Category: Post

  • Are you ready to navigate the fiery challenges that await on the chicken road and test your skills i

    Are you ready to navigate the fiery challenges that await on the chicken road and test your skills in a game of survival?

    The gaming world has seen a rise in creative and captivating concepts, one of which is the thrilling adventure known as the chicken road. This game invites players to step into the unique role of a chicken, embarking on a dangerous journey across a pathway filled with fiery pitfalls—specifically, ovens. As a player, you must navigate this hazardous terrain, carefully jumping from oven to oven, all while aiming to avoid the intense heat that could lead to certain doom. The more ovens you successfully jump over, the greater the stakes, adding a layer of excitement and tension to the experience.

    At the heart of the chicken road game is a simple yet captivating premise that blends skill and risk. As players engage with the game, they quickly learn that timing and strategic decision-making are crucial for survival. Each leap must be executed with precision, as missing an oven can lead to an unexpected and ignoble end for our feathered friends. The challenge increases not only through the number of ovens encountered but also in the risk involved with advancing further along the path.

    One of the aspects that make the chicken road appealing is its blend of humor and tension. Players often find themselves engaged in a ridiculous yet thrilling experience, running for their lives while embodying a character that looks particularly charming. This contrast creates a light-hearted atmosphere despite the inherent risks, making it accessible to a wide range of players.

    In this article, we will delve deeper into the mechanics of the chicken road, explore strategies for mastering this clucking challenge, and tackle various aspects that contribute to its popularity. From understanding the scoring system to discussing common pitfalls and player strategies, we aim to equip you with everything you need to become a champion on the chicken road.

    Understanding the Mechanics of the Chicken Road Game

    The mechanics of the chicken road are straightforward but bring a wealth of depth to the gameplay. Players begin at one end of the path, with a series of ovens lined up ahead. Each oven represents a checkpoint of sorts, where the player must decide whether to leap or risk becoming overly crispy. As you traverse the road, the challenge intensifies. The layout of the ovens is not just linear; they may vary in spacing and height, demanding agility and timing.

    In terms of scoring, each successful jump adds to your overall score, escalating with the number of ovens passed. Players are encouraged to push their limits for higher rewards. Below is a table illustrating the scoring mechanism associated with each leap:

    Ovens Jumped
    Score
    1 Oven 10 Points
    2 Ovens 25 Points
    3 Ovens 50 Points
    4 Ovens 100 Points
    5+ Ovens 200 Points

    The above mechanics continue to reward players who risk more by jumping over multiple ovens at once. Of course, with greater risk comes a higher probability of miscalculation, leading to potential game over scenarios.

    Real-Time Interaction and Player Engagement

    One of the standout features of the chicken road game is its real-time interaction. Players are not merely passive participants but are actively involved in every jump and decision. This immersive element encourages a stronger connection to the gameplay as players witness the immediate results of their actions.

    Additionally, the online version of the chicken road often incorporates leaderboards where players can compare their scores. This integration of competitive elements not only enhances engagement but also fosters a community spirit among players, as they celebrate highs and support each other through lows.

    Strategies for Successful Jumps

    Mastering the timing and technique of jumps is critical for excelling on the chicken road. Here are some strategies that every player should adopt:

    • Timing is Key: Observing the rhythm of the ovens is crucial. Pay attention to their patterns and know exactly when to leap.
    • Practice Makes Perfect: Engage in practice runs to familiarize yourself with the pacing of the game.
    • Stay Calm: Panic can lead to mistakes. Maintain a steady demeanor as you navigate the obstacles.
    • Focus on the Goal: Remember the end goal is to collect points. Keep your eye on the prize!

    By adopting these strategies, players can increase their chances of successfully navigating the fiery lanes of the chicken road.

    The Appeal of the Chicken Road Game

    The appeal of the chicken road lies not just in its straightforward gameplay but in its ability to engage players through humor, strategy, and competition. The quirky premise of a chicken dodging flaming ovens creates a humorous backdrop thatlightens the mood even under pressure. Its simplicity makes it accessible, while hidden depths allow experienced players to explore a variety of strategies.

    Moreover, the potential for personalization adds to the allure of the chicken road. Players often enjoy customizing their game’s visuals, leading to a more personalized experience. Whether it’s choosing unique skins for your character or altering background music, these elements provide a sense of ownership and pride in one’s progress.

    Community and Online Presence

    The online community surrounding the chicken road game plays a vital role in its ongoing popularity. Engaging with other players through forums and social media platforms encourages collaboration and shared strategies. This sense of community fosters a supportive environment where players can share achievements and tips, while also participating in discussions about future updates to the game.

    Regular tournaments and events often take place, allowing players to showcase their skills and climb the leaderboard. This competitive spirit strengthens bonds within the community, as players rally together to share insights and strategies. It’s no wonder why the chicken road continues to attract new players, with an active network of seasoned veterans ready to offer guidance.

    Expanding the Game’s Universe

    As the game evolves, developers frequently look for ways to expand its universe. New levels and oven designs are periodically introduced, keeping the gameplay fresh and exciting. Additionally, special events may coincide with holidays or significant dates, offering limited-time challenges that entice players to return.

    By continuously innovating and enhancing gameplay, the developers show a commitment to player satisfaction and engagement. This dedication to improvement is paramount, ensuring that the chicken road remains a staple in the gaming community.

    Common Pitfalls and How to Avoid Them

    While navigating the chicken road can be exhilarating, it’s also fraught with potential pitfalls. Not every jump will be successful, and learning from mistakes is part of the process. One of the common errors is misjudging the distance between ovens. Players may often leap too soon or too late, leading to unfortunate consequences.

    To help players better understand the challenges, here’s a numbered list of common pitfalls:

    1. Miscalculated Jumps: Not accurately assessing the distance can lead to falling short.
    2. Panic Under Pressure: As the stakes get higher, players might rush their decisions.
    3. Ignoring Patterns: Each oven has specific patterns that need to be observed.
    4. Getting Distracted: Maintaining focus is critical for success.

    Avoiding these common mistakes requires a blend of practice and awareness. Engaging with the game consciously aids in developing a heightened understanding of how to traverse the chicken road efficiently.

    Learning from Your Mistakes

    Every misstep during gameplay serves as a learning opportunity. Players can analyze their performances through replays and observe where improvements can be made. This process of self-reflection can enhance future gameplay, driving players to adapt their strategies over time.

    Sharing these lessons with fellow gamers can also foster a collaborative environment where everyone grows stronger. Constructive feedback among the community turns challenges into opportunities for collective improvement.

    Future of the Chicken Road and Its Community

    The future of the chicken road game remains promising, with numerous possibilities for growth and development. As technology advances, developers may incorporate new features that enhance gameplay. Potential plans could include augmented reality elements that allow for immersive experiences, further engaging players in the game’s whimsical world.

