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Nintendo Switch Online subscribers will cease to regularly receive games with NES and SNES

On the past Nintendo Direct, the company introduced a pack of 20 games with SNES for subscribers Nintendo Switch Online. When to wait for the next batch, now it is unclear – Nintendo will stop adding retro games to the service on an ongoing basis.

In a conversation with Business Insider Representative Nintendo He stated that in the future Nintendo Switch Online subscribers will receive new games with NES and SNES, but the frequency of their exit will now not be tied to regular schedule. Earlier, several games from NES were added every month.

Games with SNES appeared almost a year after Nintendo launched the service (and this happened in September last year). In addition to many games with NES and SNES, of which there are now about 60 pieces, the service gives access to the game on the network and cloud conservations. The service costs 1,399 rubles per year, which is significantly cheaper than analogues of competitors in the person Sony And Microsoft.

Recall that Nintendo will also release full-sized wireless SNES-boilers for Switch. Among the first games from SNES on a hybrid console – The Legend of Zelda: A Link To the Past, Super Mario World And Super Metroid. Full list – below.

September 6, 2019 Ghost, shouted "Wolves!" https://rhino-bet-casino.uk/ – Ghost Recon: Breakpoint reviewed trailer

September 7, 2019 Averwatch authors: the game works great on Switch, but the cross-shoulder should not wait in the near future

The best comments

If you do not use a specific gamepad with a phone holder, then still not to say so that it is especially convenient.

Just in case, let me remind you that the main purpose of the subscription is access to multiplayer and cloud conservation, and not free games.

And for the umpteenth again I began to recall my beloved Zelda – A Link to the Past.
I also want to play in the first Super Mario World and in Breath of Fire

Well, why not? 3-in-1 consoles. I have a mini NES and SNES, while there is no SWITCH, but there would be Switch and it was with it nes and snes. Although it is much more important to me that the transmission of original sensations, that is, the original console + original josta + original version of the game, not remaster or something else (of course, if the original version of the game can be found, launched and play without suffering, if not, then with any allowances). So I am pleased with my mines at least half of the first and completely on the second point.

There is an analogue from 8Bitdo you can look at Ali. Moreover, they have been doing them for a couple of years and very high quality.

Yes, but still a jastic from modern platforms or a claw with a mouse is not at all like original jasts, so for me part of the pleasure disappears. Although Jost Switch, this also does not concern last: D.

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Sucking grind [review V Rising]

Find a game about vampires that really hooks is not easy. I tried a bunch of titles: Castlevania, Vampire Survivors, Vampire (2018), Vampire: The Masquarade-Bloodlines, Code Vein, Legacy of Kain, Blood Omen-all of them are good in their own way. It would seem an interesting topic, but after a few hours of the game boredom rolled up, and I threw another project by the undamaged project.

And then V Rising appeared on the horizon. Honestly, at first I was skeptical of him: well, what could be interesting in the next survival? I thought there would be the same story – I will play a couple of evenings and forget. How was I mistaken. V Ringing turned my idea of ​​games about blood. Survival and vampires are not just a successful combination, this is called "in the apple". It was this element that was not enough for me.

But is it really so? Maybe it’s not only about survival? We will understand right now. Put on a pink beret to protect yourself from the sun, pick up the right lute. We go to Glumomrot.

ATMOSPHERE

Remember the classic films about vampires: an ominous forest, a gloomy Gothic castle, the growl of wild animals, lost peasant villages, hunters with crossbows and swords, flickering candles and cold splendor of silver … All this is recreated here and here.

From the first steps I did not leave the feeling of danger. The unfriendly forest was teeming with monsters and robbers. The gloomy color palette, characteristic of this setting, only strengthened the sensation. The impression was that I myself was the main villain of the film about vampires.

The developers skillfully caught the very essence of the vampire universe, discarding the pompous pathos, so often attributed to the image of the vampire. And this formula worked. The world of the game turned out to be fresh and exciting. It’s really nice to be and just enjoy the gloomy beauty of the environment.

PLOT

V Rising leaves conflicting feelings when it comes to the plot. On the one hand, the game does not apply for RPG laurels with a deep lorus and exciting history. On the other hand, an annoying feeling of lack of core does not leave throughout the passage.

Everything begins with a promising screensaver, which gives the backlog for an intriguing story about the world of vampires and people. Alas, this potential remains unsolved. Instead of developing the plot, the game is limited only to a stingy tie: the vampires are defeated, and you, like an awakened bloodsucker, have to return their former greatness.

Of course, no one expected a heartbreaking drama or a dashingly twisted plot. But periodic cut scenes revealing the world and characters would be very helpful. For example, it would be interesting to learn more about the life of ordinary people, their fears and stories related to vampires. Several notes, letters or diaries could revive the world of the game and make it more atmospheric.

Also, in the course of all the passage, I had many questions every now and then: why do the miners Dracula open portals? Why do you need to kill Dracula? Why kill bosses? What they did to us? Where did these vampire hunters come from and what is their story? Why perform these tasks from the corner of the screen?

Even the story of the protagonist remains foggy. A couple of phrases from NPC, several records in the diary – this would be enough to add depths to the character and make his journey more personal. But the developers left us just a blank, which we need to extract resources and build a lock.

As a result, we have a fascinating gameplay, wrapped in a faded wrapper from a sorted plot. The world of V Rising is full of capabilities, but does not use its potential to create a truly exciting history.

By the way, my impressions and sensations from the game are based exclusively on a single passage. V Rising is MMO, but there is an opportunity to create a private server and calmly play alone. This is exactly what I did, and I do not regret anything. A little later I will mention it casually.

Gameplay

V Rising gameplay can be divided into several key aspects that should be considered separately. Let’s start with the combat system, because the battles here play an important role.

In general, combat mechanics are not bad, but it could have been more developed. The player has various types of weapons in the arsenal – swords, axes, bows, crossbows, pistols, two -handed swords, lashes, etc. D. But they are realized somehow scarce, few skills, little animation. After a while it starts to bother. In addition, magic is available. Abilities are divided into 5 branches, but in each branch, in fact, the same set of skills that differ only in visual design and some nuances.

Skills open after the victory over the bosses. There is no traditional level of levels and pumping in the game (your level is determined by the level of your equipment) – instead, the player needs to farm resources, craft equipment and only after that go to a fight with another boss. Victory over the boss not only opens new recipes and capabilities of craft, but also allows the skills of a defeated enemy to “suck”.

Bosses in V Rising are implemented very interesting. For the entire passage time, they didn’t bother me, and their diversity avoids monotony. Unusual mechanics of obtaining new abilities from bosses fits perfectly into the general concept of the game.

Many bosses really make you https://mrspincasino.uk/ sweat, especially at the maximum level of complexity. The last two bosses were a real test for me – I had to spend 15 attempts each to defeat them. There are also complex bosses in the middle of the game, but they pass with the second or third attempt.

It is also interesting to implement the mechanics of the search for bosses. In other games, players either simply roam them in their search, or the bosses are marked on the map, or it is impossible to miss them, since the game has a linear structure. Here, the search for bosses is presented in the form of tracking by a loop from the smell of blood. This is a rather original solution that fits well into the world of the game. However, in about the last third of the gameplay, this mechanic is slightly annoyed.

I would also include a well -thought -out system of buff and debafs to the combat system. The potions and decoctions that need to be crafted often helped me in a particular location, adding additional effects and advantages in battle. The vampire reaction to external factors, such as garlic hung in villages, silver coins and holy places is especially impressive. These details really deserve a separate praise, they add depths and realism to the game world.

I also want to note the ability from the vanquished bosses. When pressing the button, a wheel of skills opens, where you can find various skills, for example, restoration of health or “opening veins”, which allows you to share blood with an ally (although the latter is useless in solitary mode). Yes, here in addition to the usual health of the character, there is also a supply of blood. Blood can differ in quality, and depending on the quality give various buffs. But the most interesting thing is the opportunity to turn into different animals: a wolf, a rat, toad, a bear, a spider and a bat and a bat.

Personally, I used the form of the wolf almost the entire game, considering it the most useful – it runs faster and can make two jumps, with a small kuldown, overcoming obstacles. There is a horse in the game, but I was uncomfortable to move on it. I used the rest of the forms only for familiarization, with the exception of a bear, which helped destroy the gate. A bat can also be useful, allowing you to quickly fly in a straight line, but only at night, otherwise you burn under the sun.

As a result of six available forms, I used only two. This again suggests that, although in the game there are many interesting mechanics, their study leaves much to be desired. In theory, I can figure out how to use them, but in practice everything is different. I want all these transformations to be really useful and integrated into the gameplay.

Before starting the topic of construction in this game, it is important to know what resources will be required for this. You can get all the necessary resources in the open world. You have to chop trees, extract stones, ore – copper, iron, silver and others. You will also have to fight with opponents with which various things will fall out: skins of different quality, skeletons bones, hearts of monsters, etc. D. In addition, blood essence will fall from all living things.

