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Jan 21

Management and passage on Star Wars: The Force Unleashed 2

By Thrive | ! Without a column

The first part of The Force Unleashed did not deserve the recognition of critics, but was sold large enough for the developers to start continuing. The game has not taken any steps forward since then, this is all the same action movie with special effects and without special ideas. But if you liked the battles in the first part, then the second will not leave in indifference.

A meaningless story

The events of Star Wars: The Force Unleashed 2 unfold a few months after the final of the first part, long before the beginning of the "New Hope". The main character is the clone of Starkiller, the negligent student of Darth Vader, who managed to move to the side of the Jedi. Tormented by the memories of lost love, he leaves the clone factory, saves a blind general, helps to arrange the rebel attack on the empire’s base and faces his creator to face his creator.

The story The Force Unleashed 2 is a performance for fans. If the digital models of the main characters were replaced with live actors, a mixture of the festival masquerade and an old -fashioned film would have been obtained. The famous science fiction writer Robert Soyer in his fierce appeal said that George Lucas destroyed the concept of science fiction, forever tearing out a critical social message from it.

The Force Unleashed 2 is not trying to correct the situation. Instead of a serious drama about a hero who realizes that he is just a clone, tracing paper from the re -educated Sith, we are treated with porridge from bright scenes and physiognomies of religious heroes. Dart Vader flickens in every second frame, Bob Fett on his cosmic shuttle, Mozolit's eyes, Master iodine reluctantly shares centuries -old wisdom. The authors of the extravagant are scattered by Lukasov’s characters, putting remarks into their mouth, as they say, out of Character. Involuntarily recalls canonical plot inserts from Jedi Outcast, where in each scene, respect for the original trilogy.

Strong man

Lack of taste developers are masked by catchy special effects and beyond the capabilities of the protagonist. Starkiller is a real god who can alone slam the robot, mix the space fighter into the tin, fly a few kilometers. The absence of even a hint of realism forces to perceive The Force Unleashed 2 as a fairy tale, an absurd dream that has nothing to do with a movie. It is sad to see Lucasarts shakes the entire adventure entity from the series, leaving only a shell sparkling sparkles.

The implementation of "strength techniques" – incredible fantastic spells in the arsenal of Starkiller was best successful. Like some Kratos from God of War, the hero from the first minutes creates with enemies such that he never dreamed of a modest Kyle Katarna. Starkiller pushes opponents with the help of strength, and the assault rifles of Keggles fly apart, hit the walls on the walls, fall from narrow bridges or die in the millstones of the futuristic engine. As his great teacher, the hero knows how to cloud the mind of his enemies. The unfortunate, who fell under the influence of the hero, will shoot at the allies and jump into the abyss on their own.

At first glance, Starkiller's power techniques perform a decorative function rather, but at the highest levels of difficulty, you can not do without them.

Laser swords chop the legs and arms of the enemies, stick into pipes, releasing fire fountains, and even fly around Starkiller, like birds from Disney cartoons, turning into crispy chips everything that was not visible to their owner. Probably, in any game of "star wars", the blades did not look and sounded so cool. The measured rumble is interrupted by sharp whistling sounds, the screen floods the waterfall of flickering sparks, wide scars remain on the walls, and the metal skeletons of robots pierce bright rays of light. To mess with swords and force is also interesting because players allow the players to independently improve the skills of the hero, turning him into a perfect murder machine.

Ringing emptiness

Look at this circus representation from the outside is a pleasure. Another thing is to participate in it. Although management has become much more responsive and accurate, it cannot be called perfect. This is especially acutely felt in those rare moments when you have to solve puzzles.

The developers wanted to make the second part of the project more diverse, many-sided, pleasing not only fans of the action of non-stop, but also lovers to crush their brains. If in the original the hero fought constantly, now he sometimes has to show a Jedi ingenuity. The riddles are quite simple and straightforward: to stop the rotating unit of the space engine with the help of strength, to stall the operation of the energy element, placing a round metal block into its center, move the frame of the defeated robot, tear off the insurgent base of enemy landing shuttles from the rebel base. Small pauses in non -stop battles went the form Unleashed 2 only to benefit.

Nothing out of the ordinary, but even with these simple obstacles, difficulties can often arise. Get ready to drive a mouse on the table for a long time in an attempt to definitely aim and send an object in the right direction – and curse everything in the world when a clever Starkiller will once again jump off a tiny platform.

At the same time, the authors tried to push the players to explore the world, and the levels turned into real monuments of gigantomania, the tendency to which Lucasarts has been demonstrating for a long time. This was appropriately reflected at the level of detail.

Do not think that visually The Force Unleashed 2 is poor or ugly. It’s just that she lacks graceful little things and delicious subtleties that distinguish the artist’s work from craft crafts. On the other hand, there is still no time to consider pipes, generators, lanterns and walls, and in some places the game literally blinds, laying all previous attempts to make a spectacular action movie on the “star wars” on the shoulder blades.

Note: The PC version has the ability to set high quality textures, so that Starkiller’s adventures look no worse (and sometimes better) than the films “Clone attack” or “Seats' revenge”.

• • •

Developers do not want to risk an expensive license and adhere to conservative views on building a gameplay. Fans of revolutions and discoveries work Lucasarts and Aspyr Media will not give any new sensations. Linear levels, helpless opponents, a plot devoid of life and errors in the implementation of management cannot be recorded in pluses. In fact, the main advantage of the game is the devilishly attractive battles. Unfortunately, the huge universe of Star Wars has long been in need of something more than another cloned action movie.

Remembered:

  • Beautiful special effects
  • A variety of techniques and superpowers
  • Fights with bosses

I would like:

  • non -trivial missions
  • more detail
  • a clear plot
  • care of the legacy of Lucas

Verdict: Bright but monotonous game in the surroundings of a popular universe. The abundance of familiar characters and the gentle rumble of laser swords hardly compensate for the primitiveness of the plot and gameplay.

[[Break]]

Capabilities

There are several power techniques at the disposal of Starkiller, each of which is allowed to improve three times. Glasses to improve your capabilities are knocked out of enemies or from various objects.

Light sword With the same ease, it shreds to pieces of both infantrymen in snow -white costumes and huge walking tanks. The hero knows how to handle two laser blades at the same time. With the help of the sword, many combined attacks are carried out, for which, as a rule, it is enough just to click the left button.

Pluttrack of power. The hero sends an energy charge to meet enemies, which knocks down small opponents from the feet, and inflicts serious damage to more. If you stick the key e, the impact force will increase significantly.

Lightning. Spectacular trick borrowed from the emperor himself. Only one enemy frys at the first level, later it allows you to attack several at once, at the same time stunning them. Lightning is especially effective in the fight against flying paratroopers of the empire.

Power capture used not only in battle, but also to solve simple puzzles. With it, you can lift all garbage and explosive barrels into the air and throw them into villains or throw them away the villains themselves.

The capture of the mind. Original trick that allows you to obtain temporary control over humanoid enemies. At the first level, it simply leads the opponents to confusion, but later you will learn how to teach villains to each other or force them to suicide, jumping into energy barriers or from high -rise buildings. Against robots is completely ineffective.

Throwing a sword allows you to throw two light sabers into enemies at once. Used not only for remotely defeated goals, but also for a spectacular reprisal. For example, you can raise your opponent with a forceful grip and immediately pierce it with blades.

Sometimes it is also needed to clear the further path. They threw the sword-they blew up some fuse-lowered the platforms or opened the locked door.

The power wave creates an energy sphere around Starkiller, which causes damage to everyone around when you release the button. The longer the charge accumulates, the more damage is. It also increases as the ability develops, but the radius of action does not change.

Enemies

Enemies conditionally into two groups: mechanical droids and humanoids. They differ in behavior and react differently to some strength techniques.

Suppliers. The most common type of opponent. As a rule, armed with blasters and do not pose a special threat.

Apermovite with a plasma spear. A rather dangerous type that can repel attacks with a laser sword. To cope with him, you must first stun it with lightning or remove it from balance with a forceful blow. Then cut into pieces.

Steam-Sniper. As a rule, they sit somewhere on top and trying to shoot you from a plasma rifle. Dodging is quite simple, since the direction of the shot is given by a laser guidance system. In addition, futuristic sniper rifles are reloaded for a very long time.

Rocket launcher. Very annoying opponents who fly over the hero’s head and constantly scorch from blasters. The easiest way is to cope with them with an accurate entry of lightning into a container with rocket fuel on the back.

Sithi-sides. Beginning adherents of the dark side that use exclusively power techniques in battle. The power is useless against them, you have to act in https://sister-site.org/leo-vegas/ the old fashioned way, with a sword.

Sithi-fuccessors. Armed with laser swords, successfully block almost all hand -to -hand attacks and pose a serious threat to Starkiller. They should be immobilized with lightning and only then cut into minced meat.

Frozen droid. Walking refrigerator, armed with an icy gun and not struck by anything metallic shield. To defeat it, you must first select the shield using a force capture. After that, methodically strike with a sword and avoid shots of a freezing gun. If you are still “icing”, quickly and quickly press on the E button to “thaw”.

The game also has a similar Droum-digitter- The twin brother of the freezing droid, only armed with fire balls. Destroyed by the same principle.

Note: The hero can intercept a flying fire or ice ball and throw it back.

Robots-hunters. Dangerous opponents with two strong claws. Cause severe damage in close combat, so try not to fall into their strong arms. Combine power attacks with blows of a laser sword.

Spiders robots. They attack in large groups. They can jump on the back of the hero and suck out life from him. The best tactics of fighting them is to use a power wave that easily destroys the meel in a decent radius.

Invisible robot. A very fast and dangerous enemy requiring a special approach. Uses optical camouflage for masking and creeps unnoticed from the unexpected side. In addition, shoots immobilizing shells, making Starkiller vulnerable to hand -to -hand attacks. Here you need to smell and get into it with lightning – he will make up for a short while, and he can be quickly chopped into pieces.

Large walking tank AT-ST. Walking combat vehicles of the empire are armed with a powerful plasma gun. You need to beat them for a long time, combining attacks by force and blades. First you need to cut off the armor from them, and then only finish. Dreary, but does not cause special difficulties.

Small Walking Tank AT-MT. Unlike the "older brother" is small and cramped. Iron "chicken" attacks with self -assembled missiles, which the hero can reflect the capture. The tank can be destroyed by both swords and power attacks, he cannot boast of strength.

TIE FIGHTER. Direct confrontations with the hero do not enter, but in rare cases they are used to solve puzzles. The hero can mix them into a cube with power captures and throw them away.

Bosses

Four bosses will meet on the way of Starkiller. As it should be according to the laws of the genre, everyone needs an individual approach.

Combat Cosmic shuttle You will meet you on the planet of Katya Neymody when you will free the blind Jedi General. Fighting him will have to.

The first meeting will occur on a bridge where you cannot resist it. Will have to quickly run away, dodging missile volleys.

The second time he will overtake you when you go on a futuristic train. Be especially careful here, because you will have to monitor not only the health of Starkiller himself, but also the state of the vehicle.

To deal with the shuttle, repulse the missiles flying in you in time. In some cases, the enemy releases several shells at once, so that the very tail of the train is most convenient – more time to reflect them.

The third meeting will take place after the destruction of the barricades on the bridge. The shuttle will have a new type of attack: laser, from which you need to dodge in time. Rockets, as in the previous battle, need to be reflected.

Run in the shuttle with laser swords, grab with a forceful grip and break it first the left, and then the right engines, hitting the ship on the column on a scale.

Huge metal spider. The monster lives near the reactor of the rebel ship "Salvation". It is protected by an energy field that needs to be eliminated. To do this, you will have to raise several metal pins around the reactor. A powerful energy surge will follow, and protection from the spider will subside. Hit the boss and small robots until the shield has recovered.

Now you need to insert fuses into the holes located around the perimeter of the room, and charge them with lightning. Another energy surge will follow, the shield will subside again. Hit the enemy until he loses all his vital energy, then rush to his head and direct it straight to the reactor. There he will burn, and his charred frame will serve as a platform for advance forward.

Clog. Huge titanium you will meet in the arena on the Katya Neymodia. Let you are not scared by the dimensions of animals, it is not easy to cope with it, but it is quite possible.

First beat in the head with force strokes. A furious monster will hit the ground with fists, after which you need to shoot with lightning in shackles on its left and right hands and shocks to bed it with two magnetic chains. Then a similar procedure must be crank with the head.

All this will have to be repeated several times, until about half the vital energy loses the lip. After that, jump on his head and tear off the metal plate from the forehead of the monster. Once at the top, the angry monster will chase you. Hit him on the head and hands, simultaneously destroying the attack aircraft.

Take the platforms on the very top of the column and continue to beat the lines on the hands. Then go up to the next column and wait for the monster to catch up with you. Hit him on the paw and run on a fragric bridge to the next column. The horror will be distracted a little, having eaten the turning up the traitor, after which it will break down. Jump after him and beat in flight, evading shocks and stones. Make sure that the monster does not crush the unfortunate general to the cat.

Dart Vader. You will encounter the former teacher of Starkiller in the finale. Having jumped on the platform with Vader, beat him until he frees clones. Bowl with them and return to Sith. Continue to beat him with lightning and sword, evade blows and flying fragments.

Pursue Vader, jumping from one platform to another. When he begins to rush into you with cylinders, they need to be intercepted and thrown back. Then there is a fight with clones again.

Run forward along the ruins of the factory and repeat the trick with the cylinders. In the end, you will have the opportunity to stand on a bright or dark side of power. The choice is yours.

Jan 21

Cortex Command guide and passage

By Thrive | ! Without a column

Today was a good day. We got a lot of ore, the company is literally ozol. Reinforcement transports came regularly, explosives could have been enough for the entire planet. No one even died: crabs, indigenous people of the planet, did not want to fight and only blinked with sad eyes. Today was a good day. At least that the brain told us so.

The kidnappers of the tel

Cortex Command is one of the pink offspring of the industry of the Indie Games industry. And if the recent Braid and Yet It Moves stood out greatly with their things with space and time, then CC gives the impression “just games”. The here's heroes are cheerfully flying on jetgrays, shoot back from enemies and do not think about more. Despite this, the game was generously bestowed on IGF 2009: the project at the dawn of his gaming career received a reward for technical superiority, as well as a prize of spectator sympathy. What are such enthusiasm related to?

Perhaps the plot? Not quite like that – the tie is the Command nothing new in itself. In a distant, long future, people learned to control the bodies at a distance by symbiosis of their brain with a machine. The idea was picked up in an instant to the bankers: it turned out that with the help of bodies it is very convenient to master distant planets, because a person is needed for the whole of the ruff of workers. When the next trading concern suddenly wants to open a new gold mine, he takes his best brain, puts it in a rocket with building materials, soldiers and weapons and, in addition, poured a decent amount of money on top. And then the player comes into business.

Yes, that is how. Command offers us perhaps one of the most unusual roles in recent years – the brain. The gray substance by means of several keys switches between the bodies, distributes commands, and especially the necessary ones can be taken under personal control.

Mining becomes especially fascinating in the presence of competitors. After all, other concerns also want to grab a fatter from a golden pie, and our task is to prevent this. In the difficult matter of war for money, all funds are good, so that easy life is not expected – you can destroy the enemy only if you blow up his brain.

Excursion into history

Body management technology at a distance was invented by Dutch https://sister-site.org/spicy-jackpots/ scientist Van Smartess in 2070. At first, it did not become widespread and even caused tough criticism from John Paul III – demon supposedly, science, but twenty -five years later Dummy Industries tested it in the colonization of long planets and gold mining. The result exceeded all expectations. Of course, the same Dummy Industries received all the profits from the popularity of the patent. The name of the company worked exactly the opposite.

Smartess claimed that if you attach the human brain to the apparatus of artificial life and with the help of regular nanooperations to implant special nanoelectrodes into it, then you can create a symbiosis of a person and electronics. Subsequently, it turned out that the brain may well not only exist without a human body, but also use its resources to send impulses to other machines. People from Dummy brought this concept to perfection, and the management of the bodies at a distance became a reality.

At the moment, throughout the galaxy, there are more than a million incorporeal commanders managing subordinates through brain impulses. And the number is growing steadily, because corporations are more and more golden in power.