    The community is also expected to expand as word-of-mouth spreads about the game’s unique premise. More players mean a more vibrant atmosphere, filled with diverse strategies and innovative approaches to the challenges faced within the chicken road. The continual influx of fresh players may inject new life into the game.

    Community Initiatives

    Much of the future success of the chicken road will depend on how the community organizes itself. Initiatives aimed at encouraging teamwork and competition could raise the game’s profile. Whether these campaigns focus on sharing tips or organizing tournaments, building a strong community will ultimately enhance the player experience.

    Efforts directed at promoting inclusivity will also play a crucial role in making the chicken road a welcoming environment for all. Ultimately, the strength of the community stands as a testament to the game’s longevity and relevance in an ever-evolving gaming landscape.

    Mastering the Chicken Road: Final Thoughts

    Embracing the exhilarating challenges that come with the chicken road offers beginners and seasoned gamers alike an opportunity for fun and growth. The blend of humor, skill, and competition creates an engaging experience that encourages players to perfect their techniques while enjoying the charm of their avian protagonist. For those willing to navigate the fiery depths of this game, mastering the chicken road promises both satisfaction and adventure. As the community continues to thrive, new players will always find companionship and guidance, ensuring that the chicken road remains a vibrant part of the gaming universe.

  • Reel in your fortune with exciting features in the big bass splash demo adventure!

    Reel in your fortune with exciting features in the big bass splash demo adventure!

    As the popularity of casino games continues to soar, one particular genre has captured the imagination of players everywhere—fishing-themed slots. Among the most thrilling options available is the big bass splash demo, a captivating slot game that immerses players in an underwater adventure filled with vibrant graphics and enticing features. With its engaging gameplay, players can reel in winnings like they’re catching fish, making every spin an exciting opportunity for treasures beneath the waves.

    This innovative slot combines the excitement of fishing with the thrill of winning, allowing players to experience the best of both worlds. The game features beautifully designed symbols depicting various aquatic life and fishing gear, creating an immersive environment that resonates with fishing enthusiasts and casual gamers alike. Moreover, the addition of free spins and winning multipliers adds another layer of strategy and excitement, enhancing the overall gaming experience.

    The big bass splash demo offers a unique opportunity for players to test their skills without the risk associated with traditional gambling. This allows newcomers to familiarize themselves with the intricacies of the game’s mechanics and features. As players spin the reels, they are drawn deeper into the underwater world, where big wins await those who are brave enough to cast their lines.

    With its combination of luck and skill, the big bass splash demo provides a fantastic platform for fishing aficionados and slot lovers to unite. Let’s dive deeper into the exciting features and game mechanics that make this slot stand out among the rest.

    Understanding the Basic Mechanisms of the Game

    Before embarking on your fishing adventure, it’s essential to grasp the basic mechanics that govern the big bass splash demo. This slot game typically features five reels and multiple paylines, allowing players to place bets and aim for winning combinations. The visuals are stunning, with colorful graphics and animations that bring the ocean life to the forefront.

    The game’s interface is user-friendly, making it easy to navigate through the various settings. Players can adjust their bets, spin the reels, and access the paytable, which illustrates winning combinations and the value of each symbol. Understanding these elements is crucial for maximizing potential winnings while having fun.

    Feature
    Description
    Reels Five spinning reels featuring fishing-related symbols.
    Paylines Multiple paylines provide various ways to win.
    Betting Options Flexible betting amounts to cater to all types of players.
    Free Spins Bonus rounds triggered by specific winning combinations.

    One of the game’s most enticing features is the free spins round, which is activated when players land a certain number of scatter symbols. During this special feature, players have the chance to earn multiple spins without using their own credits, significantly boosting their chances of landing substantial wins. Additionally, multipliers may be applied during free spin rounds, further enhancing potential payouts.

    The Benefits of Free Spins

    Engaging with free spins can be a game-changer for players. This feature provides a unique advantage, allowing players to accumulate winnings without the risk of depleting their bankroll. Free spins are not only exciting but can also lead to substantial profits, especially when combined with multipliers. Players must keep an eye out for symbols that unlock these free spin rounds, as they can create a winning streak, boosting enjoyment and financial gain.

    Moreover, free spins can serve as an excellent tool for newcomers to practice without the pressure of real stakes. Players can familiarize themselves with the game’s dynamics while potentially scoring big wins. This aspect is key to building confidence as one learns the ropes of the big bass splash demo.

    Players should also take note of promotional opportunities that offer additional free spins, allowing for extended gameplay. These bonuses can help players extend their gaming sessions while increasing the chance of hitting lucrative combinations.

    Exploring the Symbols and Their Values

    A critical aspect of the big bass splash demo revolves around understanding the symbols that appear on the reels. Each symbol represents different values and contributes uniquely to the game dynamics. Symbols typically range from lower-value ones, like playing card icons, to higher-value symbols represented by intricately designed marine creatures and fishing equipment.

    Each symbol has its payout potential, with some triggering bonus rounds or special features when combined. Players should study the paytable to comprehend the value of each symbol, as this knowledge enables them to make informed betting decisions.

    The highest-paying symbols in the game often feature unique fishing characters, such as the master angler or specific fish types that players aspire to catch. Understanding these elements is crucial for anyone looking to maximize their returns.

    Unique Features of the Symbols

    What sets the symbols apart is their unique features that enhance gameplay. For instance, certain symbols may act as wilds, substituting for other symbols to create winning combinations. Others might serve as scatters, which can unlock bonus features when specific conditions are met.

    Moreover, combinations of symbols with special attributes can lead to significant multipliers, adding tension and excitement with every spin. Recognizing these features will enhance players’ strategies when approaching their gaming sessions.

    By keeping an eye on which symbols to aim for, players can improve their overall gaming strategy and boost the chances of winning. Learning the intricacies of these symbols is essential for fishing for fortune within the big bass splash demo.

    The Thrill of Multipliers

    Multipliers are one of the most thrilling components of the big bass splash demo, adding layers of excitement to the gaming experience. When active, multipliers increase the total winnings by a specific factor, significantly enhancing payouts that can be achieved through clever combinations on the reels.

    Players can encounter multipliers in various ways, including through the free spins feature or by achieving particular combinations of symbols. The presence of these multipliers can lead to astounding wins and is a frequent point of excitement during gameplay. Understanding how and when multipliers come into play can significantly impact player strategy.

    1. Watch for Symbol Combinations: Certain combinations may trigger multipliers, emphasizing the need for strategic aiming.
    2. Utilize Free Spins: Free spins often come with built-in multipliers, transforming every win into a more lucrative outcome.
    3. Stay Informed: Check the paytable regularly to stay updated on multiplier opportunities.

    Ultimately, mastering the dynamics of multipliers can empower players to not only catch fish but also reel in remarkable fortunes. Each spin becomes a blend of luck and strategy, enhancing the gaming experience.