In different camps you can find fabrics, herbs and other resources. The developers made sure that you did not have to wander aimlessly in search of the right materials. The game world map is divided into regions, and those, in turn, into small areas. You can familiarize yourself with what resources are in a particular area in advance.

Thus, you will have a clear idea of ​​the necessary resources and you will be able to effectively obtain them for further construction.

Now let’s go directly to construction. But to build something, first you need to process or make the necessary resources. For this, the game has various machines and workshops: stoves, sawmills, sewing and weaving machines, forges and others. Processed materials can be used in the construction of the castle. In addition to the placement of new machines, you can build walls, install windows, expand the lock, decorate the interior with chandeliers, paintings, shelves, place a throne for sleeping, coffins for servants, as well as many decorative objects to equip your castle more comfortable, including many garden elements. Vampires also have a hobby. 🙂

The heart of the castle is a key element of construction around which everything else is being built. For its work, it is necessary to constantly replenish the supply of blood essence. Otherwise, your sawmills will not make boards, the stoves will not produce ingots and so on.

In general, the construction process delivers positive emotions. There are many opportunities for creativity and the arrangement of the castle to their liking. However, pharmacing of the necessary resources can be a serious problem.

In the first stages of the game, the collection of resources passes quite easily and quickly. But as you pass, the task of extracting the necessary materials is becoming more and more laborious and routine. To create even one item, it may be necessary to collect resources from several different regions, which takes a lot of time and can beat off all the desire to play. And we must make an amendment that this is a solitary regime in which other players do not steal your resources, do not slow down your development, and do not kill you. In this case, everything would be longed two times longer than.

Thus, the construction of the castle is an interesting and fascinating process, but excessive pharmaceno resources can spoil the overall impression of the game.

I also want to say a few words about the open world. He is valid inexpressive and confused. For all the passage, I never ran anywhere from memory. The forests are monotonous, and the intake -shaped corridor paths are absolutely not remembered. Beautiful – yes, and as I already said it is pleasantly in it, but, unfortunately, it is ordinary and not finalized.

There is also fishing in the game, but it is implemented quite primitive. You just throw a fishing rod, wait until the fish pecks, and click the button in order to pull it out of the water – that’s all. Unfortunately, there are quite a lot of such superficially worked out the mechanic in the game. It seems that this is early access, and the developers still continue to modify the game. But no, V Rising has already gone into a full release, and it is unlikely that the developers will deepen and make more interesting mechanics.

ACHIEVEMENTS

Despite some drawbacks in the study of a mechanic, such as surface fishing, achievements in V Riding were at a pleasant level. They do not try to strangle the player, but on the contrary, often expand the game experience. For example, there is an achievement that requires the player to use the shape of the rat to climb into places inaccessible in the usual form. This is an interesting addition that makes the player apply all available mechanics and contributes to a deeper immersion in the game world.

In general, despite some routine moments in the farm of resources, knocking out achievements in V Rising remains an exciting process that does not create a feeling of excessive complexity or irritation in the player.

Even the victory over Dracula at the maximum level of complexity, although it is a serious test of skills, does not cause excessive difficulties.

Results

I’m afraid to overestimate the game, but in my case it became the best in the setting about vampires and brought a lot of pleasure, despite the grueling grind. I hope that after some time I will return to this world, but I will already experience myself in PVP. It was an interesting adventure that made me fully feel in the skin of a vampire. Gloomy forests, medieval surroundings – all this will remain in my memory for a long time.

As for the soundtrack, I could not find words for him. It is and does not interfere, but it is not remembered. Music just plays against the background, and I noticed it only occasionally, having not received any impression from it.

That’s all, thanks for reading.

A little more about this review. This is a kind of experiment. I approached its writing a little differently, and it turned out different from the previous three, and I am interested in reading your opinion about this. I made more emphasis on errors and text format, but so far I do not quite understand which direction, it turned out better, worse, or just differently? And in general, it was somehow difficult for me, thoughts scattered in different directions, but I still wanted to add, and so many days were spent on this. In general, write your thoughts in the comments.

V Rising

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Played high difficulty and never passed the last bosses. Too stuffy grind begins, which is tied on one resource. That is, almost all long key chains are based suddenly on flowers. If you play alone, then many of the last bosses are defeated by the stratum, for which a reaction is needed, a clear plan and an excellent understanding of the behavior of the boss. And this, in turn, is achieved by an infinite number of deaths.
Ideal in the game you need to play with friends to breed bosses.

Honestly, from what I read, I did not quite understand why the combination of “vampires + construction” give the same effect “in the apple”.

The construction includes farm resources. Excitement from the text: “You have to chop trees, extract stones, ore – copper, iron, silver and others.". But how is it interconnected with vampires? We can farm the same items in other building games, not about vampires, the only connection with vampires is purely cosmetic, which mechanically does not affect the process (as I understand it from the text). All the same, the mechanics are mentioned associated with the castle that it needs to be nourished with blood, otherwise nothing will work, but as if, if the blood is replaced with the conditional energy of the sun or something like that, nothing will change. Again mechanically, there is nothing especially “vampire” in construction.

There are several options, the author did not mention something related to construction (at the same time for directly related to vampires) or he really likes construction (as a separate gameplay element) and he is also very unusual for vampires (which is never condemned).

I did not play the game, but judging by the text, good, the game favorably differs only by setting/atmosphere. The bosses are good, but if you want to eat by Triharit as if there are more interesting games. It’s nice when achievements allow you to better open the game, and not grind the same mechanics, but we are unlikely to play the game only therefore. The rest of the fighter 50 to 50, activity and plot apparently, too.

I am indifferent to the topic of vampires, probably I would not be interested in this, since I can find exactly the same introductory ones in another game, with the same grind, replacing the bull anuses with vampire, nothing will change. Therefore, most likely the matter is only in the subject.

It was interesting to read, for a long time games on the vampire theme of the game did not catch my eye. I hope not very strangled by the wall of the text; D

Thanks for the comment.

I guess I did not quite convey the thought why the combination of the genre and setting has become successful for me. I will try to answer here. In my opinion, the real life of a vampire would have looked so, he would have to survive, like people, only with some differences in nutrition, lifestyle, etc.D. And all this looks like "natural". But this is again in my head, everyone imagines it in different ways.

I would not say 50 to 50 combat system, it is good, it just needs some improvements. I outplayed a bunch of games, and in many fights I got tired, if you play the game for more than 50 hours, it became completely sickening. And in the case of V Rising, everything is not so bad. Not very diverse, yes, but in general it is still better than in most projects.

Well, yes, the setting still really solves. I will not deny that for me he became a fat plus when I stared at the game.

I all have some questions about the game left, but to understand the whole picture, it would be worth me to play, and it is strongly discussed about the vision of the setting, to which + is indifferent and it makes no sense. The main thing you liked!

I went through the same Dracula by remembering attacks. All my attempts, one might say, is a training in evasion of attacks. And yes, Grind at the end strangles a little.

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Succubus: Tits and blood, and also blood and tits

The freshly baked sequel to Agony, which apparently someone did ask for, is already on the shelf on Steam, flaunting meat, blood, pixel censorship and “very positive” player reviews. Is everything really that good?? We will try to give the answer in this video.

Succubus

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the review lasts 11 minutes, of which 10 minutes are spent explaining that this is a very weak game, and only a minute bombs about the boobs that pulled out the rating.

Even Fen broke out of the blue at the end. I don’t know, after the demo version I didn’t expect anything special from the game other than an average bloody slasher (I didn’t expect a hefty price tag either, yes), but it’s somehow strange to be so bombarded by steam reviews (which, IMHO, perfectly reflect the “average temperature in the hospital”) – apparently, people really had much more modest expectations, Fen had already come up with some kind of “hype” around the game.

If it weren’t all for the price tag, then Prokhodnyak wouldn’t even be an offensive rating – its much weaker (in my opinion) brother in the Elderborn genre has a Commendable rating on the site, although it has a noticeably smaller budget and a lot of content. The interweaving of AAA games of past years is also sucked out of thin air, here an arthouse made on the knee for doshiraki in an era of widespread puritanism and the studio’s second game in principle, the scale is a little different to compare with DMC, I’m already silent about Doom and Payne.

I haven’t played the full version, but it feels like half the hate in the review is once again due to the provocative setting and art design, and to trigger exactly the same thing as 3 years ago, despite the presence of a much better gameplay component compared to Agony, is again strange. Like “fu tits, fu shelter, hatite is jerking off – watch porn”. I thought that at least on SG they wouldn’t descend into such a stupid exaggeration of a topic as hackneyed as Joel’s, even in 2k21, and even more so Vanya.

Wow, how Vanya’s was torn) But I absolutely agree, and I express my rays of gratitude, otherwise I didn’t even know that Necromunda was released, I went to buy.

