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Липень 2025 – Сторінка 10 – VRC

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Russian rock: how the domestic studio almost became Rockstar Games

At the turn of the millennia in Russia, a three -dimensional game was developed, combining the mechanics of the shooter and races. The protagonist made his way to the top of the criminal hierarchy, starting with a “six” and earning a reputation for increasingly responsible tasks. The main feature of the game was the freedom of action: the player could move around the seething metropolis, steal any car and kill any NPC. In January 2001, the game was canceled.

And in October of the same year, Grand Theft Auto III came out and forever changed the industry. A game that was not destined was called outlawed, and for foreign markets the project was called Project Overdrive. The publisher was the company “Buka”.

The most amazing thing is that already in the mid -2000, the finished and working build were sent to the editorial offices of gaming magazines. Now everyone can feel it – the game is available on Russian and foreign sites dedicated to old games. The author of this text may confirm that the build is launched and played on a modern laptop on Windows 10. But because of the initial dampness of the game and problems with compatibility with modern iron and to go through it, if possible, it is very difficult.

There are videos with the game gameplay on the network, but they all last no longer than a couple of tens of minutes – it does not smell like any complete passage here. It was also not possible to find a single user review. So, the game at that time was either so amusing or so boring that even the most charged enthusiasts could not go through it until the end.

On their own impressions, we can say that the game was made damn ambitious and, unfortunately, inexperienced people. It contains a graph that is really impressive for 2000, which is not inferior to Deus Ex or Hitman: Codename 47 . The range of drawing and animation of the weapon on the cut above any part of the GTA era PlayStation 2. There are completely no load screens when crossing between the street and the room. Implemented the possibility of dismembering people’s models – very similar to the first part of Soldier of Fortune . Also, transport breaks up into pieces, fragments of glasses are beaten. In the same GTA III, car damage was implemented by a simple replacement of the body model.

At the same time, the structure of the game is much more reminiscent of the first two parts of the “great car carrier”. GTA III offered a simple but full-fledged plot with KAT scenes voiced by Hollywood actors. Outlawly, everything comes down to running between employers and reading text briefings. However, perhaps these briefings were going to voice subsequently.

An interesting feature of the law is the absence of any hints of the “Russian flavor” so characteristic of our games of that era. The build posted into overall access is collected in English, all game signs and posters are also in English. Without knowing the name of the publisher, it is almost impossible to recognize Russian development. The city in which the game takes place, pleases with the size and general quality of the graphics. In all other respects, by the impression of twenty minutes of gameplay and studying the map, this is a large abstract location in the style of “megalopolis from the games of the end of the nineties”. Atmosphere of a living city characteristic of Liberty City, in the “Russian GTA” will not be able to feel. Most of cars are also abstract, disproportionate and more reminiscent of cars from children’s drawings than references to really existing models.

In one of the first missions, the player reports that the cops can chase after him if he exceeds the speed or passes the intersection “to red”. Also in the starting briefing we are warned that you should not try to speak with each person, because it can add problems. That is, the game promises to be hardcore, if not in the combat system (at a slight level of the complexity of two enemies with a firearm, it is easy to defeat with a knife), then exactly at the level of some mechanic difficult life.

It is impossible not to say that the game has a very overloaded management. The “pedestrian” scheme resembles “s.T.A.L.TO.E.P.” – there are separate buttons in order to get or remove weapons, use binoculars or first -aid kit. Sitting in the car, you can separately open the hood, trunk and each of its four doors.

The soundtrack in “Outlaw” was not noticed. Perhaps this is due to bugs – in the sound parameters you can configure the volume of music – or the developers were going to add musical accompaniment already to the release. The publisher was not said about the in-game radio in the reviews of users or in press releases of the publisher. At the same time, the presence of radio in GTA III was one of the strongest tools for creating an atmosphere. When the character met in a mission five minutes ago calls a live broadcast, it turns out to believe in such a game world.

It is hardly possible to agree with the opinion, which was often expressed in notes of the law – supposedly Buka could have ahead of Rockstar Games and become the legislator of the fashion in the industry. The team of developers needed a person who could cut off the excess and bring to mind everything else. Apparently, the publisher decided that it was impractical to spend time and money.

In her statement on the closure of the development of Buk, she said that she decided to focus on three other projects. One of them – “Access Code: Paradise” – turned out to be a relatively successful tactical role -playing game. About the second – “Talisman” – practically nothing is known. About the third – “Spell” – reviewer of the site Absolute Games wrote:

“Alas. It seems that the idea is wonderful and https://casinosnotongamcare.co.uk/review/madcasino/ the role system is peculiar, and the world is large, and many more pleasant little things, but. As a result, there is not enough, something is missing there, everything conflicts together and looks unpleasant. But native “.

The fate of the project is outlawed is what could happen to the first part S.T.A.L.TO.E.P., If not for the APPRICED, producer Din Sharp. A sad reminder that in creativity rationality and self -discipline are no less important than ambitions and fresh ideas.

The best comments

There are better screenshots from this point of view. But, as I understand it, this is from promo.

Well, in general, the graphics look like a clumsy spot is not clear what is absolutely without the effects of lighting, shadows and at least a hint of something like that.

This is where Rocks from the Rock in 2001 was the “sea of ​​dough”, interesting?

Well, do not fight – I did not say a word either about tracing, or about other modern games. I am focusing on GTA, on Hitman, on Operation Flashpoint at least, which was also done, roughly speaking, five people on the knee. And since when, for the presence of artistic integrity, the budget was responsible for the picture? There is a billion indie game that look much better, although they have no budget or hundreds of people in the development team.

I remember the country of games with Axle Rage on the cover and a huge preview, which left the impression that our Russian exclusive PS2 is about to come out. And if I am not mistaken, console exclusives for 6 and 7 generations, our studios eventually made zero)) Yes, even, even a multi -platform up to 8 generation was a rarity.

Of these ambitious unfinished ones, all the omnipotent sorcerer can be remembered)

But it is always difficult to figure out where there is really a sincere desire to make an epicmegaproekt, and where is cynical feeding of the audience and investors fairy tales for drinking dough. It could well have been that in one studio part of the team was the first, and part – the second.

I think Axle Rage has not survived to the release for the same reason. Then we generally loved to start truly monstrous projects. One w.E.L.L. Online what was worth. The output often turned out to be Kreed, or nothing came out at all.

I am embarrassed by screenshots from other resources. Actually, the author, whether you have launched this creation yourself?

Hmm … in the first I hear about this game.
I disagree with Ivan. What are the effects of lighting? Trace could add it was necessary? Chuvak 2001, Kamon bro, developers survived as they could. The small studio tried to do something. It’s cool even to imagine that he was “dancing” to compete with the fate.
And shadows? As far as I see on the second screenshot, there are shadows, and it surprised me first. Take the games of that year – Max Payne, Hitman, JTU. (… and two of them from afar are rocks)
who had a dough the sea. And here people from Russia did it, and it is unlikely that they had a fat budget.

In this game, square models of “non -pains”, the cars are also not offset.Yes, it is obvious that it is still a file to saw and saw it, but you need to pay tribute to the developer, tried and not from afar))))
It’s a pity, maybe more money and faith in your product, maybe everything would have happened.

Yes, I launched, and there are no screenshots in the text. For some reason, the standard Win+PRTSC was not removed, but I didn’t want to dance with a tambourine. Actually, I played, as I wrote, for about 20 minutes, and something above the screenshots and footages lying on the Internet, I still would not show.

Not to bring the game to mind the publisher. I took the gun, so to speak, when you already tracked down the bear and began to aim.

I believe in comparison with the Russian developer, they had a lot of dough. And this is not a shit, but a little twisted argument to your words, “a scarlet spot is not clear why it is absolutely without the effects of lighting, shadows and at least a hint of something like that.”(There are shadows). It’s just that technically it is a sluggish designer in which it seems that it is, but it will fall apart, because there is no support. And if it came to the release, I think it would be a harace better from the technical side. And the first fees would bring money for development.

I just sincerely sympathize with our “. Then there was enthusiasm, fuse, desire. But there was no money. You understand, someone wanted to do, hired artists – they drew. And someone “wanted” wouldn’t be money, and was spinning as best he could.
And I did not understand your sharp criticism towards the developments.

And now what? There is money, but there are no talents or desire.
There are of course guys who do a good turkey, but unfortunately the problem is the same, the lack of funding.

There is of course hope for VK, which I will help with the financing of domestic developers, but I still feel that it will not bring to good. The only thing I’m waiting for atomic heart. And for some reason it seems to me that this will be the last suitable game from Russia.

And what to sympathize with? Crookedly assembled and blind pinos, which instead of walking each time falls into an epileptic seizure?

Games do not make money, games are made by people. And if the team has a billion of ambitions, but neither experience, nor money, then you can sympathize only with their level of intelligence, which gave the go-ahead that they spend so much time and time that will not be brought to the end or at least to some mind.

If you do not have guns – well, blasphemy you rush into the forest on a bear with a penny knife? Cut a cool spoon with this knife, sell it, then cut ten such spoons-linkens and sell, buy an encyclopedia about bears, explore the path, accumulate a gun, buy a gun and go to bear, and do not demonstrate your dementia and courage.

We are doing quite a lot of indie now. And indie of interesting, high -quality, diverse and “with the soul”, so there are talents, and desire. And the fact that there is no big publisher who could tower the brutal grandmothers to develop something AAA level is generally a different conversation, there is neither talents nor a desire to do it, this is a business story.

Well, looking at the attached personnel and descriptions above – the guns were not there and closely outlined.

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Sekiro: Shadows Die Twice is the most difficult of the latest FromSoftware projects … or the most smart? Opinion on the game.

When Sekiro announced, I was endlessly happy. New IP from the creators of my favorite Dark Souls series. But then the details began to surge about the game. There will be no multiplayer, the battle will be sharpened on counterattacks (hello to the repost from the DS-Sov and BB), and indeed, during the development, the creators were inspired by the Tenchu ​​stealth explosion.

As a result, I had huge fears. Did the developers decide to move away from the formula that I loved? Well, let’s see now.

Once in the game, the first thing that looks at is its speed. Our main character is strong, fast, dexterous and skilled, as the Sinobi believes to be real. He knows how to jump, swim, pull up on the ledges of ala uncharted. And the hook-cat, which is in his prosthesis helps him in hard-to-use locations and climb into hard-to-reach places. Anyway, the gameplay formula, compared with the previous creations of Fromsoft, has become more diverse. Now, except for direct confrontation with enemies, we have the opportunity to hit the stealth. We play ninju, and invisibility is one of their distinguishing features!