    Strategies for Success

    Success in the big bass splash demo requires not just luck but also a strategic approach to gameplay. Understanding when to bet big and when to hold back can make all the difference in maintaining a healthy bankroll and maximizing wins. Players should develop their unique strategies tailored to their gaming styles and preferences.

    Beginning players may focus on learning the ropes through the demo version, which provides a risk-free environment for experimentation. Here, players can identify winning patterns and familiarize themselves with the game’s mechanics without the pressure of monetary stakes.

    Additionally, managing your bankroll effectively is crucial. Establishing a clear budget will help players avoid overspending and maintain their gaming enjoyment. It’s wise to choose betting amounts that correlate with the amount of time you wish to spend playing, allowing for extended sessions without risking significant losses.

    Enhancing Your Gameplay

    To further enhance gameplay, players should also remain aware of promotional offers from online platforms. Such bonuses may include free spins or deposit matches, creating opportunities for increased play without extra out-of-pocket expense.

    Players should also engage with community forums. These can present insights into winning strategies and tips that veteran players have employed to maximize their own success. Learning from others can provide a competitive edge in navigating the waters of the big bass splash demo.

    Ultimately, finding a comfortable balance between enjoyment and strategy will lead to a fulfilling experience while fishing for fortune on the reels.

    Conclusion and Future Prospects

    The big bass splash demo delivers an engaging fishing adventure, integrating thrilling gameplay with the potential for significant wins. By understanding the game’s mechanics, symbols, and features like free spins and multipliers, players can refine their strategies and enhance their overall experience. As this genre continues to evolve, players can anticipate even more innovative features and exciting updates that will elevate the thrill of fishing-themed slots.

    With opportunities for growth in the gaming landscape, players can look forward to new experiences designed to cater to both the casual and competitive player. Whether you’re a fishing enthusiast or just looking for fun, the big bass splash demo is a fantastic choice for luring in some impressive winnings!

  • Embrace the thrill of strategic moves along a hazardous journey, featuring the chicken road game dow

    Embrace the thrill of strategic moves along a hazardous journey, featuring the chicken road game download for endless excitement!

    The chicken road game download is a captivating and exhilarating experience designed for those who love to embrace risk and strategy in gameplay. Picture this: a brave chicken must navigate a treacherous path lined with scorching ovens while leaping from one to another without getting roasted. The thrill of jumping across these fiery obstacles presents a clever combination of skill, timing, and decision-making, making for an electrifying gaming experience. This game is structured around increasing stakes with every successful leap, turning simple movements into adrenaline-pumping challenges.

    As players engage with the game, they not only enjoy its vibrant graphics but also find themselves immersed in a world where every jump counts. The balance between risk and reward plays a crucial role, encouraging players to weigh their actions carefully. Ramping up the intensity, each oven symbolizes an opportunity as well as a looming threat, pushing players to make strategic decisions while navigating this chaotic environment.

    Moreover, the chicken road game download is not just about mindless hopping; it also involves developing quick reflexes and strategic foresight. As players become accustomed to the game’s mechanics, they start to understand how to maximize their betting potential without falling prey to the dangers. This strategic layer adds depth to the gameplay, ensuring that each session remains enjoyable and engaging.

    In this article, we will delve deeper into the various aspects of the chicken road game, exploring its mechanics, strategies, and tips for enhancing your gameplay experience.

    Understanding the Game Mechanics

    The mechanics of the chicken road game are simple yet intricate, allowing players to easily grasp the basics while providing ample opportunities for mastering advanced strategies. At its core, the game invites players to control a chicken character as they leap from one oven to another, testing their agility and timing. The ovens serve as checkpoints that reward players with potential payouts based on their odds of success.

    As players advance, the value of their bets increases with each oven crossed. This means the stakes are continually rising, elevating the tension and excitement to new levels. To illustrate the progression of betting values, here is a table that showcases how the dynamics change as players make their way through the game:

    Oven Number
    Stake Multiplier
    Potential Payout
    1 x1 $10
    2 x2 $20
    3 x3 $30
    4 x4 $40

    This table clearly demonstrates how the stakes escalate, making each jump more exhilarating as players attempt to avoid falling victim to the flames. Understanding these mechanics is essential for maximizing your gaming experience.

    The Importance of Timing

    Timing is one of the most critical aspects of the chicken road game. Players need to develop a keen sense of when to jump, as miscalculating this can lead to disastrous consequences—like getting cooked! Recognizing patterns in the appearance of the ovens can give players an edge in mastering the gameplay. By paying attention to the rhythm and frequency of each oven, players can refine their movements and responses, ultimately increasing their success rate.

    The game also integrates audio-visual cues to help players better navigate the environment. For instance, specific sounds might accompany successful jumps, offering feedback on timing accuracy. Utilizing these cues effectively leads to smoother game-play and enhances overall enjoyment.

    Ultimately, honing your timing skills can significantly affect your performance in the game. With practice and focus, players can learn to jump at precisely the right moment to maximize their chances of success and minimize risks.

    Developing Strategies for Success

    Creating effective strategies is fundamental to succeeding in the chicken road game. Players should approach each level with a clear plan, considering factors like current stake multipliers, risk tolerance, and their skill level. Being overly ambitious can lead to quick failures, while cautious handling may result in missed opportunities, thus striking the right balance is key.

    Here are some strategies players often employ:

    • Start Small: Begin with modest stakes to build confidence and understanding of the game’s mechanics.
    • Pace Yourself: Take your time to observe oven patterns before attempting consecutive jumps.
    • Record Gameplay: Keep track of your jumps and outcomes to identify areas for improvement.

    These strategies are intended to assist players in crafting their game approach, ensuring they remain adaptable as they navigate challenges. Gamers who apply these thought-out tactics are often the ones who experience consistent success in the game.

    Enhancing Your Gameplay

    Improving your performance in the chicken road game involves a combination of strategic planning, practice, and adaptation. Approaching the game with a mindset geared towards growth can lead to remarkable improvements over time. Analyze your shortcomings and adjust your tactics in accordance with the challenges faced. Cultivating a growth-oriented mindset enables players to persevere through failures, learning valuable lessons along the way.

    Utilizing practice sessions can also enhance your overall performance. This allows players to familiarize themselves with the game and experiment with various strategies without risking their stakes. Dedicated practice time can lead to discovering reliable techniques and boosting overall confidence during real gameplay.

    The following section outlines crucial factors to consider while refining your gameplay:

    1. Set Clear Goals: Establish specific objectives for each gaming session, whether it’s improving timing, steadily increasing stakes, or achieving a new personal record.
    2. Stay Informed: Keep up with updates or changes to the game mechanics to stay ahead of the competition.
    3. Engage with the Community: Interacting with fellow players can provide valuable insights and tips that enhance your skills significantly.

    By focusing on improvement and community engagement, players can truly foster an enriching gameplay experience in the chicken road game.

