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Essence and realism: Tomb Raider

Adventure is not one of the greatest things that exist in the world. When we find, something new, amazing, exciting our attention and breathing-combining two opposite emotions: joy and fear-bringing us to complete ecstasy.
Many books, films and games were created under the stamp of adventure. They motivated us with Indiana’s hat of Jones falling into incredible places and deadly traps. Either amazing facts from the books of Baron Munchausen to the center of the Earth or taking off from the gun while surviving. And of course, in games with Nathan Drake, his smile and tireless running, speed and shooting.

But if you touch the games, what heroine always gave us adventures, but also showed who the real sex symbol of the gaming industry is both on computers and on game consoles. Of course, the television screens in the role of Angelina Jolly – Stunning Lara Croft, which only with its presence fills the room with pheromones of its beauty and falling asleep with its forms with its forms.

But not so long ago Lara Croft I changed the style a little and became younger, less sexy, but from that has not lost its charm. The developers released the Tomb Raider, Rise and Shadow of the Tomb Raider game trilogy. Having made the heroine more, like Robinson Crusoe-constantly trying to survive, breaking something for himself, making his way through the crowds of corpses-balancing on the verge of morality.
But still it is not in vain that they call it – tomb Raider. And today we will analyze the first part of the new game trilogy and consider the new adventures in which Croft participated and We will check for realism all these amazing islands, tombs and mysterious places.

And let’s start with the first game, in which we will swim to the Yamatai Island, we get into the storm and try to survive in this place. On the island, we meet with a certain cult, which worships the dead empress Chemisto, who knows how to control the weather. A good film with Alicia Vikander, who largely repeats the main events in the game, was shot about this game.
Well, what about realism and here everything is very close. Yamatai (Jap. 邪馬台国 Yamatai Koku) – Japanese early state education, which is mentioned in the Chinese historical chronicle. And yes, as in the game, the Empress was called Pimiko or Chemisto and she was replaced with the goddess Amateras – the goddess of the Sun, as in the game.

And where is this Yamatai?

There are two theories regarding the location of Yamatai. Proponents of the first claim that Yamatai was in the modern region Kinks and developed in Yamato In the IV – V centuries. Their opponents have Yamatai on The island of Kyusu, referring to excavations of the hillings of Yosinogari. In addition to these two traditional theories, there are hypotheses that localize Yamatai on Okinawa Islands And even on Hawaii.
But in the game we find ourselves in the second Bermuda triangle, called The sea of ​​the devil, Although scientists did not say anything about the connection of this region with Yamatai, although ships really disappear there and there are strong storms. Plus there is a certificate that they saw UFOs and ghosts there.

And the Empress was gone there?

But there is also a tomb of the great queen? Japanese archaeologists have found the burial of the queen. They are convinced that they discovered the burial of the legend of Queen Chemisto, who ruled the ancient kingdom of Yamatai in the 3rd century.e. However, scientists are unlikely to be able to get the final evidence of their discovery, since the imperial palace prohibited the production of further excavations on the site of the prospective grave of the queen in the city Sakurai, located near the ancient capital Nara In the central part of Japan on the island of Honsu, unfortunately.

And of course the supernatural abilities of chemicals.

Well, was chemicals so scary and powerful as in the game, let’s rummage in legends and historical documents. The only reliable written references to chemicals are the lines of the Chinese historical work “Recording of the Three Kings”. This source, compiled around 297, describes the social organization of the inhabitants of the Japanese archipelago-“people of the VA” (“people of dwarfs”), as well as the reign of “women-state” chemistry. The latter appears in Chinese sources as a ruler-chaamant of the country Yamatai and the lord of the dependent edges of Japan, who controls «deceiving the people with spells».
According to legend, after Khimiko died, more than 1000 slaves were killed and buried around her grave. Who come to life at the end of the game and protect it in the game itself.

The name of Chemico translated, as experts say, means «priestess of the sun» or «solar shaman». The Chinese claimed that Khimiko had miraculous power, as it followed the teachings of the «Way of Demons». The Chinese called the «demons» the Japanese gods.
The lifestyle of this royal person corresponded to the name: she kept chastity, did not accept men. In order to reinforce such a reputation, the queen contained a retinue of thousands of women-rabies.
Days and nights, Chemicals shamaned and indulged in mysterious rituals, communicating with the gods. She informed the will of the gods to her younger brother, who was entrusted with the burden of managing secular affairs of the state. The brother was the only man who was allowed to enter the chambers of the queen. So nothing accurate, and the details of the rituals are not known. At least there is information that she could lead other people in negotiations and as the lord of the sun – controlled the weather just like in the game.

So, according to legend, she really had some special magical abilities who know. But so far it has not been officially found where this state of Yamatai was located. And while the authorities do not allow excavations over the alleged tomb of Chemistos, developers, artists and writers can freely interpret the legend of the Great Shaman, Queen Pimiko or Chemisto.

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Poetry of Suffering – Clive Barker in cinema

Thanks to the user Mrdarkgraf, because it was his review on Undying that has encouraged me to write this material. Dude, you are doing very cool things, give a review to «jericho».

All fiery, still New Year’s greetings, on the Stopgamov waves found in touch with the desire to write Imelman. We are accustomed to the fact that famous writers most often realize themselves in the field of cinema as screenwriters, or the rightrships of these same scenarios and try not to climb into such a complex and multifaceted production process of the Hollywood machine of funny pictures. If they begin to climb into it intensely, then most often nothing good comes out, remember at least Stephen King, with his directorial debut about live trucks or Norman Meyler, with his “cool guys do not dance” – a classic of bad cinema. But there are reverse examples, about one of which I will tell you. I will tell you about a person who not only gained the cult status in the writer’s field, but also shot the brightest paintings of his time, which to this day are completely deservedly considered vivid and original work. The name of this person is Klive Barker.

The fact that I watched everything that was shot according to the works is clear who. Well, almost everything, I missed one little thing, but it simply cannot be found, because they were lost in a whirlpool of times.

Chuvaki, honestly, wanted to meet the standard dimensions, but even it rushed and, in the end, the whole thing has grown to not the most decent sizes in society. There was an idea to divide into two parts, but I could not competently divide, so somehow. In general, initially there were even more material (all films under the spoilers were considered in all possible details), but I circled here and there, so that it does not look like a very huge reading.

Clive Barker in cinema

We will begin, of course, somewhat from afar, or rather with a small biographical reference, because it requires tradition. Clive Barker was born at one in the morning on October 5, 1952 in Liverpool, not far from the sung by the legendary “The Beatles” Street Penny Lane, in the family of painter Joan Ruby and agent for a set of staff Leonard Barker. Quite funny, but Barker studied at the Banking School, which John Lennon also visited. While still a schoolboy, Clive wrote various stories, articles and created real theatrical troupees in order to give free rein to his creative undertakings.

It’s funny, but quite a lot connected with Clive Barker Beaters if you think

We will not unravel the biography, and we will move on to the exploits of Barker in the field of cinema. In 1973, Clive was shooting his first film “Salome”, his friends at school were involved as actors and film crew – including This is a surprise Dag Bradley, who later will become the legendary performer of the role of Pinhad, in you yourself know which film (and if you do not know, then it should be, comrades).

It is already noticeable from the very first short film that Barker gravitates to the horror, and to Horror, who scares not with terrible faces throughout the screen, but rather the surrealism of what is happening, because this is a whole thing to even catch up. A year later, Clive, with the same people, will create the theater group “The Dog Company”, performing the plays of the Gran-Gignol genre (Parisian Horror Theater, one of the ancestors and pioneers of the Horror genre) rather provocative detention, that is, the fallen women, debauchery and drugs. He will return to the world of cinema in 1978, when a second film shot by Clive Barker and his friends will appear – “Forbidden”. Among its participants, in addition to Dag Bradley, Peter Atkins appeared, the future author of the script for several continuations of the “rebel”.