Everything is very funny with the price, the developers decided to set a price not recommended by Steam only for Russia, that’s why it’s one and a half pieces, and not 600-800 as it should be. Moreover, in a conversation on the forum on this topic they answered in the spirit that everything is ok, as we planned, a little cheaper than here in Poland. And when asked why it’s recommended in all regions, but we have such shamanism in manual mode, they get offended and say, yes, there are 20 developers here and finally we gave you a discount.

Loev suffers for our sins! Appreciate and respect the author. Even though he is Ivan!

That rare case when I generally https://goldwincasino.uk/games/ agree with everything, but still bought the game and completed it. The aesthetics itself amuse me, this meaty, hentai hell, with its own unique charm. The game resembles the cover of some metal album, only here you can walk around in this cover, wave a sword and fuck a random tentacle, looking at cheap animations and a stupid plot. Technically the game is made poorly, but aesthetically it can attract and amuse. But I’m so strange, I certainly wouldn’t recommend the game.

A game from the category of specific. The essence of positive reviews is that buyers know perfectly well what they are getting and what they are counting on. They don’t raise expectations and play exactly this level of slasher. It’s great that you told us about the level of sophistication and quality of this masterpiece, but they suspect that you didn’t reveal anything new to anyone. All this was obvious even before the game was released.

That is, what am I leading to? There are games like FIFA, which can be endlessly criticized for something, but a certain crowd plays them and accordingly they evaluate the quality. And those who don’t like the gameplay don’t even try and criticize.

Love Loev. The game was clear as day in the first teaser.

Damn, where did I put my tin foil hat??

No, I’m not one for adapting to others, it really seems to me that some things could have been done better. The same combat, the graphics are not very good in some places (GG has triangular boobs XD), the animations are wooden in some places, there are several wildly creepy moments. I say I like the aesthetics, but technically the game is not very well made. I personally liked it, but I probably wouldn’t recommend it. I know that this is an indie, the budgets are not the same, but since they swung.

Yes, there are plenty of porn games even on that Steam, but how many of them are about a succubus in hell? No, not even about “a playable sexual demon in a world of blood and lust”?

Especially in these times of cancel culture, with review bombings because of a missing Russian or lesbian.

But in this case, the “culture of acceptance” worked and therefore, for the presence of Russian localization and lesbian scenes, the game was bombarded with likes?

Sorry for the repetition, but..

What if we are really in some kind of mystical postmodernism like the “World of Darkness” or “Unknown Armies” and Loev is really trying to convey to us that “succubi are real”, and we, fools, take this for stylization, metaphor and figure of speech?

If you like it, then you don’t have to adapt to others and say that it’s crap. I really liked the first one, just for the beautifully made hell, there was something to look at, it was also interesting to play through, the game mechanics are enough. I’m sure the second one will be fine too. And the hate comes from those who have already formed an opinion in advance, who are not interested in the game in advance and, in principle, such a setting, I’m talking about the author

It’s funny how, to the soundtrack of Dumchansky, Fen point-blank ignores him. Overall I completely agree.
Z.Y. User ratings are such bullshit. Especially in these times of cancel culture, with review bombings because of a missing Russian or lesbian.

Loew-Doomsleer made this video. To be honest, it’s a little underpressed, but still good. And with “Succubus” I see that there was no intrigue.

The visual style is cool, we don’t often see hell. Although doom is just perfect in this.

The Newgrinds website has a series of hentai games with unique skeletal animation. The plot promotes the idea that we are between heaven and hell. And according to the canonical ending of the prequel (Dusty castle), the ruler of heaven dies, the ruler of hell dies. And the war begins for the redivision of the world but with weaker entities. And then the developer went to Patreon with the game sakyubasu no tatakai. And the first act (the first part) was a rather difficult slasher beat-em-up. It had a perfect balance of complexity and eroticism.

And here a problem arises – a free flash game in terms of gameplay is more exciting than a software product of category “A”

The developers came to their senses and fixed the price, now 499. Apparently Vanin’s wine about the price had more effect than one and a half hundred posts on the forum.

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Successes Assassin’s Creed: Shadows and so on the fresh report Ubisoft

Employees Ubisoft reported on their successes for the first quarter of 2025–2026 of the financial year. According to the information received, the digging is satisfied with the indicators of Assassin’s Creed: Shadows, although the total income was below the expected.

The most important numbers look as follows:

The total revenue of the company for the above period amounted to 310.8 million euros, which is 3.9 % lower compared to last year.

Digital income was held https://casino-goldenmister.co.uk/withdrawal/ at a mark of 250.2 million euros – 2.7 % lower compared to last year.

Pure sales of Bablog games brought 260.4 million euros – 4.4 % higher compared to last year.

The first quarter showed ambiguous results. From the positive side it can be noted that Assassin’s Creed: Shadows met expectations – from the moment of launch in it, more than five million unique players played it. Meanwhile, Rainbow Six Siege X received very positive reviews thanks to the updated game process and improved functions that have significantly increased the involvement of gamers.

However, due to technical problems with microtransactions in Rainbow Six Siege Players are faced with temporary, but significant interruptions that have already been identified and eliminated. Despite this failure, the game has great growth potential, and the activity of gamers and their intra -game expenses are growing steadily.

Yves Guimo (Yves Guillemot), General Director Ubisoft

Separately in the report Guimo affected the current metamorphoses in Ubisoft. The General Director once again reminded the formation of the so -called "creative houses", which will act independently of each other in the development of various assets of the company. The first "creative house" will be a new unit to be entrusted to the franchises Assassin’s Creed, Far Cry And Rainbow Six Under the leadership HArly Guimo (Charlie Guillemot) and Christophe Derenna (Christophe derennes).

However Guimo confirmed the release time for the first DLC for Assassin’s Creed: Shadows – launching the Claws of Awaji additions is scheduled for the second quarter of the current financial year. If the recent leak is still relevant, then the addon may come out on October 6.

Special attention deserves the statement Guimo About the development of the "new version" Assassin’s Creed: Shadows. Most likely, we are talking about the future port for Nintendo Switch 2.

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Success story…Resident Evil 3

There is a coronavirus virus walking outside your window right now and in the game Resident Evil 3 there are sick people walking the streets without masks. And other parallels between the game and real life can be found. In reality and in the game there is an epidemic, a dangerous virus, patients and a vaccine. Sputnik, Pfizer or Moderna – you can substitute what you need yourself. It’s time to close the question of how the classic Resident Evil trilogy was made.

You probably don’t know that initially Resident Evil 3 was not a game about the escape of the main character Jill Valentine from the city, but about the escape of a group of mercenaries from Raccoon City. (In the article I will write down the name of the game in Russian letters. I like it better this way.) The game should never have become a numbered third part. The main character was completely different, he was an Umbrella mercenary, perhaps he was a friend of Carlos Oliveira. This old version, not the shaggy new one. I understand your misunderstanding perfectly. What kind of seditious things am I telling you?? Let’s face the facts. In the initial beautiful screensaver, where zombies destroy the entire police and where mercenaries fight zombies, have you seen Jill somewhere?? And I don’t. Let me note that it’s not just that the main character spends the entire game rubbing shoulders with Umbrella mercenaries? And Jill herself is some kind of trained Rambaud in a skirt, in the first part of the game she was definitely not so prepared. Yes, she didn’t panic when there were zombies, but she didn’t push away entire groups of undead, didn’t jump off the bridge and behaved more modestly. And this is all because the original Resident Ivl 3 was about something else, it was remade.

EARLY WORKS ON RESIDENT EVIL 3

Resident IVL 3, like all previous parts, was decided to be made at the fourth Capcom studio. This company is based in Japan in Osaka, it is the second largest video game capital in the country after Tokyo. Each of the four studios had its own boss, who was responsible for the development of the studio. The head of the fourth studio slept and saw that every year a new part of Resident Ivl was released. Ideally, according to his plan after Resident IVL 1 in 1996, the next game should have been released in 1997, and the third part already in 1998. This conveyor was malfunctioning, so we had to reorganize the work of the studio. The head of the fourth Capcom studio came up with the idea of ​​dividing his workers into groups of 40-50 people and each making a new part of Resident Ivl. Resident Ivl 2 was released in January 1998 and many workers were freed up. The boss gave the task to simultaneously make (cross your fingers) the third part of the game, a branch from the main series, and the rest of the team had to work on porting the previous Resident Ivl 2 to Dreamcast and Nintendo 64 consoles. It was a lot of work. For each it was necessary to give 40-50 people. And the director of Resident Ivl 1 also demanded that he be given people to make a completely new three-dimensional horror film. The head of the fourth studio needed to tear each worker into 3 parts and give each one a job to do in time. According to the boss’s plan, the branch had to be delivered in a year and it was supposed to be released on PlayStation 1 (this branch will become that very Resident Ivl 3), the third part in 2 and it was supposed to be released on PlayStation 2 (and this is not destined to happen, it will be Devil May Edge). That is, the work plan was outlined. It was so dense that you couldn’t breathe. As you know, the third part was released on PlayStation 1, but there was no branch. So again, things didn’t go according to plan.

