Dark Brotherhood of Blogs [Streams for the week from 01.10 to 07.10]

Le Mans from the editors of SG has come to an end, and it’s time for the authors to get some sleep and prepare for Igromir. So this week you will find a whole damn dozen even more streams from the Dark Brotherhood of Blogs. There will be a lot of broadcasts, so let’s get straight to the point – here is the schedule for the week from 01.10 to 07.10.

The week will start unexpectedly – with a stream…Adobe Photoshop. Well, our authors are different, why not draw on air?? Moreover, she volunteered to stand at the easel and draw something useful Daria Elizarova. And an expert in fine arts, criticizing every wrong stroke will be MrDarkGraf.

Peppe croaks again

Quake 3 [Batman/crazyfrog]
Monday 01.10.2018, 22:00

Quake streams on Mondays have already become a good tradition. The games in the series are not over yet, so our young expert in engine and graphics still has something to tell you. The race will continue crazyfrog, and the role of co-pilot will be taken by Batman.

Ys VIII: Lacrimosa of Dana [keksuk/LastStepToHell]
Tuesday 02.10.2018, 18:00

Never trust baked goods. Especially one as cunning as keksuk: will get you hooked on something Japanese before you even blink an eye. This is how I got into the Japanese network LastStepToHell, and, apparently, she won’t let him go for a long time. And now a sudden stream on Ys VIII awaits you, in which this pair of presenters will explore the mysterious island.

The finalist in action

The Punisher [Clyde/LastStepToHell]
Tuesday 02.10.2018, 20:00

What kind of localizations has this world seen… Good, bad and completely repulsed. It’s the third ones that remain in the memory of players forever. The Punisher decided to demonstrate this localization to you Clyde: perky, delusional and funny. And the chat will help punish LastStepToHell.

Something ancient again. This time – https://rtbetcasino.co.uk/mobile-app/ RPG from Piranha Bytes studio. A living classic, which at one time was not afraid to confront the player with the fact that he is nobody in this world. And how many memes it gave rise to… You will have to run from wild boars in an attempt to break the dome crazyfrog, and will help him in this difficult matter MrDarkGraf.

And we continue to introduce you to the world of good free-to-play games. What could be better than a ninja?? Only cyberninja. And also a lot of loot and farm, farm, farm. Disagree? An experienced exoskeleton pilot will try to convince you otherwise DeadJack, while teaching his green partner Dragonel‘a.

A little more pain

Darkest Dungeon [Sesame/LastStepToHell]
Thursday 04.10.2018, 19:00

The first expedition to the vicinity of the darkest dungeon ended, and it should be noted, quite successfully. But our achievements are just beginning. And again the party of adventurers will be led by a rested Sesame, only this time she will be accompanied by someone who previously ingloriously left the party LastStepToHell.

We continue recruitment

Our settlement, code-named “Safonovo,” continues to develop. Even a heating system has already appeared, because winter is coming. Our settlers will be prepared for the terrifying frosts ruslan1003, while MrDarkGraf And LastStepToHell will recruit newbies in the chat.

Blog misery

The Suffering [komaruja/MrDarkGraf]
Friday 05.10.2018, 21:30

The week of horror is over, but interesting games in this genre are not. This time, survival and fears will be accompanied by suffering. Trying to remember if he killed anyone and solving moral dilemmas will be komaruka. A MrDarkGraf, in turn, will closely monitor the chat.

Retrostream of SEGA games

Ha-ha-ha, classic! Yes, something old and cool again. Apparently, only oldfags are recruited into the brotherhood. That’s why Maxim Arsentev will go on the most dangerous motorcycle race in the world, after which he will mutate and try to save Princess What’s-her-name. A Daniil Loginov will continue to add to the list of SEGA games you’d like to see.

The table simulator makes a triumphant return to the Dark Brotherhood schedule. This time we decided to show you a game that breaks everything: tables, destinies, relationships. And especially arrogant ones and limbs (if they bring it, of course). We’re talking about Munchkin, as you might have guessed. They will harm and help each other ruslan1003, Dragonel, LastStepToHell And MrDarkGraf.

NRIs at minimum wages

Divinity: Original Sin 2 [DeadJack/Dragonel]
Sunday 07.10.2018, 11:00

Don’t know what to do on Sunday morning? Here is our pair of experienced adventurers in the person of DeadJack And Dragonel We couldn’t find a better thing to do than start exploring Fort Joy. All you have to do is watch how they cope (or not) with the assigned tasks.

Mojave Express

Fallout: New Vegas [Diml/DeadJack]
Sunday 07.10.2018, 19:00

A Mojave Express courier named Diml, and he is the one who will take you on the fastest tour of the wasteland around Vegas. The goal is to beat the New Vegas story in less than 2 hours without using bugs. And you will be able to follow the delivery of the platinum chip and the battle at the Hoover Dam along with the chat DeadJack.

The week will be extremely busy, to put it mildly. This means that all streams this week can be discussed live. Also, let’s not leave aside SG blogs, site news and video game industry news. Will be playing something top secret Batman, and will work with the chat LastStepToHell.

Brief description of the streams:

— No donations;
— No music for donations;
— Lamp atmosphere;
— Interesting and familiar presenters;
— 100% work with chat (well, almost).

Dark Brotherhood of Blogs [Streams for the week from 10.12 to 16.12]

Never before has a week’s schedule looked so familiar. TBB streams are gaining their usual momentum, but the New Year mood is not yet in a hurry to do the same. But that’s for next week (spoilers!) And on this one you will find the following entertainment. Please follow below to the list of streams Dark brotherhood of blogs from 10.12 to 16.12 There will DEFINITELY be additions this week, keep an eye on Saturday for something coming.

Searching for the Lost Kojima

GameDevTycoon[RatedN/Sesame]
Tuesday, 11.12.2018, 20:30

The recently held TGA, in addition to several long-awaited announcements and perfect timing of the performances of all guests, was filled with an atmosphere of unity between people in one way or another related to the games. While this feeling of a kind, warm and almost New Year’s fairy tale lives in our hearts, we want to invite you to a cozy stream of a game developer simulator. Tons of nostalgia and sofa analytics of modern game development are expected on air. Find your inner Kojima RatedN, and Jade Raymond decided to keep in touch with the public Sesame.

Recording the broadcast:

Alcoholic walkthrough https://mega-riches.uk/mobile-app/

Agent 47 continues to fulfill his contracts, and we still continue to drink and drive the bald man. This Wednesday he will wear the killer’s jacket Clyde, and his Diana will be AdamValentine.

Recording the broadcast:

Darker than the darkest darkness

Darkest Dungeon[Sesame/Last]
Thursday 13.12.2018, 20:00

How many times have we gone down into the dungeons, but this time the Darkest is next?. A party of trained adventurers in full battle gear with torches and shovels will go to the creepiest place in this game. Although the roles between the presenters have changed (he will play Last, and read the chat – Sesame), the essence remains the same: sincere conversations against the backdrop of nightmares from Darkest Dungeon.

We finally achieve dead space

Stomp-stomp-stomp to the end of the story of the relationship between Isaac Clarke and his psychopathy. Duty officers in the space chamber Komaruja, MrDarkGraf And Batman.

Aggressive shopping in Overwatch

The frantic hunt for new gear comes with Overwatch’s Christmas update. You will be trying to tear off the most delicious clothes, while at the same time frolicking in fun and not so fun modes. At the helm of heroes demanding new clothes RatedN And keksuk. Chief in fashion approach to comments – Dragonel.

As always, at the end of the week we have a massive fantasy mess in the stunning (sometimes literally) Divinity Original Sin 2. The team of brave adventurers consists of Dead Jack, komauja, Dragonel And The eccentric Guerra Parsley.

Dark Souls: Archthrones Interview with Nobuddy (cor.dev.)