    The Social Aspect of Gaming

    Gaming is not just an individual experience; it can be enriched through social interactions. The chicken road game provides an opportunity for players to connect and share their experiences, building a sense of community. Participating in forums, social media groups, or local meet-ups dedicated to the game can facilitate valuable discussions and exchanges of ideas.

    These social interactions can also result in friendly competitions, where players challenge one another to achieve higher stakes or complete specific game challenges. Such competitions can elevate the joy of playing and offer fresh motivations to excel. Players can track their progress against others, creating additional excitement and camaraderie.

    Furthermore, sharing personal experiences enhances the sense of belonging. Gamers often recount their leaps of victory and hilarious mishaps, building a treasure trove of engaging content for all players to enjoy.

    Community Contributions and Events

    Another enriching aspect of the chicken road game community is the regular organization of events and tournaments. Developers or active community members often host these gatherings, helping players showcase their skills while competing for prizes and recognition. Participating in these events not only fuels motivation but fosters a spirit of fun and collaboration among players.

    Events can range from local tournaments to larger online competitions, attracting players from various backgrounds and skill levels. This variety ensures that there’s something for everyone, fostering inclusivity and connection within the community.

    By actively engaging in such events, players gain exposure to new strategies and playstyles, creating a well-rounded gaming experience that deepens their appreciation for the chicken road game.

    Final Thoughts on the Chicken Road Game Download

    In summary, the chicken road game download presents a thrilling and strategic gaming experience that keeps players engaged and challenged. By mastering the mechanics, improving timing, and implementing effective strategies, players can enhance their performance and enjoyment of the game. The social aspect adds depth to the gaming experience as players connect and grow within the vibrant community.

    For those eager to dive into the action, downloading the chicken road game is a step towards countless hours of excitement and strategic engagement. Embrace the rush of jumping over obstacles while managing risk, and enjoy every moment on this perilous journey!

  • start-1

    Start!

    I love to lead blogs, however, I don’t think this is the site where I can talk about my hobbies. Or not? I looked through some blogs, so there is generally about anything, but why write about a cool pop group on the game website for games? Maybe I don’t understand something! Although if they allow, then let them write, I have a twitter for this, so everything is there. And here I will write about games.
    I’m not a fan of games, I don’t even know the developers company. I don’t even play games, since there are no possibilities. That is, I can’t buy a console or just somehow it’s not particularly for games, with logic I just have terrible problems, so some riddles are not for my mind for sure. But I just stupidly can’t go through myself. Well, so I got stuck on the Fear Effect 2, because I stupidly can’t go through the boss: D yes, I don’t have a superblogger for games.
    But there are many games that I like purely in the plot, I watch gameplay, I just read anything about the game. Just plots are really cooler than all sorts of Bestseller films.
    So I will just write about games that interest me the plot. I will describe what I know. If possible, I will play. If not, I’ll see a little gameplay, but I will definitely find out the history of these games!
    But since I am not a final posterity, then, of course, I can simply miss some facts, so I will be glad if there are those who will be interested in my records and notify me of some unknown things, facts that I do not know about some kind of game.
    Since I touched Fear Effect, I would throw my art on a busty Hannah into the pictures of the topic, but since I am deprived of the ability to draw, but I’ll just throw a dead Hannah: D

    The best comments

    The asshole himself

    Lithuani asshole 🙁

    And what from that? Can’t a person drink? Can’t? After all, our whole life passes, not human warmth and affection. Some money, money, money. And pour shit on others on the Internet more. Ugh.

    And I did not say that this is bad, I love it myself. You can’t ask already, they are, only money and trolls are around 🙁

    Oh, Erl, I just thought https://roulettetv.co.uk/ that the blogs became completely sick (as in the IRL) without your vulgar jokes-how are you here.

    And if I paint about my Japaneseomania, it is unlikely that it will read it, but I don’t write about anything else)

    Perhaps now is not the time and there is no place for such a comment, but the old thoughts have returned and prevail over my fingers.

    Once upon a time, I have not loved anime. These works seemed to me “not from this world”, and the visual part was annoyed. But it is worth noting that I always loved with the films of Hayao Miyazaki. They were also strange, but the interweaving of their oddity, mysticism and fairy tale bribed. I did not observe the visual design in these works.

    At one point in my life, I thought that since I like the films of this Japanese Creator, then perhaps other anime will be revealed to me. So I met FullMetallchest: Brotherhouse. It not only changed my idea of ​​this genre, but also remained in my memory one of the best works that I had to see.

    Several years have passed since that moment. I did not become a fierce fan of anime (and I don’t think that I would someday), but thanks to the Japanese creators, I happened to get acquainted with such works as Trigan, Ghost in the Shell, Death Note, Fullmetallchest, Evangelion, Fairy Tail. Not all of them seem to me as a masterpiece, but each of them was and remains a good and high -quality film for familiarization.

    Recently, my thoughts have come into this direction: why now the visual part of Japanese drawn films does not annoy me and for what reason I had not met them before? As a result, the next conclusion knocked on the door. The anime, in my five -bummer opinion, is simply a stylistics and a reflection of Japanese culture, but this does not take away the fact that these works are the same films as, for example, American, German, etc. p. Everyone has their own features, but in fact these are just films. I do not think that you need to treat anime as some specific genre, assume that it is created only for those who are in the topic.

    And I explain my past to “unloved” by the unusual style for me (which I am now used to) and swimming in a stream of public opinion.

  • sid-meier-s-civilization-iv-warlords-reviews-1

    Sid Meier’s Civilization IV: Warlords: Review

    Sid Meier’s Civilization 4, Seeing the light last year, in fact, became the quintessence of the old-food "Civilizations". Best achievements Firaxis Games, The strategomanists who had been running around for more than one year, found worthy use in the fourth part. It was smart, classically leisurely and verified to the last stack of code game. Someone clearly did not like such a conservative approach of the developers – whether developers with these landmarks at the origins of the series began to play too much? However, for most gamers are new Civilization began to plunge into the exciting world of military battles, economic reforms and political intrigues again. The project successfully dispersed the planet, bringing the piggy bank of Sid Meyer and Co. A fair amount of ringing zeros. Of course, after such a brilliant start, the question of creating the additions disappeared by itself.

    You can relate to the production of the production of Expansion Packs, however, it should be recognized that Firaxis add-ons have always turned out to be fame. True, this time a small snag arose. Namely, what kind of nature should be the content in the new addition? The main trump card is a multiplayer that entailed a way out Civilization 3: Play the World, By oversight, it has already been included in the original game. I had to invent something new. So in a large family "Tsiva" it became one member more. The offspring was called Sid Meier’s Civilization 4: Warlords, taught several new gameplay "chips" and sent to free swimming on the wallets of the playing part of the population. For each "mooring" It is customary to take 30 American presidents, which, you see, is a lot for the usual "Expanated".