I’ll say this, when Capcom doesn’t go according to plan, that’s normal. Here are modern examples for you! I heard that Resident Ivl 3 Remake was supposed to be a downloadable add-on to the second part, and not a separate game? And I also heard that Resident IVL 8 Village was supposed to become Resident IVL Revelations 3? If you know all this, it will not be a surprise to you that the planned Resident Ivl 3 turned into Devil May Edge 1, a story about a branch of the series about Raccoon City and its destruction by a nuclear bomb became Resident Ivl 3. And from the re-release of Resident Ivl 2 for the Sega Saturn console, a separate offshoot, Resident Ivl Code Veronica, grew. By the way, Resident Ivl 3 Nemesis should have been originally called Resident Ivl 1.9. Before this they wanted to call the C grade Resident Ivlom 1.5, but the title was already taken by another failed project. Although I would call the game Resident Ivl Mercenaries or Resident Ivl Nemesis. No numbers at all. Well, to reflect the content of the game. Somehow 1.9 says nothing at all, and some could even mistake him for Resident Ivl 19. and think that he missed a lot in life.

In February-March 1998, 26-year-old Japanese Kazuhiro Aoyama was appointed to be responsible for the branch from Resident Ivl. Today he looks like a tanned summer resident. Kazuhiro Aoyama was appointed to the director’s chair because he was checked, the guy was already the director of the extreme battle mode and the fourth survivor for the re-release of Resident Ivl 2. If you fucked the second resident long enough, you definitely haven’t forgotten about this mode. He worked not only on the re-release, for example, for Resident Ivl 2 he gave the director the idea of ​​a liquor monster, and for Resident Ivl 1 too. Experienced, hard-working, flexible and kind-hearted. In general, he was a suitable candidate for a non-main game.

Kazuhiro Aoyama did not abandon his fantasies about special agent Hunk and how he saved a sample of the G-virus. He was making a non-main game and therefore no miracles were expected from him. That’s what he thought initially. Kazuhiro had to repeat the compulsory program and nothing more. So that the non-main game would be similar to the Resident Ivl series. This is to leave riddles, zombies, location exploration. The rest was up to him. In general, the fact that he was making a non-main game was reflected in the attitude of the Head of the fourth studio. The famous screenwriter for the second part, Kazuhiro, was not given, but a less experienced full-time screenwriter was given, the progress of development was not particularly monitored, the task was given that the work would take a year. The less management attention, the better. Kazuhiro talked with the writer and together they wrote a script about special agent Hunk, how he was trapped on an ocean liner and at all costs he had to save a small purple flask with the G-virus. The producer scrapped this idea. Year! The branch had to be completed in a year so that it would be released under PlayStation 1. They were in a hurry for a reason, when PlayStation 2 came out, the branch would be of no use to anyone. The producer brought director Kazuhiro down to earth. The game was supposed to be simple and recognizable, why didn’t he use everything that wasn’t useful for the first two parts??

WHAT SHOULD BE IN RESIDENT EVIL 3?

Kazuhiro Aoyama, unlike others, considered the prospect of making a game from the dregs of the first two games not a punishment, but an opportunity. If it turned out to be incomprehensible shit, it would be pointless to scold, nothing was expected from the game anyway. But the fact that Kazuhiro turned punishment into a cool game, I would only like to praise him. Resident Ivl 3 is a great game. In general, let’s see what’s left at Kazuhira’s disposal? He went down to the archive and dug out cardboard boxes with materials for Resident IVL 1 and 2, he looked through the folders, played rejected versions of the games and over time he got an impression of what he wanted. And the young guy wanted to make an action movie out of horror. The first two parts stubbornly refused to let this idea pass. For a non-main game, no one will prohibit! This was his advantage. Non-main game – I do what I want! He also found a rejected feature from Resident Ivl 2, where it was possible to create cartridges from scrap materials, he decided to weave a giant worm boss into the plot, he added fat zombies to the game, which had been hacked to death earlier. How nice it is to do things without orders! His colleague was doing the numbered third part and everything was strict with him, step to the right – step to the left – execution. And Kazuhiro had freedom! He also decided that the city in the second part was criminally small and he decided to expand it in his non-main game. He also decided to come up with a dangerous boss, Nemesis. In the second part, they were afraid to give the tyrant weapons, but here, take a bite! He came up with Nemesis and gave him a rocket launcher so that not only the player would shoot the monster, but the monster could shoot the player back. In general, he took the image of an annoying pursuing enemy from the popular film Terminator 2. Nemesis was drawn under the influence of the T-1000. Let’s just take a look at the common features of the enemies from Terminator 2 and Resident Ivl 3. Nemesis and T-1000 pursued the hero, knew how to handle weapons and mutated.

Kazuhiro Aoyama created Nemesis for the game. He didn’t invent him as an enemy, but under his leadership he was correctly drawn and programmed. The Japanese created it in order to give players a feeling of constant persecution. Even when he is not in the room, the player’s nerves should be tense with the thought of what if he appears here too? The indestructible enemy appeared in previous parts, and in Resident Ivl 1.9 he was pushed to the limit. You just shot him with your last pistol cartridge, went out the next door, and Nemesis immediately recovered and is chasing you again. But you don’t have cartridges and you don’t know where to get them. No mercy! You run away again and again. He loses track for a while and then appears again. If zombies in Resident Ivl 1.9 were already perceived as meat, then Nemesis was practically the only enemy in the game worth fearing.

Director Kazuhiro Aoyama dreamed of making more action than horror. Therefore, he chose a strong and trained hero, a weapons master, capable of deftly dodging the tenacious hands of zombies and jumping out of the newspaper editorial window, capable of turning 180 degrees and running as fast as he could, capable of taking aim and blowing up a red barrel with one well-aimed shot. And it wasn’t Jill Valentine! And who? Yes, a horse in a coat. Kazuhiro Aoyama came up with the script together with a staff writer, and together they came to the conclusion that the hero of the minor part should have been a simple nameless mercenary. To show the everyday life of him and his team. How they were left to die in the city, how his companion Nikolai removed witnesses, how his friend helped in difficult situations, how his commander Mikhail was ready to sacrifice his life for the sake of young fellow soldiers. Just imagine a second Carlos in Jill’s place and it will become easier to understand. Or maybe Carlos Oliveira was the main character of the game. We will never know this, because according to contemporary interviews, director Kazuhiro Aoyama admits that about working on Resident Ivl 1.9 he forgot everything. In general, the role of Jill Valentine is a male role. And it’s unlikely that she would compete in the same harness with the mercenaries of the company that staged this fuck-up in the city. Here! There should have been someone else in her place!

MY GUESS WHAT RESIDENT EVIL 3 WAS ORIGINALLY MADE

Now I’m imagining as much as possible. https://doctor-spins-casino.uk/withdrawal/ The main character could not only be Carlos. The fact is that I got into the closed files of the PC version of the game in the folder with the game characters. Jill was there, a few more suits for her from the boutique. I was surprised when I found there also models Carlos, Nikolai and Mikhail. And something tells me that they weren’t just there because they were participating in the “mercenaries” mode. It seems to me that the original story was about three mercenaries. No wonder the producer insisted on making one story. No attention would have been paid if she had been alone in the first place. So Jill wasn’t there, which means Carlos, Nikolai and Mikhail were there. Carlos’s story could be that he was running around a publishing house, a restaurant, a gas station and looking for survivors. He could even save Dario Rosso’s daughter.

Then the story could end, the game would throw the player to the main menu. There was again a menu with a choice of characters that you can spin in a circle. You chose a different story, for example, Mikhail. He would try to start the train and get out of the city, fight with the monster, get wounded and die heroically. Then I went back to the main menu to start Nikolai’s last story. The player playing for him could trace all his treacherous nature. How he killed witnesses, how he collected documents. Nikolai, under player control, could even fight with Carlos and Mikhail. At any moment, you could re-pass any company to look at the picture of events through someone else’s eyes. This was later done in Resident Ivl 6.

I think that all these stories should have been united by the monster Nemesis. He was supposed to pursue each of the three heroes at some point in the game. Then the producer just said to stop amateur performances. Directed Kazuhiro Aoyama to reduce everything to one Carlos story. How he ran around the city from Nemesis. And Kazuhiro Aoyama agreed, because by nature he was accommodating and non-conflicting. And then I’ll tell you how Carlos was changed to Jill. These are all my guesses, there is no official information. I don’t think it will. It was interesting to fantasize.

WHO IS SCARED IN RESIDENT EVIL 3?

