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    Mass Effect: Legendary Edition – Mass effect from crafty?

    Mass Effect. As amazingly a lot of emotions and memories in these two short words. For many players, this is already the business of the long -past days or, at best, many times passed along and across the story, into which they periodically return to test. But then 2020 came. The dust from Andromeda’s exit in 2017, which for many, for many, for objective reasons, has long subsided for a long time. And now, unexpectedly, on a fine day of November 7 (in which many remarkable events occurred in history, but for us players, this is primarily N7 day) BioWare announces a reprint of their beloved cosmo-opera.

    The development of Legendary Edition (hereinafter LE), which began in 2019, was oversee by the screenwriter of the second and third part – Mac Walters, below we will return to this fact. To “preserve the original experience”, it was decided to make a remaster, not a remake. Looking ahead, in my modest opinion, to save such a team came out very successfully. Not without flaws and problems at the start, but what games are without it today?

    It’s time to indicate the purpose of this blog. I do not set myself the task of comparing Le with the original trilogy on all points, I do not set the purpose to criticize or, conversely, shower praise. The extensive community of Mass Effect has already created all this in abundance. I pursued two simple goals, one very prosaic, and the second, continuing the metaphor, poetic. So, here I will share personal experience About how LE is played in 2024 (having a strongly pronounced experience in passing the original) and through the prism of a beautiful intra -game Photo editor I will try to show how beautiful our galaxy is still with you. I will supply all this with hokhmams and curios, koi adopted with me in the game for perfectly spent 100 hours (funny, but it really turned out exactly 100). Expect precipitation in the form of a huge amount screenshots!

    Introduction

    I went through the original trilogy in the seemingly so distant 2017. Even then, the first part, released for a minute, in the legendary 2007, did not seem so old to me. It was love at first sight. In 2017, I did not like the game about space or shooters. What can I say there, I will now prefer the fantasy world of Sword and Magic to most Sci-Fi works. But all this quickly faded into the background. Mass Effect is like a drug, and I really do not envy the fans who had to wait for the exit of each part. Even replaying it into it now, all three weeks that I needed for this were accompanied by a constant desire to return to this world. This experience can be compared with how if you met a good old good friend again after a long time. Met, and you can’t talk in any way, because so much water has flowed, but you are still close to each other in spirit.

    Finishing the lyrical retreat, let’s move on to the essence of the matter. I will structurally divide the blog on Three main parts in accordance with the division of the trilogy itself, and followed by general Results and azure, if you understand what I mean, Positator.

    Mass Effect

    Dist about the beginning of the blog from comparing LE with the original trilogy, I will still describe the overall picture with very large strokes and I will no longer return to this explicitly.

    The oldest part, which was quite logical, was processed deeper than. Throughout its passage, the hand of the head of the development of LE, the scriptwriter of the second and first part, was felt. The first Mass Effect became a little closer to them in spirit and in the design, and in the gameplay plan. No, in essence, the first part retained its identity. So, different mechanics of overheating of weapons and restoration of health mainly with panacelle (M1) and the selection of ammunition and restoration of health in shelter (M2-3) remained in their places. In addition, all the other features of the first part (the inventory and the ability to change equipment, the map of the task, the mechanics of hacking uni-gel / puzzle at any time) did not change. And yet, if earlier the transition to Sikvel was felt significantly, now he is quite seamless. In general, the game looks and feels nice.

    Graphics

    In my opinion, everything is done at the highest level. Starting from the first part to stop to enjoy the beauties of the landscape, I had to very often. This was facilitated by a remarkably executed photo editor with a large number of shooting parameters. I had never previously felt the creeps of a gaming photographer, but here I simply could not restrain myself, so as not to capture anything or anyone. Me: le – it’s beautiful! But all this beauty weighs pretty – 110GB. Although who will be surprised now with such a footage? And yet, the original trilogy weighed half less.

    For lovers of sound continuite, the character editor exists only at the very beginning of the journey – in the first part. Further, the face can import our Shepard unchanged (but this is what will happen to him when moving from part to part to – riddle). For the purity of the experiment at the beginning of the second and third parts I did not change anything. For clarity, I bring the screenshots of my whispers from all parts

    Apart from the cheeks in three landfills and somewhere the senior scars from the first part, then, in general, everything is in order. For my taste, with such an external transfer, the source option will always remain the most beautiful, because you did it manually, and not about the same simulated the algorithm. I also note a little false color rendering. In certain lighting, my hairwall hair, as planned, looked like a silver blond, but most often he seemed to be some kind of embossed dark gray highlighting.

    Well, the legendary ominous valley in Shepard’s gaze has not gone anywhere. Although in the case of typical external options, this is more like a 2000 yards.

    Localization

    The first Mass Effect has complete Russian localization, that is, and text (subtitles), and voice acting. But about everything in order.

    The readers of the first part still did not become the reapers, like them (from English. reapers) translated localizers in the second and third part. What is it, a tribute to the tradition or hacks of localizers. In general, Russian localization of all three parts cannot be called otherwise than a hack. Moreover, the farther to the forest, the worse. Although in our difficult times we perceive any official localization for blessing and gift from above, but still.

    For some reason, the font of the first part completely ignores the dash and hyphen (in the original everything was in order). On the global map of the galaxy, errors in the letters register sometimes slip.

    Indeed, something does not add up

    Voice acting (as far as I understood, it remained unchanged) closer to the end of the game, jumps in a terrible way (in particular, two actors of the voice of Rex are most often changing). The foregoing periodically does not coincide with the written. But with all its imperfection, it seems to me, there is something lamp and warm in it. Well, in the framework of any Action game, especially if it is a shooter, it is more convenient to perceive the dialogs and information on the assignment of ear in their native language in the heat of battle without breaking between the shooting of opponents and rapidly changing subtitles.

    I can not judge the quality of the translation of the first part, because in 2017, that now I played with the Russian version. But a little running ahead I can say that, judging by the serious problems of the transfer of the second and third part, then in the first everything is probably not quite smooth.

    Well, where without them? My game experience turned out so that they began to torment me only by the end of the game. There is always a chance to get stuck in the texture and something like that, but having a habit of often flexing F5, it is easily solved and not critical. All this was tolerant with the exception of two points.

