From the first steps it becomes obvious that the subject to which the developers focused on is graphics. The policy is absolutely correct: everyone who makes a game about space should make sure that the space looks good – the audience loves to look at something, but there isn’t so much in the open space. As a result, the only thing you can find fault with is the background, which should portray “the grandiose objects of the local solar system against the backdrop of the greatness of the vast expanse of space.” The “objects” were made beautifully, sometimes majestically: colossal and not very planets, burning luminaries, mysterious nebulae, titanic fragments of structures of artificial origin (it’s clear that half of the “natural cosmic phenomena” in real nature do not occur in reality, being simply decorative fiction ) Alas, due to the fact that they are painted and pasted “on the back wall of the Universe” – some of them look too blurry and fuzzy. You still cannot come close to them due to the specific features of the game Continue reading
Adventure games, as you might have noticed, are not the strongest side of our section. We can somehow cope with the bright, mass things intended for the mass player, but from a rather vast stream of questomanian adventures focused exclusively on a considerable audience of quest lovers – well, unless we grab the most interesting ones. Such is the subject of current consideration – lying at the junction of, so to speak, genres – the “quest for quest fans” is equally, if not more, a “casket of puzzles for puzzle lovers.” Plus, inadvertently excites all lovers of good graphics 🙂
The graphics, however, are squeezed into the usual framework of the engine from the Adventure Company – that is, at each separate moment in time, the player either rotates his gaze in any direction inside the “bubble”, which imitates Continue reading
The success story of Maxis studio began back in 1989 with the release of the first version of SimCity. The idea of the game of endless construction was born by the founder of the company, Will Wright, while working on one of the previous projects. It seemed to him to create levels much more interesting than the games themselves. So why not make a separate game out of this process? The audience appreciated the idea, and the boxes with SimCity were sold out more than successfully – to the delight of Broderbound, who had barely decided to publish such an extraordinary game.
The successful idea inspired Maxis so much that for almost ten years the company made exclusively variations on the same topic: SimEarth, SimCopter, SimAnt and so on. By 1997, the gold mine was completely exhausted, and Wright had to make a strong-willed decision – to sell his business Electronic Arts. But after that, things went uphill. Having received funding and securing EA’s consent, the game Continue reading