    The most delicious feature of the add-on, according to the press releases and the unambiguous subtitle in the name, were to be the so-called "commanders". In fact, the novelty did not bring any serious changes to the game. All these "Great generals" (Great Generals) are amazingly like "Great figures" From the ancestor. The difference lies in the militaristic orientation of the first. Having joined the commander to Unit, the latter will receive a useful bonus that spreads, including, and friendly detachments that are nearby. The remaining list of special capabilities is standard: to dispose of the city, thereby starting to give two extra units of life to all newly -made fighters, to give a life in the name of the offensive of the Golden Age, or to build a military academy that increases the speed of reproduction of fresh parties "meat".

    Naturally, innovations on "Varlords" Not over. First of all, Expansion Mindepositcasino Pack was okay for six additional civilizations. Zulus, Vikings, Koreans, Carthaginians, Celts and Turks joined the struggle for universal rule. Each nation received unique buildings and Uber-UNITs at its disposal, undeservedly forgotten from the time of the tricel. With its main task – to give color to various nationalities – cultural buildings, coupled with superwoven, do perfectly. For a clearer distinction between countries, developers brought into the game and ten "surplus" Leaders – Comrade Stalin is attached. Although the distribution of the leaders did not go quite evenly – for example, some infringed civilizations are content with a single position in the list of rulers, while others at once at once. The personal abilities of the emperors were addicted "charisma" And "imperialism", contributing to a decrease in the number of dissatisfied residents during the conduct of hostilities and accelerated production of settlers, more frequent birth "Great generals", respectively.

    The number of available wonders of the world has grown into three new exhibits. The unambiguous favorite of the public is a great wall located along the state border and preventing the penetration of barbarians. A little less spectacular, but no less effective is the temple of Artemis and the University of Sankora. The standard units, by the way, also became more.

    Lovers of diplomatic games will definitely like a new option "vassalization". From now on, it is not at all necessary to end any bloody conflict with a complete occupation of the enemy territory. The once formidable opponent, by mutual agreement, in the instant of the eye may become your "puppet". Obtaining the status of a vassal carries the obligatory implementation of all orders "Parties". Sometimes, this feature is skillfully used by computer enemies. For example, a half -divided civilization, a two -step from total enslavement, can submit to a more powerful neighbor who automatically entering the war against you.

    The main one "additive" I fell on the section of game scenarios offering to participate in historical campaigns of ancient times and the Middle Ages. Hit season – Mission for Genghis Khan. For the first time in history Civilization The developers tried to abandon the fundamental concept of development – the quick construction of a large number of settlers and subsequent urban planning. Nomads live in mobile camps. The location of the abode of interventionists significantly affects the type of unit produced. Science is known by knocking out the missing technologies from neighbors.

    A barbaric scenario looks no less appetizing. Having missed the first 65 moves, you enter the game as the leader of uncontrolled, illiterate, but very warlike savages. The goal that needs to be achieved during the reign is to destroy as many civilized states as possible. The initial capital is a decent amount of gold necessary for hiring new soldiers. No one "Cultural" there is no need to spend money – local problems are customary to solve gross force. Deprived of barbarians and the possibility of settlement in captured settlements. In return, they are given fresh portions of the most valuable metal. However, sometimes you have to think about defense. "Heart" savages – a mobile capital, the occupation of which leads to an inevitable loss – at times requires "medical" support.

    Players who prefer more classic gameplay will also be able to find in the tab "Scenarios" Something interesting. For example, a campaign for Alexander Macedonian, "Pelopone War" or a leisurely task to unite China. For lovers of non-person dominance, regilio-mystical showdowns in North America, baptized by the devilish "Omenom". Participants in the conflict – British and French emigrants who distribute their religions on the mainland. Residents of foggy Albion seek to turn the indigenous population to Protestantism, while connoisseurs of frog legs promote the Catholic school of Christianity. Victory will be awarded to the side that for 150 moves will be able to attract at least 2/3 of the total population to its faith.

    As expected, Civilization 4: Warlords It turned out to be a high-quality add-on. There are no unnecessary Features-dummies, and those who found their place in the addition organically weaved into the game. The only repulsive factor is high, for the standard Expansion Pack, price.

    Pros: a selection of excellent scenarios;verified number of innovations;All the same exciting gameplay.
    Cons: high cost.

  • overview-fatestay-night-stochovaya-visual-novella-pr-royal-betv-magov-1

    Review Fate/Stay Night. Stock visual novel about the “royal battle” of magicians.

    Fate/Stay Night (fate/night of the fight) is a real classic among visual novels. The plot of the work is built around the war of the Holy Grail, in which the Grail chooses seven masters, and those, in turn, call themselves servants from among heroic spirits. Their goal is to survive. That pair of master/servant who will be able to survive opponents wins and receives the main prize – fulfillment of any desire. If you know the Japanese well, then you should have already guessed who is the favorite of the fifth war for the Holy Grail. Right, ordinary Japanese schoolboy! But don’t worry, he is not the only one. Half of the masters are also schoolchildren! Strive up more comfortably. It will be fun!

    In 2004, Type-Moon released the visual novel Fate/Stay Night. This was the beginning for a whole franchise, which is frantic popular both in Japan itself and around the world, but today we will not talk about the cultural phenomenon, which has become a series, but about the very game with which it all started.

    Fate/Stay Night is divided into three arches in which the course of the fifth war for the Holy Grail is radically changing. Despite the fact that the events in them are mutually exclusive, they will have to go in a certain order: Fate, Unlimited Blade Works and Heaven’s Feel. What are the differences between them? In which girl the protagonist will have a novel with! Do not be so surprised. I remind you, this is still a Japanese game.

    Why Fate/Stay Night gained such popularity? What highlighted it against the backdrop of competitors? For which they fell in love with this visual novel? Here is a short version for you:

    And here is a long version: in this work you play for the Emiy of Shi. An ordinary schoolboy, a mediocre magician who knows only one (two, but hides) spell, a good-idling, convinced sexist, stubborn fool, an excellent expert on weapons and myths, an excellent culinary specialist and just a good person. You think the path of this guy will be covered with roses? Ha, perhaps with spikes from them. And this is the whole charm.

    The game has forty -five endings. Of these, three are true, one good, one normal, and the other forty are bad, in which the main character dies … or worse. As you can see, the Way of Shiro to success is complicated and thorny. Moreover, his victory can be safely considered a statistical error.

    Fate/Stay Night consists of blood (mainly a protagonist himself), pathos and such a level of overcoming that even space marines from Warhammer 40k would be impressed. As well as households, dates and other fanservis. Japanese, what to take from them? They love this business, play in contrasts. But about everything in order.

    The Fate arch (fate) is Rut Saber – a servant that the main character accidentally calls, which involves him in the war of the Holy Grail. By the will of the case, Shiro concludes an alliance with Master Archer, Tosaku Rin, who explains the unlucky magician, what he was in. How all this is reflected in the main character? Get ready: Emiya Shiro, despite participating in the war for the Holy Grail, continues to go to school and engage in everyday business. Here your surprise is fully justified. Even the characters of the short story are horrified by learning about the disregard of Shirou to their own safety. Especially Saber, whose responsibilities include ensuring the safety of the carcass of this ilter.