    The first moment – one of the side effects was sucked up, because the NPC simply did not overshadowed in the right place. Small retention traits (5-20 minutes) did not help, but I did not want to replay larger pieces for the sake of side effects. If anything, then a quest with a community sector of biotic (this hoping, a system of the eyelids, planet Slevop).

    The second point is the final battle with Saren. The battle is interspersed with several katsets, and their game was not very successful. Twice or three times at these moments, the game simply painted, but the battle itself is not too long, so it took a little time, but the sediment of the unpleasant remained.

    The original feature of the first part is the management of the legendary all -terrain vehicle M35 “MAKO”. And in the original Mass Effect, he was controlled how difficult. In LE, the situation has improved significantly. We summed up the interface, it became nice to ride, but how much old control gave rise to memes, even sorry somehow it.

    Me1 – folk art

    Gallery

    Finally, I show you, as promised, pleasant views of the eye. The artists worked perfectly over the relief of the planets studied. As for the interior decoration and furnishings, everything remained like in the original, in the Social. Of the plot locations, I liked the most cold and majestic nvera.

    Uncharted Worlds

    Citadel

    Feros

    Vermair

    Mass Effect 2

    First I would like to note that the world looks natural much more lively than the first part. Most of the interior is interactive and responds to the player’s approach (consoles are included and t.D.), the interior decoration of the premises was enriched. The world is felt more lively.

    Me2 – The SR1 crash bridge

    Graphics

    In the second part, they worked very well with the shadows. Sometimes even too much. Everything that can discard the shadow casts it, but not always correctly and realistic. An example of this is a broken model of a glass, which, according to the whole game, will cover your path throughout the game. But against the background of the remaster of the first part, all these shadows give gameplay much more mystery and gloom, and especially at the beginning makes a very strong impression.

    There is another significant problem, which, against the background of the second part, is best visible. Le – remaster, not a remake, and changed a lot here, but not all. Some pieces of graphic elements with which the player does not directly interact (muviks, a significant part of the rear backgrounds of locations) did not change. And it would seem, here it is, “preserving the game experience”, but it was not there. The contrast of the worked out near the environment is very striking, and against each other, they completely create the effect of “myopia”.

    Soapbreak of the results of tasks, which they definitely did not touch.

    Finally, the sore theme of many games – Shepard is reflected in the mirror! Let it be square. In the third part it becomes a little better.

    Localization \ voice acting

    Options for the translation of multi -valued words are doubled in the second part, this time in the interface. I will not say that it is everywhere, only one moment caught my eye.

    P.WITH. – I’m talking about a rebel / rebel, this is the name of the skill in general, and the apostate / loner is already options for the development of skill

    If this were the https://nonukcasinosites.co.uk/low-deposit-casinos/ main problem of the Russian translation … It was the feeling that the English text was simply driven through the translator and rolled into the game almost without editing. The most noticeable problem is phrases. I will give two examples. Favorite English “It Makes Me Sick” translates literally – “I wanted to puke”, not “it infuriates me / annoying me. Well, here you can still argue, but I assure you, the context did not have a literality. Further – more. “Right Behind You” at the time of the end of the dialogue is not logical “I follow you”, and the laconic “behind”. And all kinds of other absolutely unnecessary gag.

    Sometimes incorrect translation directly prevents understanding and has the opposite meaning. I’m not talking about an unexpected change in the floor of the characters (verbs \ pronoun), the lack of study so many multi -digit English “you”, etc.D., After all, the proper editing here does not smell.

    As for the original sound – well, there’s nothing to talk about, it was beautiful from the original trilogy. I will say the banal region, but I must do it. I would like to note all the lever-ruler characters. Separately, I will highlight the romance of the majority of the femo-gaps-the breathtaking tourist Garrus Wakarian, whose subwocals literally play on the strings of the female soul.

    The second part also could not do without bugs. And again it happened to me in the final mission based on collectors. At first, Samara hung up as a specialist in biotics-she simply did not go further and was inaccessible to the dialogue (it seemed to me that one of the opponents was stuck somewhere in the texture or in Out-OF-Bounds, which is why the trigger was not triggered, that everything was cleaned and NPC could continue the journey). I had to replay for 10-20 minutes, not so scary. It was worse when for no reason I spokes in Tali (while all the conditions for the survival of all the crew members were fulfilled). The problem was solved by the reorganization of a personal detachment – I just took it with me to partners. Is it a bug, or there is some additional probability of survival (maybe a correlation from the time spent on the boss?), I can’t judge, but, one way or another, I had to replay for the desired ending.

    Gallery

    Well, the promised beauty in the studio! My favorite in this part is the first plot task in the empty colony of the path of freedom.

    Eden Prime

    Omega

    SR1 crash site

    Corluus (Grunt’s quest)

    DLC “Lord”

    Citadel

    Dawn (quest Zaida)

    Tuchanka

    Ship and base of collectors

    Mass Effect 3

    In the final story of Shepard, the third part is already generally and imperceptible to any noticeable improvements, if we compare the first and second

    Graphics \ Design

    Graphic improvements, of course, are present, but not to such an extent change the game experience. We can say that in Le Me3 is polished ME2. The easiest way to trace this is on the example of the evolution of the captain’s cabin. The back is no longer contrasting with the near environment, everything looks organic.

    Me2 (beginning of the game)

    Me2 (beginning of the game)

    I will share my thoughts about the interface. Then he became more toy or something. Compared to the pale blue, full of hopes for the design of the first part and synthetic orange (the color of uni-tools, drones, electronics, etc.D., Still, Shepard is already half a cyborg), here we returned to blue tones again, but with some strange black fat stroke. For me personally, she creates a sense of comic book and frivolity, but this is my subjective opinion. Unfortunately, to show clearly, I have no necessary screenshots from dialogs, but you can trace the gamut by screenshots with the appearance of Shepard from different parts higher.

    DLC “Citadel”

    Separately, I will say about the study of DLC. It was the impression that they were remastari on the residual principle. This is especially evident by DLC “Citadel”. In the sushi bar, in which the events of the additions begin, the appearance of human women is divided into exactly two types, while their development is slightly better than muzzle times PS1. In the case of a girl on the right with short hair, hair color may change, but everything else is invariably. And in general, the roughness of the graphics in the location is felt clearly, to take at least these wonderful angular melons (?).