Every player has encountered many mods in their life. Some of us will remember how they searched for and installed graphic mods for S.T.A.L.K.E.R. Amnesia fans will remember their favorite modifications, and Skyrim fans won’t even be able to list all the mods they’ve installed.

Of course, mod developers couldn’t ignore such a famous project as Dark Souls 3. Many of us are familiar with mods such as Cinders or The Convergence. But today a new, unique project appears on the horizon called Dark Souls: Archthrones.

And we got the opportunity to interview the developers of this mod.
Or rather, with one of the main ones in the development of Nobuddy. I suggest we listen carefully to what he tells us.

A: Thank you, I will answer based on what I know myself

I: What led you to create the concept of fashion, and what sources of inspiration influenced your work??

A: Archthrones began as a small solo project by Gomp, who planned to rewrite Dark Souls III in the Demon’s Souls universe. With the addition of Big Boss to manage our social media pages, the Archthrones team has gradually expanded into a more unique identity.

I: Did you change the lore or just expand it??

A: As a dedicated fan, I have shown a high level of commitment to adhering to and respecting the lore of the entire series while developing it in my own way.

I: If they changed it, how, and if they expanded it, in what directions?. How much the role of kingdoms like Astora and Karim has been expanded in the lore?

A: Much of Archthrones lore revolves around the premise of meeting gods we’ve never spoken to before. The presence of these characters from deep within the Dark Souls lore is explained through our story, as some of them don’t typically appear in the places they appear in Archthrones. We only mention Karim, but at this point Astora is just as destroyed as in the original games. Characters from these places may appear in Archthrones.

I: When reimagining Lore, did you rely on your own interpretation or use the interpretations of other people, for example, video bloggers on YouTube?

A: Archthrones is in no way entirely my own interpretation of Souls lore. There are some theories that I believe, but do not necessarily adhere to for the sake of the theme of the mod and the suggestions of our team. As an example, in Dark Souls II we are told that no one remembers whether Heid is the name of the land on which the kingdom was built or the name of the kingdom itself. In Archthrones, we present two potential answers to the question of where the name Heid comes from and let you decide for yourself which one is the answer for you. I’m part of a small but fanatical community of fans of FromSoftware games and their lore. My interpretation of the lore is based on discussions that take place in this community. I also believe that YouTubers who make videos dedicated to the lore of games have a great influence on the community and its perception of the lore of games. However, our reimagined interpretation of Archthrones lore leans more towards fan fiction than the average lore fanboy might expect. When it comes to writing projects like Archthrones, compromises have to be made to ensure that certain elements and features make sense in the story.

Q: Will the mod’s storyline include old gods like Allfather Lloyd??

A: Yes, and many others. We have already revealed that old man McLoif, the god of Medicine and Drinks, will appear in Archthrones.

I: What changes have been made to the gameplay compared to the original game??

A: Archthrones will have gameplay largely similar to vanilla DS3. Certain types of enemies will be added that can deflect attacks, and the Player will have the ability to do the same.

I: How much content did you borrow from each part of the Soulsborne series??

A: The amount of content borrowed from each game can probably be counted, but I don’t think we need to measure it. We take what works best for the content we create.

And: How much deleted content was restored for the mod??

A: Archthrones is not about cut content. If there is cut content that we deem suitable for our needs, such as an unused enemy type, we will use it.

I: How financially expensive is it to create a project and how much does support from fans through the Patreon and Ko-fi platforms help cover these costs??

A: Archthrones is created https://virginbetcasino.co.uk/mobile-app/ by volunteers as a passion project. We all have day jobs or are studying. Archthrones is created in our free time! Patreon and Ko-Fi are mainly intended to support team members who are having a hard time coping, but they don’t bring in enough funds to help everyone. The money is primarily used to commission members of the modding community who are friends with our team to create the modding tools we need to complete the project. Sometimes we use them to order works from artists.

I: How many people are in the team working on the modification, and how was this team formed?? Tell us about the formation of the project.

A: The Archthrones development team has approximately 90 members who are part of various sub-teams. Most of us were recruited by Big Boss, our social media manager.

I: Have you ever thought about expanding from a mod for Dark Souls 3 into a separate project and creating your own game??

A: The Archthrones demo will be released this year, but it will take at least one or two years to complete the entire mod. Of course, some members of our team have dreams of creating their own game, including me. There is no doubt that members of our team will get together again somewhere in the future or even start their own side projects other than Archthrones during development.

I: In addition to the basic questions, we would also like to get answers to some questions from members of the development team. We ask you to share your thoughts and experiences on the following issues:

A: Most of our team are experienced modders who have been modifying games for a long time.

I: What experience do the developers on your team have?? Do any of them have experience working on large projects in the gaming industry??

Pear: As part of FromSoftware’s modding community, I reworked the flver editor into an entirely new tool that almost everyone still uses today, including Archthrones and Convergence. I also created an automatic icon generator to create 2D graphics for Dark Souls III and Elden Ring, which was also widely used. All of these projects, of course, were quite complex, as they required working with different people to collect and synthesize information in order to create useful tools.

I: What projects and sources of inspiration influenced the artists and inspired them to create original images within this modification?

freemathieuroy: Dark Souls itself serves as an influence as we strive to complement its distinct art style and atmosphere. We are studying the visual design of the Dark Souls series and its expansions to ensure that our mod blends seamlessly with the existing game world. However, we also strive to bring our own creative ideas and unique designs into the mod to provide players with a fresh and exciting experience.

Siri Canis: Yes, I have the same story as Salva (freemathieuroy). I also wanted to explore more of FromSoftware’s styles, especially with the phoenix concept. I really tried to stick with the 3+1 vibe, but at other points I let my own style shine through, and my affinity for Final Fantasy definitely influenced some of the designs a little, Oops, but it wasn’t that bad

I: How difficult is the technical development of a mod for this game, for programmers??

A: Everyone unanimously agreed that developing a mod is a big task, but not a terrible one. Our team is mainly made up of experienced Dark Souls modders such as Pear and freemathieuroy.

minted copper: I believe that we are not doing anything particularly complex from a technical point of view. This is a huge amount of work that has already been done, at least as a proof of concept, just on a huge scale.

I: What is it like to manage such a team and make decisions that determine the direction of the project??

A: Archthrones was founded by Gomp and the team was formed by Big Boss. The three of us can be considered the “leaders” of the project, and it was difficult for us to learn how to coordinate and manage the team. We encountered difficulties in the beginning of the coordination and management work, but we have since learned from our mistakes. I feel quite competent to manage such a big project since I am the head of the art team, the voiceover team and the writing team. Big Boss currently organizes the core development teams, while Gomp spends most of his time creating modding tools.

I: Who is responsible for creating and composing soundtracks in fashion?? And what’s it like working on the soundtrack??

A: At the moment, Archthrones has received permission to use compositions from Alex Roy’s albums "Darksign 1" and "Darksign 2". However, we also received musical contributions from members named Zy and SolasComposer.

P.P. I’ll leave links to playlists below:

I: Now let’s move on to more specific questions. I noticed that the idea of ​​a flame god is outdated. However, I would like to know if the concept of this boss is retained in the current version of the mod?

A: Many of the bosses we featured in very old videos, before we had a clear direction for the mod, have been reworked and improved. The idea of ​​the Flame God, Flann, still exists in the current version of Archthrones, but is not the main focus of the story.

I: What is the situation with saving or changing all outdated materials in the current version of the project?? Have they been completely preserved or have they undergone changes??

A: I won’t say specifically, but we haven’t removed any of the boss battles that have already been shown. We have only changed them a lot or are planning to make changes to them.

I: How many new storylines and quests have been added to the mod, and are there any plans for further expansion??

A: Archthrones tells an alternate story, different from the original DS3 story, but with a similar premise: the basis of the plot is also that Prince Lothric refused to light the Fire.