    So what is included in the daily classes of the Emii Shiro? Breakfast, dinners and hiking in school. A significant part of the arch is devoted to precisely to this classes. Believe me, this is as exciting as it sounds. T.e. Not at all fascinating. The following faces come to these holidays: Saber and Rin, who are settled in his Japanese style mansion (this is an important clarification … at least for the scriptwriter, since the division into Western and Japanese in the short story is regularly found), his Opeco Fuji-Nae and a childhood girlfriend of Sakura. At the Shiri school meets his friends: with the brother of Sakura named Shinji and a guy, whose name can not be remembered at all. By the way, Shinji regularly beats Sakura. And Shiro knows about it very well, but for something more than to beat Shinji in response, is incapable of. Let’s call it intricate chemistry between the characters and move on, since this conflict will be resolved only in the third arch.

    Interesting fact: There is a spin-off about the culinary exploits of the emi-Emiya-San Chi No Kyou no Gohan (today’s menu for the emi). Believe me, this is far from the strangest of what is connected with this franchise.

    Fortunately, this is far from all that is in this route. The war for the Holy Grail is in full swing, therefore, in the intervals between the household, Shiro has to fight with other masters. In this arch, the main conflict is focused on the confrontation with the rider and the berserker. And the struggle of the Shirou detachment with its idiocy. So that you feel the whole power of the tactical genius of the Emiy Shirou, I will list several beliefs about the war of the Holy Grail, in which he sincerely believes: 1. In the afternoon he is safe, as magicians should hide their existence from ordinary people (oh, how is he mistaken);2. In order to go in an unknown direction, not notifying anyone about his care, there is nothing wrong (I am so sorry for Saber);3. If you are a guy, and your servant whose possibilities surpass human times are a girl, then you must fight instead! It is not surprising that Shiria spread into memes.

    A selection of wise sayings of the Emiy Shir.

    If the work remained at this level, I would abandon the passage (which I did at some point, but after studying the question I decided to give Novella a second chance), but in the future the plot begins to move in the right direction. Shirhs growing up, and his views on life begin to change. Moreover, at some point you will learn that the main character understands the absurdity of his behavior, but cannot do otherwise because of his principles that he literally inherited from his adoptive father. Also, his twists are due to a psychological trauma obtained as a result of a terrible tragedy. If I am not mistaken, this is called the “surviving syndrome” when a person blames himself for surviving where everyone else died. And in the future, this topic receives development, which was so necessary for the arch.

    At this point, the love line with Saber, which, must be recognized, is very similar to the wire. She even suffers from similar problems, because real chemistry arises in the relationship between them. And, despite all the absurdity of the dates during the war between the magicians, this part of the root can be safely called important. And, moreover, very sweet.

    Interesting fact: During the life of Saber, she was raped, after which she became a father. Her charming son (daughter) will also be called as a servant, but already in another part of the series. This is a canon!

    To my deepest relief, at the end, the work not only shifts the emphasis on the battle and the disclosure of the secrets standing behind this war, but also almost completely departs from everyday life. And, like a cherry on the cake, an epic finale, during which the main character overcomes frantically, and the player understands that it was still worth it!

    As remarks, I would like to mention one important thing that can be easily missed during the passage. In a game with such a large number of bad endings, you just need an element that would help players relax after a tense scene. And he is here – “Dodzo Taiga”. These are small scenes that can be seen after each “Bad End”. They are humorous inserts in which the characters of the novels explain what exactly the player’s mistakes led to the disappointing ending. If you decide to start passing Fate/Stay Night, feel free to look at them, despite the warning about spoilers. They are worth it.

    Act 2. Unlimited Blade Works.

    In the arch of Unlimited Blade Works (the edge of endless blades), Tosaka Rin, Master Archer, becomes the love interest of the protagonist. You would know how gorgeous this duet complements each other! If you describe Rin in a nutshell, then it is a reference center. At least send to the ward and scales. If you are unfamiliar with this term, then, roughly speaking, it can be translated as a “caring bitch”. And, unlike the Emiy Shirou, Tosaka Rin is a real magician! Not an amateurish-school, not a random passerby, but a magician who understands what he does in this war! Oh, how would I want her to be a protagonist! But we have that we have.

    What I was not ready for, although this was predictable, Emiy Shiro returned to his original state. Fortunately, in this route it develops faster, but it is still felt by regression, albeit justified.

    Perhaps the main advantage of Unlimited Blade Works over Fate is the departure of the household. The war for the Holy Grail in this route goes much more intense. The main characters here are not opposed by a loser and a girl who does not understand the concept of good and evil, but a cunning villain, ready for anything for the sake of victory – caster. In addition, an ideological conflict begins between Emiya Shirou and Arche, which pushes them with each other. Watching this is much more pleasant and interesting than the events of the first arch.

    In my opinion, Unlimited Blade Works is the best part of Fate/Stay Night. Not only because of the greater dynamics or increased degree of pathos, but also because the line of the protagonist is fully revealed here. I was even imbued with some respect, although I still consider him an idiot. If you go through this short story, then for this rut.

    I want to insert a couple of cents about Nongamstop-casinos.uk erotic scenes in this work. They are terrible! These are the most shameful erotic scenes that I have ever seen! I felt discomfort from only a hint of their approach! If you decide to start the passage of this short story, look for a version with censorship.

    Unfortunately, due to the rules of the site, I cannot lay out the entire selection of memes on this topic.

    Act 3. Heaven’s Feel.

    If you someday wondered if the author can insert a fan fiction based on his own work, then the third arch of Fate/Stay Night gives an answer to this question-yes, how else! Before you Heaven’s Feel (touch of heaven). This root is dedicated to Sakura – the childhood of the protagonist of the protagonist (I will still call her so, although they have known only a couple of years). If earlier the voluntary-compulsory nature of the love lines did not raise any questions in me, then they appeared here. And there are a lot of them. But more on this further.

    Heaven’s Feel, in my opinion, is something completely alien to this work. Everything that the screenwriter built for so long is to crumble here overnight. The situation is so serious that it will not work to discuss it without spoilers.

    Firstly, you remember about the violence that Sakura was subjected to in her family? Let’s start with the fact that, in fact, this is not her family. The real name of Sakura – Tosaka. In childhood, she was given to the Mato family, as it is customary to get rid of the “extra” heirs in magicians. It would be better if the father of Sakura just killed her instead. It would be more humane, because in the Mato family she was expected for several years relaxing procedures in the basement filled with membership. Believe me, in fact it is even worse than it sounds! By the way, her half -brother, Shinji, not only beat her, but also raped her. If you feel that the work unexpectedly has become many times darker and absurd, then you are right. I’ll say right, for me this was a complete surprise, despite the two ruts passed before.