    In the third part I did not have a final mission! What is extremely pleasant, because the defense of artillery on Earth is stuffy, and I did not want to change it very much. During the game, I met a couple of minor bugs, so in general I had a game experience in this regard. Only in one place the enemy had fun, he was overturned by some skill (mine or partners, I never understood) and … lay and screamed heartily, without getting up. The partners sitting in the shelter behind me continued to shoot through me (!) into it through a bunch of textures, which is why I created a unique feeling of bacchanalia. But, having interrupted his dying agony, I went on and no more happened anymore.

    Another curiosity occurred on an engineering deck. The ME3 feature is the opportunity to stand on someone else’s side in NPC disputes. It so happened that at one point, the character in side activity was outside the player’s reach (he repaired something in the technical part), and at the same moment the trigger of the next “dispute” passed. Here because of this I did not have.

    Gallery

    So, there is nothing more to say according to the parameters in this part, but there is something to show! Here my beauty champion is omega.

    Omega

    Earth

    Dreadnought Getov

    Tuchanka

    Rannokh

    Citadel

    DLC “Leviathan”

    Kallini: Ardat-Yakshi Monastery

    Results

    Me: Legendary Edition – it’s beautiful. And comfortable. In general, I would like to note that at the exit of Le Hayali strongly for hacks and shortcomings / bugs, but after fixing and polishing an unpleasant train remained for reprinting, which, it seems to me, is unfair. In a relatively short time, good work was done to improve the availability of aged trilogy, but it was not appreciated by the community. Of course, it would be more pleasant for fans to get a new part of the franchise, and not alleged old. At the moment, the community has only a poster-lithograph with a meaningful inscription, a small teaser and is lost in guesses about the future Mass Effect.

    One way or another, for the new ME players: LE is a great opportunity to join the delightful universe with comfort to create their unique Shepard and save the galaxy the way they want it. At the same time, in a dialogue with players who played only in the original trilogy, they have no feeling that they played completely different games.

    Mass Effect: Legendary Edition

    The best comments

    The best DLC in principle, of all the games I have passed, is a citadel. Just the quintessence of the series and hot farewell with your beloved universe -with a smile, but tears in my eyes.

    Thank you! Corrected. Confused with the date of the announcement.

    Why apologize?)

    And again we return to this “dark energy” and its “logicality” … Well, it is exactly the same, it raises at least the same number of questions. Despite the fact that the most commonplace of them: “For example, the reapers (where they suddenly come from suddenly) literally invite civilizations for billions of years and millions of cycles to use this damned zero element and the effect of the mass, if it is drying up and there is a problem?”

    I support with all my hands. Citadel is the best DLS in the series and the best that was in the three

    Well, I will add memories from a person with whom the series has been all my life, who was waiting for every new game, and did not play everything in a blade.

    The first part came out when I was a teenager. I learned about her from the game magazines and waited for her, shaking with impatience – well, you know how sometimes they described the games that have not yet been released there – a masterpiece of a century is coming. When the game came out, she naturally liked it. Plus, then I did not examine the games with a magnifying glass and did not grumble about “poor shooting”, “dial” wheel “and other. I just played. I liked how to gradually they give out the “NEOTOPOTOTO” according to the plot and especially the main of them (* the voice of the Lord* “You are not saren”). Even then it was the impression that in the end they “played in a safety”. That is, it seemed to be on the sequel, but it is also quite possible to finish here.

    But the second part … mmm! The pulp was in the announcement. We were shown some wreckage, then Geta (after the release it turned out that it was a legion) and a message about the death of Shepard. Then it seemed to me that there would be a different gg and it was logical – a whisper soldier, whom the alliance is full. Then more information went from her, I still have a teenager, just demolished the roof. About the gloomy tone of the game, about collectors, about the fact that there will be more than in the first part! On the exit … it was much better than I fantasized for myself, although it usually happens the other way around. Starting from the roofing beginning (it was clear why Shepard died in the announcement), continuing the expanding the variety of locations, the combat system is much better, the partners are already 10 and all (well, almost everything) are much better than in the first part, the dialogues are so generally tons. And after the final mission, I was simply painted with boiling water. And the game ended with a clear cliffchenger, so we are waiting for a tricel.

    Here is such a greatly escaping expectations as in front of the second part, I do not remember. Everything was expected – the reapers in the red corner of the ring, Shepard in the blue – Fight! Although I was interested in how to defeat such an enemy, not in an open battle. As for the game, in general, everything good is left from the last part, although the accents have shifted. There are mental conversations with partners, although there are fewer of them, the combat system has become better, the epic has increased. Endings … I still don’t know how to relate to them. After the first passage, I left 3 days. Because only 2 endings were opened to me and those pretty pessimistic (then Extnded Cut had not yet been released), I learned about the third later and emotionally, of course, it was just like therapy. But she is too perfect. As for me it should not be, as if I wrote it myself in the same state after the first endings. In short, many claims to the endings I understand, but I do not always share.

    And so I talk about my emotions and so on. But without which they would be incomplete – music. And there is nothing about her in the article … It’s a shame.

    Probably in vain, I wiped my fingers on the screen, while I scraped it and no one reads it, but something rumbled straight.

    Thanks for the article!

    Hmm is not a word about Shadow Broker DLC or how is it there.

    Liara quest from the second part. (Och was cool according to the memories).

    But the plus the post is worthy unequivocally!

    “Don’t crush me, Shepard!”

    Yes, you are tired, normal in the top ending.

    In my understanding, here the third ending should be different, where he would allow the reapers to continue his mission and did not interfere

    And there is such, partly – you can do nothing, and the harvest will continue. Only future civilizations will be able to defeat the ripers, in t.h. With the help of lighthouses of Liara.
    Green with the synthesis was, by the way, immediately, as far as I remember, and for me there is also a place to be.

    I love the Trilogy of Massych. But here rather the problem is that I can not call any of these endings satisfying.

    The ending with Shepard’s screaming raises too many questions from the category “what? And how? And now? And does it work like that?”.

    The ending with the synthesis is just a starry garbage, which raises even more questions and is more like fan fiction.

    The red ending is really the most logical and I always chose it. But the type is serious? After all through what we went in the trilogy, the only conclusion that we did it- sooner or later we will be destroyed, so let them all right now Vybem. And do not care that it is not now, so, through a thousand years, some peoples will still begin to invent something, as this is a natural course of evolution. It looks just strange.