They only dream of peace

The combat unit Cortex Command is well worked out. When you first open the catalog of a galaxy store and see all the variety of destruction means, your eyes just scatter. Machine guns, missiles, mines, new bodies and another thousand and one way to survive neighbors are at our service.

For all this wealth for the most part and the extracted gold is spent. Another use can be found to be a scornful metal: for example, buy a worker new tools, protect their soldiers with medical droids or provide all shield generators.

However, more than one dog is buried in all the splendor of the galactic store. Firstly, after a few hours of thoughtful tests, problems with the balance. Many weapons samples almost duplicate each other, differing only in small things, and most of them are useless. Invincible combinations of weapons are pretty soon, and from that moment CC loses a considerable share of fascination. In addition, artificial intelligence usually ignores them, and therefore the game becomes quite easy.

This problem is partly solved by the possibility of completely destroying the battlefield. Let any grenade launchers are not suitable for hostilities, but it is very convenient to make trenches (where the enemy is already waiting for an ambush), fill the passages and create false paths to their base. Sometimes even objects are used for military purposes, at first glance completely unlike weapons: for example, transport missiles are very convenient to blow right in the middle of the enemy system.

It is worth noting that the environment in Command is crumbling according to all Newton's laws, but PhySX technology is not used. The physical engine was written from scratch, and for this feat to developers, you can erect a monument. It does not load the processor to the edges, but does its work perfectly. And this concerns, by the way, not only the environment, but also your subordinates: after a shot in the head of a poor warrior, he will throw it a few meters ago, and a successful hit can knock out a weapon from the hands of a soldier. Especially strongly the CC physics stands out when using a reactive satchel: to learn how to control it in perfection is not a task for the faint of heart.

Gold mining technique

Otherwise, the technical design of Cortex Command, alas, disappointed. Blurry pixels, inaccurate models of soldiers – these are just a few things that cut the eyes. It is especially disappointing that now the technical restrictions on the small budget are successfully overcome – take at least and yet it moves, whose world is created from old photos. It is especially worth noting the unsuccessful design of the maps. Most of them are similar to each other as two drops of water, and after a couple of hours of the game you already finally stop distinguishing them.

Partly from the abyss of technical backwardness CC pulls the sound. The “voice acting” of the weapon turned out to be especially well: having heard how it shoots, it is quite possible to imagine it in all details. It should be noted the music of Command: it monitors the events on the screen and adjusts to them. The melodies themselves are vigorous and configure in the right way, but after a while they are bored.

This is important: At the moment, developers do not yet consider their product ready (although it is already sold). Therefore, we hope that many claims made here in a couple of months will already become unreasonable. And, of course, we must not forget about the community of fans of the game: the modification base is replenished day after day (www.Datarealms.com/forum).

• • •

The game received its two prizes for the IGF not for beautiful eyes, but for amazing physics, a dynamic gameplay and an unusual combat system. And even if there is no brilliantity of BRAID or the blueberry beauties of the winner of the Blueberry Garden festival, but invite a friend, start the Skirmish mode – and you are guaranteed a few hours of cheerful pastime.

Verdict:

Dynamic and bright arcade with an unusual plot and a worked out physical model.

[[Break]]

How to manage subordinates?

Когда серое вещество прибывает на твердую землю, оно строит базу, расставляет тела, укомплектовывает их оружием, и подчиненные начинают громить конкурента, попутно добывая презренный металл.

Consumables in the struggle for wealth are the so -called bodies between which you can switch the keys Q And E.

The keys are responsible for moving the next warrior (during default settings) WASD , And if you play with a gamepad, then Cross. By pressing left button a soldier (if he has a weapon) opens fire through Right button Opening the "commander menu", which will be described in detail below.

Our main goals are to get as much gold as possible, protect your brain and destroy the enemy. If you play with AI, then the game will not have the end as such: Silicon intelligence will continue to send a soldier to you with enviable perseverance, and it usually hides the base so that it is problematic to detect it in four hours of searching. Fans of the game together/three times/four of the computers were more fortunate, here to find the enemy’s brain more than real.

It is clear that you can’t do anything without bodies. Almost any soldier (except, perhaps, crabs) can carry three objects in the backpack – usually these are weapons, shield and a miner. They switch using the "Commander menu". And if everything is clear with the purpose of the weapon and the shield, then it is worth telling about the work of the booter separately.

In order for your bank account to be replenished constantly, you must first find the gold deposit. It is indicated by yellow dots. On some maps of places suitable for prey, it is full of, on others, the war is in poverty. After detecting the revenue place, the booter should be equipped, aim and clamp the left mouse button. Money will not be long in coming, believe me.

How to give orders?

Despite its frankly rustic appearance CC, it is not easy to master Command for perfectly. Fortunately, the developers themselves perfectly understand this-instead of making us suffer with an uncomfortable interface, they made all the main teams surrendered through a single menu.

Remember the Mass Effect dialog system, where the answers were selected by rotating the mouse cursor in a circle? The same thing here, orders are located throughout the circumference. Let's look at them clockwise:

  • Reloading. The chosen body begins to reload the weapon. If he ends the cartridges, then he will begin to do it and so, without a command. If you are standing above the weapon, then instead of reloading it will be possible to choose it.
  • Statistics. Opens the statistics menu (only when playing for the brain).
  • Mini-card. Opens a card (only when playing for the brain).
  • Team " Stop fire ". All the player's bodies stop shooting (only when playing for the brain).
  • The next item. The body changes the weapon to the shield or the earner, if he has them.
  • Team " Patrol ". When switching from this body to another, it will begin to comb the area in search of the enemy.
  • Team " Make gold ". If you first hand the body to the body for gold production and turn on this command, then after switching to another soldier it will begin to “make money” on his own. It is very useful to have a couple of similar gold miners on the back of the base.
  • Team " Throw the subject ". If the body holds something in his hands, then when this command is turned on, the warrior will immediately throw out the cargo. It seems only to replace the weapon.
  • Team " Go there ". When the command is turned on, select several points, switch to another soldier, and AI begins to slowly but surely move along these points.
  • Team " Security ". The chosen body stands still and is waiting for enemies. If they appear, it opens fire, but does not pursue the enemy.
  • Previous item. The body changes equipment.
  • Purchase menu. Opens the purchase menu. About him – in the next chapter.

What to spend money on?

This question arises after a few minutes of the game. The procurement menu is huge, and you can't just get it out of it.

In the first tab (Craft), a transport was lurked on which purchased goods are delivered to the battlefield. Two missiles, MK1 and MK2, act here in the role of “cheap and angry”: the goods will be delivered, but the quality suffers. Firstly, the enemies can quite quickly explode them, and secondly, if you do not plant the transport manually (when it appears on the screen, it is considered a body), that is, the chance that the landing will be harsh and it will again explode. Often – death for cargo. But the landing ship MK1 is safe and fast, but significantly hits the wallet.

Separately there are proposals from the Dummy concern. It is better not to pay attention to the rocket, it is very fragile. The landing bot is cheap, without harm to the goods self -destructs after landing and very fast. He receives a prize in the nomination "Best Transport". Bodies bookmark are bodies. They are not very different, and therefore it makes no sense to consider every soldier. Let us dwell on the most remarkable samples.

Note: Among the bodies there is Gordon Freeman himself.

A familiar Dummy concern offers automatic turrets for 100 loans apiece. Expensive, but very effective. You can manage the shooting yourself, but you can’t move – order the delivery of these soldiers on the hill and thresholds of the base so that they can immediately join the work. If your bank accounts are already crowded, you can order a dreadnought that will fully work its 200 loans.

Coalition and Browncoat can deliver two remarkable soldiers on the battlefield: a medical droid and a heavy soldier Browncoat. The cost of the ligament is 380 loans, but this couple will not only pay off, but also bring considerable benefit. True, in order for the droid to heal, he must stand still, so for rapid attacking operations it is better to hire someone else. For example, people of the Ronin faction. They are not too expensive and reliable: just what you need for quick breakthroughs and sabotage.

Note: There are also touching crabs in the list of bodies. They do not know how to jump, shoot, nor obtain gold – but they are worth nothing. As they say on the official website: "Free crabs, sir".

The next menu item is tools (Tools). Among them we note three varieties of miners: light, medium and heavy. They differ not only in the speed of pumping money, but also in weight: a character with pood instruments walks more slowly and flies below when using a reactive satchel. They, in principle, can also be used, but only in the rich areas you guarded. In all other cases, we take medium miners.

In addition, explosives are sold for nothing for nothing, which are best along with the explosive itself and order. You can also pay attention to the Repeller Gun, which acts as a kind of gravitational gun. Light infantry is subject to him (that is, almost all zombies, crabs and several concerns), as well as grenades and explosives. At least one body in your team must definitely use it, and it is desirable that it yourself be: in skillful hands weapons are just causing a huge damage.

Fighters of the battle can look at Concrete Sprayer and Shielder. The first sprays concentrated concrete and is very good to protect the base or protection of profitable gold cores. The second creates a small shield near the body, which successfully protects against many troubles. Well, of course, shovel. Costs only three loans and is needed to crush crabs.

The GUNS tab has everything that a soldier needs: pistols, laser rifles, shotgun at any price and any quality. Let's take a look at the best samples.

At the Dummy concern, I advise you to pay attention to Annihilator and Nailer Cannon. The "Destroyer" is simply wonderful in defense, especially if enemy bodies got into a heap. However, if you manage to bring the body with it to the enemy brain (keep in mind that the weapon is very heavy, that is, the soldier loses in maneuverability), then he will show himself in full force. Nailer acts as an expensive, but a reliable machine with a large clip.

Coalition has its own analogue Nailer – an assault rifle. It is good when finances are already running out, but does not withstand competition with other similar samples and really loses in usefulness, when soldiers in heavy armor enter the battlefield. In this case, Revolver Cannon may come in handy. She has only four cartridges in the clip, but they explode after the shot, and you can shoot automatically. This is very convenient for tactics “hit – ran away”: it is unlikely that all four shells will get out and the most healthy of all enemy soldiers, and comrades will cover your retreat. Lovers of "very large guns" I can recommend Uber Cannon. Only one cartridge, a long reload, but also the damage is higher than that of all brothers in class. Ideal for the rapid destruction of the enemy brain or when covering a narrow area through which the enemy crawls.

Ronin Corporation offers a wide range, but we are only interested in a few samples. The first is UZI, which, even if it does not differ in lethal force, but it is very speedy and it can be worn with a shield.

The M1600 assault rifle is the best in combination "Price – Quality". For 140 loans you get an excellent weapon capable of covering and supporting the offensive. It goes well with automatic shotgun: so your soldiers will be protected from enemy shooters and saboteurs.

Lovers of something heavier will not remain in the core: for them, the RPC M17 missile installation is disposed of, similar to Uber Cannon, but much cheaper. However, the title of “Uber for the poor” does not suit her: RPC is especially good for the offensive, because her shells can hit several enemies at a time.

The assortment of the Bombs tab for the most part consists of numerous grenades and explosives. You should not lean on them, but a couple of bodies in your group should definitely carry them as an auxiliary weapon: sometimes the enemy is only bombs and get it. In addition, they are good for sabotage.

Pay special attention to Napalm Bomb: she works out her 50 loans to the fullest. A couple of such bombs sent directly to the middle of the advancing group of robots is a very unpleasant surprise for the enemy. Molotov cocktail can be useful to fire lovers, but in most cases it is not very effective.

A stone worth one credit will surely make a company crab and shovel.

In the next shields bookmark, the so -called Riot Shield is waiting for its owner for 20 loans. Of course, he does not stand the fire of heavy guns, but there is no need to choose – he is alone in the assortment. Useful for the initial stage, when the players are just kneading, and large -scale operations do not occur.

In the last Pressets tab, you can make ready -made procurement blanks. The usefulness of this function cannot be overestimated: instead of spending many minutes on combing the catalog and choosing the right things, you can make a blank and do not hesitate in subsequent battles, but crush the enemy from the very beginning. The process of creating itself looks like this: first you need to choose the necessary products, as in ordinary purchasing, then we go to Pressets and click Save. Everything, the template is ready.

How to win?

Consider more carefully the battle itself in Cortex Command. We can be in several different situations in it: our troops are defending, attacking, or war is on the entire front without a significant advanced.

Defense in CC is based on two main principles: fraud of the enemy and his distraction, since usually the bodies of both sides do not much exceed each other in equipment. How to tear out the victory from the tenacious paws of the enemy?

The simplest thing that can be done is to hide a small bunker with a brain deep underground in the arrangement phase, and to build winding casemates on the surface, it seems to be suitable for the main base. Behind every turn is a mine or a turret. The enemy, of course, will decide that in a huge bunker, the brain is just located, and this decision will bring him only heavy losses. We, while he bypasses the traps, strike a deep rear and destroy his brain.

If the enemy occurs endless waves, and your finances stopped somewhere at the mark of 200-400 loans, do not panic. We buy one Napalm Bomb and to it in addition to the MK1 missile. We order the landing right on the heads of the attackers. As soon as the rocket approaches the enemy, we blow it with well -aimed fire and the load in transport. As a result – the enemy is no longer able to continue, and our purchase pays off many times.

In general, during the defense, try to gather the enemy’s strength to one point, then to destroy them with one massive blow, which is economically more profitable than the purchase of many bodies. For this, heavy soldiers without weapons are suitable, as well as support warriors with Repeller Gun. If the enemy stubbornly does not want to gather in a heap, buy RPC M17 and with it, deal with the attacking groups separately.

For lovers to attack the most important principle – the distraction of the enemy. As we already know, it is easy and pleasant to defend in Command, so instead of a costly large-scale operation, I recommend ordering a couple of heavy soldiers without weapons and planting them somewhere in an enemy gold mine. While the enemy is panicking, we go into the rear with a small group.

Another way is to drop the already mentioned bunch from Napalm Bomb and MK1 missiles directly on the roof of the enemy base. The body with a sniper rifle usually explodes her. The enemy thinks: "Yeah, someone climbed to my rear and dabbled by explosives". In the meantime, he is looking for your soldier, several nimble infantrymen go around the defense lines.

You can use the ancient reception as a world – a false retreat. Several light warriors with assault rifles approach the gates of the enemy base, firing on its guards and quickly put it on the jet satchels. Naturally, the enemy will immediately send at least part of the forces behind them, because no one loves saboteurs on his threshold. At the same time, a couple of heavy robots with rocket launchers enters the base from the rear and destroys everything that the hand will reach.

If there is parity on the battlefield, then one of the best options is to make an undermining to someone else's base. Several robots with heavy miners climb deep underground and slowly begin to move towards the enemy. It is advisable at this time to arrange some small attack on the enemy deposits: let the enemy be distracted from his base.

You can not even send soldiers for your workers. With proper accuracy, you have every chance not only to make the digging itself, but also to grind the enemy brain with the boards. The main thing is not to give the enemy to switch to the guards of the base. Successful game!

Jan 20

Reasonable computer. 4 The latest configurations for every taste and wallet

By Thrive | ! Without a column

After a long break, we return the "Reasonable Computer". The heading was rethought, but they did not radically change. Excellent configurations for every taste and wallet are still waiting for you. But now there will be no speakers, mice, keyboards and monitors in them.

The assembly "I saw you in a dream" has gone into the past. She gathered on the principle of “the most expensive, and more”, but she was always limited by the cooling system. Such assemblies should go to the custom “water”, but it is impossible to calculate it “by eye”, and “I saw you in a dream” was rather a design assembly that was not related to reality. Spend yours on this and our time we will no longer. The top assembly so far has the code name “dream” and has become much more real and useful than its predecessor, and it is more modest in budget. By the way, we don’t really like the name “Dream” yet – offer your options in the comments.

Following Tyavs, "cheap and angrily" went to the trash of history. It was interesting to a minimum bar of 35,000 rubles, but the restriction forced to gain outright slag without the future. Now the tables are opened "cheap and Not angrily". It is not attached to the minimum price and in this issue starts with 42,500 rubles.

Similarly with other assemblies. There are no more minimal thresholds. Each solves the task. “Cheap and not angrily” is aimed at Full HD, maximum settings and 40–45 FPS in all modern games. “On the maximum shoes” is Full HD, maximum settings and performance striving for 60 frames. “Calmist QHD” is QHD, maximums and again from 60 fps.

