination or high psychological sense? </td><td width="7"></td><td valign="top"> Toward the end of the game we will meet a mysterious character - AnEmus (here's another example of "obrazovanstva" Animus - the word of the theories of Jung). Why Anemus sits like an exhibitionist of jokes in one coat, and shines out from under him with bare legs, the game does not explain. </td></table><h2> Dodgy logic </h2> Announcements promise us "associative" way to a showdown with local puzzles. I would like to know what it is. Say, the logic is different: the classical and non-classical, multivalued and fuzzy, modal and relevant, female, in the end. And in all varieties (except maybe the last) has its own laws. So when a player says that the "puzzles are made in mathematical logic" - is enough to observe its rules to solve everything. Associations just trouble. They are different from those of logic that is not verifiable. In each they own and, unlike the thinking of blondes, "svoyskost" and uniqueness - not a lack of association, and dignity. So - in theory, of course - it is unclear how such a puzzle to solve. <br><br> In fact, it turns out that the logic in the puzzles there, just ... Well, not a woman, of course. But no less peculiar. Musicians (namely the so-positioned team creators) - creative people, so many things, immutable for mathematicians, considered conditional. Gamers should be prepared for surprises. <br><br> For example, do not be surprised that when transferring data from one device from another decimal scale on which the figures are not visible, but there are only ten notches, you will need to make allowances for the fact that zero, which is in the digital device, on the second machine is not preceded by one, although there are also divisions of ten.Whether the creative genius of the developers allowed them to forget about the clue to such an important nuance (especially given that have to find the right number for a few scales), or the humanitarian focus of thinking completely supplanted the value of "zero" out of their minds, replacing the usual type of digital keyboard, For example, cell phone, where the cherished number printed after the nines. <br><br> The plot unfolds in such a way that, after a brief stay in a gloomy apartment, complete stimpankovskih devices, our alter ego (aside to think about Young **!) Is transferred into a series of fantastic worlds (each of them has a psychological interpretation, but to delve into this, hopefully, we you have already advised against). In one of the worlds is a puzzle game (read about it in another sidebar), whose solution is so obvious that even the brute force of his will not be able to play. Luckily for gamers, it's - those few moments, in which the game is stalling in the rest of the puzzles are solved in a measure vigorously - just enough to first experience the misery of their own inability to move forward, and then - bliss and pride in themselves when a decision Finally, it is found. This is called catharsis. "But" - you will achieve it only if the bear came down from your ear, because many riddles are connected with the sounds. And those that do not relate, yeah - cause difficulties. "The zone of actual development" *** developers clearly shakes. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41929/img/sub-13_s.w247.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/41929/img/sub-10_s.w247.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center2 last png"/></td></tr><td valign="top"> The game even has a little Silent Hill. Included in the room light, and Silent Hill 2 will turn into Silent Hill 3. </td><td width="7"></td><td valign="top"> The developers got carried away the idea of mechanical analogs of wildlife. But hear whether they accepted that those who are similarly depicts nature, sent to a psychiatrist? </td></table><h2> Obrazovanstvo </h2> As you may recall, during the Renaissance ideal of man was "mnogostanochnik. So it takes math, artists - medicine, and together moved the science forward. Follow the ideal of the Renaissance - is commendable, but in the modern world make it increasingly difficult, because the sum of human knowledge has grown enormously. It is very easy, are scattered across many disciplines, to get into comic situations. For those who are afraid of Forest Fire discover his ignorance with an intelligent face broadcasts nonsense, invented the Internet. Much can be verified, the main thing - do not be lazy. Otherwise, critic (with equal success Tesha his "I", heaping pile of buzzwords readers) to see the text on behalf of a university professor with a reference to wine Chateau Bardo **** too sever for an alternative history. Alas. "Bardot" - it is our case, and not only. On a strange combination of Jung to Freud, we have talked. There are other small "dirty tricks", toxic effect. <br><br> This, along with a leisurely gameplay, the main difference between "Sublyustruma" of "turgor". Turgor, the apt remark Ashot Hakhverdyan (a great connoisseur of art), is a good parable, and not very good game. Here, the opposite is true: the game has turned solid. With Q graphics, alternative, but understandable (especially blondes) after explaining the logic. Gameplay it slowly, but precisely in so far as to motivate the naive lover of the quests are not burdened with a university degree in psychology, to seek passage in the colorful new worlds. However, from a position of knowledge - the most perfect vinaigrette, a monstrous violation of the well-known academic and not facts. If conscience allows you to put up with it - "Sublyustrum" will give a couple of amazing evenings, it replaces several performances of some absurdist theater.