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Awakened (buves "Hero")

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[From the ashes of the cancelled Hero project, Phosphor Games steps into the light in this new interview with Chip Sineni, the studio's head, in which he outlines the struggle to move beyond the fall of Midway and resurrect the concept as Awakened.]

 

The story's as old as the industry itself: A studio goes bankrupt, and works in progress are canned. But one Midway Chicago team felt they had something special in a game they called Hero, an open-world superhero console game that they believed offered an unprecedented degree of customization.

 

And when concept art first leaked to the consumer press, intrigued audience reactions suggested that the Midway team had, in fact, been onto something before their project was killed after two years in development.

 

This trailer, revealed for the first time to Gamasutra, shows how the exciting idea would have worked. Consumer weblog Kotaku also discovered evidence of Hero's existence, and at a glance audiences made comparisons to Sucker Punch's Infamous and Activision's Prototype.

 

But Hero's conception and development preceded both of those two -- and further, the team was gunning to create a title that truly let players create their own superhero, from appearance to abilities like flight, invisibility and firepower.

 

Now a new studio founded by the ex-Midway team, Phosphor Games, is hoping to revive the spirit of Hero with a new angle on the concept and, hopefully, with an interested publisher.

 

The spiritual successor of Hero is called Awakened (seen here). For the first time, Phosphor Games head Chip Sineni talks exclusively to Gamasutra about the project's story: from the last, anxious days at Midway through an undying passion for the game's concept to Awakened and beyond.

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Let's go back to the very beginning, to Midway. Where did Hero come from?

 

Chip Sineni: First of all, the game started out in 2006 -- which was a long way back. Which was before Infamous, before Prototype, even before Crackdown. We were working on it for quite a while.

 

A lot of the genesis of it was, I think one of the designers was looking at [Cryptic Studios and NCSoft MMO] City of Heroes, and they thought it would be really neat to make... a high-end action adventure game for consoles.

 

It's even beyond superheroes. It's really letting players create the video game characters of their dreams -- to create something and actually play with it.

 

So you had a concept that you really loved, and you've said everyone who saw it was attracted to Hero and enthusiastic about it. I've been told it focus-tested higher than almost anything Midway's studios had produced in a decade. But then, the bankruptcy. What then?

 

CS: I think Midway, before there was a buyer involved, really wanted to see if they could make it out on their own, and literally canceled every game that wasn't Mortal Kombat at that point. It's kind of understandable that Mortal Kombat was more desirable to an investor than new IP that no one had heard of.

 

But all of us thought... we have to do something with this.

 

How many were on the project?

 

CS: We had a pretty small team. Unlike some of the other, bigger games at Midway, they kept us pretty lean. It was a huge open-world game, but we were under 30 people or so. that was like a ramp up... 15 people for most of us. Finally we stepped up to 30 and we were planning to move on.

 

What was it like then, to have poured so much energy into the project and yet receive the distinct sensation, once the storm hit, that you were running out of time and options to save it?

 

CS: I think working so long on it, too -- you know, having two years into it, it was a pretty big thing. The first thing we did is there was some writing on the wall that [Midway's collapse] was happening. It was all over the press that Midway would have to get sold, and there was so much tension there.

 

There was a publisher interested in seeing it... with a lot of ex-Midway people working there. So we did some massive, crazy crunch to get it in a showable state to get to this customer. For two whole weeks, people kind of lived there working on it.

 

And when we got back... they told us everyone was going to be let go.

 

After all that work that you guys had chosen to do, right?

 

CS: Yeah. It's not that Midway told people to crunch for two weeks. I think, actually, they discouraged it, they didn't want us to... I think we were just all so invested in trying to get this thing happening that people just put blinders on.

 

The whole studio was going in this chaos, and everyone was kind of focusing on what we could do to make it better. I think for the longest time everyone was in denial that Hero wouldn't get made, somehow.

 

They thought, "It can get picked up and we'll make it again." And after that point came the slow realization: "This is going to take a really long time."

 

What did it feel like?

 

CS: Everybody on our team was working as long as they could with all this chaos and looming doom. Other people in the studio probably thought, "You're idiots. This whole thing is going to collapse."

 

When Warner Bros. picked up Midway, it really only wanted the Mortal Kombat studio and back-burnered everything else, right? Were other teams fighting for consideration, and were you showing Hero around, trying to sell it off?

