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Such strange army songs … dedicated to everyone who served!

In honor of February 23. Small, cozy flea. Just army songs. For everyone who served. Yes, and simply – for everyone … (Attention – Mat! A lot of mat! A lot of mat! It is extremely not recommended for listening to persons under 18! I warned!)

Army songs. Just because ..

In films, too, sometimes, interesting soldier’s songs sound. Here is one of them.

Cannot be ignored and army parodies.

All the girls who abandoned their guys while they served in the army!

And this song sounds in honor of normal girls.

Surprisingly, the girls also sing about the army. Well, or almost about the army.

The mat is present in almost every army song. Why? It is almost impossible to explain this to the uninitiated. A person who did not serve will never understand why swearing, in places frankly vulgar, obscene, I would say songs, can cause the brightest and warmest emotions among the guys. They are able to cause tears and laughter at the same time, regardless of brutality and “durable” to the one on whom. Because … he served! And this is the most competent answer to any question on the topic.

Dembesk songs – where without them!

Mainstream is also sometimes good to conveys the atmosphere of army songs.

Well, actually all. I https://spinsheaven-casino.uk/login/ said everything I wanted. More precisely, music said everything for me. The music that I devote to everyone. To everyone who served. To everyone who has not yet served. To everyone who did not serve for serious reasons. Everyone who slaughtered, or is going to do it … Well, this is your choice, it is not for me to blame you for you. And in general – today is the holiday! I congratulate all the guys … no, wrong. Guys. Happy holiday to you. Happy Defender of the Fatherland Day.

The best comments

About Marusya Fucked song! There is also a very philosophical meaning, especially at the end! Excellent post, wandering!

I would throw it off the phone, but.
6.30 in the morning we will pour
not to say that it would be fast
But still get up
With great reluctance and through mats
Tankers go to the parade ground for charging
day begins – tanker in the washbasin
brushes teeth, shave fucker
in the ranks takes place free
For breakfast, if hungry
Then we stand on the parade ground like horses
We are waiting for the brigade commander
Well, then the soldier is armed
different weapons – braids, shovels
on Derrectrix, landfill, tank aid
There will be no grass where we will go
The life of the double bass is very beautiful
Here is a lunch with a soda of meat
After lunch we have a quiet hour
As in a sanatorium, Prikint, we have
I advise everyone to serve on a contract
fucking like a black man, you get a salary
Not you are not afraid, everything is gasped here
You will like the service – neglected
I tell you – here is a paradise life
There are very few places – hurry

See, tanks fuck for shooting
who have been tired for a long time
fucking tanks do not shoot
And there are those who do not know how to shoot
At least one will go during the shooting
It is heard by the connection "fagots, bitches"
and screaming is shouting – screaming is useless
tanker – he is like a tank, the bitch is also iron
Armor fucking is strong – and tanks fucking fast
there are 2 dirty tankers on armor
come to the battalion in the evening and say
"We were fucked up all day to fuck there"
Sleep – pass in the evening
This is art – sit in the ear
Everyone is constantly looking for
Such a life – fuck her in the mouth
We have a soldier’s fraternity here guys
"Who the slippers spids – goats, fagots"
"Fucking close – hear, you, fucking crazy"
The tankers are closely rallied by the team

And there are those who are fucked up
This is the fucking life of a soldier
Walking for the company "Fir me"
"Of course I will quit in two months"
actually it is cool here, and even cool
for example I am very pleased with the service
I bought sneakers and no need for fucking
I have never eaten chocolate so much
We fucking here for a different time
Someone from the head in the morning beats the plafones
Someone falls out of bed at night
And someone in a dream fucks fucks and laughs
And if the tanker grows something suddenly
From sadness, his friend will save
We have a combat mission on the Internet
you need to answer the chicks today
In our brigade, the elite tankers
no one is forgotten and nothing is forgotten

I will honestly tell you without show -offs
God forbid you see the tankman in battle
any shit of tankers, owned by our
it’s hard to guess where they will fuck
The story about tankers I finish
Elite tankers – I repeat once again
The shock force of our army
It’s even scary to look at our tanks

All with the holiday.
In addition to the above songs, one of my loved ones
Listen or Download Chekists take For Free On Prostopleer
REB troops

And the only day we will remember before gray hair! And on this day we will drink and the piz ..! We were in the army nah … oh about! We were in the army – nah.

Communication battalion -there was the most free battalion at the base. They did not have general baze outfits. Basically they were lying on the bed
Who fucks in the rain and dirt?
Our valiant connection
If there is no rain and dirt
Their boss fucks
The same situation was with our telephone operators. They did nothing. But when the battery went to the training ground. Then they ran. Ta-57 lay. Go. Spin a kilometer between two phones. The connection broke. I went a kilometer, look for a cliff. And you must also collect correctly. Kilometer
The platoon also liked to give a coil to our telephone operator and for three hours, back and forth, unwind for five hundred meters, and wrap it back.
It was fun. I remember, at study, our powerful battery control platoon (a mighty bunch of five people) was driven on the cpend. Alone.We were safely forgotten there. We sat there before lunch, suffered garbage. We look already the whole battery has returned. And our runs officers ran. They returned themselves.

Real Meastim. Group of paint. Song Brother. Terrible, Russian pop in all its splendor.
http: // www.YouTube.COM/Watch?V = AQDBY8LZYLY
Song of the intelligence battalion
Night as a pea, rolls slowly
The heart is alarmed, as if shot
Mountain slopes, ambushes and caches
Intelligence is going on ..

Following the fogs we wander with phantoms
Mom’s sorrow – will we be at home?
Between stretch marks heavy
Intelligence is going on ..

We go to visit uninvited, do not apologize,
Make crumbs and dissolve
Wolf paths, enemy corpses
Intelligence is going on ..

When the sky is tired of a ghost
The heart becomes a mouse on a bat
Again gorges, secret slots
Intelligence is going on ..

Pains a crimson sunset with the blood of a gorge and grotto,
Again exciting excitement of wild hunting
For several days in a row of nerves, threads are stretched,
But the detachment is covered by the guardian angel

We go to visit uninvited, do not apologize,
Make crumbs and dissolve
Wolf paths, enemy corpses
Intelligence is going on ..

When the sky is tired of a ghost
The heart becomes a mouse on a bat
Again gorges, secret slots
Intelligence is going on ..

The moon rose up from the bottom of the gorge
The target is visible in optics, the movement of movement
There will be a short battle, well, and then – home ..
“Intelligence, forward!"

We go to visit uninvited, do not apologize,
Make crumbs and dissolve
Wolf paths, enemy corpses
Intelligence is going on ..

When the sky is tired of a ghost
The heart becomes a mouse on a bat
Again gorges, secret slots
Intelligence is going on ..

Wolf paths ..
Secret slots ..
With a mouse on a bat ..
Well, we finish the topic of intelligence. The bloody snow of the Caucasus
http: // www.YouTube.COM/Watch?V = XBYTVFSUJSA

Junior sergeant. And more interesting, more positions. You can neighing. For example, there is a driver-machine gunner, a chauffeur, a driver, a chain-garneter, or a driver-cook?