I: How many new weapons and spells have been added to the modification, and are there any plans to further add such content??

A: We can’t provide specific numbers, but the game will have a reasonable amount of content.

Q: Are there conceptually new weapons and spells that allow players to discover new combat strategies against enemies??

A: We’ll have to wait to see.

I: How did you solve the problem with almost indestructible equipment in the game??

A: Our goal is not to change the core DS3 gameplay too much.

I: What role does the Carver character play in the project??

A: The character who uses the Carver as a model is a merchant who replaces the Temple Maid. And it has its own storyline.

I: How does the rain mechanic work in the game?? It changes dynamically during the game or is limited to certain locations?

A: Weather conditions are specifically assigned to certain areas.

I: How well will the locations from the second part of the game be integrated into the plot of the modification??

A: Locations and assets from various Souls games are placed on the map and then supplemented with other assets from ArontheBaron. I think he’s doing a great job!

I: Does the mod provide the ability to customize the game interface??

A: Archthrones has a new user interface (UI), but this is an optional change.

I: Personally, the question that really worries me is whether the deleted quest with the Knight of Ledo was restored and included in the modification?

A: Unfortunately, we currently have no plans for Silver Knight Ledo to appear.

I: Thank you for participating in our interview. We appreciate your time and the valuable information you have provided us. We will be glad to hear about the further development of your project and hope for a successful result. Good luck to you and your team in all your creative endeavors!

As you may have noticed, he avoided answering directly, and this is due to his reluctance to reveal details of the contents of the mod in advance.
P.S. If you notice a mistake in the article, feel free to write, it’s hard without an editor, I’ll correct it.
Bonelord, Shtein, Mikhail Lebedev, Evgeniy Shlyapnik. Thanks for your help.

Dark theme for StopGame.Ru

From what I use, I can recommend the Dark Reader extension. I use it a lot on various sites (sg, habr, etc.), mainly where there is something to read and there is no dark topic for evening reading.

Well that’s it. When something new appears in the Feed section, the number in the yellow circle is impossible to read. There, in the profile header, the image is stretched, which is why it looks “Full HD”. And for some reason, materials on the main page cannot be shared on social networks, just click on “I approve”.

Oh yeah, I forgot. There is no way to see whether you gave a plus or minus to a blog/comment. The square with what you clicked is too dark.

OK. If we omit the topic of a complete redesign (and there you can take DTF, Gambling and other resources as a basis), then if we focus on minor changes and colors, we will have the following:
1 – gray background. Black is too much, different colors kill the professionalism of the site. From white to different shades of gray there is good. But if we are talking about a dark theme, then gray is clear-red or dark gray.
2 – The “most current” images can actually be “merged” into one line. Yes, and bring it closer to the edges of the screen with the ability to scroll to the right these posts. The right slide towards the edge will gradually disappear, making it clear that you can scroll to the right. The uniformity of the left will give a clear understanding of the impossibility of squandering. IMHO, convenient and beautiful.
3 – Frames around blogs within the frame of the site itself with advertising… I never understood why this is. Take them away. The “hot” tape already has its own color. Framing greatly visually reduces any blog, post or comment. The indentation will remain. By the way, it can be done right from the place where the frame that we want to remove is now. The blog will seem a little bigger and that’s great. The same with the indentation to the right of “hot”.
4 — Try “All topics, reviews, . » and so on, do not paint it, but enlarge it and put a horizontal line between them, like a regular sign |.But for it to be similar or slightly smaller than this font… They won’t visually blend in with the blogs, but they won’t feel like they’re awarding “caps”, in my opinion.
5 – OH EXACTLY, try removing or replacing this “StopGame > Blogs > Local files > Windows” with what you asked me to do in point 4. If not very good, then just remove and move the advertisement above. Ideally, make the indent a little smaller if it looks better. Generally useless crap that doesn’t benefit the design either. Both externally and functionally
6 – also from local Wishlist, but all the “profile” keys on the avatar are annoying. Cut everything to the right, leaving ava, mail, answers, my blog. The rest can be hidden behind ". ". The hat seems overloaded and if two-thirds had the SG logo, or even half, it would look prettier. But that’s IMHO. I would like to reduce my profile for a long time, hiding everything I don’t need behind ". ". Damn, you can go to the profile itself by clicking on it, why the hell is there a separate button?? =

Well… If it’s about colors, then I just suggest making the shade darker and that’s it. Do not radically change colors and abandon yellow in the “comment from the author of the post” in favor of white or a shade of red. If memory serves correctly, in design it is generally believed that 3 colors have a balance, and the 4th always runs the risk of feeling superfluous.

Try to take something from what I https://spin-palace.uk/withdrawal/ said) I, of course, want a full new design, but I think that the current one can be made more modern and more pleasant with simple solutions.

Dark theme has already been done (Ruzzi!) and she was quite comfortable.
I don’t know about this one, maybe I’ll have to try it sometime.

Found on blue tricolor. Blue-White-Orange. Blue-Purple-Grey. Blue-Yellow-Turquoise.
Everything is worse on black. Black-Red-White. Black-Red-Yellow.
I found this in my saves, but I think there’s more on Google.)
Just in case, I highlighted the options that I personally like best.

It was possible to go further and offer several more drastic changes (improvements) in the design. And this will do just fine, the dark theme has been asking for a long time.

“What if you are afraid of waking up your roommate with a bright light?!?»
This is perhaps the only idea why they are needed, these dark versions.

Well, you can always think about the proper arrangement of furniture or turn up the brightness. You won’t only visit sites that have a dark theme? And, I think, almost all of the games are quite bright, well, except maybe horror games.

It’s not blue, but at least turquoise. Did you use harmonious palettes?? I don’t remember what it’s called, but it’s like there are pre-set tricolors with harmonizing colors for a certain primary color.

She’s kind of googly-eyed. My eyes will probably bleed if I look at her for more than five minutes.

Dark Fall: Ghost Vigil: Review

Looking through the list of January releases, at first I didn’t pay much attention to Dark Fall: Ghost Vigil, but then something clicked, I remembered. Is it really the same one? Dark Fall from Jonathan Boakes (Jonathan Boakes), a continuation of the series that I wrote about at the dawn of my gaming career? It was as if I saw ghosts from the distant past (and the first Dark Fall came out in 2002!), but these ghosts did not frighten, but delighted, like meeting old friends..

An old house stands in an overgrown park

Indeed, the first Dark Fall: The Journal by a British author Jonathan Boakes came out at the very beginning of this century and set the fashion for atmospheric independent horror quests – these were not the current (for the most part) crafts, but truly frightening, talented games. With not the most, to put it mildly, large budgets, using a scheme of moving along arrows between static pictures, they managed to seriously frighten and tickle your nerves not so much with screamers, but with rustles, sounds, tension ringing in the air – in general, atmosphere and elaboration of the theme.

At the same time Boax by and large, I made variations of the same game – about exploring another cursed old house or, for example, an abandoned hotel filled with ghosts. And their action most often took place in his native county of Cornwall, the birthplace of King Arthur, which is literally saturated with Celtic legends, magic and mysticism.

The windows are boarded up, and darkness reigns eternally in it

IN Dark Fall: The Journal we explored the Doverton station hotel, filled with ghosts and sounds that could easily turn you gray. There were no people there at all – only ghosts. But Boax managed to literally scare you with the sight of an empty room. IN Dark Fall: Lights Out (2004) we have already investigated the mysterious disappearance of a lighthouse in the town of Trevorton. And five years later in Dark Fall: Lost Souls returned to where it is better not to go without a company of priests: to an ominous hotel in Doverton, where, in the role of an elderly police inspector, they received frightening SMS messages from a dead girl on their mobile phone.

