Опубликовано 08 Март 2007 - 09:20
Опубликовано 08 Март 2007 - 18:47
Неужели мои потуги на радио кто-то читает еще?)
Д3 обещал много интересного, но его отправили на переработку, так что неизвестно будет ли эта та же игра снова.
Витчер возбуждает и мой живой интерес, а ДЕ на самом деле котор в другом сеттинге, имхо.
Опубликовано 13 Апрель 2007 - 15:40
Something wicked this way comes, beth soft окончательно купила все права на сеттинг Fallout, включая все предыдущие игры.
As of April 4, 2007, the Company entered into, an Asset Purchase Agreement (the
"APA") and a Trademark License Agreement (the "License Back") with Bethesda
Softworks LLC, a video game developer and publisher ("Bethesda"), regarding
"FALLOUT", an intellectual property which was owned by the Company (the "IP").
Although such agreements were signed on April 4, 2007 they were agreed not to be
binding until closing which occurred on April 9, 2007.
Under the APA, the Company sold all of its rights to the IP to Bethesda for a
total amount of $5,750,000.00 payable to the Company, subject to various
conditions, in three cash installments.[...]
Under the License Back the Company obtained an exclusive license, under certain
conditions, to use the IP for the purpose of developing an Interplay branded
Fallout Massively Multiplayer Online Game ("MMOG").
Это значит что БС теперь владеет полным пакетом прав нетолько на будующие игры, но и на все предыдущие, за исключением ограниченных прав на MMORPG по френчайзу, которые Интерплей оставила за собой.
NWN2: Mask of the Betrayer announced
In Neverwinter Nights 2: Mask of the Betrayer, players are transported back to the Forgotten Realms shortly after the events detailed in the original Neverwinter Nights 2. Following the climactic battle against the King of Shadows, the player awakens alone and stranded deep beneath the earth. Surrounded by a horde of evil spirits, the player embarks on an epic adventure that reveals his true destiny.
Neverwinter Nights 2: Mask of the Betrayer is scheduled for release in Fall 2007. More information about Neverwinter Nights 2 can be found at www.nwn2.com, which includes user forums, project news, development updates and more.
J.E. "Big mouth" Sawyer on Alien RPG
Things are going pretty well, but please understand that we're still very early in development. The game is many months off and we're still doing a lot of prototyping/core technology development. The design staff is refining a lot of early work on the project right now. Chris Avellone is the Lead Creative Designer on the project and he has been helping develop our dialogue tool and banter system. We want something that feels "natural" in flow and delivery but still gives the player a great deal of control and good options to take relationships in different directions. Paul Boyle joined us a couple of months ago as our Lead System Designer. Paul previously worked at Maxis on Sims titles and on Spore. He's been working a lot with me on our core system designs. We have good discussions on ideas and he has been building a top-down 2D prototype for our tactical combat systems which is giving us great data on interface and AI/pathing issues. It's also allowing us to do rapid iteration on the crunchy numerical aspects of the game. Finally, Mike Stout joined us from Insomniac as our Lead Level Designer. He worked on several Rachet & Clank titles and as the Lead Multiplayer Level Designer on Resistance: Fall of Man. Mike is working with the art team to develop our level pipeline and establish building metrics. He's also been doing research on different types of non-linear games to see how they handle various aspects of revealing areas, opening up quests, scaling difficulty, etc.
Как большой фанат всей вселенной Alien, лично я жду с нетерпением, особенно если в деле фигурирует имя Авеллона рядом со словом Designer.
Pete Hines on Fallout 3
We've said this before and we'll say this again: not everybody is going to agree with the game we are making: it's a solid-gold lock," exclaims a tired and emotional Pete Hines when we ask him about the forthcoming Fallout 3. He's just spent a long day plugging the hugely anticipated Oblivion expansion Shivering Isles and the inevitable query about Bethesda's 'other' RPG has reared it's head. "Some people will like it, some people will hate it, and they don't even know what we're doing yet!"