While the tanker was a gun
The artilleryman was engaged in obscenities with his girlfriend ^^)))
Although, not offense, there is a saying about any kind of troops.
While the artilleryman was led by a gun
The signalman was engaged in obscenities with his girlfriend.
Although the most relish about signalmen. They told me more about them than about other military branches.

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Subjective truth about life on StopGame blogs.ru

IN ninth episode of the StopGame podcast, dedicated to the site itself StopGame.ru, The discussion participants also touched upon the topic of blogs. Moreover, Leonid Davydov pproposed an initiative to bloggers in the spirit: “If you have ideas for improving blogs, then you are welcome”. Why not, I thought, after which and started writing this articles. Here I will share my own experience of blogging, and believe me, I have accumulated quite a bit of it. In the end, it’s already my fortyth blog. Make yourself comfortable and bring a saucepan with youat tea and a mug of dumplings, because we are starting!

About the nature of the “sump”.

What is a “sump” within blogs?? This is the purgatory into which all new publications fall (except for someI eat from the authors, hthen they were withdrawn moderators in the “top”directly). You see, when any user clicks on the subtle word "BLOGS" at the top of the screen, they are taken to "thep", and to be more precise – V section "BEST", whichohm singingare all topics, ratio of likes and dislikes which equals or exceeds value in tenb advantages. To go to the “sump”, you need to click on the “ALL” section, but most users either don’t know about itet, or Byjust doesn’t look rightAndthere’s no point in going there. And here we have a contradiction: bloggers publish in one place, and most readers go somewhere else. In other words, to reach readers, you need likes, which require views from these same readers! It’s a vicious circle, don’t you think?? Recently, the situation has grown from simply unpleasant to catastrophic. If dabout redesign five hundred views per week in the "sump"were considered not the bestbetter indicatorem, now two hundred is the norm. Add to the above the fact that only a small part of readers even somehow evaluate blogs, be it pros or cons, and you will get a very killer formula for scaring away bloggers.

Such a depressing picture really makes you think about the death of blogs.

Ways to solve the problem:

ABOUTcombine “top” and “sump” into single and indivisible blogs, so as not to separate bloggers and audience.

Significantly reduce the threshold for entering the top. For example, up to a ratio of likes and dislikes of five pluses.

Separate likes and dislikes, but this measure has two serious drawbacks. Firstly, the difficulties of technical implementation. Secondly, it is far from certain that at the current stage this measure will have a tangible effect.

Add the ability to subscribe to further publications specificallys userto her, to receive notifications when new blogs are released. Yes, just like YouTube. You can even make it in the shape of a bell.

WITHmake blog links more visible. I strongly doubt that placing it between “CHEATS” and “STREAMS” particularly contributes to the influx of readers.

ABOUT criticism of the concept "Friday mower".

I publish on blogs StopGame for more than three years, however I have still nno not the slightest idea why such “Friday mowers” ​​are distributed according to the principle. That’s it! There’s not even a guess! The whole point is the absence of any clear rules and pre-agreed conditions for this competition. Determination of the winner – This entirely the prerogative of the author struggling with sleep StopGame, responsiblyth for the Friday issue of Infact. Because of this, the “Friday mower”, as a measure to stimulate activity on blogs, does not work properly, but this turned out to be not enough! Instead of changing the competition itself, making the process of selecting finalists clearer and more transparent, the editors StopGame decided to simply abolish the cash reward. Definitely, the whole problem lay precisely in the fact of the presence of a monetary reward, and not in the poor organization of the event. However, to my pleasant surprise, commentators on YouTube, so such an unpopular decision was canceled. But this does not mean that these plans have been completely abandoned. Not long ago, the form for issuing “Friday mowers” ​​was changed now “mowers” ​​are sent only to Steam-a wallet from which it is almost impossible to withdraw money. I guess uhThis measure is aimed at reducing the significance of the award itself, so that next time its cancellation would cause less negativity. Most likely, the next step will be to replace the “mower” with direct distribution of video games, after which this incentive measure will also be abandoned. Maybe I’m just paranoid, however, in the same podcast, Mr. Davydov absolutely did not hide his intention to abolish the practice of issuing “Friday mowers”. The final conclusions are yours.

Ways to solve the problem:

ABOUTrefuse to issue “Friday mowers”. If you don’t want to allocate money to usremedies, then you don’t have to force yourself. After all, we work on passion. However, I can’t help but point out the obvious irony, because the site’s authors quite calmly collect donations on streams. But this is of course different.

Ucommemorate other worthy works published during the week. It is not necessary to display them on the main page or reward them with money, but you can simply indicate the very fact of the presence of suitable work, leaving a couple of links in order to generate additional traffic.

Prescribe clear conditions for the competition, outlining selection and evaluation criteria. To be honest, this decision suggested itself from the very beginning of the competition. Usually a blog on a general topic and a review are selected, but sometimes the ratio changes: two reviews or two blogs on a general topic. Sometimes “Infact” even goes on vacation, missing a whole week. I would like more clarity on this issue.

On the ethics of treating bloggers.

It was worth it YouTube-direction StopGame begin to actively develop, reaching new heights (absolutely deserved, in my opinion, because the guys have been making really good content for so many years without proper return), so the “best audience,” as if by magic, turned into “toxic burden". Every time another author StopGame begins to speak disparagingly about us, I feel really offended. Fen’s words were especially saddening, nwho called bloggerV “a toxic community that drives away all newcomers”. Certainly same, newcomers leave the site not because of low views, a huge wave of problems that have not been solved for years, almost fullWow absenceI any opportunity to get statistics on published blogs and the presence of other alternatives offered by your competitors (the same DTF, for example), but because of us. Ideal scapegoats. But… maybe stop treating us like that? Please. We are only enthusiasts and amateurs sharing our creativity in conditions of almost complete ignorance of our problems. For how many years have we been promised that blog problems would be solved after the redesign?? And we endured. We waited. We hoped for the best, unconditionally trusting our favorite authors. And then there was a redesign, but everything became only worse. The new blog editor was presented as much more convenient, but this is not entirely true. You see, it remains pretty much the same, but part of its functiononala broken! For example, justifying text just doesn’t work. Moreover, immediately after releaseuska blog, I have to proofread the text, because when it is published, some spaces disappear for no apparent reason. I’ll probably tactfully keep silent about such minor things as problems with image resolution and center alignment.

This art should have had Loginov’s signature, but it was cut off by the editor. I don’t know how to fix this.

Ways to resolving the problem:

Pplease stop cheating problems of blogs on “toxicity of the community”. Something tells me that with our departure there won’t be any community left on blogs at all principle.