<br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="Sublustrum" title="Sublustrum" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_21"> SECRET! </td></tr></table> When find yourself in the wilderness, in the midst of rubble in the center of which stands a tram, one of the tasks will be to restore electricity. Nearby there are 2 flap. The one near the fountain, open, figure out how to open a second, almost impossible. And make it so. Once in the slot on the door handle is inserted (it is just easy to find nearby), set the sliders, which move along arcs in the lower position, and horizontal - in the middle. Twist handle (once!), Then swap the horizontal slider to the far right. Click on the handle lock. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41929/img/sub-11_s.w247.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/41929/img/sub-12_s.w247.jpg" alt="Sublustrum" title="Sublustrum" style="float: left" class="center2 last png"/></td></tr></table> * Distress - the stress associated with severe negative emotions can be caused by excessive exposure to negative and shocking experience. <br><br> ** Alter ego (the Young) - a symbolic representation of our repressed desires as an individual. <br><br> *** "The zone of actual development" - the term LS Vygotsky. What the person is able to without help. <br><br> **** Bordeaux (Bordeaux) - Province of France, wine is usually called in honor of local castles (Chateau): Chateau Margaux, Chateau de Seize. <br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-79845744010199653572012-01-13T19:19:00.000-08:002012-01-13T19:19:00.194-08:00WATCHMEN: THE END IS NIGH<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Pavel Demin </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: PC GAMES № May 2009 </td><td align="right"><noindex> 14.05.2009 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/46489/img/title.w500.jpg" alt="WATCHMEN: THE END IS NIGH" title="WATCHMEN: THE END IS NIGH" style="float: left" class="center1 first png"/></td></tr></table><a name='more'></a><br><br><h2> Who will look after Ranger? </h2> When Alan Moore (Alan Moore) back in 1986, sat down to write the script and dialogues for the comic book Watchmen, he had no idea that creates one of the greatest works in this format. Abroad "Keepers" can hardly believe no more successful than "Spider-Man," "Batman" and "Fantastic Four". <br><br> As soon as the sun disappears below the horizon, Keepers of the covered defects mired in filth, sin, and obscurantism of the city, the country, so that there - the entire planet! Moore meticulously described bleak picture titled "The U.S. and the world in the mid 80's, masterly make out the images of superheroes, mercilessly criticized the political system, affecting the fundamental philosophical questions of humanity. What is good and evil? Is it possible to build a world of lies? What really does a person need? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/46489/img/watchmen-the-end-is-nigh-01_thumbnail_w250.w247.jpg" alt="WATCHMEN: THE END IS NIGH" title="WATCHMEN: THE END IS NIGH" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/46489/img/watchmen-the-end-is-nigh-02_thumbnail_w250.w247.jpg" alt="WATCHMEN: THE END IS NIGH" title="WATCHMEN: THE END IS NIGH" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Rorschach does not care who stands in his way - all go to the expense! </td><td width="7"></td><td valign="top"> No, it's not Dark Knight. This is a night owl, our new hero. Meet. </td></table><br><br> "Moore and Gibbons have demonstrated just how deep and capacious might be the format of comics," "intelligent, emotional story of" Watchmen "proves to us that comics can be called literature" - spill compliments reviewers. The result: a place in hundreds of the best comics, according to The Comics Journal, 13th position in the ranking of Entertainment Weekly's best novels of the past 25 years, the only graphic novel to the list of 100 best works of all time, according to the magazine Time. Moore and Gibbons created such a fine, unique and costly matter for a long time, it is simply afraid to break the transfer to the big screen. Decided on such a risky venture Zack Snyder (Zack Snyder), directed by "300", but only after more than two decades since the publication of novels. That he came out, many of you probably already appreciated. We also discuss the indispensable companion of any cinematic blockbuster - a game that came exactly one day before the wide-screen premiere. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="WATCHMEN: THE END IS NIGH" title="WATCHMEN: THE END IS NIGH" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_12"> About Us </td></tr></table> 1996 Copenhagen, Denmark. Long-cherished dream come true Simon John Anderson (Simon Jon Andreasen), he began producing the game in its own company Deadline Games.