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nemezida

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  1. Ну, дабы добить оставшееся - беру последнее Fallout: NV - Old World Blues Review. Правда познания в фейлоуте у меня не большие, но I will not fail.

    Спасибо вам, ребята!!! Вы только не подумайте, шо мы зарвались, но вот же:

    раз вы всё уже расхватали - можно еще вам принести? ))

    P.S. Если нельзя - всё равно спасибо огромнейшее, вы просто закрыли врата, в которые ломились даэдра ^___^

  2. Вот темка в "Академии". Пусть её только кто-нибудь из модераторов прикрутит в "Важные" - и готово.

    Дорогие-родные Академики! Как только мы притащились в эту тему со своими просьбами - вы тут же откликнулись))

    Спасибо вам. Вы потрясающие.

  3. The Elder Scrolls Travels: Shadowkey Review - ребята, это уже не надо (попросила писателей, а то мы затягивать не можем)

     

    Technological hurdles cripple the gameplay, making Shadowkey little more than a failed attempt to simulate the Elder Scrolls PC experience.

    The Good

    • Huge world

    • Lots of content

    • Several classes to choose from

    • Bluetooth party play system

    • Great sound.

    The Bad

    • Horrible pop-up

    • Janky combat

    • No map system

    • Character classes too similar

    • Poor control.

    In its several iterations on the PC, Bethesda's Elder Scrolls series has provided extremely immersive single-player role-playing by employing the first-person perspective typical of both Might and Magic games and traditional PC shooters. The Elder Scrolls' most recent incarnation, Morrowind, was a terrific success on both the PC and Xbox, so it's therefore not terribly surprising to see the series expanded to other platforms. The Elder Scrolls Travels: Shadowkey is Bethesda's N-Gage debut, and it adheres pretty closely to the series' conventions. In fact, Shadowkey makes few compromises to adapt to its new format, and it suffers as a result. Technological hurdles cripple the gameplay, making Shadowkey little more than a failed attempt to simulate the Elder Scrolls PC experience.

    Shadowkey's story is purposely unremarkable, because, like its predecessors, the game lets you play the hero any way you choose. You combat a nondescript evil that "lurks in the shadows," as the game's opening scroll professes, and this great scourge can be attacked from a variety of angles. Shadowkey's major strength is its open-ended nature, which makes you the master of your own fate.

    When you start the game, you'll be given a choice between several character classes and races. At least at the outset, these choices have very little bearing on gameplay, because you'll invariably begin with an iron dagger, a healing potion, and a blaze spell, which is essentially a magic missile. Apart from stat differences and player model variations, character class really doesn't affect the game a great deal.

    Although you'll be guided on a series of tutorial missions, during which you'll mostly kill bandits and mutant rats, you'll immediately have the opportunity to travel anywhere you'd like in Shadowkey's huge world. Unfortunately, the lack of a functional map and the extremely short draw-in distance combine to make navigation very difficult. Additionally, the pop-up is so severe that you'll never be able to see a path until you're walking on it. This problem was addressed by enshrouding the game in a misty brume. A similar approach was taken with the indoor environments, which are all incredibly dark. Myriad sconces line the walls, but, as the game's engine isn't designed to support multiple light sources, you'll actually have to get right next to a lamp before you can see it. It's surreal to walk across an expanse of near blackness only to find that you were 10 feet away from sweet luminescence. All this results in pretty poor general playability.

    Shadowkey shares its brethren's focus on exploration, but it doesn't give players the tools to properly explore. Imagine a version of Morrowind in which you could only see 10 feet in front of your character. If you don't think that sounds like a very appealing prospect, you're right. These are the types of considerations Bethesda should have made when adapting its game to the N-Gage, which simply doesn't have the resources to display large, three-dimensional environments.

    Furthermore, the game's combat system is severely flawed due to inadequate control and broken collision detection. You'll have to use the keypad (in place of a mouse) to line up blows, which land or not depending on the computer's capricious fancy. Spells can be especially unreliable, because even scoring a direct hit isn't an assurance that the creature in question will take damage. When you hit an enemy, he'll sometimes turn red, along with his wound. Other times, he'll stand motionless but will still take damage. In some cases, however, he simply won't take any damage at all. And since combat is the bread and butter of Shadowkey's gameplay, these issues are pretty severe.

    Because the Elder Scrolls games have always been single-player, one of Shadowkey's most intriguing features is its Bluetooth party play. Two can play cooperatively to complete missions. However, only the host will advance as a result of this work. The other player is relegated to providing combat support, although the number of enemies remains the same. This is not an especially refined system, but it does give you a chance to check out your friends' player models, which represent graphical highlights for Shadowkey.

    Shadowkey features some of the same soaring musical score found in Morrowind, which comprises impassioned play on Renaissance minstrel instruments. You'll definitely feel like you're in a land where words are perhaps spelled with extraneous e's and where people feast on oversized drumsticks. So, the sound evokes atmosphere and typifies a solid effort.

    The Elder Scrolls Travels: Shadowkey falls prey to its own ambition, which sounds a lot like an explanation for what turned some of the game's villains to the evil lifestyle. The game has simply been insufficiently adapted to the N-Gage's technology. As a result, what could have been a long and engaging experience will instead prove rather frustrating.

    Editor's note 12/09/04: The review originally stated that the game features multiplayer support for up to four players, which is incorrect. GameSpot regrets the error.

     

     

     

    Gamespot, Dec 2004

  4. Fallout: New Vegas - Old World Blues Review - взял Иерихончег))

     

     

    If I only had a brain...

    Fallout used to be funny. Like, properly laugh-out-loud funny. There are certainly moments of levity in Fallout 3 and New Vegas, but the endearingly surreal streak of humour that once made the series stand out has been notably absent since Bethesda took it over. So here's the good news: Old World Blues brings funny back.