STELS in Sekiro is provided quite casual. Thick vegetation is planted on the locations, there are various objects that can be hidden behind, and of course, the hills with which we can seize the unfortunate, unsuspecting opponents on the head. And they, fortunately for us, are blind, which allows you to sneak up without any problems. And they love adversaries to hang out in places unsafe for life.

This enemy has only one thing at which he can look endlessly. This is this angle!

There is no need to take care of the dead and get rid of corpses, and enemies almost do not react to dead associates. Suitable, look at the corpse, and without even looking back, they will go further to patrol, as if someone had left garbage there, not the body. The intelligence of opponents is generally quite weak. If you remove the enemy from the patrol zone, it can start going to the wall trying to return to your own place, and if you fight on any irregularities, the enemy will wave weapons, even being at a different height, when you are outside the reach. Well, if you raise the alarm during Stlas, then you just need to hide on the nearest roof for 30 seconds, so that the opponents completely forget about your existence and go along their specified routes. Stealth in the game is completely unlikely (well, except for a pair of seats), and if desired with enemies, you can deal with an honest battle, but believe me, secrecy will make your passage much easier.

The new Fromov product may initially even seem easier than their previous projects. Stealth, which you can facilitate the fights, no traps placed right and left, sane, which was not in past games, and if you fall into the abyss, then you will kindly return to the surface, taking only part of your health, and many more simplifications. The game seemed to be more loyal to players compared to previous FromSoftware projects. But don’t be deceived! As the most poisonous snake, Sekiro shows its fangs only before the bite itself. And the bite here is an honest fight!

Character from the game God of War

The first and most importantly – the mechanics of endurance (Stamins) completely abandoned. Now you can wave a sword, run and jump endlessly, almost like Chuck Noris. The stamine was replaced by a concentration mechanics. It is represented by a scale that is filled during the battle. To win the enemy, you need to fill out its concentration scale until the end. As soon as it is filled, the enemy will be stunned and the opportunity to make a finishing blow will be able. If your strip comes to the end, then you get into the camp. Fortunately, the enemies do not know how to make deadly striking, but they know how to beat oh how it hurts, so it’s better not to bring to that!

The scale is filled through attacks, parries and counterattacks. They struck the enemy, his strip was replenished, even if he blocked the blow, they were able to steam or counterattack the lunge of the enemy, the scale was replenished again. Opponents have many types of attacks, but all of them can be divided into two main groups: simple – these are those that can be blocked by an ordinary block and special – those that are marked with a special symbol and to which you need to look for a special approach. Here you have to parry, dodge, jump, knock down your attack, counterattack, use a prosthesis. In general, diversity in all fields. Moreover, you can almost always counteract several ways, and not one.

Seeing this symbol, you understand: “Now you will get p ** aid, but the next time you will know what to do you!”

A strip of life in the game now plays a double role. In addition to ordinary health, it performs the function of the concentration regenerator. The more health, the faster the accumulated concentration scale falls. So fighting an incomplete margin of health is not only more dangerous, but more difficult, and enemy with a low HP level is much easier.

It sounds hardcore, isn’t it? This is true! The battle here really requires you to be quick and reasonable. In the previous Fromsoftware creations, the battles passed, if greatly simplified, according to one scheme: evaded, dodged, waited for the moment, hit, or standing in the block with a shield, waited for the moment, hit (there is another option with reposts, but this option is for the elect). In Sekiro, this “single -button” scheme does not work! We’ll have to block and dodge, unless, of course, want to get damage. And because of this, the game is felt both more complicated and diverse. At first, he will hardly switch from blocks to evasion, but after some time and after memorizing the muvssets of enemy, you are ready for everything (well or almost)

This is how the giraffe should look, according to the Japanese ¯ \ _ (ツ) _/¯

And now let’s talk about the difficulty! Bosses and mini-bosses here are still fierce bastards! And this is a fact!
But is they more difficult than in previous Fromsoftware games? Not really! Yes, the mechanics of the battle have become more diverse, which is why it seems more difficult. But the complexity of enemies is balanced so that they do not seem invincible to you. The difficulty of this work is faster that the developers did not give infection in the form of a coope. If in the DS or BB you “got stuck” on any boss, then you could always call the brother, or even not one, and already in the coop to arrange Gang Beng to the poor boss. There is simply no multiplayer in Sekiro, which means that there is no help to wait from! Or still from where?

In fact, help can come from the most unexpected place! From you! And now I’m not even about the fact that you should be self -improved in battles (although, and this too)! I’m talking about the fact that the developers left in the game ways to alleviate difficult battles, but often find them not so and simple. To do this, you will have to turn on the head and carefully explore the world: eavesdrop on, read descriptions, notice the details, try new approaches and think about what we learned, and use all available means, for example, a prosthesis. And sometimes the search for these very ways are similar to a kind of such puzzle, choosing a key to which, you can enjoy what kind of resourceful you are.

Speaking of a prosthesis. If you do not take into account the hook-cat that is in it, and we need it to move around the Celestial Empire, then in the game it is faster than an auxiliary attribute than mandatory. An additional weapon can be inserted into it, which, if you choose the right for the enemy, will facilitate the fight with him. But abuse a prosthesis.D. It will not work, t.To. Each use of it spends the emblems of perfumes, which we have in a limited number. The prosthesis adds a little variety to the gameplay, which partially corrects that the main weapon we can have only one – katana. Now there are no copies, Molotov or whips you.

Just a menu for improving tools in a prosthesis

And the last thing I would like to talk about was peace and plot. In previous Fromoma games, the plot was revealed through the ENT. If you did not want to read the descriptions of objects, think about the strange speeches of the NPS, or at least look at Utaba Vidos with the analysis of Laura, then the plot passed you. You go somewhere, for some reason you kill bosses, and in the end, for example, for some reason you light a fire. Who knows, maybe the plot about how knights went to barbecue in ancient times? In Sekiro, a full-fledged understandable story with dialogues and cat scenes appeared. According to the plot, we are a synobi, and our owner is abducted, and we go to his revenue.

The plot does not come to the forefather in front of the gameplay, but still has its own interesting ups and downs and sometimes even makes you worry about the characters. But Mr. Hidetak Miyazaki did not forget about the filling of the world by Loro. If you want to plunge deeper into this intriguing universe, then the game provides this opportunity. Due to the optional dialogs, eavesdropping other people’s conversations, and all the same description of objects can be learned more about the characters, which helps to imbue them and even reach other endings! The only clear minus of the plot, in my opinion, does not explain why the ordinary samurai are reborn again if you relax or revive at the statue of the Buddha, an analogue of the fire in DS.

As a result, I will say that Sekiro feels like a significant step forward in the formula of DS-like games. Yes, there are no multiplayer and role -playing, but abandoning them, the developers were able to improve everything else … except for the camera. C*ka, all -up camera! She completely migrated from previous Fromsoftware creations. But there she did not carry such a destructive effect at the expense that the battles with bosses almost always took place in the center of huge arenas, far from the walls. In the Sekiro arena, the arenas have often become smaller, and the speed of movement increased, and because of this you often have to fight near the walls. And here the camera begins to behave like the last creature.

This is what Sekiro will look like if you approach the most terrible enemy during the battle – the wall!

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Opinion about the film “Ripper”

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I understand that writing a review of this film is now strange and maybe it’s too late. But firstly I was asked, secondly, I thought and realized what I have to say about this film. This is not a masterpiece or a passage. This is one of those films where the authors, in principle, did everything as they wanted. May most author’s decisions are very ambiguous, and some are completely introduced into a stupor. I think it is worth immediately indicating that the article will have spoilers, and those who have not seen better first watch a movie. Otherwise you risk losing a share, but what is there, all the pleasure of the film. So let’s start.

Firstly, it is worth noting that this is a film with Juda Low. For me personally this is a problem. I think everyone has such a black list of actors that they do not tolerate to the spirit. In my list, Jude Low in the first places. But here, oddly enough, not only did he not cause disgust, and even looked normal somewhere. In general, in the gip miraculously, this problem did not affect me, which I was pleasantly surprised. I think largely thanks to Forest Witker. This actor has always caused me some kind of sympathy, and never was, so I spit from his presence in the film. The plot itself is at first glance dull and secondary to disgrace. Corporation, punitive detachment, good ones become bad, the best friend becomes an enemy number one. Well, you yourself know everything. But there is one big and fat BUT. Actually the denouement of the film. I have not seen this for a long time in the films. You have been sitting for an hour and a half, watching the militant of the middle hand, you understand that here he is Happy Yend and it seems that he wasted money in the cinema in vain on such a passage. But here a real ending is, and it just amazes you with his surprise. Perhaps just in the cinema I watched inattentively, periodically glancing, and therefore was surprised by the denouement.

But having reviewed it, I noticed that, in Noverificationcasinos.co.uk/instant-withdrawal-casino-no-verification/ fact, the hints that the hero of Juda Law died and this is his dream, the sea. Judge for yourself. What happens after the alleged “survival” of Juda Low in that fatal fight, is it like reality and what could actually happen? Bright red door, as in some kind of Mirrors Eskzh, who, as it were, suggests that you need to go to it, businessmen who professionally own knives and carry knives and scissors with them. And of course one of the final scenes in the white room where the heroes cut out implants themselves. Of course, no one had to die from this at all, but there should be a limit to everything. Well, in the end, the film mentioned a device that supports a person in a coma forever and shows him dreams. They just don’t say about such things in the film.

Despite all the advantages of the denouement, there are quite a few complaints about the plot itself. First, this is the world itself in which our heroes live. It seems that this is not a future where the corporation has developed a system with implants prolonging life (hello “island” by Michael Bey), and a future where people have no brains or money. Why almost all customers take these implants of organs for huge grandmas and do not think that they are not able to pay for them. After all, when, in our time, a person takes a loan, he knows exactly how much, when and where he will get the money to pay it. And there people use the freebies provided by them for three months and recall that they still need to pay all the denyuzhki for this only by the end of the third month (not to see the notifications). And then dance through the garbage dumps and abandoned houses. In particular, this all applies to the main character. This is what caught me despondency. Secondly, this is what a woman introduced into the plot. Lord, why if a woman is introduced into the main story, then she only spoils everything. I don’t know, this is like some kind of unnecessary hero of the comedic plan in fantastic films. (for example, Rob Schneider in the Judge Drede or Jaja Binx in the first episode of stellar wars). And the young lady was played – if only it was. And of course, the most idiotic plot turn, just when Juda Low is transplanted by the implant. Or rather, this is stupid, otherwise,

that the partner killed his best friend so that the organ was replaced by the artificial one, and he had to pay the company a lot of money, only because, you see, Forest Witker saw how Jud Law doubted the correctness of their work, hoping that Low would change his opinion after that.