In the same podcast, cons were mentioned flying into new topics. Like, “toxic bloggers” are trying to get rid of newcomers. It’s just that we all suffer from this. Throughout the three years that I have been here, there have been a couple of blog users who regularly downvote every appearanceemerging topic. At first I thought that I was just imagining things, but all doubts were dispelled when I personally witnessed this process several times. Within a few seconds, these guys downvote every topic without even opening them. The funny thing is that after the redesign there are three of them. If and talk about toxicity on blogs, That its origins obviously embedded in the activities of these persons, no matter how absurd it may seem.

Nget in touch with us. There aren’t that many of us left, to be honest. On StopGame there is no loyalty program, and most changes are made without taking into account our opinion. For example, changing the rating system. Now it makes absolutely no sense. She’s out of troubleturned back V rudimentary. It is especially ironic that the created “rating inflation” equated writing blogs with writing comments. In a couple of hours of discussion The Last of Us: Part II I got more ratings, than writing eight blogs. However, this is the least of our problems, but it would be nice of you if youmoreover consulted with your community.

I invite you all to take part in a discussion of the current state of blogs, their problems and ways to overcome the current crisis situation. I especially welcometsya authors StopGame, who are always ready to listen here. Thank you for your attention!

Best comments

Throughout the three years that I have been here, there have been a couple of blog users who regularly downvote every topic that appears.

And eight years ago it was the https://triumph-casino.uk/bonus/ same. A couple of minuses arrived on the blog immediately after publication. During this time, even purely technically, a person would not be able to familiarize himself with the contents of the blog. I don’t think that these are the same people, otherwise it becomes somehow completely uneasy. There was even a thought that some kind of system does this automatically, but this doesn’t happen, although it happens often, but not every time and not with every blog.

In general, in my opinion, in order to do something, you need to set an initial goal. What the administration wants to see in blogs: A freewheeling garbage dump, where any more or less sane content is acceptable, but no one cares about anyone. An elite party that will disturb incompetent newcomers with dirt for any mistake (and in the opinion of the newcomers themselves, their mother tells them every day that they are talented). Maybe a platform for feedback with users or even a forge cheap literary blacks personnel. It cannot be everything at the same time and nothing will grow out of it on its own.

In any case, we need a group of people officially supervising blogs. Not just mods cleaning out the Augean stables, but people with their finger on the pulse. Otherwise everything will work out on its own. Then don’t complain.

And then with the mowers it will be clearer.

I re-read your blog and what can I say?.
It’s all very bad but let’s face it. There are not enough views and advantages for blogs in SG, not only because there is a division into best/all, but because not so many people visit SG in general, each news has 2 or 3 comments, and the most discussed ones even get 100, but mostly the same people sit there and comment. There aren’t enough people, you know, and for the most part this is not a functional problem, but a problem of the site as a whole, which no one will solve yet. User-generated content is fading away, you can read what they write every other time, mostly there are only advertisements for YouTube channels.

Yes, even when you leave from 10-11 they will still downvote you and send you back, as for example with the yara article, yesterday it was 11 today 8. Wonderful.

I also think that subscribers would help, and I also said that the work of others should have been mentioned and not just the kasar winners, like the same people. But who am I to be listened to, I won’t be surprised if my words are generally laughed at as inconvenient.

Namely, I have a suspicion that nothing is changing because it is inconvenient for SG himself, now SG is like a student at an agricultural institute – the main thing is to finish his studies, and then it will be like that. It will be like everyone leaves, people like rona19 or that guy who wrote about Igrosmi and TLoU2 will remain, and that’s all? This is such fresh blood?

You can propose, you can do a bunch of things, but one thing on paper is different in reality, we would honestly say we can’t because – 1. 2. 3. It would be clear that things don’t always work out the way you want.
Instead of talking about the “toxic audience”.

Correctly, the user needs an easy-going, patient person who will say what is needed:

“Ivanushka, bunny, here’s a pie for you, thanks for the cottage cheese”©.

And yes, if “toxic” people are sitting here and driving away newcomers, let those who said this show screenshots or give at least one example when a successful and talented user was kicked out of SG due to “toxicity”. Or tried to drive away.

Well, on DTF there is a layer of people who came to the site simply to hate the editors and content.

There are also a constant couple of people who, for the sake of fun, drown the minuses of the topic. But they were simply hammered, because 3 minuses with stable 200-300 pluses for materials is a fart in a puddle. Let the kids have fun.

But for SG this is a problem, although I would say that the problem is more likely to be 200 views of blogs on a site that has almost two million subscribers on YouTube, and the team itself is known to almost every gamer in the CIS.

Yes, even when you leave from 10-11 they will still downvote you and send you back, as for example with the yara article, yesterday it was 11 today 8. Wonderful.

As an option, you can freeze the Rating after being included in the Best for the day.
Like, you can only put (+). I have never seen that the Best contained texts worthy of a minus.

I can clarify a couple of points myself.

1. The leapfrog with the “mowers” ​​is caused precisely by the difficulties during transfers to different countries and to different payment systems. Steam is much simpler in this regard and is guaranteed to accept money from us, so it was chosen as a compromise option – so that there would be a reward and the treasurer wouldn’t go crazy.

2. Redesign is more of a process that is still in full swing. Some pretty important features are currently being developed and will hopefully be on the site soon. But other people are doing them, quite far from the author’s staff.

And it’s probably better to write suggestions for improving the site not in comments to the blog, but through the feedback form. They may not be noticed here.

For how many years have we been promised that blog problems would be solved after the redesign?? And we endured. We waited. We hoped for the best, unconditionally trusting our favorite authors. And then there was a redesign, but everything only got worse.

It reads like a family. It even lifts your spirits. Nowadays it’s really difficult to get into the Best, many authors languish without attention. But I wouldn’t say the problem is that serious.

Let’s call it fierce competition for attention. If you want to be in the Best, write better than those who regularly get there. Study their style, form your own, train. There must always be a goal. Why even get into the Best?? Who will appreciate our creativity? Etc.d.

StopGame is primarily a news portal and everything is fine with it. News comes out regularly, the YouTube channel pleases with good reviews, and staff writers don’t waste their time either.
We’re not climbing a tower here, we’re just living and enjoying life, no matter what it is.

Yes, I would like them to be gentler with the redesign, to remove features after asking the audience’s opinion, and not just with the left toe of the right foot because I wanted to. Would you share weekly updates?, so that we know more about the life of the site, and not have to deal with changes after the fact.

There are a lot of things I would like to change. Work is in full swing, StopGame does not stand still. Someone leaves – someone passes. We don’t want to write reviews – someone else will write them. Blogs are dying out, scoundrels are minus? Is it possible for a rating to lower a really good blog?? If the author is new – yes. If someone like you – no. This blog will be featured in the Best, I can already see comments about green grass and other attributes of the wonderful past. But the train is moving forward, the final station will not be soon. Hang in there, I’m with you 😉

Damn, I don’t know about everyone else, but I started writing blogs for the sake of the “mower”, he was the main motivator. Yes, in general, I still do 🙂
I explain it to myself this way:
1) Money, it’s money in Africa too. Who would refuse them?? Moreover, they ask you to simply write something interesting
2) Receiving a “mower” ensures a mention and the feelings from such encouragement are incredible. When I first found out that I had won, I was extremely delighted and I didn’t even believe it when they told me.