    The previous New Vegas add-ons, Dead Money's casino heist and Honest Hearts' frontier myth, were both relatively straight-faced and narrative-driven experiences at least partly defined by their setting. Each gave you a small pocket universe within the larger Fallout world, then led you through it with quests that revolved around meeting - or defying - the expectations of others. Such an approach is fine, but it's not the only way to expand an open world role-playing game, and Old World Blues takes a different tack.

    The tone of the add-on is evident right from the start, when you're summoned to a desolate drive-in for a midnight show. More than any other modern Fallout episode, this one revels in the sci-fi and 1950s fantasia. It's a tongue-in-cheek romp, part Buck Rogers, part Mystery Science Theater 3000.

    Accept the invitation to be transported to the Big Mountain research facility (or Big MT, or Big Empty) and you're greeted by a quintet of bickering scientists, led by the constantly shouting Dr Klein. Or at least, you're greeted by their brains, hovering around in robot bodies, with extendable monitors for eyes and a mouth. The bad news is that they've removed your brain. And your spine. And your heart. The good news is that they've been replaced with bionic parts that offer the first of many perks and upgrades on offer in this generous expansion.

    This opening scene is incredibly funny, featuring such wonderful dialogue as "Fully erect hand penises!" and "The FORBIDDEN ZONE! Where no brain has EVER entered!", but it does drag on. Comparisons to Portal are inherent in the concept, but where Valve laced its brilliant chatter through those games so you were always doing something while being amused, Obsidian sticks with the old "locked in place, waiting to move" approach.

    1/5 It's surely no accident that Mobius sounds a lot like Professor Farnsworth from Futurama.

    That blast of entertaining exposition out of the way, you're free to explore the ruined crater in which the facility sits. The plot is minimal at first, unfolding naturally as you poke around and fetch bits and pieces for Klein. Basically, one of the science brains - inevitably named Dr Mobius - has gone rogue and now fills the area with robot scorpions and beams, rambling threats at the rest of his former team. Mobius has also stolen your brain, and the radar fence surrounding the crater will kill you if you attempt to leave without retrieving it.

    From there, it becomes the most open DLC yet for New Vegas. The game doesn't nudge you towards attempting the quests in any particular order, and the Big Empty crater is anything but. It's small in terms of square footage but dense in features, with 35 specific locations sprinkled across (and below) its surface. So if you'd rather poke around, discover the enticingly titled Mysterious Cave and tackle the monstrous Legendary Bloatfly, that's entirely up to you. In any other game, this would be a story-punctuating boss battle. Here it's just one of several surprises tempting you off the beaten track.

    The laissez-faire approach pays dividends as the story unfolds at its own pace, filling in not only the backstory of the warring science-brains and their mountain retreat, but also other elements of the wider Mojave wasteland. There's a lot of information on Elijah, antagonist of Dead Money, and even explanations for some of the unique flora and fauna of New Vegas. If you want to know who to blame for f***ing Cazadores, this is the download for you.

    It's in the extra material that Old World Blues really makes its mark. New tools and weapons are casually dropped into the world, often so useful that you'll wonder how you got through the game without them. The Protonic Inversal Axe carves through robotic enemies like butter. The K9000 Cyberdog is a brutal machine gun that literally barks and snarls. There's a Sonic Emitter weapon that both plays a vital role in the story, and disintegrates force fields and fries electronic foes. In a nice touch, you can augment its abilities by finding new sound recordings, from opera singers to the screams of a giant tarantula.

    And this is just the tip of the iceberg. The level cap has been raised by five, and a handful of new perks, both regular and unlockable, quickly prove beneficial. Them's Good Eatin' is an absolute godsend for those playing in Hardcore mode, as it gives every defeated enemy a 50 per cent chance of providing free, powerful and valuable health items in the shape of Blood Sausage and Thin Red Paste.

    The plot picks up pace when it needs to, but never intrudes when you decide to follow your own muse, and Obsidian's skill at writing narrative into the scenery means that nothing is there for no reason. Whether it's a room piled high with Mentats or a test chamber based around a high school, you'll always understand exactly what it means for one or more of the characters. Even something as simple as picking up an old dog bowl can send you off on a side quest that deepens your understanding of the motivations and rivalries slowly bubbling to the surface.

    Usually with these downloadable packs, it's easy to summarise the goodies that players will take away at the end, but in the case of Old World Blues there's simply too much to consider. There's a small, automated apartment, The Sink, that contains nine appliances, each with its own personality and benefits. Revive and upgrade the toaster and it will somehow create a fearsome melee weapon for you.

    There's an Auto-Doc that will heal wounds, change your features and install body modifications. A roaming robot called Muggsy has a mug obsession and will exchange these useless items for energy ammo and scrap electronics. Even the light switches (two of them, locked in a bitchy rivalry) can alter the ambience to give long-lasting status boosts.

    You never once interact with another living being during Old World Blues, yet it has more personality and wit than any of the previous DLC offerings. Every conversation is a joy, and the voice acting really helps to sell the idea that a Biological Research Station would talk like Barry White and drawl seductively about giving up some seeds.

    It all adds up to the strongest expansion in the relaunched series, across both Fallout 3 and New Vegas. The story alone takes a good six or seven hours to play through, and even then there's still enough juice in the tank to warrant a few more just poking around and finding new things. Best of all, it fleshes out the past and teases about the future, setting the stage for Lonesome Road and the end of the Courier's journey.

     

     

     

    Eurogamer, July 2011

  5. Fallout 3: Broken Steel Review - взял bi-666, слава Стендарру!)))

     

     

    As marvellous as Fallout 3 was, there can't be many players who were happy when it closed off the Wasteland once you finished the story. For a game with so many interesting side-quests, and such a vast map, there were plenty of incentives to keep coming back. The recent addition of the Operation: Anchorage and The Pitt DLC merely re-emphasised that.