I honestly did not understand this plot passage, like a very chur or something or something.

It can be said about action that he goes to, not shaking in the majority of his cell, and the soundtrack that accompanies him. The truth is not so much, but it was done pleasantly and actually it is simply impossible to shoot differently now. 2010 Still. Yes, and the soundtrack is perfectly selected, I especially liked the composition of the group Unkle.

So “Ripper” is another kind of attempt to create something about the future, corporations, friendship, love and all that. This is far from the best attempt, the plot is lame, most of the characters will not have time to open up to empathize with them, the first two -thirds you are generally openly missing. But you know, this film very clearly confirms my thought about the endings. Suppose if the film really clings to you during the viewing, and you look to find out how it ends, and at the end they show the spread of the incomprehensible, then naturally the impression of the film worsens strongly. Though you show me a mega masterpiece, if the ending is like that, then all the efforts of the Nitmark. There will only be an unpleasant display. (series Heroes) Here with rifles is exactly the opposite. They are not even trying to please you from the very beginning. Sometimes trying to joke, sometimes shoot. But the main thing is waiting for you at the end. Well, the most important thing, in no case do not expect a lot from this film. Risk to be disappointed. The film deserved his own 7/10. Of course, not everyone will like it, but I was imbued.
Thank you for your attention.

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Like a Dragon: Infinite Wealth – Hate from the fan of the series

A series of Yakuza games for me has become one of the most beloved games of games in recent years, it was love from the first frame. Yakuza 0 became my starting point at this beautiful, albeit crazy world, or rather the city of Japan. This was the best acquaintance, which only the Yakuza fan could wish for because I immediately began to play in the series in chronological order and went all the way with Cyria. He has already become such a good video game friend who teaches never to give up. Although his game situations are very hyperbolized, in every second part he is practically fatally wounded, but these are game conventions and do not interfere with the perception of his history.

For me personally, it seems that it would be better to send him to rest in 6 parts and not to touch it anymore, but it does not seem so to developers.

Like a Dragon Gaiden the Man Who Erased His Name – a game that is a bridge/spinoff between 6 and 7, I really liked it. In it, probably, the most cool fight for Kiriya in the series, and graphically and plot everything was on top, only there is already another return of Cyria and how it was presented to cause questions. The ending was one of the most touching in the series, but there you already finally understood that the developers would still continue to bring Kiria to the next license plates. They can be understood, nevertheless, the main of the hero should be replaced gradually and this is a very bold step. That if the fans do not like a new hero that if sales of the series fall without Kiria? And in the 7th part, in which I did not play, but looked at the passage and plot on YouTube (for I knew that the fighting would not come wildly) they took the right step: having felt the soil with Ichiban, but leaving Cyria in history to please fans.

Когда же вышел трейлер https://nonukcasinosites.co.uk/casinos-not-on-gamstop/ 8 части с трогательной музыкой и Кирию, который говорит что у него рак, несмотря на весь мой скепсис я побежал предзаказывать игру за фул прайс. Satisfied, having waited for the release date, I, with anticipation of the legendary, although possible the tragic final of the story of Kiriya, launched the game …

I will immediately make a reservation that everything said below is a purely personal opinion where the spoilers will be, and I will continue to think for a very long time or take the next part of the series, if there is a fighter of the 8th part and there is no Kiri. How could you screw up like this with the history of Kiria, CAAC?

In general, in fact, the whole touching tie with Kiriya cancer is a dummy and nothing in the game, except for a couple forcing you to cross the moments of the moments for life, does not bring. The same moments also do not create the right effect because after he becomes bad, after a couple of minutes everything is already fine and he in his typical style spreads the face and all. In Red Dead Redemption 2, developers more skillfully conveyed the disease, visits to the doctorator, slowing down game moments, there, in addition to the final mission, after each attack of Cough Arthur, they do not rush to the right and left.

Not only is that of all those people from the past of Kiria he has no one with anyone, although he could, despite all the secrecy of his personality, so the idiotic Katsen with the final barefoot and the final finally finished me off. What kind of ending is where two half -naked men cry over each other? What should be for me as a player touching the moment? This person is very far for Kiria. Even according to the plot, they intersect little, and then he persuades all in tears and instructs him, being above him without a shirt. You smoked developers there? Well, or the final for Ichiban: the protagonist himself is one of the most wretched in the series, so the battle with the octopus this. And the end where he comes for this undersicular and carries him to the police. I understand that Ichiban has a good heart in a hyperbolized game version, but still his actions in this game are stupid even along the series of the series, he forgives everyone, always. Such a stupid good, but by the end of this game I began to hate him straight. In general, plot for me this is complete disappointment.

Gameplay is much better, here, except for the fighting, I, in principle, have nothing to complain about. Although the fighting itself is good for those who like such a genre, I don’t at all, so I suffered the whole game and hoped that they could return the opportunity to choose the old style closer to the end of the game, but in vain. My next nit -picking to the location itself – I already oversaturated Hawaii. In 2007, a cool Test Drive Unlimited, Okay, but this year the Crew Motorfest and Like a Dragon Infinite Wealth was simultaneously released. Seriously, there are no other beautiful places around the world? Yes, even how many islands are there: pharyls, the Maldives, and take a fabulous Bali or not even necessarily islands. In Asia, there are enough beautiful countries, like the Philippines for example and Thailand. Why are everyone obsessed with Hawaii? Okay there, The Crew team was the closure of Gestalt, because the same people were responsible for the development of Test Drive Unlimited at one time. But in the case of Yakuza, I think the developers have a great fantasy and exaggerated, but they could even turn Novosibirsk into a paradise corner! I just have Hawaii’s atmores for all these games!

In general, this part of Yakuza is a great game, but I hate it, a fight and terrible as a plot with a stupid main character and the same stupid actions of other heroes for me became a stumbling block and I will continue to think very seriously before buying the next part. And who has not liked this part yet?

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Hurricane mixture doom, quake and Tarantino passions: be sure to play in Prodeus

Who does not like cool meat shooters, the essence of which is the non -stop and insanely dynamic destruction of crowds of pressing opponents? Who does not like to break into a bunch of aggressive blanks with a shotgun, katana, chainsaw, [Insert any weapon] and as if in a bloody dance to destroy them all under the foundation? Who does not love all this to happen under the fatal and extremely juicy metal?

Perhaps someone does not like.

However, it is unlikely that it will be possible to deny the fact that recently games have become more and more often based on such moods. Of the most striking examples of mind, giants such as Doom Eternal and restart the 2016 doom and restart.

You also recall the analogues of less: Ultrakill, BPM, Project Warlock, Dusk, Perish, the recent Metal: Hellsinger and many others – each with their own characteristics. Some of the best performance, and someone of the performance of a weaker or completely mediocre.

One of the last such projects can be called a game that has come out of early access on September 23 of this year. Developed by Bounding Box Software and released by the publisher of such Games Humble Games, Prodeus became a real discovery and, to a certain extent, a fresh look at the established realities of the genre. Genre of classic retro shutters, of course.

More than retro

I think that many players who grew up in the 90s-00s were fond of video games during this period, is well familiar with the feeling when over time the favorite old game from childhood remains in memory where in a more attractive form than it actually is.

We clearly remember that then it was better. Then the graphics were, although pixel, but some real one or something. The battles with the opponents were like crazy bloody chaos, and indeed in the game it was possible to do almost everything that could only occur.

However, deciding to launch that game of childhood, in anticipation of testing experience from memories again, a person always encounters with sometimes disappointing awareness that the real preservation of the time play and does not coincide with what kind of game has preserved.

So ProDeus is just such a game. But not in the sense that in memory she looks much better than in life. On the contrary, Prodeus is a game from the memories of the excellent past.

She really looks like I, for example, remembered the first doom in childhood.

A similar result is achieved due to the workshop of the work of developers with lighting and surrounding effects: the explosions look extremely juicy, blood splashes fly throughout the location, the weapon sounds very expressively. In addition, the range of color palette appears much more saturated than the analogues of the last century.

Thus, it turns out that Prodeus skillfully balances on the verge between the classic shooters of the “old school” and modern bright blockbusters, choosing everything better from both the first and the second. Which, by the way, is confirmed not only visually, but also a game-mechanically.

And one in the field is a warrior

The gameplay in Prodeus fully adheres to the philosophy of the classic shooters of the 90s-more enemies, the guns are more powerful. At the same time, the game also gives the game of multilevel areas of the labyrinth type with elements of a rare platform, secret rooms with additional supplies and non -stop movement forward with a periodic search for suitable keys for important doors.

Each new level repeats the identical gameplay cycle: we appear, we rush through the entire space of the level, simultaneously destroying everything that moves, we finish the level. Nevertheless, everything is not as simple as from the description.

In the intervals between bloody shootings, the player is obliged to collect resources in the form of cartridges, armor and health, if he wants to survive, and is also free to look for secret places with additional resources and collect fragments of ore and rune scattered separately, to open a new weapon and generally feel more comfortable with the course of the game.

The collected fragments of ore can be spent in a store designed as a separate level, for example, buying new trunks

The most important thing is to quickly unlock new weapons sincerely, and not forced. The closer you are approaching the purchase of any other gun, the more the desire to try it on local features ripen inside. Indeed, despite the fact that the wrapper of the game is a purebred retro-player, the internal content offers quite modern aspects of the gameplay.

The player is able to shoot opponents with different parts of the body (almost like in Dead Space, no matter how strange it may sound), as well as combine different types of damage, arranging a real bloody bath from the aren.

The pleasure of the gameplay also adds https://goldenbullcasino.uk/ a tangible impact from interaction with weapons. And the variety of arsenal, coupled with alternative firing modes and an individual approach to certain types of enemies, do not at all allow them to come off so easily from the screen.

In addition to the fact that the shot as a whole becomes more powerful, the alternative firing mode at the shotgun set fires to enemies, causing additional damage to them

Regarding the forces of opponents, things are somewhat more prosaic. Rather, it is uncomplicated.

There are many enemies and they are not the smartest.

Yes, sometimes there are segments of locations, where the number of evil monsters begins to yield to the ammunition stored for them, but this is more than compensated by segments, where there are so many opponents that the blood floods the eyes and all the preserved cartridges go into business.