“Forbidden”, in good ear, the inseparable part of his past work is all the same surrealist scenes filled with obscure images and atmosphere of mystery, rather not a film, but a nightmare, terrible and incomprehensible. Further, for a long 11 years, Clive does not apply to cinema, but does very, very many interesting things. Already in 1981, he designed the Face Dances album of The Who and proceeds to write his first book – a cycle of stories “Book Books”, of which six pieces were published at the time of 1985. “Book Books” are considered one of the main works of the Genre of the Raiderpank, which suggests a grotesque and extremely naturalistic content, which Barker had more than enough. Even, for a second, Stephen King recognizes the young writer, saying that the guy even might even in the art of terrible. And by that time, filmmakers became interested in them. In 1985, the first film appeared according to the scenario of the writer gaining popularity – “Underground World”, and then the second, both shot by the same director George Pavlov.

But there are no them, for I did not find this series, but there is an opinion that it is also the bottom.(

Underground world (Underworld – 1985);The king of evil (Rawhead Rex – 1985)

How, what and why: It makes no sense to consider films separately, for that the first, that the second is frank niocin. If more – disgustingly miserable representatives of Tresh’s eighties. Everything is very cheap, everything is very angry, they also starred at the same time, which was far from the best of. Both films claim a certain value, for there are lovers of such ancient garbage, but I’m definitely not a fan of this, so with a calm soul I can blame these pictures. In fact, we have muddy, sometimes falling into insanity, badly played kinchiki about completely do not amaze the imagination of the debauchery-narcotic, by which you can’t say right away that Clive Barker applied them to them. The only reason to check is rather funny special effects, because animatronics, dolls, interesting makeup, all things, otherwise – even being a hard -rooted fan of Barker, you should not take on these films.

I think it is not necessary to explain that the first call to the shores of the cinema Klive was very, very unhappy. Very, very. And very. And very, very. In general, so very much that I decided to take the whole thing in my seemingly inept hands. Having collected one million dollars on the susks, taking Dag Bradley in the armful of his friend, in 1987 he rolled out a film that clearly proves the old truth-you want to do something well, do it yourself.

In order not to jump from the film to the film, because there were so many continuations that you can go astray, here all parts of the cycle will be considered right here.

The first part is ten years old, this is itself, but my favorite part is the fifth, for the coolest noir detective in the universe. Sorry.(

Rushed from hell (Hellraiser – from 1987 – until it is not clear when the rebut made)

What, how, why, why have you not yet looked: To some extent «rebel from hell» is a unique franchise. Unique at least because it starts to slide, attention, only from the sixth part, and this is not for you in the well of the childbearing organs to poke. Klive Barker launched a franchise with his indie project, which to this day looks great and reviewed. But let’s go to the point. What is a «rebel from hell»? This This is a turn The cycle of paintings filmed from the novel by the barker “Doomed to hell”, which tells about the casket of Lemarshan-a mystery cube that can give unearthly pleasure if you solve this mystery. Noooo, if you still solve the riddle, then terrible demons will come out of the casket, who have quite interesting ideas about pleasures, for example, they think that you will get a sea of ​​pleasure from the devouring of your carcass with some kind of obscurantist or from the tearing of your skin. Actually, the plots of all films of the cycle are spinning around the misfortunes of excessively zealous lovers of mysterious boxes with a surprise. The uniqueness of this whole case lies in the setting. Barker never hid that inspiration to the design of monsters, and indeed the concept of this very “pleasure”, he drew from the culture of BDSM. The skin, chains, the dogma “Pain is pleasure”, all this Barker hyperbolized to the maximum, giving us the brightest villain from the pantheon of cult badges-the Demon Pinhad, who is the whole hellish gang under the coden name “Synobites” and refuels.

As they say «Come to Daddy»

The first film surprised a lot in due time. Under the larva of the next meat horror, which at that time came out in bucks, there was a real rally-triller, managing to hit especially impressionable persons so far. For a miserable million dollars, Klave Barker removed far from the simplest in terms of thinking of a sight, because despite the huge amount of meat, blood and tin, the film unobtrusively sets the viewer of the question on the topic of what our human nature and the desire to realize our darker desires sometimes bring us to life. Well, about the nastiness of people, too, a few words were said. But again – at the head of the setting table. Barker in Book Books almost always turned the same technique – put an ordinary person in the circumstances of contact with the world of evil. An absolutely standard ordinary guy opened the veil of the world of supernatural and mysterious, hidden from human eyes, with most often deplorable results for himself, because Clive is holy believed that after death we will only expect pain and suffering. And here we have exactly the same thing – ordinary people discover the world of hays, in fact, the real hell with Blackjack and the Putans. It seems to be simple, but thanks to the details and competent disclosure of the characters, it is very exciting. In fact, without really showing anything from the Senobit world, Barker gives exactly the amount of information about them and their place of residence that the testiculas involuntarily compressed, because having only a couple of minutes of the screen time, the synobites catch an epic amount of horror, because the makeup is so excellent that local demons can go to your nightmares (I was inarly intimidated by my teeth, who was crazy with teeth.obscurantist, for example). The buddy of Barker Dag Bradley played an important role in this. His Pinhad is stunned by what kind of terrible type, wading, again, at a minimum of time on the screen, completely capture the audience, exuding the behavior, gestures and even a look more infernal evil than all these Jason and T -shirts Myers for a bunch of films. Well, the immortal “Come to Daddy” in the piggy bank, because it diverged into quote. Also, with a minimum of funds, Barker manages to show very incentive special effects, which even now very much, and sometimes they can make you shrink in a chair and press your native tea with cookies to your chest, because some scenes look painfully naturalistically. And we eventually have a small genre masterpiece, which is still fresh. You didn’t watch it? Chuvaaaaaaaaaaak, this is a jamb, seriously. You watched him? I am proud.

There he was burned on the right gave me a couple of sleepless nights during the time of violent youth

It was a huge success. The picture about a million green pictures collected as much as fourteen. And let this be a rather modest amount, but the film itself received a cult status and launched a car to squeeze the butterfly, which included films, comics, books, toys and everything that is possible. The critics grumbled, because bloodless and generally blood, guts, but basically reacted to the debut of the celebrity of the writer favorably, admitting that it was creatively, boldly and generally after Stephen King no one good from writers in the director’s chair. Therefore, the sequel has become a matter of time. Exactly a year later we received “rebels from hell 2”, which … turned out to be quite at the level of the first picture! The sequel was made on the principle of «more, bloodiest, larger». Synobites, in the last film, the former pleasant cherry on the cake, now, in fact, have become a cake, because there are many of them, they say more, they make tin harder and generally divorced the screenshot on the screen to the delight of fans. Dag Bradley, having received more screen time, tears and swords, showing that Pinhad has not just become a cult villain. The main thing is that the sequel deepened the mythology of the original, allowing us to look at the abode of the synobites (quite impressive with its surrealism) and revealing a couple of interesting facts from the life of the employees of the hook and skin. Klava Barker was replaced by Tony Randel on the directorial chair, who in the future removed the cult “ticks” horror in Russia and he did what he had to – did not spoil and correctly supplemented the ideas of the original with interesting chips. Yes, some hints of thinking have disappeared, giving way to visionary madness and an action, but this does not interfere with any pleasure from the film. In fact, the sequel continues the story of the heroine of the first part to display Guano, so it is worth watching them immediately in order to evaluate a completely finished story.

The sequel did not lose a gram of horror, by the way

And then there was a tricel. In general, until the sixth part of the “rebel” was very lucky with the directors, because people were definitely talented and knowledgeable for what the audience loves the franchise. The tricel sat down to shoot Anthony Hikox, the legendary director of the horror, who gave us several iconic horror horror and safely rolled up on the bottom in violent two thousandths. But in 1992, his gunpowder had not yet been shot, and Hikox gave out quite a watching tricel. When viewing the third part, to get maximum pleasure, you need to understand that there is meat at the forefront. Even meat. The plot “Hell on Earth” has references to the past parts, but basically tells her own story – Joeie’s journalist, who is trying to solve the secret of the lepmarshan box, and then stop the evil evil. The story here is very simple, as schematic and standard as possible, but it’s not worth watching it, actually. Watch it is worth for the sake of an overwhelming amount of action and an insanely colorful visual. The action here is meat, and also the original – people die in packs, filling the floor, walls and screen with liters of blood, but they are always interested in the scenery and with fiction, one scene in a nightclub is worth it, and the battle of police with synobits even makes you clap your hands, because fiercely appropriate. Synobites here are completely for every taste and color. There are many of them, they are different, everyone manages to remember and gets his five minutes of feast, the designers definitely jumped above their heads. So – quite a worthy continuation, let it and replaced the course towards the slasher, but did not lose a gram of color and identity. Let the plot here be simple as two kopecks, fans of meat, tin and Mochilov will not leave disappointed. A simple but bright and memorable film.