    Secondly, the characters that we learned so well in previous arches begin to change beyond recognition. What is the appearance of a dark Saber, the role of which is attended to an obstacle to the main character. As for Shirou – it is still worse with him. Those principles for which he had risked his life before … He simply crossed through them. In addition, the screenwriter literally got rid of several characters in the most unpretentious way, as if not knowing what to do with them.

    Thirdly … Try to guess who has become the final villain in this story. And this … Anrah-Mainu, Zoroastrian Devil! Suddenly, is it not true? I will answer right away: it was impossible to guess about it during the passage. At all.

    Fourthly, an affair with Sakura raises many questions. The main one is why it shows the greatest cruelty in relation to the only person who is trying to truly take care of her and tries to save? At the same time, suffering bullying from their tormentors to the very final. When Sakura’s fault, Shiro loses her hands, she runs into the bathroom, pours into the sink and looks at her smiling physiognomy in reflection, rejoicing that with such an injury he will no longer be able to participate in the war of the Holy Grail (naive). Agree, it is difficult to empathize with such a character.

    Ruth is trying to be darker, but it just doesn’t work. All this hypertrophied cruelty, absolutely sudden plot turns … So that this does not turn into a farce, it was necessary to prepare the players, add elements to the work that allow you to suspect something wrong. But this was not done, so the impressions remain mixed.

    There are still good moments in this arch. For example, relationships with Eliya, master of the berserker. Moreover, it turns out that she has a lot in common. He can even call her to visit him … I mentioned that she could kill him at any moment? Although she is still better than Sakura, so it is not for me to judge him.

    Interesting fact: Elijah has its own spin-off-Fate/Kaleid Liner Prisma Illya (Fate/Girl-Volzhebnitsa Elijah). Japan is a crazy place, is it not so?

    The final is still quite epic, but, in this case, it does not outweigh all the shortcomings of the root. Heaven’s Feel has significantly less advantages than in other arches. But there are much more problems here. Is it worth it to pass? On the one hand, without Heaven’s Feel, your understanding of the plot will be incomplete, and on the other, this can be corrected by looking at the plot in the thematic wiki, or, having familiarized yourself with the anime adaptation.

    Fate/Stay Night rightfully deserves its cult status. Despite all the problems, the work manages to create a unique atmosphere of confrontation between magicians and a stubborn idiot with a golden heart. The characters are sunk into the soul, vivid moments are remembered, and ridiculous … remembered even stronger, since they are comical to indecent. Is it worth playing this visual novel? If you are a great connoisseur of the genre, but, for some reason, missed it, then the answer-yes. If the story is interested, but you have no extra hundred hours? Then, rather, no. In this case, I would advise you to see the Anime Adaptation Unlimited Blade Works and Heaven’s Feel. Why not anime on fate? Because it is suck! And on this shocking news I say goodbye to you. Thank you for your attention!

    P.WITH. Here is a link to the block diagram with all the elections, so that you can understand the scale of Fate/Stay Night: http: // Intarbutt.Info/Datazz/fsn_flowchart.PDF

    The best comments

    In books, you also read only those chapters who like? The question itself is absurd, as well as the author’s attempt to impose his opinion that some chapter “not very” t.I didn’t like him.

    3 rut fits absolutely normally into the concept of increasing the involvement of the protagonist in the war, from almost indifferent in 1 route, then the leading character in the last. Also in 3 routes probably the most information about the halter (the world of the game), and answers many questions that are silent in previous root.

    The specialist was already registered, I respect the Federal Penitentiary Service, I could not help but speak out.

    Where does the numbers come from, when the passage takes 50-60 hours in extreme cases, and then, if you do not skip the previously read scenes (and the game carefully offers it itself)?
    Fleans about the wise sayings of Shirou are incorrectly translated phrases torn from context (and even from adaptations, it would be possible to find these points in the VNKA).
    Hentai scenes there are as crinenes as in any eroge, and in 3 ruts they are completely interpreted quite organically (well, as far as can be called organic hentai).
    Neither the soundtrack, nor the quality/quantity of Siji, or the way the game is localized, how it looks, sounds, and plays (from the game is generally one and a half screenshot, and those Siji, seriously? This is important, there, in the same MUV-LUV alternative, for example, sprites even blink and move their mouths even in conversational scenes, and the action is relatively animated, some kind of School di is generally completely anime, and there is a bunch of gamers and gameplay), and even the genre with the setting is not mentioned normally (although it would be a simple”City fantasy” would give at least some clarity).
    If you present for farciness, the third root is as royal as the first two. The sudden villain is sudden in all three, which is Gilgamesh, that Angra.
    The characters often merge with the scriptwriters as if purely by the pure of the pure, again in the first two routes that Kirei in the UDV, that the caster in the fairies, that Shinji in the Feet (and so on, I will not even mention the death of Lancer).
    And sudden resurrectings and here are a stupid -growing kind of “betrayed, but it turns out I didn’t betray, it is a multi -way to get rid of team spells” and “I all this time dragged the scabbard in myself, gee (and they are regenerate, then not regenerates, then it is necessary that the Seba is nearby, then and so the only norms)”, this is all in abundance in all three ruts.
    And, Sobsna, interesting characters in the foreground, conflicts and cool action scenes are also enough and in the third route.
    But whether Sakura herself came with her bifurcation, the inclinations of Yanderes and worms, these are already personal preferences, so there are no questions.

    The adaptations are so ninuzhni (why is a separate topic worthy of the same sheet as the review of the game itself), except for the sake of the graphon in the action scenes, but since the conversation has come, then Heaven’s Feel has not even come out, the second of the three Muviks on the database will be only in August.
    Instead of a review of the game-a retelling of the plot and the conclusion “Well, and not, and no, you can see anime”, somehow not cool. It is also not clear who is designed for – those who are in the subject, they already know about the plot, but for those who have not read, – the spoiler on the spoiler and the spoiler drives. And the short story is good, suitable. And in the sequel you can fill up a rider and sakura at the same time (͡ ° ͜ʖ °)

    For a long time, the vidos on YouTube became a canon? I could make a mistake with the wording, but the essence remains the same – Saber was not raped, she is Father Mordred, and Morgan’s mother.
    Better not get into the halter. Here you don’t bl.

    The author not only came up with his canons, so the short story was extremely careful. A lot of plot mistakes, spoilers and “IMHO” in ..
    For such a thing not what you need to give, it is necessary to fine.
    P. S. Mordred is not the son of Artoria, but the nephew was killed by him in battle before called up by the Grail (he change/she). And Red Saber, not the son/nephew of arthia, teach ENT.

    Afftar, you are a fool.
    “During the life of Saber, she was raped, after which she became a father. Her charming son (daughter) will also be called as a servant, but already in another part of the series. This is a canon!”
    What canon? According to the canon of Arturia (or Morgan, you can’t mention) asked Merlin to make her a man in order to conceive Mordred. And his mother is the same Morgan.
    You went to the left heel, the most part of the plot is explained just in Khf. This routine is the culmination of the disclosure of the plot and characters, the only problem is only in Sakura, which is not everyone likes.