    But the more immediate problem with playing Fallout 3 beyond, say, 50 hours was the level cap, which ensured that you couldn't gain any more experience or upgrade your perks and stats once you hit level 20. For me at least, this took away one of the key reasons I'd spent so many hours meticulously checking out every last nook and cranny. Once you'd hit that ceiling, much of the 'clean-up' process of finishing all the remaining side quests was less exciting than it could have been.

    Fortunately Broken Steel goes a long way to fixing all of that. By raising the level cap to 30, and introducing 14 new perks, suddenly there's a greater sense of reward. Better still, Broken Steel changes the game ending to allow players to carry on playing for as long as they like, which is particularly helpful for those who didn't dash through the game when it first came out, and should also tempt a few who got bored when they hit the level cap.

    I'll avoid spoilers for those of you who haven't reached the story conclusion, but suffice to say you wake up two weeks later in The Citadel, where the Brotherhood of Steel is looking after you. It turns out that pockets of Enclave resistance are still posing a serious threat, and predictably it's up to you to mop up the remnants. But what seems like a straightforward clearout operation down at a secret southwestern Enclave base hits a major setback, and you're forced back to The Citadel for a rethink.

    At this point, Broken Steel already feels more in-keeping with the better moments of the main game, with a trio of missions that take place in distinct and separate parts of the Wasteland, as opposed to keeping the player hemmed in. That said, the first two of the three new missions aren't exactly taxing, and take place in the same kind of environments you've seen hundreds of times before, facing familiar enemies.

    A couple of hours in, it's hard not to be bored by more of the same. Exploring the shattered innards of the Old Olney power plant is a distressingly familiar exercise, while the underground exploration in the Presidential Metro under the White House barely feels any different to the dozens of other subterranean journeys you'll have taken under DC. Fighting yet more identical ghouls and sentry bots feels like a cut-and-paste exercise, and this lack of inspiration is disappointing after all the initial promise.

    But all is not lost. Towards the end of the Presidential Metro section you finally meet the bastard-hard Ghoul Reavers, who are not only handy with grenades, but evidently resistant to almost anything you can throw at them. Sadly, their appearance is all-too fleeting, but it sets the tone for the rest of the game. Once you've emerged from the Presidential Metro at the Adams Air Force base, you'll grab the super-powerful Tesla Cannon energy weapon, and discover an elite band of Enclave Hellfire Troops laying in wait.

    They, and their new Heavy Incinerator weapons, are more than a match for your best efforts. For probably the first time since you first come across the Deathclaws, you're forced back into hiding, frantically reaching for the stimpacks and returning fire whenever the brief opportunity arises. With only one shot per reload - and a long reload time - the shockwave blast of the Tesla Cannon might be your best bet, but it's also a real headache if you can't quite get a bead on your foe.

    For the next hour or more, the game never lets up, with wave after wave of Enclave attacks, hunting in packs and flushing you out at every opportunity. If you're willing to crank up the difficulty level, you're in for arguably the toughest section in the entire game, and savegame management is a must. It's tense and it's tough. You'll breathe a sigh of relief almost every time you see these armoured death machines crumple, which is exactly the way it should be at this stage of the proceedings.

    On top of all this, Broken Steel also houses six additional side-quests, none of which will be apparent until you talk to specific individuals, and all relating to the newly purified water available to the Wasteland. In trademark Bethesda fashion, there's a fair bit of moral hand-wringing over the right thing to do, but your karmic leanings will inevitably be your guide. As ever, the fun part is working your way through the permutations, and usually the hardest option is the most fun. None are particularly rewarding in terms of loot or XP, but it's always fun to have extra tasks on the go. Sadly, none of them award any Achievements, unlike the three main missions.

    Elsewhere, two other notable new enemies add an extra challenge for those doing a bit of exploring. The Super Mutant Overlords are of particular interest, and often come armed with the lovely new Tri-Beam Laser Rifle, while the deadly Albino Rad Scorpion provides another challenge with its recharging health abilities. Cheating sods.

    For those of you scouring for new Achievements, Broken Steel's may well be the toughest yet, especially for those of us who start the pack on level 20. By the end of my five-hour runthrough, I'd barely ranked up to level 24, so getting to 30 will likely take hours of patient Wasteland-wandering for the determined player.

    With any luck, Broken Steel won't be the last portion of DLC that Bethesda serves up. If it could perhaps combine some of the novelty value of previous DLC packs with the kind of challenge it serves up toward the end of Broken Steel, there's still going to be a healthy audience for continuing expansions. What we don't need, however, are any more lazy cut-and-paste missions, which merely repeat what we've already experienced several times over. While it undoubtedly reinvigorates Fallout 3 overall, the first half of Broken Steel demonstrates a worrying degree of complacency.

    Even so, Broken Steel is an essential upgrade to Fallout 3 that any committed fan will want to grab immediately. If you've held out buying any DLC for the game so far, we'd advise you start with this before getting the others, because the process of acquiring new perks and skills will enrich the game no end. Sadly, for those of you who've kept up to date, you might want to consider going back to an old savegame before you played Operation: Anchorage and The Pitt to really make the most of what Bethesda has unlocked with this release.

     

     

     

     

    Eurogamer, May, 2009

  6. Т____Т Спасибо. Вот: просто спасибо, без всяких смайликов и воскл.знаков.

    Вы просто реально дали руку помощи, Алекс_Хог!

    Срок - до полуночи 26 сентября, успеете? (А может, там можно будет и на пару дней задержать!!)

    Щас я еще принесу...

     

  7. Уважаемые лор-мастера, спасибо вам за то, что согласились помочь!