 

CS: Early on there was no known buyer for Midway. Lots of IP got shown to lots of publishers. All the IP was for sale. Eventually, my understanding is Warner Bros. bought most of it, but not all.

 

This was a huge shock to all of us -- besides losing your jobs, it is like a friend died. Many of us had two years of eating and sleeping this game. Not sure if it is hope or denial, but you really try hard to keep anything of a team together.

 

Right away, you start having "offline" communications with the whole team, with a team email distribution list through personal email instead of corporate, giving them updates on how you are still trying to sell this game that we all fell in love with, but it is really hard -- they all need jobs, many have families, they can't just hang out in limbo, waiting.

 

It is pretty crazy how even after getting let go... how much the whole team was still engaged and wanted to make this game more than anything. Looking back now, it is pretty amazing we have so many of the Hero team working with us now at Phosphor, even though it took us over a year after the layoff to get a physical studio.

 

Could you take any of it with you?

 

CS: What we're doing now is, I mean -- we just totally started over. We don't have any connection to the old codebase, story, assets, whatever. What we have is the very cool idea that create-a-player [concept of Hero's central feature] is this really awesome opportunity to change your character and your abilities to whatever you want them to be.

 

It's crazy, because after you have that power... you get so used to that idea that when you see other games, you're like, "I wish I could just do this or that, I wish I had this other kind of skill."

 

Do you think players generally are dissatisfied with pre-prescribed characters?

 

CS: Well... I worked on Psi-Ops and Stranglehold, and a lot of that... as cool as [Psi-Ops protagonist Nick Scryer's] abilities were, he looks almost generic. And even Stranglehold, where you're an older Asian man -- a lot of times, players don't interact with the game because they might look at the main character and say, "It's not my power fantasy to be this person."

 

With Awakened, we'll really let players make their own character.

 

When you let players have their own power fantasies, is it challenging to then balance the rest of the gameworld to make sure players still find it engaging? What's to stop people from just making some hugely powerful character who can easily surmount everything you design for them?

 

CS: It is really challenging. To some extent, you have to put limiters in. We have a point system in; we're constantly refining what we're letting people do. Maybe for the campaign mode, the first time you do it we want to make sure people are just having fun. Why not just let them do something and have fun with it?

 

Multiplayer has the whole competitive end, where you've crafted your characters and play them against others. In that case it becomes really about letting players make their own game up. If you want to have, say, like five people playing villains against policemen, or set it up so it's aliens versus marines -- just let them make their own game. We really don't want to constrict them.

 

Back to the last days of Midway: how'd you get from having a beloved project at a publisher in its last throes to forming a new studio with a new concept?

 

CS: Midway laid off most of the team at Christmastime [2008, just prior to filing for Chapter 11], and then there were a few of us still at Midway that were showing the game to people.

 

The reality was I was a project lead at Midway, and now there was one project [Mortal Kombat]. So... it was kind of inevitable, and people who weren't assigned to that project were just let go. During that whole time, the writing was pretty much on the wall. You get a couple days to figure out what your future's gonna be.

 

I'd had this long, slow five months of watching the company change. And I can kind of plan stuff, so at that point [my team] started really talking about forming a company.

 

So you founded Phosphor Games.

 

CS: It's funny, because I've been part of start-ups before, and I thought I kind of at least knew what a lot of it was. It's crazy if you're not... the founders of Infinity Ward or someone [with that profile]. For us, it was like "we haven't heard of your game that hasn't shipped yet."

 

I've been in the industry since '94. I have worked on a lot of games I could point to. But when we started it was a little weird, there were companies trying to buy Hero and use us as the developer. The engine and content did exist, and the company was selling it. But ultimately when all the finalization happened, you know, July or so, that window closed.

 

After that, we were trying to figure out what we could do, and we thought maybe it'd be easier to get something else going while we're trying to make this happen.

 

Did you start with some work-for-hire projects? That's not so unsusual for new studios.

 

CS: I had known Epic a little while -- Midway was one of the first adopters of Unreal Engine on a big scale, before everyone was using it for console games. Epic, even to this day, has been super supportive of us. They gave us, as a company, our first dollar; they paid us to do work, and we still have an amazing relationship with them. They're really quite a role model for independent developers.

 

What other kinds of work have you guys done?

 

CS: When they announced Kinect, we thought that even though the focus wasn't the hardcore market we were used to, we thought it was super cool and innovative. So we just kept knocking on doors, and then eventually we got to do some work on Kinect Adventures.

