Such is an unremarkable port town in Washington, which went down in history only thanks to the collapse of the largest suspended bridge of its time. The architects of the beginning of the last century did not take into account some features of aerodynamics, and the “galloping gear” (as the locals nicknamed the bridge due to the monstrous rolling of the roadway in windy weather) was at the bottom of the strait.
But you and I are interested in this town for another reason. It was here, in the American outback, according to the original plan, that the heroes of the new game from developers should have settled Gone Home.
► So, according to the developers, all ISS will look like in the future.
As often happens, the case intervened. Screenwriter, designer and co -founder Fullbright Company Steve Gainor went to one of the weekends with his wife to rest on the famous crater lake in Oregon. Admiring the witchcraft island and the reflection of the stars in the icy volcanic water of the color of Indigo, Ganor suddenly decided that stories needed to take a completely new height. About three hundred thousand kilometers above the ground.
So the cosmic concept of the game originated, although its name remained unchanged – Tacoma.
Between the Earth and its eternal satellite, at the so -called point of Lagrange L1, the Lunar transplant station "Takoma" hung in the constant orbit. This transport hub for many years guaranteed the uninterrupted movement of passengers and cargo between two celestial bodies and for a long time became an autonomous island of life among endless black. A day and night, a huge staff of employees ensured his well -coordinated work, and exhausted travelers remained in local hotels in the course.
The decoration of the halls of the "Tacoma" delighted the most demanding guest. After all, it was not a simple space station, but a work of art. As stations of the Moscow Metro. The Unified Architectural Ensemble in the Art Deco style fascinated the gaze with inaccessible arches, wall plates of golden marble and a parquet with a pattern in the form of stars. And although the golden edging of the stairs, the arches, curved neon pipes and bizarre plants planted right on the ceiling seemed a relic of the era of the first wave of the cosmos study, the majesty of the structure was still felt in every hall of the expectation of the “such”.
► If you do not know that this is a picture from Bioshock, it can be taken as a screenshot from Tacoma.
But one day everything has changed.
“Corporation allows you to enter, technician. As soon as you are ready, you can start the mission, ”the voice reports through the characteristic radio interference. A woman-astronaut woman arrives at the checkpoint of the space station. Its task is to eliminate the consequences of what happened.
We are probably not mistaken, suggesting that you have already remembered the beauty of the underwater city of delight from Bio Shock. When you first step on the deck of the Takoma orbital station, it really is difficult to get rid of deja vu. And this is no coincidence: leading screenwriters and designers Fullbright previously worked in 2K Games Above the addition Minerva’s den To the second Bioshock.
But at the same time, developers firmly declare: “such” in no way will be a copy of delight. This is a completely different world, and he has a completely different original story. When creating fashionable halls of the space station, level designers were inspired by photographs of luxurious casinos and cruise liners. And similarity with someone else's game is possible only thanks to the chosen architectural style.
► arrival of a woman-astronaut at the checkpoint of the space station.
The main mystery is that such a terrible thing happened on the "Takom". Developers keep this secret and only smile intriguly. You should definitely not wait for the torn limbs along the platform and the walls smeared with blood, as if in some Dead Space. Even after an unnamed catastrophe, the space station does not look like a hopelessly abandoned or surviving local apocalypse https://golden-bet-casino.co.uk/.
With enthusiasm, telling about the work of a girl-animator who currently works in Fullbright, the developers repeatedly emphasize: “We will not wait until she breathes life into our characters”. Unlike Gone Home, where we wandered around an empty house in oppressing loneliness, living people will meet in Tacoma the main character, in whose veins healthy blood flows without impurity of a zombie-virus or mutagen. Yes, and the girl herself from time to time contacts a walkie -talkie with a ground base in order to report on her successes or punctures.
► Caution, doors open. Another step – and before us is a wonderful new world.
Another key difference from the previous work of the studio – the heroine will resist rare enemies. However, do not count on the arsenal of bizarre futuristic blasters, the journey through the fate of the former inhabitants of the station will not turn out overnight with shootings and chases. The winner of the rare skirmishes will help to go out ingenuity.
In addition, Steve Gainor, dreamily referring to the cult System Shock , assures that ideological pacifists will be able to completely turn off the battles in complexity settings. Then the game will turn into a leisurely walk around the space station, reading notes and diaries and watching video messages. The history of the incident is revealed not only by rare random counterclaims, but also by the halls of the lunar station, the cunning mechanisms of the future and household items left by ex-employees and guests. As the developers say, the main thing here is an inquisitive mind and craving for the unknown, with their help the truth will become closer. And in the case of objects, you will also need the dexterity of the hands to catch tips in zero gravity.
► No, this is not a game screenshot. Just so that you know how the astronaut Chris Hadfield has fun in the conditions of microgravity.
As a result of the tragic events, a partial depressurization of the station occurred, and everything that was not raised to the floor now flies during zero gravity. Rather, with "microgravity" – the developers insist on this term. This means that it is helplessly soaring in space, waving your hands, do not have to. But the main character is unnaturally jumped and smoothly landed. Almost like on the surface of the moon.
Of course, many puzzles will be tied to this effect. The simplest example of the authors give: if the girl can’t reach something, she does not have to run throughout the station in search of a ladder. It is enough to "flutter" higher and grab the desired item in time. In addition, the developers promise to be extremely honest with physical laws: from nowhere, gravity will not appear just in order to complicate the life of the player, making a different puzzle harder.
► on the left – carved door to the toilet. Huge, spacious and luxurious, like everything on "such".
At this stage, the concept of microgravity looks very curious. In the debut video, you can distinguish the flash drive soaring in the lobby – in any case, this guts most of all resemble the device for storing data. The mysterious inscription "Emetrine" is engraved on its case, and something tells us something-this is the name of the organization involved in the incident. Nearby, a few more items are slowly “floating”: some cases, a bizarre powder (or maybe not her) and an unused travel ticket. Who knows, perhaps a girl-technician has yet to comment on it. But first you need to catch it.
Fullbright employees say that before starting work on a new game, they studied many video materials and literature on the life of astronauts on the current ISS. Numerous entries on social networks of the scandalously famous astronaut Chris Hadfield turned out to be especially useful. Instead of conducting boring experiments with photosynthesis, the Canadian directly in space recorded a cover for David Bowie Space Oddity and took off the video clip with his participation. Steve Gainor claims that it was this video that became for them an invaluable manual, which helped to believablely reproduce the effect of microgravity. And with all the rest, there were no special difficulties – the studio proved the ability to create atmospheric interactive short stories the next time.
The original debut is always perceived approving. The second work is completely different. In Tacoma, the developers have to prove that they are not just newcomers who were one day lucky, but the master to invent and create games of piece dressing, whether it is a chamber story of one house or an entire space station.
No Comments