In a word, a real meat holiday.

In addition, all this visual feast is complemented by excellent musical accompaniment resembling compositions from the 2016 Doom 2016. Which, by the way, is not surprising, given that Andrew Halchass, who worked at the time, both on the soundtrack to Quake Champions, and helped Miku Gordon with Doom Eternal.

ProDeus music is a deft compilation of a gloomy emboss and weighty guitar cuts at moments of special stress.

Ultimately, connecting together, such elements as enemies bursting with a bloody fountain, and what is even more important – physically tangible weapons, realistic lighting, as well as steep heavy metal against the background, give the player one definite awareness.

You are a real nightmare of this pixel hell!

Why do I know something if I just want to shoot?

I am sure that in an attempt to answer this, in fact, a rhetorical question, the only thing that ProDeus can offer is only a brief “no need”.

The whole plot in the game is presented through short descriptions in front of each level, of which the player will learn no more than the main goal from him. However, for immersion in the atmosphere and the general context of what is happening is quite enough.

By and large, everything you need to know about the narrative component of the game fits in a laconic description of the plot on Wikipedia.

The player assumes the management of the defiled agent of Prodeus – the mysterious creator of the player and the game world. The only goal: to destroy prodeus and everything connected with it.

From the description of the plot of the game on Wikipedia

It turns out that throughout the passage – the level behind the level – we will be systematically selected to the main threat of the game world in the person of a certain simpleth, simultaneously destroying the crowds of demons, called by either the creator himself, or the next evil scientists, or both together together.

Such a plot construction does not at all overshadows the advantages of the game, but on the contrary, they are emphasized.

Level selection map

Sometimes individual areas with additional tests open for passage: go through the level of speed or destroy several waves of opponents without perishing. Among other things, in Prodeus, you can find the mention of one old fashion for Quake, the essence of which was in high -speed levels of levels, using jumping and non -stop movement.

In many ways, the presence of such levels became possible thanks to the built -in editor of cards available to the community.

Prodeus basically borrows a lot from its cult great -grandfathers. In a certain sense, this is a very successful combination of doom with Quake.

From the first, the game repeats the icon with the character of the character from the bottom of the screen, the types of opponents, a frantic pace and unreal brutality, and from the second takes a narrative base and similarity in the design of levels, framing all this into the framework of Tarantino ultranasia and filling blood liters.

Nevertheless, the main charm and moment of surprise, perhaps, is that Prodeus was developed by the forces of only two people – T -shirt of volume and Jason Mochik. Both once worked in Raven Software on Singularity, and also took part in the development of games such as Bioshock Infinite, Call of Duty: Black Ops and, again, doom 2016. In addition, Mochika worked on Payday 2 under the wing Starbreeze Studios.

In the course of the development of the project, Mike and Jason called themselves to the team, as mentioned earlier, Andrew Halchate and James Paddok to work on Soundtrek, as well as Josh, “Dragonfly” O’Sallivan from the modder community DOOM for working on Leoel design.

In contact with the final result, it is worth noting that even without a goalkeeper, specifically this five is worthy to be considered a magnificent.

In a certain way of Prodeus, a unique game.

During the classic and even bearded representatives of the genre, the Bound Box Software project simultaneously repeats their features, but does not lose its own self -identity. Bringing the best of the past and introducing the developing of the future, Prodeus creates a rather unusual situation, looking like something in a good old old one, but feeling like something modern.

It seems that this is the main rethinking of the genre.

Of course, the project practically does not have a plot, and the freshness of the realized ideas dates back to thirty years or more, but one cannot take Mike Zoeller and Jason Mohik one of the work – the ability to immerse into nostalgic memories of the past, not turning expectations into brutal reality.

In the dry residue of Prodeus, it turns out to be a perfectly assembled meat shooter, each element of which is made with a complete awareness of what it is necessary for. This is just a very cool game that does not try to jump above the head, although it does it quite.

Recently, there are not enough really good games. Fortunately, Prodeus is one of them.

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The best comments

Ah, The Sirian Star still forgot.

Tired of the hype around this game, and indeed the themes of retro-shutters. For getting wet of bloggers, it is enough only to “as in childhood. Meat, blood, guts. “, Completely ignored the entertainment value of the product. Beautiful cover for the eyes is enough.

The main problem of the prodeus, like all retro-shutters, is just a mappak without an adventure from standard intestines, boxes and randomly placed mobs, which you tear out for the sake of the status of the dolls at the end of the level, and not the challenge or adventure. Just walk and kill for nothing. Yes, at first you experience a semblance of a bloody rash, but it passes quickly, and the game can not offer anything more.

Moreover, there is neither the Duma nor Kweik, because the game also came out on the consoles and its gameplay is designed for cripples with gamepads. Even on Vei Hard, the game is ugly and the whole difference is the need to sit behind the corners, more often flicker at the corners and spend a lot of time on the careful picking of enemies. There is no kveik speed here, the character moves slowly, even a jump is absent. There is no bloodthirstiness of the Duma, because the thoughts made the player constantly move and put the enemies, but here it is necessary to flicker around the corner and do not hire. Especially the casuality of the project emphasizes the endless revival of the GG with the preservation of the dead enemies. And, yes, I think the opportunity to go through the shooter as you want, changing the settings of complexity at any time – an indicator of the misunderstanding of the genre by the developers.

All the developers managed to create a beautiful cover behind which impotence and imitation repeat the experience from childhood without understanding the mechanic of the genre. Just masturbation “like in childhood. “.

The only value of the project is its editor, it is really casual and allows you to use custom resources. If they add the narrative tools and make it a separate client, this will really be a find, and not just another attempt to cling to nostalgia for the young age. Zumers no longer understand such a brilliant thing as FPS Creator.

It would be better to haypili mods. Serious SAM 3 BFE Enhanced and Serious Sam 4 REWORKED are much more gaming value in the field of meat shooters. I’m silent about all sorts of Blood Sugar, Serious Duke, Operation Frostbyte, Red Day One.

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Gallop through the dot, or the history of the Moba genre.

So, to everyone good, I recently decided to settle on the blogs of our incomparable Stopheim. I ask you not to scold a lot, my first record will be about the formation of the Moba genre as such. There is not much attention to Stopgaim, although they are played by a myriad of people! Suffice it to say that The International 3 on Dota 2 watched More than a million unique spectators. And the finals of the 2nd league league league season 18 million people (But here I must say thanks to Chinese television channels, because they provided such an incredible audience)

Let’s start with how our abbreviation is deciphered, Moba – Multiplayer Online Battle Arena, In a fairly free translation, it sounds like a online multiplayer battleship. So what is the essence of the game? The meaning of any game of such a genre in killing opponents, an ultimatic extermination of everyone in its path to victory, most often the goal is to destroy the enemy base, but also such modes as capture of the flag, or a simple team battle to x points, too, have a place to be. But we will not worship water further, we go to the most interesting. My biased, in many respects, a story about the formation of the genre, from the first Dota to all kinds of League of Legends, Heroes of Newerth, Demigod and Dota 2. So, let’s go:

The era in front of Allstars
It all started at the turn of the century, when using the base of Starcraft, a developer by name Aeon64 Created a cooperative map Aeon of Strife, in which four players fought against the endless waves of computer enemies (creeps) on four lines. In the battle, they were also helped by allied creeps, but they were much weaker than the enemy creeps.

Here we will already be able to see one of the key mechanics of the genre, for the finishing the enemy crypt, you get a certain amount of gold. Subsequently, the card evolved several times and allowed the players to go on the battlefield with teams 2 versus 2.

Soon after, the legendary War Craft game is released: Reign of Chaos, where the Aeon of Strife card was ported, where the Starcraft Carterkuts editor are free, to increase the variety of gameplay and just become pleasant to the eye. Many cards of this period originated ideas subsequently used by the games of this genre.

The next step was probably the most significant event in the history of the genre – the creation of a map Defense of the Ancients. It was created by a developer under nickname Eul. Contrary to the common opinion, the creator of the card is precisely Eul, not Icefrog or Guinsoo (about which we will talk further). This card instantly became one of the most popular in Battle.Net.

In July 2003, Warcraft 3: The Frozen Throne (TFT) and EUL releases a sequel of cards on an updated engine – Dota 2: Thirist for Gamma, However, the card did not find popularity, and even more so could not compete with the original Dota engine. At the same time, many different variations of the card, such as Dota DX Series, Dota UNFORGIVEN and DOTA OUTLAND, are released. And before the release of Dota allstars there is very little left.

The era of the first Allstars
A new step in the history of the development of the genre, February 3, 2004 Dota Allstars, Under version 0.95 beta, was released for free access to two developers Meian And RAGN0R. They gathered together all the best that used to be in various versions, because of this map, the ALLSTARS postfix was given.

The AllStars series became more interesting and more balanced, and to versions 3.XX-4.XX formed its circle of players and they were increasingly talked about it in computer clubs.

Guinsoo era (pre.xx)

The game designer was involved in the creation of a popular map for Warcraft III: The Frozen Thronem Dota Allstars. Using the original Dota from Warcraft III: Reign of Chaos from the EUL developer, he created his Dota Allstars, creating a mix of previous versions. Currently working on the game League of Legends at Riot Games.

To development 3.XX-4.XX versions connected by the first person, about whom in the world of MOVA, if not everyone, then certainly many – Guinsoo. In version 4.0a a giant monster appeared in the game, bearing the name of the ball for Bowling Gwinso, Roshan.

The appearance is 5.XX versions marked the formation of Dota as a mature and independent game. It was at this time that the first tournaments began to appear. Because the community of the game was becoming more and more Gwinso needed helped by his colleagues from the TDA clan, Icefrog And Neichus.

During the existence of the series 5.XX have done a lot of work: several significant heroes were released for a series of heroes, such as Ursa Warrior or Tidehunter.

The final version 5.XX was 5.84. It should be noted that the latest official version of the card was unstable and contained some bugs that were subsequently eliminated by the Russian lover True.Rus.

The version of the game 5.84C V2 was used in many official tournaments until version 6.2x.

The formation of Dota as a serious e -sports discipline and the community of the game
Somewhere in 2003-2004 the first forum of the game was founded, where people could discuss all kinds of nuances of gameplay and not only. He was called 9NID.

Warcraft 3 growing popularity, Dota also became more popular and more popular, the 9NID server could not cope with the load and the forum was moved to the resource RTSGAMER. The first clans were founded here.