The overall quality of the graphics has improved and so has the number of zombies. Kazuhiro Aoyama at some points came up with a trick to populate entire streets with zombies. In the first part there could be 3 of them in the room, in the second 7, and in the third at least a dozen. There was someone to shoot. There were fat zombies, zombie policemen, policewomen, townspeople in ties and jackets, scientists and those scary naked zombies from the laboratory. To diversify the bestiary, the Director came up with a system of unscrewing heads. For example, the head of a blonde zombie could be attached to a policewoman, a young girl in shorts and a scientist. This head looked different in different clothes. So from one zombie it turned out to be three. Kazuhiro taught them to run. Upon entering the room, each zombie could randomly receive a kick to speed up and rush into a race to run after you ahead of the neighbors. They were probably the hungriest ones and the first to want to get to the fresh food. And in the case of zombies, the director diversified the ways they appear. Previously, all the zombies were in the room, occasionally they broke in. But in the future Resident IVL 3, they jumped out of the windows of the city hall, broke down car doors, and broke into the warehouse of a pharmaceutical company. There were even cases when townspeople killed before your eyes slowly stood up behind you and tried to bite. From my experience I will say that I always tried to get ahead and save these poor fellows so that they would not be eaten, I did not know that they had to die in any case.

What to hide, director Kazuhiro Aoyama made of Resident IVL 1.9 action movie. Resident Ivl 2 was supposed to be just as dynamic before, but something didn’t work out. Because of this, there are a lot more enemies in the game. What enemies do you associate residents with, if you don’t take zombies into account?? Lickers with long tongues that cling to ceilings and walls with their claws, hunters with clawed paws and the sound of their feet, Doberman dogs, spiders and crows. This is off the top of my head. There were also 6-legged giant insects in the game. I wouldn’t call them scary, I actually took them for new liqueurs. There were also worms that attached themselves to Jill and drank her blood. Kazuhiro made enough enemies for an action movie, but too many for a horror movie. He knew what he was doing.

In the hands of Kazuhiro Aoyama Resident Ivl 1.9 was turning into a classic game long before its release. The most atmospheric weapon in the game was the shotgun. The classic resident player knew that he could put it on a zombie’s head and blow it to hell. You could lower down and shoot off the legs, or you could collect more zombies, 5-6 of them, and shoot at waist level; in 2 shots you could kill a whole group. There were also other classic weapons, which I will not describe in detail. Resident Ivl would not be himself without a knife, pistol, grenade launcher, magnum, rocket launcher and machine gun. Bonus weapons were of greater interest. The fact is that you could find all the classic weapons. It was good and comfortable with him, but a bit boring. But interesting weapons had to be obtained. Nemesis carried it with him, as soon as he was stunned, he dropped a white secret suitcase. There were no ready-made weapons in it, there were only parts, if you assembled several of these suitcases, Jill assembled a finished gun from the parts. You would be able to complete the game without it and would not experience any difficulties. But I personally didn’t give up a pistol that could tear a zombie’s head into pieces with one masterful shot, or a shotgun that, like the Terminator from the movie, could be reloaded with one hand. There was also a special mortar in the game. You fired a special charge and it stuck into the wall. He was waiting in the wings. And when zombies walked past it, it exploded. You could shoot it at a group of zombies and in this case it would explode instantly. As usual, it was impossible to walk with one weapon all the time, there was little ammunition and you had to constantly switch between them. By the way, there were 12 types in total.

Kazuhiro Aoyama introduced the ammo crafting feature into the game. In general, they wanted to introduce it in Resident Ivl 2, but somehow it didn’t work out. There was no workbench like in Last of As or Resident Evil Revelations 2, but in your drawer you had a portable machine for producing cartridges. There were three types of gunpowder in the game, they were stored in tiny cans with red, yellow and blue labels. Colors of Japanese traffic lights, if anything. So, red could be used to make pistol cartridges, yellow – shotgun shells, and blue – magnum. During the game you created ammo. This was not written anywhere, but your skill was pumped up. At first it was possible to make 15 cartridges from one jar, then 17, and finally 21. Jill spilled less gunpowder on the floor and had more ammunition. At some point, she pumped up her skill so much that she was able to pour in too much gunpowder, causing her pistol or shotgun to fire explosive cartridges. Even pistol cartridges were pretty good at stopping Nemesis, even if he was rushing towards you at full gallop.

RIDDLES. 2 + 2 STILL 4? OR ALREADY 5?

In the first two parts of Resident Ivl, the heroes found themselves locked in buildings, basements, sewers and laboratories. Kazuhiro Aoyama felt that it was impossible to continue doing this. The players wanted freedom, so he made the entire Raccoon City the setting for his offshoot. He released the hero from the stuffy rooms straight onto the city streets. The hero walked in the fresh air and explored the residential areas, business district, and shopping area. Music composed of a plexus of wind sounds and someone’s moans gave me additional feelings of desolation and hopelessness. Sometimes I had to look into the buildings, not without it. The designers came up with a restaurant, added the opportunity to go to a police station and feel nostalgic, we looked into a newspaper office and a gas station. But no! There was also a kind of mansion. Still, the clock tower evoked warm nostalgic emotions. There was no open city, like in GTA, it was impossible to run around and complete tasks in random order. Districts of the city opened gradually, one after another. Everything played like this. V Resident Ivl 1.9 it was possible to solve the riddle and open a new area. First, you had to pour a rope over the door and set it on fire, then a city block with a police station and Umbrella warehouses would open up. You studied everything there and found a master key, without it it was previously impossible to get into the business district of the city. Then you got the battery and could go down to the power plant area. With such tiny steps you discovered the city for yourself. This was the atmosphere. If, while playing Resident Ivl 2, you could only fantasize what the city was like, in Kazuhiro’s game you saw everything with your own eyes. At some point I didn’t get enough and I hoped to look into every door of every house. Unfortunately, this could not be done for obvious reasons. It was still a game, not a guide to a virtual city.

Haven’t you noticed before that in the first part of Resident Ivl there were 2 scenarios, in the second there were 4, and in Resident Ivl 3 there was only one. The fact is that the game producer, who is also Kazuhiro Aoyama’s boss, knew that the game had to be released in a year. Save time! The producer forbade making more than one story. This puzzled Kazuhiro, how could players be motivated to replay the game back then?? Then Kazuhiro came up with the idea of ​​adding a boutique with unlockable costumes, adding unlockable epilogues with stories of what happened next to the heroes of previous games and a feature that in each playthrough the location of weapons and items changed randomly. It worked like this! You’re walking through the police station and you know you need a magnum to take down Nemesis, the magnum is in the safe. You find a safe, open it, and it’s not a revolver at all! Nezhdanchik. Try to defeat Nemesis with a grenade launcher! This did not work with all items, for example, the plot key could not be accidentally replaced with a can of gunpowder, which made the game impassable. Although this also happened when you were looking for diamonds for the city hall gates, and it could end up either in the basement of a restaurant or in a newspaper office. And there were also moments where you could choose a fork in what the hero would do and depending on the choice, further events changed.

MODELING AGENCY NAMED AFTER JILL VALENTINE

I love Japanese games because they pay a lot of attention to the appearance of the characters. Of the two PlayStation games, you recognize 1 Japanese game faster than the American one. Here is the beautiful Jill from Resident Ivl 3 and the square Lara Croft. And the appearance and faces and elaboration were better. Needless to say, by 1998 changes had occurred and the graphics in PlayStation 1 games became more beautiful. If in Resident Ivl 1 and 2 the heroes consisted of geometric figures, they were simply joined to each other, then in the future Resident Ivl 3 the heroine began to look as if cast from a single piece. It’s not so obvious now. But during Resident Ivl 3, I noticed that Jill had knees! For me as a boy this was a significant erotic feature. The next time I was just as surprised when in Silent Hill 2 the characters learned to open their mouths during a conversation, and the third time 19 years later, when the Resident Ivl 2 remake came out.

MUSIC IS A BALM FOR THE SOUL

Kazuhiro Aoyama invited two composers to breathe life into the gloomy streets of Raccoon City. He couldn’t help but invite young Masami Ueda; his music will forever be associated with classical residents. And the other, Saori Maeda, volunteered to help the first, mainly, he wanted to do an internship. Young master Masami Ueda composed a melody for the save room. It was a calm melody, just what was needed to create an island of safety in a deadly city. No matter where you heard this melody, you forgot about Nemesis and enemies. In addition, both composers brought lifeless streets, an ancient clock tower, a hospital, a park and a laboratory to life. The composers had worked before and with the directors of Resident Ivl 1 and 2 and developed their own style of work. They also agreed with Kazuhiro to bring a disc with a recording of which the game’s track was supposed to be similar, and they listened to it and composed something similar. This approach was criticized by the composer of the rival Silent Hill series for the fact that the composers did not really invent anything themselves, but were inspired by something similar. But I had no complaints, as an ordinary player, I was satisfied.