Few developers have been so honest in regard to a game's potential reception, but then again few developers have had to face a fanbase quite so rabid, rigid and (sad to say) repeatedly screwed over as those of the post- nuclear role-player. Hines, however, is insistant about how dedicated to the wastelands cause Bethesda truly are. "I have it on my laptop here, I play it on the road. We're all big fallout fans, we play Fallout, Fallout 2, we play the non-RPG ones, I mean, I play Fallout: Tactics, I played Brotherhood of Steel (the abysmal Xbox 'action' game) because I felt I had to give it a look. And I was sorry I did so.
"We feel that we're doing Fallout 3 having done one and two, even though we didn't. Much like the Elder Scrolls, we look at what worked, we look at what didn't; we look at where we want to take it, how to move it forward and keep it relevant. But we also want to stay true to the stuff people remember and took to heart in Fallout, which was the kinds of quests you did, the choices that were laid before you, the way the game would play differently depending on how you were role-playing and the setting...That sort of stuff."
Time to get into pray'n'wait mode.
90% @ http://xbox360.games...s/777720p1.html
While the Shivering Isles are big, reportedly a quarter the size of Oblivion's playable province, most of the Isles aren't worth taking a trip to. Sure, generic fantasy is boring, but fantasy this weird is stressful. Like the cliffracers in Morrowind (small, easily defeated flying enemies who were everywhere, making travel bothersome), the wilds of the Isles are full of clever ideas that don't gel well. The biggest culprit here are the dungeons, which are more irritatingly random than intriguingly chaotic...
86% @ http://www.gamespot....l?mode=gsreview
The quests, characters, and world in Shivering Isles are all as creative and intriguing as in the rest of the game. Oblivion was huge before, but now it's bigger and better than ever.
90% @ http://www.gamepro.c...ws/107950.shtml
Even the side quests are inventive and interesting, such as helping a depressed citizen of Dementia commit suicide and finding an NPC named "Big Head" his magical fork. ... In short, the expansion delivers on the best parts of the core game: imaginative and immersive quests that really take advantage of the immense, open setting.
70% @ http://www.eurogamer...rticle_id=74995
You know the stuff - paranoia, hallucination, betrayal, trickery, illusion, misdirection, and outright weirdness. A realm of pure madness shouldn't be, well, a teeny bit dull. And that's the problem: The Shivering Isles is mildly eccentric and quite pretty, but it's definitely not ecstatically, brain-boiling insane
At last, Spiderweb Software's classic adventure of treachery and battle in ancient times has returned! Travel back to ancient Britannia for a tale of cunning foes, vicious battles, and a race to rediscover the lost secrets of magic.
Nethergate: Resurrection is a huge, exciting, fantasy role-playing game, which features:
* Two different sides, the powerful Romans and the savage and cunning Celts. Each side has a completely different full-length adventure.
* Enormous game world, with dozens of dungeons and many characters and quests.
* Fascinating storyline. Fight for freedom, or further the glory of the Empire.
* Lost secrets of magic! Dozens of spells and hundreds of hidden magical artifacts.
* Innovative story and unique setting. Unlike any fantasy game you've ever played.
Опубликовано 16 Апрель 2007 - 03:13
We’re implementing some expansion-specific gameplay elements that will make Mask of the Betrayer stand out from Obsidian’s previous titles and other D&D computer role-playing games. As one example, the passage of time will have important impacts on gameplay. Mask of the Betrayer will also feature major enhancements to the companion Influence System that Obsidian has pioneered through Star Wars: Knights of the Old Republic II: The Sith Lords and Neverwinter Nights 2.
Mask of the Betrayer begins almost immediately after the ending of NWN2. You will play your same character (if you wish), continuing his or her story. (Your weapons and gold are gone, but you’ll have many of your other equipped items still.)
Опубликовано 20 Апрель 2007 - 03:05
я чего сказать хотел.... а!!
Я понимаю новость боян но решил отпостить - мало ли еще есть фанатики игры окромя меня
Guild Wars: Eye of the North
ArenaNet официально анонсировала третий адд-он для ГВ под названием "Око Севера" (Eye of the North). Игрокам предлагается вернуться в родную Тирию, чтобы снова попасть в водоворот событий, спасая человечество. Это дополнение добавит в игру полторы сотни новых умений, 10 Героев, 40 наборов брони, множество оружия, а также 18 обширных подземелий.