 

What'd you think of working with Kinect?

 

CS: Oh, it was very cool. I think it's just that it's a different audience than what other gamers are used to. If you read the hardcore press, they were not into our level, the "Space Pop" game. But then I'll talk to parents, and they'll tell me that it was a favorite.

 

They really don't have to care about something that's not for them. But I think getting everyone into games is a very cool thing... Anyone can have a fun interactive experience. I think there are a lot of really cool games you can make with Kinect that you probably couldn't make before.

 

It just takes time... to see what's profitable. The earlier stuff is more obvious, and then there will probably be some really cool things you can do with Kinect once it has enough saturation.

 

Now you've established Phosphor, and you'd worked on some outside projects...

 

CS: At that point, we started splitting development between our contract stuff and building our own engine. With our first engine... Hero was a big, open world game. I think it's kind of obvious that they are hard to make; I mean, we did have a PS3 open world game with everything working on disc for Hero, so it was hard but not that hard. What was harder was making the content compelling.

 

It's even harder when the player can do things like fly, for example... you design this super cool situation and [testers] just flew over it. Flying isn't really where most people are in their game space... Imagine in Resident Evil if the zombies came at you and you constantly just flew away.

 

Maybe it would be cool for 10 minutes but it's hard to sustain something like that. So when we were rebuilding the engine we really looked at... we always want there to be lots of different ways to play the game, but we didn't really want you to just leave situations. We have a more focused kind of gameplay environment now, more action and less open-world.

 

How does the tech you're building now compare to what you were using before?

 

CS: Midway actually had lots of "engines" -- they were all based on Unreal, but had different features to their core. For starting Hero, we had used the open world engine. After the first year of using it, though, it was clear that it was still rough and would need some time to be working well on console.

 

Automate Game Builds with FinalBuilder

 

This engine was one of the first videos leaked; it shows off a driving feature that we never revisited. So after a year in development, we switched to the Stranglehold engine, which hadn't shipped when we started, but now was finished and working on the major consoles and PC.

 

So in six months, our tech team did a massive integration, and we added a open world streaming system, TNA's combat system, our own special ability system, [create-a-player's] front end and renderer, and miscellaneous stuff like rudimentary crowd system all to the Stranglehold engine.

 

We had literally just finished integrating all these systems, and finally got to play with all the pieces together when the project was terminated.

 

What lessons have you kept from Hero? Now that you've got to start again, how do you refine and ressurect the concept, and what kind of areas are defining to your team?

 

CS: Something we're still really interested in is the idea of a morally gray enemy. We're all fans of Hayao Miyazaki movies... where someone might seem like an enemy, but maybe they're not. Generic "mercenary force" villans aren't that compelling. So we're really wanting to find a way to make that more interesting.

 

And we really want to integrate a friendly group of people going through the adventure with you, which is a way to do storytelling.

 

Right now, we have a hard time with knowing whether the player character will have a voice or not... It's something we still debate inside a lot. If the character doesn't have a distinct voice and name, are people going to gravitate to him? We think as long as, no matter what, there's a really compelling story around them, and the character isn't being treated like they're a mute, they'll feel like that person's part of the world.

 

It seems early to be talking about the game. Are you further along than we might think?

 

CS: We totally weren't planning on talking about it until... this weird disinformation started popping up on the internet. It's really, really early. We're talking to numerous publishers on it. We've had a lot of back-and-forth.

 

But for right now... the vision we most want first, before we get too serious [with a publisher]. We have other projects in the queue, so we're able to do that right now. Phosphor -- we're like 17, 18 people or so [on the project team; studio team is about 27 internally], plus Chicago is cool that there's a whole network of contractors, people you've worked with that are all freelance now, and stuff like that.

 

The Prototype and Infamous comparisons... do you think that makes it easier or harder to for people to get behind what you're doing?

 

CS: I think it's a little easier and a little harder. The harder thing is that those two games are very much about a specific character who's this modern superhero in an open world. And now we're really trying to... we're far closer to Gears, Resident Evil, Uncharted kind of space, with hopefully really interesting situations -- but with your own character.

 

We're really just trying to let players create their own kind of person. In that kind of way, those games -- we keep getting compared to them and we're actually pretty different. How powerful create-a-player is, is really the coolest feature about the whole game. It's really hard to show that in a way that isn't flipping through a lot of menus.