<br><br> 2005 Leaves the most famous in today's draft Deadline Games - fiery third-person shooter Total Overdose. <br><br> 2009 New milestone in the history of the company. Release of Watchmen: The End Is Nigh, playing for a certain license - a real challenge for Danish development. <br><br><h2> Costume show </h2> Contrary to expectations, Deadline Games did not make of The End is Nigh tracing tape Snyder, which itself is almost a verbatim transcription single frame source. Interactive "Keepers" - a completely self-sufficient product, not so profound and philosophical, as a short story by Alan Moore, not as large and spectacular as the film Snyder, but couched in the spirit of the universe of alternative American history, which protect the interests of society are costumed heroes. <br><br> Action of the film and the novel is set in the mid 80's, when elected for another term, President Nixon prohibits superheroes. The events of the game has its origins in 1972 when the keepers are still standing guard over the law. Rorschach and Nite Owl - the main (playable) characters in The End is Nigh - are in prison, Sing Sing, captured by revolting prisoners. The fire, raging crowds of prisoners, a huge hole in the floor ... Brutal duo quickly realize what a colorful performance - no more than a show, arranged by someone to distract attention. The mutiny quickly fizzles and disappears from the camera head enclosed - The owner of the ditches, head of the mafia gangs. In his footsteps and go all the six short chapters (one must say that this uncomplicated story - just the first episode in a virtual life Keepers, and that is the essence of the episodic game is due to its short duration and "budget" price). <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/46489/img/watchmen-the-end-is-nigh-03_thumbnail_w250.w247.jpg" alt="WATCHMEN: THE END IS NIGH" title="WATCHMEN: THE END IS NIGH" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/46489/img/watchmen-the-end-is-nigh-06_thumbnail_w250.w247.jpg" alt="WATCHMEN: THE END IS NIGH" title="WATCHMEN: THE END IS NIGH" style="float: left" class="center2 last png"/></td></tr><td valign="top" colspan="3"> Spectacular "Fatality" Rorschach can savor and relish. </td></table><br><br> The path to the main boss, as is usually the case in the games genre beat 'em up, will have to lay on the corpses. Sweat, blood, broken limbs, raskvashennye faces and lifeless body, accepted the absurd situation in the dark corners of dirty gateways - faithful companions cheerfully marching to victory heroes. One of them - Rorschach - a man with a keen sense of justice atrophied, and compassion. Elbows, knees, finishing off the dirty - it's fast, but because of complete lack of protection of vulnerable. Offset by the use in combat of various items: cans, bottles, a wrench, beams and pieces of pipes, knives and clubs. Anything goes, which helpfully will bring the arrow to villains. Besides, Rorschach in extreme cases stashed two superpriema: "bull" and "rage." In the first case, the hero in the mask bears the vrazhin, felling of those on the ground. In the second - began methodically hand out cuffs, causing much greater damage than in "quiet" state. Night Owl - the guy too much though, but much more gentle and peaceful, as it is possible for a fighter against crime. It is slow and practice powerful, weighty beats pood fist, protected by dense polymer compounds. Night Owl prefers not to dodge attacks opponents, and sternly, like a man to block them.Foreign objects in the battle does not use in difficult situations encourages vrazhin knocked down an electrical charge. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/46489/img/watchmen-the-end-is-nigh-05_thumbnail_w250.w247.jpg" alt="WATCHMEN: THE END IS NIGH" title="WATCHMEN: THE END IS NIGH" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/46489/img/watchmen-the-end-is-nigh-04_thumbnail_w250.w247.jpg" alt="WATCHMEN: THE END IS NIGH" title="WATCHMEN: THE END IS NIGH" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Carbon monoxide and high temperatures do not interfere with the boys admire the view of the burning jail. </td><td width="7"></td><td valign="top"> The owner took the ditches tactically advantageous position and is about to start firing from the flamethrower. </td></table><br><br><h2> CURTAIN! Intermission! </h2> Back to back winners of the friends come from every dust-and then pass a few dozen meters, push the lever here, turning the gate there - and history repeats itself. The enemies are becoming stronger and masterovitee: tolstyachkov shvyrnesh not so easy on a wall, dressed crooks do not take simple combo. We have to go on maneuvers, block, roll back and counterattack. A list of methods and combinations can not be called extensive, but it at close range The End is Nigh enough to spare. <br><br> Spectacular time dilation, juicy finishing fatalities, quality gloomy picture - perhaps require something more from a small supplement to the film and not worth it. But then there is, let and children, but the puzzles, there are scenes between chapters, made in the spirit of the comics, there are familiar from the original source and the new heroes that shed light on the past history of the Guardians. In general, fans of the original source, which with the film has become even more is that posmakovat. Albeit short-lived. However, by the publication output of DVD-movie Warner Bros. promises a second episode of The End is Nigh. <br><br></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.comtag:blogger.com,1999:blog-6134839751490493920.post-28262912282636965332012-01-12T11:10:00.000-08:002012-01-12T11:10:00.432-08:00STALKER, an overview of &quot;SI&quot<table cellpadding="0" cellspacing="0" border="0" width="100%" class="post_info"><tr class="gray"><td align="left" width="99%"><noindex> Author: Alexander Trifonov </noindex></td><td align="right" width="1%"><noindex><nobr> </nobr></noindex></td></tr><tr><td align="left"> Source: Country Games № June 2007 </td><td align="right"><noindex> 30.03.2007 </noindex></td></tr></table><table width="514" align="center" border="0"><tr><td><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center1" width="100%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(5)_s.w500.