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We play what we want. Part 2

Author!

Sergey Klimov – Permanent author of the magazine "Gambling". He has been engaged in games as a business for 15 years, describes the evolution of his game addictions as Loom, Doom, Bloom.

Last year, Sergei and his partners united their independent studio Snowball with the giant of the Russian publishing market, company "1C-SoftKlab". Since then, Sergei has been working in the new company as the director for the development of a new business and dreams of developing this new business so to move, finally, to the village on the seashore.

In free from turning by millions and signing megachis, Sergey will produces the continuation of one extremely good step -by -step strategy, whose name begins with the letter “E” and ends with the number “2”. Most of all, he wants this game to win the prize Independent Games Festival 2012.

Ten years ago, they spoke about him with a stink: “This is the guy who made Diablo!»Five years ago – with disappointment:" This is the developer Hellgate ". Today they almost do not say, but they just shake their hands at exhibitions: “Oh, Max, thanks for Torchlight”. Max Schafer, an indie movement icon, a person who sold a million copies of the game in all his beloved, but almost forgotten genre, in the second interview tells Sergey Klimov when he releases Torchlight online, why always have a working version at hand and why Blizzard is not for anything Diablo 3 will succeed

[Sergey:] Max, in the last interview you said several times that Runic Games can make good games exactly because you are an independent studio. This very issue of independence has long been interested in me, since I feel in my own skin how the cultures of small companies and corporations differ: when a hundred people work, this is another story completely.

So. For an ordinary person, just taking and taking his own company is a serious step, and, as a rule, there should be some external causes for him. For example, Amanita appeared after Yakub Dvorski studied at the Academy of Arts, Architecture and Design in Prague, where he met future colleagues and learned how to work as a “creative team” (more about Yakuba – in Igromania No. Ch. /Xxx).

Sven Vink made “Larian”, focusing on his father-that 20-30 companies already, he is such an entrepreneur, a Gentleman (Read the story of Sven in Gamemany No. XXX). Taleworlds studio Armagan Javuza is based on university rules – Armagan has remained a professor, his development proceeds as training (interviews with Armagan – in Gamery No. XXX).

So, the question: where did you and Eric have a desire to make your own studio? Where did you learn this?

[Max:] Both mom and dad had their own companies, parents have been engaged in business all their lives. I think that the best lesson that I have learned from this is an understanding that you can create your own world, your own reality. There are no walls, there are no restrictions – at least here in America. If you are able to come up with something new-you are able to do it. With this understanding, we began to develop games.

[Sergey:] This is a purely American line?

[Max:] Not really. You yourself brought as an example of a studio from Turkey, from the Czech Republic. In Argentina there is one such.

You know, I have relatives in Michigan, in the American outback. Recently, in one family evening, a cousin comes up to me and says: “Dude, you are true Diablo I invented?"I say:" Yes, what?"And he in response:" Bli-i-in! Cruo-u-uto! I can't believe … Diablo! And so that my uncle created it!»And why amazing? Everything that we see around is someone specific, because it was true? Someone invented " Steam ", Someone invented" Tetris ", Someone invented and made my scooter, for that matter.

[Sergey:] Well. Someone invented the "gambling" in which this interview is printed. And I even know that the one who writes it, and the one who will edit it is never academicians.

[Max:] Well, for sure. As my brother says: “All the real people came up with these, not the dwarves from the Swiss mountains”. The second point that we understood thanks to parents is that the failure does not make you a loser.

The result of one project does not characterize you as a person. Every time you get involved in a new story, you understand the risk: there is always a chance that the case will fail. This is fine. You don’t need to score yourself ahead of time with your own fears, the most terrible loss is when you say in advance “I will not succeed, I can’t do it” and you don’t even start to do anything. How many people talked about digital distribution? How many services have already opened?

[Sergey:] And still, Gabe and his team with Steam won ..

[Max:] … because he began when no one else dared. My friends sometimes joke that I have my own, a special way of parking at the restaurant. While everyone is going to look for places for a quarter or two, I'm going straight to the door and looking for free places there. You know why? Because no one believes that they can be there – and I believe, and very often I find them there, because no one else even gets there. It's like in exams: half of the success is already just coming on time.

[Sergey:] And the stability does not bother you, or rather – its absence within the framework of an independent studio? If you worked at Electronic Arts, you would receive twenty thousand dollars a month, or even all thirty. And I wouldn't know the problems.

[Max:] Stability is good. I bought a new car (shows for parking, there is a small Ford – in Russia, even deputy assistant adviser to the second minister will not drive in Russia). But I definitely can’t work from nine in the morning until six in the evening, such a schedule will just kill me. And in terms of project implementation in large companies – big problems. The fact, including in philosophy. I am no longer twenty -five, for me the question “How I want to die, what I want to leave behind” is worth. What is the history of my life is that I was afraid to make my own game and for ten years licked someone's publishing ass for salary? Or that I made such a project for which all the e -sports schools of South Korea are ready to surrender to me? (laughs)

[Sergey:] Listen, but you sold the Blizzard studio at one time-that is, you were no longer Indie?