Each of the four assemblies is upgrading, and now it is not “for a box”, but seriously changes the final performance of the entire system. So the configurations https://sister-site.org/gamblii/, consider, are not four, but eight.

We move on to the specifics!

Cheap and not angry

As the tests showed, the third Ryzen are no longer suitable for games. You put the video card more powerful to them – and that's it, goodbye, fps. Therefore, we start with R5 1600 and hold in the head R5 2600. These processors have at least some performance supply and will cope not only with the RX 580 and GTX 1660 we have chosen, but from 2060. We take at least 8 GB in the database with one bar from Samsung. But this is with an aim to an imminent upgrade by another 8 GB bar. If the money is not shining and the second bar does not shine, we buy two for 4 GB and put in two channels. With cooling, we do not fool our heads and use a simple Deepcool with a large and inseparable 120-mm turntable.

Cheap and not angry
Component Name Rules $
TsP AMD Ryzen 5 1600 (Summit Ridge, Socket AM4, 6 nuclei, 12 flows, 3.2–3.6 GHz, 65 W) 10,000 154
RAM 8 GB DDR4-2400 MHz Samsung M378A1K43CB2-CRC 3600 55
Gigabyte GV-RX580GAMING-8GD video card (AMD Radeon RX 580, 1355/7000 MHz, 8 GB GDDR5) 15 800 243
Western Digital WD10ezex hard drive 1 TB (SATA Rev.3, 7200 rpm, 64 MB) 2790 43
Coler DeepCool Gammax 200t (120 mm, 900–1600 rpm, 17.8–21.6 dB) 1000 15
Motherboard Gigabyte GA-AB350M-DS3H V2 (Micro ATX, AM4, AMD B350, 4X DDR4-3200 to 64 GB, 2x PCIe X16, PCIE X1, 4X SATA Rev.3, m.2 22110, 4x USB 3.0, 4x USB 2.0, Lan, HDMI, DVI-D, PS/2, 3.5 mm Jack) 4300 66
Building Zalman ZM-Z1 (Middle Tower, ATX, 2X USB 2.0, USB 3.0, 2x 3.5 mm Jack, 2x 5.25 ", 4x 3.5 ", 2.5 ", 2x 120 mm, 360 mm GPU) 2300 35
Thermaltake LitePower LT-550P power supply (500 W, 4+4 PIN, 2x 6+2 PIN, 4X Molex, 5x Sata) 2800 43
System block: 42 590 655
Upgrade Surcharge
Replacement of the AMD Ryzen 5 2600 (Raven Ridge, Socket AM4, 6 nuclei, 12 flows, 3.6–4.2 GHz, 95 W) 2500 38
Replacing the Gigabyte GeForce GTX 1660 OC 6G (NVIDIA GEFORCE GTX 1660, 1830/8002 MHz, 6 GB GDDR5) 3000 46 46
Additional memory 8 GB DDR4-2400 MHz Samsung M378A1K43CB2-CRC 3600 55
Installation SSD 120 GB SMARTBUY JOLT SB120GB-JLT-25SAT3 (2.5 inches, SATA Rev.3, 500/450 MB/s, 3D TLC) 1500 23 23
After the upgrade: 53 190 818
Course 65 1

On maximum shoes

With the new GeForce 1660 and 1660 Ti get 60 FPS in Full HD easier. Therefore, we take 1660 Ti for the role of the base or, if there are free 4000 rubles, we put RTX 2060. Service them will be Ryzen 5 2600. We put the cooler more terrible to him and through the AMD Master we squeeze several hundred megagez. We immediately put the memory with a whale in two channels – all the same 8 GB of planks from Samsung , which we drive to the limit. Here we immediately throw SSD to feel normally in Windows.

On maximum shoes
Component Name Rules $
TsP AMD Ryzen 5 2600 (Raven Ridge, Socket AM4, 6 nuclei, 12 flows, 3.6–4.2 GHz, 95 W) 12 500 192
RAM 2x 8 GB DDR4-2400 MHz Samsung M378A1K43CB2-CRC 7200 111
GIGABYTE GV-N166666TGAMING OC-6GD (NVIDIA GEFORCE GTX 1660 TI, 1860/12 000 MHz, 6 GB GDDR6) 23,000 354
Western Digital WD10ezex hard drive 1 TB (SATA Rev.3, 7200 rpm, 64 MB) 2790 43
SSD 120 GB SMARTBUY JOLT SB120GB-JLT-25SAT3 (2.5 inches, SATA Rev.3, 500/450 MB/s, 3D TLC) 1500
Themaltake Riing Silent 12 (120 mm, 500-1400 rpm, 18 dB) 2300 35
The ASUS ROG Strix B450-F Gaming Maternal board (ATX, AM4, AMD B450, 4X DDR4-3466 to 64 GB, 3X PCIE X16, 3X PCIE X1, 6X SATA Rev. 3, 2x m.2 22100/2280, 6x USB 3, 2x USB 2.0, Lan, HDMI, DisplayPort, PS/2, Optical, 5x 3.5 mm Jack) 9000 138
Cooler Master Masterbox E500L (Middle Tower, ATX, 2X USB 3.0, 2x 3.5 mm Jack, 5.25 ", 2x 3.5 ", 2x 2.5 ", 120 mm, 399 mm GPU) 4000 62
Thermaltake LitePower LT-550P power supply (500 W, 4+4 PIN, 2x 6+2 PIN, 4X Molex, 5x Sata) 2800 43
System block: 65 090 1001
Upgrade Surcharge
Replacing the video card MSI GeForce RTX 2060 Ventus 6G OC (Nvidia GeForce RTX 2060, 1710/14 000 MHz, 6 GB GDDR6) 4000 62
Replacing HDD 2 TB Seagate Barracuda Compute ST2000DM006 (SATA Rev.3, 7200 rpm, 64 MB) 2210 34
Replacing SSD 240 GB Apacer AS2280P2 m.2 AP240GAS2280P2 (m.2, PCIE X2, 1580/880 MB/s, 3D TLC) 3400 52
After the upgrade: 74 700 1149
Course 65 1

Conqueror QHD

The only adequate option for QHD is RTX 2070. We put it in the basic but cold version of MSI Ventus. The processor can be left R5 2600, but it is more reasonable to pay and take R7 2700 or 2700X. To the first we throw the tower Thermalright. On the second we screw my double and drive. We will no longer rely on the miraculous Samsung and we will collect 16 GB with two Hyperx Predator, which take 3200 MHz in the base, and under 1.35 V should rise to 3600 MHz. On the motherboard we no longer save and put X470 from Asus. The memory is fast, problematic – and the factory check in the factory we need a desperate. Also, from this assembly, we stop saving on nutrition. We put Seasonic at 520 watts. Expensive, but we also have an expensive iron. If you want productivity with a margin or there are hopes for Ray Tracing in QHD – take 2080. Again from MSI.

Conqueror QHD
Component Name Rules $
TsP AMD Ryzen 7 2700 (Raven Ridge, Socket AM4, 8 Nuclei, 16 Streams, 3.2–4.1 GHz, 65 W) 20,000 308
RAM 2x 8 GB DDR4-3200 MHz Hyperx Predator HX432C16PB3K2/8 10 600 163
Video Card MSI GeForce RTX 2070 Ventus 8G (Nvidia GeForce RTX 2070, 1620/14 000 MHz, 8 GB GDDR6) 37 000 569
HAS BUST 2 TB Seagate Barracuda Compute ST2000DM006 (SATA Rev.3, 7200 rpm, 64 MB) 5000 77
SSD 240 GB Apacer AS2280P2 m.2 AP240GAS2280P2 (m.2, PCIE X2, 1580/880 MB/s, 3D TLC) 3400 52
Thermalright Macho Rev cooler.B (140 mm, 300–1300 rpm, 15–21 dB) 3900 60
The ASUS ROG Strix X470-F Gaming Maternal board (ATX, AM4, AMD X470, 4x DDR4-3600 to 64 GB, 3X PCIE X16, 3X PCIE X1, 6X SATA Rev. 3, 2x m.2 22100/2280, 7X USB 3,, LAN, HDMI, DisplayPort, PS/2, USB 3.1 Type-C, Optical, 5x 3.5 mm Jack) 13 500 208
Cooler Master Masterbox E500L (Middle Tower, ATX, 2X USB 3.0, 2x 3.5 mm Jack, 5.25 ", 2x 3.5 ", 2x 2.5 ", 120 mm, 399 mm GPU) 4000 62
SEASONIC S12II power supply (520 W, 8+4 PIN, 2x 6+2 PIN, 4X Molex, 8x SATA) 5800 89
System block: 103 200 1588
Upgrade Surcharge
Replacing the Gigabyte GV-N2080GAMING OC-8GC video card (NVIDIA GeForce RTX 2080, 1830/14 000 MHz, 8 GB GDDR6) 19,000 292
Replacing the AMD Ryzen 7 2700X (Raven Ridge, Socket AM4, 8 nuclei, 16 streams, 3.7–4.3 GHz, 95 W) 3000 46
Replacing cooler Master Masterlique 240 (Sw, 2x 120 mm, 650–2000 rpm, 6-30 dB) 2100 32
After the upgrade: 127 300 1958
Course 65 1

Dream

With the expansion of the budget, we refuse to AMD and switch to a bunch Intel With RTX 2080. In the database we put 9700K paired with two -section and on the motherboard ASUS ROG Gaming. This is enough to disperse the processor to 4.8–4.9 GHz, but no more for games. We refuse Hyperx memory and take g.Skill, two eight, 3600 MHz. SSD we put full -speed, on four PCIE lines. We increase the power supply to 650 watts and take the model from Bequiet! with two lines on the processor. We collect everything in the original case from FRACTAL Design with a vertical installation of video cards. For this case, RTX 2080 is not buying from MSI, but from Gigabyte In the Aorus Xtreme version with customizable backlighting for all three fans.

On upgrade we change almost everything. The video card is upgraded to RTX 2080 Ti Aorus Xtreme. We put two memory to sixteen, also from g.Skill, but with guaranteed 4 GHz. Well, with a great desire, the processor is changed to i9-9900k. Games are not needed, but let it be. Naturally, we drive him, for which we change the two -section “water” to a three -section from Bequiet!, And we put the motherboard Rog Maximus XI Hero with a more reliable VRM system.

Dream
Component Name Rules $
CPU Intel Core i7-9700K (Coffee Lake-S, LGA 1151, 8 nuclei, 3.6–4.9 GHz, 95 W) 34,000 523
RAM 2x 8 GB DDR4-3600 MHz Gz Gz.Skill Trident Z RGB F4-3600C17D-16GTZR 16 000 246
Gigabyte GV-N2080AORUS-8GC video card (NVIDIA GeForce RTX 2080, 1845/14 000 MHz, 8 GB GDDR6) 61 000 938
Hougel CD 4 TB TOSHIBA X300 HDWE140EZSTA (SATA Rev.3, 7200 rpm, 128 MB) 8500 131
SSD 240 GB A-DATA XPG SX8200 Pro M.2 ASX8200PNP-256GT-C (m.2, PCIE X4, 3500/1200 MB/s, 3D TLC) 4200 65
Cooler Master Masterlique 240 (Sw, 2x 120 mm, 650–2000 rpm, 6-30 dB) 6000 92
The ASUS ROG Strix Z390-F Gaming Maternal board (ATX, LGA 1151, Intel Z390, 4x DDR4-4266 to 64 GB, 3X PCIE X16, 3X PCIE X1, 6x SATA Rev. 3, 2x m.2 22100/2280, 6x USB 3, 2x USB 2.0, Lan, HDMI, DisplayPort, Optical, 5x 3.5 mm Jack) 15 500 238
The case of the FRACTAL Design Define R6 TG (Full Tower, ATX, 5.25 ", 6x 3.5 ", 2x 2.5 ", 3x 140, 440 mm GPU) 11 000 169
BEQUIET power supply! Dark Power Pro 11 650W (650 W, 8/4+4 PIN, 6 PIN, 4x 6+2 PIN, 6x Molex, 6x Sata) 12 500 192
System block: 168 700 2595
Upgrade Surcharge
Replacing the Gigabyte GV-N208Taorus X-11GC video card (NVIDIA GEFORCE RTX 2080 Ti, 1770/14 140 MHz, 11 GB GDDR6) 38 000 585
Replacing the Intel Core i9-9900K CPU (Coffee Lake-S, LGA 1151, 8 nuclei, 16 streams, 3.6–5 GHz, 95 W) 8000 123
Replacing the ASUS ROG Maximus XI Hero motherboard (ATX, LGA 1151, Intel Z390, 4x DDR4-4400 to 128 GB, 3X PCIE X16, 3X PCIE X1, 6X SATA Rev. 3, 2x m.2 22100/2280, 6x USB 3, 2x USB 2.0, Lan, HDMI, DisplayPort, PS/2, Optical, 5x 3.5 mm Jack, Clear Cmos, Wi-Fi) 6000 92
Replacing the cooler Bequiet! Silent Loop 360mm (Sw, 3x 120 mm, 2000 rpm, 16,1–36.9 dB) 7000 108
Memory replacement 2x 16 GB DDR4-4000 MHz Gz.Skill Trident Z RGB F4-4000C19D-32GTZR 37 000 569
After the upgrade: 227 700 3503
Course 65 1

That's all, friends. Found an error or there are suggestions for assemblies – write in the comments! And we will continue next month!

Jan 20

Interview with the creator S.T.A.L.K.E.R. Sergey Grigorovich

By Thrive | ! Without a column

This interview was recorded in 2017 for the book " Chernobyl zone through the eyes of a stalker "The founder of the Publishing House" Sky Hors "Vladimir Nevzorov. Judging by the latest news, since then Sergey Grigorovich’s position on some issues has managed to slightly change. Or maybe he just didn't want to open cards ahead of time?

S.T.A.L.K.E.R. As a philosophy

Why s.T.A.L.K.E.R., And why like this, with dots?

S.T.A.L.K.E.R. – This is the abbreviation of a certain philosophical concept and a person who is in the zone – a stalker. Each letter is the beginning of a separate word endowed with its own meaning: S is Stranger, T – Tresspasser, A – Adventurr. AND S.T.A.L.K.E.R. – This is a person who has all the declared properties.

Here Stranger , That is, a wanderer is a natural state of a person when he is in essence. People throughout the world, regardless of place and time, are divided into homebody and nomads. Nomad … well, I don’t know, it can be a person who is engaged in motorsport, as I. He travels to different tracks, every three days – a new track. Something won, comes again.

These people do not depend on a certain place where they have clean socks and where it is necessary to return, they do not need what is called the “home”. That is, the nomad does not have a binding to the place: the place where he is now is located, and there is a house. This is such a special model of life. The average modern person usually cannot; 99% still live in a sedentary way, they have a completely different philosophy.

And the philosophy of a stalker is a wandering, when your whole world is you yourself, and the consciousness of this gives a feeling of a full life. You constantly wander and find absolute comfort in this, including mental. If you look at any nomads, conquerors, then they felt quite comfortable on distant campaigns, even in those that lasted fifteen years. And if you take sedentary people, then, of course, the concept of comfort for them is a completely different.

Tresspasser – This is a person who passes his own boundaries, the “border passer” literally. This is a person who can cross the border of a safe world and dangerous, he can, say, go to the zone, although it is impossible there and there is dangerous. But basically it is also a philosophical concept. This is a person who is able to either extend, or cross, or bypass certain frames within himself – the same conditional boundaries. A person who is able to overcome. Because without this property it is simply impossible to survive in the zone.

Adventurr – This is exactly the traveler. When you, traveling, collect information, data, make scientific discoveries throughout the way, draw up a map. Когда важен именно процесс — назовём это «изведыванием территории и всего, что вокруг тебя находится».

L is Loner , Loner. For this, it is not enough to be just a wanderer, just a traveler; For example, you are a traveler, but you can’t imagine a trip to the Crimea alone, you go there with a group of comrades, you spend the whole summer perfectly, even just with backpacks and tents, but this is not that, because the stalker is always a loneliness. Loner is the state of a person who is good when he is alone, this is one of the important components of the philosophy of this abbreviation.