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center1 first png"/></td></tr></table> Not to pardon executed. Word stresses the green words, but put a comma in the right place devilishly difficult. Embark on a long argument about what are fraught with long-term construction - could be just what? It is better to imagine that there are people who have never heard of "Stalker". This is no exaggeration - when we Razumkinym returned by train from Kiev, a fellow traveler interested in our conversation, we started talking and he mentioned: that the play itself a bit, mostly to buy her son, but I believe this game did not really hear. What is it for? <a name='more'></a><br><br> Here we pause. But really: what is the "Stalker" now? After so many years already, and not distinguish dreams of fans (which, despite everything, an incredible number on both sides of the ocean - and it does not have published the game), promises to developers - four, say, a year ago, and shortly before the release, and then that really is. And you know, it's easier to give up on it all by hand and write with a clean slate. Just as the pro game. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_3"> Prehistory </td></tr></table> When from the Chernobyl area were evacuated, the area around became deserted and quiet. Cities and towns quickly overgrown with trees and shrubs, which punches way through the concrete and asphalt. Wildlife quickly grabbed the empty territory. Reports of strange creatures, mutilated disaster, have become commonplace. In 2006, another misfortune happened. Bright light over a nuclear power station lit up the countryside. People have suggested that there was a second explosion. All units are dispatched to the accident site, disappeared without a trace or were killed in unclear circumstances. The military surrounded the area security perimeter and armed checkpoints, protecting people from the ill-advised attempts to get inside. But human nature has prevailed over fear. Curiosity and greed, the desire to take risks and pull to a mysterious - that's what moved first to stalkers. What they found inside the perimeter, it was beyond imagination. They brought strange and frightening things. These strange objects, with their unique and unexplained physical properties, called artifacts - so they dropped out of the ordinary human understanding. The value of these things for science was another reason for going to the Zone - the artifacts were excavated on the purpose of selling them on the black market. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(6)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(7)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 last png"/></td></tr><td valign="top"> As its explanatory dictionary of education, catharsis - emotional discharge experienced by the viewer in the process of empathy when watching their tragedy.At the sight of these letters she comes. </td><td width="7"></td><td valign="top"> Curious antenna, visible not some photos taken during a trip to Chernobyl and related rumors, developers have applied the idea for the game's plot. </td></table><h2> In our eyes </h2> Look at the first screenshot. There is a desire to say: "And what is the level of 2007?" We used to look for flaws, and now it is particularly irrepressible desire - what, six years of fooling us. But when you get to that mark in the game, the last thing you think about the schedule. The fixed image does not convey gloom swirling clouds, ominous whistle of the wind, a sense of covering the player's silhouette zavidevshego Chernobyl, darkening of the fog. Place, covered with legends, the center of the zone, none of whom had not yet returned. It is rumored, is a mysterious Wishmaster. What's ahead? Answers to all questions, the death from radiation or from the hands of the fanatical sects, guarding the sanctity of aliens, alien artifact, or simply a crumbling concrete sarcophagus over the reactor - the eternal monument to human carelessness? And equally important, what's behind? Is it any kind of covered with rusty stains letters killed hundreds, left on our bloody way? <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(9)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/35958/img/Stalker(10)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Arena - fun for the strong spirit. All the powerful weapons and artifacts will have to take only pistol, a little ammo and a little luck. </td><td width="7"></td><td valign="top"> "Nese Galya water koromislo oppression, for her, Ivanko, yak barvinok v'etsya. </td></table><h2> Watch for yourself, be careful </h2> Zone does not forgive mistakes. One wrong move, over-priced power undetected mutant - and again GAME OVER on the screen. Before you take the game to know how to survive in it. An interesting thing - in the ordinary, in fact, shooter, pumping hero feels stronger than in any CRPG. Perhaps because the experience itself is typed, rather than filling an abstract stripe to the next notch. At the beginning of each anomaly and fear packs of dogs, ammunition for the pistol is not forever, and clash with gunmen in an open space in the best case ends with the fact that you're half dead, licking his wounds in a matter of some bushes. <br><br> A few hours in the hands there is a "quest" AK-74 with an increased rate of fire on his body - decent armor, and are adorned with artifacts. Not listening desperately squeaked PDA, confidently bypass swirl of space, to avoid abandoned cars and junk iron simply because they are always near the high background radiation, and the dogs playfully cracking a knife. <br><br> However, the sense of impunity passes quickly, is to appear enemies with armor-piercing bullets and in the exoskeleton or encounter in a deserted laboratory with a "controller". At each change of gear, whether artifact "400% of health" instead of "200%" or "storm" instead of "Abakan", immediately feel the difference. Not to mention the fact that without a fashionable suit tailoring Kiev chemical plant there is nothing to be put in populated zombie infested catacombs. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_12"> Faithful Assistant </td></tr></table> PDA - a wonderful device, far more believable than the wonderful recorders diaries fantasy RPG. It reflects all the current job, and maps with overlays, personal notes of the hero, the rating of twenty of the most experienced stalkers, a detailed encyclopedia of all encountered mutants, anomalies, artifacts.<br><br> When a number is the owner of the computer, they are immediately connected to each other - useful during the fight to find the remaining number of nearby enemies. And then, when stripping the corpses, all records from foreign PDA is automatically downloaded to us - so you can find important information, if plot NPC was killed in a shootout, or to find out the location of nest egg with valuable items. In addition, the device warns of the dangerous approach to anomalies. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/35958/img/Stalker(11)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/35958/img/Stalker(13)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Strange color pictures - a consequence of the psi-emission and high radioactivity. </td><td width="7"></td><td valign="top"> Snork naprygnul missed and went straight to the "lighter". There he and the road. </td></table><h2> We will continue to operate </h2> The game surprisingly diverse. Initially, when just starting to learn the Zone and to understand the intricacies of the plot, we have clean water to the Chornobyl Elder Scrolls colors: several groups, freedom of movement, lots of side quests and a compass indicating the direction and distance to the goal. Each village abandoned or unfinished factory can be anything: from the lair of the mutants to an army checkpoint. <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(35)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr><td valign="top"> If you are lucky to find a TV, you will see one of the earliest movies. </td></table> And most importantly, what for so long telling developers, and we do not believe: the system did not froze once and for all, she is in constant motion. In all thirty square miles every minute there are small tragedies: stalkers looking for artifacts and perform tasks, the bandits attacked their camp, the soldiers suit stripping all and sundry beasts devour one another, and unlucky travelers, the anomalies appear and disappear, the factions are never-ending war. Even the plot NPC protected only so long until it will be given the right information, after talking inexorable laws of the Zone shall take effect and developments are no longer on the script. Even load the last saved, it is impossible to predict whether there will be all in the same sequence. The behavior of a pair of what any wild boars can be seen for hours, sitting on a hill with binoculars, if they survive so much - is another matter. Returning to familiar places, you never know what's find him: a peaceful picnic by the fire of old friends, or mountains of corpses, indicating a recent hot slaughter. Very often it happens that when he heard shots near clatter, we get a request for help by radio, we can intervene and change the preponderance of forces. Or wait for the battle to kill the survivors and to rob the victims. And then just skip the call to march past the ears and on about his business. The town can ponabrat randomly generated quests in a bar fight in the arena for the money. Theoretically, any settlement can be cut at the roots, but long vacant area does not: through the cordon seep new group of stalkers and looters, maintaining the balance of power. The most interesting thing, of course, watching a group of NPC to a halt around the campfire. Someone complains about the hard life and chewed sausage, someone poisons bikes (they recorded more than a hundred, and all are extremely dirty), and sometimes would get a guitar and give something from "Movie".<html> All this assumes no sense, but worth it once to hide from the rain under the canopy stop, to which will never arrive buses, and listen to strum the strings upset - and some of you will forever remain in the zone. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_17"> Artifacts </td></tr></table> In the Zone there is a great variety of artifacts - some lying on the road give meager benefits and are worth a dime. Some need to be in remote places, to buy from merchants, withdraw from the corpses of particularly dangerous enemies. And some are formed only under special conditions - for example, after the death of caught in the anomaly "meat grinder" of a person. <br><br> Each artifact as it improves certain characteristics - such as protection from radiation, or electricity, answering rebuked bleeding and worsens others - resistance to bullets or shock claws, burns from the fire and acid. Given that the seats on the belt for hanging a total of five, to pick the right combination would be long. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(12)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(15)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Bar - a meeting place and information exchange, a place of rest in which no anomalies and mutants, for which value the inhabitants of the zone. </td><td width="7"></td><td valign="top"> Barrels - one of the few interactive objects. Those that explode, good for the destruction of enemy concentrations. </td></table><h2> Good morning, the last hero </h2> In another guise game appears when the decide to follow the main storyline. On this account went to all kinds of rumors, to the point that the "Stalker" did MMOFPS, but we hasten to assure you: the scenario in the game all right, and the single player campaign will give 20-30 hours, full of puzzles and deadly. <br><br> In the truck, exporting the corpses of the Zone during a thunderstorm hits the lightning, and scatter around the body with rubble. Stumbling on the scene stalker discovers that one of the "passengers" are still alive, and pulls a lucky friend the merchant. No memories, no clues - only a PDA with a single task "Kill Arrow" and STALKER tattoo on his forearm. Solid questions - and answers will have a good search, and only one of several possible endings to learn the truth behind the events. Narrative videos, play at the end of each key stage are impressive from a technical point of view, but rather unclear and confusing even stronger. Psychotropic radiation secret service plot - in the collected pieces of the puzzle for us all find a place. The protagonist, nicknamed the "labeled", the English version of the Marked One, combines traits of two characters with similar names - the immortal amneziaka from Planescape: Torment and a villager from Fallout 2, left alone with a huge hostile world, and in addition to games from the Black Isle brainchild GSC kinship bleak hopelessness of the narrative. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(14)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%">ER, an overview of "SI» "class =" center2 last png "/> </td></tr><td valign="top"> One of the few references to the novel Strugatskikh "Roadside Picnic" - the bolts are hurled to test the boundaries of the anomaly. </td><td width="7"></td><td valign="top"> Attack helicopters - the only movable equipment in the game. And well, if you have not noticed. </td></table><h2> Mama, we're all crazy </h2> Paintings abandoned in the middle of a field of rusty "Ural" and destroyed a lot of pig farms contribute to this, but only in the local underground, they are also secret laboratory complexes, begins living hell. Frightening sounds, the clatter of steps in the middle of an empty room, broken appliances of unknown destination and tangled reinforcement in the wrong light of the lantern, the dense steel door, recoil blows inside. And yet - throughout the blood and the body to varying degrees of decomposition, from skeletons to quite fresh stiffs. Who are these people, as they finished their way and why here? When you meet the actual monster, you feel even some relief, although the first meeting with a transparent, like the Predator, bloodsucking long haunting. <br><br> During the descent to the lower level attracts the attention of a couple slowly circling in the air drums. While trying to understand what this prodigy, drums suddenly fly at you. Corner of your eye you notice removed at the corridor a little noticeable glow. Meet poltergeist, incredibly vile creature, which owns the telekinesis. To complete the picture, lacking only an evil chuckle. However, it would be overkill. <br><br> Later, when confronted with a zombie, fear is replaced, rather, disgust - shuffled, slowly, but surely they get out of the fog in a swamp or in the corridors of the underground base, something incoherently mumbling, fall down under our fire, writhing on the ground, as devoid of yarn puppets, and attached to their heads lights randomly draws the darkness. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(20)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(17)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 last png"/></td></tr><td valign="top"> "Dolgovtsy" jokes do not like. And what a joke, when one side - the Valley of Darkness, swarming mutants, on the other - base "Freedom". </td><td width="7"></td><td valign="top"> "Easter egg" from developers in one of the laboratories. How many years have passed since the removal of this photograph? </td></table><h2> Wish me luck in the battle </h2> At the same open spaces in urban areas (and most importantly - with people as opposed to) fight and the game itself is transformed as if by magic. Computer opponents, just as we rely on sight and hearing, talking among themselves, not climb on the rampage and run away from who had flown under the feet of a grenade. If there are more - are trying to surround and skillfully using the shelter, losing - are hiding, then to plant all who approached nearer to the careless player. It also happens that fascinated the shooting soldier falls into the "meat grinder" or something worse, from the rear suitable group of friendly stalkers or, conversely, Gopnik, and even a pack of dogs, attracted by the firing - because life around, as you recall is ongoing. All of this changes the environment every second and makes battles a refreshing unpredictability. Although there is also a weapon with a silencer, and varying degrees of secrecy, which depend not only on time of day, but even the rustle of bushes, through which we wade, and even the ability to pull off and hide dead bodies - to sneak the whole game from beginning to end will come - the enemies, as a rule, do not walk alone, and after the first killing of confusion begins. Where are the health benefits and nerves to get a sniper rifle and pereschelkat them from afar. <br><br> Choice stems very impressive: dozens of samples of the production of both domestic and foreign voenproma (the latter, for lack of a license, are the most fun name), but more a couple with a not unesesh - already at a load greater than 40 kg of character begins to fizzle out, and after 60 kg and not able to move.But we must also haul ammunition, medical supplies, food ... How many times have reluctantly had to throw out a brand new assault rifle for an extra pair of grenades, do not count. Toward the end, though, there is armor, exoskeleton and payload increases, and the question "of what to shoot?" No longer stands. Ran out of charges for "Vintorez" - he is thrown from the corpses quickly recruited a handful of NATO rounds and go on with the FN-2000. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_31"> Groups </td></tr></table> Know the enemy in the face - it is useful, the more that people - the most dangerous of adversaries. The population of the zone is divided into several warring factions, and their differences can be used to their advantage: <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(25)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Stalkers. Stalkers exploring the Zone on their own. Such a majority, as membership in grouping takes valuable time, thereby reducing earnings, in addition, some of them just by nature prone to isolation and independence. <br><br><br/><br/><br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(26)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Bandits. Representatives of the criminal world who came into the Zone for different reasons: earn from selling artefacts, hide from the law, to buy or sell weapons. In the Zone many such rabble rabble to the level of hardened criminals. Most of them joined gangs. While no single gang organization in the Zone is still not much bother the ordinary stalker. <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(24)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Scientists. Researchers at the nature of the Zone and its creatures, which bombarded the perimeter directly with the research station. With a good attitude on their part to a lucky stalker can sell the loot found in the Zone to scientists without the dealer-broker. <br><br><br/><br/><br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(22)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Military stalkers. Soldiers suzhivshie in the Zone, or stalkers, have signed a contract with the Army. Well armed and equipped. They are mostly used to study the causes and consequences of the disaster, and also engaged in mapping the zone. Can go both singly or in groups of up to five people. Normal stalkers are not allowed to own - immediately opened fire. <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(28)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Freedom.Anarchists and daredevils who declare themselves as freedom fighters in the zone and therefore in constant conflict with army units, military stalkers, and grouping of Duty. " "Svobodovtsy" believe that information about what's happening in the area can not hide from humanity, challenging the monopoly of government ownership of local mysteries and miracles. <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(23)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Monolith. Group, rather reminiscent of a religious sect. Its members believe that in the center of the band rests evolutionary crystal extraterrestrial origin - Monolith. Most stalkers despise adherents of "Monolith", considering them as lunatics. Since its formation the group prevents the promotion of stalkers in the Zone center, citing the ill intentions of the latter in respect of the monolith. <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(27)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Debt. Militant group, characterized by strict discipline: its members live under the statute. Only representatives of "duty" not to trade unique items from the Zone with the outside world: according to rumors, all the artifacts found by scientists to give up. Each "dolgovets considers primarily to protect the world from the impact zone. Long and fierce enmity with the group "Freedom". <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(21)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Mercenaries. The most mysterious and secretive group in the zone, the existence of which many do not even believe it. Some people constantly use the services of mercenaries: professionals in their field, they quickly deal with any stalker, and can even completely liquidate a small group. For their services seems to take considerable sums of money or artifacts. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(19)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(31)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Bloodsucker - a very nasty cross between a Predator and Cthulhu, dangerous even for experienced and well-armed stalkers. </td><td width="7"></td><td valign="top"> Icons indicate that, firstly, the hero hungry, and secondly, bleeding. Save Bank of stew and a pack of bandages. </td></table><h2> On the burning city falls the shadow </h2> After the incident with the alteration of the engine with DirectX eighth to the ninth, we really have begun to fear that all again, but the game still decided to release this century. What can we hide - quality models of people and especially the mutants do not always live up to modern Merauke. In the heat of battle on a not particularly pay attention - when the couple Snork tries to cling to the throat, somehow not up