 

How does it feel now to be on your own with Awakened?

 

CS: It feels really good. It's neat being independent and forging your own path -- I was at Midway for 10 years. There are a lot of dangers with being independent, too -- it's just really neat knowing we're going to do the things that we set out to do. It's just the right thing to do at this point and it's pretty clear.

 

cia dar daugiau gameplay

 

 

viskas atrodo bent jau man labai cool. geriau nei prototype. realistiskiau ir daugiau galimybiu. gali buti kas tik nori buti ir koks nori. toks atrodo zaidimas kaip na pc'sinis kad butu o ne konsolinis. jis ir buvo kuriamas ant pc is pradziu tiktai. siaip idomus projektas,tikesimes antra karta nenucancelins jau.

tas gameplay kur prasideda nuo 2:50 video tai WOU!!!!.. kai geras scifi filmas atrodo.

ir koks turi buti game engine kad lesitu daryt viska ka nori su tave supanciu pasauliu.niekas nera statiska. to nepamatysi labai jau daznai video zaidimuose,ir ypac konsolese. this is just way too cool..damn as noriu sito geimo. kad ir koks bukas ir neidomus man pasirode Prototype,tai sitas viskas atvirksciai. its damn awesome game. tas metalo luitas ten kai nukrito ir atrode kaip metalo luitas is tikro, o ne koks kreivas pikseliuotas daiktas. kaip gaila kad tokiu zaidimu nera beveik, na vieni gal siuslo kazka viena,kiti kita,bet niekas neduoda tau pasirinkimo laisves. cia as matau labai idomu concepta,jei cia jau real game enigne toks,tai negaliu sulaukti daugiau. kad ir video nauju bent jau.

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atrodo neblogai. As noriu but supermenu su Spider man'o kostiumu ir Batmano proto sugebejimas, bei tureti skorpiono is MK ta durkla kur pritraukia ;D

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atrodo neblogai. As noriu but supermenu su Spider man'o kostiumu ir Batmano proto sugebejimas, bei tureti skorpiono is MK ta durkla kur pritraukia ;D

as noriu but tas biciukas kur bego nuo 2:50 i nezinia. noriu neturet jokiu galiu is pradziu.tik rasti jas veliau ,arba turet galiu bet ju nenaudot puolimui, o tik kad isgyvent..noriu kad ant manes uzgriutu tas dangoraizis irgi..b* tai buvo cool..dumai judejo labai dinamiskai ,bei tirstejo. as nepamenu kad buciau tai mates anksciau. smagu kai parodo koki idomu zaidima kuris nera fps, nera fightingas ,ar arcada kokia lieva. ir kuris nera ikistas i kazkokius tai remus.

ai va noriu stealth kostiumo. :)

 

cia dar video kai zaidimas buvo kaip Hero kurimo stadijoj.taciau manau kad zaidimo is principu nekeis.btu gerai kad tai butu taip kaip cia matom

 

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Kažkas naujo, tikuosi fantastikos nepadaugins, nors bendras vaizdas gerai atrodo, įdomų būtų prasinešt pro kokį miestą kaip per prototype.

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isvis idomu kaip toki zaidima galejo nucancelint. aisku matyt laidejam ,geriau kruva shh isleist negu viena gera ir idomu zaidima.tikesimes kad zaidimas liks toks pat open world ir open too choose what you want. jokiu apribojimu ir jokiu shh kai be story open world zaidime nebuna ka veikt. tada tai tikrai booring bei shh buna. zaidimas jau buvo labai idomus dar senuose 2008 concept video. kazkaip as toki noreciau labiausiai ji ir matyt. buvo kuom nepatiko Infamous, ar visiskai action buvo Prototype,bet sitas priesingai labai domina mane.

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Oho cia tai zaidimas tikrai nieko panasaus nesu mates.. Gerai butu jai necancelintu ji vel :) Tikrai toki pirkciau :)

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A jokiu ziniu apie sita nebera?

 

kazkaip nieko negirdet jau ..gal uzmigo ar nucancelintas..arba tiesiog kurimo stadijoj ..