Адд-он не будет самостоятельным, так что вам понадобится не меньше одной части ГВ, что установить его. Выход игры намечен на 3 квартал 2007 года.
это касаемо последней четвротой кампании первой части игры.
Кроме того (это лично проверено!!) В игре уже введена кириллица в чатах. В тестовом варианте есть русский язык а совсем скоро в продажу поступит русская версия первой кампании Prophesies.
а еще анонсирована GuildWars 2
все новостя по игре можно почитать на оффициальном русском сайте guild-wars.ru
на неофициальном русском сайте guildwars.ru и собственно на интернациональном оффе - guildwars.com
Опубликовано 06 Май 2007 - 16:43
THQ today announced that it's entered into a partnership with developer Big Huge Games to publish a brand-new role playing game for Xbox 360, PS3 and Windows PC. The game is currently scheduled for release some time in 2009. Why should you care? Well, RPG master (or should we say dungeon master?) Ken Rolston, who most recently was the lead designer on the critically acclaimed Elder Scrolls IV: Oblivion, will lead the project. That alone should whet your appetite, especially if you're an RPG addict.
The 25-year veteran knows a thing or two about role-playing games. Not only was he lead designer on Oblivion, but he was also lead designer on Elder Scrolls III: Morrowind (and expansions) and he contributed to a number of other Bethesda Softworks projects. He also worked for 12 years on award winning pen-and-paper RPGs, including Paranoia, Rune Quest, D&D, AD&D, Star Wars, among others. Rolston won the H. G. Wells Award for Best Role-playing Game in 1985 for Paranoia.
BIZ: Big Huge Games was founded by veterans that have a deep strategy game heritage. Will this RPG have strategy elements as a result?
Tim Train: Oooh...there you go...tempting me to reveal things too early before we've had a chance to sort through all the brilliant ideas we want to try. In game development, it's always really hard to stay quiet about the ideas that are percolating through the prototyping process. However, we have learned the hard way that until you have demonstrated that a particular feature will work, you'd best not talk about it. I'm definitely looking forward to showing off some of our cool ideas.
BIZ: This is another massive single-player RPG like Oblivion, correct? Will it have any online elements?
Train: "Do you expect me to talk?"
"No Mr. Bond...I expect you to DIE"
Must...not..talk about...Fight Club...
Опубликовано 09 Июнь 2007 - 17:09
Интервью с bethesda softworks` Todd Howard. Фоллаут 3, вдохновение и планы:
What are your inspirations...
Oh, whatever. You guys just ask these questions because you’re subversively trying to get a better understanding of who we are and what makes us tick, because that will give you insight into what Fallout 3 is and what’s going to make it tick, so I’m not going to answer the questions, since I think you guys have proven you deserve something more, straight from “the horse’s mouth”.
I obviously replayed the games, and Fallout 1 remains the truest inspiration for what we’re doing, but again, it can be hard to get at the “soul” of it, because of its aging. So I look to things like the first game’s manual. The fiction and tone of it. There is also a great, great section in the Fallout 1 hintbook, “One Woman’s Path through the Desert”, which is a journal of going through the game, as if it was real. In some ways, that section is a better look into the game then the game itself. I also read old-reviews, because they gave me a better understanding of how those games felt then. Again, removing the aging.
Pete Hines комментирует недавний тизер
1) Yes, that's in-engine (in-engine means it's done with game assets in our rendering engine, but isn't done real-time. If it was done in real-time, that'd be gameplay footage. This isn't something, for example, that was sent to some house [e.g. Blue Studios] so they could build assets and render it out, and create something for us to release [e.g. Dawn of War 40K intro cinematic]).
2) Yes, that's The Ink Spots singing "I Don't Want to Set the World On Fire"
3) Yes, that's Ron Perlman [voiceover man extraordinaire of Fallout 1 and 2].