Killer , The killer is a person who has long passed the line, behind which it is unacceptable to kill; A person who is internally ready or created to protect, attack, is the one who is able to kill. In a word, a warrior.

The next is Explorer , researcher. Well, everything seems to be clear here. Such a person should have such a leader inside, itching is educational: to explore something, to notice something, find evidence, look at different angles at a certain object of research, draw his own conclusions, conclusions and, ultimately, make discoveries.

And the last letter r – Robber , That is a robber. This is also a special state of a person. There were different nomads: those that, despite the nomadic lifestyle, were not robbers, and those that were. If you transfer the analogy to the modern world, then this is … mm … Probably people leading active and, from the point of view of the law, possibly a dubious way of life. When companies are selected from other people with non -traditional, sometimes dishonest ways – this. The robbery remains robbery, no matter what sauce it is served. So, the stalker must be internally ready, even located for this. He must be able to take something away from someone.

And the worldly philosophy of this person consists of the totality of these concepts. At least the small share of each character should be in this person, then he is crystallized into a certain image of the “hero”, which will be able to survive in the zone. In no other case, he simply cannot survive. He may be a soldier, I don’t know … a bandit … But he is not able to reach the center of the zone and fulfill his mission, reach the goal. Find a golden key, like Pinocchio, a person without all these qualities cannot.

This philosophy appeared in the process of working on the game? Or closer to completion? Or even earlier?

Yes. Rather, closer to completion, partially – at the beginning of the game, then finalized. In general, the essence was clear to us from the very beginning of the work.

Name s.T.A.L.K.E.R. You came up with? And some other options for the name considered?

It was a collective solution after a stormy discussion. At first, the game was called differently – "lost". There were also other names, but they did not fit. And when this appeared, it seemed to us that it was optimal.

Tarkovsky’s film somehow inspired you, you were repelled from him in something?

I think no. Because, frankly, I looked at him very late – in the middle of the development process. And, on the one hand, I liked him, but on the other hand, I am not a person at all. Therefore, it cannot be said that the film inspired. Rather, I left some double impression.

Penetration into the zone

Then what became the starting point? Why do you, let's say, went to the zone?

The very idea is to attach something national, and it could be anything-it was already tested. We made the “Cossacks” before, and we really liked taking Blood Moon sister sites something unique, national, ours, interesting for sale and in the West. Because many topics and directions have already been used by others, something even several times, so when some country brings something special-like the Japanese samurai, or we Cossacks, Pripyat and Chernobyl-and it sounds for the first time, it produces completely Another effect. This is interesting because there is a highlight, because before there was nothing like that. And we thought this topic was used in Venom. Codename: Outbreak – a project released long before the game S.T.A.L.K.E.R. But it did not take place, and we decided to follow the standard path, making the project as if for Western players.

Chernobyl in the game s.T.A.L.K.E.R. At first it was not. Then we went to the zone, the first time illegally, and the second – already legally, having received permission from the SBU, and spun ..

By the way, you can talk about an illegal trip a little?

We just got together all together, got into the jeep and went to the zone.

Now there are many guides who take a certain amount and help to pass, the route is. At that time, as I understand it, there was nothing like this yet. And you did not know where you were going – the idea just arose, and you went at your own peril and risk?

Yes. We planned to pay and just drive through the checkpoint with a soldier. And when we did not manage to buy travel and we were deployed, we began to try to agree with the administration of the zone and travel officially. Began to collect documents, draw up and obtain permits for legal entry.

That is, the first trip was unsuccessful. Roughly speaking, you reached the zone, and that’s it … yes?

Yes, there is a fence to the right and left, then a thorn, then concrete, then again a fence. Therefore, where to move and how far, it was not clear to us. And we just turned around and left home.

What are the objects of the zone personally seem interesting to you?

The center of the zone is all special. And the cemetery of technology in the village of Rassokha, and the red -haired forest – they are all in the game. That is, everything that we saw there and what seemed special, we have fully implemented the game.

The size of a fish floating in a pond-cooler crashed into my memory. She just teemed there and was gigantic sizes. These catfish were very large. Maybe in nature there are such – five meters in length and with huge heads – but I have never seen them. And there they swam in large quantities, just like a herring on a shallow. Huge Som emerged, swallowed half a booka bread-“brick” and dived back into the water. And it was very exciting, because it is the size of a shark!

There is also a huge amount of living creatures. Anything: from roe deer and hedgehogs to wild boars … We did not see the horses of Przhevalsky, but we heard constantly that they live there, and it was a wild way. And I concluded for myself that the zone itself, radiation and all this terrible pollution are not dangerous for animals, but danger in something else, which is not in the zone. The only thing who is not there is a person.

And what impression did the zone make? Maybe they expected to see one thing, and when they arrived, it did not coincide with your expectations or, conversely, coincided.

This, on the one hand, is a very depressed place, and on the other, very lively. I don't even know how to explain, but it is very soothing. Plus a huge amount of living creatures around-birds, fish … You seem to feel that it is dangerous around, the place itself is dangerous, but at the same time there is more than anywhere, there is some kind of smell of wildlife. I traveled a lot, but I did not feel anything like it anywhere.

And how did you work in the Chernobyl zone? How the preparation of 3D models was organized? You took photos, then painted something and modeling?

Yes, in the first two or three trips we photographed everything on digital cameras. Then, with this volume of information, they came to the office and tried to understand what could be made of. There were very emotional personnel, then models came out of them. The photographed textures were only slightly modified.

We tried to recreate a living picture. Then the engine just had the opportunity to show a realistic graphics, the one that is modeled using realistic light. Indeed, until a certain point, the game was made with point sources of light, and after some time programmers began to work with domes-this is when many points on the dome of the sky are light sources. Thus, the light becomes more realistic and “smooth”, and the picture seems more photographic than cartoon-gaming.

And at this turning point, we had a desire to use realistic textures and realistic models to recreate the world. So that it seemed to a person that he is really there at the moment.

Success

Tell us about the success of the game. What were the circulations? How did you promote the product?

I don't know about the circulations … that is, s.T.A.L.K.E.R. really "went". There are concepts Full Price, Middle Price, then Low Price. Then there is a decrease in prices to ridiculous, then the game comes out in other collections, with other games, including our addons. Then with completely different games, with shooters. The full version is now available in Steam, separately adds. There are so many only that I don't even know how to count.

I believe that all the versions in total went no less than the versions of the “Cossacks”, because I once thought-s.T.A.L.K.E.R. exceeded the result of the "Cossacks" both in the number of copies and income. That is, in cash income, he brought more than a hundred million and the circulation was more than five million copies. At the same time, five million copies were sold for the countries of the former USSR alone.

And by the way, you don't want to publish books in Ukraine?

I retired, I don't want to do anything at all. I promised myself to never work again for money. So I definitely will not do this. I have been doing any business for five years. I have a sport.

Business business, but it can be just creative activity. If you get something well (there are some beautiful gaming projects), doesn’t there be a desire to do something just for yourself, because it is cool?

Honestly, no, because somehow everything in my life is bored. And given that I have done a lot of these projects, another to do … no, there is no desire. And money seems to be not needed.

It is a little strange to hear: if s.T.A.L.K.E.R. has been done for seven years and at the same time “bothers everything” – this is how it was necessary to fight with you?

I meant, in twenty years I was tired of engaging in gaming projects, any. Including a publishing house, a parallel business, publication of books and so on. That is, this is all a lot of projects, and in various ways. I'm busy from morning to evening. I really have a lot of [moto] sports. I'm going to two championships. And I'm getting ready for the World Cup.

Ukrainian championships?

No, these are championships in Germany and Spain. And I want to go to the World Cup for Endness. I don't go to Ukraine at all, and everyone knows this. I broke ten times in Ukraine. And it is precisely because of safety that I go only there.

S.T.A.L.K.E.R. 2

I understood correctly that S.T.A.L.K.E.R. 2 will not work and that people may not wait for him yet?

Well, why? "Cossacks 3" came out six months ago ..

… but I will definitely not develop it. S.T.A.L.K.E.R. 2, if you do, then do it gorgeous. It is impossible to just take it ..

Understood. By the way, there was no idea to port the original game on mobile platforms? There are enough successful projects now.

It will not work on the iPad, it will not pull. Maybe someday the iPads will be released on which it will turn out [grins]. And if s.T.A.L.K.E.R. to port, then perhaps on some kind of game platform.

In general, there were many thoughts. Different people come all the time, they offer something. But in order to sell the brand or give and agree … I still do not see anyone. Therefore … mm … I'm waiting for my time.

S.T.A.L.K.E.R. received very high marks of players and journalists, and what you yourself are satisfied and unhappy? Which, in your opinion, turned out very well, and what could be done better?

Well, probably, you should not allow such a long development period. It was necessary to make a project, let a little worse, but in three years instead of seven years. And then improve it, but over the next three years – like the next game. Roughly speaking, make a series of seven-eight projects. But the first to release as early as possible, and not after seven years. It was not worth it. We turned out to be too idealists – do everything or nothing … [pause]. It was possible to release it three years after the start of development in the format that was. Then try to develop this brand, and not do so much.

By the way, when I was in your office six years ago, they showed me the pilot release of the series. You can tell something about this?

Yes, we, developing s.T.A.L.K.E.R. 2, planned to parallel to develop a brand in different directions. Not only books, but also TV shows. And also make a full -length movie. Release a line of clothing (though we began to release it, but did not continue). I believed that the little things are different, ranging from card board games and ending with various soldiers, weapons and useful tourist things with the brand, could be interesting.

Ultimately, a full -length film – we even wrote the script! – It turned out to be expensive to shoot on the move, and there were no people who could definitely make it. And the partners that will create a series, I found. And decided to shoot one pilot series and see what it will turn out: what is good, what is bad. After all, there is no experience in this regard, and we do not have Hollywood here to take a team that has already done such things. Therefore, it was necessary to try: get involved in the battle, and then look at the result.

Well, we got involved, and looked, but it turned out that I am not very pleased with the result. That is, I am very unhappy with the result. Therefore, by the time I closed the project and in general the company in general, I already knew for sure that even if I had not closed it, the series would not have shot for sure, because we just won’t pull it.

Jan 20

We praise and scold Minsk Techlabs Cup by 2013

By Thrive | ! Without a column

September 28 in Minsk with Pompa passed the final of the Belarusian stage TechLabs Cup. From moving from Shopping center "Capital" In the Republican Sports Palace The championship only won: crowded stands made a fantastic impression, however, visitors, when compared with the May event, came more.

► 8000 people came to see Techlabs. Impressive.

Within the framework of the festival, mini-tournaments were held on Dota 2, World of Tanks, Point Blank, League of Legends And Counter-Strike: Global Offensive. In the total prize fund, $ 55,000 tangled. By the way, almost twice as much as six months ago.

But by no means on “evergreen gold”, the organizers focused, attracting participants, fans and sympathizers. The scene with an impressive 38-meter was supposed to hit everyone (!) FullHD -the screen on which most fights were broadcast.

► And here is the miracle screen itself-the main trump card of the organizers.

To look at the super -screen, it was necessary to get inside, and this could be done in two ways. Firstly, buy a VIP ticket for 25,000 local rubles, giving the right to a convenient spectator and the opportunity to take an autograph from invited stars. Secondly, go for free, and there is already rely on yourself.

The idea is generally good, but, according to eyewitnesses, the owners of tickets did not receive any particular advantage-on the contrary, they could see worse and harder to break through to the competitions and the other.

► They did not have time to really announce that the dotra from Na’VI, as the crowd of those who wanted to rush towards them.

However, the reviews of dissatisfied owners of VIP profiles are also flowers compared to what they wrote about Minsk TechLabs Cup Those who followed him on the Internet. Alas, it seems that the organizers could not cope with the coverage of the championship online.

Official broadcasts were harshly criticized during the Kyiv Technlabs, when they collected several hundred spectators in barely, and on stream CS: GO Inappropriate background music played right during the matches. There was no sound in Minsk on the main player at all, but showed almost one contests.

► The Swedish player LGB Esports unknown to us. Tell me in the comments.

Technical bugs, lack of direct broadcasts and closing GOTV They did not give us the opportunity to follow the matches Natus Vincere With LGB Esports By Global Offensive. And it’s a pity, because many were waiting for this meeting, and the famous Australian Dota2 -commentator Toby Dawson ( Tobiwan ) even going to comment on it.

The battle of Ukrainians and Swedes was so interesting to the public for two reasons. Firstly, the young Scandinavians have recently shown a very good game on the network, but have never lit up on a large Lan championary. Secondly, the teams had to play with each other on Dreamhack Buchart , But LGB Esports They did not get there due to financial troubles.

► In between matches and during delays, competitions were held. Basically it was necessary to sing.

But they easily won online qualifying TechLabs Cup And in Minsk they almost on the move took the first card from Na’vi With a crushing score 16: 4. "Born to win" did not stick up and equalized the score in the series on the next de_nuke – 31:28. You can imagine what passions boiled there and how many additional rounds played. Well, at least Minsk residents were lucky to see it … We hope.

Having played a tense second card on the side stage, the teams went to a break, and we have a hope that the stream will still “raise”. Alas, the decisive third set was played in the hall, and no broadcasts were turned on. I had to learn from Twitter -Navi-Gaming reporters page.COM reporting. Some domestic fans of e -sports compared what was happening to tournaments WCG The beginning of the two thousandth.

► At the festival, it was allowed not only to observe the battles of professionals, but also to play a little.

In the end, we learned that LGB Esports won de_inferno with a score 16:13 and became champions TechLabs Cup by 2013. For the victory, the Swedes received $ 3,500 and a slot for the final tournament, which will be held in Moscow in mid -November. In addition to LGB Esports there will be NIP , Astana Dragons And the Germans 3DMAX , And we really hope that no problems with the online broadcast is no longer expected.

The final results on Counter-Strike: Global Offensive:

1. LGB Esports (Sweden)-$ 3500 + quota for the Moscow Grand Final 2. Natus Vincere (Ukraine) – $ 1,500

We go to World of Tanks. Here, $ 15,000 prizes were played between Push , Panic , M1nd And Natus Vincere. The main favorites were Na’vi tankers, who literally two days earlier, by the way, gave a swing in Nizhny Tagil, occupying on " Ural steel-2013 »Just third place.

In the capital of Belarus P0wersl1de And the company managed to rehabilitate themselves, confidently taking the first place. Serious resistance of ex- Red: Rush was provided only in the semifinals – M1nd They struggled to the end and one card still gnawed their teeth. But we were more surprised by the fact that the Belarusian team broke through the final Panic , overcoming the same M1nd in the final of the lower grid.

► NATUS Vincere champions and Panic silver medalists. Belarusians for some reason very gloomy.

The final results on World of Tanks:

1. Natus Vincere (Russia) – $ 12,000. Panic (Belarus) – $ 3,000. M1nd (Russia) 4. Push (Kazakhstan)

Four teams fought for the championship and in Point Blank , which until recently on TechLabs Kiev was presented with his younger brother Shadow Company. If anyone does not know, Shadow Company has recently been closed, and no activity on it is more expected, but Point Blank seems to Mr Vegas sister sites be alive and feels great.

► Point Blank is for sure, but it’s hard to say who exactly from the back.

By going on the attention of PB on Techlabs Cup by, we were very surprised to learn the name of the champion. Russians met in the final AOEXE And Unique , And the victory went the last. Honestly, we thought that the ex-part Znation (AOEXE) It will not be difficult to take first place, but no. However, famous guys also play for Unique – the same DAZZLE , Radogask And Pandaattack.

The champions replenished wallets for $ 4,500, and the guys from AOEXE received three thousand. The teams who lost in the semifinals did not remain in the semi -finals Mad And Express – They were handed one and a half thousand.

The final results on Point Blank:

1. Unique (Russia) – $ 4500. AOEXE (Russia) – $ 3,000. Mad (Russia) – $ 1,500. Express (Russia) – $ 1500

After the opening of the Russian branch in Moscow Riot Games One of the main disciplines of TechLabs Cup was League of Legends. Alas, the organizers failed to attract the most top teams (they are now on LCS World Championship ), and it was decided to limit himself to local young talents.