    У нас есть несколько статей, которые надо подготовить за неделю (а потом будут еще). Мы очень просим нам помочь с публикациями по играм, которых мы не проходили!

    Тут не обязательно точный и полный перевод: можно сокращать/добавлять. Неизменен только жанр: рецензия на игру.

    Еще раз – огромное спасибо! Если кто-то берется – отпишитесь прямо в этой теме, плиз))

     

    P.S. Если я не туда запилила эти просьбы - извините же: я пока не разобралась, куда тащить челобитные :)

     

     

    The Elder Scrolls: Arena - взял Sylvius, спасибо, слава Стендарру!))

     

     

    Square Enix has Final Fantasy. Atlus has Shin Megami Tensei. Gust has Atelier, and Namco has the "Tales of..." series. Bethesda Softworks, a once-small now-huge US developer, has The Elder Scrolls. At first glance, you may not have recognized this name. But, if I were to say "Morrowind" or "Oblivion," even casual gamers will remember these as top-selling titles.

    But I'm here to teach a history lesson. Long before Oblivion and Morrowind, and even before the second chapter "Daggerfall" (arguably the least successful of the series), there was Arena. Originally released in 1994 on eight 3.5" Floppy Disks, requiring a minimum of 4MB RAM, this DOS-based game captured my young mind. Having been raised on Final Fantasy, Secret of Mana, and Chrono Trigger, this title was a change of pace for me. It was the first PC game I ever played, and in my heart, it will probably remain one of my favorites.

    Graphically, the title is quite dated. In fact, even when I first played it, I struggled to comprehend what I was looking at (perhaps because I hadn't yet gotten used to the first person perspective or the concept of three dimensions in a game). The skimpy MIDI soundtrack is nothing special either. Aesthetically, the game wasn't too impressive, even for its time. However, there was something special about this game, and that something special is what has drawn gamers into each successive title. Well, friends, it all started here. Cut away the fancy layers of trim on your copy of Morrowind, and what you're left with is Arena. Bethesda has simply been expanding and improving a wildly successful formula that they put together over a decade ago.

    Drawing on the mechanics and mathematical workings of Dungeons and Dragons, the game opens with you creating your character. You have to choose your class, either by simple selection or by taking a test that involves moral decisions. Then you choose your homeland and race, which coincide. Throw in a name and a gender, and then you can mess with your appearance, customize stats, the whole nine yards. After all of this, it's time to get to work.

    The story opens by giving some background on the world and the problems within the royal palace. It seems a prominent Battlemage named Jagar Tharn worked his evil ways to take the throne from the rightful ruler and began a tyrannical reign across the country. Those who tried to stop him were killed. You, apparently, were a member of the previous ruler's court and have been thrown in prison. And so you start your journey in a prison.

    Once you break out, you follow the advice of a woman, who speaks to you in dreams, and the help of random townsfolk to collect the 8 scattered pieces of the "Staff of Chaos" so that you can take on Tharn and stop him once and for all. And that's about it.

    Okay, so it's not a ground-breaking story either. Become a powerful warrior and save the world. We've done it a thousand times, and we're going to do it another thousand times before we finally become so jaded that we swear off RPGs forever. Well, that's not where Arena's strength lies. No, the almighty power of Arena lies in its open-ended world, its quests, and its extremely addictive gameplay.

    So, the world. Divided into various regions (including Morrowind, subject of the third chapter), the world of Arena includes many major cities, small towns, dungeons, and wide open fields. Though the major cities and 16 main dungeons (two for every piece of the staff of chaos) are pre-designed, nearly everything else is subject to random generation. Normally, one will ride from one town to the next on horseback, but if one so chooses, an alternate option is to simply walk the distance from one town to the next. Just follow the compass and go! It takes a fair amount of time, but as you go, you cross various terrain, plenty of enemies, and occasionally, an entrance to a randomly-generated dungeon.

    The game's sidequests are many. There are small "odd jobs" to earn money, but these are nothing compared to the "rumor" based quests. These allow you to gain control of extraordinary weapons, armor, or items. By asking random townspeople about rumors, and then heading to an inn to confirm the rumor, one is able to locate a particular dungeon that will have the item in question. One such item was a book that allowed the character to go up 50 stat points as the player chose to assign them. This quest was repeatable, so after eight or nine tries, one could have a maxxed-stat character (100 in STR, INT, etc).

    You are warned from the outset of the game that different classes will invariably determine the difficulty of the game. The easiest class to play as? Yup, the same as Jagar Tharn himself, Battlemage. You can fight, and you can cast awesome spells. This wasn't a balanced class so much as a somewhat-cheap "do it all" class. Non-spellcasters (such as thief or acrobat) have it the hardest, apparently, and simple healers or mages will have a rough go as well. The genuine value of spellcasters is found in the ability to create one's own spells. I particularly remember a glitch my brother and I discovered that allowed you to create a ridiculously powerful spell that didn't cost very much money to purchase or MP to use. Again, one might call this out on being a balance issue, but as the game was so open-ended, it was bound to happen.

    Other very cool spells included wall creation, wall removal, staircase creation (imagine the time-saving feature here!), and a spell-based lockpicking ability. Simply amazing stuff was at your fingertips in this game.

    In search of treasure? One of the best places to go for treasure was the residential area of your favorite town. By being sneaky and picking a lock, or simply breaking the door down with your weapon, you could enter a house that apparently belonged to no one (though monsters tended to live there). By trying to break in, you do risk being caught by castle guards, but if you're strong enough, they become fodder for you to level up and acquire even more equipment to wear or sell.

    What else made this game fun? Oh yes, the riddles. In each of the story-related dungeons, there are doors that would not open without first answering a riddle. Some of these riddles were commonplace, but others were quite difficult (I remember one in particular where the answer was the letter "e"...you had to really think outside the box to solve it!) Then again, there were two or three riddles I never solved in my multiple playthroughs: I simply cast remove wall and found an alternate entrance into the room in question (persistence was the key in this case, as many walls were "indestructible" so to speak).