    Moreover, this is not served, as some hopeless option or depressive, although it would seem.

    Of course, I understand that the absolute happy end, in which Shepard defeats all the reaps saves all the nations, sets the world in the galaxy, and together with Liara and Guscos flies to the Normandy into the sunset (and I do not care that there are no sunsets in the space, Shepard would have been able to), he would have looked too sweetly. But this would be at least logical from the point of view of Shepard’s entire path.

    And so we have two endings that raise too much questions, and clearly unplanned, and there is one that is logical, but not that somehow solves the problem, but only delay it (although thanks that at least the Shepard survives in this ending).

    Honestly, I can hardly imagine how hard it was to wait for the second and third part) pure water gaming heroism. Thanks for sharing their memories! I also leave for a long time from the completion of my favorite games, especially if the endings are dramatic or ambiguous.

    About music. She is just incredible. I don’t remember whether SG or not, but Burdukov has an excellent video about the whole process of creating music for me, all this struggle of organic matter and synthetics even in musical terms. BUT. My blog is not a ME or even me: le in the full sense of the word. I did not claim the fullness of information, and I can hardly imagine how it can be done in the case of music through the text) But this can be corrected here: if someone reads this message and did not play me-I advise you to at least listen!

    And one more but. Not really nothing. I thought for a long time what to call the screenshots gallery, where I have a hodgepodge of different planets without a target quest. And I didn’t come up with anything better than calling it Uncharted Worlds – the same bastard topic when you stand at the map and lay the way or get resources with probes. Here is such a small reference)

    Thanks for the detailed comment!

    At one time, I fluttered the first part at the time with bombs like, I didn’t really like the game itself and this moment became decisive. After that, the second and third parts (without DLS) were already passed and the series itself liked the series (and the views and sounds of the reapers, mmm, still becomes somehow uncomfortable).

    But now I decided to go le, remember the whole series. And damn it, this time the first part fell in love with the first minutes (given that I like this setting at all). Yes, this is not the original, but still. Passed in one gulp and with great pleasure.

    During the release of the third game, I did not really understand the meaning of the release of the DLS, whose events take place before the final (and now I am holding the same opinion). That is, here I went through the third part, I experienced emotions, everything ended epic and here the citadel comes out and I have to go away again, go through? Personally, this does not come in to me.

    But now, given that a lot of time has passed, I can say that the addition of the citadel is the best. More or less adequate and funny jokes, a relaxed (relatively) environment, pastime with their partners (given that they are not inanimate: D). And at the moment with the photo it becomes even a little sad.
    The very atmosphere of war and a certain hopelessness/helplessness before the Reapers in the third part, it seems to me, is transmitted very well.

    As far as I understand the original ideas, this stage of civilization could not go around it, and the reapers simply made it more convenient for themselves.
    Plus (there is already speculations and it seemed that the reaps need those who invent the reverse process right about it). And those who do not do this are simply “put on a shelf” before the bright future.
    And so, any unfinished concept will always have logical holes. Especially when there is a cosmo-opera, and not a full-fledged science fiction.

    The only thing that morally destroyed me in LE is the complexity of the second part.

    I, like a real aestet (hiding IQ in 60), decided to go through the mass effect on madness and get Achivka. And everything went well, until the moment of the DLC with the destruction of the relay from the second part.

    Not only did the DLC itself, which happened to the series. So it also occurred to some kind of cretin to take away from Shepard the Allies under the pretext of “secrecy”. Well, yes, to shoot a three-of-trip prison is noticeable, but in one, in theess.

    Well, it turns out that there is no one to take fire on yourself, and you can stick out of the shelter for a maximum of a second, after which you are inevitably killed to death.

    And the funny thing is that when you still go through this hell, they show you the denouement so wretched and divorced from reality that it can compete even with the end of the three

    But the blog is high, plus put

    Well, yes, yes. Tell this the fifth (or the fourth, except for Andromeda) Massych, who will come out in a couple of years.

    I generally like the top three. She gave me a bunch of unforgettable emotions, especially the DLS Citadel, but it was precisely that the end of the story came out for themselves.

    Sorry, but Andromeda came out in 2017

    Pulling up with VEG – this is 10 minutes from life that I do not regret) it was very scary to miss the timing, sudden. But it was worth it.

    Thanks for the comment)

    By the way, passing Le, this is the first time that I lost someone who could not die in the plot. I forgot to talk once with Miranda by communication, and that’s it, she dies on a mission with her duck. It became a shame. Before that, how much passed, no one has ever died, except for plot points.

    I am also among those who were waiting for each part and swallowed all possible news (then from the magazines! Physical! TC of the Internet was not permanent) and it was Kryshkhshnosovich Kryshchnosovich, when the second part I went out at 17-18, I just screamed with delight and ran to the disk store, in the hope that it will start on my GeForce 9600GT. Uuuuhhh! Nostalgia pancake! I feel like this New Year’s holidays I will recall for the renegade =)

  • features-of-visual-deema-world-of-warcraft-1

    Features of visual design World of Warcraft

    Game “World of Warcraft»From Blizzard Entertainment For many years he has been a leading position among all other MMORPG, And millions of players are still returning daily to Azerot for new and new adventures. But few people know thanks to what visual techniques and stylistic features this game was able to break into the leaders, leaving behind all those whom she herself was once oriented.

    As in other areas of art, almost every video game (or a video game series) has its own often easily recognizable visual style.

    It can be complete 2d And Zd Realism, pixel art, low-polygonal graphics, or stylized realism (when several hyperbolized models stretch the photorealistic texture, as, for example, in many in Asian projects).

    But the most important drawback of half of the above -mentioned styles (I think you yourself will guess what) their actual quick visual obsolescence.

    If the game was created in the conditional 2012 with all modern, at that time, technologies, then after 10 years it will most likely be strongly inferior to younger competitors.

    And in the context of Mmorpg, another problem appears – you need to make games so that the computer of the average player does not turn into the oven already on the character selection screen. For any potential decrease in the mass of the audience in the Mass Multipolitical Role online game, which is logical, reduces the chances of the project for success.

    And, by and large, realism was practically the standard of online games until 2004, when Blizzard Entertainment With their “World of Warcraft»Brought their own view of the visual of this genre.

