The younger generation does not understand why the older gamers ever repeat, they say, before games were better. “What’s the best ?!
Yes there grafon such that it is impossible to play! “. The fact of the matter is that now a universal measure of quality workmanship speaks for the majority of players. I do not care if you pull off that conditional hit this handsome outfit, the gameplay behind it seems to be extremely primitive and uninteresting. And before the ball was ruled by ideas.
Now ideas have no place in the industry: large companies prefer to do something that is guaranteed to cater to mass . After all, to do a little more complicated – you look, not overpower the audience, not to see the steep financial statements then!
So the field of ideas with a few exceptions belongs indie developers. However, in recent years the word “indie” has become almost a dirty word: development tools are available to anyone interested, and the flow of low-quality handicrafts – simple consequence of this fact.
We do not recommend hanging these labels: there are games are good and there are bad, even though indie or not. Fictorum – a good game. However, with significant disadvantages.
Start a story about Fictorum be a name of another project – Lichdom: Battlemage . It was a very cool action game with dynamic system configuration spell – a real simulator of battle mage.
But in contrast to this finding acted poor technical performance – primarily lean. Three years later, he leaves the game with a similar gameplay idea and with exactly the same failures (but it is still fun to play).
If Lichdom was a single story campaign, the Fictorum – almost classic bagel adjusted for action-packed third-person gameplay. The levels are procedurally generated, that in view of the interesting game mechanics opens up a lot of room for replayability.
For crafting magic Fictorumthe magician would require enhancing runes. For example, consider the familiar each fireball – who has not seen this fireball that caster lets out of hand? Inserted into one slot blasting fleece and begin spell cause damage in the extended range. What else? Let’s add multivystrel! Then, instead of exploding fireball we will begin to run a few of these at once.
Not bad! But there was also a third rune. I propose to fill it “bloodhound” – as a result of casting mage will release three explosive fireballs that samonavodkoy fly to nearby enemies. Runes give spells a minimal effect, if you use the quick castes (left click), and the maximum, if cast to do long. In this case it is necessary to press the right mouse button and select the desired rune – in this case, time will slow down dramatically,
In the process of stripping the inventory locations filled with gear and Tomiko spells of different levels of quality.
Clothes give the character attributes of the increase, and books – offer new kinds of magic. The most interesting spells usually come across very rarely, and allow to create on the battlefield rather devastating miracles – for example, cause the fall of the meteorite (imagine what would happen if you add to it the rune multivystrela!).
But no matter how powerful magic user or endowed in the games, the feeling of omnipotence is constantly interferes with one big but: Magic rips enemies to shreds, but the buildings on these your hocus-pocus somehow nachhat.
In Fictorumeverything is different. By rural huts and watchtowers simplest fireballs tear off huge chunks and spell abruptly – compared with the ground. With a strong desire can be carried though all the buildings at the location that then even be marked with a special icon in the plot.
Such a destructible anything and everything does not bear a purely aesthetic purpose, and may be used in the battles: luring the enemy detachment under the arch, throw it something more powerful and admire how the crumbling stones showered irrational crowd. And God forbid you from being able to use spells inside the buildings, searching for useful loot there.
Moving to locations takes place on the global map, reminiscent of the board game. It is necessary to move the mage islands of land, but on his heels should Inquisition exciting with each turn more and more areas. For the passage of the head you need to calculate your route from point “A” to point “B” (which will lead us to the next stage) so as not to fall into the clutches of the Legion, and if possible to bypass all the merchants on the way.
There Fictorum and story telling of an ancient order of powerful magicians – the very Fiktorume – and the Inquisition, which opened the hunt for him. History served as a text level: when you move the mage figures on a particular area of the map, the player will face a random event and will have to make a choice. With rare exceptions, this choice fits into the framework of options “to flee” or “fight.”
Sounds wonderful, right? And how, not to mention the technical shortcomings of the parties. Firstly, the artificial intelligence of the game neprobivaemosti stupid and is simply a bunch of meat, prushchego for slaughter: the top of the tactical thinking of the local idol – with the hooting run to the character of the shortest distance. In general, this defect is not so critical: enemies fall apart so quickly and in such quantities that their stupidity somehow even think about it not at once. Much worse than the second – the system requirements of the game. When the mediocre graphics and tiny locations Fictorum requires system resources comparable to some The Witcher 3 . Funny? We were not very good, in fact, this may prove to be decisive.
EXAMPLE degradability dynamics