    If there was one significant problem to this game, one that can never be solved, it's the glitchiness. This game was, is, and forever will be so glitch-ridden that it sometimes makes it difficult to play. Even today, with the DOSBox emulator on your PC, the game will freeze on you. When I had my first computer, I thought it was my computer's fault. Now I know that it is indeed the software that is at fault. And be warned: if the game freezes in the middle of a save, that save file will become corrupt and henceforth unusable. I recommend saving in different slots on a regular basis, just in case that happens.

    Also frustrating is that you cannot play this game without a mouse. Attacking happens one way, and one way only: holding the left-click mouse button down and sending your pointer flying across the screen. Depending on direction and angle, this will make you swing your weapon in one of a variety of ways. It was a unique concept, but it wears you out pretty quickly sometimes.

    All things considered, however, this game was the one that started it all, and it deserves respect as such. It certainly isn't a perfect game, but even now, it is a ton of fun to play. If you thought going back and playing Final Fantasy I was a trip, try playing the first chapter of The Elder Scrolls. You'll be glad you did. And, as of the game's 10th anniversary, Bethesda has offered the game as a free download on their site. So, go ahead and give it a try! You literally have nothing to lose with this classic title.

     

     

    RPG Fan, Apr 2006

     

     

     

    The Elder Scrolls: Chapter II - Daggerfall Review - это уже не надо, уважаемые лорщики ))

     

    Someone has finally returned to the RPGs of the old school and created an adventure that will take even the most experienced gamer months to unravel.

    It's been a long time coming, but someone has finally returned to the RPGs of the old school and created an adventure that will take even the most experienced gamer months to unravel in a world incredibly full of life and experience. That someone is Bethesda and the product is The Elder Scrolls: Daggerfall, the follow-up to the popular TES: Arena. From start to finish, Daggerfall shows itself to be an epic product that surpasses the time-crunching power of even the legendary RPGs of old.

    At its core, Daggerfall is a well-written adventure game with solid role-playing systems plopped into what is basically an action engine. Players design their character using a creation routine that is second to none, choosing from one of 18 classes that includes knight, warrior, healer, assassin, and sorcerer, or design their own with a specialized sub-creation system. Those who aren't into RPG statistics can let the computer make the choice by answering a moral quiz (à la Ultima IV) that selects the class most appropriate to the player's personality. Once that's finished, players take control of their alter-ego through a first-person interface that in many ways resembles the Ultima Underworld series. From here, as if actually transported to another realm, players are free to do whatever they wish, with computer response mirroring that of the real world.

    Although Daggerfall does sport an absorbing storyline (several, in fact), it's the potential for adventure outside of the standard plot that is so exciting. No longer forced to play the way The Man wants, we are now free to ignore the pleadings of the princess, wander off, and get involved in other complex tales that change and evolve in response to our actions! Here lies the greatest strength and weakness of Daggerfall. Those who are looking for an adventure that follows a straight path, that they can sit down and solve, are bound to be terrified (and annoyed) by the entropic nature of this game. Since, as in the real world, events take place at certain times and in certain places, it's also very easy for players to stray accidentally from the beaten path, just because they decided to stop for a bite to eat. It's also easy to get wrapped up in struggles between the game's various guilds without even meaning to. If you join a guild, you instantly make several new friends and even more enemies, and open up new adventure opportunities. The sheer size of this product is staggering, and even the most open-minded player is certain to be overwhelmed at times by the thousands of people to talk to, the scores of weapons and spells to keep up with, the hundreds of books to read, and the vast amount of landscape to cover in the game. To play Daggerfall successfully requires one of two mind-sets: to remain ever-vigilant, taking notes and going exactly when and where you're told; or to relax and let life take you where it will.

    Daggerfall is not without its problems. By creating such a large world, Bethesda must have made it impossible for play testers to even scratch the surface of the play possibilities. Players who are determined to push the envelope - crawling, jumping, and swimming into every crevice of the landscape - are sure to find themselves stuck between two polygons with no way to continue except for suicide. Along these same lines is the game's tendency to crash occasionally for what seems to be no reason at all. Patches are bound to be forthcoming, but for now my recommendation is to save early and save often.

    For those willing to exercise a little patience with its quirks, Daggerfall will deliver some of the most entertaining and absorbing adventures available. Those who are even the slightest bit put off by subtle storylines or RPG statistics, however, will probably find the game totally unbearable. The bottom line is this: RPGs have always attracted a fanatical core group, and this title was designed with those hard-core gamers in mind. For the rest of you, play another round of Quake and leave the adventuring to the pros.

     

     

     

    Game Spot, Sept 1996

  8. Дорогие Академики, спасибо вам! У нас есть несколько статей, которые надо подготовить за неделю (а потом будут еще).

    Мы очень просим нам помочь с тремя из них!

     

    Тут не обязательно точный и полный перевод – во-первых, можно стилизовать; во-вторых – добавлять/убавлять. В-третьих, даже делать свои выводы (но без уклона в художественность, жанр остается – обзор игрового журналиста).

     

    В общим: тут допустим глубокий рерайтинг и некоторая стилизация.

    Еще раз – огромное спасибо! Если кто-то берется – отпишитесь прямо в этой теме, плиз!

     

    Broken Steel - сделал bi-666! ^^

    Fallout: NV - Old World Blues Review - сделал Иерихончег :)

    The Elder Scrolls III: Tribunal Review - слава Иерихону!!

    The Elder Scrolls IV: Shivering Isles Review - снова сделал наш Герой Алекс Хог ^^

    The Elder Scrolls III: Bloodmoon Review - сделал AlexHog,

    а до этого еще Агромную перевел! Спасибо!!