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Bus nerealus žaidiams jei nenukryps per daug nuo savo tikslo,beto ir žaidimo forume sako ,kad jei dar vis jį kuria ir nemano pasiduoti :)

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pakeites pavadinima projektas jau vel buvo beveik numires,bet atrodo kad prisikele dar karta :spiderp: ir dabar jis PC next gen'as :megusta: ir persikele jau i Steam greenlight . tai tikesimes is to kazkas realaus iseis pagaliau..aisku jeigu praeis kickstarteri

http://www.kickstarter.com/projects/1312036782/project-awakened

 

http://steamcommunity.com/sharedfiles/filedetails/?id=126109020

 

As Phosphor told us earlier this month, Awakened is a PC, next-gen game heavy on customization and kicking dystopic booty with a myriad of interchangeable powers.

kad prisimint kas tai yra

http-~~-//www.youtube.com/watch?v=CkV7-G82IqI

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na jei ne zmones kurie surinks, jeigu surinks pinigus jiem tai nieko jie neprikeltu. bet gerai cia jiem. nereikia jokiu leideju , nei ten paramos kazkieno, siaip hebra per neta sumeta bapkes tam kad , jie po to isleide zaidima dar is to ir uzsidirbtu aisku. neisleide savo nieko :melvin: na aisku svarbu kad idomu butu zaist. as sumokesiu kad man sukurtu zaidima ,uz kuri kai sukurs vel turesiu moket tam kad ji pazaist. :thumbup:

galetu visi kurejai taip daryt...ypac tiek kuriu leidejai lievi. cod kurejam tai sumestu 100 kartu daugiau nei prasytu turbut :troll:

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PROJECT AWAKENED IS:

 

AMAZING CREATE A PLAYER

PLAY HOW YOU WANT IN A COMPELLING WORLD

LIMITLESS MULTIPLAYER (stretchgoal)

MOD THE GAME TO BE ANYTHING (stretchgoal)

NEXT GEN UNREAL ENGINE 4

 

jau kiek metu ji kuria. tai koks jis Unreal engine 4? :chan: ka per nauja viska perkure. nes tikrai paprastai tarp engine nepersikeis siaip. ir tam kad engine gaut ,juk ne uz dyka. :nth:

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    • Na xbox po truputi tampa ne konsoline, servisu. o kaip zinia kompanijos pinigus uzdirba butent is parduodamo softo bei zaidimu, o ne is gelezies. microsoftas susipirko developerius ir dabar tampa vienu is stambiausiu leideju. xbox tampa prieinamas visur: telefone, tv, amazon fire stick. bet kas kas turi prieiga prie interneto tampa xbox. zaidimu biblioteka? kokia jei beveik visi zaidimai skaitmeniniai. diskai tampa tik kaip raktas, kad galetum atsisiust zaidima. diske dabar tik dalis zaidimo arba tokia jo versija kurios be patcho nepazaisi. baigsis zaidimo licenzija, jis dings is online parduotuviu ir tas diskas taps bevertis. Kitas dalykas del gamepass. cia gi tas pats netflix tik skirtas zaidima. tai stabilios pinigines iplaukos microsoftui. vien kaip padidejo prenumeratoriu skaicius isejus naujam COD. plius MS nepamirso ir konsoliu, nors tai jau nera prioritetas. MS dirba ties kazkokiu nintendo switch "konkurentu". kas del series s. taip visi supranta, kad tai sioks toks stabdis, bet vistiek zaidimai ganetinai gerai sukas ant jo. didziausia problema, kad si konsoliu karta lyginant su praejusia yra labai labai silpna. tiek hardwaro patobulejimu tiek exlusivu atzvilgiu. tas pats ps5 kiek jau jis gavo tu exlusivu? tikru, o ne ps4 remasteriu? sony beveik nebeturi jokiu pranasumu tik savo varda ir zaideju prisirisima. tas pats sony zingsnis i PC rinka. tai labiau desperacija norint uzdirbti. playstationui 30 metu ir jie niekad neleido zaidimu ant pc. o dabar kaip viskas pasikeite. atsirado gamepass analogas, zaidimai ant pc. beveik nera exlusivu. o dar prisiminkim kaip visais budais sony stengesi pamaisyti MS isigyti Activision. kiek teismu, apeliaciju.... o paziurim i zaidimu kieki kuris iseis is MS.. ir jie iseis ant visu konsoliu. MS jau ruosias kastuveliu pinigeliam srebti.. ir kaip patys ms sneka, tai dar ne pabaiga su developeriu pirkimais... p.s. sorry, bet nenaudoju as lietuvisku raidziu
    • ne nu aisku paziurejus traileri iskart gi galima pasakyt ar zaidimas bus hitas ar failas
    • Apie žaidimą: „BLACKFROST: The Long Dark 2“ yra populiaraus išlikimo žaidimo THE LONG DARK tęsinys, pasirodęs ankstyvojoje prieigoje ir tobulintas daugiau nei 10 metų. Tai išgyvenimo smėlio dėžės evoliucija, kurioje patobulintas kiekvienas originalo aspektas ir į formulę įtrauktas bendradarbiavimas. Jį sugalvojo ir sukūrė „Hinterland“, ta pati kūrybinė komanda, kuri sukūrė originalųjį žaidimą. Drąsus naujas pasaulis   Patirkite tyliąją apokalipsę kaip išgyvenusieji šiauriniame pramoniniame Harmonto mieste ir didžiulėse jo apylinkėse. Praėjo metai nuo tada, kai danguje pirmą kartą pasirodė Aurora, dėl kurios visos technologijos tapo neveiksmingos, o išgyvenusieji tik pradeda kilti ir susidurti su nauja realybe po jos. Didingos, atšiaurios dykumos apsuptyje susidurkite su izoliuotos visuomenės likučiais, kurie vis dar bando susitaikyti su tuo, kad pasaulis ką tik visiems laikams pasikeitė. Kaip nuspręsite išgyventi? Gyvenkite kartu. Mirkite vieni   Išgyvenkite kaip vienišas klajoklis šioje užšalusioje miesto, miestelio, miško ir fermos dykvietėje arba susiburkite į išgyvenusiųjų būrį, kad ir kokią pastogę sau pasistatytumėte. Kaip solo žaidėjai, nuspręskite, kiek mokėsite gyventi kartu su NPC išgyvenusiųjų bendruomenėmis, kurios stengiasi rasti savo kelią šiame atšiauriame pasaulyje. Kaip kooperatyviniai žaidėjai, remkitės vieni kitais ir bendromis jėgomis bei įgūdžiais bandykite išgyventi dar vieną dieną priešiškoje aplinkoje. Vieni ar kartu pasirinkite savo išlikimo kelią. Naujos kartos išgyvenimo RPG Sukurtas ant THE LONG DARK per daugiau nei 10 metų kurto ir tobulinto išlikimo žaidimo pagrindo, BLACKFROST plėtoja kiekvieną išlikimo žaidimo formulės aspektą iki 2.0 iteracijos, sukurdamas naujos kartos išlikimo žaidimų pagrindą. Sukurkite savo išgyvenusįjį, pritaikykite savybes ir įgūdžius, rinkite randus ir istorijas ir patirkite išgyvenusiojo gyvenimą šiame gražiame, bet pavojingame pasaulyje. Daugelis žaidimų bandė pritaikyti išlikimo mechaniką atviro pasaulio RPG žaidimuose, tačiau BLACKFROST yra pirmasis išlikimo žaidimas, sukurtas kaip išlikimo RPG. Išgyvenimas mieste   Patirkite fantaziją