One of the clans was the above TDA (Team Dota Allstars), with the direct participation of the members of which the Dota -allstars website was created.COM, it was he who became the official website of the developers, here you could find all the latest versions of the game.

Dota became more and more famous, the site grew to a million unique users per month, a million pages of pages per day and 100 personnel from among volunteers. Unfortunately in 2010, the site was disconnected (for an unknown reason), and the new community platform became Playdota.Com, And the ALLSTARS postfix was dedicated to the name.

The IgS organization began to hold one of the first significant DOTA competitions in 2004. 20 teams participated in the first tournament, already 45, each time they became more and more.

Era 6.1x-6.2x, Icefrog

IceFrog – a gamed -designer known for the https://spybet.co.uk/ longest support and development up to the current moment in the modification of Defense of the Ancents for Warcraft III. He currently works at Valve Corporation as the main game designer Dota 2 – a full -fledged game based on Dota. Icefrog took part in the work on Dota in 2005, becoming the main developer of the game instead of Steve “Guinsoo” Fic.). From the beginning of development, Icefrog added a large number of additions, including new heroes, changes in the landscape and gameplay. The release of new versions was accompanied by a list of changes published on the official website. IceFrog continues to remain anonymous, not publicly revealing its name;However, in February 2009, answering the questions of gamers in his blog, he called his age – 25 years.

In 2005, Episode 6 originates.XX, at the same time, Guinsoo announces his departure from the team, rumors said that he had gone in World of Warcraft.

After that Neichus took the leadership project. Under his leadership, such heroes as Earthshaker, Engma, Axe and others were released. After several versions, he was disappointed in the project and gave the leadership to the hands of the legendary Icefrog. And then Dota shone with new colors!

Icefrog was faced with a serious task, surprise the people, make the card better than the final version 5.84C V2, whose adherents at that time were not only all official tournament leagues, but also most ordinary players.

And then version 6 was released.27. 6.27b second tournament version of the card after 5.84c v2. It was on it that all the serious championships of that year, including World Cyber ​​Games Singapore 2005. Icefrog in many respects belongs to the merit of the formation of Dota as one of the largest, at that time, e -sports disciplines.

I could tell you a bunch of all sorts of interests that will only be interesting to fans of the game itself, but we have not only come to talk about the first dot, but about the history of the genre. Everyone who is interested in can read the continuation in English further here

On these versions, an interesting part of Dota history ends. Subsequently, the card developed mainly extensively, but it cannot be said that it did not benefit her, the emergence of new mechanics, heroes, objects, etc. made the game even more diverse, interesting and mass.

This part was taken from here and voluntarily interpreted using other resources

Years passed, the engine became obsolete, it became more and more difficult for developers to come up with new ones, worthy competitors appeared in the form of League of Legends and Heroes of Newerth. And the decision to release a sequel, about which so many conversations, looked quite logical. In the fall of 2009, Icefrog was hired by Valve, And six months later, the company applied for the registration of the DOTA 2 trademark, shortly after that the game itself was announced, which now became a separate game, without binding to Warcraft 3.

Dota 2 announced trailer
In fact, the remake of the gameplay is not much different from the original. The same three lines, the same heroes (new ones appeared, by the way), the same feelings from the game. But the performance … it caused a lot of disputes. Someone was not satisfied with graphics, someone did not like the lack of gameplay changes, and someone simply turned on the oldfag and did not recognize the new product. However, positive comments were still definitely more.

The release took place at the First World Dota 2 Championship, The International 2011, Where top e -sports teams (gaining access to the game) fought for the right to be called the best in the world.

The International has become a pleasant tradition for Dota 2, in 2012 and 2013 it was also held, with an equally large scope. The prize fund of 2012 amounted to 1.600.000 $, and in 2013 it was already equal to 2.874.000 $.

In 2012, a special mod was released, allowing fans to watch games right in the client and watching them in the first person, not just sit near the screen and stares at the stream, at the same time covering the broadcasting directors for the wrong angle, and choose the right angles themselves, track every detail. The mode works both for ordinary games and for championships, that is, any professional game can be watched without special troubles, you just need to buy a ticket.

A significant role in the popularization of the game was played by the already widely spreading at that time the digital distribution service Steam, who added a lot of social capabilities and elements of interaction between players to the game. In Steam, the game was released absolutely free and at the moment is the most popular game in it.

By the way, the world championship is approaching The International 2014, whose prize pool will be more than 9.500.000 $ (Not bad, yes?). The prize fund was formed at the expense of players, using a special pack called compendium. It cost \ cost $ 10 of which 25% goes to the prize fund, and 75% for the development and improvement of the game. Upon achieving certain marks of the Valve prize pool, they promised to introduce new scores into the game. Here is such an original way to kill several hares;)

Thus, Dota is the ancestor of the genre and, undoubtedly, laid the basic gameplay principles of all Moba games.

But not a single one, as they say. In addition to her, there are still a great many clones, some, even, are quite successful. Initially, I wanted to talk in detail about many other projects in this genre: Heroes of Newerth And Demigod, But it turned out that there is essentially nothing to tell there. These clones turned out to be worthy, it was very ordinary and did not appeal to the public. (Although Demigod, in my opinion, was very good, but a lot was not enough for him to achieve success). For this, we confine ourselves to several paragraphs about these projects, and then move on to Legue of Legends.

The first clone, which gave some hopes to shift from the throne of the sole leader in this genre, was a project called Demigod. The game from Dota was distinguished by a lot, from game cards (which were not one, but several pieces here) to game characters, demigods.

Unfortunately, the idea of ​​the authors failed with a bang, led to this the totality of many factors: firstly, the distribution model, it worked according to the “buy and play” scheme, besides, there was no protection from unlicensed games in the multiplayer in the game, which led to the fact that a month later 120 thousand people played in the multiplayer, and the game bought about 20 thousand thousand. Secondly, a small number of heroes, in this genre the variety of process plays a large role, and what can be diversity with 10 heroes? Thirdly, insufficient support for the game by developers, feedback is very important, because the game should constantly develop, namely, for this you need to interact with the players.

Summing up under, I will say that the game could turn out worthy, especially since the setting allowed to create and create, but did not work out.

Heroes of Newerth It appeared a year after Demigod and six months after League of Legends, so the market did not have time to saturate with all kinds of mova yet. At first, the base of the players of the League of Legends and the Heroes of the Ino -earth was approximately the same, but during 2010 and 2011 the latter ceased to increase the audience (the competent policy of the creators of the legend league). At the moment, we can safely say that the game is the third most popular in the Moba genre. (Although a couple of ambitious projects such as Heroes of the Storm by Blizzard and Dawngate from EA) comes out soon

What can be said about the game itself? I repent, did not play only this game, from the SHO presented, because I can’t speak “from the first lips”, but still ..

The developers went the easiest way and did not invent the bicycle, the starting version of the game almost completely copied many heroes, objects and basics of gameplay, and graphically did not differ much from its senior counterpart. Subsequently, of course, they did not engage in copy -paste, but tried to come up with their own, very successfully, I must say.

Initially, the distribution model was similar to Demigod “Buy once and play”, but by the summer of 2011 it was decided to switch to the ubiquitous Free-to-Play. This model at least somehow saved the game and it still has a certain number of regular players, although until the success of our next project is how far it is.

Thus, Heroes of Newerth and Demigod are an example of how it is still not necessary to do, the authors of both games tried to bring something new, while the former remained within the framework of the “parent”, and the latter went too far from the canons.

League of Legends, Probably not a single person left in the world of gamers who would not hear about this game. The most successful clone of the bunker, which, by the number of players, surpassed her. 30 million registered users in mid -2013 and 11 million monthly unique users.

Remember at the beginning I talked about the bias of my story? So I talked about the legend league, I played a lot of sooo. Therefore, excuse me for a possible fanboy, I will try to stay within a reasonable.

In October 2009, the game was launched from the beta testing stage to the open Free-to-Play’m Swimming. At the moment, there were 40 champions in the game. There was one standard card for 10 (5 to 5) people, a reduced copy of the card from Dota, without secret shops throughout the map, with a smaller number of forest monsters camps and an altered structure of the space between lines, two key monsters, the first gave gold to the whole team, and the second, in addition, also gave a significant buff for the entire team. And there was one map for “their game” for 6 people (3 to 3) on the map was 2 lines and forest camps, + dragon, which at a short time gave an advantage in the stats of one of the teams that killed him.

Release trailer League of Legends
The game had many distinguishing features:

-The reduced scale of the card made it possible to increase the dynamics
-Pleasant to the eye “cartoon \ pseudo cartoon” graphics.
-Its own story of the game, each character here has been worked out in detail by gameplayo, but also has its own story that is suitable in the game.
-The system of runes and skills introduced at the beginning of season 1 (about it) which allowed to “configure” your hero before the game
-Friendliness to a beginner: ease of interface, “recommended” sets of objects, an account of an account and a gradual delictation into the basics of the game.
-Small gameplay changes that contributed to the dynamics and diversity of the process

The game developers initially paid great attention to the game community. Always consulted with players about the balance, talked with them on the forums, released videos, text materials, did everything so that people not only play the game, but also lived in it (within the framework of decent, of course)

And everything went on as usual, champions were issued, 3 to 3 maps became available in “normal mode”, the base of the players continued to increase. When suddenly in July 2010 Riot Games (game developer) announced the beginning of season 1, then it all began.

The first rank season brought with it a large -scale update of the game. When I am talking about a large -scale update, I mean not only a total change in balance or the introduction of new mechanics, but also, of course, I am talking about “ranking games” – that which was missing the genre, Huge pyaps, who allowed Skill to measure with absolutely all the players of the legend league in his region (at that time there were 2 – Europe and America). If earlier in Dota and there was a kind of rating, then in the legend league it was not necessary to bother with him, it was simply built into the game itself. It was the ranking games that made people improve their skill in the game, and it was they who held the audience, forcing them to rise higher and higher in the players’ rating. In addition to the rating in which you played in the same team with random people, there was also a rating in which you fought for victory in a pre -assembled team, also gained rating points and rose higher and higher. What is in the team Ladder, that in solitary Ladder in each you were given opponents corresponding to your current rating, according to the ELO system taken from chess. In the next seasons, the system was slightly converted, but the essence remained the same.

During the first season, the Tribunal system was introduced Within the framework of which the game gets rid of excessively aggressive players who refuse to fulfill the conditions of the Council Code, the Code that each legend player should follow in order to give pleasure from the game not only to himself, but also to opponents and his teammates.