Cosplay Khan Solo was a success

Further … then it https://nonukgamblingsites.co.uk/ was interesting. The tricel was very well gathered at the box office, but the producers of the franchise wanted more. Seeing that the people are more falling for meat and dismemberment, they wanted a fourth part in the way that Barker completely did not agree with, for he wanted to continue to bend the surreal horror line and generally catch up with the atmosphere, and not to cook the stupid slasher. Kevin Yager, director of the fourth part, was completely on the side of Barker. His plans were Napoleonic – to reveal the secret of creating a casket, synobites and generally put all the cards on the table, giving out the brightest franchise film. And at first everything was so. Yager shot about half the material, a trailer was made from it and shown to knowledgeable people. Knowledgeable people did not appreciate, for the almost philosophical parable about the fall of Lemarshan in the abysses was brewing, a kind of tougher “Dorian Gray” with dramas and synobites. Accordingly, Barker was neatly kicked out, so that they did not climb with their visions of the film, and the Yager wanted to force the script to shoot, but that is also a difficult guy and waved a pen, abandoning his brainchild, so Alan Smithi proudly flaunts in the “Director” column, and whoever dwells the film – for certain, it is certainly unknown. And in 1996 the film was still rolled to the public. What happened? It turned out surprisingly tolerably.

It is worth making a reservation – tolerable, but nothing more. The film still looks very interesting, because instead of an ordinary plot, we here have several stories of the struggle of Lemarshan and his descendants with our creation, in different times and under different circumstances. Yes, only all together is not very joined. After watching, I had the feeling that I looked at several thematic short films, some kind of cast -haired descendant of the descendant of Lemarshan from the distant future (then it was fashionable to rivet the continuation of the cult horors in space). Definitely interestingly made, but the farther, the more phimos all this looked. If the misfortunes of Lemarshan himself looked surprisingly fresh and interesting, then the adventures of his descendants looked with an increasingly fading interest, the segment in space and at all some kind of badnovkusia, causing the feeling that they turned on a completely different film, let them even with a couple of spectacular scenes, because the cosmic special forces are dull, they will die like flies, and they carry it in a nonsense.the mandatory order is scattered around the ship in order to ingloriously measure at the hands of unexpectedly sinobites. And as a result, we have an unrealized potential to create an outstanding continuation, an interesting, but torn and uneven film. But stubborn rumors still go that the original version of the film is somewhere. Where – no one knows. But there is.

These intriguing muzzles you will not see in the film. But once they were there.

The fourth film significantly disappointed everyone who is possible. Even the most devoted fans of the franchise were somewhat taken aback, because it still looked with interest, but the smell of a rotting franchise began to be more clearly felt, because the next sequel riveted more thoughtfully. Let him go out immediately on the video, and small money was allocated, he stood at the steering wheel Who would you think Scott Derrickson (this is the one who stuck the Marvel Strende and Six Demons Emily Rose), at that time known as the screenwriter, and the fifth of the “rebel” became his debut in a big movie. And, Oh my god, what a chic film he shot.

Don’t even ask
May fans will forgive me, but I put me “rebel from hell 5: underworld” in one row with the first part, and indeed, “underworld” became my most beloved part. Derrickson, instead of the usual parade of meat and tin, removed the real nuar action -packed detective, in which the emphasis was not made on the dismemberment and demons (although there are interesting weatherboards here), but on the plot component. Goodbye action, hello attempts to analyze human souls, as in the good old. «Dirty» policeman Joseph, sometimes suspiciously similar to the dark version of a certain Max P., steals from the scene of the crime that very casket of Lemarshan and opens it. Exactly from that moment, his life turns into a real hell. And I won’t say anything else, for I’m afraid to display everything. I will simply say that such a ball of intrigues, riddles and plot ups and downs begins to twist further, that many films can be envied, which get to wide rental. And all this happens in the literally tangible atmosphere of a nightmare, twisting into an increasingly tight spiral, which is the farther – the worse. For meager grandmas, two million dollars, Scott Derrickson made a wonderful film that could compete with the best representatives of the genre. And as a cherry on the cake – the ending, which very elegantly connects everything that happens in one to the best logical whole.

About the actors – the main character is chic, Pinhad changed the role, but still burns with napalm

Surprisingly, by the fifth part of the franchise, she gained fresh breath, Scott Derrickson well shoveled the concept and was able to pleasantly surprise both critics and fans. Yes, who knew that this is the latest breathing became dying.

Since all subsequent parts were days, we won’t have to scatter about them, you should not watch them in any case, here is a brief opinion to you.
The rebel from Hell 6: the search for hell is a re -leaf of the plot from the fifth part, but boring and at times to idiocy illogical.
The rebel from hell 7: the army of the dead is a muddy trip about the Juranist’s trip to Bucharest with all the ensuing consequences. The plot was never fully understood, although I reviewed it twice.
The rebel from hell 8: the hellish world – Pinhad moved to the Internet. Either thriller, or propaganda of alcohol, or it is not clear what, with an idiotic unexpected turn at the end. Lance Henriksen is attached.
Risen from hell: Revelation – made on the knee of the ode of mediocrity, removed in two sandwiches with a rotten sausage, even Dag Bradley disobeyed here to climb.

Fuh, so we seem to have mastered the franchise «rebels from hell». Many people think that this was the most significant contribution of Clive Barker to Kinematographer as a director. I am categorically against these fabrications. Let us return to the past, namely in 1990 (lose the topic from “Back to the Future” in your head), when the next one after the first part of the “rebel” film on the work of Clive Barker “Night People” was released. At the helm – Barker again. At the heart – the story «Basis». What happened? Let’s find out!

Night people (Nightbreed – 1990)

Plot ups and downs:A young man named Boon considers himself guilty in a series of brutal murders. He was convinced of this by a psychiatrist deer. Bun is looking for salvation in the legendary Midian, an underground city of fugitives, where all sins are forgiven. This city is the refuge of the “night people” of the ancient race of monstrous monsters – mutants, living dead, changing their appearance and hiding from daylight and human eyes. The warmth of the «night people» Bun now should put the safety of Midian. And forever forget Lori, who loves him and is trying to find him. And in her footsteps are the police and deer who dreams of destroying the “night people” ..

Barker is true to himself – the makeup is still fantastic

Why I love: There are underestimated films, there are rehearsed films, but there are “Night People” – the film is so underestimated at one time that from the realization of all its underestimation I want to sit down and quietly, very in peasant, to launch a tear. Do not look at cool monsters, the film is not about that. That is, not quite about it. Once again, Barker laid a much deeper ideas in the film than it seems at first glance. At first glance, we have a very, very high-quality fantasy action film, a real adventure that quickly flies before his eyes and leaves behind a warm feeling of perfectly leisure. With a deeper consideration, we have a drama. Yes, yes, do not be surprised, the real drama is. The unconditional tragedy of this very “night people”, all the horror that they experienced when people learned about their existence, all this pushes for food for thought after watching, because people destroyed not just some kinds of weapons, they destroyed the people, with their culture and customs, only because they were others that subtly hints at some historical events. And this makes it soak thoroughly so. But let’s not about the sad, we will be about how it is filmed. Simently. First of all, I want to applaud the make -up artists, for local obscurantists – just a miracle. Everyone looks unusual, everyone manages to stand out against the background of the rest, at the sight of the work done, the real delight is overwhelmed, along with the standard “they knew how, scum, do cool”. The rest looks just very, very good – the operator does not jam, the director holds the dynamics perfectly and breaks the viewer on the desired emotions. Actors are more beautiful, everyone oozes with charisma and give out an excellent game. And there is David Kronenberg, annealing at the level of Daga Bradley. (Do not know who David Kronenberg is? It should be ashamed, young man.) Wonderful movie. Here, damn it, it’s not a shame to say, the “night people” is one of my favorite paintings, which I have been trying to force everyone and everyone for a year now. Klave Barker introduced a very mature job to the audience, which works perfectly both entertaining and dramatic spectacle.