TITLE SHARING

Together with Kazuhiro Aoyama’s team in the fourth Capcom studio, two more teams worked on their games. It was crowded, the young guys were almost sitting on each other’s heads. Someone walked nearby, someone crunched chips, someone tried to draw. The atmosphere was tense because everyone was working not only on different parts of the game, but on completely different games. Two programmers could sit next to each other and not even realize that his neighbor was working on a completely different game. Time passed and the port of Resident Ivl 2 on Sega Saturn grew into an independent game Resident Ivl Code Veronica. This was another spin-off from the series. Kazuhiro Aoyama also made his own branch of Resident Ivl 1.9. And since both games were spin-offs, for the first time in the history of the studio no one knew what to call them. With numbers? Without numbers with subheadings? No idea! A funny situation happened: the full-fledged third part was late and the Sony company itself stood up for Kazuhiro Aoyama’s game. Sony management met with Capcom management and discussed the situation. Capcom didn’t want to change the numbering of the games. If first there was Resident Ivl 1, then Resident Ivl 2, then the game is called Resident Ivl 1.9 wouldn’t sell. Buyers wouldn’t know what to spend their money on. It was a historic moment for all the players. To the same extent third the numbered part, think about it, could be Resident Ivl Code Veronica or Resident Ivl 1.9 from Kazuhiro. Resident Ivl Code Veronica claimed to be third because it had cooler graphics and was on a cooler Dreamcast console. Capcom employees hesitated and Sony management made them a sweet offer. After him Resident Ivl 1.9 from Kazuhiro changed its name and became Resident Ivl 3 Nemesis. I’m getting ahead of myself. This decision by Sony and Capcom led to the fact that subsequently sales of both the PlayStation 1 console and the game Resident Ivl 3 flew to the skies. The game sold 3.5 million copies! Just a little short of the results of Resident Ivl 2. That’s how Resident Ivl Code Veronica flew by. And the delayed Resident Evil 3, not the one from Kazuhira, later became the stylish action Devil May Edge 1.

If you don’t believe me, here’s the proof. When the actor voiced the title of the game. Resident Ivl in a scary voice! I wondered for a long time why he didn’t say anything about the three. It turned out that at the time of recording it was still called Resident Ivl 1.9.

You can’t even imagine what a fuss was going on! If to how Sony renamed Resident Ivl 1.9 didn’t believe in the game at all and were treated like: Well, you’re inferior, do something similar to a resident, then after renaming to Resident Ivl 3, the situation changed dramatically and everyone was already running around the office and just jabbering about Resident Ivl 3, Resident Ivl 3… The fuss was serious, there was little time: it was time to hand over the game in August, and it was already June 1999. And in the summer everyone goes on vacation. Guard. We called an emergency meeting to decide what needed to be changed. The nameless Umbrella mercenary was no longer suitable for the role of the main character. Who could be cast as the hero for a full game?? Claire and Chris could not be touched, because they were already the heroes of Resident Ivl Code Veronica, Leon was promised to be made the main character already in Resident Ivl 4. Who’s left?? Jill Valentine and Barry Burton remained ownerless at that time! Great! What else needed to be changed? Of course, rollers! They didn’t change the opening screensaver, they just added three more pictures with Jill. Those same static pictures from the beginning of the game. And I was wondering why they made it so cheap? Wasn’t there enough money?. Now it’s clear why they did it cheap and cheerful. Since the screensavers were redrawn at the very end, we tried to show Jill in them as little as possible so as not to waste time. This is why I so missed the beautiful cutscenes with the game’s heroine in the game. In addition, the game menu was redrawn, the dialogue was rewritten, and an actress was urgently hired to voice Jill. To speed up the work and meet the deadline, 30 more people were added to the 20 team members (a very tiny team). By this time, Capcom’s fourth studio had finished making a horror movie about dinosaurs, Dino Crisis, and transferred almost everyone to Kazuhiro for Resident Evil 3. They even slipped the game script into re-reading it to the head writer of the fourth studio, so that there were no overlaps. He had nothing to do with Resident Evil 3 Nemesis, at that time he was working on Devil May Edge 1.

DOCTOR, WHAT CUT OUT??

They fussed a lot, but they cut them out of the game a little. Remember, in the Umbrella warehouses you had to turn on the TV with the remote control to find out the code?. Not so fast! There were no batteries in the remote control, you had to find the batteries first and insert them into the remote control. Other. Do you remember how you found a hose to put out the fire in front of the warehouses?? It was necessary to find an additional special adapter for the hose in order to screw it to the pipe. The riddle with three coins with the image of a vampire was cut from the game. She could be in the clock tower. That’s all! The rest has survived to us in its original form. For me now there is only one secret left! Is it true that the fat man’s daughter from the beginning of the game was in the clock tower?? The one who died in an embrace with a mercenary. I don’t think anyone can answer this question for me anymore. Even Kazuhiro Aoyama himself admitted in one of the streams that he no longer remembers what he did in his game.

THE DEVELOPER’S FATE AFTER RESIDENT EVIL 3

In 1999, every company understood that the PlayStation 1 era had come to an end. PlayStation 2 and new opportunities were already looming on the horizon. It’s only now that games like Cyberpunk 2077 can be released simultaneously on old and new consoles at the same time. And in the late 90s, either on old or new. That’s why such expensive games as Final Fantasy 8, Driver 1, Medal of Honor 1, Tomb Raider Last Revelation, Siphon Filter and Gran Turismo 2 were released that year. The horror theme was just getting started. Therefore, in 1999, all the competitors in the world were able to oppose Resident Ivl 3 only to the psychological horror of Silent Hill.

And now I’ll tell you how Resident Ivl 3 was promoted. At the beginning of the year, Capcom approved the advertising budget for the year. Allocated $20 million to advertise their selection of ’99 games on television and flyers. And by the way, it was divided between Dino Crisis 1, Resident Ivl 3 and the port of Resident Ivl 2 on Nintendo 64. They spent a lot of money to advertise Resident Ivl 3 at two exhibitions: in the spring at the Tokyo Exhibition, and in the summer at the Los Angeles Exhibition. Another part of the money was spent to print discs with a demo of Resident Ivl 3 and invest them in Dino Crisis. So that they know! Did a great job. Resident Ivl 3 sold 3.5 million copies. And this is only on PlayStation 1, other consoles didn’t even count. And by the end of 2000, a book with a novelization of Resident Ivl 3 also arrived. Then everyone was bombed. At that moment it seemed to me that if a book is written on the game, then the thing is 100% worthwhile. Books are not written by order.

We made the game, we bought the game, we played the game. How Kazuhiro Aoyama’s life changed after Resident IVL 3? He remained unknown to anyone. Everyone recognized the directors of Resident Ivl 1 and 2, they were treated like big celebrities and trusted. Just like today to Hideo Kojima. They thought: This talented guy has gone! Kazuhiro Aoyama remained somewhat pale against their background. He worked the program through and through, even, as ordered, he fit it on one disk. Later he worked on Onimusha 1 and Dino Crisis 3, and then disappeared completely. He doesn’t even have his own page on the English-language Wikipedia! But I will tell you that his merit is that he made Resident Ivl 3 from the very beginning as a big game and did not allow himself to lose heart and make slag. That he managed to become a full-fledged resident in less than 2 years. I think he was undeservedly forgotten. Well, don’t forget to like and subscribe to the channel! Otherwise we’ll disappear like Kazuhiro Aoyama. Yeah! You were with the channel To fans from fans and you watched the success story of Resident Ivl 3. Bye!

Wait, wait! It’s too early for the credits to roll. I promised to tell you what you can play Resident Ivl 3 on today! You can download a Playstation 1 emulator to your phone and play Resident IVL 3 at least until 29. By the way, then the game will turn thirty. A surprise awaits you today. The fact is that the new author of the channel, Zhandos Saginaev from Kazakhstan, wanted to arrange a real concert for the credits. He is a talented guy and mastered the piano to learn how to play this touching melody. Fans will know where she comes from. Support the guy and listen to the end!

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Success of the remake of Mafia and the transfer of Kerbal Space Program 2 on the 2022th-Take-Two report

Take-Two Interactive shared the last financial successes. For the reporting quarter (from July to September 2020) the main stars of the publishers were NBA 2K20 And NBA 2K21, Although other games showed themselves well.

Compared to the same quarter of 2019, income fell by 2 %. Take-Two It associates this that this time she did not have a penalty commercial hit, while in September 2019 it started Borderlands 3 – Her launch was the largest in the series.

The largest contribution to the income for the reporting quarter was made by the last two NBA 2K, And also PGA Tour 2K21, Mafia: Definitive Edition, WWE 2K BATTLEGRUNDS and "tails" Borderlands 3, Grand Theft Auto v And Red Dead Redemption 2.