    The Elder Scrolls Travels: Shadowkey Review - сделал милосердный и могучий Foxundor!

    The Elder Scrolls: Chapter II - Daggerfall Review - не удивляйтесь, но... ТА-ДАМ: АЛЕКС ХОГ!!!

  9. Феникс, я принимаю все извинения - и тоже прошу прощения:

    за свою слишком бурную реакцию на твои слова и поступки.

    В том, что цель одна, у сомнений не было даже в "худшие времена".

     

    Идея про подписи - отличная! И про раздел в Народном Совете - тоже.

     

    P.S. А я хотела к тебе прийти мириться, когда выяснилось,

    что ты - автор моего любимого конкурсного рассказа.

    Ну всё: тогда давай дальше ничего не выяснять и не вспоминать;

    я ОЧЕНЬ рада, что всё так вышло))) dance

     

    Уважаемые модераторы: пожалуйста, не удаляйте этот оффтоп, пока Феникс не прочтет - если можно!

    У нас правда было много проблем, и это всем шло во вред,

    так что нам никак нельзя было упустить эту возможность наладить отношения ))

  10. Феникс, спасибо тебе за оперативность! У нас с тобой часто были конфликты и пр.

    (да чего уж: у меня ни с кем не было таких скандалов, как с тобой),

    но я знала, что ты поддержишь в числе первых

    (так как АХУНГ ОПАСНОСТЕ ТУТ БЫЛ МАТ тут сутками и понимаешь, о чем, по какой причине и с какой целью я прошу).

    :drink:

    P.S.

    Слово "АХУНГ ОПАСНОСТЕ ТУТ БЫЛ МАТ" мне разрешил написать Ксарфинкс и пообещал, что меня за это не накажут.

     

  11. Doom Piano - пианино, наяривающее в Doom

     

    Группа инди-разработчиков, изрядно набившая руку на запихивании компьютеров в самые неожиданные предметы, неожиданно выпустили нечто, именуемое ими "Doom Piano" - собственно, фортепьяно, играющее в Doom.

     

     

    Концепт представили на выставке Virgin Media Game Space в Лондоне. Собирала это чудо группа ветеранов индустрии, включая организатора выставки Дэвида Хэйварда, польского разработчика Соса Сосовски (прим. пер.: гусары, молчать!), Джорджа Букенгема из Die Gute Fabrik и Рика Хэггета из Honeyslug.

     

    Как пояснял Хэйвард в Твиттере, они применили комбинацию из медной ленты и кодировщика клавиатуры I-PAC для взаимодействия с размещенным внутри инструмента компьютером, в то время как вмонтированный во фронтальную панель пианино монитор демонстрирует, что творится в игре Doom.

     

    Каждой белой клавише соответствует некое действие, скажем, стрейф влево или вправо, в то время как все черные клавиши отвечают за стрельбу (прим. пер.: и никакого расизма!). И единственная клавиша, частично сломанная и громко бахающая при нажатии, может применяться для открытия дверей и переключения рычагов.

     

    В последнее время вмонтирование компьютерных систем во что ни попадя активно популяризируется в инди-сообществе. На GDC Europe можно было поиграть с кучей странных машин, включая аркадный автомат, помещенный в чемодан.

     

    По материалам Gamasutra, 17 Sept

    Подготовил публикацию Дарин

  12. Спасибо всем, кто высказался! Я очень рада, что многие поддержали идею, а категорических возражений практически не было.

     

    Чтобы не откладывать в долгий ящик и не ждать, пока нам это как-то организуют,

     

    очень прошу поддержавших нас лорщиков и академиков открыть врата Обливиона создать в своих разделах темы,

    куда можно будет тащить просьбы, вопросы и заявки! В общем: даэдра готовятся набИгать, угу =)

    Напоминаем, что мы сами ждем «смежников», которым нужна любая помощь, вот тут.

     

    Сорри, что ВТ не готов обсуждать

     

    попутно возникшие темы насчет «творческих» и «нетворческих» людей, насчет наличия/отсутствия иерархий в группах, насчет «обязывать работать» и вводить ли награждения и пр. – мы НЕ игнорируем эти вопросы и не считаем их незначительными, но у нас не принято активно участвовать в форумных обсуждениях, пока не выполнен объем работы в своем разделе. Мы позже подключимся к этим разговорам, если получится)))

     

     

    Очень прошу вас, дорогие-родные форумчане, об открытии врат Обливиона сообщить здесь, в этой теме)

     

    Спасибо, Феникс! Спасибо, Алекс Хог, ATPOHAX, La_Costa_man, Sylvius, Иерихончег, morrow, aL!

    Спасибо за постоянную помощь Дезрулеру и Цернону, а еще Ксарфинксу. Спасибо всем остальным, кто тоже поддержал, но по какой-то причине не высказался тут. И еще тем, кто переводит, но просит их не называть ;)

    Спасибо Охотнику за Смертью, Майку и Аргу, и Говорящему-со-стихиями – вы хоть и не поддержали, но принципиальных возражений не выдвинули (да-да, я поняла же ваши сомнения и что лично вы вряд ли будете участвовать, но вы были сдержанны и говорили по существу).

     

    Даринчег, ты как всегда сформулировал лучше меня:

    Дык речь же не об обязательствах. Фишка в том, что часть Академиков и не прочь помочь, но им нужно ткнуть, где именно нужна помощь. Очевидно же, что заставить кого-то что-то сделать - невозможно. Но вот проинформировать, что можно оказаться небесполезными на таких-то фронтах, создать своеобразную "доску объявлений" и сформировать новые связи - это другое дело.

    Как же хорошо, что у ФРа есть свое сокровище!))

     

    Камрады, очень ждем разделов в ваших темах (или тем в ваших разделах).

     

    P.S.