► In the League of Legends, the Russian team is stronger than the Ukrainian.

Play $ 10,000 and please the audience with a beautiful game should be Ukrainians Ray of Deads (Warhunter, Gvidas, Gliukoze, Karalius, Miramax) and Russians Tyan ne nygni (Slayer, Sanky Boom, Lizard, Lethal Style, Version Ynwa). Their two meetings turned out to be spectacular, and the top was made in the end Lizard And the company. The next season, it would be nice to bring if not Gambit Gaming With Fnatic , then at least Lithuanians from GamingGear.EU.

The final results on League of Legends:

1. Tyan ne nygni (Russia) – $ 7,000. Ray of Deads (Ukraine) – $ 3000

Well, in conclusion – about Dota 2 , After all, most visitors came to Sports Palace It is for her. The role of Special Guest Stars acted Natus Vincere , Silver winners The International III , reaching Belarus in part. Captain "Born to win" Clement Ivanov (Puppey) He went to Minsk through Moscow and, having arrived in Belokamennaya, discovered that he had no Russian visa, but it was necessary to go from one terminal to another.

► Belarusians Power Ranges – a team that can surprise the opponent.

Having lost the Estonian, Dendi And the company also invited a practical player, besides with a Ukrainian passport. Speech, of course, about Arthur Kostenko (Goblak) , now speaking for Virtus.Pro. In fact, Arthur is an ideal replacement for Natus Vincere, because earlier he already played with these guys, both as part of Na’VI and for the Ukrainian team on World Cyber ​​Games. Unless with Kuroky Not so much.

Prevent na’vi to win the next TechLabs Cup should Davay Dasvidania (7CNGMAD, Mania, Miggel, Sockshka, Silent), Almet (Judo, Obiwan, Bignum, Choy, Stalk) and Power Ranges (FNG, ChSHRCT, MOOONLight, ZXC, J4). The latter, by the way, represented the mistress of Belarus and finished the seventh on Sltv Starsies Season VII.

Native walls helped the rangers win the Franco-Data-Russian hodgepodge Davay Dasvidania And go to the finals, but to win it was necessary to jump above the head. In the first game, PR relied on Weaver , Ursa , Venomancer , Storm Spirit And Wisp , And Na’vi was taken Outworld Devourer , Rubick , Batrider , Abadon And Mirana.

► The first final set in the confrontation of Na’VI and Power Ranges

The “first blood” spilled in the match almost immediately – Goblak Tired of watching how Power Ranges destroy Roshan, and alone killed two enemy heroes right under his nose with three comrades. Unexpected aggression drove Belarusians into a stupor, and they stupidly stupidly stomped on the map.

Then they still came to their senses and with successful actions decently dragged on the first set. “Born to win” the whole game, but could only finish the local fraternity by the 34th minute. In the next game, the Ukrainian team took Wisp , Batrider , Abadon , Alchemist And Timbersaw , And their rivals – Ax , Storm Spirit , Spirit Breaker , Dark Seer And Outworld Devourer.

► Natus Vincere – TechLabs Cup BY 2013 champions!

In this match, Na’vi was decisive, and Seattle silver medalists ended the game much faster. For more than nineteen minutes, Dendi and the company killed PR heroes thirty -twice, and the Belarusians answered this only fifteen fragments. In principle, the owners could not give up so early, but they actually had no chance to pull out that match.

The final results on Dota 2:

1. Natus Vincere (Ukraine)-$ 8,000 + quota for the Moscow Grand Final 2. Power Ranges (Belarus) – $ 4000. Davay Dasvidania (France) – $ 2000. Almet (Ukraine) – $ 1000

* * *

TechLabs Cup For us, it consisted of two parts: the general visual picture and what the audience saw on the Internet. We have no complaints about the first-in comparison with the past cyber festivals, the event in the Sports Palace impressed very much and something reminded of Polish IEM Katowice.

► Every day League of Legends is gaining momentum.

We liked the scene with a large screen, and we cannot but note a whole crowd of visitors. The composition of the participants – Swedes turned out to be good LGB Esports , Three compositions Natus Vincere And Power Ranges Given the audience very beautiful games. It's a pity that we couldn't see them. In general, our rating is four plus!

But for online broadcasts we put three with a very big minus. The organizers are going to soon bring the gaming channel to the round -the -clock broadcast Game Show Studio , but normally organize viewing your own tournament cannot. Next year, Belarusians, together with the Swedes, plan to hold one of the stops in Moscow Dreamhack , And there they will not forgive such mistakes.

The material uses photographs ofTechLabs CUP and Onliner portal.by

Jan 20

Epic Mickey 2: The Power of Two

By Thrive | ! Without a column

“I have grown to make games with the Teen rating,” Warren Spector said not without pride in an interview during the development of the first Epic Mickey. And about this in the light of such a difficult situation with Epic Mickey 2: The Power of Two I want to talk more.

Even if you have never played either Deus Ex or Thief, the work of the “old spector” cannot but respect. These were games about freedom, about ingenuity, about the spirit of adventure. There were also murders, betrayal, machine guns, blades, medieval hoodies and brilliant black raincoats, but this is only accompaniment. According to the spector, he was always interested in creativity exclusively at the level of impressions, emotions … Well, the fact that at a certain moment of his life he was also interested in flying heads – this is so, an accident.

"New Spector", of course, is completely different. He wants to tell stories that are interesting simultaneously to both children and adults. He always loved everything that Walt Disney said and did – of the seven quotes inspiring him, published on the Facebook page, four belong to Walt. The spector has always been crazy about Nintendo and admired The Legend of Zelda. There are a lot of points of contact, so there is nothing strange in the fact that this whole story resulted in a game about Mickey Mouse, which in some ways imitates the full-length Walt Disney Animation Studio and Zelda, and Zelda and all the best platformers in the world, starting from Super Mario 64 and ending with Banjo-Kazooie.

The only sad thing in this is all one: Warren Spector, as it turned out, still has not grown before making games with the TEEN rating.

Paints of the world

Two years ago, a difficult adventure fell on Mickey Mouse. He accidentally poured jars with paint into a tiny -looking world called wasteland. In the Wasteland ruled Rabbit Oswald, the retired hero of Walt Disney, who was born earlier than Mickey, but at one time fell victim to very cunning legal skirmishes. As a result, Mouse became a world star, a symbol of animation and pop idol, and Oswald is some kind of historical curiosity that is remembered only by the most attentive and meticulous biographers of Disney.

[[Bullet]] plot moments requiring the synchronous actions of Mickey and Oswald, thank God, not so many. Otherwise, the game would be completely impassable.

According to the first Epic Mickey, all this developed in Osvald the real dictatorial complexes. He built his own reality, in which no one heard anything about Mickey, a rabbit is a star of all epoch-making black and white shorts, and touching cows, which eighty years ago performed in most cartoons the role of silent statists, believe that there is no god, except Oswald. Even the nominal palace and the nominal area were available. The whole mouse Merchendiz, including Fantiki from chewing gum and cartridges for NES, the dictator buried in special technogenic zones, where he rotted and was covered with moss.

The ill -fated jars of black paint, overturned Mickey, caused a blot. You probably remember this creature on Disney Club, where it was represented by a black anthropomorphic figure. Typically, a blot (especially in comics) is a villain-intellectual who never fell to the hell to get his hands dirty. But for some reason, in the Epic Mickey, for some reason turned into a huge phantom that absorbs paint, from which the world of Oswald was created. Mickey Mouse can (all this is true and for the sequel) to finish the damaged corners of the wasteland right on the move, shooting blue paint from his magic brush. And if the elements of levels need to be erased, on the contrary, (this is often necessary to solve puzzles or in order to get to treasures), then for such cases there is a green-acid paint.

[[Bullet]] Oswald not only built a house like Mickey, but also built a similar car.

Paint is the main weapon of Mickey not only for interaction with the world, but also for interacting with enemies. If you feed jumping monsters with blue paint, they will go to your side. If swamp (which is faster and easier), they will die, but this will immediately negatively affect your karma.

Drawing lessons

To defeat the blot, Mickey and Oswald had to unite, and the arrogant rabbit eventually cured of his complexes, becoming a completely peaceful president of his own small country. Mickey returned to his native world, but not for long. Epic Mickey 2 begins with the fact that someone turned off the portals throughout the wasteland, devices for moving between different islands of the state, stylized as Disney classics of the twenties, thirties and forties. To help the investigation, Oswald invites Mickey to shake old people.

[[Bullet]] some enemies have to be smoked from the womb of robocosts.

The first Epic Mickey was another villain, secondary – crazy doctor. This is such a noisy man in a white robe, frightening leather gloves, with Cossack mustache and a holly beard that builds frightening mechanisms and aggressive robots. To the events of Epic Mickey 2, he seems to have become good and even tries to help the heroes, although everyone, of course, cast doubt on his wonderful re -education. Mickey and Oswald have to run up to many strange places to find out-the doctor is pranking this or still someone else.

One way or another, the world in Epic Mickey is still bewitching. Everything is drawn so brightly, in detail and talented that it makes an indelible impression even on people far from video games (we checked). And for those who are well familiar with Walt Disney, a great many different nuances and subtleties are hidden here. Here is that platform – it turns out, the clock from Alice in Wonderland, that spring is the mug of the Balo of the Jungle Book, that spring is a trident from the Mermaid.

[[Bullet]] smeared with gold paint, Mickey and Oswald receive for a while to pass through acid.

To solve the levels in this way-a much more exciting activity than something seriously at these same levels. Because as an Epic Mickey 2 platformer, he will constantly fail and beating. It is not clear where you need to jump, it is not clear where to put some object, or even the camera will fail. And almost in half of the cases you fall somewhere down exclusively because of some flaws in design, and not by your own awkwardness. Not to mention the fact that management from the gamepad, unlike the WiI remote, is completely impossible. It is difficult to aim, jumping is difficult, and pull for some lever (for some reason the “jump” button is responsible for this) in general from the category of unrealistic.

Some problems (but not in such quantities) were found in the first part, but the cross on Epic Mickey 2 puts a stupid cooperative. The rabbit Oswald is no longer in the background, he takes the most direct part in the salvation of his native country. He does not have a magic brush, but there is a magic remote control that activates (or disconnects) most electrical mechanisms in the wasteland. Raises elevators, opens the door or even neutralizes robots. And Oswald can tear off some of his limb and boomerang to throw into the enemy, but in battles he is noticeably inferior to Mickey.

[Bullet]] Epic Mickey is still a visionary game, only for the style we are ready to give her a chance in the future.

There are several problems with the cooperative. Firstly, it works only on a split-scree-you can play together on only one console, no Internet. Through a small window, figure out where to go and what to do, all the more difficult. Secondly, even if you play alone, Oswald controls completely insane artificial intelligence. AI mocks where you need to use a rabbit remote control, it is good if from the fifth time, and during the appearance of enemies it prefers to sit somewhere around the corner. And this is not to mention the fact that a simple walk along the street with him can turn into a terrible adventure: the unfortunate animal gets stuck in the pits, gets into the walls or runs away somewhere in his business. As for some secret places, which can only be used together, then the electric brain does not react at all. Be prepared to connect the second gamepad and call a friend to help.

All the colors of the rainbow

Of course, Epic Mickey is, in theory, not just a platformer, but a role platformer. But about the notorious "element deus ex" is generally ridiculous. It lies mainly in the fact that every character who meets in your way needs some service from you. And if Pete Pan (not Peter Pan, but the dog Pete in a tight green topic!) demands money from you for the passage, then you need to … go look for money! Do not perform any side tasks, no! Just fumble on boxes and containers in the district, collecting fabulous bills. Incredibly exciting!

Save these endless wanderings, some funny songs could somehow, about which the spector spoke a lot and tastefully. But some incredible profanity came out with them: only a crazy doctor sings, just a few times a game, and all this sounds, to put it mildly, so there is no talk of any “elusive Disney sound”.

The Epic Mickey project, we remind you, implies at least two more games. And it’s not very clear whether Warren Spector is going to release “two episodes” made according to the same formula as the Epic Mickey 2, or continues its crazy experiments.

If the first, then on the once ambitious game you can put a cross. If the second, then there is still hope. Still, the epic mouse Mickey Mouse is worthy of something more.

Reigracy:

Cool plot:

Originality:

Easy to master:

Gameplay:

4

Graphics:

9

Sound and music:

7

Interface and management:

3

Waited?

The world in Epic Mickey is still bewitching, but the game, already not accurately, has become much more primitive and boring.

Mania rating: 5.0

"Medium"

The return of the mouse king

Cartoons that served as the basis for the 2D-level Epic Mickey 2

The Skeleton Dance

Year of release: 1929

Where to see: Two-disc DVD set Walt Disney Treasures: The Adventures of Oswald the Lucky Rabbit

“Dance with skeletons” is one of the most famous visual images of the early “Disney”, which not only spread into many quotes and parodies, but even acquired its own line of cards for Valentine's Day. Nothing particularly in the cartoon, of course, happens, but galloping bones are fun – this is a technological bravado, an anthem of the achievements of the animation of eighty years ago. Famous skeletons will return to screens 65 years later as the henchman Ayam Agul in the TV series on Aladdin.

Mickey’s Service Station

Year of release: 1935

Where to see: Two-disc DVD set Walt Disney Treasures: Mickey Mouse in Black & White

Mickey, Guffy and Donald work at the repair station, at which Pete arrives in the estimate of the pimp and demands to fix the creaking spring in ten minutes (for some reason only six minutes of screen time). STO named after Mickey Mouse will appear much later in Disney Club, in an episode in which Mickey falls into the “peace on the contrary”, and the original Service Station is interesting at least as one of the last black and white great short shifts, not to mention that about that that the cone -shaped beak of Donald will soon become flat.

The Band Concert

Year of release: 1935

Where to see: Mickey Mouse Limited Box collection

During the time of perestroika, when a completely foreign “Bubble-guum” came to our country, one of the most popular images of Mickey Mouse was where he, dressed in the form of a military orchestra, held a conductor's wand; In the USA, this art, in turn, was constantly printed on metal boxes for school breakfast Big Wins sister sites. So, this frame is taken precisely from The Band Concert, a musical short film, which in Epic Mickey 2 interprets peculiarly – even notes can kill you.

Night on Bald Mountain

Year of release: 1940

Where to see: DVD publication Fantasia Special 60th Anniversary Edition

Actually, Night on the Bald Mountain is not an independent cartoon, but part of the masterpiece musical almanac Fantasia (not to be confused with the not very successful Fantasia 2000), and the “Night on Lysa Gor” is the famous composition of the classic Modest Mussor, sounding in “fantasy” The legendary Leopold Stokovsky. But before all these complex things you did not care in childhood: the wind in the "night …" howled so that even under the blanket it was not possible to feel in full security.

Here are my documents

The secret of the ears of Mickey Mouse

Try to answer one very simple question: how the ears are located on the head of Mickey Mouse? Most likely, you will say that horizontally, parallel to the eye line. And for sure you can even confirm your words with a pattern. But in reality, of course, is not so simple.

The legendary ears (at all, notice, not mouse) got Mickey for the simple reason that Walt Disney firmly believed that it was the characteristic ears that made Oswald rabbit so popular. When the rights to Oswald transferred to another company, Disney planned a new hero, but the image of Mickey Mouse was invented by the great animator Ab Ivers (which, in essence, invented a unique Disney visual style). Walt gave Abu full creative freedom, there was only one demand: for the ears to be bright and memorable.

In one of the documentary shows on American TV in the late fifties, Ivers told a funny story. When he finished the sketch of Mickey, everyone in the team really liked the ears and the character was accepted into the work. But on the very first storytellers of cartoons, a serious problem surfaced. Mickey's ears were conceived by flat pancakes, and when the hero stood to the camera with a profile, they turned into some strip soaring above his head. Mickey himself without his own ears looked, of course, extremely stupid. Then Ivers came up with a simple scheme: when the Mouse in the frame faces the viewer, the ears are located parallel to the eye line, and when it turns sideways, they unfold 90 degrees, turning into a kind of Iroquois. So Disney animators work until today. That is why Mickey Mouse almost does not turn his head within the same plan, without mounting speakers.