    In this regard, today I will tell you: what MMO Blizzard Developed before “World of Warcraft“And why did the choice fall on fantasy setting. What questions do designers pose for themselves while working on the world around the game. And thanks to what visual tricks the world Warcraft He conquered millions of people.

    And don’t worry – this time there will be no spoilers.

    Well, we start!

    Fantastic experiment

    At the time of the beginning of the 2000s, when the development began “World of Warcraft“, Blizzard Entertainment I have already enjoyed success among players thanks to franchises such as “Diablo“,”Starcraft“And, of course, strategies”Warcraft“. But inspired by successes “Ultima Online“,”Lineage“And especially”Everquest“, The company decided to create something new, in an experimental MMORPG genre for them.

    Few people know, but before “World of Warcraft»The studio has already worked on one online project of this format. Fans of previously named “Ultima Online“From among the ordinary employees of” Metelitsa “created the game of the genre of the Scientific and Fantastic Command RPG under the code name”Nomad“. In it, players had to create their own combat detachments, improve their weapons and abilities, and then challenge other players or various NPSs. However, many in the team of developers did not inspire such a development of the game, and they wanted to create something more adventure, like “Final Fantasy“. So that it causes a sense of a big trip in the spirit The Lord of the Rings.

    Unfortunately, besides a few concept arts, there is nothing in public access to Nomad.

    Unfortunately, besides a few concept arts, there is nothing in public access to Nomad.

    But the choice of fantasy as the main setting was justified by even more intuitively conducive elements, such as swords, magic and dragons, which were clearer than a simple layman than invented technologies and unusual blasters.

    In his book “Wow Diary»Dedicated to the development of the project of the same name, John Stiatas, The former leading 3D-level designer in Blizzard wrote:

    “To shoot someone from a neutron accelerator, from a distance was not as close or familiar as a battle in close combat. Fantasy was easier to understand, games in this genre were more popular and better sold. Most random buyers were determined with the purchase, looking at the box with the game, and fantasy was sold faster than games in other genres. Blizzard had “Warcraft“And this made the choice of a setting for the game obvious”.

    In those years, many gaming https://play-jango.co.uk/ companies have hardly coped with the transition from 2D to 3D. They desperately hired people with experience with 3D and fired all those who were not able to make a quick leap. And all this led to the fact that the developers had to completely abandon the re -use of the engine “Warcraft 3“, Since it turned out to be imperfect for the development of MMO. It was decided to write a completely new engine, as well as switch to the creation of most game elements in 3D Studio Max, which was very different from the design tools they previously used.

    And this, in my opinion, is one of the key solutions that still allow “World of Warcraft»Occupy a leading position in the genre.

    Landfills, questions and gnomes

    As I mentioned at the very beginning, in those bearded times, many MMO had a more realistic style that shows the world with completely normal proportions and a set of colors approximately corresponding to the real world.

    Because of this, the developers decided what to do “World of Warcraft»Visually distinguished from other games, so that when looking at the game shelf, it instantly stands out among all other competitors.

    But the main problem was that in the state of Metelitsa hired artists who worked in the style of realism, which caused many problems when trying to create a new look at the whole environment of the game world. Despite the fact that they had the main stylistic inspirer in the person “Warcraft“, Where were the sketches and various bastards, artists who experimented with textures drawn by hand in a” cartoon “style, often did not know how subsequently they would all look in the game.

    Everything was complicated by a standard working principle Blizzard:

    You need to find something interesting (possibly from someone else’s game), and then constantly process this, until a polished ready-made individual design is obtained.

    The process of creating any game elements in Blizzard is based on several simple issues related to the residents themselves Azerota and their everyday life:

    This is a fairly universal approach, but for simplicity of understanding, let’s take a game of trolls in the example.

    So, trolls in “World of Warcraft“Live a tropical environment, sometimes located at the junction with barren deserts. Since they worship their own gods, and their religion of Voodoo is close to a real prototype, there should be many bones, dried wood, palm leaves and ritual objects around them. Well, for their architecture, they use a lot of bent tree as building structures, since there are not very many other materials in this area.

    In the design of objects, most often developers use from 4 to 5 types of various materials for medium -sized objects.

    And such frames are inherent in almost all areas of the graphic development of this game. So, when modeling the object, the developers closely monitor the number of landfills for models.

    In the case of “World of Warcraft“Less means better and most often their number is from 3 to 5 thousand. But this figure, of course, can change from object to object, depending on where it will be used in the game.

    The same gnomes now consist of 5408 landfills (and before the mass update in 2014 – there were only 956 of them).

    For comparison, u Lara Croft from “Tomb Raider»There are only 230 of them, and Ellie From the first part “The Last of US “31,537.

    For comparison, u Lara Croft from “Tomb Raider»There are only 230 of them, and Ellie From the first part “The Last of US “31,537.

    For comparison, u Lara Croft from “Tomb Raider»There are only 230 of them, and Ellie From the first part “The Last of US “31,537.

    You need more color!

    But besides 3D models, other aspects of graphics occupy a very important place. For example, one of the main chips of the design of the game that highlighted the world “World of Warcraft“Among other competitors is the use of visual deepening textures.

    Starting from the first days of the existence of the game, the developers were constrained by many restrictions, which is why it was not possible to draw everything that they wanted and the way they wanted it. I had to go to some tricks, including in order to achieve a more natural image, to create an illusion of depth, without changing the real form of the object.

    Designers created depth reflecting it on the texture itself, instead of highlighting the object using lighting technologies. So, for example, an artificial shadow from plants and beds in the fields worked, with a fleeting look at which a feeling of surroundings was created, and not the usual flat carpet from grass.

    But here it is important to note that artists from Blizzard They always try to avoid pure black color, paying more attention to work with saturation than with a change in the brightness of objects. Thanks to this, even in the darkest and gloomy corners of Azeroth, all colors contrast noticeably with each other.

    Honestly, I don’t even remember any location where the colors of the environment would merge into a continuous poorly divided mess.

    Such a choice of now recognizable bright colors had other good bases. Many developers from the Metelitsa team previously worked on several console games Super Nintendo And Sega Genesis, where the games required more dynamic colors, since the TVs of that era displayed the colors much worse. Because of this, console games on TVs with a lower resolution with all these pixels and blurry blinking required a high-cost picture for a good display.