I praise the film here, but at one time they accepted it not only. Critics shut up restrainedly, while the audience stupidly ignored, from which a tangible failure in the box office came out. But time reasoned everyone, now the “night people” often can be found in various tops of “the most underestimated films of all time”, and the viewer tried it over time, so we have another cult work from Clive Barker.

Exactly two years later, the name of the famous writer again thundered in the cinemas. Bernard Rose, known mainly as a dramatic film director, shot not the most typical movie for himself – the film adaptation of the story “Candimen”, based on city legends about a huge vile man who appears after you pronounce his name in front of the mirror and does something not very good with you. Amazing, but it turned out something very, very curious.

Candiman (Candyman – 1992)

What how much or plot plots:The inhabitants of the remote quarters of Chicago have a legend about the mysterious maniac, nicknamed Kandimen, inhabitant of the parallel world. He does not need a knife to apply wounds: a prosthesis of his hand in the form of a hook – an ideal weapon of a crime.While Candimen is beyond reality. But if you stand in front of the mirror and pronounce his name five times in a row, he will cross this unsteady line. And then no one will be able to escape.A group of young scientists who do not believe in the mysterious Candimen is taken for the study of this legend. But at any moment, instead of their reflection in the mirror, they can see the killer ..

Tony Todd – the main decoration of the film, the man was able to create a memorable and terrible image of inevitable evil

Well:: In general, Barker is lucky with the transfer of the villains of his works to a large screen. Bernard Rose, for nothing that the playwright, managed to remove the beautiful detective horror, giving us another cult villain, let it not be as well -known as Pinhad and the brethren. Candimen scares, Candimen makes the viewer be nervous and generally not to feel very comfortable, not least thanks to Tony Todd’s stunning game, a very, very underestimated actor, usually living in the second roles. Having thrown off the shackles of the second -altitude, Todd creates a memorable and terrible image of inevitable evil, which will overtake you anywhere. The film itself is a completely competent sample of the horror of that time, pressing more on the atmosphere and tension injection, and not on screamers and cheap scarecases.

Kandimen did not repeat the fate of the synobits – both sequels, who came out in the wake of popularity, turned out to be the bottom.
Candimen 2: Farewell to the flesh – from the detective thriller everything turned into a crooked slasher, completely misunderstood what made the original so good. But Todd is still cool, on which the sequel and leaves, so you can look once.
Candimen 3: Day of the dead – the bottom without any discounts, forget like a terrible dream.

«Candimen» perfectly showed himself at the box office, critics were written in boiling water, the audience was written with boiling water, everyone was written with boiling water. Apparently, therefore, Barker was entrusted to the third (and last) time to sit in the director’s chair in order to show everyone where the crayfish winter. He was going to shoot not anyhow, but a detective thriller about magic and fatal beauties. It turned out … ambiguously.

Lord of Illusions – 1995)

Briefly about the plot:
The ordinary business, which is investigated by the private detective Harry, acquires a frightening turnover when he encounters a secret surrounding the world famous magician Philip Svan and his beauty wife Dorotheu. Harry is drawn into a monstrous whirlpool of secrets, deception and unimaginable horrors. The illusion is a trick, but the magic is real ..

The chic art

Why suddenly ambiguously: And so here. You did not think that I would only praise Barker here and spread in Fan saliva, praising his directorial talent. No, the «lord of illusions» – the movie is pretty good, even good, but completely optional. The «lord» suffers primarily from his own timing. I’m not so missing while watching, but the film has a stupid habit of pulling and pulling the scenes, it seems that the scene has completed its task, but it stretches and stretches, from which there is a feeling of protracted. In the end, Barker completely swings at blockbuster heights, but with a budget of twelve million it looks very so -so, even a makeup this time is completely unimaginating the imagination. Frankly, the “lord of illusions” is the weakest work of Barker, not the skillful realization of the most beautiful idea. Does this make this movie bad? Of course not! Despite the rather offensive flaws, the picture all the same looks with moderate interest, and if you miss detective thrillers with a fair amount of mysticism, then it even risks giving you a well -spent time. But I repeat, of all the directorial works, this is the most weak in my humble opinion.

And again we turn on the time machine, being transferred in 2005. Showtime Channel launches a very promising project “Master of Horror”-a series-almanac, consisting of the works of outstanding directors and scriptwriters of the horror. Not the latest people in the industry visited this business – Stuart Gordon, Dario Argento, John Carpenter, Joe Dante and a lot of people who have formed the genre for decades. Klave Barker was also clogged into a “powerful heap” as a screenwriter, giving us a novel “History of Hecel”.

This is obscurantism, shot for television, it is not worthy of mentioning. Let’s imagine that no one has ever shot it.

Masters of Horror (Masters of Horror – 2005 – 2007)

History History

Plot:The lost Ernest Hakkel finds the long-awaited human dwelling somewhere in the rural expanses of New England. He is given a room not to go outside, no matter how he hears. Since the cries of an invisible child are gradually drowned out by guttural moans, he disobesience to the owner and hurries to the rescue, finding himself in the unseen orgies of the unlawful.

The novel is mostly spoken, so do not wait for the special intensity of tin, although it is present

Well, how: In general, it will not be superfluous to say that it is worth not only this short story, but the whole series, because there is something to look there at. A lot of old people from the genre are epic shaking the old people, giving out very non -terrible things. It was this short story that came out one of the best in the cycle. Thanks for this it is worth saying to Barker, because, despite the dialogue orientation of the short story, it is huddled regularly, and the plot itself turned out to be interesting exactly so that I did not want to differ from the screen at all. You can consider the History of Hecel a certain check, because if you liked it – look, you don’t like it – better and do not take it to continue.

2008-2009 began to see the breakthrough for Barker fans, because during this period not one, not two, but three films based on the works of the writer were released. And the most unusual (and the best) turned out to be the first – the film adaptation of the Hardcore story “Midnight train with meat” from the crazy Asian Ryuhai Kitamura, a famous supplier of vigorous slasher and typically Asian fighters. The film turned out to be the director.

Midnight Express (The Midnight Meat Train – 2008)

I have brought a Russian poster to you here, for a century

About the plot:The young photographer of the criminal chronicle Leon Kaufman receives a profitable offer from one New York Gallery-to show the public his works. In his photographs, he should reflect “all extreme and dark” that is in the city ..

Whoever said, and Winnie Jones’s face is good

About the film: Let’s immediately agree – you do not need to look for hidden meanings, plot surprises in the «midnight express», because this was not brought. But they brought such a chic graphone mochilovo that all the lover of the slasher faints from the abundance of unmotivated violence. Ryuhai Kitamura took off a stupid and straight way like a stick of slasher, which seems to be not very good. But. BUT. But. The main thing here is not “what”, but “how”. Winnie Jones smaster the skull with a hammer, giving out 21+ with all the ensuing consequences, the operator is 21+ at all possible angles, bringing lovers of a beautiful picture to fainting, Ryuhai Kitamura competently gives and dilutes the talismans, so that the viewer does not bother. My perception of this picture is close to my perception of “pirania 3d” – cheerful urchilovo without brains, this shameful pleasure. Yes stupidly, yes plot holes the size of lunar craters, and Bradley Cooper is absolutely gray. But as soon as Winnie Jones frowns and goes into the wagon to create a bobbro and prosperity with a hammer under the epic spans with a camera – the whole world freezes, and I go on a breathtaking one and a half hour trip, shying with delight when the next batch of eyes, brains and other things flies into the screen. If you love dumb slasers with delicate love, you came to the address. If you want a little barker, you can be disappointed.

Again, from the area of ​​amazing – critics were praised, but the audience did not very appreciate the picture, because it failed very crack. But do not be sad, my young lover of Clive Barker. After all, what the writer’s fans have been waiting for for many years – a film adaptation of the Book Book of Blood.

Book of Blood – 2008)

Briefly about the plot:The plot is twisted around a specialist in paranormal phenomena, who, in the course of investigating a terrible murder, discovers a mystical house, from which the souls go straight to the afterlife kingdom.