I don’t agree that this is a real competition… It’s just that the author chooses, according to his subjective-objective opinion, which blog is better for the week. And make certain criteria? Well that’s it. And voting among blog participants cannot be arranged, since many will like more for topics that interest them, even if one blog is worse than another

Hello, my name is Jakie, who is actually Jackie, but mistyped and ended up adopting himself. On the set, God forbid, 7 years.

I want to share the first thesis about the strange positioning of blogs for novice authors and readers. But honestly, I still consider the problem of the “sump” to be less critical than the problem of spam and my mother’s PR people attacking with 10-30 posts a day. This is not a complaint against Cortez and others that they don’t clean everything so quickly (although sometimes yes, half a day goes by without cleaning). This open disregard for a problem that has never gotten better over the years is the key reason why I have become a rare guest on these resources, although it seemed a year ago that I was actively trying to solve the problem criticized by Lenya – a low entry threshold. I tried to evaluate all at least somewhat non-spam posts, give advice, praise, in general, keep a person on the site by saying “nothing, you’ll learn, the main thing is try.”!». But due to the abundance of this “garbage”, finding a normal publication in the trash became some kind of thankless job and, having decided to rest, I stupidly gave up.

Do you want to make your blogs more attractive?? Solve this problem. It doesn’t matter how it will be, like DTF with the publication disappearing at -10, pre-moderation before publication or more moderators. The main thing is not only to solve the problem of a small influx of users, but also of outflow!

_____
I’ll speak for myself about Friday mowers: this is the least of the problems and not a problem at all. It’s nice to receive a tangible coin somewhere, although it would be nicer to get it wherever it’s convenient and convenient for us, but I perfectly understand the possible problems that this will cause.

__
I sincerely love the local blog. Even if he is not stable even for just good work, but here I saw a lot of diligent guys, I saw phenomenal works, I saw real PEOPLE in the works, and not watered-down essays that match the unspoken standards of quality. DTF is not as friendly to young bloggers as SG was. I hope it will.

If real changes come to blogs, I would love to go and communicate much more than now, but as long as I open “blogs”, I don’t see any changes in a day and when I go into the “sump” I see a bunch of garbage, I understand why.

But for SG this is a problem, although I would say that the problem is more likely to be 200 views of blogs on a site that has almost two million subscribers on YouTube, and the team itself is known to almost every gamer in the CIS.

If you look at the Best, there are at least 500 views for a blog that was published 3 weeks ago – it also depends on the topic.
Less than half a day has passed, and this post already has 500 views. Readers are interested in all sorts of hot topics, such as showdowns and criticism of the work of the site/editorial staff. And the news consistently gets 10k views.

The problem is that the majority do not read, but listen and watch. Visuals are king these days.

After all, if Loev has already started saying this, it means that everything is heading towards the fact that the audience and the editors will increasingly be on opposite sides of the barricades.

Or we just become old and dissatisfied gamers, to whom give warmth, attention and Loev in the comments. By the way, this is an idea!

We need to ask that they add the ability to call people using hashtags, like in Telega. I wanted to discuss something with Loev – I added a hashtag/sign (#Loev) at the beginning of the message and voila, a discussion begins.

Having finally freed myself from the shackles of the worker-peasant yoke, I will write a broader and more detailed feedback (Since we are all crying into each other’s vests here). I’ve been on SG since 2015, as a non-constantly active user and blogger since 2016. Came like many old people, admiring the Machinima translation. And I’ve been here for so long that the locals called me old. Perhaps some of you were wondering why this guy writes so persistently about movies on a site that is actually about gaming?. The answer here was and still remains the same – thanks to you I am still here. Nowhere before or since have I seen such a passionate community that advocates for quality content. No mowers motivate you to write like your comments and support. SG blogs have become a home for me, where I will always be welcome. You can argue with me as much as you like, but here’s what I’m saying: stopgame’s editors are its brain, and blogs are its heart. And this heart is very broken now. I continue to write here for the exact reason that I feel at home here, I feel comfortable talking to you through blogs and feel comfortable learning from you. SG moved to YouTube, but this does not mean that SG blogs are dying. They’re dying, BUT IT’S NOT THE SAME. Perhaps blogs need a qualitative shake-up, a transition to a new level, options for reaching which were expressed by Diml. In the end, thanks to SG, I met a girl who eventually became my wife. So how can you not love it all?? I love you all, I am grateful for everything, but what I see now makes me extremely sad. If earlier the editorial office and blogs were a single whole, give or take, now we live in a split. And the podcast only confirms this – they simply don’t hear us, or don’t want to hear us. Therefore, I would like a banal thing – communication between the authorities and the community. The second blog cuts to the quick, but we don’t see anyone from the editorial office here. Maybe I’m not exactly a local top blogger, like Dimla, but I spent a lot of peace of mind on blogs, and therefore, I think we deserve at least some kind of answer, because I’m not the only one. I love stopgame, and I wish it nothing but prosperity, but the problem is brewing. As my literature teacher used to say, everyone goes crazy differently. And here a united front pushes the idea that something needs to change. Dear SG editors, I am grateful to you for the years of quality content, and therefore I ask you to treat us the same way we treat you – with reverent love and understanding. After all, we also deliver the same content, albeit for a much smaller audience. In short, I love you all, I’ll kill a hare in the field with a shovel. In the end, I would like to remind half of the editorial staff of SG – you yourself come from blogs. And such an attitude on your part is a banal disrespect for the site that raised you. Just my opinion, but you forgot your father’s face.

P.S.: Khan Kungur can say whatever he wants, but blogs about cinema have a place in SG, which is confirmed by me and many other bloggers who have set out on the difficult path of film blogging in SG. People are interested in this and are ready to read about it.

Cortez came in in a black Spanish uniform, then you sat down on my chair and told me your thoughts, I also decided to share what I was thinking about.

And if about activity in blogs, then let me ask you what makes you write blogs on this site and/or comment on them?

Hmm, no particular reason really. There is someone here to discuss games with, there are good authors, an opportunity to learn something new. No, I understand that DTF has even more educational content and active users, but StopGame somehow attracts me more.

There is no motivation. I just write because I can. And why look for it if it’s so good?.

There are not enough views and advantages for blogs on SG, not only because there is a division into the best/all, but because not so many people visit SG at all, each news has 2 or 3 comments, and the most discussed ones even get 100, but mostly the same people sit and comment there. There aren’t enough people, you know, and for the most part this is not a functional problem, but a problem of the site as a whole, which no one will solve yet. User-generated content is fading away, you can read what they write every other time, mostly there are only advertisements for YouTube channels.