The essence of the system is that the players themselves become judges. When too many complaints come to the player because of his unworthy behavior, his “case” is immediately transferred to the court, through which ordinary users determine the guilt or innocence of the defendant. Then things go to other authorities (hidden from users) and the strictness of the punishment is already being solved there, it can begin from the usual blocking of the chat into several games, to a complete permanent blocking of the account. I must say that the system works quite accurately, but it was not possible to completely get rid of the “toxic players”.

The end of season 1 came exactly a year later. Anyone who played rank games received awards according to his rating. The topic of rewards was completely discovered in subsequent seasons, it could be skins for heroes, profile icons, a loading screen frame.

But the main event of the season was World Championship 1 season. This was one of the very first serious e -sports events in the world. It was here that everyone learned about the best teams of the planet and it was here that the first “legends” of the League of Legends were born, sorry for the tautology. 8 qualified teams fought for a prize in 100.000 $.

In the 2nd season, the legend league was localized in other countries of Korea, Romania, Greece, Türkiye, Brazil. Additional servers were also created for some regions, because the current ones could no longer withstand such an influx.

Season 2 has become a turning point for the game. It was in the 2012 season that a huge race occurred, began to play the game more than 10 million people. The next, cardinal changes in the balance sheet occurred, the graphic component was improved. In addition, a new mod, dominion, which is a capture of points and dominance on the map (the nearest analogue – Conquest from Battlefield) was launched

But the most important was the e -sports direction. The World Cup 2 season has become truly incredible. The prize fund amounted to inconceivable at that time 2.000.000 $. 6 million spectators observed the broadcast of the final (!). Just imagine. This is as if we take, for example, the population of Krasnoyarsk and multiply it by 6. It may seem to some a small figure, but if you think about it, then the audience has computer games mainly from 14 to 22 years old, and it has no borders for the same football.

Animated promo video for the championship of the 3rd season, in which the famous players of various teams are presented in the image of the most memorable heroes for which they played before.
At the same time, you can talk about the world championship 3 seasons. This championship can be called without analogues in the world. He took place in Los Angeles, and the final match was accepted by the STAPES Center sports arena, which accommodated 20.000 people – the average number of spectators of the hockey match. 30 million people (a little less than the population of Poland) watched at least one championship game, and 16 million fans watched the final.

You can continue to crucify about the mass of legends, but you already understood that this is a serious shit. The game followed the path of the bunker and makes a bet on extensive development.

Now let’s summarize: the Moba genre has become a phenomenal phenomenon in the world of video games, the most popular game in this genre, legend league, at the same time is the most popular game around the world. The ancestor of the genre, Dota, is recognizable by millions of people, and not only gamers. Indeed, many factors led to such success, this is the opportunity to play with friends, the diversity of the process and the dissimilarity of each game for the previous, incredible settings other. And the potential for development is not so small.

Thanks to everyone who read to the end, I hope I could interest you and you were not afraid of my unstructured narrative style.
The article may contain inaccuracies and assumptions, although I tried to reduce them to zero.
I did not mention many other projects, such as Awesomenauts or Prime World, since I really do not consider them significant for the whole genre as a whole, and it would be difficult to collect info for them.
I never knew how to write conclusions, sorry ^_ ^

Thank you for the editing Montikill
Thank you for the banners Hexagun

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Ducktales: Review

Over the past ten years, eight -bit platformers managed to become the subject of a special cult. Dendy and Nes still find their buyers, rare cartridges are sold at auctions for crazy money, and developers are increasingly creating nostalgic projects in the spirit of the “old school”. At the same time really important and high -quality games (like Contra or Battletoads) In those years, not so many came out, and therefore each of them deserved the status of a masterpiece. One of these was Ducktales 1990.

Make a remake of such a platformer is a very controversial venture. It cannot be sold again 20 years later: a lot needs to be corrected, redrawn and improved to meet the standards of gamemes. But if there are too many innovations, then you get a completely different game that will definitely not suit fans. A subtle question arises of the balance of the old and the new one, which was dared to solve WayForward Under the leadership Capcom.

Life is Like A Hurricane Here in Duckburg

The beauty of the original Ducktales It was that the passage of the location was never the ultimate goal: Uncle Skruja was not a murderer of “bosses”, but a treasure hunter. The main thing was the process of setting glasses, so the gameplay boiled down to the search for hidden jewelry – the level ended immediately as soon as the player reached the most expensive artifact. And the final of the whole adventure directly depended on the number of looted.

There were no habitually scattered coins: instead, the diamonds arose in empty locations of the location, as soon as the player climbed there. In other words, the meticulous gamer should not just go through the level from left to right, but look into every notch and rest on each wall. Somewhere it was possible to jump “on the ceiling” and get into the secret storage, sometimes the drake fell through the floor, and sometimes met other heroes of the cartoon series. Of course, they gave bonuses and reported something useful.

However, no one interfered https://royalspincasino.uk/ and just take a walk to the final “boss”. “Ducks” generally provided the freedom of action for those years: each of the five episodes is available from the very beginning, and they can be held in random order. The cards are also built non -linearly: there are constantly branches, dead ends and bypasses, by which you can wander for a long time. So that after twenty minutes of traveling the game world is not empty, opponents are constantly reborn, and Scrooja does not have many ways to fight them. For self -defense purposes, you can knock enemies with stones or traditionally jump on their heads.

Actually, the game consists of this: we jump in locations in search of secrets and constantly dodge the ongoing stream of enemies. Thanks to WayForward In the new version, all of the above has not changed at all. Responsibility of control, puzzles, crystals and battles appearing from nowhere with “bosses”: Ducktales Remastered -These are really the same “duck stories” from the 90s. Although without updates, of course, it was not.

First of all, the graphic component was subjected to improvement. The authors redrawed everyone to one characters, so now they look like in the original animated series. They did not save on the quality of animation: the movements are smooth and look completely wonderful. The main thing is that ordinary opponents remained like themselves – each mummy at the level manages to cause exactly the same impressions as 20 years ago.

With the advent of a beautiful graphics game, intelligible directing appeared. Few people know that Ducktales based on quite specific episodes of the animated series-now it has finally noticeable. Each adventure has a tie, cat-scenes and several phrases after the victory over the “boss”. This is quite enough for an elementary and recognizable storyline to be outlined (for example, a story about a hint that has become friends with a snowy man).

There is a global scenario component uniting all episodes. In this regard, the game was a little expanded: new arcade fragments, an entrance “tutorial” and a full -fledged epic denouement, which had no hint before, appeared. Now the passage will take not 30 minutes, but 3 hours, which look like a complete full -length cartoon.

The old levels also received a number of additions. The authors introduced an obligatory element of the study: now access to the main villain must be earned by finding several important items in the vicinity. Some parts of the missions shifted or turned out to be completely redone, but in no case were removed – so, rolling stones from the jungle migrated to the mines. Some “bosses” have been edited by behavior, and the overall level of complexity was done greatly: what was once called easy is now marked as Hard.

“Duck stories” fell in love not only by players, but also to professional critics. In the lists of the best games for NES, they stably hold about 10th place, and Nintendo Power magazine was completely disgusted for 44 positions in the top of the best games of all time. In 2008 Capcom She stated that Ducktales – one of the 20 best -selling projects in the history of the company, which was dispersed by circulation 1.67 million copies.

It is only sad that for most players the right choice will be just the easiest option for passing. Honestly, today Ducktales 1990 does not look like something outstanding: it is stingy with really interesting episodes, annoying endlessly appearing gorillas and is very simple in contractions with “bosses”. Even after all qualitative changes and attempts to dilute archaic gameplay Remastered can not be compared, for example, with Rayman Origins. And therefore it is not worth considering it in isolation from the original source.

The new version of the “duck stories” was a success. The meticulously reproduced heroes of your favorite cartoons, a wonderful redesigned soundtrack and soft humor in intermediate rollers cause such a warm mental response as it is generally possible.

The only “but”. If you have never taken a second cassette from a neighbor with an animated series, then what is happening will not be too clear. Without discounts on the age of the original source and tears of tenderness, this is a very average platformer that is played well, but leaves nothing after. Without knowledge of the original, you should not even get acquainted with it: the retro-gimple is more successful to reproduce VVVVVVVVVVVV Ducktales Remastered It is better to leave those who, from the first notes, guess the melody in the introductory screensaver.

Pros: high -quality animation;excellent soundtrack;The perfect balance between the new and the old.
Cons: For 20 years, the game concept is still outdated.

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Battlefield 2042 – Sumburny action |Review and impressions

Battlefield 2042 is in a shaky position: high price, lack of a single campaign and ambiguous changes in the classical gameplay formula – all this is in doubt and a logical question suggests itself, whether this is Battlefield, which we are waiting for?

Battlefield 2042 offers the action and dynamics of battles to new peaks. It is contributed to an infinitely long double sprint, and instant entrance to the equipment, tackles, driving on cables and many other small innovations.

An increase in the number of players on locations should also go into the hands of this, but in reality there are many questions to the dynamics of battles, and they are expressed both in trifles, like the new logic of the work of the defibrillers or the interface confusing, and in rather extensive issues, both the floating TTK and all the mentioned transcendental size of new locations in the capture mode in the mode of capture.

Hazard Zone

So, the game is divided into three main components: the All Out Warfare, Hazard Zone and Portal modes.

Hazard Zone turned out to be a cross of ideas Escape from Tarkov, Hunt: Showdown and a dark zone from The Division. At the same time, it is noticeable that the new system of specialists and the scale of locations were created directly in the interests of this new regime.

Your detachment of four fighters is landed on a large location in order to search and evacuate the data of data from fallen satellites. For this, before the start of the game, the team chooses a character, which by the way did not work. Then the group tunes equipment and buys auxiliary perks, and the number of syllables for perks increases after each successful sortie, up to three cells.

After landing for the location, the detachment will have to find the fallen satellites, a special scanner will help in this, which all members of the group have by default, but if necessary, it can be replaced with something else. So, the scanner discovers carriers and notes them for the whole team, even if these carriers are already collected by another player.

Breaking through the attacks of the occupying troops under the control of artificial intelligence and fighting with other players, look and collect the maximum possible number of carriers, but it is worth acting promptly: there are only two possibilities to evacuate ahead.

After each game you will receive a special currency – Dark Market Credits. They need to be spent on buying weapons, equipment and perks. But in fact, you will not have any problems with their deficiency almost certainly. Two or three successful sorties will more than pay off all past and future defeats, so you should not worry about the loss of expensive property. Much more unpleasant to lose the slots for the perks, but they are not something very critical.