But if in the case of the 2D-multfilms the solution was obvious, then what to do with 3D? This problem was solved, of course, not Iverx, who did not live to the era of the first computer cartoons. Moreover, this problem fell on the shoulders of the developers of the video game, because interactive Mickey became voluminous a few years before animators got to the training grounds. Until the Epic Mickey “Curse of Round Ears” did not care at all, for the Mickey, they made one model, and even how you turn the camera there – your business. In the first part of Epic Mickey, the camera management was somewhat limited, and when you changed the perspective of the “from the back” angle, Mickey’s head model, on which the ears were located in a classic way, changed to the model with “Iroquois”. But if in the first part the shift was absolutely invisible to the eye, then in Epic Mickey 2 this process for some reason takes more time and you can consider it in detail.

What is funny, Oswalda all this difficult scheme did not touch in cartoons or games. His ears look appropriately in the profile, that in the ANFAS. Like any rabbit.

Jan 20

Alternative Fallout

By Thrive | ! Without a column

How many video games in the Fallout universe existed before Fallout 3? Fallout, Fallout 2, Fallout Tactics … Well, also Van Buren, canceled Black Isle Studios in 2003 … Arcade Semi-Rpg Fallout: Brotherhouse of Steel does not like to remember even geeks, but that she had continued, they know and the Secondary Units. We excavated the Fallout design document: Brotherhouse of Steel 2 and found that the game turned out very much even nothing … although they closed https://sister-site.org/milky-wins/ it completely correctly.

Fallout: Brotherhouse of Steel belongs to the same RPG squeeze, which is also popular games Gauntlet: Dark Legacy (2000), Baldur’s Gate: Dark Alliance (2001), Hunter: The Reckoning (2002) or Too Human (2008): One or two players rush through the labyrinths, exterminating the hordes of monsters from the weapons of near and long -range combat. Everything happens in real time, role -playing elements are exhausted by the regular consumption of drinks (steampaks) and switching armor and weapons … Instead of medieval lat, the heroes of Gauntlet are dressed in power armor, waving not with a sword, but with a sledgehammer, and they beat not goblins, but warm -blooded reptiles like Deathclaw. However, the entourage is all that united Fallout: Brotherhouse of Steel with a noble post -apocalyptic license. I could not please FBOS sales, and the development of the sequel was stopped – although in the case of the release of FBOS 2 and would give a head start of the first part.

From the 33-page document dated January 29, 2004, the author of which is the designer of the original Fallout Brian Freimermut, it follows that the developers were well aware of all the shortcomings of the first part. They hoped that FBOS sales would pay for the cost of production of the engine – and then it would be possible to calmly develop the second part with numerous role -playing elements. FBOS 2 were going to release on PS2 at the end of 2004.

Daste in Tehassian

In addition to the additions obvious for the sequel – 14 new guns, 10 new monsters, 4 playable characters – Freimut offered to make a flexible system of quests in fbos 2, the passage scheme of which would have changed depending on the reputation of the character and his skill: “Only those games are remembered for a long time, only those games, in which both the plot and mechanics are good. We have already run around the mechanics – business after the plot!"

The script FBOS 2 mentions g.E.C.K. (where without him!), slave traders from the Caesar Legion and the frostbitten raiders of the jackals, and the action, as in the first fbos, takes place in Texas. Of the real territories, it was supposed to visit the cities of Lubbok, Austin, Fort Urt and San Antonio, where the fraternity became defended by the hordes of super-mutants in the Alamo fortress that survived after the nuclear strike … In total, 12 large levels were planned, uniting 56 cards of different sizes. Unlike Fallout 3 , In FBOS 2, the player was going to give the car as soon as possible (“Ideally -“ Volkswagen ”of 1959,” writes Freimut), on which it would be possible to quickly move through the already cleaned territories.

The plot was spinning around the predatory jungle that arose in the middle of the radioactive desert as a result of careless handling.E.C.K., – The developers borrowed this move from Fallout Tactics 2 (The action of which, by the way, was supposed to take place in Florida, in the homeland of giant two -legged alligators). It was assumed that in addition to conventional radioactive rats, radioactive beds and radioactive explosive snakes in FBOS 2 will also need to fight with predatory radioactive plants.

In the final of the heroes they were going to packet in diving spacesuits (“something bulky, in the spirit of the 50s”) and lower them on a flooded military base, where giant radioactive piranhas-killers awaited them-where there are already boring reptiles, insects and bears Fallout 3!

Depending on the reputation of the player, the quests should have been given either by the lawyers (The Lawmen, very similar to the regulators), or the youths from the gang of a strong hand (The Hand Gang), characterized by a “bunch of thieves and other criminal elements”. These quests could be completed in different ways, depending on the abilities of the chosen character: someone could open the door with an electronic master key, someone to blow up, and someone would have to unlock it from the remote control, having previously exterminated all enemies at the level. “Our goal,” wrote Freimut, “create an illusion of choice with the player with the full linearity of the main plot.”.

RPG phating

At the beginning of the game, the illusion of the choice was created by two heroes and two heroines: Maxus (near battle), Jeffi (Pyiromanyak mechanic), Lilith (controlled with light weapons with two hands) and Scarlet (sniper rifles, invisibility and ancient swords). In the course of the game, the characters should have earned caps and pokes that would spend on pumping skill. By the way, complete confusion here: in one pile are made as classic skills like Lockpicking, Explosives, Big Guns or Energy Weapons, and perks like AwareNess or Pyroniac … in the design document they are all called Skill-although if you judge by the first parts of fbos, before us are still perks. The characters have no parameters pumped by the percentage of parameters, but there is a set of skills, each of which can be raised at 1-5 levels during the game.

For caps could be bought by special Abilities – three for brothers. They relate little to RPG – it was apparently planned that they would bring fbos 2 to the territory of Arkad and flat fighting valves. So, the third special capacity of each character is called the “final move”: Lilith has a release of 20 bullets on the enemies surrounded, in Maxus – a combo of five strokes, in Jeffi – the scattering of grenades, and the Scarlet has the ability to become invisible, If she has less than 20% of health. How all this would look in a dynamic arcade game, it is not clear, because it would be necessary to shoot, to stiffen, and wind up five -manual combo in close combat, and use a new “sniper” aiming system (which Freimut is silent).

In addition to the 40 main types of guns in the game, it was planned “Uber Weapons”, which each character would collect from five components scattered in terms of levels. Jeffi relied on a pocket atomic bomb (he designed it himself, the rest would have to turn to the qualified NPC), Lilith was awarded two portable missile installations, Maxus-Tesla-gun from a plasma rifle and the nucleus of the nuclear reactor, and the Scarlet-the ancient sword of the Dragon Heart. “We have one close battle character, but let's be honest with ourselves,” Freermut remarked between business. -Fallout is appreciated because there you can tie the thug-a-permutant, conap in his eye from a plasma rifle. Therefore, what will be in our game? Yes – guns, guns and once again guns!"

Steampaks, RAD-X and PSYCHO, armor of all kinds, night vision devices, diving costumes, diving costumes, Stealth Girl technology specifically for Scarlet and an energy shield for everyone else were mentioned.

The game could be held in a through cooperative mode, when the screen is divided in half, and the level of complexity is modified to two players (the monsters have more health, they inflict greater damage, and players get not only over enemies at the levels of Hard and Extreme, but also a friend friend). The developers were going to encourage the team mutual assistance in every possible way (when one opens the door and the other watching) and make secret levels that could only get into the skills and efforts. Earned skill-punts and caps could be divided fifty by fifty … or play in the “each for himself” mode, when the poetes are given to the one who killed the enemy, and the lids are the one who grabbed them first.

* * *

In Fallout: Brotherhood of Steel 2, developers were going to return the game to role roots – without forgetting about console players who, they say, like battles in swords, a simple dynamic plot and fat bosses in the finale of each level. Would become FBOS 2 full -fledged wrestling Fallout 3? Most likely not. Although Fallout 3 and went out on consoles, played in real time and greatly simplified the role -playing system adopted in the first two parts, this is a game of a completely different level and a different orientation. The consequences of the atomic war in action or Arkad to surprise is much more difficult than in RPG; This is why the developers of the new and mysterious Fallout: New Vegas They emphasize hard that their game "will be in the same genre as Fallout 3". In the case of this universe, the atmosphere cannot be separated from the genre: an attempt to turn Fallout into an action game only shows what, in essence, the trivial setting we have.

Jan 20

Alien: ISOLATION AND HOSTROWN SIMULERS-Genre evolution, part of the third

By Thrive | ! Without a column

Here is the last third of Thomas's Essay of Thomas from Frictional, which released Penumbra, https://sister-site.org/shiny-joker/ Amnesia and now working on SOMA. You can read the first two parts in translation here and here.

In the final part, we will talk about what can be done with the horror genre in order to develop it in a new direction.

Keep the player

I believe that when developing horror, one should strive for simulation. It’s great when a person during the game is given the opportunity to survive episodes, as if taken from a book or horror film. This is what we want from the games, and the return to Horror as a simple shell – as for me, is not the best idea.

But there is one big difficulty: in the current horror symptuces, the list of actions permissible for the player, like a set of global plots, is very limited.

Our Amnesia: The Dark Descent – No exception. In the game itself, you only move from room to room, solve puzzles and go around the monsters tenth road. But read the background – there is opening the tombs in the desert, and the first visit to the Brennenburg castle, and much more. In a good way, the player should win all this, and not read in the diaries.

The problem is not even to transfer these scenes to the game, the problem is the correct impression that they should make. For example, c Alien: ISOLATION Landing on the planet lacks the depth of immersion, which the episodes at the station differ. When you hide from someone else's, you will think of a willy, respectively, what is happening and therefore act absolutely natural. And the journey to the starship ruins could calmly be replaced. You need something more to reach such episodes to the level that the good horror-symractor sets.

Firstly, in my opinion, the use of basic gameplay should be limited. Passage Outlast takes only five hours, but it is already difficult to maintain freshness and proper stress throughout the game there. The game began to seem to be drawn somewhere in the last third.

Amnesia suffered the same. The exact time when such a gameplay begins to bother, is, of course, subjective, but most will agree at least with the fact that the less often meetings with monsters, the brighter they are. Therefore, it will be better to use monsters moderately for horror.

Secondly, in the compilation of the correct model of thinking, one should rely less on the complexity of the game. The device of games like Alien: ISOLATION And Siren, In itself, it effectively does not allow to relax, but exclusively at the cost of narrowing the game framework. As I already explained, it is difficult to add something else to such a game that the player does not start to be weighed.

In addition, it is only worth removing the elements complicating the task (points of conservation, for example), as the intensity decreases sharply. Such games work on a combination of stress from the prospect of losing progress with the surroundings from horror films: the player projects his tension on a frightening video and sound recreation. But the structure, built on this effect, is unreliable-you will have to enter into the game something else specifically in order not to let the player relax, and this excludes many options characteristic of the horror.

New concept of game choice

The solution to this problem, in my opinion, lies in the uncertainty of the outcome as part of the gameplay. So that the player is not afraid that he will not have time to survive, but that his actions will be badly on the game world. Such thinking significantly expands the possibilities.

The best example of this approach in action is probably a series The Walking Dead. It is clearly visible how many diverse tense moments arise only thanks to this uncertainty. I especially like how personal a choice can be: for example, when you decide who to trust.

The most obvious problem of such a gameplay is the need to branch the event line, but it is not as terrible as it seems. In fact, options for the development of events in The Walking Dead Not a lot, and even if you know about them, the choice still makes you feel uncomfortable. The degree of uncertainty is sufficient to maintain the effect of immersion and a serious attitude to decision making.

The Walking Dead , However, it does not work at all like a horror sympturators, in which the player should have as much control over what is happening and smaller KAT scenes. Therefore, you can’t just take and turn the game mechanics from there as it is. You should carefully reflect on how to arrange a choice and what the consequences may have.

We conducted the first tests of this concept in Amnesia: Dark Descent And in addition Amnesia: Justine. IN Dark Descent there is no choice as such, but there are some consequences of loss. If the monster kills the player, the world changes a little. The tension, of course, is far from as great as when you are desperately afraid not to have time to survive, but nevertheless it is already a certain level of uncertainty, making the game a little worse.

IN Justine In addition, we tried to introduce puzzles with the consequences: in the case of your failure, someone died. The idea turned out to be worthwhile and made these puzzles-previously former a separate part of the gameplay-also a kind of horror-symptules (in some ways repeating scenes from films like “saw”).

But these are trifles, and the main problem is to make all this smoothly and coherently work on a large scale. The first step is to check whether it is possible to remove the threat of death from the standard stealth gameplay, maintaining proper voltage. If it turns out, it will be a triple victory.

Firstly, there will no longer be annoyed by the tie to preserve and the risk will decrease that the effect of immersion will collapse. Secondly, in the absence of forced repetitions-an inevitable consequence of design, based on complexity, will open up opportunities for researching the surrounding world and for more complex game tasks. Thirdly, we will be able to figure out how to take the Simulation of Horror outside the games in hide and seek with monsters. Then, I hope you can try to make a horror symbol as it should, and recreate all the wealth of the first film about strangers.

With this, we are just now experimenting in Soma, our new game. I do not want to reveal the system ahead of time, so there will be no details, but in general terms I will tell.

The idea is that the choice is a natural part of the game world, and your solutions change how events will develop. The choice may be the simplest – to interact with the game object or not, and less obvious: say, how to behave with a certain creature.

The impact on the plot will not consist in a sharp branching of options, it will be things of a different order: then the game can become worse (for example, lighting will disappear), people you meet can die, your perception of a character or even you yourself may change. We hope that if such a choice becomes an integral part of the game world, the player will include him in his model of thinking. And then the possible consequences of committed acts will worry you in the same way as in Alien: ISOLATION Exciting the search for the following conservation point.

* * *

This is just a small step forward, and before the game is released, we will not know how successful. But I believe that it is important to think about such things now. Due to the fact that the horror served only a wrapper, in the middle of the zero there was a stagnation of the genre, and he is waiting for us again if we do not go beyond the script of “run away from the monster”. Such games are good and justified by themselves, but being content with them somewhat stupid. The potential of Horror is much higher, and the success of the last simulators inspires me with the hope that the games on the shoulder to realize all the wealth of the genre entire.

Jan 17

FIFA 13

By Thrive | ! Without a column

The formula of the game

50% FIFA 12

10% kinect

5% PS move

35% of the work as a file

2011 became a landmark for the FIFA series: for the first time in many years from the conveyor EA Not a stamped licensed product, but a truly bright football simulator, which brought a lot of new things to the usual mechanics. For the sake FIFA 12 Developers from EA Canada created a new physical engine that could calculate clashes in real time, improved the ball and completely remade the rudimentary protection system.

As a result, eleven million copies sold, laudatory reviews and the return of the title series of the best on the planet of the Games about the “King of Sports”. But this time, the Canadians are even a more difficult task: to bring what has begun to mind and correct the roughness of the predecessor, without dropping the bar so highly raised. And judging by what we saw in the preview version FIFA 13 , While they cope well.

► "Arsenal" and Mu present their new form in FIFA 13.

https://sister-site.org/kwiff/

Last season – successful for EA Sports Not only thanks to the success of FIFA 12. The developers won the respect "on the streets" with a magnificent restart FIFA Street , "Courtyard" version of its football simulator. Her main “chip” was an amazing ease of movements: virtual players literally “danced” with the ball, mocking over the rivals, throwing a shell behind them and rolling it between the legs of confused visas.

It’s clear, painted graffiti gateway virtuoso dribbling could not limit himself, and predictably appeared in FIFA 13 as part of the Complete Dristbling system. “Complete” translated from English means “complete, final”, and the name is quite symbolic: according to the producer of the game David Ratter , The work on the technique of maintaining the ball can be considered completed. Well, if this is true and before new management methods will have to be content with available now – not scary. The system looked great in FIFA Street and after six months it only became better.

Give a voice

By the way about new technologies: rumors about supporting Kinect and PlayStation Move traffic controllers were confirmed. And if the gadget Microsoft I fit a good thing into the concept of the game, then you can’t say this about move. The fact is that of all the functions of the Kinect FIFA 13, only voice control involves. With a voice, you can change the tactical formation right during the match, replace the football player, ask for a pass in Be a Pro or scold a judge, which will not go unnoticed for commentators. They say that for foul language you can even get a “mustard”, but these are just rumors so far.