    И да: вы вот правда извините, что про "пожалуйста, откройте темы у себя в разделах!" я написала 3 раза

    (а этот постскриптум - хитрый и коварный ход, чтобы написать в четвертый раз).

     

  13. Уважаемые адаптаторы, лорщики, академики!

     

    История вопроса. ВТ часто обращается к разным группам мастеров за помощью – и вы всегда помогаете, спасибо вам)) Мы тоже помогаем, когда просят.

     

    Проблема. Это взаимодействие на ФРе не налажено, происходит спонтанно и строится на личных отношениях, через ЛС и пр. Из-за этого оно, во-первых, ограничено кругом наших друзей и знакомых, а во-вторых – основано на симпатии, сочувствии и др. эмоциях, и поэтому происходит не так эффективно, как могло бы.

     

    Предложение. ВТ просит всех заинтересованных лиц поддержать инициативу, возникшую «в недрах» Академии, и организовать Совет Мастеров с открытым доступом для всех ВТ-шников, лорщиков, адаптаторов, академиков и креативных одиночек, уже создавших здесь какой-то продукт: для организованного и оперативного сотрудничества всех тех, кто создает для ФРа любой новый контент.

     

    Организационная сторона. Руководство Советом Мастеров предлагаем возложить на герцогов во избежание конфликтных ситуаций, всяких "меряний сами-знаете-чем", а главное – чтобы никому из нас не пришлось отвлекаться от своей основной работы на ФРе.

     

    Пояснения. ВТ хотелось бы иметь возможность, к примеру,

     

    оставить заявку: «Академии. Нужна авторская статья Скайрим vs Обливион», срок – до пятницы. Или: «Нужны 3 горизонтальных арта Морроувинда, в т.ч. 1 со вспышкой/огнем/лавой, один темный, один яркий». И – получить это в срок )) Да: мы можем разыскивать скриншоты на форуме, потом писать художникам в ЛС «можно ли взять?», потом ждать ответа и пр. Но куда лучше было бы, чтобы эти вопросы решала Академия. (Нам лучше – т.к. быстрее, художникам – т.к. Академии виднее же, чем Редакции. Она имеет дело со всеми художниками, а только не с нашими приятелями!)

     

     

    Наше участие. Редакция, со своей стороны, готова помогать всем желающим в

     

    вопросах пиара их проектов, а также в корректуре текстов – да и стиль можем подправить, если надо. Кроме того, в поисках информации для лент мы часто находим упоминания о новых годных плагинах; может, адаптаторам это пригодилось бы?

     

     

    Дополнительный аргумент. Кроме того, у нас тут не все готовы и умеют просить о помощи, т.к. не хотят «напрягать», или показаться слабыми, или боятся получить отказ и пр. Если бы это происходило в рамках прописанного и организованного процесса, а не в формате личных просьб, вопросы решались бы проще и оперативнее.

     

    Заявление от ВТ. Если это предложение не найдет поддержки, Редакция будет в одностороннем порядке оказывать помощь всем, кому она потребуется (а помощь форумчан получать по тем же каналам, что и сейчас). Присылайте заявки пока сюда или в ЛС пользователю Scrib the Scribe – это коллективный аккаунт Редакции.

     

    Очень прошу сейчас только высказаться «за» или «против», не вдаваясь в технические подробности процесса.

  14. Новые публикации на сайте TES Online

     

    1. От разработчиков

    The Elder Scrolls Online: новая фракция, ветеран-пойнты

    Спросите нас о чем угодно: калейдоскоп ответов

    TESO: 37-й вопрос от разработчиков

    TESO: 38-й вопрос от разработчиков

     

    2. От бета-тестеров

    The Elder Scrolls Online: утечка с бета-тестов (видео)

     

    3. Выставки, голосования, обсуждения

    The Elder Scrolls Online: снова ждем новостей с выставки!

    The Elder Scrolls Online и Golden Joystick 2013

    The Elder Scrolls Online: снова о подписке

     

    4. Обновление раздела Информация

    4.1. Пополнение Центральной Библиотеки Тамриэля

    4.2. На страничке Важные подробности размещены сведения

    - о еде и алкогольных напитках, доступных новичкам Эбенгардского Пакта на Бликроке;

    - об ингредиентах, имеющихся в продаже на острове Бликрок.

    4.3. В подраздел Идеология PvP добавлена информация о нескольких бонусах, которые недавно стали известны.

     

    5. Впечатления игроков и прессы

    The Elder Scrolls Online: впечатления TESO Elite

    ESO: кладбище погибших кораблей

    Полная озвучка: хорошо или плохо?

     

    6. Пополнение раздела Медиа

    В разделе Медиа, как обычно, появились новые видео, арты и скриншоты The Elder Scrolls Online.

     

    Эти и другие новости и подробности, факты и аналитика, последние сведения от разработчиков и бета-тестеров The Elder Scrolls Online, переведенные и озвученные видео - на нашем специализированном сайте www.tesonline.ru.

  15. А вы у них спрашивали, оно им надо вообще?

    ВТ - надо. Нам нужна помощь и писателей, и художников.

    И связь с адаптаторами - тоже нужна (вот нужна ли им помощь - фз).

    Если Академия это проигнорирует, тогда уже ВТ создаст тему на форуме

    и расскажет, чем мы сами можем помочь "смежникам" и какую помощь ждем от них.

     

    UpD: done.

  16. Но лично мне, пжлст, плагины только по Морру =)

    Ну: понеслось… AlexHog, камрад!)) Тебе, писателю, победителю труднейшего конкурса, какая разница, для какой игры писать?? Диалог Нереварина с торговцем – напишешь, а реплики Драконорожденного – религия не позволит?