The mode turned out to be unambiguously interesting and innovative, the game with the detachment is felt holistically and here the potential of most specialists is really revealed here. So it is much more profitable to gather a team of friends and together with them to make an perfect combination of characters and equipment.

All-out Warfare

The main regime Battlefield 2042-All-out Warfare-consists of an updated classic capture and breakthrough in the options of a network game or a cooperative with friends or alone against AI.

The capture was transformed and became larger. The number of players on a PC increased to 128, the locations increased markedly in size, and the focus of the players shifted from individual points to large sectors, within which there can be one point and several, and to control the sector will have to capture them all.

At the same time, it becomes obvious that if you double the number of players, but stretch the locations by three, four, five times, then about any increased density of battles, as we were shown in trailers, and there can be no question.

Standing on the roof of the skyscraper and watching a barely visible shootout at the other end of the map, you really feel all the gigantism of the location, but mixed feelings come with enthusiasm, because often many points are idle empty, and the territory between them turns into a continuous dead zone where no one ever walks. There is a feeling that the designers of the locations of fetish to huge empty spaces, so that the “battlefield 2042” fully justifies its name.

However, unlike Beta, the release version became possible with the command interaction: orders, a request for support, display of the wounded and living. Therefore, when playing in a good detachment, the issue of dynamics is partially resolved by your own movement between sectors to protect or capture them, in addition, you can almost always call the car and leave on it.

The breakthrough regime, in turn, is already more like what we were shown in trailers. Due to the fact that the locations take place gradually, instead of six to seven sectors, it is only one, divided into two points-in general, just like operations in BF1 and BF5. And here there is just the saturation of shootings between 128 players the wall on the wall, especially when both teams flock to one point.

But, alas, not all cards can be praised for left -handed. Some parts of the locations are inconvenient for the game, sometimes the question “How can you fight here?!”. But somehow you are fighting.

There was no revolution with the leftist. If in Bete the players noted that the launch or explosion of a rocket on the cosmodrome looks amazingly epic, but in fact does not affect the gameplay, today there are seven locations in the game, but contrary to the expectations of something similar, none of them have nothing like that. And only in Portal mode on locations, the Caspian border can you see the fall of a huge tower.

About approximately similar one can say about tornado. Its appearance on the location is more likely to dilute the overall pace of the game, but only a minor effect has only a minor effect on the gameplay. Tornado does not destroy the buildings, and the player who falls into it is unlikely to end up some danger than many use to quickly take a height with the help of a tornado.

But the fact that all this for the most part only carries a visual meaning is not bad at all, because the game looks amazing. Even at the minimum settings, graphics are good, and on ultras with rays tracing, in general, almost better than reality, especially in the rain or sandstorm.

As for Portal, in essence it is not even a regime, but a whole design designer, and theoretically can give the game an eternal life.

Here you can do everything and scarabwinscasino.co.uk/ even more. Starting a banal game according to the rules of the old Battlefield 1942, Bad Company 2 and BF3, and not ending with the stands of the confrontation of one hundred Nazis with knives against the detachment of modern fighters or hardcore servers.

On the first day of early access, the players even massively created servers with a pharma of unarmed bots, to which Dice soon responded with turning off the progression and earnings of experience in custom modes.

Specialists

The system of experts turned out to be the most contradictory and discussed decision in the new Battlefield. The abandonment of the usual four classes is an obviously risky and daring step that the developers went for the new Hazard Zone mode. That’s just why it was impossible to leave a classic system of roles in normal mode – it remains a question, and many players seem to be a shameless perversion of the classic formula Battlefield.

The old system tried to hold a certain balance of power with its restrictions. The new one focuses on the personal preferences of each player, putting individual expirins at the forefront. But, alas, this does not contribute to team interacting – the selfish style of play here is the matter of granted. But, as they say, do not want to work on the balance – take it off at all.

The solution is certainly fresh for the whole series, and the freedom of organization of the hips makes it possible to set up a fighter exactly as you yourself want and the game practically does not limit the game. Unless the slot for auxiliary devices is now only one. But it is because of this freedom that you yourself are both a doctor and a squire. And partly deprives the need to interact with the team.

In total, ten specialists were presented on the release. In addition to the familiar four of Beta, six more have become available:

· Sandens is the same character with Wingsight from a trailer, but also has three types of grenades to choose from.

· Doser is also a familiar to the trailer an operative with a shield and enhanced protection against explosions. According to the canons of the R6 Siege, the shield was removed for revision on the first day of early access.

· Irish – an engineer who sets the shields or a system of reflection of grenades, as well as having additional armor.

· RAO – hacker hackering equipment and electronics on locations.

· Pike that has actually legal Wall-Hack. By the way, on the concepts she looked different.

And an angel that causes a box with replaceable sets of equipment, as well as able to resurrect allies with full health and armor.

It should be noted the high -quality voice acting of the characters with many phrases on the most diverse actions of the player and events in battle.

It is separately important to praise the voice acting of the Irishman, the same actor presented his voice to him who voiced the character in Battlefield 4, and he played one hundred percent. But the Russian voice acting Boris and Falc caused a negative, since in the English version during Beta they sounded much more convincing, and the types of votes corresponded to the types of heroes themselves.

Shooting – it is from it that any shooter begins, so the realization of weapons will provide a significant share of emotions. Of course, the Battlefield series has always corresponded to the AAA level of quality. And although each previous part stood out with its own sustained style, animations in 2042 look completely sparkling: there is neither passion, no excitement, nor at least aesthetics in the movements of the character!

In the style of weapons animations of the new battho there is an oxide for the whole competitor, but it is not far from close to him – shots and reloading look just tasteless. It is strange that after the three with a penny, in the animations of which there was art, the 2042th completely lost it. The same applies to the Portal mode with weapons from past parts – animations are still made after the sleeves and, with all the amazing of the location visual, do not correspond to the level of AAA quality.

TTK in the game is unstable and it varies greatly from case to case. There is a feeling that the game simply does not register part of the hits. This is willingly believed because of frequent network lags, which lead to teleports while running or moving in transport.

A full -fledged customization finally returned to the series, now in the form of a plus system, which allows you to prepare a set of modules for a quick shift in advance right in battle. There are not so many modules by themselves as, in principle, and weapons. In addition, most of them have identical characteristics, which partly makes the customization of purely visual.

So, each weapon has four modifications: sight, muzzle, sub -barrel and store. You can take up to three modifications of each species into battle, but if the shift of the sight can still find use, then the rest of the manipulations with a weapon are simply meaningless in the universal turmoil on the maps: although you installed a muffler and shoot with subsonic, even though you are extinguished from a minigan-the difference is unlikely to give yourself to be detected, and this was proved once again that the basis of 2042 was developed preciselyHazard Zone.

However, there is still something in Beta and the version of early access. And we are talking about the change of cartridges, but in this context their characteristics are not as important as the very fact of the availability of additional stores, because if only the main ammunition comes to an end, along with the change of caliber in reserve, the corresponding full ammunition will appear, which looks a little ambiguous.

The technique has also undergone changes. It has become larger, the effectiveness and demand in battle increased, as well as within the framework of a general increase in dynamics, it became possible to cause equipment directly on the battlefield. For the same purpose, the developers allowed players to use civilian cars, which adds amenities on such large locations. But at the same time, the game did not look like Grand Theft Auto-only civilian pickups and three-seater tuk-tuks turned out to be functional.

Transport management remains classically arcade for the series, cars quickly lose their handling and go into skids, and their small mass does not prevent the ability to jump on a pebble and fly out of the road.

Tanks, unlike Battlefield 4, began to feel much heavier, more monstrous and more powerful. Convenient management, amazing sound design and chic appearance – all this feels the power of an armored beast.

Helicopters are controlled quite well and conveniently, their dominance over the infantry is difficult not to evaluate. But the planes are not so maneuverable and not delighted to ground troops, although now it has become much more spacious.

In general, the technique is not enough only variety. The category of personal transport in both fractions contains the same vehicles, and combat equipment is simply not enough. So, for example, the drone ranger is only one, but there is no familiar armored personnel carrier in the game.

But the most interesting innovation for technology was the possibility of calling it directly on the battlefield using a tablet that is available to every player. Reset occurs instantly right above the point you specified.

The progression system is directly tied to the player level. Weapons, transport, cosmetics and characters open during the pumping of the account level. So, it turns out that when playing with one assault rifle, you will now and then open the samples of the weapons of third -party classes you do not need. This is not so bad until you realize that instead there could be other desired rifles. But since the game does not teem with content, all of it is smeared for long, long hours of gameplay.

The game has returned to the game – awards for the performance of combat missions. Neutralizing enemies or supporting the team with medicines, you will receive the appropriate strip, and the more contribution you make, the more valuable stripes will be issued and the more experience will be made from each battle.

Unlocking modules in customization of weapons is tied on its master. An increase in the level of mastering will require 30 murders, after which one of the body kit will be opened.

A player’s card appeared – a brief report of achievements that can be boasted in front of other players. You can flaunt the background, your motto and three icons.

But there were more hopes for pumping weapons. Earlier, we were shown the progression of weapons and it seemed that new levels would give some kind of visual award, but in the end only the highest level was given by a stylish red-black skin.

Many interface problems noticed in beta versions are now corrected. Nevertheless, there is still enough roughness. So, the menu texts are simply terribly translated: “collection”, “nozzles” and “communication” will dream of you in terrible dreams. In the same way, such a weapon as “firepower”, “range” or “appeal” do not make any clarity. The Tab manager did not understand, instead of the usual list of players, the information is crumpled and smeared throughout the screen.

Also, there is a lot of lack of the opportunity to see the icons of allies and doctors after death or severe wound to Hazard Zone. As well as an adequate interface for monitoring the correspondent after death in this mode.

Chronologically, the events of the Battlefield 2042 occur between BF4 and 2142, and although the war shown in the game, locations and characters have plot bases, there is no single campaign in the game. Instead, developers plan to develop history gradually during the seasons, as Call of Duty Warzone already does.

The community has two relations to this: someone considers Battlefield a purely multiplayer shooter and the rejection of the single, in their opinion, will not hurt her gaming process. Others say that the game is losing his charm, so you also have to pay on Fulprais.

My opinion turned out to be somewhere in the middle. The latest games of the series are not only delighted with a single campaign: the single one was quite short, although beautiful, and did not even want to touch the five. But still, the single has long been an integral part of the series, which many, many players are accustomed to, and the rejection of it against the backdrop of raising regional prices cannot be called something good. Yes, and the setting is interesting now.