    And, in addition, the former president of the company Jay Allen Brack instructed all artists to draw all arts and textures in very strong lighting conditions. All due to the fact that most players will play in well-lit rooms, and therefore, the image should be clear and recognizable in any conditions.

    He regularly wandered along the corridors Blizzard, including light and opening all the blinds, which greatly annoyed many employees, but this eventually significantly influenced the final design.

    And, in fact, there are many other important components of the visual “beauty” of this game, which you can talk about for hours.

    The recognition of key characters in the game, which stand out both with flowers and a general design that emphasizes their personality and character;

    And the living world itself with all these flying birds, hunting animals and local relaxing drinks.

    World of Warcraft»Never has been a game with innovative technologies or unique functions. But she was a gestalt “Significant and elegant systems”, who, achieving great difficulty, eventually allowed players to enjoy the immense world of Azerot.

    Both in 2004 and 18 years later.

    That’s all, thanks for reading!

    Your Visoda.

    The best comments

    Looking at Dragonflaite, you understand that the artificial department has no more (

    In general, play with a bright light on when turned on. In the dark, “in the light of the lamp”, I personally fall asleep after a maximum of a couple of hours, and the general mood is some kind and not really play.

    A very important point in WOW is a view in dynamics. Somehow played and made screenshots to make a beautiful gallery. Nothing came out, in statics everything looked just disgusting, even for an unpretentious taste. But in the game this is not at all noticeable. But it was a long time, since then they probably sawed the graphone.

    I agree, before in statics the game did not particularly stand out with some “bombing” species (at least for a wide audience). Now everything in this regard is much better – of course, not every screenshot will want to put on the desktop, but there is something to admire.

  • difficulties-anima-transmission-2-hero-ero-rozen-at-1

    Difficulties anime of translation # 2 – Hero Hero Threat. [At]

    In 2017, I somehow tried Make a heading, dedicated to the subtleties of the translation in the anime of the industry and then touched on the topic of clumsy titles. After that, a lot of things happened … and to make the second issue it took two whole years. During this time, I managed to completely rethink the concept, design, etc. Find a new artist, dictator, etc. In short, I am like a train from that very film. And yes, this is not a halter under the heading of Denis.

    Since local rules of publication just abandon the vidos and enjoy a hail of minuses do not allow … I will probably talk with you on the video. Namely, a little bit deeper and complement. So to speak, I will spill on you what I decided to cut out of the video. The video is aimed at covering the most wide audience and intends to pass on the surface, without deepening at all, so as not to weight perception. (True, even in this form, there were people who complained that they were boring and tedious at the test viewing.)

    ⚠ Therefore, I strongly recommend watching the video before reading further.⚠

    And I’ll start, perhaps, with the https://lucky-barry-casino.co.uk/ fact that I will share with you how I came to the idea of ​​writing a script on this topic. The source of inspiration was the fan translation of the novel “The formation of the hero of the shield”. Do you know such a work? Not so long ago, anime went out on it and in order to prepare for this event decided to re -read the novel. Well, he accidentally stumbled upon a place in the test, where the hero of Naofumi (Yusha) intersects with the national hero of the beasts (Ayu). And in the dialogue they turned to them like that:

    – Honorable Hero (we are talking about Naofumi), we are glad to your arrival. In the city, a hero is already waiting for you (we are talking about the beast man). As soon as you relax after a long road, I ask you to meet once and agree. I hope how the hero and the hero will find a common language.

    From the side sounds like oil oil and love love. And then a thought visited me … Perhaps fan translators who worked on this text do not understand the difference between heroes? Then it came that since the topic affects the fellow people, it is quite a high -handed and everyone can be curious “interesting fact” on this topic. After all, everyone loves “interesting facts”, true? It’s right … And the matter went ..

    Now I will supplement the contents of the video. Although there are not so many.
    The most common importance Yusha (英雄) as a hero – this is a valiant brave man, a hero from fairy tales. So to speak, the hero who rose from the furnace and poisoned to chop the serpent of the cursed. It is the hero from fairy tales. However, within the framework of modern novels about the Popadans, it means a slightly different meaning. Which by the way came from this.
    The fact is that there were people who made a game about dragon quests (Dragon Quest) in Japan and they had a class system there. In order to distinguish from the mass of the character you have created … And looking back at all the exploits that he will make during the trip they gave him a unique class – “Yusha”. So unique that only the character you created could become a “youth”. Sopartians and partners who join later physically could not. No matter how much they want. This unique class had many privileges. Unique skills, faster pumping than others, special artifacts available only to him. And of course a unique weapon. The legendary “heroic sword”, which even became a meme. With such a light movement of the hand, the authors of the game turned an ordinary brave man into a chosen one of fate.

    Ask why I mentioned the quest with a fight? Yes jrpg were before that. There were also classes “Yusha” and so. However, it was DQ that has gained mass. It was she who popularized this term, turning into some cliche. It was in DQ that everyone played in a row. And now these people have grown up and sat down to write novels. Of course, creating their fantasy world, they simply could not ignore the most vivid fantasy adventure of childhood. In fact, the legs of DQ stick out from all sides in
    current hodgiments. I will not list them, I think you yourself are watching it perfectly. The problem is different. For such people to write your story – how to start a new game. So they create a new character, endowing the unique class “Yusha”. The chosen one of fate, whose forehead is written to decide the fate of the world. And the stump is clear that it is “Yusha” will become more important than everyone else. This is an iron law. After all, the fire is hot, and the water is wet, true? In the video, I decided to leave a question without a clear answer so that the audience could do this themselves on this topic. Lock the top of Nolan.

    Ayu (英雄) these are real heroes who have committed a feat. Heroes of War, Heroes of Labor … Pilots, saving many lives of passengers with a successful landing of a falling plane … So to speak worthy veneration people. Why are they put below the “brave”? Everything is simple – because this is not a unique title. Nominally “Ayu” can become anyone. But “Yusha” – the privilege of the chosen minority. What value is that it is available to anyone? So the Japanese thought. Discrimination? No, I didn’t hear.

    In addition, want an article “Yushoy” easier. Yes, Aiu can become anyone. But for this you need to make efforts. And considerable. And “Yushoya” … once woke up, bam! And he became. And there the child will be sprinkled only for you, the pumping will go faster than others and so on. Maybe it will be possible to do without much effort and exploits. Although the described in this paragraph is already exclusively my personal reasoning, not supported by anything.