Fallout 3 teaser comments @ Games for Windows (Computer Gaming World magazine)
Sean Molloy: Smart start -- it certainly gave me faith that they're sticking with the original games' tone. You get olde radiola tunes, a quick glimpse at Pip (the original Fallout boy!) in those propaganda posters on the bus. So yup, this is Fallout. I'm also now completely convinced it's gonna be some first-person Oblivion-style thing. ...
Jeff Green: Yeah, this looks hot. I'm palpitating here. Okay, so it's just the trailer, and that has no bearings on whether they'll actually make a good game or not. But they nailed the tone here, dead on. Even the choice of that Ink Spots song ("set the world on fire"--get it??) was right on, especially considering that they could have gone with, um, Fall Out Boy, just to pick the worst possible alternative.
I'm right there with Sean Molloy. I need to see what happens the second I walk out of my vault and into Fallout 3's apocalypse. I can deal with no more turn-based gameplay...
GameSpot on Fallout 3
The GI cover also added ammo to the theory that Fallout 3 would be a major departure from previous PC Fallouts and the widely despised console spin-off, Fallout: Brotherhood of Steel. The magazine claims that Bethesda's goal has been to "reinvent" the RPG, which was originally a top-down turn-based title, into an all-new "open-ended RPG." Both Fallout and Fallout 2 offered open-ended gameplay with many side quests inside a larger, linear storyline--as did Oblivion.
Please, pretty please, stop reinventing the RPGs
И на последок более информативная статья о Фо3
The two most major and confirmed announcements about the game were a relief. Fallout 3 will continue to use the series' SPECIAL (i.e. Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck) character attribute system. We guess the system will contain a few small modifications, but the main character system will be in place. Secondly, characters from previous games will make return appearances; they would need to travel from Southern California (the setting for the first two games) to Washington, D.C., the major metropolitan area in the game. This change seems like a good move for Bethesda since it will help keep the game fresh and allow the development team to create a new history for the series (and cheap assets since the developer is located a few miles from the D.C. border).
Fallout veteran Ron Perlman reprises his role as the game's narrator. Bethesda also signed Liam Neeson to voice the main character's father, who will play a substantial role in the game. The dedication to use high quality voice acting and high-end graphics show that Bethesda has lofty goals. This definitely bodes well for Fallout 3.
Will the be some more Patrick Steward??
In other news:
BioShock "Hands On" previews:
Video preview: http://www.1up.com/d...ory?cId=3160143
"As you investigate Rapture's sprawling, doomed infrastructure, its crumbling art deco facades, and leaky corridors, you'll uncover the secrets of what went wrong. Stepping out of the diving bell, you'll see signs of a struggle ... We'd barely set foot onto the first platform of the city proper before running into a splicer, which is one of BioShock's common enemies and one of Rapture's former residents. As Atlas will quickly fill you in, it seems that overuse of Adam turns the subject into a crazed monster that fiends for--what else--more Adam. Imagine a crazed junkie dying to get his hands on a fix; only this junkie can throw fireballs out of thin air and move large objects with his mind. And those are just the basic enemies."
Witcher Interview @ Gameshark
As for the combat system, this was one of the greater challenges we had to face in the game’s production. The fact that we were looking to merge classic tactical choices with modern dynamic action in real time, as well as with easy and intuitive controls, all the while staying true to Sapkowski’s literary descriptions, was making us wonder why we were making life so difficult for ourselves. This was especially true, since we could not draw from similar systems, for they simply did not yet exist in other games. And while we had to work literally from scratch, in my opinion it was definitely worth it. Consequently, we avoided any unexciting static turn-based play, thoughtless and mind-numbing mouse-clicking, or a “click and forget” system. Instead, I dare say that the combat system we created is spectacular and dynamic, as well as one that gets the player hooked by giving him liberty to tinker around with a plethora of combination possibilities.
So? Real-time with pause?