Before that, in 2008, Boax also released a gorgeous The Lost Crown: A Ghost-hunting Adventure – Cornwall again, again the focus is on ghosts and spirits, but this time there are a lot more living people around, including professional ghost hunters, armed with a bunch of fancy gadgets. And in this sense, new Dark Fall: Ghost Vigil, which appeared so unexpectedly 11 years after the release of the third part of the series, is most similar to The Lost Crown.

It hurts me to see white light, I feel better in complete darkness

The point is that in Dark Fall: Ghost Vigil We are new members of the Oxford Paranormal Group – an amateur but very professional group of enthusiasts who believe in spirits. To search for them, they chose the ideal place – the abandoned Harwood estate, which was built back in 1747 for Lord Harwood and his family. Naturally, a tragedy then occurred in this family, after which many owners changed – they all seemed to want to move out of here as soon as possible. You can already guess why… Then there was a hotel, a maternity hospital and, finally, an orphanage, also closed long ago.

As a newbie, we are given a https://casinokatanaspin.co.uk/mobile-app/ lot of gadgets immediately upon arrival and given various tests and trials. It is necessary, for example, to go around the entire territory with a special voice recorder and record paranormal sounds, and then use a special program on a tablet to decipher them, trying to guess through the rustles and noises what phrases are spoken there. Or watch phantoms and anomalies through cameras and monitors, determining where strange figures suddenly flash through the interference or luminous spheres fly, where rustling and screams are heard.

Naturally, these are not all the tools for exciting leisure time in a ghost society. There is also a special radio receiver that receives strange voices and sounds, a detector that indicates electromagnetic and paranormal activity, a scanner that allows you to see, for example, children’s handprints on the wall or some inscriptions in ultraviolet light. You can also communicate with ghosts using a special board, asking them questions like “Who’s here?”?", "What’s happened?" and "Are you alive or not?».

And all this, of course, is complemented by a camera with night vision mode and a classic flashlight – it’s not exactly pitch darkness all around, but, frankly, it’s not Nevsky Prospekt during the day on a June day. And ghosts, as you know, like to hide in the shadows.

But then a terrible voice was heard in the darkness

The further you go, the more difficult and interesting it becomes. The story turned out maybe not as creepy as in Dark Fall: Lost Souls, where we looked for colorful children’s eyes under a bloody, scissor-studded bed, but also strong in its own way. I’ll just say that at some point it’s not us who will need help, but other members of the group.

Boax, as always, works great with texts and details. All these numerous photographs, children’s drawings, audio recordings, poems, old books with illustrations, and so on and so forth – everything works to make us believe in the story, which is revealed more and more in its not so pleasant details.

Yes, they scare us here, maybe not as persistently as in previous issues Dark Fall — fewer screamers and such validating moments when, for example, a dead girl suddenly appears right behind you. But you still constantly feel tension, that same Hitchcockian suspense – especially when you communicate with ghosts, listen to scary children’s stories on an old tape recorder, extract phrases from the recorder like “Thomas will stay with us” or, for example, ask phantoms questions.

That is, as always in the series, excellent work with sound is of great importance. The howling of the wind, complemented by strange voices, crying and screams, will accompany you throughout the game. And now, after you swing on the swings at the local playground with a camera and a voice recorder, listening to howls and distant children’s voices from the past, I’m sure you won’t be able to approach the real swings right away – even if you need to take your brother, sister or your child for a walk.

It’s too cramped for me to be locked up?

The variety of puzzles is also pleasing. This is despite the fact that the entire game takes place on the Harwood estate and we constantly have to visit the same places. Are they cramped?? It may seem to some that yes, but in fact it is the variety of riddles that keeps you from getting bored. If, for example, at the beginning we simply listen, record and transcribe voices, then later we will have to use different filters to understand what is being said. Or catch keywords that ghosts say. Or look for phantoms in photographs. Then even drones with video cameras will be added.

At the same time, despite the presence of many modern gadgets, in their mechanics Dark Fall: Ghost Vigil remains a classic quest with arrow navigation and first-person view. Therefore, there are a lot of classic exercises here – collecting objects and using them in the right places, finding codes for locks, correct placement of runes, alchemical exercises with cones. You will have to be a gardener mixing seeds and play the piano in order to remember and repeat the desired melody. Hints for this can be found in old books and poems and even in the coordinates of the location of the planets of the solar system.

Since the events take place in a former orphanage, many of the mysteries involve toys. And if at the very beginning there is only a simple memo, then later you will have to roll the dice in the board game (not Dungeons & Dragons, but still), where after your move the whole room can suddenly be engulfed in fire. At such moments, even without voices filling your head, it becomes scary.

Dark Fall: Ghost Vigil — one of the most unexpected and main releases of January. This, if you like, is an almost triumphant return of the luminary of classic indie horror, who arranges a kind of master class for his young colleagues and shows how cheaply (if we talk about the budget), but very efficiently and atmospherically, not to scare, but rather to immerse the audience in the nervous, tense atmosphere of a fairy tale about a cursed old house. I really want it to Jonathan Boakes and him Darkling Room didn’t stop there.

Pros: interesting story; nervous and frightening atmosphere; exciting gameplay based on both solving classic puzzles and using a variety of gadgets; great work with sound.

Cons: all the action takes place in the same scenery; It’s not always clear what the authors want from us.

History of Piranha Bytes. Part 1

You know, there are games that you may not like the first time. And not even from the second. But once you try the game, you won’t let it go, and at least once a year, you’ll want to replay it. And Gothic is just one of those games. Gothic is an amazing game.You have to be a really persistent and stubborn person to get into Gothic. She wipes your feet on you, hits you in the face, extorts ore, but at the same time remains so dear and cozy. Some people devotedly love Gothic, others hate it, and you can understand such people. After all, Gothic doesn’t babysit the player, because even if you try to talk to the character in the game, the character will first leisurely finish his beer and only then ask “What do you want?”?”. But what you can’t do with Gothic is deny the fact that Gothic is a cult game. You are on Stopgame.ru and this is the history of the Piranha Bytes company

It all started back in 1997 with the development of the zEngine engine by three programmers from Oldenburg – Dieter Gildenrant, Ulf Wohlers and Bert Speckels, who called themselves ”Mad Scientists”. The working title of the game was ”Orpheus”, but later Bert suggested the name ”Gothic”. Piranha Bytes was founded in the fall of 1997. The company was founded by four people – Michael Hoge, Alex Bruggeman, Stefan Nühl and Tom Putzki, who previously worked at Greenwood Entertainment and developed games for MS-DOS.

Mike Hoge was the artist and wrote the story and dialogue, Alex was the animator, Tom Putzki was the level designer, and Stefan Nuhl was the concept artist and game designer. The developers themselves were inspired by the film ”Escape from New York”, and from role-playing games, Ultima served as inspiration. The developers had a limited budget, so it was decided to focus on a small area and limit it with a barrier. The idea of ​​the barrier belonged to Mike Hoge. In December 1998, Gothic was announced. The game was demonstrated at E3 in May 1999. In September of the same year, two videos dedicated to the game were released, in which health was still displayed as hearts, instead of the usual health bar.

In April 2000, it was decided to cut multiplayer.

Gothic fact: Thanks to the engine’s ability to play online, there are role-playing servers, co-op servers and battle royales.

In May of the following year, a trailer for the game was shown at E3, stating that the game was almost ready. However, the release was still far away. For E3 2000, Gothic was refined on the old engine to impress the public. At the same time, another Gothic was created on a new engine. At the end of November 2000, major plot changes took place, the city of orcs and the abandoned mine were cut out. Initially, at the end of the game they planned to populate the entire valley with orcs. The game design document was leaked in 2001, but we will discuss this later. In Germany the release took place on March 15, 2011. The game reached North America in November of the same year. And the game reached the Russian market only on October 25, 2002. The game was localized by Snowball Interactive under the publishing house 1C. In 2004, the game was re-released by Russobit-M with a new localization and with the subtitle ”Collector’s Edition”, which included the ”Dikkurik” mod. There is no official information on Gothic sales. Mike Hoge said in an interview that the development cost several million and only a little of it was returned. The World of Gothic website claims that the number of copies sold was six figures. Piranha Bytes managing director Michael Ruwe spoke of sales of over 100,000 copies.