Pleasant appetite, by the way

Well, how is it, epic? In order not to upset you, dear reader, I’ll start with the good – the events from the original are transferred in the film adaptation quite accurately. Finished about the good, started about the bad. Film bottom. This is not a bottom as a “holy sinner”, because there is a certain work on the material, but still the bottom. Why? Because stretching a small story for a hundred minutes is a doubt idea. Because the creators decided, it is not clear why, to steal psychologism and other things, invented children’s injuries in order to make them more voluminous and more interesting. They cut psychologism – and threw it in half the case, the characters remained flat mannequins. And this is how a tiny story turned into a sterile British horror about a ghost house, it is completely incomprehensible why and for whom the shot. All a hundred minutes of timing, the heroes go, strive to undress, look languidly at each other, talk sincere conversations (revealing the characters), sleep with each other, they find out something there, they will show ghosts a couple of times, they will let the end a couple of times – the end. Thank you, director, I fell asleep twice while watching, my girlfriend fell asleep in the first twenty minutes and did not wake up until the victorious end, we didn’t need this anymore.

«Book of Blood» somehow completely imperceptibly passed by a potential viewer, falling into the box office and forgetting immediately after the exit. In 2009, the penultimate film was released on the work of Clive Barker (the last one was “rebel from Hell: Revelation”, but this is right Bue) – a thriller in one time very impressed by me “Fear”.

Fear (Dread – 2009)

The suitable plot: In a student dormitory, Stephen Grace meets a young man named Kueid. Cueid’s philosophy is this: fear is the only meaningful reality. All people, according to his theory, are afraid of something.

The atmosphere of claustrophobia is transmitted to a dozen

And how: A very nice thriller, modest, but proud and okay tailored, but if the guys have a more impartial budget, you look at a great movie. “Fear” suffers due to rigid subsidence in dynamics closer to the middle, and not everyone will like a rather melancholy beginning. But when he gets out, you will no longer tear you up to the very end. The director is perfectly delved into the essence of the story that he shot the film, so he caught up with the atmosphere of the atmosphere of the entrusted horror from the awareness of the situation in which the heroine got into and rather competently inserted here and there, allowing the viewer to know the main characters and imbued with emotions. Actors here are generally well done – for Stephen and Cheryl, you are worried about all the fibers of the soul, and Kueid turned out to be a reference vile villain, with understandable motives and aspirations. The film will not open new horizons to you, but a pleasant evening in its company will definitely give you, because it is quite competent, albeit not an outstanding film adaptation. And to lovers of “claustrophobic” thrillers, such as “buried alive”, and indeed the topics of locking people in a closed space and further mocking over them, I recommend that you recommend.

What is there in the future: In the future we have a remake of the “rebel”, at the moment he is at the stage of conservation, but the guys promise that when it will be, it will be epic. Clive Barker will sit down again into the directorial chair in order to remove the “tormented souls”, but what is it when and how – also completely incomprehensible.

Total: Clive Barker is the rare example of a person who is talented in everything, for whatever he would take up. He gave us two most beautiful films (and the third good) that he had stripped by him and the whole breakthrough of good (and not so) paintings, to which he attached his hands as a screenwriter. All his works are distinguished by his identity and their own vision, Klive never hesed out of the cinema and trends in the cinema, betraying and deprived of financially, but recognized and warmly beloved by the audience, which still look great. Probably the magic of Klava Barker – even many years later, his paintings do not become obsolete for a second.

Iiiiii here is all! It was difficult, it was long, but it was done. I hope you like it. Imelman was with you, until very ambulance.

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The Binding of ISAAC phenomenon – ugly masterpiece!

Once again, stably showing the meaning of the word “relevance”, I publish this primary April Blog, guided by Article 12 of the legislation Stop Game ru: «Dedlines are needed in order to ask them». And by the way about to push – I hope you are ready for this! Filled with inspiration and the desire to talk about the most burning topic Mikhail Deadnov In place, your advantages and subscription are already standing – we will not pull the gappi for the testicula and we will start!

The question that I asked to write this blog is extremely simple and, it seems to me, is very obvious for Not familiar with the game of a person that he will look at her for the first time: how it can be generally interesting and how it can give genuine pleasure? Everything around looks disfigured and even psychedelic;Enemies and heroes or ugly/distorted creatures are either stinking and defeating without a break. Around pus, flies, dirt, fire and it may even seem that you even felt this Sheptun. But the most important thing is completely different – AroundTonsshit! And if the recent Cult of the Lamb had some kind of similar elements (brown, mainly), then even in it it looked more innocent and cute, as if playing into the hands of an absolutely dual and ambiguous madness of the project, where the dualism of the dark filling and the light hide, as a result, form only an indelible impression, “I will have a good heap, let’s run my good good!». But, If we are talking about The Binding of ISAAC, it looks without exaggeration as a vision of a person who is very sick with something serious, or surviving an explicitly unpleasant life experience, leaving a significant trace in his life … just compare and tell me:

I hope not to say that the Satanic cult is, by definition, the thing is quite terrible?

This happens when your body is overflowing with an attitude that does not require any evidence

And while you all choose the first to go against the system and raise an assessment of the new project, I will finally move on to the main topic of this blog: Isaac is a phenomenon, Which, despite the 90% chernukha in its content, continues to cause almost the same reaction among the players for many years: genuine Joy and interest in the continuation of the game session. And it is here that we will talk in the following areas on the topic:

-What exactly so terrible contains a game?

-How much Deep ideas laid down in this simple project at first glance?

Why She, despite these elements, works far from a bunch of excrement deposits?

Only demons live in my world: they feed on children and poop bloody prudes

If they ask me what game is the most immoral and which I would ask to slow down the degree of chaos-it would not have some kind of Mortal Kombat, far from Bayonetta or even some Hentai Puzzles. Unlike today’s guest, they do not very much hide what they are. Especially the last category – “Games” of such a plan already tell you everything. But when we are talking about Isaac, in most cases, a person who looks gameplay does not understand anything at all, but he is fun: the kakahs break and contain objects;Strange men run and shoot anything;An incomprehensible something on the fifth floor in the person of the protagonist is arranged by Armageddon from special effects, demolishing everything in his path. And after this you want to try yourself. Try the madness that you saw. You are not careful about the details, in front of you is an exciting action-clip!

But before me, you know, noidverificationcasinos.co.uk/ just a terrible sight: a lot real uglings and physiological diseases that are well adapted in an anatomical way or in terms of the properties of enemies/objects;a bunch of biblical references, most of which refers us to Satanism and the murder of sacred creatures in the person of angels and other people;allusias on many psychological disorders, When contemplating which separately from the game basis, it becomes terribly;The abundance of the moments of the demonstration cruelty and human vices, What permeate the lives of many people!

And all this you observe, if you just stop for a second, distract from a peppy gameplay and look a little more closely and listen to the environment surrounding you. I will say right away: as soon as I began to think more about the content of the game in the key of hidden values ​​- all the more it was not for me from the one in whose patient at first glance I was in the head. It was at this very moment that I caught myself on the resonant thought that I haunted my cranial box: this is too thin allegory so that it can create a healthy person from a full -fledged family who does not know what family grief is. Perhaps the ideas of the project found a response in my soul due to the presence of their own family problems and personal struggle in their childhood, but this is not so important now. Another thing is important – I had to find out who is behind this and why the game looks just like that, and not how else. At this very moment, I climbed to check the information about the authors of the game and its director. And I found her ..

Now it does not look as cute as before? But you just picked up Wooden Cross, Monstro’s Tooth, The Polaroid And The Belt Together with Blood of the Martyr.

Who is the same misunderstood genius or a fled patient?

Edmund Charles Macmillen – This is exactly the person who stands behind the style of the game and the horror that many gamers admires to this day with smiles on their faces. I will say right away: I did not study his biography from and to, this is not my main goal. I do not want to share with you his history in the video game industry. But to understand the general essence of the material and why the game looks the way it looks like in the end, it is necessary to briefly discuss his life at the beginning of the path and the person as a whole. So let’s get started!

Edmund was born in 1980 in California. Is it important for us with you? Someone for whom the dates are simple numbers without context will say «well, I can calculate the age, thank you, thank you». It is for such people that I want to describe the special achievements, which distinguished America of those years: a record level of unemployment of 12%, a huge level of inflation of 15%, a record level of crime and murders even after a whole Vietnamese war, from which only 5 years passed. Imagined? And now let’s move on to the family of our hero: pious parents whose family observed acute problems with alcohol and drugs during the rapid economic recession of after-war years. Could it grow in such an environment absolutely normal, a person who did not know grief and problems? Obviously, no. But is this bad as a result? From the point of view of personality development and growth over all our world as a whole as a system, that I am ready to chew and spit out – I would regard this as an important experience, which will only harden a person. Remember: what does not kill us will make us stronger, and difficult times give birth to strong people. This is what happened to Macmillen.