[Max:] Even when we united with Blizzard, – but we sold the studio not to her, but to its shareholders, companies Davidson & Associates, which was engaged in educational programs – so, even then we had our own office and no one told us what and how to do.

There was a lot of money, there was enough for Blizzard North , And on Blizzard South. I can say the same thing about Runic now: part of the studio belongs to the Chinese company ( Perfect World ), but this is a strategic investor, he never told me what and how to do. Behind me, Eric and Trevis – all places in the Council of Directors.

Its own reality

[Sergey:] Say, and then where is the publisher's place in this process? An independent studio like yours is generally needed by a publisher?

[Max:] Need, of course. For us, publishers are Steam and our European partners (although some of them behave completely badly, and we will soon change them).

The publisher is needed. You have to be a realist. Let's say you are a developer, you are developing coolly, you are a big design specialist. But you are unlikely to also transfer a specialist in Chinese, and is also capable of quickly and the first time to get the right age rating in Germany!

[Sergey:] Who is your promotion Torchlight?

[Max:] We ourselves. The advance of your game must be engaged in any way, no matter how cool you are. The game may be the best in the world, but no one will buy it if they will not write about it if they do not discuss it.

[Sergey:] I was bribed at one time that almost all independent developers behave very correctly with the press. You generally abandon any interview? For example, if the Russian fan site Torchlight will send you questions, you will answer? There are ten thousand readers there, and the "gambling" – half a million!

[Max:] I do not refuse any journalist. I have a fundamental position – we must answer every question that is sent to you, even if the article has only one reader. Because in our industry there are no other ways to convey information about the game to the audience.

For ourselves, we brought out three reasons why Runic is engaged in PR, works with the press. Firstly, we are not very good with the strategy of promotion. Maybe I would like to say differently, but let's come on: I don’t understand what is better now-to spend $ 25,000 on advertising in a magazine, on a social network, at an exhibition or at a conference. And with PR, unlike marketing, such questions do not arise. You do not have to choose – you just tell everyone about your game, and all. The only problem – sometimes there is not enough time, I answer with a delay.

[Sergey:] I have already noticed.

[Max:] Come on (smiles). Secondly, when we are engaged in PR and show people our game, we ourselves understand it better. You might think that we play so much in our projects that we know everything about them – however, no! Each time, at every exhibition I will have a surprise when I see how they play on my game on the stand.

We are now introducing new classes in Torchlight. We can assume which one will be the most popular – but I am sure that the exhibition will have a completely different picture. Well, by the way, press scenarios and demonstration of the game at exhibitions is a good reason to keep a version without bugs at hand all the time. This is disciplined. You cannot say: “Then we will fix everything, in a month,” because someone comes to the game every week.

[Sergey:] I just remember this since the time when we ourselves developed. Whatever E3 – two nights without sleep.

[Max:] And there is also GDC , GC , PAX Prime , Pax East , Comic-Con… you see, yes? It's easier to keep a stable version on hand. And finally, we just like to talk about our game. This is the third reason why we are doing PR ourselves. I think that any real developer loves attention – when they are interested in his project when they write about him … This is half the motivation, this explains why we generally make games.

[Sergey:] Okay, one of the publishing tasks is promotion, although you say PR, limiting yourself to the press – you took on yourself. What about money? Traditionally, after all, it is the publisher who provides financing. I have repeatedly heard that experienced developers still prefer to develop projects for other people's money.

[Max:] I also heard, but I think that how many people are so many opinions. If we had enough money at the beginning of the Torchlight development to make our own on our own, then we would invest in. Because with your money he breathes freer. Now, when we work with investors' money, we worry much more than if we were developed at our own expense.

[Sergey:] Why – because investors are nervous?

[Max:] No, investors are just calm. Just a gaming industry, the business itself is a rather risky enterprise, if you take not a specific project, but an industry as a whole. And if God forbid what failure, I am ready to lose my own, and strangers would be unpleasant.

[Sergey:] Or maybe torchlight 2 fail?

[Max:] No, I don't think. Although all the developers say so.(laughs) Now it’s much easier for us. When we started the first part, everything was new there – studio, series, gameplay. And now we are already improving a successful solution, we have a bad platform for the start.

[Sergey:] And what happens in the case of failure – drama, scandal, years of hard labor?

[Max:] What are you! If you work with professional investors – and these are those who helped us to launch Torchlight production – then this is far from the last money for them. And they will not starve if the project fails. There will be no tragedy for anyone. Of the ten projects, seven incurred losses. So far, ours is in a winning three. Maybe once it will be and vice versa, but this is normal. For us, the most important now is that the interests of investors coincide with our. They also want to make a good game, develop a studio, and not just "make a little cache".

The money is not in the first place

[Sergey:] To the question about “earn”: how do you feel about piracy? Whether it worries you or not, if the money is not in the first place?