NWN2:MotB interview @ Eurogamer
One similarity to the previously mentioned Planescape Torment is that rather than having a mass of companions, there's fewer who are more detailed. "We have come up with a whole new cast of companions that both use some of the new races and classes that we are putting in the expansion and really fit within the setting of Mask of the Betrayer," he says, "But, we have also changed their focus a bit. Instead of much of the story depending on certain companions like in NWN2, in the expansion you have much more freedom to have who you want in the party, or no one in the party." Feargus' personal favourite? "I really like One of Many. I kind of look at him like Morte from Torment's evil step brother and I think it's really cool how you get him into your party."
VtMB unofficial pathch 3.6
*Fixed player shown alive at wrong endings and restored warform hop.
*Repaired Boris, Kerri, Mercurio, Heather and newscaster dialogues.
*Fixed lockpicking and pickup sounds and some NPCs not staying dead.
*Adjusted Heather's last clothes, more props and minor text issues.
*Repaired Blood Strike, Salvo and Purge working sometimes not right.
*Fixed two wrong auras in Santa Monica clinic and endgame taxi bug.
*Restored Desert Eagle ammo model and fixed other inventory details.
*Swapped several female hunters that were talking with male voices.
*Fixed Domination, replica katana and Empire hotel lockpicking bugs.
*Corrected conditions for Vandal, Trip and Mercurio during endgame.
*Replaced broken female fire axe texture, thanks to Offkorn and Doe.
Avencast interview @ RPG Vault
What core strengths will differentiate Avencast from other games that might seem similar in terms of their play? What kind of individual will find it most appealing?
What differentiates Avencast most from other games would be the combat and general style of action, which draw heavy inspiration from beat 'em ups, shooters and the like, rather than classical RPGs.
Опубликовано 21 Июль 2007 - 01:30
Брайан Фарго, глава InXile int. пустил слух о продолжении предшественника и духовного вдохновителя серии Fallout - Wateland. Первая игра была выпущена 20 лет назад.
InXile также известна еще одним возрождением классики - The Bard`s Tale. Сам Фарго был руководителем BIS во времена Fallout 1
Spotted at http://community.liv...13/1109167.html
Опубликовано 22 Август 2007 - 18:11
Emil Pagliarulo лид дизайнер грядущего Фо3 выдал свое откровение - Фоллаут 1\2 были реал - тайм!
Fallout wasn't a turn-based strategy game...it wasn't a turn-based RPG for that matter. It was real-time RPG with turn-based combat. So capturing the spirit of Fallout really has nothing to do with where you put your camera. It has nothing to do with your engine. It has everything to do with the way you approach the setting, the characters, the ironic humor, that sort of thing.
Planescape: Torment интервью с Крисом Авеллоном (лид дизайнер) и Крисом МакКомбом
Planescape: Torment was never developed to be a huge hit. How much involvement or interference was there from the suits of the company?
Chris Avellone: As far as being a huge hit, I think everyone wanted Torment to sell very well (it made a profit, but not a huge one, and certainly not anywhere near Baldur's Gate numbers).
часть 1 - http://www.rpgwatch....c...ef=0&id=208
часть 2 - http://www.rpgwatch....c...ef=0&id=208
Геймплей видео инди-рпг Age of Decadence
Видео показывает боевую систему.
Новый рпг проект Криса Тайлора (Dungeon Siege 1\2) - Space Siege
[Aliens] proceed to wipe the planet clean of all life by cracking the planet's crust with powerful lasers. Bummer.
Luckily, Seth Walker commands another colony ship that was about to take off for solar systems unknown just as the aliens attacked. Although he manages to escape the destruction of the Earth, he doesn't manage to leave the solar system before the aliens locate his ship and manage to land a boarding team on it. As the game progresses, Seth's mission will entail tracking down the aliens before they manage to spread throughout the ship and eradicate humanity entirely.
Seth will be capable of replacing body parts, such as his arms, eyes, or even his lungs, with mechanical parts that will make him better...stronger...faster. These parts will also grant him special abilities that will make the game much easier than it would be otherwise. However, as you increase the amount of Seth's cybernetic upgrades, his "humanity meter" will drain. This acts as a kind of default difficulty setting for the game; you won't switch from easy to hard mode as you get better, but will instead be able to set the level of challenge by either withholding upgrades or going for broke and attempting to make Seth into a walking robot.