Kingdom of Myrtana. Orcs are besieging the kingdom in hordes and only swords and armor made of magic ore somehow help to resist the orcs. King Robar II ordered the exile of the people of the ore mine for any offense. To do this, he also ordered the construction of a magical barrier over the mines, allowing living creatures only inside and killing them if they try to leave. However, during the construction of the barrier, something went wrong and the barrier grew to impressive sizes, absorbing the Valley of Mines and 12 magicians who created the barrier.

Gothic Fact: There are 13 mages mentioned in the game, but this is a mistake. In fact, there were 12 magicians. Here’s what Mike Hoge has to say about it.

Mike: There’s a dialogue in the game where one mage breaks the sequence. I think it’s Saturas. I noticed this error, corrected it, and one of my former comrades ”corrected” it back because he did not know the background.

Let’s get back to the plot. Taking advantage of the turmoil, the prisoners captured the castle and entered into an agreement with the king – they supply the king with ore, and in return receive food and weapons.

Our nameless protagonist was condemned and prepared to be thrown over the barrier, but the magician Pirokar approached him with a request to deliver the scroll to the fire mages. The main character agrees. The nameless man is thrown over the barrier, where he manages to undergo a baptism of fire, but Diego comes to his aid in time. The first chapter begins, in which the Nameless One must join one of the camps – Old, New and Swamp. We’ll talk more about camps later. Having entered one of the camps, Nameless gives a letter to the fire mages. It turned out that the letter was addressed to Xardas, a former fire mage who now practices black magic. Later, he receives the task of going to the Swamp Camp and finding out what they are up to there. In the Swamp Camp, Nameless receives a task from Yu Berion to find a unitor. Arriving at the place, the main character finds the novice Niras, who has gone crazy. The main character takes the unit Yu to Berion, and he asks the Nameless One to take the unit Kor Galom. Kor Galom says he lacks crawler saliva and must have a stronger ingredient. Nameless goes into the mines to find ingredients. At the end of the mine he kills the Queen of the Creepers and takes the eggs of the Creepers. But not everything is ready to summon the Sleeper. It turned out that the unit was discharged, and there is an almanac that describes how to charge the unit. The almanac was in the possession of the novice Talas, but the black goblins took it away. Taking the almanac, Nameless takes it to Kor Galom. Now everything is ready to summon the Sleeper. During the ceremony, everyone had a collective vision in which an orc cemetery was visible. The Nameless One goes to the cemetery and meets the Idol of Lukor there. At the end of the cemetery, Idol Lucor goes crazy. Returning to the Swamp Camp, Nameless learns that Yu Berion’s condition has worsened, and Kor Angar asks the protagonist to bring medicinal herbs. While the Nameless One was going for herbs, Yu Berion died, but before his death he briefly came to his senses and said that the Sleeper is an evil demon, and we must give up trying to awaken him. Kor Galom did not believe Yu Berion, and gathered some guards and left the camp. Also, shortly before Yu’s death, Berion pinned his hopes on the rescue plan developed by the water magicians. Going to the water mages, Nameless met Saturas. From him he receives the task of finding the remaining 4 units that were used to create the barrier. Milten, Diego, Lester and Gorn – characters who will appear in all subsequent parts of Gothic – help the Nameless One to find the units. Having obtained all the units, Nameless goes to Saturas, but he reports that there are not enough magicians to detonate the ore, and sends Nameless to the Old Camp for help from the fire magicians. Near the Old Camp Nameless, Milten meets him and reports that the fire mages are dead. It turned out that they stumbled upon an underground river in the mine, and the mine was flooded. In a panic, Gomez ordered an attack on the New Camp mine, but the fire mages opposed this, for which they were killed. The Nameless One met Diego at the other gate of the Old Camp, and he asked the Nameless One to convey a message to Lester and Horn about the meeting. We won’t see the meeting itself in the game, since the developers didn’t have enough time to implement it. Teleporting to the New Camp, Nameless meets the desperate Saturas, and he says that without Xardas it will not be possible to blow up a mountain of ore. The main character goes to Xardas in the lands of the orcs. After passing the golem test, the Nameless One meets Xardas. He says that blasting the ore will not give anything and the real answer is under the city of the orcs. Xardas sends the Nameless One to Ur-Shak, an orc shaman exiled by his own people. Ur-Shak says that the ancient demon Urshak is the Sleeper. Several centuries ago, the orcs summoned the Sleeper in the hope that he would help defeat their enemies. The shamans gave their hearts to the Sleeper, while remaining neither alive nor dead. The sleeper is fueled by the power of these hearts. Ur-Shak asks the Nameless One not to break into the orc city in battle, and tells him that he needs to wear the orc talisman Ulu-Mulu, with which the orcs will not attack the main character. Ur-Shak’s friend, who is in the mine, will help you assemble Ulu-Mulu. Teleporting to the New Camp, Nameless meets Gorn, and he asks for help clearing the New Camp mine from Gomez’s people. After killing Gomez’s men, the Nameless One meets Ur-Shak’s friend, the orc Tarrok, in the mine. Tarrok is wounded and asks the Nameless One to find a healing potion. After this, he tells the Nameless One how to assemble the Ulu-Mulu. To do this, you need body parts of the colony’s most powerful creatures. Having collected the necessary ingredients, the Nameless One takes them to Tharrok, who makes Ulu-Mulu. The main character goes to the underground temple of the orcs. Having passed all the tests, the Nameless One meets Horus Boba. He says that Kor Galom is preparing to awaken the Sleeper and attacks the main character. Also, the Nameless One kills four Sleeper shamans and finds Urizel’s sword. But the fifth shaman cannot be defeated, and the main character goes to Xardas. Xaradas says that the orc prophecies speak of a Holy Enemy that will defeat the Sleeper. Maybe this is the main character, maybe not. It turned out that Urizel is an ancient magic sword, but now it is discharged. While Xardas searches for a way to charge the sword, the Nameless One goes to Xardas’s old tower to find better armor. Nameless finds armor made from magic ore. Meanwhile, the Nameless One can return to the Old Camp, kill all the ore barons, and free the blacksmith Stone, who can improve the armor. Returning to Xardas, the Nameless One wonders if the spell is ready for Urizel. Xardas says that the spell is ready, but the main character will not be able to use it, since the spell must be read by a magician while the Nameless One touches the source of powerful magical energy with his sword. Nameless asks Milten for help, and he agrees. To do this, they are going to use the mountain of iron ore in the New Camp. Returning to the orc temple, the Nameless One kills the fifth shaman Sleeper. Meanwhile, Xardas teleports to the temple and tells the main character that the five hearts of the shamans must be pierced with blades, and that this is the only way to defeat the Sleeper. Having said this, Xardas faints. After this, the Nameless One meets the maddened Kor Galom, and kills him along with his minions.Afterwards, he pierces the hearts with five blades, and banishes the Sleeper to his dimension. After the Sleeper is banished, the Nameless One emerges into the sunlight. The magical barrier has fallen.

