Today once again we will focus on small forms gamedev. As often happens in all areas of art, small shapes sometimes are finished, perfect, and that is natural, laconic large. The main thing is to know where to look for "mushroom places."
There is a semi-underground flow in the general flow of game products, mostly imported, which periodically brings to our shores are small masterpieces. Downfall, Emerald City Confidential, The Path ... On the one hand, this is not the usual indie-development: too stand out against the gray mass production to lower quality. On the other, and not a massive commercial sector: large publishers notice of them, maybe one game a dozen. Track the emergence of such phenomena is difficult, although there is in them something subtly general (what we once wrote in the material about the psychological games).
And the only journalist to test and retest sources, such as a night watchman with a mallet, walks, and mutters: "Warning, released another masterpiece for fifteen bucks, prepare your money."
 | |  | This is not the cosmos, and not even the underworld, and a gap between the worlds, according to Gilbert's cosmogony. Foggy in all respects, the place and its appearance in the game, though justified by the content seems inappropriate in form and atmosphere | | Blackwell ladies of the family have seen a lot of other people's grief, like life and after death. Not surprisingly, some do not stand up and fall into the loony bin |
At a penny dimes Today you can get hold of Dave Gilbert, author of Emerald City Confidential. To the history of the Emerald City Dave was known for his series about a family of mediums, Blackwell, and he went back to basics. Before us is another piece of adventure Rozanzhely Blackwell, a former journalist. It deals with the fact that the soul finds the Dead New Yorkers and sends them to another world with the help of his faithful companion tie, family (heritable in the sense of) the ghost Joey Mallone. As with previous releases, Convergence refers to the genre of point-and-click adventure - a quest, simply put.
Habitual pleasure As in previous parts, the action is divided into several mini-episodes, each of which is investigating the case of a ghost. There are cross-cutting the circumstances that combine all the cases. Ghosts, as usual, reluctant to admit his own death. Each must find a way to convince that his earthly life is over: who to talk to, someone to present evidence.
 | |  | The left half of the premises is present in the game solely for believability. We are here so do not need to | | It's amazing how much detail is put into such a modest resolution! Now in the camp of PC-developers, this is almost a forgotten skill |
Living people among the characters is now much greater. Probably, the story needed - some will go into the category of non-living directly in front of the main character. We can say that history has become, to some extent, more adult and emotional - as opposed to cold reasoning and experimentation with state of mind ghosts from the past often. Gone was the need to combine ideas in a notebook Rozanzhely, there are more items to use. But on the whole of this series of blows to the same familiar spirit, that of the previous (except for some philosophical features, of which slightly more).
Rozanzhela and Joey bicker as usual, discussing the hardships of their existence in the symbiotic world of cynics who do not believe in the supernatural (Aunt Rozanzhely, for example, did not survive contact with the family ghost, and somewhere in between games thundered in an insane asylum). Spirits are the perfect synthesis of urban legends of New York. Even if the paranormal gossip its people are infinitely far from you (the Internet all the clearance), a sense of ownership of a beautiful hoax you do not pass. Guaranteed. Full lepota and seasonable - for those who like such games, of course.
 | |  | Let portraits of heroes and look for unusually familiar with the previous series, but the habit may not like, but the emotion he can not refuse | | In fact, it's a terrible picture of a mysterious ghost rotates about half of the game. And in mind you will not tell |
Sheol in gilbertovski Perfect picture several attempts to spoil Dave delve into the other world, to inhabit his peculiar inhabitants of what is happening out there and give some okoloreligiozno-okolofilosofskoe justification. Perhaps this is a good idea in theory: the set of developers from small to great build an even more terrible, curves and unconsidered pantheon and spiritual hierarchy, and is coming off as they do with it. However, in practice the philosophy rather spoils the enjoyment of the game: first, because all the mysterious far more interesting than the explanation. Second, because Dave still took the "city garden", he should finish building its system to a logical point, which he did not, apparently, halfway remembering that the unknowable interesting. And in this "nedorazrabotannom" a detailed post-mortem existence in gilbertovski seem somewhat inappropriate.
Ah, so picking fault: another disadvantage games can consider it very reasonable, even for a "homemade" duration.And high in comparison with other creatures such price. Downfall, being twice as long, it is worth a half times cheaper. And much philosophical meaning in the creation Remigiusha Michalski order of magnitude greater. In fairness, we note that the work of Gilbert voiced, besides a great voice, but the game Michalski - no. But the choice is available only to those who have not yet passed Downfall far and wide. Those who are closely following the narrow trickle of independent high quality games, nothing remains, how to purchase The Blackwell Convergence and enjoy. The more so because it is simple: unlike many "monumental" games, enjoy the clean pristine retrogeymerstva here lies on the surface and spoon.
 | Blackwell & Mallone (Deceased) | "One mows, the other stuff" - familiar to lots of other games (think of the legendary "Goblin") Mechanical control of several characters in turn. In the series, Blackwell, it is unusual, but very organic basis. Joey - a ghost, it is immaterial, invisible and inaudible to live (except Rozanzhely), passes through objects and walls, but can not find a single thing. The most that grabs his poltergeist-abilities - to blow off some piece of paper or disrupt electrical appliances. But the dangerous situations he was not afraid - he was already dead! Rozanzhela through a locked door does not leak, afraid of heights and can not quietly listen, but it has pockets, which is always something interesting and relevant.
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