Chris Taylor and GPG also use the humanity meter as a way to bridge the divide between casual and hardcore gamers. Hardcore gamers will be able to compete with each other by attempting to complete the game with the fewest cybernetic add-ons, while players who simply want to relax and have fun will be able to upgrade themselves fully and enjoy blasting their enemies.
Опубликовано 28 Август 2007 - 14:46
Piranha Bytes (Gothic 1\2\3) new RPG details @ RPGWatch.com
- The game will be set in a fantasy world including the RPG-typical monsters, magic, alchemists, smiths, hunters and fighters.
- Any references to Gothic will be left out due to legal reasons.
- There will be a pre-defined hero. No character generation.
- The world will be approximately of Gothic 1/2 size. Definitely smaller than Gothic 3.
- There will be different zones of vegetation as well as dynamic weather and day/night cycles.
- No loading screens.
- There will be interesting dungeons and caves.
- More emphasis will be put on riddles/puzzles.
- There will be several cities/camps.
- The game will be divided up in chapters.
- The game will not be related to Gothic and it will also not be a Gothic 1 remake.
- The graphics will be slightly improved over Gothic 3.
- There will be more women than in Gothic 3 and they will not all have supermodel shapes either.
- There will be shields.
- The graphics engine will be self-made again but it won't be the Gothic 3 engine.
- Everything will be modelled by hand. Items and loot will be distributed by hand.
- The max poly limit of the armor models is at around the 6K mark.
- Some programs that are used in development are 3D Studio Max, Photoshop and ZBrush.
- SpeedTree will once again be used to render the trees.
- There will be a demo of the game.
- The game will be published in German and English language versions.
- The game will not be released in 2007.
Очень интересное Fallout 3 интервью с Emil Pagliarulo - Главный дизайнер проекта
1UP: You've mentioned that the game will have multiple endings, perhaps as many as a dozen. Without giving away any spoilers, can you explain the sorts of things that will affect which ending the player reaches? For example, will conversations affect the outcome of the game, or is it primarily larger-scale, world-shaking actions?
EP: We went back and forth with the impact of dialogue on the character, and ultimately decided we didn't want to penalize or reward the player for carrying on a conversation. What you say and how you say it will certainly affect how NPCs react to you, and whether or not they'll give you quests, but not the ending of the game. [That] really depends on some of the big decisions you make during the course of the game, as well as your karma. And your karma changes based on your actions. So [if] you destroy Megaton [a city built around a supposedly inert atomic bomb], your karma plummets, so that will certainly affect the ending. But there are other moments too, key moments during the game, that greatly determine which ending you get.
Whoopsie daisy. Для игрока не будет последствий диалогов? Прощай возможность заговорить мастера до смерти или просто хоть какие-то значимые диалоги для концовки?
Опубликовано 29 Август 2007 - 08:02
NMA: When engaged in real time combat, are the attacks affected by your character's skills?
Pete Hines: Yes, all combat is governed by die rolls. So if you fire in real time and aim perfectly, you might still fail a roll and miss your target.
Зачем тогда вообще ФПС?
NMA: Will you be able to finish the game without killing anyone?
Pete Hines: We don't know yet. We're trying to make it so that you have options to use stealth or dialogue. The lead designer of Fallout 3 is Emil Pagiarulo, who worked on the Dark Brotherhood questline in Oblivion and on the Thief games. He has a lot of experience with using stealth to solve problems. But obviously, when you're talking about supermutants, dialogue really isn't a viable option. So I can't really say whether or not you can finish the game without killing anyone, but implementing alternative paths is very important for us.
Далее следует трехстраничный превью по минутам двухчасовой презентации с Е3.
Fallout 3 looks like a well-produced, very pretty, very fun game that'll provide quite a few people with a lot of hours of enjoyment. However, I don't think it's anything more than a very pretty and fun game.
The only times this game really shines is when it is copying from the originals directly. The moments of inspiration outside of that are rare, limited to a few jokes and the Protectron's excellent design.