    That’s all for this. See vidos! And write reviews! It was born for 2 years, has been made a couple of months and cost me several sleepless nights of installation.

  • blitz-observation-pex-legends-1

    Blitz -overzicht van het negende seizoen Apex Legends

    Oh hoe Apex is begraven bij Ash. Hier ben je: permanent 3 tot 3, Olympus landschapsprogramma, en zelfs bewerkingsmeters passen in het concept van batleroilia. En iedereen die niet leuk vindt – spionnen van vijandige koninklijke gevechten.Maar we zullen weggaan van het onderwerp van de externe vijanden van de Areh, in meer detail beschouwen we zijn interne veranderingen.

    Kaart

    Een klootzak sloeg het zuidelijke deel van de Olympus op de spatemmer dicht. De Icarus cosmo-vedro was een paar gaten, nu kun je er gewoon omheen lopen, niet bang om te falen. Het vernietigde schip in grootte is vergelijkbaar met de oude, hele Arkady, ze zijn ook vergelijkbaar van binnen – een lange smalle gang. Het belangrijkste kenmerk van het schip zijn de kaarten van overleden wetenschappers, die de brug openen met prooi. Ergens heb ik het al gezien, maar Respowns? Kon niets nieuws bedenken, behalve de mechanica van de kluizen van de rand van de wereld? Het is jammer tot de nieuwe interactieve is niet aan ons gegeven, maar de buit is LUT? Er is geen verschil hoe we het verzamelen.

    “Arkady” en “Icarus” van buitenaf

    “Arkady” en “Icarus” van buitenaf

    “Icarus” en “Arkady” binnen

    “Icarus” en “Arkady” binnen

    “Arena” -modus

    Zoals de ouden zeiden? “Respawn keek, geanalyseerd, conclusies getrokken …”. Onthoud deze zin.

    Over de Gamemod zelf: 2 teams van 3 spelers, een kleine arena, apparatuur en vaardigheden die je koopt voor metalen die je geven voor je successen van eerdere rondes van de wedstrijd. We herinneren ons de verklaring.Niets herinnert eraan? Ja, ik heb het over Valorant. Maar Arech heeft een verschil – een passieve vaardigheid en één tactische lading gratis, je kunt extra kopen, ze hebben een rust, je kunt de ult niet in rekening brengen – gewoon kopen. De prijs van ultimatenheid varieert tussen de personages, sommigen hebben zoveel dat je het hele gezin moet verkopen, je kruis zal niet genoeg zijn. Daarom ontvangen helden met een nuttige aansprakelijkheid voordelen, andere abylen zijn niet zo belangrijk dat ze in de eerste plaats worden besteed

    In een retraite – metalen verliezen en zo weinig, en het is raadzaam om verbeteringen te verwerven voor mosambische of niet -mosemine. Containers met metalen geven slechts 200- dit is voldoende voor slechts één upgrade.

    Nieuwe legende

    Verdomde gyurza zal me uit het graf halen. Zijn dochter is de belichaming van verticale mobiliteit. Het eerste seizoen, de beste manier om verticaal te bewegen was een kabel of een trampoline, ze zouden relatief lang moeten wachten. Zevende, Choraison en zwaartekrachtlift. En nu is er een Valkyrie, met een beperkte brandstofraket, een ultimatische vaardigheid die in staat is om een ​​vierkant te gooien om de vluchtmodus te activeren (in dezelfde modus is de legende van het seizoen altijd beschikbaar, die, zij het nuttig bij de landing, ik denk dat het speciaal wordt gemaakt dat het wordt beschouwd als een verkenningsklas. De tactiek is praktisch, maar niet immuniteit. Het is nutteloos om haar doelbewust aan te vallen, maar om de push te stoppen, af te maken of de weggelopen vast te houden, gewoon om een ​​drukte te tekenen – die Gyurza voorgeschreven.

    Nieuwe of oude wapens

    Boten op de boogwapens zijn niet voor de Science Fiction Shooter. Zelfs de pijlen zijn gewoon, niet laser, daarom kunnen ze worden gekozen dat het nutteloos is als er een replicator in de buurt is. Deze chip kan integendeel de vijand helpen – als je het hebt gemist, geeft het aan waar je bent, afhankelijk van waar de schaal vandaan vloog. Maar zelfs met een technologie die ongeveer 64 duizend jaar geleden is gecreëerd, is het zelfschot het krachtigste en meest bekwame afhankelijke pistool op de vloer voor bestanden op een afstand van 200-450 m. Sterk – omdat de schade hoog is, schiet zonder verstrooiing, hoeft u niet te herladen. En bekwaam vanwege de spanning van de boogtring, is het noodzakelijk om de timing te leren, en je moet 2 onthouden zonder het versnellende tempo van schietaanpassingen “Ritme van de schutter”, de tweede met haar. De volgende toegevoegde lichaamskit, “Explosieve tips” – een volledige onbeduidendheid, verhoogt de schade te weinig, de tips vliegen te veel zodat iedereen binnenkomt.

    Pijlen vastgelopen in steen, welk realisme. Hoewel gezien dat ze het krachtpantser van de toekomst kunnen doorbreken, zou niets van deze steen kunnen blijven.

    Nog een wereldwijde bewerking van Ganov – het drievoudige effect werd afgestemd op de middelste afstand en in benodigdheden gestopt, en de vredestichter werd uitgetrokken. Craber, helaas, bleven de E -SPORTSMANS in Airrod. Nu zijn er wapens voor alle soorten spel, wat de variabiliteit van acties verhoogt.

    We zullen doorlopen

    De meeste veranderingen zijn geschikt voor de top: Ikarus -troepen om in een nauwe strijd te gaan en niet in een schoon veld te zitten met een sluipschutter, de arena zijn geschikt voor training en wedstrijden, alleen Valka met hun jetpak “verplaatst” de rest van de verticale en mobiliteit, de boten zullen alleen de problemen op hoge rangen leveren, ze kunnen precies op hen schieten. Het blijft wachten op Arts R34 met Valkyria.

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    Kennismaking met de “wereld van duisternis”. VTM – Coteries of New York

    Het leek me altijd dat in de videogame de visuele romans het entertainment waren voor de “daar van die jongens in de hoek”-die graag naar de anime-meisjes staren, en het volgende verhaal gelezen geschreven door een soort beste tijden met het oog op de weigering van een mooi meisje, en die in de volgende dromen was met de “tulpa” van dezelfde mooie meisje.