Also in 2000, a comic book based on Gothic was released, which tells the story of the four friends of the Nameless Man, even before he got behind the barrier. The comic begins with Milten being thrown into a cell for stealing an apple. Gorn, Diego and Lester were already sitting in the cell. Then they are thrown over the barrier. Later, while watching the battle in the arena, Gorn had an argument with Gomez’s bodyguard, Brabak. After this, Brabak and his friends waylaid Horn and attacked him, but Lester came to the rescue in time. Hiding in a cave, the four friends discuss how to get rid of Brabak, and they hatch a plan. Diego hides in a barrel, and at night, during the battle in the arena, together with Milten they try to get into Brabak’s room. Along the way, Diego steals two bags of ore. Diego and Milten enter Brabak’s room, but it turns out to be Gomez’s room, and there they encounter Gomez’s concubine. The three of them try to escape, but the fire mage Drago notices them out of the corner of his eye. While trying to escape down the stairs, Diego has to throw a bag of ore. After unsuccessful attempts by the guards to break down the door, the fire mage Drago loses patience and sends a fireball at the door, hitting a heap of ore in the bag of ore, thereby causing a strong explosion. A huge piece of the wall breaks off from the castle, which can be seen in the game. A few days later, the four friends develop a plan to get rid of Brabak. They placed a stolen bag of ore in the cave, and Horn told the waterbenders where to find the bag. At the same time, Diego spread the rumor to the Old Camp that the Horn was hiding in this cave. Brabak goes to the cave and finds a bag of ore, but at this time the people of the New Camp come and kill Brabak. After this, Milten, Lester, Diego and Gorn sit near the exchange site and see how the Nameless One is thrown over the barrier.

The comic came out quite well, but the appearance of the characters raises questions. Gomez looks like a Chinese emperor, for some reason Horn flaunts around the colony in swimming trunks, and the soldiers of Khorinis are dressed in the uniform of Roman legionnaires. If you close your eyes to this, then the comic fits well into the Gothic canon.

The structure of the world

So, the Valley of Mine is divided into three Camps – the Old Camp, the New Camp and the Swamp Camp, plus the Orc Lands.

Old Camp – this, forgive the tautology, is the oldest camp. It is a castle with an outer ring built around it. It was this castle that was captured by convicts after the sudden expansion of the barrier. Most of the inhabitants of the Old Camp are miners, the lowest class in the Old Camp. After them come the Ghosts, who are engaged in trade, fencing training, theft, and so on. The Ghosts are led by our friend Diego. Higher in the hierarchy are the guards who keep order in the camp and do not allow strangers into the castle. At the top of this chain are the Ore Barons, who oversee the extraction of ore and conduct exchanges with the king’s people from the outside world. Next to them were the fire mages, for whom it was entrusted to deliver the letter to our main character. The Old Camp exists due to an exchange with the king. Ore Barons send ore to the king, and in return he gives food, weapons, tools, etc. It is the Old Camp that is favorite among many players due to its elaboration and sense of comfort. For example, every morning you can see Diego walking around the outer ring. In general, in Gothic, many characters have their own schedule. Most of the characters go to bed at night, some of them sit near the fire, and only the guards stand at their posts around the clock.

Next comes New Camp, which is located in a huge cave. Miners in the New Camp extract ore not in order to conduct an exchange, but in order to blow up the barrier when enough ore has accumulated. The New Camp exists by growing rice, which is then used to make rice schnapps. Peasants grow rice, and the Rice Lord oversees it, who doesn’t care about the peasants, and he can be punished for it. Also in New Camp there is the only tavern in the entire colony, where schnapps is produced. The cave is divided into halves. Thieves live in one half and mercenaries in the other. The thieves are led by Lars, and the mercenary leader is General Lee. Next to the mercenaries are the water mages, who came up with the idea of ​​​​exploiting the ore. To get to the water magicians, you need to give the same meme password. There is also a dam in New Camp, thanks to which it is possible to grow rice. Well, at the very end of the New Camp there is a mine in which miners, which are called scrapers here, extract ore.

Secret fact: You can get https://jettbetcasino.uk/withdrawal/ miner’s pants for free in the New Camp mine. To do this, you need to go to the Sweeney scraper and lie that you know how to mine ore.

Several years before the events of the game began, one miner began to have visions in which the Sleeper appeared to him and promised freedom if the miner began to worship the Sleeper. This miner took several people with him, went to the swamps, and founded there Swamp Camp. Later this miner took the name Yu Berion. The inhabitants of the Swamp Camp themselves call themselves the Brotherhood. There is an atmosphere of mystery and tranquility in the camp itself. The idols make their speeches, the novices pound the swamp grass, and only in the distance can you hear the swamp eater howling. At night, the camp is illuminated by lanterns made of magical ore, due to which the atmosphere of mystery intensifies significantly. Swamp Camp – the most vertical camp in the colony. Here and there there are stairs, and a considerable part of the huts are located at the top. Therefore, in the initial stages of camp it is easy to get confused. The camp exists by making and selling marsh grass.

Criminal fact: In the game you can sell swamp grass. The grass is bought by the inhabitants of the New Camp, and it is sold for 10 pieces of ore apiece.

According to the hierarchy, the Brotherhood is divided into novices, guardians and gurus. In order to join the Swamp Camp you need to enlist the support of at least four gurus. The biggest disadvantage of the Swamp Camp is that you cannot learn the fifth and sixth circle of magic, since the Nameless One is not expelled from the camp after the third chapter, and only Saturas teaches the fifth circle of magic. But this can be explained by the fact that in the Swamp Camp they teach the magic of the Sleeper.

The peculiarity of Gothic is that the developers have thought through each camp. Here’s what Mike Hoge has to say about it.

Mike: Each camp should be able to provide itself with food, the Old Camp exchanges ore with the outside world, the cultist camp can sell its swampweed for food to other camps. And New Camp has the opportunity to grow its own food. I tried to find different ways to do this for each camp.

Then I had to figure out what kind of food the New Camp should grow, and it seemed to me that rice fields would be the best option, because.To. they are not difficult to display in the game, such as a wheat field – in this case a large dam would be required for water supply. In any case, the dam made the relatively small camp larger.

The Mine Valley itself is small, but very hilly, making it seem larger. And the main character moves slowly, and teleportation runes appear only towards the middle of the game.

The Valley of Mine is open from the very beginning, and the player is free to go wherever he wants. However, there are monsters on the way, which in the initial stages can overwhelm the Nameless One with one bite. Therefore, we have to avoid dangerous places, like the forest. And only towards the end of the game the Nameless One can destroy all living things in his path. Although even at the end of the game a crowd of orcs can cause problems.

The currency in the Valley of Mine is magic ore. Although Gothic has an exchange system. Each item has its own cost, and you can, for example, exchange 100 arrows for a one-handed sword.

Gameplay

The first thing the player will have to deal with is the controls. After all, in order to simply open the chest, you must first hold down the action key, and only then hold down the forward key. At the beginning of the 2000s, when the Internet was not yet so widespread, it was even more of a challenge to figure it out on your own. And so in Gothic you can interact with many objects – sit on a stump, strum a lute, stir a cauldron with a spoon. True, the above actions are of little use – but immersive! But there are also useful actions. For example, fried meat restores more health, and you can make good money by forging swords (if you steal the blanks from a blacksmith at night).

The combat system is also designed. You must first hold down the action key, and to strike, press the movement keys left, right, forward. Use the backward movement key to place a block. On the Internet you can hear a fairly common opinion that Gothic combat is crooked and clumsy, but with proper skill you can enjoy it. Moreover, as you level up your sword skills, the animations change, and even a combo appears! Speaking of pumping. The player gains experience points by completing quests and destroying all living things on the map. Moreover, living creatures will respawn only in the next chapter. Therefore, every chapter you have to clear almost the entire Valley of Mines. The player can spend experience points on wielding weapons, picking locks, circles of magic, as well as on extracting claws, skins, fangs from monsters, and so on. Moreover, skinning is very profitable, and it is better to level it up at the very beginning. Also, the player can improve his acrobatics, and then jump like a real circus performer. As for the distribution of experience points, you won’t be able to do this on your own; teachers are needed for this. Distribution occurs not simply by clicking on the desired item, but teachers explain in detail that, for example, you cannot hold a one-handed sword with both hands. And indeed, if at first the Nameless One holds a one-handed sword with both hands and swings it like a monkey with a stick, then as he levels up the main character learns to deliver precise and quick blows. Another unusual lockpicking in Gothic. In order to pick the lock you need to choose the right combination, to do this you need to press the left and right movement keys. If you press the wrong key, the lockpick may break, depending on your skill level. And in order to quietly penetrate houses, the Nameless One will have to improve his sneaking skill. And don’t sneak up in front of other NPCs. The main character can learn magic. There are six circles of magic in total. As the circles are explored, the Nameless One can use more runes.