► One of the main “chips” of the game is Skill Games, small pre -match training for the development of various football skills.

But with Nunchak from Sony more difficult – it is responsible directly for moving the screen. Game with him is a pleasure for an amateur. Firstly, in Move's previews could only be tested in a friendly match, in other modes he did not work. Secondly, the management itself is far from the ideal. Moving the controller in different directions, we move the football player along the screen, but the thing is that you do not need to clamp the hook for this (aka “t” button). As a result, any random gesture within the visibility of PS Eye risks turning around for the command of a fatal error. The running course is indicated by a color line, which is crowned by the “sight” indicating the addressee of the transfer or direction of the impact. And if you squeeze the trigger on the controller handle, it will be possible to monitor the movement of opponents.

PS Move is quickly recognized and works stably, however, to learn how to win matches with it, you will need more than one day of hard training. But the main thing is that you can forget about the freedom of movement and the creative approach in the attack. The controller allows you to perform only the most elementary feints, such. In a word, Move is unlikely to become the main way to control PS3 owners, but we do not blame EA – these are only the first steps to a full -fledged game without a traditional gamepad. And in the future it will be much curious to see how FIFA will change with the implementation of all Kinect functions, where the gamepad is the player himself.

► with the arena mode will have to say goodbye, Skill Games completely replaced it.

Unexpectedly uncomplicated

The desire for realism and the reliability of the sensations from the game is generally a sore theme for the industry, and football simulators are no exception. Today, it is already enough to physically correctly recreate the touch of the ball on the leg, it is necessary to foresee the fact that it is unsuccessful. A whole system called FIRST Touch Control is responsible for this in FIFA 13. If earlier, as the football player accepts the pass, it depended only on his technical characteristics, now everything goes to the calculation: from the force attached to the ball to the degree of pressure of the defenders. In other words, players began to make mistakes more often. From now on, even a master like Messi Not safe from unpredictable blunders, not to mention newcomers and representatives of the first divisions.

The second incarnation Player Impact Engine makes a much more realistic power struggle. This is due to the accounting of the dimensions and the mass of athletes. Tall defenders can now push the opponent from the ball, simply closing it with the body. But this adds not only realism, but also tactical fuss: for example, in the game against a superheat Christopher Samba will have to bet on speed and equipment, and in order to beat the "bait" like Philip Lama , on the contrary, a ram -type forward is more suitable – the same Mario Balotelli.

► its changes in the network "football club": now a full -fledged store has appeared there.

EA Canada completely rewrote the intelligence of the attackers. Computer football players have become much more active in attack, they are constantly looking for free zones, more often open for programs and are able to take the defenders, creating partners to attack. True, the system sometimes fails: twice the player running along the edge refused to accelerate and take the ball “on the move”, which is why he flew out. We hope that in the final version this will fix this.

The last technical innovation concerns penal shocks. Before we had only two options – a canopy on a penalty or hit on goal. Now the assortment has expanded to the opportunity to fulfill false swing, force a partner to run past the ball or give a pass to the bottom. The opponent can fend off by adding players to the wall or moving it. However, this is all for aesthetes, there are few real benefits from such maneuvers. On the issue of EA standards, they clearly lagged behind Japanese competitors – even in the Pro Evolution Soccer 2012 you could switch to a player without a ball and “manually” choose a suitable position for him so that he would be spectacular and accurately sent the ball to the net.

► instead of people in the stands, still chewed mass.

Bundestrer

The main surprise of the updated career regime is the leadership of the national team. This is not just compacting the coaching schedule, but makes the game an order of magnitude more interesting. As in real life, the performance for the national team is a great achievement for the football player, and the ticket to the national composition instantly raises his mood, and at the same time transfer value. “Collections” also positively affect the club’s image: the more such players are in your clip, the more significant you are in the eyes of the football community. And the more headache during international tournaments, because the best football players have to be released for fees. If this is not done, they begin to scandal and play worse.

And replacing the presumptuous "star" is not so easy. From now on, the conspiracy of athletes during the transfer period is affected by their current position in the club: the attitude of fans, the success of performances, age and time remaining until the end of the contract. That is, if a player at the peak of popularity and gives one brilliant match after another, you need to try very hard to get it to yourself, even if you are a top club manager. As an option – you can guarantee him a place in the composition, the benefit of the new negotiation system allows this allows.

► Support Your Club, of course, has not gone anywhere.

* * *

The main thing that needs to be clarified regarding FIFA 13 is another revolution will not be. EA Canada needed years of painstaking work, experiments and humiliations by PES in order to finally make last year's breakthrough. Therefore, the thirteenth part is again passing. But this does not mean at all that it is worse than the twelfth. According to the preview of the version, it is difficult to judge the veracity of all the promises of the developers, because many cogs have not yet been twisted, but FIFA 13 still looks decent. And given that Konami this year Seriously added , In the fall, we are waiting for an interesting confrontation.

Success factors
Risk factors

  • This is almost the same FIFA 12, only less predictable
  • Career mode has become much more interesting
  • you can shout at the judge obscene
  • The second version of the Player Impact Engine engine can mean twice as many bugs
Stage of development

Development completed, it remains to wait for the release.

We will wait?

This year you should not expect the same powerful jerk from FIFA as in the past. But so far everything says that she will not disappoint fans.

Jan 17

The best iron of 2017: from processors and maternal boards to laptops and projectors

By Thrive | ! Without a column

Friends, 2017 is already behind, which means it is time to take stock and compose our traditional top of the best iron of the past year.

Processors

According to the prevailing unknown as tradition, we will open the top processors. And yes, it was in the plural, because in 2017 the dying market, like an old cat at the sight of a cat, perked up and set such heat that even experienced felt uneasy.

AMD Ryzen 7 1700

Technical characteristics
Architecture: Zen
Technician: 14 Nm
SOCKET: Socket am4
The number of nuclei/flows: 8/16 pcs.
Basic frequency: 3 GHz
Maximum frequency: 3.7 GHz
L2-Cash: 8x 512 kb
L3-Cash: 16 Mb
Memory: 2 channels DDR4-2666 MHz
TDP: 65 watts
Price for January 2018: 20,000 rubles ($ 330)

The porridge, of course, brewed a non -embodied Intel , And half -dead AMD. At the very beginning of spring, she, as expected, rolled out a line of processors – AMD Ryzen. In terms of performance on the core, they lost Intel Skylake, but they went around the opponent in the number of computing blocks. At the price of the four-core Core i7-7700K in AMD, the eight-core Ryzen 7 1700 began to offer.

Yes, the processor was and still remains slightly problematic, especially with regard to the selection of RAM, but this did not interfere with it. Due to the double superiority in Ryzen flows, Skylake by all processor tests and slightly lost in games. And this was exactly what the market was so lacking – the end of the “blue” monopoly and the real choice.

On the 8-core Ryzen in AMD did not stop and immediately announced another line-Threadripper, which were supposed to tear the palm of the championship from the purely working platform Intel X99. Recall that Threadripper is the same Ryzen in which the number of nuclei was brought to 16 pieces. Naturally, they could no longer endure this in Intel.

Intel Core i9-7980xe

Technical characteristics
Architecture: Skylake
Technician: 14 Nm
SOCKET: LGA2066
The number of nuclei/flows: 18/36 pcs.
Basic frequency: 2.6 GHz
Maximum frequency: 4.4 GHz
L2-Cash: 18x 1 Mb
L3-Cash: 24.75 MB
Memory: 4 channels DDR4-2666 MHz
TDP: 165 watts
Price for January 2018: 125,000 rubles ($ 2195)

Intel made a swing on Computex, on which the X299-platform and Intel Core i9 for 18 nuclei and 36 flows were in a hurry. This "stone" appeared in the fall and immediately showed who is the host in the house. The market has not yet seen more powerful processors … more expensive, however, too. For the most powerful "stone" on Intel is still asked from 125,000 rubles.

The answer only in the professional field of Intel was not limited to. In the same fall, Z370 chipsets and Coffee Lake processors began to be imported into stores. In fact, these were the same Skylake, but with two “bonus” nuclei and “plus five thousand” on the price tag. The result is known. Core i3 has become four -core, Core i5 is six -core, and Core i7 received six nuclei and twelve streams.

Intel Core i7-8700K

Technical characteristics
Architecture: Coffee Lake
Technician: 14 Velobet sister sites Nm
SOCKET: LGA1151
The number of nuclei/flows: 6/12 pcs.
Basic frequency: 3.7 GHz
Maximum frequency: 4.7 GHz
L2-Cash: 6x 256 kb
L3-Cash: 12 Mb
Memory: 2 channels DDR4-2666 MHz
TDP: 95 watts
Price for January 2018: 32,000 rubles ($ 560)

As a result, Ryzen were defeated. The top I7-8700K went around the eight-core 1800X for the same price and, which is noteworthy, won not only in games, but in all working applications. And this returned Intel, albeit not particularly durable, but leadership in the market. Will it be preserved in 2018-the question is open. Ryzen 2 should soon appear on sale, but Intel prevents nothing from lowering 8-core models into the mass segment.

Motherboard

Despite the flurry of processors, it was sad with motherboards in 2017. Under the new Core i9 and Core i7 on Intel did not offer anything. That x299, that Z370 is old songs that are not even blessed in a new way. AMD with their X399 and X370 also did not show anything interesting, except for the new approach to the distribution of the PCIE line. However, this did not save us from the choice of the coolest motherboard, and the queen of 2017 we appoint asus rog Zenith Extreme based on AMD X399.

Asus Rog Zenith Extreme

Technical characteristics
Supported processors : AMD Ryzen Threadripper for Socket Am4
Form factor: EATX
Chipset: AMD X399
RAM: 8x DDR4 (up to 128 GB)
PCIe slots: 2x PCIE 3.0 x16, 2x pcie 3.0 x8, PCIE 2.0 x4, PCIE 2.0 x1
Disk subsystem: 6x Sata Rev. 3, 2x m.2 22110, m.2 2280
Sound subsystem : Realtek Alc1220
Net : Intel i218-V, Intel i211 -at, Wi-Fi 802.11ac, Bluetooth 4.0
The back panel : 8x USB 3.0, USB 3.1, USB 3.1 Type-C, 2x RJ45 (1, 10 GB/s), 5x 3.5 mm Jack, S/PDIF
Dimensions: 305×277 mm
Price for January 2018: 40,000 rubles ($ 700)

Technically, the chipset itself does not represent anything special. It is only pleasant what AMD gives for use 60 PCIE lines instead of 44 in a competing Intel X299. Otherwise, everything is standard, and if not for Asus , the fee would not differ from competitors. However, the company's engineers tried and used all their developments in Zenith.

Let's start with the drives. For starters, ASUS hid two slots m.2 for the main radiator of the South bridge. Two more strongholds can be installed in an additional, ninth, DIMM port. For this, the board is equipped.2, which is installed perpendicular to the motherboard.

The next item is network technologies. The standard fee works with the correct adapter for 1 GB/s Intel i211 -at, but the ROG AREON PCIE ROG AREON PCIE is included, which is separately sold for 8-10 thousand rubles. It is clear, not a single Internet provider provides such speeds yet, and is unlikely to provide in the near future, but with the proper zeal and availability of funds of the house, you can organize an amazing network by which it is realistic to drive 4K content.

Another gift for technology lovers is a three-band Wi-Fi with the support of the protocol 802.11ad and, accordingly, with theoretical throughput in 7 GB/s! For those who missed the appearance of 802.11ad, we note that this is not a replacement 802.11n/AC, and a separate protocol, which operates at a frequency of 60 GHz and is designed for about ten meters of direct visibility in terms of application range.

That is, if you build a network based on AD in the apartment, then you will have to buy your router for each room. Madness? On the one hand, yes, on the other, AD has other applications. Soon TVs with support for this technology should appear on sale, which means that it will be possible to directly strive 4K films on them.

Received Rog Zenith and a normal sound tract. It is based on the disgusting Realtek Alc1220, but with the correct strapping. Capacitors from Nichicon, DAC – from ESS, and the Texas Instruments amplifier is responsible for working with high -resistant headphones.

And finally, note the backlight of the board. We understand that the abundance of bulbs on motherboards last year got everyone, but, perhaps, only ASUS had the strength to bring all this color music to mind. LEDs are included in the Aura Sync system, which controls LED not only on the board itself, but also on video cards, RAM, monitors, mice, keyboards and housing. Naturally, for this, third -party equipment must support the Aura Sync system, but, as practice has shown, it is easy to find such devices.

The advantages of ROG can be described further, but in the framework of the Top, we will only note that, despite the overall stagnation in the development of chipsets, motherboard manufacturers still move this sector forward, and in 2017 ASUS did the most. Finally, let's say that if you are not an AMD fan, then the same technologies can be found on the flagship variants of Z370 and X299 for Intel processors.

Video cards

The atmosphere with video cards in 2017 was greatly spoiled by miners. As you recall, in the beginning and middle of summer, all popular GPUs disappeared from the stores, and non-gratified specimens took off in price almost twice. For example, if in February 2017 GTX 1060 could be bought for 18,000 rubles, then in July it was sold for 34,000, and the goods were not lined with. By the fall, the market was slightly released, prices returned to the previous course, but … the moment for the release of new generations Radeon and GeForce was ruined. You understand, when in the first half of the year companies exceed the annual sales plan, to release something new to anyone is not interested in.

Therefore, in 2017 we saw only one new flagship-Vega 64. It would be appointed to the main GPU of the year, but … we cannot. The new AMD architecture (well, as a new … again sawed GCN) could not get around even GTX 1080, which, recall, came out almost two years ago and, the most funny, works more stable, makes much less requirements for the power supply and are cheaper.

Asus Rog Strix

In this regard, the award of the year NVIDIA , We will not give AMD, but hand it … again asus, for its Rog Strix line. In fact, these are the best video cards in the market. Power system, organization of cooling, acceleration, management – everything is done at the highest level. Even the GTX 1080 Ti performed by Strix manages to stay within 55-60 degrees Celsius! And the super -native Vega 64 fits in 65.

Monitors

The situation with monitors this year has developed an interesting. We could not choose a direct leader, since none of the companies could do, so to speak, "station wagon". But they tested a couple of monitors, which not only we liked, but also clearly hinted at what to expect in 2018.

LG 34UC89G

Technical characteristics
Diagonal: 34 inches
Permission: 2560×1080
The frequency of deposit: 166 Hz
Response time: 5 ms
Type of matrix: IPS
Brightness: 250 KD/m2 (330 KD/m2 by measurements)
Viewing angles: 178 °/178 °
Interfaces : 2x HDMI 1.4, Display Port, 3.5 mm jack
Dimensions: 82×27.9×44.5 cm
Weight: 8.3 kg
Price for January 2018: 43,000 rubles ($ 740)

Let's start with an updated model from LG – 34UC89G. This is a direct descendant of last year’s 79G, a widescreen based on IPS and with expanded Full HD. The monitor received updates relatively small, but they were enough to stay in the top.

First and most importantly: engineers added support for G-Sync, which excludes all gaps or friezes pictures. The second – the frequency of the matrix update increased from 144 to 166 Hz. Otherwise, we have the same strong 21: 9 with a good stand and an excellent matrix, which after calibration is laid in ∆e00 0.71.

Samsung C32HG70

Technical characteristics
Diagonal: 31.5 inch
Permission: 2560×1440
The frequency of deposit: 144 Hz
Response time: 1 ms
Type matrices : Va, quantum dot, hdr
Brightness: 350 kD/m2
Viewing angles: 178 °/178 °
Interfaces: 2x HDMI 2.0, Display Port 2x USB 3.0, 3.5 mm jack
Energy consumption: 75 watts
Dimensions: 72.4×62.2×38 cm (with a stand)
Weight: 9.6 kg (with a stand)
Price for January 2018: 45,000 rubles ($ 790)

Surprised this year and Samsung , which in early 2017 declared itself a manufacturer of game monitors. Frankly, it was quite strange, but … the engineers did not fail. Samsung rethought the idea of ​​curved displays and brought VA matrix to the market with a standard ratio of a curved panel to the market. We believed in this idea weakly – we got used to the fact that the concave matrix must be widespread – but the idea worked. And although Samsung displays were in no way suitable for professional work with graphics, in games they performed with a bang.