[Max:] You know, piracy – it is just there, this is a given. This is part of life, part of the industry. Like hurricanes in Kansas, for example. Do not like hurricanes – move to the man. And the situation with piracy is ambiguous. Someone downloaded the game from torrents, played, left a positive review, and another player, after reading it, already bought the game. So it happens too.

Often, especially during sales, reviews come with the words: “Dude, I pumped your game, went through it all, rested – catch my five bucks”. You won’t do much for five bucks, but maybe it's all that he can afford? Who knows. Piracy is such a soup … Neither I nor you will be able to change the world. The one who cannot buy, the one who can but does not want to shakes.

[Sergey:] is about to! I think everyone will agree that games in Peru, for example, should be sold at such a low price that legal copies are available. Or in Russia – at local, Russian prices. But what if prices are already adapted, but people still pump? This situation is hurting you?

[Max:] Wounds, what is it there. For small Runic and for a giant corporation, piracy are different things. Because we have our own studio, our own business – real people with real problems.

I take the artist to work, and I promise him that he will work on successful games. He makes a cool game with excellent reviews. But if at the same time, because of the money downloaded for free, we will not collect money to the budget, then we will have to close. Because of the problems in our last studio, Flagship Studios , I had to fire 120 people. Most were my friends, and it was very difficult. I don't want to go through a second time through this. Therefore, we and Torchlight were sold for twenty dollars, by the way, and not forty.

[Sergey:] Who is doing everything now with regard to such nonsense, as apensional deductions, taxes, rental of an office?

[Max:] I'm doing it and I hate it.(laughs) what to do? When you have your own studio, you should think not only about games, but also about business as a whole. We have to plan, consider the budget, work with the bank … This is not the most exciting part of the development of games, but without it in no way.

At the time of Blizzard North, we have everything that we did, turned into gold, there were huge budgets, and then we had the cost of development on the drum. In my memory, several almost ready -made projects that Blizzard closed on the shelf because there was no task to earn a little – there was a task to make a new hit, a new bomb.

[Sergey:] Many people recall Warcraft Adventures: Lord of the Clans because they painted graphics in St. Petersburg. I still have screenshots on my laptop.

[Max:] Yes, Warcraft Adventures was generally in the state of the Master Candidate-and nothing was released, because it would be success … but not a breakthrough. That was such an approach. I don't know whether it is good or not, it's just such a way. When you buy a box with a Blizzard logo, you do not look at the price, because what is inside is one hundred percent cool.

At the same time Diablo 3 The third time the audience is starting for the third time – there is nowhere to go higher, and that Blizzard would now let it out, everyone will swear. Part of the team has been working on the game for ten years. I really respect the fact that Blizzard is not made by quality and fundamentally makes the game as much time as necessary, but I myself am very glad that I do not work on it. I could not – I would be tired and depressed.

Too many managers

[Sergey:] Max, you somehow said that the idea in the game is 1% success. It is also awarded to business, too, or only for design?

[Max:] Both to design and to business. Between the idea that came to you to make a studio and its first finished game-years, and in order for the game to come out, you need to solve a cloud of problems. Especially in the game industry.

Films, books, cars – prevailing areas. And games are still looking for business models. New technologies appear all the time, new genres, new segments arise, the expectations of players, studios, publishers change … If the business were simple, then we would not have a situation when good games without a normal publisher are unnoticed, and part of the absolute nonsense shows serious Commercial successes.

[Sergey:] I just read a press release from one office yesterday, international, which reported on sales of 2,600,000 copies of my last game. Which has Metacritic – 66%. In my opinion, this is a victory of promotion over quality is the good old days when the figure known to us with you said: “Put a piece of shit in a box and I will sell it”. Because of such figures, in fact, we received a crisis of trust from buyers, from players.

[Max:] It seems to me that marketing, and indeed, this whole publishing part becomes evil when decisions on development begins to make people without the experience of such a development. All these vice presidents, executive producers on the part of publishers-they do not understand what the game is, they do not participate in the process of discussion, in the process of rethinking the gameplay and, being outside the team, they cannot offer normal decisions by definition.

They have knowledge – theoretical. If you recall the analogy about the clinic that you and I conducted in a last conversation, then we can say that all these people read the textbook, but were not in the operating room. And imagine that such a comrade gives you instructions on the phone “Let's cut!"Or" it's time to sew up ". And you see that it is not necessary to cut, and it is not time to sew up, and in general something else must be undertaken.

There are too many managers in our industry in large companies. Even in the framework of our studio, where thirty people in total, as soon as I took on a business, I stopped punching my own decisions on development. I only advise, but I do not impose. Because I do not want to be the very goat that does not understand the course of the team’s thoughts, but has an opinion on the issue.

[Sergey:] You met good publishers?

[Max:] Yes, I met. It's about people, not companies. In the same Electronic Arts There are rare freaks, and there are normal people with whom I would be glad to work. You just need to find a group of people with whom you have a common point of view, and try only to interact with them.

I would not say that all big companies are bad. No. Three quarters – freaks, and the rest are our guys. Here we still need to add that there are the same serious problems from the developers. It happens that the team cannot finish the project, adding something all the time, displacing something-so that the pie comes out sweet, sour, and for vegetarians, and for meat-eaters, and soft, and crisp … In attempts to achieve the impossible, you can achieve the impossible burn so many millions, oh!