During the report, they also talked the https://amigowinscasino.uk/ following:

Kerbal Space Program 2 Now they plan to release from April 2022 to March 2023. Earlier, they were going to send the game on sale in the spring of 2020, and then-in the fall of 2021. Probably such large -scale transfers are associated with aggressive behavior Take-Two in relation to the former developers of the sequel.

Take-Two He does not believe that signatures of the Xbox Game Pass type will be the only or priority content distribution channel. However, the company is not going to exclude such probability – in the end, consumers will decide everything.

Take-Two Open to the ideas about making conditionally paying and mobile franchises games NBA 2K And Grand Theft Auto. I recently acted in a similar way Activision, Launching Call of Duty: Mobile And Call of Duty: Warzone. However Take-Two The current model is quite satisfied when the network mode in the style of Freeters is complete with a paid single game (for example, as in the case of GTA Online And GTAV).

So far, the pandemic plays on hand Take-Two: The activity of the audience is not that it does not return to the indicators to the flash of the Covid-19, but it simply does not fall. Nevertheless, the publisher suggests that over time, activity will still decrease.

According to Take-Two, Neksten-console will achieve tremendous success. However, they will gain a critical mass only to their second Christmas, that is, by the end of 2021. Up to this point, it is better not to refuse the audience with devices of the outgoing generation.

Among the voiced circulations (for all the time, and not just for the specified quarter):

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SUBVERSE: Video preview

Subverse is one of the most successful Kickstarter campaigns in gaming. This is the top Steam. This is a hooligan project, which was carried out by a studio that previously made only videos for adults. Let’s see how justified the hype around such a debut in the interactive entertainment industry is.

SUBVERSE

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Notes of awkwardness and embarrassment in the voice, covered by cheerful intonation and jokes..

I can imagine how Anton and Gleb screamed when they voiced the preview. 🙂

P.S. The preview included “Expense for everyone” from Gleb and “Uuuu with… ka!» from Anton.
The review for the full version requires “Shut your mouth with my nipple” from Kungurov and “Yes… yes… lie on a man” from Malt.

This issue of the refund came out simply wonderful.

The review turned out to be a cool co-op. Not the standard: “Kat, here’s your section. Read, while I go get some coffee,” namely, a cooperative with jokes and exchanges of remarks. I even remembered Igrozor a little. (Gleeeeeb?)

And the game itself, as expected, is another mediocre craft that uses exploitation and graphics.

As a baker, I haven’t seen a single unfounded argument here.

Regarding the gameplay, they actually said the same thing as you. Cosmo fights are good. It’s true.

But about the history:

Most people, when playing such a game, will skip all the dialogues.

I’ll surprise you, but even when playing regular games, most people skip all the dialogues. But this is not a reason to feed fans (who spend time paying attention to them) with shouts in the spirit

between streams of exposition unfiltered and not integrated into natural dialogues.

And early access is a weak excuse. For example, right now, also in early access on Steam, another VN porn is being sold, with a wonderful picture – Seeds of Chaos. I’m ready to safely admit that I read the dialogue diagonally, constantly choosing the most disgusting solutions that will lead to the most interesting scenes. But every time I paid even a little attention to them, they were damn catchy… I could have missed all the circumstances that led the characters to point X, but I perfectly understood the opinions and motives of everyone and how these motives could hinder/help me

gg has already gone through the standard path of a hero who saved the world from the king of demons and now lives happily in a godforsaken village with his wife. And then she is kidnapped by a couple of the heirs of that king and blackmailed, they force her to take a (magical) oath of allegiance to them. Because who the hell will be less suspected of espionage when they begin the conquest?

And yes – the whole game is dedicated to working for them and making decisions about how low they can fall.

Of course, you can nobly refuse almost every piquant scene, except those with your missus, but who will do it in such a game?? However, the developers give you a choice so that later, with a clear conscience, you can remember all his stupid decisions. And damn, it’s so deliciously written that by the end, I was already choosing the stupidest decisions, just to see how it would come back to haunt him?». And the screenwriter who came up with possible answers to his wife’s question “did you sleep with [your assistant]?"add "Yes. You can fuck her too" deserves an award.

But Subverse is still having a hard time with this.

In fact, now the main thing that sells the game is space battles, sex gifs and promises “in the next update, we will release personal quests for partners and everything will be better there, both with dialogues and scenes” (in the attached picture)

And IMHO, it would be better if they were released into early access, a little later, but immediately with quests, because so far it’s very weak

It’s clear that they did everything they promised. And they clearly tried and did it with soul. But apparently they spent too much time building those. parts and too little to think through the overall structure of the game.

And based on this release, it seems that the first pancake came out lumpy.

Of course, I hope that they will really get it right for release, but it’s hard for me to imagine how they will remake an already finished script and re-record all the lines. I have much more hope for the conditional Subverse 2, if they gain experience trying their best to fix the structure and script of the first one, before leaving EA. Then you can really wait for the goodness

Why is this a game then, and https://casinowg.uk/games/ not a collection of videos on a relevant topic (or a genre more familiar to the authors)? Like they called themselves a game, make gameplay.

That is, okay, yes, in theory it was possible to create some interesting plot, drama and characters, but something tells me that most people, when playing such a game, will skip all the dialogues.

Firstly, the authors of the game themselves promised a porn version of Mass Effect. Secondly, Acting lessons, Being a DIK, City of the broken dreamers is a clear example of the fact that you can create an interesting plot, drama, characters and at the same time players will not skip dialogues, as evidenced by reviews.

Regarding the strawberry, it is obvious that the camera cannot be turned because the director has his own vision of the scene

How will the scene itself and its content change if the player changes his perspective?? And if you compare with Detroit, I’ll give you the example of GTAV, where during a private dance in a strip club and the services of a prostitute you can change the camera angle. Does this make the scene worse?? No, you’re seeing the same thing, just from a different angle. Visual novels also have something similar – Girl house (you can move the camera slightly, but the angle is generally the same), Away from home (you can choose first and third person view).

And what kind of gameplay do you want during sex scenes??

So not during, but between. Like, the task of the gameplay here is to do everything so that you get from one video to another and don’t turn off the game with “why didn’t I just download a separate collection?».

To be honest, for me personally, voice actors pull everything out. They are interesting to listen to and they play the material they are given very well. As for the characters, a patch has been released that adds Devotion dialogue that opens and allows you to reveal the characters a little more than what is in the main plot. For me personally, the game has already earned its 500 rubles and I can’t wait for the further development of the project and I want to hear again what the voice actors can present, after all, in my opinion they are not doing hack work and are trying

In fact, previously people were banned for halos creeping into the frame. I know one very good blogger, if you know what I mean ( ͡~ ͜ʖ ͡°), who suffered from this.

personally, it captivates me with its absurdity, no, rather, its stupidity and directness

A matter of taste (and mood). I’m so categorical because it didn’t work for me

Seeds of Chaos works in a slightly different direction

In the initial stages, the developers showed a very local story, with almost no exposition, where the conquest of one fortress is the goal of the entire early version. And the updates came out at most once a year, they were good enough to maintain attention and hype for the game (the developers’ patreon is now $12.5k per month)

And only when the developers developed the plot to the capture of the capital and political intrigues, they began to interestingly play with some of Chekhov’s guns associated with the origin of the city (spoiler – a simple peasant, with zero magical powers and significant ancestors) and give exposition according to the principle “this is the minimum, without which you will not know what to do. You can jump straight into the execution of the plan, or you can chat with all the characters to understand their motives and which scenes are more interesting for you to get.”.

If you want my measure of humor, then look at Sunstone. The jokes there are also simple, but tasteful (if anything, the last picture is a flashback)

P.S. And in terms of story presentation, Subverse is 80% also a visual novel (=comic book)

You should at least read what is planned in the first patch. The guys had never made a game in their lives and managed to roll out everything without any bugs at all, with minimal optimization problems, and with quite normal combat. CDPR couldn’t do this in 8 years. Yes, they were very right about the pacing – indeed, there is too much lore that is not the most interesting, but, by the way, the humor is very good there. Dropped on “I tried so hard and got so far but in the end it doesn’t even matter”. The girls have really different abilities, which really make a difference in combat. Of course, this is not enough for a full game, but it is more than enough for Early Access. First of all, they showed them that they _can_ do what they had in mind and created a base on which they would build up content. And that’s cool.

But the soundtrack seems good, you can throw it into the playlist to play in the background.

P.P.S.Adding media to comments is an ass.

But I will continue my comment

If yes then that will be great

As for me, it is much more important that the developers showed a fully working skeleton of the game, now all that remains is to stretch the skin over this skeleton and fix the long loading times

The latest statement from the developers says something like this, but IMHO, the trailers gave the impression that there would be more content and I was disappointed by the bloated introduction and how many parts were “unavailable”

In general, we’ll see. If the developers fill out and polish the game, then I won’t complain. Good porn games, I’m always happy.

For now, I’m just sharing my impressions and opinion about the original “the review contains unfounded arguments and hate” comments

P.P.P.S. a little more Sunstone, as a positive booster

But there is gameplay and it’s not that bad.