Unlike the previous parts, Battlefield 2042 shouts “Dolly the constraint of the unit, and the conditional realism of the five is also not needed!”. The game refuses all the ideas that the gameplay was stopped earlier, and makes a ton of missing variables, which in total provides the future player in truth with a hurricane action.

Nevertheless, while there is a clear feeling of dampness of many solutions, and some of them even cause small frustration. So, for example, any interaction with the world, whether it is a door or a box with equipment, is squeezing the same button instead of pressing, and this cannot be reassigned. Moreover, some megamozg in the studio managed to put an ally resurrection and the selection of weapons on one button, which was simply terribly annoying.

Along with this, BF becomes larger and larger, specialists and customization of weapons appear, classic modes of the old parts in Portal are returning and access to their own designer of the most crazy modes. At the same time, even a hundred relatively smart bots in no way affect the performance of the game, which is undoubtedly pleasing.

Performance and optimization in the game is a serious question. On my PC in QUADHD resolution, the game issued an average of about 60-70 FPS on the ultra-peel of graphs, and when activating tracing of FPS rays, it fell to forty. On the minimum, this indicator increased to almost a hundred.

To date, the game occupies 47 gigabytes on the disk, which is very pleasant, but it is worth holding in the mind that so far there is almost completely no cosmetic content in Battlefield, and the in -game store is empty.

Donat, obviously, will appear later, and looking at the success of Anime-Skinov in Call of Duty, it is likely to expect something similar. Not in the first season, so in the following.

At the same time, we do not forget about the regional price that bite very painfully and whether it is worth giving three and a half thousand rubles for the game right today is a question, the answer to which you need to weigh very competently. After all, Battlefield 4 is still alive, if you are only interested in modern setting, of course.

The reasons to buy the 2042nd, in my opinion, can be two so far-these are the main modes of All-out Warfare, and the Portal sandbox, where there is everything and even more. Hazard Zone is certainly an exotic regime, but it can hardly be considered an objective reason to spend money on the game.

As of today, I can recommend the game for buying, but it is worth clearly understanding whether it is suitable for you.

What do you think of the new bat? You will play or wait until everything is tired? Let’s take an asset in the comments!

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An annual shot

Every year we witness how Call of Dutybecomes the best -selling game in the world. Whatever it is, she will fly away like hot pies. So it was until 2013. What can Ghosts offer us new? There is an answer: Riley shepherd, faceless characters, uninteresting plot, some kind of world war there and all the same multiplayer, which, incidentally, remains contrary to Battlefield 4 exemplary. But about everything in order.

The nonsense nonsense begins right in the prologue. You are in space, on orbitals and you need to deactivate the weapon of mass destruction Odin as soon as possible. And you, as a real hero, are shot by the pairs of the head terrorists under the influence of drugs of gravity and rush to the giant murder machine. But, alas … The weapon is already ready and fired at the globe. And then the game quickly changes the shade, and you are already on Earth as the son of one very cool and high -ranking military. Father tells you about the various exploits of his team, the sun shines, in general, a tube atmosphere. But it wasn’t there – the peals of thunder, explosions and bombing, which spreads the little American town to fluff. This is how the annual blockbuster begins about superheroes, annually saving the world from terror.

We weren’t waiting

Call of Duty was primarily remembered by reckless scenes that forced to open his mouth and not close it until the finale. The plot was almost always made for a box, but at least he did not annoy how the last part of the series did this. Remember, for example, Modern Warfare 2: The whole game was one big attraction – then you are going on snowmobiles, simultaneously shooting opponents, then you find yourself at the Russian airport, well, you remember that there is further.

Call of Duty: Ghosts does not offer you Final Countdown Casino anything like. A single company is uninteresting, the plot moves are predictable, enemies are targets, but the dog is good. A little about the dog. Riley is a very smart dog. Hides in the grass, waits for the moment and shit! Get wipes. To be honest, the game for the dog was already in Grand Theft Auto 5 and it was much more interesting to interact with his four -legged friend than in a new creation Infinity Ward.

It can be seen that the series is exhausted and the first call was already Modern Warfare 3. But Ghosts goes further and slips us very uninteresting missions that are more like a shooting range with stupid AI.

Developers simply want to say that they are twirling all gamers. Do not care that there are no interesting missions, do not care that the engine is outdated (updated), do not care that virtual partners shoot idle. The Logan brothers do not save the situation (you play for him) and David. These are such typical heroes of the United States, patriots, on whose actions the fate of the whole world depends. The characters are not revealed, and the heroes do not commit any crazy acts. They are just impenetrable murder machines.

In general, the plot component of Call of Duty very strongly lost ground. And it’s time to stop: update the engine, come up with several new ideas and an interesting plot. Then the game will definitely be remembered for a long time. In the meantime, what we have, we play.

How are you in the network?

The multi -user part of the game, although it did not step forward, but remained at the proper level. Good cards await you, several new game modes, and in a cooperative – real aliens.

The network game has been pride in COD all the time since the first Modern Warfare. And even after so much time, playing with real people does not stop boring. There are several new modes in the multiplayer now. For example, in mode Squads You need to collect your own detachment from bots and fight with another team. At some levels, minimal destruction has been added, which is even invisible.

Playing is still interesting, although the cards are small and players too. Interestingly, at the moment, 40,000 people around the world are playing a multiplayer on a PC. All due to the fact that the game works terribly unstable for many users. And you probably know about it.

A cooperative regime for four people called the name looks very funny Extination. The team needs to destroy the alien hives, from which aliens climb and playing it is even more interesting than in a single company. As you guessed, this mode is a variation on the topic of zombies from Black Ops. This is fun, interesting and straightforward.

The network component goes along the same rails as 6 years ago. This is right. Why change something if people like it. But we hope that in the foreseeable future, the developers will still direct the game in a different direction, you look and something will turn out.

Исследование онлайн игорного заведения: официальный портал и промо предложения.

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Соблюдение всех перечисленных этапов подтверждает защиту и возможность доступа ко всем опциям казино, включая снятие выигрышей. Пользователи обязаны помнить о необходимости обновлять актуальность информации, чтобы минимизировать возможных проблем с Фреш Казино в перспективе.

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В области онлайн-казино безопасность персональных данных и безопасная аутентификация занимают основную роль. Нынешние платформы предлагают различные методы логина, включая 2FA (двухфакторную аутентификацию), которая предоставляет повышенный слой защиты. Этот способ требует не только код доступа, но и подтверждение через мобильное устройство или e-mail. Благодаря этому хакерам становится значительно сложнее достать доступ к аккаунту игрока.

Внедрение биометрической идентификации идентификации, например, как идентификация по отпечаткам пальцев или фейсконтроль, становится всё более популярным. Эти методы предоставляют быстрый и защищённый доступ, минимизируя вероятность утечки данных. Также, большинство казино, в том числе Фреш Казино, используют шифрование данных с применением SSL-сертификатов, что обеспечивает безопасность данных при трансляции между клиентом и сервером. Подобный метод не просто защищает личные данные клиентов, к тому же усиливает доверие к платформе в совокупности.

Пополнение: способы внесения средств и минимум ограничения

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Вывод выигрышей в интернет гэмблинге Фреш Казино — это процедура, который запрашивает тщательного отношения. Правила получения выигрыша способны меняться в зависимости от выбранной платформы, но основные положения сохраняются постоянными. Прежде всего, геймер должен выполнить этап идентификации, передав необходимые документы для удостоверения идентичности. Это стандартная процедура, сфокусированная на обеспечение безопасности от жульничества и поддержание защищенности операций.

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Кроме, большинство разработчиков встраивают в свои игры аспекты игровых механик, такие как нарастающие джекпоты и миссии, что обеспечивает игрокам не только кайфовать от процесса, но и соревноваться за дополнительные награды. Современные игровые автоматы также адаптированы для мобильных устройств, что обеспечивает доступность в всякое время и в любом месте.

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Вдобавок всего, большинство платформ предоставляют безвозмездные демонстрационные периоды, которые позволяют игрокам проанализировать качество сервиса и разнообразие развлечений.

Геймеры Fresh Casino зачастую задаются вопросом: каким образом подобрать подходящую демонстрационную версию? В основную очередь необходимо обратить фокус на девелопера игры. Знаменитые компании, вроде NetEnt или Microgaming, гарантируют отличное качество визуализации и справедливость алгоритмов. Вдобавок необходимо принимать во внимание жанр геймплея, а также наличие бонусов, которые могут существенно повлиять на геймплей. Использование демо-версий — это прекрасный метод усовершенствовать свои способности и подготовиться к игре на реальные деньги.

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Для тех, кто любителей гэмблинга критично иметь надежный доступ к избранным сайтам. В условиях запретов и препятствий, многие игроки прибегают к зеркалам казино. Зеркало — это идентичная копия основного веб-сайта, обеспечивающая возможность обойти ограничения и не прекращать наслаждаться развлечением. Рабочие URL на эти зеркала дают игрокам шанс входа в личный кабинет, пополнения счета и получения выплат без проблем.

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Наконец, необходимо помнить о значимости постоянного актуализации сведений о зеркалах. Игровые заведения регулярно изменяют адреса своих зеркал для избежания новых блокировок, поэтому подписка на новости или регулярное посещение форума позволят быть в курсе последних обновлений. Используя данные несложные советы, геймеры могут быть убеждены в беспрерывном подключении к своим излюбленным развлечениям и бонусам без ненужных хлопот.

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В сфере интернет-казино значимость эффективной ассистенции клиентов невозможно переоценить. Игроки часто имеют дело с многочисленными задачами и проблемами, включая в себя от технических проблем до вопросов о выплатах. 24/7 служба поддержки выступает как неотъемлемой частью прибыльного казино, предоставляя клиентам спокойствие и удобство. Наиболее известные способы коммуникации включают онлайн-чат, имейл и телефонные вызовы. Прямой диалог, как правило, является самым скоростным способом доступа к помощи, с откликом в среднем менее минуты.

Помимо, большинство казино предлагают обширные категории FAQ на своих веб-сайтах. Эти разделы содержат решения на распространенные запросы и помогают геймерам самостоятельно устранить проблему без связи с саппортом. Определенные сервисы также встраивают инструменты самостоятельного обслуживания, там, где пользователи имеют возможность мониторить свои запросы и принимать обновления о статусе их решения. Применение таких технологий помогает сократить загруженность на сотрудников и увеличить удовлетворенность клиентов.