I wanted to point out one point, as a reader of blogs. I have been registered here since 2017, although I have been watching and reading since about 2013 and I show little activity and do not comment due to a broken rating system. I am writing this in the hope that I understood correctly and now cons cannot be sent to a ban. How can you express your opinion and have a discussion in the comments, knowing that if you don’t agree with your point of view, you may be downvoted and you will not be able to use your account?? Every time I wrote a comment, I had to think, “This way I won’t trigger people to downvote me for my opinion.”?“I can understand the ban for swearing, incitement and spam advertising, but for the fact that you did not please active readers, it simply kills the desire to write something, it’s easier to pass in silence. Now they are complaining about the rudimentary nature of the rating system, but such a system is better than a ban for a subjective opinion. Considering the Internet and how most people use it, namely for emotional release, the rating should not affect the life of the user, because he can be downvoted simply because he did not guess someone right at a particular moment due to some personal problems of another user. I’m not even talking about discussing any controversial games and topics where you will definitely get a ton of negative comments, simply because of popular anger for a specific position. A user’s rating can serve as a marker for other users, but this should not automatically deprive him of some opportunities.

You know, I’ve been on the site of the year since 2010. In 16, we already buried blogs, because in the form in which they existed, they were not relevant. Go to a separate section, and click on the buttons in it.
And you know what has changed since ’16, not a thing. Yes, they put a new design here, but it’s still a 2010 format, with a separate sump (those who sit on blogs are separated from other site users by a separate tab). Here, the authors of the site no longer write blogs (only when necessary), they do not take part in discussions and blogs are remembered only in the infact, although everyone who has been on the site for a relatively long time remembers that some of the authors came from blogs.
And what I want to tell you is that you write suggestions on how best to do this or that, but no one needs them, it has worked like this since 2010 and will continue to work. This is the 5th leg of stopgame with its own community, with its own traditions and rules. The same people are sitting here who still remember that there are blogs here. If you want to develop as an author, write to DTF, there your article will be on the main page and you will receive feedback from people, while here on SG, the article will gather dust with 3 comments.
And my proposal sounds like this, since no one has converted the site into a feed, kill blogs, the editors of the site don’t need them anyway, they only force people to waste time on designing a blog that will be viewed by 100 people. Yes, and you will save 1000. There will be a website only based on your original content, and ok (what’s the point of muttering).

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Such complex and such living Fauna in the game Subnautica

Why did you decide to do this job?? After all, Subnautica is just a game and nothing more! – I don’t think so! The world of the original (and especially the second part) is incredibly detailed, and although I could not find the author of the creature concepts for the first part, Alex Rice worked on the second. Although below zero will only participate indirectly here, the fact itself speaks about the competence of the authors.
And now – fish!

What a twist!

It turns out that the most common gene is the “Special Eye”, which occurs either in the form of the structure itself or in the form of a “location”. This is noticeable in species such as:

This can be seen in many features, first, as I said, his eyes, which have a bioluminescence effect which, of course, is not transmitted to everyone..
Bubble has exactly the same, but smaller eyes, but he has lost the effect of bioluminescence and has become more human-like .

The Crawler remained without loss of bioluminescence, but only one of its eyes became deeper into the body and became covered with a kind of film similar to the third eyelid in birds.

The Holetail’s head has a more exotic shape due to its bony appendages, but similar appendages are also observed in the Squeaky. In which they could then evolve into thermoregulatory antennae like those of the Arctic Peeper.

The Little Eye has exactly the same eye at first glance, however, it has a radically different internal structure, similar to a human one, unlike the Squeak, which has a “Flat Eye”.

The Jumper has the same eye, however, it has a completely different body structure close to the Crawler (in terms of the head).

But I don’t think that they are relatives since the jumper, unlike the Crawler, has one phalanx, not two.

Bones as an art form

Now it’s worth talking about bone processes, which, of course, many living creatures have, but some of them are useless, and some are very useful, such as the Spatula (Spadefish).

The bony processes also have Fish-Garry https://electric-wins-casino.uk/withdrawal/ (Harryfish), Kosogolov (Scytheskull) and Sand Shark (sand shark), however in this case they have more of a decorative or protective function.

Lovecraft is rolling over in his grave, or why do fish need tentacles?

Now let’s talk about everyone’s favorite tentacles.

In the world of Subnautica they are found in many species from the smallest to the largest. They are mainly used for movement, in two types: Splashing (Similar to octopuses) or Roughing.

Only two species use the splashing method: the Jumper and the Gargantua (Gargantuan) This method of swimming can be described as jumping, that is, the animal spreads its tentacles, and then sharply narrows them, which creates a sharp and fast movement.

I can’t be sure about Gargantua since we only have art, but the structure of the tentacles gave me this idea.

The second type of tentacle manipulation is used by such creatures as: Rifospin, Guardian (Warper), Weasel (Cuddle Fish), Kosogolov. Their tentacles have a fin-like structure, which is why they swim, but Rifospin swims thanks to some other processes, since its tentacles have nothing similar to fins, Weasels have a similar problem, so the need for tentacles for these creatures remains in question.

At the Ocean Walker (Oceanic walker) tentacles have an auxiliary function; they are required for capturing and then eating prey.

That magic number is 4

The number four occurs paradoxically often and mainly in the form of limbs or appendages. This is best seen in the Reaper (Reaper Leviathan), River Marauder (River Prowler), electric eel (Ampeel), Crawler and Hypnotist (Mesmer).

Relative to the head, the limbs and processes grow from the same places, only in the Reaper the limbs are a little closer to each other, however, this may be caused by the structural features of the joints .

In the Electric eel, unlike the others, the processes run along the entire length of the body, and not just at the head.

Dragon Family

It is safe to say that the Sea Emperor (Sea Emperor), Sea Dragon (Sea Dragon Leviathan) and Lava Lizard (Lava Lizard) have one relative, but very distant.

This can be seen in the general structure of the body, including the limbs. However, in the Lava Lizard and the Sea Dragon they are noticeably more developed. At the same time, the Lizard and the Emperor preferred degradation compared to the dragon; the Lizard’s arms became fins, and the Sea Emperor’s arms became wings.

Sea Dragon Leviathan

The brain of the Sea Emperor also underwent evolution, which became much more developed and even capable of Telepathy and awareness similar to that of a human.

The Sea Emperor is not the only beast capable of telepathy! The hypnotist is also capable of this, but unlike the Sea Emperor, he uses his power to catch prey, when the emperor, to communicate with other individuals and with representatives of other races and species.

The Sea Dragon and the Lava Lizard have adapted to living conditions at extremely high temperatures, but if the Dragon has grown in size and strength, the lizard has degraded in every sense, since it is a smaller copy of the Dragon.

Despite the fact that I wrote for a long time about the degradation of the Lizard, it is better to assume that he most likely did not degrade, but simply did not change, or changed, but not to such a strong extent. This idea arose due to the radically different structure of the head and tail, although there is the same structure of the spine, as can be seen from the characteristic hump that is located in the place where the tail begins or began.