P. S. Kinetic visual novels are also games. What can you say about the gameplay??

It seems to me that Pauli doesn’t understand a little that the subverse (like almost any porn game) is first and foremost PORN, and only then a game.

I will be grateful if you send me the source

Yes, I was confused, but, in fairness, the developers did not deny such a comparison.

Yes, but it seems to me that a heavy and dramatic plot is not suitable for such games.

And no one demands a plot on the level of “Saving Private Ryan,” which is not what the plot in the above games is, and it simply won’t work in such works.

it’s just additional work with composition and lighting

It just looks shoddy – they have such a budget, hand-created characters, and not ready-made models from the public domain, but they don’t allow you to look at them from different angles.

P.P.P.P.S. And “if yes, then it will be great” was in response to

Well, that’s why they released the game into early access, to collect feedback, so perhaps the dialogues will become better in the future, without unnecessary water

Hey, StopGame, users asked for a redesign of the site, but not a replacement of comments with this buggy stub (just today a couple of times, when inserting a second quote, the first one simply disappeared)

And they are full-length? They are half an hour long, where 25 minutes is a sex scene.

I’ll surprise you, but even when playing regular games, most people skip all the dialogues. But this is not a reason to feed fans (who spend time paying attention to them) with shouts in the spirit

between streams of exposition unfiltered and not integrated into natural dialogues.

Perhaps I don’t particularly like satire in general, so a setting based on bashing everything and everyone with breaking the fourth wall doesn’t suit me. Based on this, I can’t judge how well they did their job in this regard. However, as for me, this is a fairly well-developed network and personally, it captivates me with its absurdity, no, rather, its stupidity and directness, which makes me immerse myself in this preoccupied world.

Seeds of Chaos, on the other hand, works in a slightly different direction, and for the sake of fun it forces you to be a creature, and plus it’s generally a novella, and novellas are more like a comic than a game, which does not imply “unfiltered exposition not integrated into natural dialogues,” but about

but it’s hard for me to imagine how they will remake an already finished script and re-record all the lines.

Well, that’s why they released the game into early access, to collect feedback, so perhaps the dialogues will become better in the future, without unnecessary water.

And again, you say this as if the plot is important for “such” a game, that is, I certainly agree with you that this is not a reason to piss in the players’ ears, and a good trashy plot obviously won’t make it any worse, but this is not such a fatal thing, for me it is much more important that the developers showed a fully working skeleton of the game, now all that remains is to stretch the skin over this skeleton and fix the long loading times

There is an hour and a half where there is even a “plot” (somehow connecting the scenes yes)

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Subscriptions will open the market for experimental games, says Outer Wilds developer

Cosmic adventure Outer Wilds It is quite possible to call an experimental project – a nomination for an innovation prize at Game Developers Choice Awards 2020 This is confirmation. Moreover, the experimentality of creation Mobius Digital It goes beyond the game – the developers were not afraid of non -standard decisions when they brought entertainment on the market.

Outer Wilds was the first game on crowdfunding/investment platform Fig.Co.
• The authors concluded an exclusivity deal for the Epic Games Store in the midst of popular discontent with such agreements.
• On consoles, the game first visited Xbox One, where on the day the release was included in the subscription Game Pass.

Despite all the riskiness of her undertaking, the studio was satisfied with the result. This is especially true of the subscription service, for which, according to the creative manager of the company Loan is true (Loan verneau), future. The developer told Gamesindustry about this.Biz:

We released the game at Game Pass https://candy-land-casino.uk/mobile-app/ for Xbox, and it was just amazing! In my opinion, this attracted many players who would not even learn about Outer Wilds. Therefore, I think the subscription was in a big step. Just like signature services have changed the world of television and cinema, they will greatly affect the game industry. We are already starting to see this and notice that subscriptions will probably open the market for more strange and original projects that a priori are risky.

According to Right, A trump card of signature services is an innovative content that users want to try, but be afraid to give money for the purchase. Subscriptions can help indie developers, but about the traditional market, everything is not so unambiguous, he considers Right:

My opinion is that in any industry it all depends on the monopolies. And our industry is filled with monopolies at many levels – from tools to platforms. I have sufficiently studied the economy to understand what this means, and to conclude that this really creates problems for both players and games developers.

As long as we manage to deal with monopolies and create competition at each level, we will be fine. Will we handle it? Monopolies are very skillfully forced people to think that they like their product because they invest a lot of money in marketing. This is my personal concern. While we have competition between platforms, publishers and distributors, developers will be able to find their audience.

As concluded Right, Everything new is a risk, and comfort is a curse of our life. But the understanding that short -term convenience is damaged in the long run, the developer says, should push people towards unknown horizons.

By the way, the head of the Xbox Phil Spencer (Phil Spencer) with words Right, Apparently, I agree (!).

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Subnautica: Below Zero received a large update with a modular underwater vessel

Subnautica: Below Zero, an independent addition for the original game, today received the first big update. At the same time, the developers shared the new trailer, briefly demonstrating the main features of the update – look for a video at the end of the news.

One of the key innovations is the SEATRUCK submarine vehicle. It consists of several modules that can be freely changed. Each of these compartments slows down a marine truck, but in the case of unforeseen danger, excess ballast will allow you to reset in order to escape faster.

In the future, the https://casino-pocketwin.co.uk/ authors promise to add new modules, but for now only four are available:

• cabin – provides food and control of the vessel,
• production compartment – allows you to create equipment,
• repository – serves to store different items,
• Aquarium – you can collect live specimens into it.

In addition, the update will offer a richly detailed island on which you can find black sandy beaches, thermal pools, snowy cliffs and confusing caves. At the top of this location you will find a new base for transporting goods and a panel for launching a rocket. Another fresh biom, Thermal Spires is a home for underwater creatures.

In addition, the update is added by the dark region of Deep Twisty Bridges, the depth of which exceeds 200 meters. Predatory plants and another new threat are found there – the monster Squidshark. With its tentacles, it can catch even the most clever diver, and his teeth cause serious damage.

Among the novelties there is a less terrible creature – Seamonkey. This sea monkey will try to rob you, and then hastily retreat. If you proceed after her, you can get to her nest, where other valuable things are stored.

You can read about all innovations here. Recall that Subnautica: Below Zero Available on PC via Steam, Epic Games Store and Discord store.

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Substantial screenshots Middle-Earth: Shadow of Mordor

● Mordor – action Middle-Earth: Shadow of Mordor It will begin exactly on that very day – or rather the night – when Sauron returned to Mordor and the events already familiar to us by the mass confrontation of good and evil The Lord of the Rings.

● Nemesis system is a dynamic non -surgery gameplay mechanics that allows players to influence relations with the enemy and even enemy characteristics. Thanks to this system, users will be able to create unique their own stories and gameplay arches, which will remain unchanged even after the death of their heroes.

● Ghostly abilities – players control the so -called ghostly forces (Wraith Powers), which help them, for example, realize a plan of revenge, outwit the enemy, penetrate the enemy camp and generally achieve the desired.

● Hand -to -hand combat – a wide variety of enemies will require you of various combat tactics, which, in turn, motivates users to improve their skills, skills and weapons through the runes system, which are created by the player in accordance with his strategy.

December 16, 2013 The new Batman https://casino-mfortune.co.uk/login/ multiplayer mode: Arkham Origins has already arrived

December 16, 2013 First LEGO The Hobbit Trailer

Middle-Earth: Shadow of Mordor

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what kind of spirit of revenge is this? Did Tolkin have that? It is very important for me personally that the game would be not only good in itself, but also to keep the book atmosphere

I apologize, not I do not really understand the relationship of this to the world of Tolkien. It feels like an ordinary fantasy plot tried to plunge into the universe. What the spirit of revenge? From what "the world"? Only Valinor can serve as a similarity, but only the elves lived there … There were no “spirits” of revenge, who returned it and most importantly – where. A nightmare of anyone who read Silmarillion in this plot. There is nothing like this in the world of Middle -earth!

There will be no, they will make for the sake of casuals and other people who were far from the topic that only in the cinema saw the Lord of the Rings of Jackson.

People, gnomes, and hobbits could get there. Only the Green Card had to be issued in the Middle-earth, at the Elf embassies. And the resurrection of a person-spit into mythology.

I’m not sure. It seems to me that these are screenshots, maybe the pre-display, but it does not look at the art at all (except for the 2nd photo).

No of course … added only from other games. The game may be good, but whether it will be good lord of rings.

Actually, Valinor is a physical place, or rather the earth in the West.
the place of sorrow, rest and the place where the Mandos halls gather after death (if not correctly, do not judge strictly). But there are only elves (and the dwarves) are waiting for the end of the world.
And people have their own expensive, which no one except the illuvator and manva knows (with the exception of Mandos).
There are a lot of Middle -earth in the world.