On the forums all developers are bad

[Sergey:] Listen, there are three understandings of what games design is. Or this is an art – and then it is necessary to look for born talents; either this is a craft – and then you need to take a hundred trainees, of which the ten most capable will remain in five years; either this is a profession – and then it is necessary to open a hundred universities, and in five years a thousand new teams will appear. What do you think, you can teach the development of games?

[Max:] I will honestly tell you: from what students are taught, 95% is Burda. Not only in games, but in general life. My brother and I learned to make games ourselves. We first said to the publishers: “There are no problems, we will do!" – and then sat down and thought how exactly we can do it.(laughs)

I have – an architect's diploma. And I have to tell you that in this area everything was very rushed. Who complains about the game industry – let him work as an architect. You need to work hard for 10-12 years before you are given the opportunity to come up with a design of some door handle, and all these 10-12 years you will draw steps for the rear entrance to some Best Buy (Russian analogue-“Pyaterochka”).

You can open from such work. However, I am pleased with what I was taught in terms of visualization, spatial thinking – it helped. But, by golly, this is 5-10% of all training. Therefore, I, of course, are glad that all these institutions have now arose, where at least 20-30% of the time is not wasted, where they are trying to teach students really.

[Sergey:] You have already taken one of these students to work?

[Max:] I – no, but I heard good reviews. I would say that all technical skills are good. I believe that you can teach to work with graphics, with lighting. It's very cool that not from https://rhino-bet-casino.co.uk/ scratch a person comes to industry. But as for learning design … I'm not sure that you can teach such things.

[Sergey:] What do you think about forums, and indeed – about communication with your audience?

[Max:] Personally, I spend a lot of time on forums, a lot. But for a pure coin, I would not advise anyone to accept the opinion of the players, because there are too many incorrect complaints, a lot of things not at the address.

For example, if you go to the Blizzard forums, then you will see a wild amount of negativity, hatred in relation to the developers, and if you make an impression of the company on reviews on the forums, you will be great deceived. Suppose an investor Joe comes in reading about Starcraft – And he thinks: “You are mine, this is probably the worst developer in the industry – so many complaints!"(Laughs) But this is not due to the quality of the game, this is due to the fact that the players are too immersed in the project. As with television series – the more episodes, the more spectators the best director know what character what needs to be done.

[Sergey:] What about the proposals from the players?

[Max:] If you listen to Vox Populi, the voice of the people, then in our game the players most of all lack the button “Kill all the monsters at the level!" – so that nothing then interferes with the assembly.(laughs) although there are also practical advice.

For me, the main task is to be in touch, to be ready to listen to players. And, filtering the insignificant, to solve the real problems that prevent them from enjoying our game. I am like a doctor: I need a pulse, breathing – and so that the patient is healthy and happy. If at the same time he will be the whole trick about fishing and his second wife, I am ready to listen, but I will not take it too close to my heart.

There are many ways to make a good game

[Sergey:] You are often asked to make a online game based on torchlight – what do you say?

[Max:] Sooner or later, we will do it, no question. But so far we are not ready yet. Maybe after Torchlight 3.

[Sergey:] And what kind of online game will be?

[Max:] Today I see it like a mixture Ultima Online And Minecraft. My approach is different from the approach of most developers of online games. They want to earn more and quickly, but I do not believe in the subscription, in the sale of the skin … Look at Minecraft-there are so many opportunities to do something special, something new.

Compared to the prospect of inventing something of your own exploitation of the old monetary topic is completely uninteresting. I miss Ultima Online, by the feeling of waging that was there; If there was anarchy, then it was a real anarchy, and not a semblance of some.

But, of course, there are many ways to make a wonderful game. It all depends on the team, and all teams are different. Well, remember that we talked about Valve last time?..

I am far from counting everyone around idiots. Here is the guy who made Minecraft, he can consider us all idiots, and he will be right.(laughs)

[Sergey:] Max, what do you think that the best motivator is the pressure of circumstances? Here we are sitting now in San Francisco, in the port, on the bench under the sun. Maybe we want to invent the next big hit – but we will not be bad if we do not invent. And some guy who bought a computer in Ufa for the last money-he will invent because he needs. What can you say?

[Max:] Everything is not so simple, my friend. Otherwise, you and I would play all the projects from Ufa, right?

On the one hand, you're right. Pressure, fear – these are excellent motivators. It is much more difficult to decide on something new, experimental, if you have 10-20 million in the bank and nothing makes you sit at work on Friday evening. I don’t have these millions, and now, for example, I sometimes come to the studio on Saturdays to complete some things, but I read the mail at all around the clock, and not that I like it … it just needs to be necessary. The team counts on me. And if I were rich, I would go to the mountains on Saturday morning with dogs.