    Here you are wrong, Morderte is just the son and nephew, in fact in mythology, this is the product of the incest of Arturia (Arthur) and Morgana. How two women conceived a third? All questions for Merlin.
    P/s.Fortunately for Shirou, Seiba was called without “this”.

    “Due to Artoria Having Issues with Discussing Her Gender and Production An Heir, Merlin’s Magecraft Was Used Issue Issuees by Making Her A Pseudo-MaleDuration of Time, Which Allowed for the Creation of Mordred From Her Sperm “

    Either I did not read the short story, or you do not remember anything like.
    Sakura has two personalities, real, broken, who suffers, and the insane dark, poisoned by Angra, which already punishes, from the first only positive feelings were towards Shiri, and from the second owns less all went, even including ends of ends.

    Thanks for the solid article on the Federal Antimonopoly Service – choked when he heard about her in a heart failure in the morning: D. A couple of nuances: according to the Faith Complete Materials, so that Artoria can conceive the heir, Merlin helped her with the change of gender. Mordred’s mother, like the legends of Arthur, is his sister – Morgan, who created a homunculus from her child (Mordred).

    As for Havens Phil, I will make his additions> Firstly, you remember about the violence that Sakura was subjected to in her family?

    The cruelty of magicians is only for ordinary people. Remember that they are obsessed with their goal – to achieve a chronicle Akash. So, are the actions of Tokiomi cruelty to Sakura, on his part? For him, as a representative of the family of magicians, the abandonment of magic is equal to death and is more cruelty to Sakura, t.To. She has huge potential. But alas, 2 heirs of magic in the family cannot be.

    > Secondly, the characters that we learned so well in previous arches

    There is a reason for this, t.I. I do not see a problem in this.

    > Thirdly … Try to guess who has become the final villain in this story. And this is … Anrah-Maine

    I also do not see problems, t.To. This was disclosed, not prepared in the form of a piano in the bushes.

    > Fourth, an affair with Sakura raises many questions. The main one is why it shows the greatest cruelty in relation to the only person who is trying to truly take care of her and tries to save?

    Because she does not want to involve Shirok further into this conflict. Perhaps she believes that her actions distance Shiro from her, since he will hate her.

    Well, I don’t know, at least one of the main internal conflicts of our beloved Shyra, you are out of, although without specific details, but I fully painted it.
    Perhaps it was worth the very very conflicts of the heroes to describe more concisely, to pay attention not to what exactly is happening, but how it is served – these are the main FSN FSN fishests – the constant reflection of the hero and the lubrication of suffering (40 beadands, as it were, hint), who were served sometimes no worse than in all sorts of Utsuga (ancestor FSNE in the formTsukiyim C to the edge of a dude who went as a protagonist, who in half the game only does what kills, rape and suffers, makes itself felt, yes).

    In this, by the way, one of the main problems of UBW adaptation – if in the VNA, against the backdrop of the plot itself, we constantly read the internal monologues of the wide, we see how his actions are motivated, we are experiencing all the events with him, then in the anime we just watch how a schoolboy with the Vietnamese flashbacks behaves as a sexist and suicidal. This is emphasized and do not want to. Unless only in the climax itself, his final confrontation with Archer looks cool even without such a thorough eyeliner to her as it was in the VNA. Of course, this is only one of many adaptation trabes, but, coupled with the rest of the problems, the quality bar is lowered in my eyes not so good at the level of a mediocre vene with a good graphene (which, in general, is not only bad, but never pulls on reliability). Perhaps this is my personal problem, a duckling syndrome and all that, however, of those who did not read the original, dissatisfied with anime just because Shirou, in their opinion, is stupid inadequate, overdofig.
    Well, and, to the dispute about tastes, I did not try to say the third root, they say, cooler;only indicated that it has the same advantages and disadvantages as in the rest.

    Damn, you really managed to force a hundredth, my departure: D
    Hmm, perhaps this, by the way, is due to the translation, although I do not presume to assert. I didn’t mock the Russian Loku, read it on Ingrish, and for my first leisurely reading a little more than two days with something, Sobsna, like most like human, judging by the reviews.

    I just look at all 3 ruts as a whole work T.To they complement each other. Faith is generally replete with the roar, what can you do here.

    When Sakura’s fault, Shiro loses her hands, she runs into the bathroom, pours into the sink and looks at her smiling physiognomy in reflection, rejoicing that with such an injury he will no longer be able to participate in the war of the Holy Grail (naive).

    Beauty, the best Persian novels, the best rut, f/sn is primarily worth reading for the sake of the HF, which is a true continuation of the best fake (OFK talk about Zero) setting all points over I, in the second, of course, for the sake of the rofs in Dodze, fate is worse, but in principle it is also not bad as entering a series for those who missed ZerotPaphosa parach, it is better to look at the brain with your brain.
    It seems to me for 100 hours it hurts a lot, as far as I remember, I had on my counter at the end of about 30 hours after collecting all ends.

    The main one is why it shows the greatest cruelty in relation to the only person who is trying to truly take care of her and tries to save?

    I did not understand here.
    Gilgamesh, who ate her with a spear, she ate.
    The grandfather who tortured her crushed her.
    Brother demolished her head.
    And Shirou only fiddled her hand, accidentally hooking when he rushed to save Illius, t.e. This attack was not intended for him at all.
    Where is the manifestation of the greatest cruelty?
    She seems to have wanted to protect him from everything, from the war, from the terrible grandfather, whom she was naturally afraid of and of course from dark herself.
    By the way, all the above did not do the real Sakura, but a dark person poisoned by poison.

    Call this “masterpiece” review the tongue does not turn. Pure water Anti-review, in which the last paragraph is written for the box. The author hit the subjectivity too much to call it a review. Who is it even designed for? Knowing people were burnt -out in the comments from the stupidity of the review, who were unknowing either all three rubles, or they began to still dislike the Title after such “reviews”, where “everything is bad, play only the second root, ggmo in general, vooot”

    Yeah. And do not read the second volume of “War and Peace”, it sucks, they kill the characters there, read only the first.

    I, like a fan of the series, also annoys so many liberties and errors in the text (refer to the video Gigguk talking about some spoilers in the prequel and talk about spin-offs as a canon, generally beyond my understanding). This is clearly not what Fate deserves. Nevertheless, the author only expressed his opinion in relation to the short story and (judging by the comments above) he even managed to interest someone to get acquainted with the series. So “Unknowing either all three ruts were pushed for themselves, or began to not like even more” – It is wrong, for all important moments for history are hidden under the spoilers, and only those who went through the short story be bombed in comments.

  • mass-effect-legendary-edinition-mas-masy-ot-lukavaya-1

    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.