We cannot say that they added the effect of depth, but the location of all points of the screen at the same distance from the eyes was definitely perceived much more pleasant than the standard flat panel.

Samsung was not limited and one of the first to add HDR support to game monitors. For those who missed, we note that HDR is now our future. The technology introduces point lighting of specified areas into the world of displays. The sky, the light breaking through the windows, bright flashes in the dark – all this now looks exactly as it should look in life. And let the idea with HDR now actively harm everyone who is not lazy (especially Microsoft ), for this technology – the future.

Surely you will ask now, why did not such a cool monitor give the sole first place? The answer is simple. Samsung failed with the design of all this beauty. In the photographs, the monitor looks wonderful – gray plastic, thin frames, a beautiful stand – but in life it came out very large, and at home it has to be set aside from the wall by about 30-35 centimeters. We are sure that in 2018 Samsung will take into account all this and give us the perfect model.

Laptops

Due to the situation with Nvidia miners, not only desktop, but also mobile chips, and processor giants this year were so carried away by home computers that mobile technologies were remembered with great reluctance. As a result – laptop manufacturers had to get out of the situation themselves. Someone just changed the design of old models, and someone went to business much more serious. There were three such "serious" in 2017- Acer , Asus and MSI.

Acer Predator Triton 700

Technical characteristics
Display: 15.6 inches, 1920×1080, IPS, 120 Hz, G-Sync
CPU : Intel Core i7-7700HQ, (4 nuclei, 2.8-3.8 GHz, 45 W)
Memory : 32 GB DDR4-2400
Video card : Intel HD Graphics 630, Nvidia GeForce GTX 1080 Max-Q, 8 GB GDDR5X
Disk subsystem: 2x 512 GB SSD NVME (RAID0)
Connection : Gigabit Ethernet, Wi-Fi 802.11ac 1535, Bluetooth 4
Connectors : 2x USB 3.0, USB 2.0, USB 3.1 Type C, 2x 3.5 mm Jack, HDMI, DisplayPort, RJ45
Operating system: Microsoft Windows 10 64-bit
Additionally: Webcam, keyboard backlight, game mouse
Complex: Charging, instruction
Dimensions: 39.3×26.6×1.89 cm
Weight: 2.4 kg
Price for January 2018: 270,000 rubles ($ 4650)

Acer, so to speak, opened our top at the very beginning of 2017, when at the internal conference she introduced a laptop with a thickness of less than two centimeters, weighing about 2 kg and with a full GTX 1080 on board. Guess over what it was, until the very summer, when the head of NVIDIA presented the concept of Max-Q at Computex.

Its essence was simple – we work on energy consumption, reduce the frequency of the chips and get powerful video cards at the exit, which work without problems in thin laptops. To check these “without problems”, we had to wait until the fall, and we can say that the laptops on the Max-Q turned out to be contradictory. With all the tricks, the Triton 700 came out super -sized, and the location of the control elements caused a lot of questions.

But all this can be forgiven if you keep in mind that Acer has made a two -centimeter laptop with a full GTX 1080, which pulls all the games on the Ultra with FPS above sixty. Purely for reference, earlier such systems were laid at least 3.5-4 cm and weighed from 3-4 kg. In general, Triton 700 is definitely one of the most interesting laptops of that year.

ASUS ROG Strix GL702ZC

Technical characteristics
Display: 17.3 inches, 1920×1080, IPS, 120 Hz, Freesync
CPU: AMD Ryzen 7 1700, (8 nuclei, 16 streams, 3-3.7 GHz, 65 W)
Memory: 16 GB DDR4-2400
Video card: AMD Radeon RX 580 (4 GB GDDR5)
Disk subsystem: 256 GB SSD + 1 TB HDD
Connection : Gigabit Ethernet, Wi-Fi 802.11ac 1535, Bluetooth 4.2
Connectors : 3x USB 3.0, USB 3.1 Type C, 3.5 mm Jack, HDMI, Mini DisplayPort, RJ45
Operating system: Microsoft Windows 10 64-bit
Additionally: Webcam, keyboard backlight, cardridder
Complex: Charging, instruction
Dimensions: 41.5×2.8×3.4 cm
Weight: 3 kg
Price for January 2018: 93,000 rubles ($ 1550)

ASUS released an interesting laptop, which did not wait for gifts from Intel or AMD and hesitated the 8-core Ryzen on a laptop. The model turned out again twofold. A laptop was assembled on a special version of the desktop AMD B350 with the sailed Radeon RX 580 and slots for mobile DDR4. The processor was taken by the desktop – Ryzen 7,1700 for 8 nuclei, with 16 streams and a frequency of 3.2 GHz.

Purely from the game point of view, the car turned out to be controversial: a bunch of Core i7-7700HQ and GTX 1060 and slightly faster, and colder, and thinner, and lives longer from the battery. But from a working point of view, GL702ZC did not have competitors and in the near future it is not planned.

MSI GT75VR 7re Titan Sli

Technical characteristics
Display: 17.3 inches, 3840×2160, IPS, 75 Hz
CPU: Intel Core i7-7820HK, 4 nuclei/8 flows, 2.9-3.9 GHz, 45 W TDP
Memory: 64 GB DDR4-2400
Video card : 2x nvidia GeForce GTX 1070, 1443-1645/8000 MHz, 8 GB GDDR5
Disk subsystem : 2x 256 GB SSD RAID0, 1 TB HDD HGST HTS721010A9E630
Sound : Ess Sabre
Connection : Killer E2400 Gigabit Ethernet, Killer Wi-Fi 802.11ac 1535, Bluetooth 4.2
Connectors : 5x USB 3.0, USB 3.1 Type-C, 4x 3.5 mm Jack, Mini-DisplayPort, HDMI, LAN
Operating system: Microsoft Windows 10 64-bit
Additionally: Webcam, keyboard backlight
Complex: Charging, instruction
Battery: 74 W/h
Dimensions: 42,8x31x5.8 cm
Weight: 4.6 kg
Price for January 2017: 275,000 rubles ($ 4590)

Finally, the third laptop is MSI GT75VR Titan Sli. They did not dare to experiment with formats in MSI. Put the desktop processors, too, but thoroughly worked on the strapping of already familiar filling.

Technically, GT75VR is a bunch of Core i7 with GTX 1080 or from the same Core i7 and two GTX 1070 in SLI mode. The laptop itself is a heavy and fat colossus who will leave the house only when moving to a cottage or on a long business trip.

Although the GT7VR is not about weight or filling. The first thing that surprised us: a full -size mechanical keyboard inscribed in the dimensions of the laptop. MSI was one of the first to use the low -profile switches of Kailh presented on Computex, which, in sensations and confidence of the operation, are very close to full -format Cherry MX. The second surprising element is a foot stand under the wrists. It would seem that such a trifle, but in practice it is very convenient, and, I must say, in other laptops we are now not enough for it. And the third element is incredibly productive and for such power a very quiet cooling system.

Computer of the year

Last time, in the “Computer of the Year” nomination, a whole queue was lined up with the magnificent ASUS SMAG in the form of a dragon. 2017 came out much calmer. There were enough different concepts, but units reached retail. Therefore, today we will single out only two, but very unusual models.

GIGABYTE BRIX VR

Technical characteristics
CPU : Intel Core i5-7300HQ (4 nuclei, 2.5-3.5 GHz, 35 W)
Memory : up to 32 GB DDR4
Video card : Nvidia GeForce GTX 1060 (1607-1733/10,000 MHz, 8 GB GDDR5)
Disk subsystem : 2x m.2, 2.5 inches Sata Rev. 3
Connection : Lan, WiFi 802.11ac, Bluetooth 4.2
The back panel : 3x USB 3.0, USB 3.1, USB 3.1 Type-C, LAN, Audio
Complete : power unit
Dimensions : 22x11x11 cm
Price for January 2018 : 70,000 rubles ($ 1170)

The first is Barebone from Gigabyte. Technically simple – mobile Core i5 or Core i7 in conjunction with GTX 1060. The whole lounge is that the ligament is supplied in the world's smallest body with a volume of only two and a half liters, which corresponds not to the largest Bluetooth column. Of course, this miracle of engineering thought is not capable of frequency records and with difficulty passes particularly evil loading tests. Nevertheless, it works and pulls all modern games, and even on “high” or “ultra” sasters, with a frequency of 35-40 frames per second. At the same time, the system is not very strong, and it costs quite adequate money for its concept – a little cheaper than a similar laptop. In general, lovers of all unusual should like.

Dell Alienware Area-51

Technical characteristics
CPU : AMD Ryzen Threadripper 1950x (16 nuclei, 32 streams, 3.4 – 4 GHz, 180 watts)
Memory : 4x 16 GB DDR4-2933 MHz (Hyperx)
Video card : 2x nvidia GeForce GTX 1080 Ti Fe (1480-1582/11,000 MHz, 11 GB GDDR5X)
Disk subsystem : 1 TB M.2 SSD, 2 TB HDD (7200 rpm)
Connection : Lan, WiFi 802.11ac, Bluetooth 4.2
Price for January 2018 : 321 000 rubles ($ 5649)

The second computer is a super system system from Dell , called Alienware Area-51. On the layout, and at a price, this is a typical top based on AMD X399: 16-core Threadripper, 64 GB of 3 GHz RAM, Terade SSD on NVME and … two GeForce GTX 1080 Ti in SLI. Dell distinguishes non -standard design from ordinary assemblies. Under the Area-51, an original triangular case was made, in which almost all components are either at a steep angle, or hidden behind the panel under the motherboard. Naturally, all this is flavored with proprietary backlight and thereby the logo with the head of the alien.

Mouse

Distributing awards to mice is a ungrateful business. Universal models that everyone would like, did not invent. Therefore, now you will read about the mouse, which has become the sole favorite of our head of the Iron Workshop and, part -time, the author of these lines. Speech about COUGAR Revenger.

COUGAR Revenger

Technical characteristics
Sensor: PWM3360
Permission: 100 – 12,000 dpi
Poll frequency: 1000 Hz / 1 ms
Built -in memory: 512 Kb
Corps material: plastic
Number of buttons: 6
Main buttons: Mechanical (OMRON)
Backlight: 16.8 million flowers
Maximum tracking speed: 250 IPS
Maximum acceleration: 50 g
Interface: USB
Cable length: 1.8 m
Dimensions: 13.5x7x4.5 cm
Weight: 115 g
Price for January 2018: 4000 rubles ($ 70)

We admit, she conquered her forms. For a dozen years, we tested hundreds of mice, and only Revenger fell into the palm of his hand like a glove.

The mouse did not fail in other parameters. The case is made of pleasant smooth plastic, which after six months of work looks like new. The sidewalls are cast from the same plastic, but molded under cellular rubber. Clicks – a single whole with a back, and under them are OMRON switches. Well, the best sensor model is responsible for the movements – the Pixart 3360, which has shown perfectly in games and in Mousetester.

Sound

This year, the game sound received several powerful kicks from manufacturers at once. The first blow delivered Sennheiser , The second, at the end of the year, – Hyperx.

Sennheiser GSX 1000

Technical characteristics
Type of connection: USB 2.0
Harmonic distortions: 0.005%, -3 dB
Cable length: 1.2 m
OS: Windows, MacOS
Frequency range: 0 – 48,000 Hz
Resistance: 16-150 Ohm
Output voltage: 1 century
Dimensions: 14.3x7x13.9 cm
DAC: Conexant CX20745
ACP: CX20833
Weight: 390 g
Guarantee: 2 years
Price for January 2018: 17 500 rubles ($ 310)

In general, in 2017, Sennheiser introduced four very interesting products. Two models of headphones in the average price range – GSP 300 and GSP 350. One model in high – PC373D. And GSX sound card 1000. On the last and dwell.

For the GSX 1000 sound board, it turned out very expensive – about 16,500 rubles. And this is for an external card with a minimum of settings and without soft support. Why do we give her a reward? Firstly, her sound tract is very good, and she rocks the headphones up to 150 ohms. Secondly, management and assembly quality-at the highest level. Sennheiser thought out even such a trifle as a muffling backlight during the game. Well, thirdly, the GSX first presented the new technology of the “virtual sound around”-Sennheiser Binaural Rendering Engine. And it is not only inferior to Dolby or DTS development, but surpasses them to the head!

Hyperx Cloud Core Alpha

Technical characteristics
Materials: plastic, leatherette, aluminum
Type of headphones: half -closed
Frequency range: 13 – 27,000 Hz (headphones)
Resistance: 65 Ohms (headphones)
Sensitivity: 98 dB (headphones)
Compound: 2x 3.5 mm Jack
Cable length: 2+1 m
Weight: 336
Price for January 2018: from 7500 rubles ($ 125)

We admit when Hyperx showed the new Cloud Core Alpha on Gamere, we strongly doubted their wealth and could not even think that we would include them in the Top of the Year. December tests, as you know, changed our opinion.

In Alpha, engineers took into account all their mistakes: they increased the headline, redid the microphone and deepened the cups. Naturally, the sound was subjected to processing. The speakers were placed in a double volume, which, in theory, saved them from parasitic frequencies. Our opinion is a purely marketing trick, but the sound really became better. And somehow Hyperx managed to clearly lay it between the first Cloud and senior Revolver.

Projector of the year

BenQ W1700

Technical characteristics
Projection system: DLP
Permission: 3840×2160 (Shift), 23-120 Hz
The size of the projected screen: 60-200 inches
Optical increase: up to 1.2
Brightness: 2200 lm
Contrast: 10 000: 1
Connectors: D-Sub (VGA), 2x HDMI (MHL), 2x 3.5 mm Jack, USB, 12 V
Complex: power cable, remote control
Additionally: 3D stereo support, built -in speaker 5 watts
Dimensions: 35.3×13.5×27.2 cm
Weight: 4.2 kg
Price for January 2018: 120 000 rubles ($ 2105)

At the end of the year Benq surprised the W1700 projector, giving 4K not for 400,000, but for 120,000 rubles. In addition to the excellent matrix, the projector received support for HDR, 3D STEREO, as well as a good lamp for 2200 lumens. In general, it is extremely interesting and for 4K very budget.

As for the rest, the W1700 is a typical projector. Plastic case, all control is collected in one block on the top cover, the entrance is D-Sub (VGA) and a pair of HDMI, the image is scaled with a coefficient of 1.2x, and, of course, there is an automatic adjustment of the trapezium.

Laptop for work

Lenovo ThinkPad 25th Anniversary Edition

Technical characteristics
Display: 14 inches, 3840×2160, IPS, 75 Hz
CPU: Intel Core i7-7500U, 2 nuclei/4 streams, 2.7-3.5 GHz, 45 W TDP
Memory: 16 GB DDR4
Video card: NVIDIA GeForce 940MX (952-1020 MHz, 8000 MHz, 2 GB GDDR5)
Disk subsystem: 512 GB PCIE SSD
Connection : WiFi 802.11ac, Bluetooth 4.1, Lan
Connectors : 3x USB 3.0, USB 3.1 Type-C, 3.5 mm Jack, HDMI, LAN
Operating system: Microsoft Windows 10 64-bit
Additionally: Webcam, cardrider
Battery: 48 W/h
Dimensions: 33.7×23.3×2 cm
Weight: 1.6 kg
Price for January 2018: 102,000 rubles ($ 1800)

In the past 2017, the legendary series of ThinkPad laptops turned twenty-five years old! Naturally, skip such an event in Lenovo could not and noted it with a special version of ThinkPad.

It is nice that they built it not on the basis of the “over -line” X, but on the basis of a more traditional T470 model. The laptop looks strict, equipped with a 14-inch display and carries on board Core i7-7500U in conjunction with 16 GB of RAM and a video card based on GeForce 940MX.

From the standard version of T470, the anniversary version is distinguished by the converted, so to speak, under the classic keyboard and control system. The keys themselves are large and with characteristic recesses under the fingers, plus, unlike modern models, here there are one row more buttons than usual, and the functional keys are highlighted in a characteristic blue color.

In general, Lenovo's machine turned out to be excellent, and it will probably like it nostalgic for "square" laptops.