    Verrassend genoeg is het feit 90% van de visuele korte verhalen over hetzelfde onderwerp dat het bijvoorbeeld triest is – want je kunt alles bedenken met zo’n atypische manier van vertelling in computerspellen. Iedereen is erg.
    De jongens van de drijvende afstand op dezelfde manier, besluiten om hun visuele korte verhaal te maken met een “maskerade” en vampieren, waarbij het universum van de wereld van de duisternis als basis wordt beschouwd, wat op zijn beurt verschillende bordspellen is met een geavanceerde lor, maar specifiek waren ze geïnteresseerd in de vampier: de masquearade -tak.

    Zoals meestal het geval is, begint het spel met de vorming van de hoofdrolspeler. In het begin spelen we voor een gewoon persoon die zijn eigen persoonlijke problemen heeft, maar ongeveer vijftien minuten – deze problemen worden niet het belangrijkste voor hem met het oog op zeer onaangename omstandigheden. Zoals ze zeggen: “problemen komen niet alleen”.

    Dat is wat ik niet had verwacht van het project https://fgfoxcasino.nl/ van zo’n genre -affiliatie, het is de keuze van een personage. Je zou niet moeten verwachten dat, omdat we een keuze uit drie helden hebben, er hetzelfde aantal plotcampagnes zal zijn – er is helemaal geen. Om te kiezen uit ons potentiële vertegenwoordigers van drie clans van bloedzuigers – “penseel”, “ventra” en “toreador”, en afhankelijk van de karakterkeuze, zullen we alleen de vereisten veranderen voor het hoofdverhaal en sommige soorten acties die kunnen worden gebruikt in een “pad” -situatie. Dienovereenkomstig kan de vertegenwoordiger van elk van de clans in de situatie handelen, omdat deze geschikt is voor de “familieleden” van zijn stamboom. Een vertegenwoordiger van Ventra kan bijvoorbeeld gemakkelijk de controle over de situatie overnemen, zijn aristocratische aard en bekendheid toepassen en tegelijkertijd een handige positie voor zichzelf winnen.

    Gedurende het spel zal de held moeten terugbetalen voor de service die hem wordt geleverd door een hoog -ranglijst lid van Kamarila – een aristocratische samenleving van vampieren, een pak kleintjes, maar, zoals de werkgever wordt uitgelegd, “belangrijk” voor de hele genitale diensten voor vampier in plaats daarvan.

    Parallel aan de “accounts voor accounts”, zal onze “meid” zich verder verplaatsen langs de zo -aangedreven “carrièredadder”, en hij zal zijn “boot” moeten verzamelen – een bende, als je wilt. In totaal hebt u vier vertegenwoordigers van verschillende vampierclans om uit te kiezen, waaronder Nosferatu, Malkavian, Treter en Gangrel. En natuurlijk, door de manier van variabiliteit, kunnen aanvullende missies, zoals die die vertegenwoordigers van de bovengenoemde clans uitgeven, worden genegeerd, die de ontknoping van de plot zullen beïnvloeden, maar in het algemeen het einde niet zal veranderen.

    De plot, helaas, er zijn niet genoeg sterren uit de lucht – sommige plotbewegingen zijn vrij duidelijk, en het einde zelf laat een zeer onaangename nasmaak achter, of een banale onvolledigheid. Ruwweg straalt de plot aan het einde een secundaire uit, die zich probeert te vermenigvuldigen met onverwachte wendingen, hoewel de ENT zo nauwgezet mogelijk wordt uitgewerkt. Dit is echter echter meer de verdienste van de auteur van de “World of Darkness” dan de scenarioschrijver op afstand.

    Als we het hebben over hoe goed de sfeer “Vampire: The Masquarade” wordt overgedragen, dan kunnen we met vertrouwen zeggen – precies zodat de onbekende speler doordrenkt was, en de kennis was verrast. De foto hier is zeer aangenaam-een verscheidenheid aan achtergronden brengt de sfeer van de sombere kant van New York tot het maximum, en de personages zien er exact hetzelfde uit als hun spel beschrijft-als de “Nosferata”, dan de lelijke, als de “Ventra”, dan is de charme noodzakelijkerwijs een charme. Ondanks het feit dat de “New York Casterias” voor mij de eerste kennis werd met het universum van de “World of Darkness”, slaagde ik erin om het thema van 100%door te dringen, en volgens de spelers van “Rummaging” wordt de canon bijna overal waargenomen, gewijzigd door de tijd van de geschiedenis.

    De soundtrack, die verrassend de stemming van het spel overbrengt, en geschreven door de Poolse componist Arkadius Reikovsky, die zich erin slaagde om zichzelf te bewijzen door Kholat en het medium, draagt ​​ook bij aan onderdompeling. Het ontspannende, hoewel het enigszins sinister klinkt, de embosses (die inherent is aan de werken van vampieren) vaak grenzend aan betoverende instrumentale composities met de deelname van een synthesizer en gitaarriffs en muziek uit het hoofdmenu straalt een aangename “ommage” met het belangrijkste onderwerp van het meest populaire spel in het universum van de “wereld van de duisternis” – de? Masquarade – bloedlijnen.

    Het thema van het spel dat in het hoofdmenu klinkt.

    Om te kruisigen over de visuele roman meer dan een paar honderd woorden, naar mijn mening, enigszins dom, en daarom zal ik samenvatten: voor de eerste coma bleek de trekkingsafstand een zeer aangename pannenkoek te zijn, die voor de eerste drie uur van kauwen een verscheidenheid aan swale is, maar het is niet meer mogelijk, maar het is niet mogelijk om het te zwalken zonder de ontvanger te zijn.
    Met vriendelijke groet aanbevolen aan iedereen die de “wereld van de duisternis” wil betreden, maar nooit heeft besloten waar te beginnen. En degenen die er al in zitten, worden aanbevolen om de mate van verwachting te verminderen en het spel te beschouwen als een zeer nauwgezette fanfictie op basis van de motieven, waarmee het spel in feite is.

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    Kısa inceleme 7 slots – en iyi sanal kumar kuruluşu promosyonlar ile

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