to their animations. And in the invention of the designers can not refuse - each creature has a memorable look and feel. <br><br> And let the inhabitants of the Zone is not handsome, but all 18 huge levels set with such thoroughness and attention to detail that the illusion of staying on that side of the monitor does not leave any minute.All of these forests, fields and marshes, graveyards technology, military bases and half-ruined villages are so real that the inability to get over some rotten fence or knock down its blast is perceived quite differently, as in other shooters, where the convention is happening makes it possible to accept such restrictions . But should simply stand still and look around, everything comes back to normal again: floating clouds, the wind rustles the grass, and driving clouds of dust and foliage, dark, from somewhere came the shrill cry of the cat's. Another day ended and we are still alive. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(34)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(32)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 last png"/></td></tr><td valign="top"> Yes, there is a powered armor and the Gauss rifle. Bethesda Softworks will generally try hard to make Fallout 3 at least not worse. </td><td width="7"></td><td valign="top"> Coloring exoskeletons depends on belonging to a group. Handy during major battles with dozens of participants. </td></table> Corridor hotel in Pripyat covered with scraps of newspapers, from the broken window on the Ferris wheel in a park, sparking the anomalies, somewhere on the horizon is a thunderstorm and the gray sky lights up with flashes of lightning - for these pictures to forgive and not the most advanced graphics, and lack of vehicles, and everything else that was once promised, but for the prescription of forgotten or failed to embody. Not to mention quite untypical of the national project stability and almost total absence of bugs. <br><br> Fairy tale with a happy ending, game-puzzle game for the study, containing more innovations than any FPS in the last couple of years. Exit STALKER - a milestone not only because he finally took place, it's a real line that divides the history of the genre and gaming in general in the "before" and "after." And there is still a very interesting multiplayer, but it is - a topic for another article. <br><br> Executed can not be pardoned. <br><br><table cellpadding="0" cellspacing="0" border="0" class="incut" width="100%"><tr><td align="left" valign="bottom" width="1%"><img src="http://www.gameland.ru/img/post/vre_close.gif" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class=""/></td><td align="right" class="title" width="99%" id="incut_title_wrapper_40"> Expert opinion </td></tr></table><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(1)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Michael Razumkin: Wildlife exclusion zone with its mysteries and hazards, which anyone can explore, as he pleases. Seven game endings - this on the PC was not long ago. "Stalker" was practically the as originally thought. Is that the complete absence of female characters is depressing. <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(100)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Michael Buzenkov: In STALKER fall in love at first sight. Stern soldier, playing the guitar, a couple stalkers, telling each other jokes, bearded, and many other funny scenes, which you can not write, but really want to ... Still wondering what made the game in his native homeland, not somewhere overseas.<br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(4)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Maxim «McSim» Don: The "Stalker" stuffed so many things that would be enough for 10 games easier, and yes even with addons. Much - is unique, a lot - just well. And yet grown together! But the main thing is not even that. Bribe the little details, like the guitar to a halt, random replica sneakers for stalkers Gopnik. Made with love. <br><br><table cellpadding="0" cellspacing="0" border="0" align="left" class="imgblock left1" width="1%"><tr><td align="center" class="image" width="100%"><img src="http://www.gameland.ru/post/35958/img/Stalker(2)_s.w246.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="left1 first png"/></td></tr></table> Alexander Trifonov: issued after a regular corridor shooter - sign in creative impotence. Another thing is that such development time and patience of the publisher can only afford to monsters like id, Valve, Epic or Crytek. And yes, the "Stalker" on equal looked any game from the listed firms. <br><br><table cellpadding="0" cellspacing="0" border="0" align="center" class="imgblock center2" width="100%"><tr><td align="center" class="image" width="1%"><img src="/post/35958/img/Stalker(30)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 first png"/></td><td width="7"></td><td align="center" class="image" width="1%"><img src="http://www.gameland.ru/post/35958/img/Stalker(36)_s.w247.jpg" alt="STALKER, an overview of &amp;quot;SI&amp;quot" title="STALKER, an overview of &amp;quot;SI&amp;quot" style="float: left" class="center2 last png"/></td></tr><td valign="top"> In an early trailer used the following effect: first shots were recorded is Chernobyl, and then the picture gradually turned into a game. And the way it looks in reality. </td><td width="7"></td><td valign="top"> According to the developers, people who lived and worked in Pripyat, the game is very strong deja vu. </td></table></td></tr></table>GoodBoyhttp://www.blogger.com/profile/08224478912844702785noreply@blogger.com