In general, Gothic is an immersive game, its interface is minimalistic – only a health bar in the lower left corner. Even the map in the game looks like it was drawn by hand, which further enhances the immersion. And since we’re talking about immersion, it’s worth talking about the atmosphere.

The atmosphere in Gothic – even hang an ax. The dim sun is trying to break through the clouds, darkened leaves are falling in the forest, and somewhere nearby you can hear the bubbling of a scavenger. Mine Valley is a dark place, and this is one of the reasons why you may not like the game, along with the high barrier to entry. This is not the second Gothic with its green forests. The color scheme here is muted, predominantly dark brown.

One of the important components of the Gothic atmosphere is the living world. It seems as if the world of Gothic could easily survive without a player. In the first Gothic, no one considers you the chosen one, no one rushes to your feet with pleas for help. Even towards the end of the game, when hints appear about the chosenness of the main character, Xardas says that maybe it’s you, but maybe it’s not you. The Nameless One is treated the same as everyone else. To gain respect from the characters, you need to do something really important, for example, deal with the crawlers in the Old Mine.

Since we’re talking about atmosphere, we can’t help but mention the music. The music for all parts was written by the most brilliant composer Kai Rosenkranz. Kai was only 18 years old at the time of the release of Gothic, and when he started writing music for the game, he was already finishing school. Here’s what Kai says about it

Kai: At first I wanted to become a developer. My hobby was creating games, and for them, of course, I also made sound and music. Before my exams, I decided to visit several development studios to get an idea of ​​my desired profession. After several visits, Tom Pucki made me feel welcome and I got to know the whole team. In addition, I found out that they still have no one to do sound and music in Gothic 1. Then I applied and got my chance.

Kai also created all the sounds for the game, he even used his nose for this.

So, let’s look at the characters that will appear in all parts of Gothic

Nameless – he’s the main character. An arrogant and overly curious guy. Who is he, where is he from, nothing is known about this. The only thing he reports about himself is that he was kept in a hole for 2 months before being thrown over the Barrier.It is also unknown why Bezymyanny was convicted, but Mike Hoge said in an interview that ”no one is innocent”. We also don’t know his name, although he tries to name it.

Diego – according to the miners, he’s a normal guy, which he proves with his actions. It is he who saves Nameless from Bullitt. Looks after newcomers and gives them a test, thereby giving them a chance to become a ghost.

Horn – cheerful big guy who loves to eat. Nameless first meets Gorn in the New Camp, where he advises Nameless to kick Shrike out of his hut. Owner of the most relaxed gait in the Valley of Mines.

Leicester – novice in the Swamp Camp, has been behind the barrier for two years. When asked by the Nameless One whether he really believes in the Sleeper, Lester replies that he is ready to believe in anything, just to get out of the Barrier. Can help the Nameless One enter the Swamp Camp. By some miracle he knows how to bypass stone golems.

Milten – Apprentice of Archmage Corristo. Joined the mages after Xardas left. According to Milten, Corristo took him on as a student rather for fun. It is to Milten that the Nameless One delivers the letter to the fire mages.

Xardas – former Supreme Mage of the Circle of Fire, who went to the Orc Lands to independently study necromancy. Xaradas is blind. There is some debate among fans about whether Xardas is really blind. Most likely he uses magical vision.

Saturas – Archmage of the Circle of Water. At first he was happy about the Nameless One, but later, after stealing energy from a mountain of magic ore, he greatly hated the Nameless One. It will be possible to return the favor of Saturas to the Nameless One only in the next part.

Lee – former general of King Robar II, who was unjustly convicted of murdering the king’s wife. Perhaps he was a general under Robar I.

Design document and cut content

Initially, the developers had ambitious plans. Additional daily activities planned. In the Swamp Camp it was a meditation for calling the Sleeper, in the Old Camp it was transporting food and wine to the Old Mine, and in the New Camp it was transporting ore from the Free Mine to the New Camp. A fourth camp was planned – the Free Camp, which was located near the entrance to the Free Mine. The Free Camp was inhabited by a guild of hunters.

A different story was planned, which would pay more attention to the relationship between the camps. In the end, the entire Valley of Mines was captured by orcs, and the main character, before defeating the Sleeper, fought with Xardas. Also Gorn, Diego, Milten and Lester were members of the Freemasons Guild. This may explain some of their remarks.

It was planned to be able to set fire to wooden objects. The pre-alpha version had helmets and shields. The ability to lure out monsters using meatbugs and goblins as bait has also been removed. Orcs behaved more like humans. For example, orcs could patrol the Valley of Mine with a torch in hand and accompanied by an orc hound. Orcs could sleep, sneak, swim, climb ledges and give orders to their hounds.

The troll could throw stones and goblins at the player. The player could cut off a zombie’s head and throw it. A decapitated zombie could put its head back in. The obscurants were afraid of bright light. The crawlers were blind and reacted to noise. The early version of Gothic was planned to have more spatial puzzles. Stealth quests were planned, traces of this remained in the final version in the form of the ability to hide in a barrel.

And that’s all. Write what memories you have associated with Gothic. I played Gothic for the first time in 2015, but then I didn’t even get to the Old Camp and abandoned the game. Six months later, I decided to play Gothic again, decided to join the Old Camp, and abandoned the game again. And only at the end of 2016 I completed the first and second Gothic in one gulp. See you again at Stopgame.ru

Closed Gestalt – Resident Evil 4.

You also have games that have been on your wish list for a long time or that you bought a long time ago, but for one reason or another you never finished them?
However, these are not just games, these are games that seem to NEED to be played.
"It’s a classic!", "You didn’t play. "etc.d. Remember questions like these that encourage you to go through? That’s what I’m talking about.

So here it is. Resident Evil 4 is one of them for me.
And oh, how many times have I heard comparisons with her on my gaming journey – I can’t count. And how many people assessed her?.
Sometimes it seems that reviews of this kind no longer make sense.

Good day everyone, Denview here. And this is the section [Not]Closed gestalt, in which I make an opinion about games that are in the category I designated in the first paragraph.
In order to avoid another misunderstanding on the part of the audience, as was the case in my first blog, I would like to clarify what is happening. Thanks for understanding.

In this section, I will not only express my opinion about this or that game, but also tell a little background about my acquaintance with it and the reason why I would like to play it. Again. This series of blogs is my personal opinion and experiences, which became very crowded in the table where they were originally written. And I consider it necessary, at least for myself, to post them somewhere, as if thereby compensating for the time spent on writing them.
And yes, of course they have been modified and adjusted to the Stopgame blog format.

I hope the misunderstanding is now over. About the fact that it is not customary for you to be greeted – understood/accepted. Criticism of comments taken into account.
Looks like we’ve got it all figured out. Let’s not waste any more time.

So, I completed the 2005 game for the first time only in 2021. And this is what I have to say to add to what everyone has already said about this game.

Initially it all started with Alan Wake, which I purchased back in 2013. I finished it much later, but it won’t play a role in this review.
The fact that this is a 3rd person survival horror game will play a role here. And I, as a perfectionist, decided that there was no point in playing it until I completed RE4.
And away we go. Buy – bought. Play – didn’t play.