apie išgyvenimą laukinėje gamtoje XIX a. technologijų lygiu dėl auroros poveikio pasauliui ir jo gyventojams ir mėgaukitės tuo pačiu giliu išgyvenimo gamtoje modeliavimu iš „THE LONG DARK“, tačiau su nauju posūkiu. Miestai ir miesteliai suteikia naujų galimybių ir naujų pavojų jūsų išgyvenimui, įvesdami naują požiūrį į nusistovėjusią išgyvenimo formulę. Laukinė gamta yra pavojinga, tačiau kartais tikrosios grėsmės slypi mieste. Noras gyventi Išgyvenimas priklauso ne tik nuo to, kas yra jūsų galvoje, bet ir nuo to, kas yra jūsų kuprinėje. Su BLACKFROST jūsų sėkmė nebepriklauso tik nuo jūsų fizinės būklės. Naujoji BLACKFROST „Will to Live“ sistema į žaidimą įtraukia psichologinio išgyvenimo elementų, o į nusistovėjusią mechaniką įtraukia atsparumą ir jo substatus. Jei norite išgyventi, valdykite savo abejones ir baimes, ieškokite paguodos smulkmenose. Nauji pavojai   Rizika miestuose. Intensyvios šiaurinės žiemos gilus įšalas. Ekstremalūs orų reiškiniai. Auroros audros. Ir horizonte tvyrantis bauginantis radioaktyvusis juodasis šaltis, kurį skleidžia reaktorių kompleksas. Sluoksniuojamas su laukinių gyvūnų ir kitų pakeliui sutiktų išgyvenusiųjų keliamais pavojais, BLACKFROST į išgyvenimo smėlio dėžę įveda daugybę naujų pavojų. Amžinas gyvenimas Naujoviška „Permalife“ sistema kiekvieną mirtį paverčia nauju nuotykiu. Keliaudami per pasaulį ir pasiduodami įvairiems pavojams, kaupkite naujus pavojus ir baimes savo išgyvenusiajam. Susidurkite su savo baimėmis, įveikite jų minusus ir sustiprinkite savo išgyvenusiojo istoriją pasaulyje. Palikite savo pėdsaką. (Klasikinė Permadeath vis dar yra galimybė!) Ankstyvoji prieiga BLACKFROST kuriamas naudojant ankstyvąją prieigą, kad kuo labiau padidėtų žaidėjų grįžtamojo ryšio ciklas ir komandos gebėjimas nuolat tobulėti. Tai remiasi ilgamete „Hinterland“, kaip ankstyvosios prieigos modelio pradininkės, reputacija, nes THE LONG DARK buvo pirmasis žaidimas, vienu metu egzistavęs keliose ankstyvosios prieigos platformose, taip pat asmeniniame kompiuteryje ir konsolėje (Xbox Game Preview startinis žaidimas 2015 m.). Panašiai ir BLACKFROST bus kuriamas po gabalėlį, o startuos dar neturėdamas viso suplanuoto žaidimo pasaulio ar funkcijų rinkinio. Manome, kad tai yra idealus požiūris, leidžiantis siekti stiprybės bendruomenės informuotoje iteracijoje ir kūrime, tačiau jis tinka ne visiems, todėl prieš įsitraukdami į žaidimą įsitikinkite, kad jums toks požiūris yra patogus! Daugiau informacijos apie tai, kaip komanda planuoja tvarkyti veiksmų planus, terminus ir žaidėjų atsiliepimus, bus paskelbta arčiau 2026 m. starto.        
    • Apie žaidimą: Iš „Solasta“ kūrėjų: Išleido dar vieną intriguojantį taktinį RPG žaidimą, ištikimą populiariausio pasaulyje TTRPG taisyklių rinkiniui.   Sukurkite ir vadovaukite 4 nuotykių ieškotojų partijai, kuri keliauja į tolimąjį Neokos žemyną ir vykdo šeimos palikimo nulemtą užduotį. Kokius sprendimus priimsite senovės ir paslaptingojo Šadvino grėsmės akivaizdoje, kad sustabdytumėte artėjančią korupcijos bangą? „Solasta II“ yra didingas ‚Solasta‘ tęsinys: Tai buvo labai mėgstamas taktinis RPG, garsėjantis ištikimybe stalo žaidimo patirčiai. Praėjus dešimtmečiams po to, kai buvo nugalėta Sorakų grėsmė, nauja flegdlingų didvyrių partija keliauja į tolimus kraštus ieškoti atpirkimo.   „Solasta II“ išlieka ištikimas savo pažadui pristatyti populiariausiu pasaulyje TTRPG paremtą žaidimą. Paruoškite burtus, surenkite slaptą ataką, užmuškite šią pabaisą - maudykitės pažįstamoje „Tabletop“ patirtyje. Tačiau tai dar ne viskas, ką pasiūlys „Solasta II“. Šis naujasis opusas taip pat leis jums laisvai klajoti po Neokos žemes, tyrinėti ir atskleisti žemėlapį taip, kaip jums patinka. Nesvarbu, ar laikysitės gerai pažįstamų kelių, ar leisitės į dykumą... Pasirinkimas priklauso nuo jūsų. Tik būkite atsargūs, nes, kaip visada sakydavome... Jūs renkatės, kauliukai lemia jūsų likimą.      
  • 32 Dizainas

    1. 1. Ar patinka naujasis PlayManija.lt dizainas?


      • Taip
      • Ne
    2. 2. Kurį dizainą nuo šiol naudosite?


      • PlayManija.lt 4.0
      • PlayManija.lt 3.5 Reboot
      • RetroManija
      • Laukiu PlayManija.lt 4.0 „dark mode“

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