Who is the main villain in the game Subnautica?

You may have noticed that the Sea Emperor lives on the continent, and not like other leviathans in the dead zone or near the dead zone, but does not have the adaptations for living in the volcanic zone? Therefore, it most likely lives in small populations in biomes like the Grass Plateau or in the mushroom forest. Then – this suggests that enzyme 42 is needed not for salvation, but for fencing the territory!

I assume that they use it to control the population, that is, if a serious rival appears in their habitat. The emperors simply stop releasing the enzyme, which is why all living beings in the habitat area will begin to die from Haara, including rivals. Typically, due to a larger population of smaller creatures, they will live much longer than those who could compete with the Emperor. Because of which, under the influence of Haara, they will either die or be weakened enough so that killing does not become a big problem.

Because of which the Emperors receive a huge territory full of food and without any rivals. Therefore, Sea Emperors are not that good

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Successful start in Steam allowed the authors of Dwarf Fortress to hire the third developer

To the brothers Adams To work on Dwarf Fortress The third developer joined. As the brothers joked, for the first time someone will not see the game code from the family.

The new employee of Nickname Putnam is a long -standing fan of the project that will help with programming. The staff managed to increase through good Steam games sales. Salfordsal, a blogger with YouTube, who dedicated its channel to the game and similar to it, like it, also joined the team Rimworld. The girl will be responsible for interacting with the community of players in Discord and conduct streams on Twitch.

Salfordsal has already looked at official broadcasts Dwarf Fortress.

In addition, a classic ASCII-pseudography mode was added to the game. Switching between modes can be one button. Other graphic improvements were also included in the game and connected Steam cards.

Dwarf Fortress With updated graphics I went to Steam December 6. Already in the first day, the game fulfilled the sales plan for two months, and in a week it diverged more than 300 thousand copies.

If Dwarf Fortress earns millions on Steam, the authors will try to get rid of money as quickly as possible

December 23, 2022 Gloomwood added quick saving, low complexity and new location

December 24, 2022 Minecraft has become the most popular game in the Russian Federation at Google in the last 18 years

Dwarf Fortress

The best comments

On the one hand – sincerely joyful, because Dwarf Fortress is a great thing. On the other hand, it is scary to ensure that the authors do not have a dizziness from success. Because while they have been playing a convenient pace for 20 years and they were supported by a small, but interested community, they were in the comfort zone. Now – and the attention to DF has sharply jumped up, and people plunged into it much more, which means that sooner or later the howl “Eeei, where the appeeehite?»And constant whining under the ear does not contribute to calm work at a convenient pace for you. Or there will be some more temptation, such as paid additions. Or some other garbage will go wrong, because there is a million such stories. I still go nuts with the sunbeam that happened with Disco Elysium, and how quickly this story from the “Incredible Debut of an interesting and creative team” turned into some kind of criminal exchange summary.

But – for https://casinomadslots.uk/ df is still pleasing!

Every news about Dwarf Fortress is so kind, the developers themselves are funny, joke, a great success story)

Well, now we will heal)
In general, the news is beautiful. We are waiting for the following updates

It’s nice to read such news) I am glad for the guys)

Adams brothers are quite adult men, so this step, it seems to me, was taken not from the bastard-barakhot, but the guys calculated all the possible problems.
There is always something to worry about, of course, but it is unlikely that people, that, for almost 20 years, they have been working on one project, they will suddenly decide to chop grandmothers. But wait – we will see

Oh well, Camoooon, “many will not launch”, and then what is the meaning, sorry? Well, we played ascii-original or even with mods (suppose), in Steam, both new management, and the graphon is cooler than any mods (as proofs transmit) with chips, which are never capable of, such as honest rendering of different springs of a beard.

Well t.e. Only those who were a fan were “before, and now it’s just aware of the current situation and thus tries to financially support the authors. The rest-they will quite start it, because one is interested in how the game has changed, the others who bought (like me) played Rimworld, but they didn’t feel DF normally and are now interested in how it is there, the others heard about DF, but they saw the terrifying ASCII and ran away from the game, and now they saw streams and went to buy.

Well t.e. It is pretty absurd to declare that “many” from buying will not play, I absolutely do not see the reasons.

As if the head can spin only in boys)

Yes, there is enough content to people for 10 years

Firstly, I did not start, I am quite calm and satisfied)

And secondly, “many”-at least in my perception-is a “tangible percentage of a number”. I consider it tangible and sufficient for "many" somewhere around 50-60%. Well t.e. This is not an absolute, but a relative measure in any case.

I think for 20 years, the inconspes are already accustomed to any Galdaeus. And besides, they have a clear plan and road map of the release version. and not boys already. I think these three factors will not let them slide.

Well, with age, the head can also spin, but it is true for other reasons) eh … old age is not a joy

Substructive evaluative judgment, in the publicity pi … "Galdage" (so to speak). The bait people decided to drive the wires, and you started. PF … relaxation, Maen.

Well, if you turn, then "many" is how much? A value, not only is it difficult to verify in view of the innumerable, but also a subchorative. One hundred people are already “many” in absolute terms; even if in relation to the total number of players is negligible.

And if in fact, I think that the number of people who bought the game for the sake of supporting the authors and did not play it for a long time can well be knocked out of modal value: the genre and mechanics of the game are very specific.

Many of those who bought the game will not start it. But bought fans that either already played or patrene.

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Success story…Resident Evil 1

The film is based on a popular topic "Success story. » There are success stories of businessmen, politicians, directors. Why there can’t be a video game success story? Video in the style of the book “Blood, Sweat and Pixels”. The author drew his inspiration from it.

Getting acquainted with the development of Resident Evil is worth starting with the personality of the game director. Shinji Mikami. Japanese.

Shinji entered the gaming industry quite by accident in 1990, when he turned 25 years old. He will graduate from Doshisha University and plan to devote his life to shopping and collecting orders for products, merchandising. The young company Capcom or, as we say, Capcom, will organize a graduation party with its own money, where it will invite all graduates. The company needs young blood. At graduation, Shinji will present his graduation project on merchandising, Capcom will offer him a job.

Shinji will move 50 kilometers from Kyoto to the neighboring large city of Osaka, where Capcom rents an office. The campaign will not entrust a responsible task to a green newcomer. Every game is a monetary risk. To show his abilities, Shinji will develop his first little-known game for the Game Boy in three months.

Shinji has been interested in cinema since childhood. In his free time from work, he watches horror films. Particularly loves The Shining (1980), Jaws (1975) and Night of the Living Dead (1968). The latter will play an important role in his career.

Shinji’s boss will be the elder 29-year-old Tokuro Fujiwara, the man he will consider to be a sansei. Fujiwara is considered an experienced person in Capcom by the age of 90. From ’82 to ’83, he managed to gain experience at the competitive company Konami in the same city of Osaka. At that time, a young student-intern, Hideo Kojima, was working under the same roof with him. Only then he wasn’t making Death Stranding, but an uninteresting game about a penguin running on ice.