What’s noteworthy is that I had https://privecasinouk.net/withdrawal/ experience completing Resident Evil 5, 6 and Operation Racoon City. That is, briefly, but I’m still familiar with the series, which added even greater significance to RE4, since it was considered the “progenitor” and almost the standard of the genre. Naturally, in my head, priority was immediately given to consciously playing through the game with subsequent analytics, as well as reviewing. This means you need to set aside at least an evening, or even two, free time to study this game.
And everything seems to be simple here. But for people with ADHD (just a statement of fact) it doesn’t work that way. Subsequently, of course, I learned to allocate my time more or less rationally. However, not at that moment. In connection with this, the passage of RE4 was delayed until mid-2021. And I was so “inspired” by the passage, and the fact that I finally got to it, that I even made a preview on YouTube or a blog, or whatever. Just. Did.

And finally, having finished with the introduction in the introduction, we move directly to the game. And this is what I want to convey. No one will argue with the fact that the fourth resident has turned the gaming industry upside down. The game truly popularized the third-person camera and spawned the next generation of shooters, horror and third-person action games, which, in turn, began to simply rip up all the charts. All of the above is already clear. However, you know what you can really argue with? Tagged games by genre "survival horror". For I practically didn’t notice either the first or the second while passing. Of course, there were a couple of moments with both, but they were just a COUPLE of moments. The rest of the time I constantly had cartridges and heals, and there were so many of the latter that I had to sell them to a merchant.

This is survival))0)
No, I understand that you can object with something in the style of “yeah, now try the same thing at a higher level of difficulty,” but… why??
Firstly, you, as a player, are initially blocked from choosing difficulty, making you an average player.
Secondly, I strongly doubt that survival will happen, at least because all the locations and opponents are already familiar, and you are already accustomed to the resource management system. And it’s unlikely that there will be a horror component either.

The only horror and survival component throughout the entire game will be only one thing for you. And this is management. I won’t go into too much detail, but memes about controls in RE 4 have long become classics and don’t need to be introduced.

But seriously, throughout the game some opponents will give you at least some kind of challenge (hello to the invisible creatures in the sewers). As for any hint of horror, there is that too. And this. one whole mission in the fifth chapter! Well, that is, the situation with horror here is even worse than with survival. Moreover, there are gigabytes of space for flights of fancy here. The bestiary alone is worth it. No, just think about what could be done with them AND HOW. Remember at least your first meeting with Garrador?. And it occurs in the game only three times, the second of which is inappropriate, clumsy and also a duet.
But oh well, we’ve gone off course. So, when I went through this very mission in the fifth chapter, I began to ask myself “why couldn’t I have done this before??»
Judge for yourself:
– Confined laboratory spaces.
– Breathing behind the walls, when you realize that some ****** is waiting for you behind a closed door, and then the first meeting with the regenerator.
so slow and **** tenacious, into which you fire a huge number of cartridges and understand that if this continues, then you will DEFINITELY *****.
– The choice is between defrosting the chamber with the infravisor in the face of the danger of this very regenerator, or simply hammering.

Plus, here the dark ambient finally begins to develop to the extent that it should have developed throughout the ENTIRE game. It really pumps up the atmosphere at this moment. At this moment. After 10 hours of play. I asked myself. "Why wasn’t it like this BEFORE??"

Next on the list of features is the plot. Here it follows the canons of the Resident Ivel series, confidently holding the bar of category B, but its problem is not even this, but that it is too poorly connected with the rest of the games in the series. You know, I played the fifth and sixth Residents and in both – the stories told were much more tied to the earlier games in the series, unlike the same four. Naturally, I have an understanding that this game gave a new round to the development of the game universe, deepening the character of Leon Kennedy, and without it there would not have been the same sixth part… but let’s be serious, just like that, just take and brush away with a light hand the ENTIRE LEGACY of Umbrella in the very first minute-long video, even without a screensaver? Seriously? Well, here the scriptwriters, apparently, know better.

However, it is worth noting that, as previously, resident Ivel staged a revolution in the gaming industry, being the first part to become a distributor of such a genre as survival horror, or its perfect sequel, also a reference in the opinion of fans of the series – the second resident of Ivel, the fourth numbered part of the series in terms of its gameplay innovations – did the same. The same previously mentioned 3rd person view, QTE elements, coupled with a rethinking of opponents, although not in favor of the fans. There are no longer, you see, any zombies. But there are such “zombified people”. That is, in fact, zombies are, as it were, in their “classic” presentation, like George Romero and his walking dead. This is all really cool. And plays with them, excuse the expression, more lively.

What else can be said that is good is a few words about the game design – it’s very good. Perfectly guides the player through a location, where certain invisible points of activity are always indicated, to which you, as a rule, are sure to reach.
Naturally. it does not work with all players. Like, for example, it didn’t work with me either, because if I see the main path, I go differently. Out of a desire to see what’s in that direction, because I’m afraid that if I follow the main path, there will be no way back. So, during the first playthrough, in the village, near the fire – most of the players, that is, really the majority, run into the house on the left, accordingly the door is barricaded, they get a shotgun and start shooting. I also found out that there is a shotgun there and that you can even go into the house only after that, how I shot all the zombies, because at first I simply followed the left path, but when I saw the zombie blocking my path, I didn’t care about it and went to the right, where there was already a dead end.
A classic player in this situation will say “yeah, well *****, I won’t go there, it’s a dead end, I’d better retreat quickly,” but I said “pfff, guys.”. you don’t know me well.»

He brought all the zombies into it, started shooting everyone, kicking them, throwing grenades and..

And only then, yes, I found out that there was a shotgun on the level, and then, accordingly, I ran into the house, and? Having received the coveted bun, he jumped out of the window.
And again I ran to that dead end, where with a shotgun and a couple of grenades everything worked out))0)

Also, after completing the main campaign, a new mode “mercenaries” and the company for Ada opens, about which, for some reason, the gaming community tends to keep silent, although in the company of Ada we will at least see WHERE LEON’S JACKET WENT or, for example, it becomes clear where some puzzles come from. And in general, it’s interesting to watch how two heroes go through the same level, but in different ways. But this, apparently, is a tradition, so I won’t go too far.

In general, despite the controls, which you somehow get used to, the fourth RE even now plays well. It is clear that this is where the series went into action because, in principle, by definition there cannot be horror, and survival is only a stretch.
I understand that my complaints sound extremely strange, at least against the background of the fact that I am a Dead Space fan whose legs are growing from RE4, but. There really was a survival game. It really was horror. I can explain this using the example of the same location from the fifth chapter.
“Laboratory, silence and scary opponents” – everything is the same as in Dead Space. Only in Dead Space is the whole game.
Yes, it also had a certain number of first aid kits at some stages of the game, but that’s the funny thing. If in DS you have a lot of first aid kits, it means that literally after a level you won’t have them anymore. And in RE4 you can go through almost the entire game with these first aid kits and I don’t even know how to play to really need them.
The only time when I needed something was closer to the finale, where again there was a whiff of survival and I had problems with the fact that “where can I get cartridges, the enemies have become fat and sprinkle them generously,” however, these problems were quickly solved with the help of ingenuity. Someone at this point may remind or even object to me about the “adaptive gameplay of the game”, presenting it as an argument in favor of my crankiness, however, after sitting on the forums, so as not to replay the game, I was convinced that I was not the only one who managed to complete everything easily. People there even claimed that as a professional, having completed the game once, it was easier taking into account the knowledge of locations and opponents, which is what I appealed to at the very beginning. So the point here is not the same “resource management” and “stuffing everything into a diplomat”, as some might think. Absolutely not.

As a result, on the one hand, if we consider the game as a survival horror, then it clearly fails on all fronts of the genre, however, if we consider it in the context of a third-person shooter that turned the gaming industry upside down, then its contribution is invaluable.
The actual claims are:
– incorrect positioning of the genre
– Hence the lack of both survival and horror.
– Clumsy management.

That’s probably all.
Good luck to everyone, and have a nice time there~