On the other hand, if you are too constrained by searching for financing, if you live on a minimum budget, then you have much fewer opportunities, having come up with something cool, then realize such an idea. Because your head will be chopped from problems. Every day you think about money, about the team, about salaries, and this fear of failure, the fear of the fact that there is not enough budget-it paralyzes, makes you choose the safest options, even if you see something that should work better.

And you will say to yourself: “Minecraft? Guys, if we try and fall off, this is the end to the team. Let's get it better than socialists ". Look at all these studios that have been working on the game for five or six years and who cut funding-they no longer have freedom, they have only fatigue and a desire to somehow get rid of this long-term construction. And what we get as a result? The next suck.

[Sergey:] What to do?

[Max:] Truth somewhere in the middle-in the balance between positive and negative motivation. Between responsibility and free time. For example, my negative motivation is this: if I screw up and give out the second Torchlight with ratings below the first, I will be ashamed to partners, before my colleagues in the industry. And this is enough for me in terms of stress.

And positive is that I am a co -owner of the studio and the financial success of the project will become a financial success for me. Both that and another pushes me to make the game the best as possible. I don't really understand how this is possible for a salary. I give the players the soul, because I want them to love me. And what is love for salary?

[Sergey:] The last question. Imagine that you and I meet in a year and I ask you if you have achieved success with Torchlight 2. What do you say? What is success for you in relation to this project?

[Max:] Oh, it's very simple. We have already discussed this with the guys. So so.

Once – we sold a million copies.

Two – players love our game.

Three – both players and industry love our studio, because we make cool games that everyone likes.

Well, of course, we still have the same team, no one left, no one has burned out, everyone is happy to work with me, and we are already dull in the next project. This will be success.

And – you can readers a few words?

Guys, if you play our game and you will like it – please buy it! At least for sale. We will be very, very pleasant for us!

Shark pen. Alan Wake 2, in which we will not play

A couple of years ago, when the Remedy studio was preparing to present her new project to the public, many expected to see the second part Alan Wake. The story of the writer, with a flashlight in the hand of the fighting against the forces of darkness, broke off at half -word, and a small addition American Nightmare Very little clarified.

Nevertheless, the Finnish team decided to engage in Microsoft together with Microsoft Quantum Break – ideologically new project that has nothing to do with the adventures of Alan Wash.

► In one of the locations, Wake makes his way through a flooded city. This is a dream or reality? In fact – something average.

Does this mean that the history of the writer will not be completed? And yes, and no: development Alan Wake 2 It began back in 2010, almost immediately after the release of the original, and even reached the stage of the early prototype, but then was frozen. The other day, Remedy showed her developments to reporters from Polygon. They are definitely worth your attention.

Attention: The article contains many Alan Wake spoilers downloaded by the game and Alan Wake’s American Nightmare. Not familiar with the universe? Quit read and run to play!

This is not a lake, this is an ocean

The continuation begins exactly where the original broke off so sharply. Alan with great difficulty, but manages to save his wife Alice, abducted by a dark essence. However, the price of a temporary victory is high: the writer himself is locked in the house at the bottom of the lake, along with his manuscript capable of affecting the event.

Thanks to the altered ending of the story, the darkness was weakened, but not expelled, it still holds the Bright Falls and its individual residents under control. The place of Alan, concluded between a fictional and objective reality, is occupied by Mr. Scratch – a dark double and a serial killer, posing a threat to friends and close writer. And this means that it does not smell like a triumph here: having sacrificed himself, Alan only delayed the sad consequences.

► Concept art obsessed with the darkness of a resident of Bright Falls and a Raven-Overflow. The second was invented for continuation, but in the end appeared in American Nightmare.

It looks like the ending of one of the seasons of the intriguing series, is it not true? And for a reason – Sam Lake, the scriptwriter of the game, admits that Alan Wake was created with an eye on the constant development of an invented universe. And not only the main story arch, the interest for the developers is the line of Barry, the agent of Alan, the lines of the wife of Wage and other residents of the town. The thinly built plot was one of the strongest sides of the original, and Sam Lake himself was a brilliant storyteller who came up with the heartbreaking story of Kopa Payne Kopa Payne.

► Demonic bear as a boss? Why not.

All the more offensive to realize that the prototype of the second part almost does not shed light on the further development of events. He only collects the torn threads together: if the first part was, in fact, a personal story related to Alan and his wife, then the continuation planned to relate to the global theme of the struggle of light and dark principles. Wake's head plunged into the viscous abyss of darkness and now he should hardly get out into the light. This is really no longer a frightening lake near a small town, but a real ocean of darkness. It seems that this was the frightening meaning of the last words of the writer from the end of the original.

There are no shadows without light

Alan's ability to change reality with the help of his talent of the writer was thought of as one of the fundamental mechanics of continuation. If earlier the pages of his manuscripts were important only as objects for the collection, now their role has increased significantly. Wake quickly runs through his eyes for each sheet found, noting the future events for himself – in order to then wrap them in his favor.

So, the outcome of the upcoming car accident can be transformed from inevitable death to the ability to clear the way. To do this, carefully study the location and find key items on it. From a gameplay point of view, this correctly corrects the balance: many players complained that in the original there are too many fights and a little thoughtful study of the surrounding space.