I want to draw your attention to the so -called “24 advice” Edmund to understand his general mood at the time of 2009 (2 years before the release of the fateful The Binding of Isaac). At this moment, our hero is almost 30 years old. First – Charles calls us «be honest«. This is the very first thing that the developer distinguishes in the framework of his speech. He begins by the fact that he does not want lies and deceit, hypocrisy and similar in the framework of both his activities and the things surrounding him. This is clearly visible within the framework of his work in Isake, since he demonstrates that many aspects of human life and history nowhere, sometimes even too much … I could make out every advice of our guest, but let’s not delay this moment: want – follow the link above and see for yourself. I will highlight only the second, no less important point: Edmund calls «do not expose their ideas to censorship«. Not in the sense that it is necessary to score on everything and go to do a hentai, but from the point of view of the fact that others are far from stupid and ready to talk on topics outside the vacuum of universal casual and sterile perception. And you know, I am grateful to him for being ready to take such a serious step when creating Isaac, about which we are a little more in the context of the creator’s personality and talk now, but first a few words about what kind of person Edmund is now: he is a married man with two children who lives a complete and joyful life;remembers his relatives and especially granny, who supported him from the earliest years. And most importantly – all this is felt even through the prism of the original project, while realizing the words of Edmund: «»Put Yourself Into your work And Show The World Who You Are

As part of the game, the very first thing that meets us as players is the general style of drawing. And here the game is already visible in the contrast that is permeated All Project from crust to crust. You see a bloody inscription flying a flying child. But along with this – all illustrations besides the main logo of the game look as maximum … cute something? They are quite naive, like an innocent child painted with the hands. And then there is a place to be, more likely, The impact of children’s works of the developer himself, which were stored from the early age of the author’s grandmother and were transferred in adulthood. We know that even a child’s drawing is able to tell a story, convey emotions and feelings that the author experienced it when it created that. And especially if the author himself looks at his long -standing work, here there is a place to be an event background as an element of the exposition of the entire creative element. And this style was based on the results in one form or another into the final product. The bet clearly played. In combination with children’s illustrations, the general tone and spirit of the project looks extremely ambiguous and incredibly original: on the one hand, we see an incredibly high level of chernukha, but it borders on such a common stylistics that even huge flies-self-kilies seem to smile at you with a childish and innocent picture, which is difficult to imagine that you are a real illustration of despair and hopelessness. But sometimes a fly-bomb is just a fly bomb, of course.

On the levels of the game, even behind the enemies and artifacts, you can already see many terrible elements: dark holes in the walls, covered caves with skeletons who are dead from hunger or creatures, bloody structures, bone and skeleton elements, burning rooms and even hellish corridors of the boundless abyss with a couple of frozen islands, barely connected. All this was clearly created not for the stupid entertainment of the player, but has a specific message and plan. But the most important thing is the goal. Edmund’s goal is to make the player feel as uncomfortable as possible at all. We are locked in limited space, we do not have the opportunity to get out of our only destiny – to go down lower and lower, to meet the inevitable death. But ours, or ominous creatures around – this is a question to which we must give an answer ourselves. At the same time, I cannot but note the musical accompaniment of the whole game and, in particular, levels. It sounds incredibly cool at first glance and as if calling you for action: powerfully sounding guitar riffs that repel the drums and extended choral parties to the beat of what is happening. However, when you look at the whole picture without the participation of the gameplay in it, the music sharply acquires an incredibly oppressive, even in some places a terrifying shade. Listening to her, you feel not the fact that the heads of enemies will fly under the powerful cuts of the guitar, and as if something is already going through your soul-it moves through the door of the catacombs and the labyrinths of this basement. And the roar of drums becomes more like the loud steps of those unknown monsters that are already following you, making devilish sounds in unison, causing only genuine and animal fear.

And here it is necessary to make a small retreat – like Macmillene, I am also a native of the far from the best family cell about which I spoke briefly earlier: the alcoholism of others, the excessive piety of the older generation and although there was no drugs in this equation, nevertheless there was a crazy house. And as a person who knows what a relative who is mentally ill for you is, your flesh and blood, you understand the pain and feelings of an unable to help a child. All that remains for you is to shut up and cry alone, until the time comes to fight for your life, is the best life. And why am I? Yes, to the fact that I am not able to find the best allegory for the state of my existential youth crisis on the basis of psychological injuries, as the structure and composition of the Edmund project. You feel there is nothing native, something frightening and … crazy. Do not understand me wrong: these are all terrible things that would never have existed in principle never. But they are an inevitable part of our life. And the lives of all those who were before, or will be after us. Diseases, religion, fanaticism, dependence, sins and vices – All this is impregnated by our world. There is no black or white – there is only what wants your death. This natural selection and its success is determined only by your personal choice.

As for the idea of ​​the design of these very notorious killer enemies, then Charles did not stint on the structure of his brainchild: he took everything that was available to him in his life and her surroundings. Mortal sins? Separate visualization in several versions. Manifestations of the most terrible creatures that you can think of in the game setting? Here you have a huge head of a man-like monster, which is only able to spew out blood fountains;And then a mountain of human meat and organs, merged together and inside of which a parasite man moves like in a living organism;And how do you like the huge head of a person, whose eyes are pierced and at the same time there is only a huge variety of endless flies inside the body, that they strive to break out of the stuffed carcass with the grimace of despair. Or you are still not enough? Well, here you have Satan, that calls for battle with you all mortal sins, all the riders of the apocalypse and fallen angels, while after his defeat, resurrected in the form of a bone head that wants to betray your mortal body to hellish flame.

When we talk about enemies in the game, it is difficult to perceive them as something simple and ordinary. From the side it seems that they are not ordinary and boring, but when you understand the topic deeper – you understand that the creator of these images adapts very well, albeit classical, but extremely ephemeral and in many places not specific matter under his vision. To some extent, the game can be compared with all of us unloved Dark Souls, where lorne and plot moments had to be sought in details: objects, dialogs and locations. But if there were any special points-here is the totality All Without exception, visual, gameplay and audio aspects of the product are the most important element of the disclosure of general ideas and the developer’s sending in particular. Do not think, supposedly Edmund wanted to create a crypt thing and go out to horror, as many modern tresh projects are used to doing. On the contrary, he sought to create a mundane, but recognizable and signs for himself primarily a style, because as he said – you need to make games primarily the way you want you to see them. And here it is clearly traced that the author really wanted to convey many horrors of life and its aspects to his audience, but not in thoughtless chernukha.

Makmillene would make the style of the game soft and pleasant to the eye, albeit enough crypt, one way or another, if I just wanted to increase sales? With each new floor, he will heated a degree of madness and stops to visual perception and narrative, as well as the transfer of this to the player’s analyzers through an increase in the number of adults and harsh elements? The path from the basement with cute blanks to a bloody pentagram in a battle with the devil himself occurs with the uniform and natural development of all aspects of what surrounds us. The project does not consider the player for an idiot, but does not stick his true nature and essence right under your breath. And the game tells you, how to find it deeper than it, the only one main thing: the more you are afraid, the more thorny your path to the best future will become. If you want everything to become better – be ready to challenge even the devil himself if you need it. And you can consider me a madman, but I sincerely think that this is how you need to do the game: so that it does not impose anything on you, but at the same time gives a huge field for thoughts and discussions about yourself if you want to strengthen your idea of ​​the product of the creator of the project. And this is great. But let’s, after such a cloud of beech, we will finally answer the main question: Why?

Why in The Binding of Isaac I want to play again and again, enjoying?

You know what … madness? Okay, the Farcry-RECOMNISED WHATED, and now to the point: you can be consistent with the following words, or you can go to scribble angry comments in the comment, but I must say this here and now: TBOI is the best representative of the genre until the end of the video game industry. Not a single coward has so many elements: the variety of characters;elements of passage routes;an abundance of objects and combinations;Mod-community and, of course, GIT-GUD potential. Isaac is a phenomenon that is not equal and I do not believe that they will. But I will not compare the game with ETG, Hand, STS, Hades and further on the list of your favorites. Today the goal is not this. Now I want to talk about how the gameplay of the game allows her to stay afloat so many years and why he perfectly complements the ideas of the project, turning a terrible basement into a passed stage in the struggle with his fears and a walk along the corridors of the former horror.