    Это МЫ должны подстраиваться под моддеров, а не наоборот: говорили же об этом =(

    Сорри за резкость, но так ничего не выйдет: давайте как-нибудь без райдеров обойдемся.

     

    P.S. Повторно прошу руководство Академии создать тему,

    в которой ВТ, адаптаторы и лорщики (если им нужны иллюстрации) смогут оставлять свои просьбы.

    Если для этого надо голосовать - прошу провести голосование.

    И еще:

     

    как академики будут помогать другим группам: по очереди? Составим график дежурств?

    Или мы придем/попросим, а потом будем год ждать, пока кто-то соизволит откликнуться?

    Сразу скажу: нам обычно надо срочно, это ж новости =\

     

    Если график, то меня записывайте с 21 по 27 октября.

  17. Дык а что с миллионом отличных идей, которые высказывались здесь?

    1) Художественный конкурс, который вроде бы поддержали - будет или нет?

    2) По ТЕС с ограничением объема, с которым кроде бы соглашались, - да/не?

    3) ВТ и адаптаторы могут приносить писателям (а лорщики - художникам) свои просьбы?

     

    Если вы поддерживаете п.3 и отличную идею Иннельды, прошу вас прямо сегодня завести какой-нибудь раздел,

    куда можно тащить "челобитные".

     

    Оффтоп:

     

    поглядела ссылки Феникса на рисунки vopoha.

    Может, предложим ей вступить в Академию? Захочет она или нет - другой вопрос.

     

  18. Приветствую граждан империи ))).

    <...> Вот смотрю видеоролики, заполненные толпами вечно куда-то бегущих и суетящихся героев и монстров, и ловлю на мысли: что-то не то. Что-то кардинально поменялось в этом мире, и не в лучшую (ИМХО) сторону.

    Кто-то очень неглупый когда-то давно назвал игры серии TES "медленными сказками". Как это правильно! Слово "медленные" здесь ключевое...

    <...> Глядя на всплывающие в сети видео фрагменты TESO не покидает ощущение, что это другая игра. Слишком много движения в кадре, вечно несущиеся в разном направлении персонажи, куча-мала в сражениях. То ли Диабло, то ли Дрэгон Эйдж. Только не TES.

     

    Привет! )) Так ведь время бета-тестов ограничено, стартовые территории уже известны вдоль и поперек – может, игроки скорей хотят их пройти пробежать, чтобы добраться до нового контента?

     

    Еще до создания персонажа будет мини-анкета с вопросами «какой стиль игры предпочитаете» и пр. Обещают: тех, кто ценит одиночное прохождение, сервер будет размещать рядом с такими же «одиночками». Может, там всё будет по-другому и для них игра сможет стать «медленной сказкой»?

     

    И еще. К примеру, говорили: те, кто отправится на рыбалку, не увидят других рыбаков, будут тихо/спокойно проводить время у озера в одиночестве. Значит, такие возможности действительно есть.

     

    Я не спорю с вами, а просто предлагаю подождать, пока больше узнаем об игре :)

  19. Вообще пейсателям Фулла пора бы прекратить вариться в собственном соку, т.е. сидеть в собственном разделе, а начать плодотворно сотрудничать с другиим разделами. Такие попытки были на моей памяти, но видимо, издохли... А вообще пейсатели запросто могли бы писать книжки и всякие письма\записки для плагинов плагиностроителей, придавать художественности переводимым адаптаторами текстам, художники - иллюстрировать статьи и т.д. Тогда народ из других разделов, возможно, и заинтересуется обитателями Академии, и даже - чем чёрт не шутит - заглянет на очередной конкурс. :-\

     

    Очень поддерживаю. По-моему, именно в этом смысл Академии.

  20. Мы, по-моему, опять ушли от темы. Я считаю, что сеттинг у нас есть, общий и любимый - это ТЕС.

    (Плюс у каждого свои - но не суть.)

    Думаю, что форумные писатели - это кто-то вроде плагиностроителей))

    Задача - брать этот мир, и что-то уточнять/улучшать/объяснять, рассматривать под увеличительным стеклом.

    Вот это, имхо, интересно (не только нам) и весело. И соревноваться в этом - тоже.

    Плюс дает бонусы: нет необходимости в длинных нудных объяснениях, введениях и пр.: все "вводные" этого мира и нам, и читателям известны.

  21. Да ладно, ребята: всё правильно он написал, так и есть. Думаю, что как только нам стало неинтересно писать про TES, весь смысл этих конкурсов ушел. Потому что игра «в писателей» - бред и, сорри, насилие над теми, кто вынужден выступать в роли читателей. А вот игра «в писателей фанфиков по любимому миру» - это не бред. Ркат еще, по-моему, не «додавил» немножко, пожалел нас.

     

    Если бы у нас хватило смелости сказать друг другу: «Я тебя очень ценю, ты потрясающий человек и отлично пишешь, но вот же: с чего ты взял, что можешь создать концепцию «нового мира», которая кому-то вот правда будет интересна? При наличии Лукьяненко, Дяченко, Пратчетта, Карда и пр. – думаешь, я выберу ТВОЙ мир, а не их? А, ну да: выберу твой – потому что мы друзья, потому что я «академик», потому что ты трудился».

    P.S. Не ругайтесь: я сама в ужасе от того, что всё это сказала вслух.

     

  22. Камрады, ну не надо антинаграды! Давайте не нагнетать "новизну" прям уж так уж.

    ТЕС+ маленький объем = вполне достаточно, по-моему.

     

    Насчет рекламы - мы можем дать 3 раза:

    о начале конкурса, о начале голосования, о подведении итогов.

    Подходит такое? Тогда давайте картиночки))

     

    По-моему, больше пиарить фанфики нельзя:

    убоговато это выглядит на сайте такого уровня, как наш.

    Зато эти 3 раза сделаем достойно, в выходные, на пике посещаемости ^^

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