► Almost 14 minutes of gameplay from the prototype of the game. In fact, the developers have other videos, but they are too raw and therefore less spectacular.

The catch is that not only Alan is able to change reality. This can also do Mr. Scratch – for example, turning against the writer a stream of darkness, from which he barely manages to escape by car. A mystical television program is also a threat: the announcer speaks of a possible invasion of aliens, and our hero is immediately trying to drag on board a flying saucer. Each line, every word, pure truth or cunning lies have a chance to come true – and surviving in such a supple world is very difficult.

► Many illustrations demonstrate the key mechanics of continuation – the fault of reality that Alan is able to control.

Especially if you take into account that the enemies enslaved by the dark essence did not think to disappear. Moreover, they were significantly wiser: they attack in crowds, easily jump over obstacles, and especially strong even tear off the doors of the cars and use it as shields. But the methods of combating them remained the same: to weaken with the help of light a flashlight and finish off with several shots. Unless, of course, there is enough dexterity and ingenuity.

With a world on a thread

As a rule, if the developers show prototypes of failed games, then they have no plans for their release. But show the operatingities Alan Wake 2 Completely safe. There are actually no spoilers in them, and many finds have already been used in other studio games. No wonder for more than five years!

For example, a location in the Arizona desert and some opponents – like a creature collecting his body from a flock of raven – have already lit up in Alan Wake’s American Nightmare. There are also the tricks of the violent Mr. Scratcha, and the opportunity to influence their decisions to the environment. Another thing is that these global ideas simply closely in a small downloaded project. Remedy themselves recognize this, complaining of a modest budget and a short time.

► locations in the second part were planned more diverse than in the original.

The topic of interaction with the environment will be better disclosed in Quantum Break – True, there we are already waiting for games with space and time. Sam Lake emphasizes that his team is working on a new project with unprecedented enthusiasm, and many existing ideas are honed, finalized and carefully driven to each other in an effort not to deceive the expectations of players. Quantum Break It was not without reason that they moved in 2016 – this will not only be polished the game, but also not to get lost among other autumn exclusives.

* * *

So it turns out that the second “Alan Washka” was pulled into other games in pieces. And yet it is too early to put a cross on it. Firstly, the universe is open to new ideas, which Remedy have more than enough. Secondly, the developers love Alan so much that they consider themselves his fans. Thirdly, the rights to the brand belong to the developers themselves, and they may well find the publisher on the side. Therefore, the hope that we will see the denouement of Golden Lion Casino this intriguing story still remains.

Rather, wake up, Alan. We are already starting to miss.

NHL 14

Unlike virtual basketball and football, where Electronic Arts games still have competitors, the company has been holding a monopoly for several years now – exactly since three years ago 2k Games has ceased to release new parts of the NHL 2K. The absence of rivals on ice slightly weakened the desire of Ea Sports to develop a series, but, be that as it may, NHL 14 is the only one, and therefore the best choice of a fan of interactive hockey. There are simply no analogues.

Our youth team

This year, the series turned twenty years old, and she celebrated her round anniversary with an extremely important and pleasant innovation – the inclusion of NHL ’94 Anniversary retro -resistance with surroundings, camera and commentator NHL 94 , but relevant teams of commands and fitting to the modern level with physics.

[[Bullet]] “I am a steel horse, an Indian of the ice open spaces. The club is my tomahawk, the team is my tribe ".

Lovers of the classic mode may seem almost more interesting than everyone else. The view from above, giving a review to a good half-stadium, not only adds a resemblance to the athletes with the heroes of the old 16-bit Mutant League Hockey , but also brings some new faces to the gameplay. Visually, the game turns into the first part Grand Theft Auto in the ice arena, but in fact retains all the complex nuances of NHL 14. In fact, this is such a game in the game, which is offered as a free gift, a kind of gratitude sign to fans for loyalty to the brand.

The joy spoils the joy only that Anniversary periodically includes kinematographic angles – for example, with attacks on goal, during beautiful clips and rough fouls. Understand correctly, repetitions are made at a very high level, there are no complaints about the technical side. But when you see only the tops of hockey players for a long time and almost fall into the atmosphere of a vintage athletes, and you are suddenly shown a detailed bristle of some healthy man, the stylization immediately stops working and the mirage dissolves.

"They do not give a relative, they only give a relative"

EA Sports adheres to the synergy policy of its sports titles: two technologies originally designed for other publishing house games were integrated into hockey. So, the Player Impact Engine engine is now responsible for the physics of clashes and blows. He was finalized in qualitatively so that it corresponds to the new context, and Collision Physics was beautifully called, but the foundation remained the same. And this is very good.

[[Bullet]] Welcome in 1993! Despite the view of the top, you can still consider that with the puck now the legendary Pavel Datsyuk, nicknamed the Wizard, the two-time owner of the Stanley Cup.