Firstly, we remember the fact that life is a struggle for a place under the sun. Struggle that will go forever. And very often having a cyclic character. In this context, the format of eternal races against changing barriers on your path is an ideal allegory on the plane of the problems of harsh reality and how we try to surpass them: we approach with a cold head to business, try to think through a clear plan of action and our path, and then we go into the unknown to battle with our demons and problems. Similarly in the game: Isaac is unique in that you are everywhere Not safe, however, if you are used to this feeling, we can assume that this is a light walk. While you solve some problems on the way in the person of passage rooms where you can easily die, you twist the plan in your head to your entire floor. The game teaches you not to live a moment, but to count your actions on many moves ahead. Determine what will happen according to the results of this stage, and what is bad. And all this time you are forced to fight for your life on a regular basis. Imagine the situation from life: you are at work, you have a blockage. You are forced to make 5-6 documents until tomorrow, in parallel with this, holding important meetings almost the whole day. And you, while conducting your performances or listening to colleagues, in your thoughts already at the same time think about solving the second and third problems. And such examples can be given a lot according to a variety of aspects of our activities. Yes, it sounds quite corny, but Isaac works due to the fact that he does not hold you by an idiot. He does not lead you by the handle and does not resemble everything in a row, playing for you. Your mistakes will be on your conscience. The results of the races are only a consequence of your actions and decisions. But the most important thing is to more intellectual.

The whole project is built in such a way that you should strive to be better than the game and use even the most seemingly useless mechanics to your benefit. Pilyulya, which creates a trace of shit for a couple of seconds? Excellent, I have a keychain on the drop items from it. Or in front of me is a wave of enemies, which I thus isolate and after breaking one heap, making their movements beneficial to me. Although, it would seem, just shit, not a pill! And this is the whole game: it completely encourages a creative approach, approves your experiments and even pushes them itself. After all, you are not just a slave of a system that is unable to change it. You are the one who will use all the opportunities surrounding you for your favor. Both in the game and in reality.

Well, the abundance of special effects, of course, is present for all stubborn and cruel mechanics!

However, how it turns out that the gameplay works for the main idea of ​​the project and all this atmosphere of Severn, horror and in general? Well, here it begins secondly. Remember how I pushed you a cart about the complication of the style and structure of the design in the framework of deepening by floors? The same with the complexity of the project. Despite the fact that you start in a simple area with simple enemies – each floor becomes more complicated: the number of mobs increases, their hp, they become more complicated and diverse, and your lives are taken twice as much as the path. The project does everything so that you do not feel safe even here, during the passage and, it would seem, fully equipped. This allows you to make Isaac not only dependent on your ingenuity and intelligence, but also on skill as part of the ability to “press the buttons”, let’s say, let’s say. The game in this respect manages to keep the near-ideal balance. Only with a rand can you disappoint you, but usually it works for the sake of immersion regarding the idea of ​​the project: the unknown. Thus, whether it is your 1 race or 100 – when switching to the final location, you have an eye before, it will press now. Edmund was able to create such a concept on the basis of the first Zelda and develop it to such a complex system that every race you are surprised: how all this chaos can work as clearly as a clock ..

Well, now thirdly: diversity. The game has 720 artifacts, each of which has its own unique effects. 180 trinket-subjects and a huge number of expendable items in the person of runes, cards and so on. An unprepared player for the first hundreds of races with a huge probability will not let this site out of your hands, because the number of different properties and elements of the game, which carry a direct impact on the results – just goes off scale. This project can be considered as a separate severe discipline, the knowledge of which is a separate type of art or masochism, who likes more. But the main thing is that all this variety of workers does all this is a random. Even if you saw all the combinations, if you saw all enemies and rooms, you will not see all their possible combinations and unique situations for life. This is the reason why the game will live forever: it is already a unique structure in all respects synergies with the uniqueness of the entire game process of each individual race, as a result of which it is impossible to say that you play the same game from time to time. And if possible, change the character to Eden, which each race is also randomly randomly in itself, adding another incredible accident to this layer of accidents.

This is what my head looks like now, which is overwhelmed by the desire to talk more about the ton of the project elements more likely, as if we had just started a conversation. But we will postpone it the other time, you never know it is not interesting for you to read something on the topic of this game from under my pen, like a last blog for example. My favorite boss is drawn, by the way)

What can be said at the end of this modest blog? Yes, in fact there are a lot of things, but I will limit myself to a couple of words: I sincerely believe that Edmund coped with his work excellently. He did not just make another game that could entertain you. He created a project that is much deeper than at first glance in these innocent eyes of a sobbing pixel man in the basement of pixel monsters. Isaac is an autobiography of Edmund, which is more like an obituary about a person’s dead childhood, which did not deserve all this, but thanks to which we all gathered here now.

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History of the Ultima series. Part 3: Ultima II: The Revenge of the Enchantress

After the successful first part of Ultima, Richard set about the next part with the excitement. For her, he began to study assembler, left the university and wanted to give the game a more impressive look in general. But some difficulties interspersed with this – California Pacific had economic problems, and they could not pay money to realize everything that Richard wanted.

But the solution was found relatively quickly. Several companies came to Richard with offers. Of all of them, he chose the notorious “Sierra on-line”, as they agreed there to his requirements. And these were – the replacement of the Ziploc plastic package with a full -fledged packaging and the inclusion of the world maps in it with a description of the work of portals (see below) and manual, and all this was with qualitatively drawn and stylized illustrations and fonts.

All this gave the game a more presentable look. But this is only the appearance – a wrapper. And what about it.

After the victory over Mondain, Lord British united the whole world under its rule, the old enmity was forgotten, trade flourished and Sosaria began to celebrate. A new miracle has even opened in the world – the lunar gates. They allowed to move in time and space. This was the beginning of the new philosophy and science. It lasted as long as 18 – 20 years. So the era of enlightenment could begin. But this has already happened and until everyone rejoiced, no one noticed an impending danger – Minax, a student and beloved Mondain.

For obvious reasons, she decided to take revenge. And she did it in a rather difficult way-she created one wounded, exhausted orc and sent him in this form to the world. And so farmers found him. They went out of him/her. Having woke up, the orc did not understand what to do – his natural malice at first did not allow him to accept a feeling of gratitude, but as a result it took up. People accepted him to their society and even magicians who know about the magical origin of the orcs of the orcs, did nothing and did not begin to look for his creator. And as a result, more orcs began to appear among people.

But the influence of the orcs on society was stronger than their goodwill. Evil began to gain strength and switch to people’s behavior. As a result, conflicts began to be kindled, which reached the war destroyed the world by 2111 in the heat of nuclear war. Many were saved, taking advantage of the lunar gates and went into the past, among these were the main character.

As a result of research, it turned out that all Thames-slots.co.uk problems come from Minax, which was hidden in the most ancient times – the time of legends. Having learned this, Lord British organizes a detachment to solve this problem and to destroy Minax.

Note: There is a problem in the plot from the manual – it never mentions the resettlement of Minax to Earth, but the world is similar. The fact is that the plot depending on the time difference. After all, the well -established main character will be only from the fifth part – only there they will say that the events of all games occurred with the same person and that he came from the ground. This is what explains why the world in the game is like the Earth, why the game has a Soviet Union. It turns out that Minax wanted to take revenge on the main character by destroying first Sosaria, and then his home. In fact, it is precisely such incomprehensibility of the plot that disagreements arise on the kind: “Moon gates created Minax” or “Lunar Gates were found”.

Starting the game, you are already met by the screen of the creation of the character. The same characteristics as in the first part, the same choice of floor, race, class and name. And the distribution between them is the same: a man means +10 to force, a magician to dexterity, and so on. But the game is a little hackite. In the first part, all the characteristics already cost 10, and 30 points are given for the distribution. The second is given 90. It would seem generous, but no, you have the same 30. Just each characteristic costs 0, but by the beginning of the game each of them should have at least 10.