In the early 90s, Capcom believed that consoles were created for children, so they made games based on popular cartoons. Young Shinji will invent four video games in three years.

The last one, Aladdin, will be released in November 1993 and will become a bestseller. Just think! 1 million and seven hundred and fifty thousand cartridges sold! That’s a lot of money! Shinji’s business is going well and he has already mastered the features of the Game Boy and Super Nintendo consoles well. His boss Fujiwara will note that it’s time to move on.

The head of the Capcom Osaka console department, Tokuro Fujiwara, will call Shinji to his office to congratulate his talented subordinate and discuss future plans.

Fujiwara will invite Shinji to make a remake of his old game Sweet Home (1989). New games come out so often that it’s good to refresh the classics. The plan is to quickly develop a remake for Super Nintendo and sell it in some small edition of about 200 thousand copies. You shouldn’t worry too much about quality – they won’t remember the game in 5 years anyway. November ’93 and will be the start of work on RESIDENT EVIL 1 (1996). Neither of the two men realizes in ’93 that the game is in for many surprises. It won’t go to waste, it will glorify the first PlayStation and make Shinji famous all over the world. And all thanks to chance and Shinji’s unyielding character.

Shinji will immediately get excited about the idea and let his imagination run wild. So, let there be four special forces heroes in the game, let there be a guy and a girl, let there be a black joker who looks like comedian Eddie Murphy. It looks like! A? Let there be a Caucasian cyborg. This latter will hold the ceiling with his mechanical hand so that it does not fall on the girl and crush her.

And so that they all run around an abandoned mansion, like the heroes of the film The Shining (1980). And so that there would be zombies, like in the movie “Night of the Living Dead” (1968). It’s clear that the 28-year-old guy is bored to death with games based on children’s cartoons. The soul of the future master will ask for cruelty and horror.

Since Shinji becomes a DIRECTOR, he will gain freedom and will be in creative search for six months, from the winter of ’93 to the end of spring of ’94. During this time, he will write 40 pages of the script and will play Sweet Home the length and breadth.

Sweet Home is a horror jRPG. Heroes walk around the mansion in groups, collect keys from locked doors, solve puzzles and fight in turn-based battles with ghosts. They are the ones who prevent the heroes from leaving the mansion. And there’s also nasty squeaky music.

At the end of spring 1994, Shinji came with a folder with a script and sketches to his boss. His boss Fujiwara is puzzled. Ambitious Shinji will say that he wants to copy the original not as a carbon copy, but with artistic deviations. For example, it will turn a jRPG into a shooter, like Doom, which was popular at that time, and replace ghosts with the living dead. The main theme in the game will be fear. To make the player’s hands shake with excitement. Fujiwara will make his corrections and give his subordinate the green light.

Capcom in ’93 is divided https://winitcasinoonline.co.uk/bonus/ into three studios, each occupied by two or three games simultaneously. In each studio, artists and programmers are shared, unemployed move from one game to another, within the studio. Of course, there is not enough money for all new games, whichever game does well, they invest in that one. Fujiwara’s “green light” is not all. Shinji will still compete for his Resident Evil 1.

The work has just begun, and in the meantime there will be restlessness inside the Oska studio. For six months now, there have been rumors about the first 3D Capcom game. Cunning Shinji will want to make a breakthrough game that no one will spare money on. He will promote the idea of ​​making the game in 3D. Komada Shinji of 80 people will be called “polygonal” with healthy distrust.

Polygonal?! In 1994 there were only rumors about 3D graphics; not everyone understood how it worked. Changes in work will affect artists. The artist will turn into a sculptor with a mouse. Just as a sculptor carves a statue from a granite block with a chisel and hammer, so an artist, with the click of a mouse, will begin to carve a rectangle-polygon so that it turns into a hero. Then the model will be dumped onto a floppy disk and taken to the director. It’s on a floppy disk, the year 94 is on the calendar. (Making a model. It turns out Chris)

Despite the mistrust of colleagues from other studios, Shinji will maintain a healthy work environment. From his interview you can see that he himself is a determined person. Thanks to his experience, two of his talented employees will go on to great careers.

In the fall of ’94, Shinji and his team will encounter serious problems. It’s not possible to make the game in 3D. Super Nintendo won’t handle the game. Neither powerful Silicon Graphics computers nor the best program for 3D artists SoftImage will help. Blame it on Shinji’s ambitions. Where to find more power?

If Shinji’s game had been released at that time, it would have looked something like this!

December ’94 will lift the team’s spirit for a short time – Sony will release its first console, PlayStation 1. It’s clear she’s powerful! When the feelings subside, it turns out that the matter smells of kerosene. Where to find a programmer for a new console? How to keep your console from burning out from complex 3D graphics?

The situation will change. RESIDENT EVIL will fall from the experimental category to the problematic category. And this is bad. The work has been going on for a year now, and there is still no clear idea, plus it is technically complex. If nothing is done, the development will be canceled and a whole year of work by more than a dozen people will go down the drain. We need to find the magic formula for success.

At the end of 1994, one year after the decision to make a remake of the game Sweet Home, Shinji and Fujiwara sat down in the office and discussed problems. The conversation will be difficult. Fujiwara will be surprised. According to his understanding, how can you screw up a game if it is a remake, which means that it is already half finished? Fujiwara, as the producer of RESIDENT EVIL, counts the money and sees that an unpromising game is dragging the studio to the bottom. He will insist on freezing the game himself so that management doesn’t find out and punish both of them for wasting money. Shinji will persistently refuse, he regrets wasted time.

Shinji is an ordinary person, of course, there will be hard days during the development of his best game. To take a break from his problems, he plays Legend of Zelda, watches movies and listens to Mozart concerts.

December ’94 will be a turning point for the fate of the game. Before the new year, Shinji Mikami will gather a team and announce that the game will close, its sequels Resident Evil 8 and Resident Evil 3 Remake will never be released, and he will jump off to start a game about Formula 1. No matter how it is! That’s not what he’ll say at an unpleasant meeting! You need to have the courage to go out to eighty colleagues and tell them to their faces that they worked in vain.

Do you know what game Resident Evil 1 wouldn’t exist without?? A? (Pause) I won’t bore you, the game will be saved by another game, even older, Alone in the Dark (1992). During Shinji’s creative crisis, one of his colleagues accidentally slips him a disc with the game “Alone in the Dark” for a change, so that he breaks away from “his Zelda”. Most of Shinji’s team in ’94 will be no more than 25 years old and almost everyone cares little about anything other than video games.

Alone in the Dark (1992) has a mansion with secrets, puzzles, notes, battles with monsters, three-dimensional heroes, hand-drawn locations. Isn’t this what Shinji himself intended for RESIDENT EVIL?? Well, well, well! Such similarities will interest the eminent Japanese. Shinji will notice that this game, similar in concept, had already been released two years earlier and became a success.