The technology has proven itself in virtual football, and did a great job with hockey. Thanks to the meticulous miscalculation of objects of objects in each match, something unusual can happen. Then the athlete will stumble on the team of a teammate and fly to his goalkeeper, opening the gate to the blow, the puck will bounce off someone’s Golden Pharaoh Casino helmet and fly into the net, then something else will happen … NHL has never been so unpredictable.

[[Bullet]] Fights on ice look extremely brutal. FIGHT NIGHT RUUND 4, on which we once held whole mini-tournaments, are felt by the influence of Fight Night Round 4.

In turn, for ferocious hockey scitches, the game uses the “fighting” Enforcer Engine, borrowed from the eminent series Fight Night. The technology gave the fights a new depth: when the annoyed athletes discard clubs and gloves, the real game from the third -person with the block, captures and dumps, bruises and broken lips begins, where you can circle around the opponent.

Finally, the physicist of hockey players moved forward thanks to the introduction of the True Performance Skating system of inconspicuous, but important improvements. Touting tuning improved the sensations from the movement of hockey players across the field, adding them a new level of realism.

On the ice, gentlemen

NHL 14 is expected to introduce Hockey Ultimate Team – you are probably familiar with his ancestor from the thirteenth release of FIFA. In it you can create your own dream team by choosing from the huge file cabinet of your favorite players (over four thousand professional athletes from all conceivable clubs in the world and teams of the National Hockey League), and then fight other fictional compositions online.

Last year’s “Be a PRO), they made a facelift and renamed“ Live the Life ”(Live the Life), but the essence of this has not changed. You create your own athlete and systematically make him the future champion. In fact, this is the same hockey according to standard rules, but you manage only one player and are engaged in his micro -study. The latter, by the way, resembles the development of the hero from New Soccer Star , However, in NHL 14, everything is done three heads higher: you will need to personally make decisions affecting the characteristics of the ward and the course of its professional career. Remember the Nike Cult advertisement “Take it to the Next LEVEL”, removed from the first person? Be a Pro – exactly about the same thing, only on ice.

[[Bullet]] still fights are very effective. Hit the impudent physiognomy of the opponent – and immediately saw the result in the form of a fingal.

Here you need to give an interview (hello, NBA 2K!), attend the ceremony of presenting awards, train a lot and manage to carefully build relations with fans, club leadership, teammates and family. Often, the choice is extremely difficult – to go to the party with the guys and strengthen friendly relations, go to the hotel to sleep and restore strength or try to dissuade everyone from booze and prepare for the game? We guess what the players of the Russian national team would act in such a situation, but we advise them not to be likely. It is better to do it according to conscience – get drunk!

Electronic Arts took into account many claims of fans presented to last year's game. Fights have become more spectacular, the implementation of the finites is more convenient, the career mode was replenished with new elements like the same interviews, and the club control system has become even more complicated, thanks to which NHL once again shifted the balance from arcadeism, without losing its fascination.

The game has grown in all important aspects, and this cannot but rejoice. It is a little upset that the series has been consistently ignored by our native continental hockey league and PC platform, but with so many expansive innovations, no one will feel deceived by no one, including Russian fans.

Reigracy:

Cool plot:

Originality:

Easy to master:

Gameplay:

8

Graphics:

8

Sound and music:

8

Interface and management:

9

Waited?

Every year, lovers of sports simulators are faced with a painful choice: go to a new release or play another year in the old. In the case of NHL 14, a similar question can not be raised at all – the purchase is fully justified.

Mania rating: 8.0

"Great"

Review of the film “It”. Nostalgic terrible fairy tale

When the first rumors crawled about the new film adaptation, many were skeptical: not only did the source is one of the most multi -layered novels by Stephen King, so in addition and the first film adaptation with Pennyiz Tim Curry still casts a long shadow. Fortunately, the creators accepted the challenge, and after twenty -seven years the terrible clown again began to lure children in the city sewer.

We hasten to tell what came of it.

Localized official teaser.

Genre: horrors Slogan: “You will fly too!" Directors: Andres Muscatti Scriptwriters: Andres Muscatti and Gary Doberman Cast: Bill Scarsgard, Jaden Lieberer, Jeremy Ray Taylor, Sofia Lillis, Finn Wolfard and others Premiere in the Russian Federation: September 7th Rating: 18+

The film, like the 1990 mini-series, reproduces the beginning of the novel almost built-in.

Dream Team

By mood, and partly in the composition of the “Club of Losers” resembles the guys from the series “Very Strange Things”, also encountered supernatural. The characters of the heroes are transferred from the book to the screen very carefully. Ben Hansky (Jeremy Ray Taylor) smart and romantic, but shy guy, Richie Tozer (star Stranger Things Finn Wolfard) – Balagur, who reinss such vulgar jokes that another adult will blush. Zaika-Bill is a brave and decisive leader, the exact opposite of the young hypochondric Eddie and the clamped skeptic of Stanley. The brightest scream of the company is Sofia Lillis: her Bev march turned out to be much more interesting and attractive than book. For all the guys, they picked up a couple of bright details that help to better understand the characters – take at least how some of them park great!