But what does that mean? Pretty much that we're looking at a pretty bland, uninspired game here, and that people expecting the next big break-through in RPGs or gaming in general to come from here should probably look the other way. And who knows how it'll hold up against competing RPG or RPG-like games in late 2008? Only time will tell. But suffice it to say that despite flashes of brilliances, I'm not overly impressed by this game, and hate to see a franchise tag that once stood for being so different now applied to something that is so humdrum and potentially dull.
Очень советую всем заинтересованным в Фо3 ознакомится.
Опубликовано 31 Август 2007 - 11:57
Интервью с ведущим художником персонажей Фо3 @ http://bethblog.com/?p=219
Ever play the Fallout games?
Ну как?) Весело?
Позже обещаю сделать подборку ключевых фигур комманды Фо3.
Сделал, в теме про серию.
Опубликовано 13 Сентябрь 2007 - 18:01
Fo3 Interview @ http://www.gamereact...pup.php?id=1247
We have one called the shish-ka-bob, it's a sort of a flaming sword like you know using a motorcycle gasoline tank and stuff like that.
BoS Trooper: Beware, foul demon! I have cometh to smite thee from the face of the earth with my trusty flaming sword`o`nuclear power! Have at theeee!
Super Mutant: Nay, o valiant knight of the order of metal! My blade is strong and my arm is steady!
Кхм, если серьезно, то похоже эта новость наконец сломала какой-то критический барьер в моем организме. Я теперь действительно НЕ хочу играть в Фо3)
Опубликовано 04 Октябрь 2007 - 10:07
Citizens get up in the morning and head to work or their usual haunts, old women sweep the streets, children play hopscotch and soldiers sharpen their blades or practice swordfighting. Inns are busy and noisy with drinking, gambling and boxing matches. Not since the Gothic series have we seen such a realistic, living world steeped in atmosphere. There’s even some sense of context (although it’s hard to tell how far this goes): when it started raining in the city outskirts most of the villagers crowded under cover and I counted a dozen or so different comments such as “horrible weather”, “not rain!” and “quite the storm”. Each of the locations we’ve seen so far has a genuine “lived in” feeling – for instance, a swamp is typically just an excuse for monster hordes but The Witcher adds authenticity with a small, dirty brickmaking community working claypits and loggers taking advantage of the trees.
The main quest so far has centred on the investigation into the attackers on Kaer Morhen. While there has been a passing mention of an ancient prophecy, the story has been refreshingly rooted in politics and crime, rather than the typical fantasy fare of evil mages and meddlesome gods. Contemporary themes such as racism, prejudice and terrorism are clearly reflected in the story and quests as the trail illuminates elves and dwarves fighting against xenophobia with guerrilla warfare and petty local crime underpinning a drug-running operation.
The consequences range from changes in the story, to pursuing a different line of quests to finding an alternative solution to simply paying a bribe. Of course, with this design philosophy it’s entirely possible that the choice to do a particular quest (or turn it down, for that matter) may have unknowingly shunted our current game down a different but yet to be revealed track. All that said, it’s important not to paint The Witcher as some sort of medieval action Fallout. This is an innovative – even brave – design choice but not every quest supports multiple solutions and each choice we’ve seen is binary.
Total: Awesome + Refreshing + Canonical = Where do i put my money??
Трудно загадывать, но пока игра выглядит лучшей рпг за последние годы.
Опубликовано 12 Октябрь 2007 - 05:46
"We are truly excited by John Riccitiello's new vision for EA," said Ray Muzyka, Co-founder and CEO of BioWare Corp. "This vision is consistent with BioWare's focus on crafting the highest quality story-driven games in the world. It will enable us to further the careers of the passionate, creative and hard working teams at BioWare Edmonton and BioWare Austin."
Только я успел привести БиоВарей как пример представителей финансово независимой компании разработчиков..
Я не настолько уверен в уровне БиоВарей как разработчиков рпг, во всяком случае, он, имхо, ухудшился со временем. Но тем не менее, они на голову выше типичного продукта EA. Помимо этого не могу не привести одну квоту из комментариев к статье. "OMG, EA wants to make rpgs again. We`re f*cked"