Three-dimensional characters, hand-drawn locations. Shinji has been looking for this formula for success for a whole year and now he has found it. There are games that were ahead of their time and because of this they could not open up on old consoles. Resident Evil 1 could have remained among them if not for a random colleague and a disc with the game. Three-dimensional characters, hand-drawn locations! You don’t have to wait for the right time, the game can be played by PlayStation 1! Following the example of Alone in the Dark, Shinji will decide to redraw the mansion in 2D, and leave the characters three-dimensional. And at that unpleasant meeting, Shinji will announce that he has an idea, but for this he needs to be patient and redo the game from the beginning. (Remake old locations from Bio Evil into familiar 3D)

Shinji will change the Sweet Home remake beyond recognition. Initially, Shinji planned to make a game from the first person – but it became from the third, there were black and cyborg heroes – Versker and Barry will take their place. Together with the black joker, all the jokes will disappear from the game, the game will become serious. Although no, by some miracle one will still be preserved. (Jill sandwich joke video).

Since Resident Evil 1 was originally planned to be a remake, these changes will not be the only. Initially, in the remake, the heroes had to walk in pairs, they even had to give commands to each other, work together. The game featured hero classes, like in modern MMOs. Chris and Barry were to become tanks, Rebekah – a healer, and Jill – something in between. Did chests exist?? And was it possible to rescue survivors in the mansion and bring them to the save rooms?? Although these are still my guesses. The only thing that will remain similar to the original Sweet Home is the doors opening close up. After the European-quality renovation, the game will no longer be problematic.

The game will be presented to the public for the first time – in the summer of 1995 at the festival of the video game magazine V-Jump and in September of the same year – at the Tokyo gaming exhibition. At the last one, Shinji will play the demo version himself. Will play poorly. Will often screw up and die.

Resident Evil 1 will have a huge number of versions. What is certain is that by mid-’95 Shinji will have developed his first known alpha versions. Both ended with an unexpected moment when the snake attacks the hero. At the end of January 1996, a couple of months before the game disc was sent to print, the final beta version will appear. In it you will already be able to complete the game and get into unauthorized rooms.

Capcom will notice the progress and plan to release the game in the spring of ’96. There will be little time left; you need to fix all the mistakes in six months. Shinji-san’s work schedule looks something like this: work 11 hours a day, arrive home to a rented apartment no earlier than 9 pm. The team works no less. (Show how a person works in an office in accelerated mode)

In horror, the main thing is music. (Show one moment with music and then repeat it without) Just like that – scary. And so – no longer! In September ’95, Shinji will assemble a team of three musicians and give them the task of dubbing the game. Especially memorable is the melody from the save room by the young 21-year-old Masami Ueda. For him, Resident Evil 1 will be the second game in his career. It’s not experience that decides in music, but talent.

Somewhere between the alpha and beta versions of the game, Shinji will think about cutscenes. Without them, the game is not a game. Very little is known about the screensaver with live actors. Most likely, Shinji did not have time to do everything on the computer and persuaded producer Fujiwara to fork out for the video. It is known that he will be filmed in Japan and hired to play the roles of American heroes.

Exhaustive work on the game will take Shinji 2.5 years of his life. He will deal with her from November ’93 to March ’96. If you imagine the entire development as a line, you can distinguish 4 stages. The first was planning, when no one guessed that a free remake of Sweet Home would turn into an independent game. The second is the crisis with the game at the end of 94. The third and fourth are the presentation of the game at exhibitions and the release of the finished game.

Closer to the game’s release, producer Tokuro Fujiwara will call Capcom’s American office in California and order them to prepare promotional materials for the new game. No name RESIDENT EVIL exists at this time. The game should be called BIOHAZARD. The head of the American division will check that the BIOHAZARD trademark cannot be used in the USA. In 1993, an unknown DOS game was released (I couldn’t even find any screenshots of it) and a group with the same name performed in New York. However, there is an easy way out – they will hold a vote, and the employees of the American branch will choose RESIDENT EVIL. The boss will consider him stupid, even worse than BIOHAZARD.

Resident Evil 1, Capcom’s first 3D game, will generate a lot of envious rumors within the company long before its release. One thing will unite everyone – everyone will want to see what their ambitious colleague will end up with. In January 1996, two weeks before the RESIDENT EVIL discs were sent to press, a boss from a neighboring studio appeared at Fujiwara’s studio and smashed 31-year-old Shinji’s game to smithereens. He will not like that the game has inconvenient controls, few tapes for recording and is complicated. So the player will not be able to complete the game. The management of the Californian division, on the contrary, will complain that the game is not difficult enough. In the USA, you don’t need a toy that you can go through in a couple of evenings and exchange it. The company will lose money. This kind of fuss means that everything is going as it should.

RESIDENT EVIL will be released in Japan and the USA in March 1996. It will reach Europe five months later, by the end of summer, you will have to spend more time and negotiate for a third-party company to print and sell discs – Capcom does not yet have its own European division. (Show how discs are printed)

Demand for the game will exceed supply. Not every lucky person in Japan and the USA will get the coveted disc with the game. A year later, Capcom will re-release the horror in an additional edition, a second, and the final third edition will appear in August 1998. Taking into account two re-releases, the game will not sell the measly target circulation of 200 thousand, but will reach as much as five million! She’ll even beat Shinji’s Aladdin record! (Tile publications, release dates and circulation)

The game will be a success! RESIDENT EVIL 1 is only inferior to another hit about a red animal in shorts. (Show video from Crash Bandicoot 1) And this despite the fact that other hit games like Diablo 1, Tomb Raider 1, Formula 1 and Tekken 2 will be released this year 96. The year as a whole will be successful for the industry, for example, a new Nintendo 64 console will appear and Valve will open. (Tile the games)

Capcom bosses will realize that Shinji is a gem that will bring them money. Three years later they will fork out the cash and open a separate studio for him at number 4 – so that he will have a place where to make his horror films. So Shinji reluctantly leaves from under the wing of his teacher Tokuro Fujiwara in order to become the director of a separate studio himself.

The career of failed merchandiser Shinji Mikami will continue at Capcom. Shinji’s successful horror formula will be so good that Capcom will rush to make sequels, prequels and remakes of Resident Evil. When this is not enough, they will even start making clone games of their own game. This is how Resident Evil with dinosaurs will appear. (Pause) Samurai. (Pause) And with the devils (Pause)

As for the master himself, 14 years after the success of Resident Evil 1, at the age of 45, Shinji would leave Capcom and move from Osaka to Tokyo to open his own video game development studio there (Tango Gameworks).

There are no materials preserved on what the game for the Super Nintendo looked like, but on the Internet I came across an interesting craft. A team of enthusiasts from Russia is right now remaking RESIDENT EVIL to suit the capabilities of Super Nintendo. The game promises to have an isometric view and a familiar atmosphere. Let’s wish them good luck. And I recommend that everyone who is partial to the series get acquainted with the idea.