Due to the shift of the director, almost the entire cast. Finn Wolfard is the only one who remained in the project after the director's chair took Andres Muscette.

Friends are very interesting to observe: like all teenagers, they exchange cobbles, share secrets and sincerely rejoice at the coming summer. Friendship creates an invisible connection between the heroes, which protects against horrors prepared by Pennyiz. Only having united they will pass heavy trials and overcome their childhood fears, which, by the way, are much deeper than in adults.

Before the meeting of the “Club of Losers”, Ben's best friends were books.

Astmatik Eddie Kaspbrak (Jack Grazer), stuck on his mother, tries to add coolness to himself.

Virtuoso of metamorphosis

And there is something to be afraid: a terrible clown-echoed Penniviz pursues children, lures into cunning traps and embodies their fears, turning into a nightmare in reality. The role of the monster went to the Swedish actor Bill Scarsgard, and he coped with her perfectly, replenishing the already decent collection of terrible clowns.

“Your hair

Hot coals in winter.

I want to burn in them ".

The image of the Scarsgard differs from the Monster Tim Curry-he was more like an unbalanced clown-rinse: here Penniviz is the older evil that King portrayed him in the novel. It is not only part of the history of the city, but also the reflection of the mythology of Derry, which lives in the subconscious of its inhabitants. Clown's costume to match his essence and resembles outfits of the fair gatherors of the 18th -19th centuries. The final scenes are no longer in doubt that if he is not the devil himself, then his right hand, climbing through the labyrinths of sewer pipes from hell.

Although Penniviz claims the title of absolute evil, terrorizing the town since its founding, he still does not appeal to primitive fears, horror, which leads to a numb. But this is a common thing for the film adaptations of King – in almost all books, fear penetrates the very heart, it is material, you can touch it. Otherwise, Scargard turned out a worthy and, most importantly, the right antagonist – if he had more screen time, he would not only overshadow the “losers”, but also tired the viewer.

And yet, it’s not so nice to look at Pennyiz.

The worst thing is indifference

The indifference of adults scares even more. If, in “Very strange deeds”, the search department, led by the Sheriff, worked with a bang, then here the problem with the disappearance is solved only by the introduction of a commandant. One announcement of the child’s disappearance is calmly glued right on top of another, clearly making it clear that everyone in Derry is generally spitting, what is actually happening.

Separate characters are no better: the weak -chased Mr. Denbro does not even try to find the missing son, and the glossy pharmacist Kin is only engaged in the fact that he shamelessly looks at schoolgirls, forcing the viewer to fuck in his chair in disgust.

Stanley – pragmatist and skeptic. The supernatural monster does not fit into his picture of the world, and therefore he is worse than all.

It is much worse that most parents are a real threat to their offspring: Eddie's mother poisons him with her care, not suspecting that she also nurtured his childhood fears, and Father Bev is a lively example of the most terrible disgrace of the parent.

Older teenagers are also not a gift, but Henry Bauers' gang convinces that all ages are submissive to evil. Derrian hooligans do not know pity, are ready to cut, or even kill for skin color or a pretty trinket.

The magic of the eighties

The first film was deliberately transferred to the end of the eighties. Argentine director Andres Muskatti, whose short horror “Mom” noticed Guillermo Del Toro himself, masterfully conveyed the spirit of the time: here are the posters of the Kinghills Casino “Nightmare on the Street of Vyamy” and the popular Dungeons & Haste Dragons, and the famous “Apocalyptic battle of stones” from the book will be held under Antisocial Anthrax; From time to time and other perky compositions interrupt the instrumental soundtrack, from which the chill involuntarily runs along the skin. By the way, not only hobbies changed, but also the fears of adolescents – a much more frightening modern painting, which sometimes frighten an adult, came to replace the good old mummy.

Compared to its own way in the first film, Derry turned out to be incredibly comfortable.

The general stylistics of the film is clearly inspired by the cinematiclassic of the 1980s-in the spirit of “Stay with me” Rob Rainer, one of the best film adaptations, and “Balbes” Richard Donner. It is worth noting the work of the operator John John Hun, whom the viewer knows from the film “Oldboy”: he does not spare the viewer at all and does not stop shaking the footage of the peaceful Derrian wasteland with claustrophic library corridors. By the way, the creators did not regret children's blood, so the age rating of 18+ is fully justified.

All this resembles the good old horror films of the 80s, and at the same time makes you remember the book, although the plot at the end deviates to the side: then Bill will jump onto the bicycle with the cry of “Hai Yo, Silver!", Then a photograph of the famous water tower flickens in the frame.

For fans of the original source, the film was prepared by a whole pile.

Muscatti shot a picture of growing up, friendship and the shame of childhood – what Stephen King himself has invested in history. We are looking forward to the second part of the movie dyspology to find out how the lives of members of the “Club of Losers” developed, and see the new terrible tricks of Penniviz.

A magnificent adaptation of a cult novel, in which horrors are far from the main thing. “It” tells the story not about the monster that eats children, but about the struggle with himself, about faith and friendship.