What can be said about the gameplay. If in general, then this is like the first part, but worse. Much remained unnecessary, but everything crushed the balance. The fact is that the game requires an inexorable amount of grind. Money is needed for food, pumping, weapons, food, transport, quests, food and still to quests. And even if you do not change the prices of the second part (and they are large), then if the speed of earnings was like in the first part, then this would not be a problem, but this is not so. Killing any monster, you will get from 0 to 12 golden. This is very little. And we also need to grin the necessary objects like strange coins to stop the time to stop the time, a blue brush for possessing a frigate, tri-lithium as fuel for a rocket and so aaaaa further.

But not only regarding the earnings of prices and the grind of objects suffers from the balance. The point is still the importance of some characteristics. Considering that you do not need dexterity at first, you risk not getting a game. After all, 1 unit of dexterity is even 1 percentage. But this does not look like the truth, because even with the maximum at the beginning of the game with dexterity, you will miss very often. So with a low dexterity indicator you will be killed very quickly, you will not even reach the city. In addition, dexterity helps a lot in opening locks and theft of armor from shops, and food, and a master line, and so on. That is, it is better to be dexterous, but weak? No. You cannot use good armor (weapons depend on dexterity). In this part, it is better to be stupid and ugly enormous to get through the enemy and kill him with this blow, and not tickle the heels. But other characteristics suffer that mainly affect prices (only in stores). And if you need to increase the characteristics, then you have a guy who is in the California Hotel in the city of New San Antonio during our era. It will generously increase (for 100 gold) a random parameter by 4 units, but may not increase, but be careful, an increase in the parameter above 255 will lead to a decrease to 0.

But not only problems appeared in this game. Yes, there are very few innovations, but they will go to the next parts. One of them is the religious lunar gate for the series, moving the player at different times and places and appearing in specific phases of the moon. The second is more developed cities. Now they were like cities, not the market. They had parks, houses, bays, prisons and, accordingly, shops. And the latter is more developed dialogs. That is, NPC did not just say one phrase or just stood, everyone could say something and many had more than one replica.

And now to the rest. In principle, compared to the last part, there are fewer key tasks and there is no need to go to the dungeons at all. It would be easier if the game at least hinted what needs to be done. And you need to get the best sword in the game – Quick Sword requiring 49 dexterity and this is the only weapon capable of killing Minax. Get a ring that protects against power fields in the castle of the sorceress. And to fan a lot of strange coins stopping time, because there are many immortal monsters in the Minax castle.

The sword in principle is easy. He is at one of the prisoners in San Antonio. So you need to decently pump dexterity in order to open the locks and bent keys (master keys) from any guards in any city. Yes, the game requires you to arrange genocide. This prisoner for a sword will also require money … 500 gold. And immediately after his release, security. If there is a Skull Key, then you can climb into an airplane that is not far away and fly away (besides it will need it), if not, you will have to run the whole city before leaving the guards behind.

It’s more complicated with the ring. To receive it, you must again go to the stars on the rocket. But there is a problem – the only rocket in the game is in the Soviet Union (which is called the pirate harbor), which is easier to get by plane. But before you need to prepare, because the Russians/pirates will not be satisfied with the theft and it will not be a shame not to start the chase on time. So we need one ankh (it is strange that in the series he appeared in this way) and more Tri-Lithium’a and Reflect or Power Armor (otherwise die when taking off). You can fly to any planet of the system, but we need a planet X with coordinates 9–9–9 that are introduced when the hyperople is turned on. There we find the father of Antos and having received his blessing to the ring again we go to the ground in San Antonio and find the old man under a tree, pay him 500 gold and we get a ring.

After all these actions, we arm ourselves all that we need and go through one of the portals during legends, break through with a battle in the castle periodically rubbing the coins and kill Minax.

The result was a very long and boring game, most of the time the player simply repeats the same algorithm yet can not fulfill, something according to the plot. The game is simply simply dishonest to the player and it does not matter how he developed and went far, it will always encourage him.

But at the time of the release of the game, people would not agree with me. She received approving criticism, many called it the best in the year and was nominated for the “Best Advent for Home Computers” in 1983 HA Origins Game Fair, losing Wizardry II (rival to the series). And sales compared to the first Ultima. Whereas at the beginning the first was bought in the amount of 20,000 copies and then this figure was expensive to 50,000, the second was immediately sold in the amount of 50,000.

And even if she was bad, but she still took a step towards the species for which she was loved by fans: detailed cards with the manual were coming included, lunar gates, a big world and the presence of freedom of action (albeit within the framework of a possible one at that time).

All this led Richard to one thought that it is possible to develop games in the future without a publisher who may not agree to spend strength and money on a similar project. Why not work for yourself. With such thoughts, Richard began to work on creating his game company – Origin Systems.

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History of Insomniac Games (I don’t know, anyone wrote)

Due to the fact that the recent E3, Sony showed a new game about the person of the spider that the Insomniac Games delays, I decided to find out the story about this company (INSOMNIAC Games for those who did not understand) and now I will tell you it.
The history of the company in 1994 originates, when the 25-year-old Ted Price took off the office in San Diego and bought PC, Mac and 3DO.In the spring, the first worker El Hastings (Al Hastings) was taken at the InSomniac Games. Together they quickly concocted Disruptor demo. All the money of the price listed was over, but Universal Interactive Studios became interested in them, they signed a contract for a drop in several games at once. The companies needed people who would engage in AI and the editors for their games, so they accepted Brian Hastings (brother Ella Hastings). Desruptor was released by collecting small sales.

It is strange that Universal saved on advertising, even now without advertising you will not become a well -known Uyuter (although this is the first game by Inssniac Games)

Price asked the artist Craig Stitt (Craig Stitt) to make some kind of ordinary character, so the purple dragon of Spyro (Spyro The Dragon). Sinoi (and they know a lot about advertising).

On the purple dragon, 3 games were released, unfortunately we will not be able to see the continuation, t.To the end of the contract, all the rights to Spiro remained with the universal (they would have written a petition, so that Sony to buy the rights to the dragon, otherwise they would forget everything about him and yes, I don’t care that she will be on PS4, I still have a whole soul for Sonya, or just Soniniba, and I can’t buy PS4 because of age)

But thanks to this, the Inskniac became the company that we know it now, independent, as well as Rockstar, and Ratchet & Clank was born in 2002, late for two years to release the PS2 console.

It is worth saying that the incisions were initially going to make a mixture of Larka and Zelda, but they refused the idea, it was not that (but I would not refuse to see, although there is an ancharted, but in the near future Horizon Zero Dawn will be released). The old friend of Price made several sketches of the lizard with a robot, then they made a cave man from the lizard, and then they made a pawnshoper (okay) from him

I needed an engine and money (for Ratchet & Clank), and Sonya had the money. Insaniac made several panoramas, showed them to people from Sony by passing them for scenes from the game. The money was received and the case remained for the small. Since the founders of the Insomniac Games and Naughty Dog were friends, they easily managed to get the engine.

Despite the fact that the game got into the Japanese Top 100 (which is very rare), Sony understood quite early what kind of cow in their hands. The first retention and clan were followed by two sequels (oh thatism 3)

The next game was Resistance: Fall of Man, released www.frenzinocasino.uk for PS3, was the second shooter of the company, but more serious and collecting more money.

Ratchet & Clank Future: Tools of Destruption shown on GDC 2006. But they all dispelled when the game itself came out (2007).
Like all games from the company, Ratchet & Clank Future: Tools of Destruption received good marks on metocritics 86%, and IGN recognized it as the best game on PS3.

Ratchet & Clank Future: Tools of Destruption was followed by Ratchet & Clank Future: Quest for Booty (2008) who was released in a digital edition and only for Europe in Blu-ray.

In 2008, Resistance 2-Sicvel of the first part of Resistance was released, which collected 86% A IGN 9/10 in metocritics.

Further, the campaign from 2009 to 2012 comes only sequels.

Ratchet & Clank Future: a Crack in Time-2009 (metocritic 87%, IGN estimates,)

Resistance 3-2011 (metocritic 83%, ign-no ratings, stopgame-approval).

Ratchet & Clank: All 4 One-2011 (metocritic 70%, IGN assessment)

RATChet & CLANK: Q-FORCE-2012 (metocritic-no rating, ign the most)

It is worth mentioning that in March 2011, Insomniac opens the InSomniac Click unit, which will develop mobile games and games for Facebook (Facebook Karl!).

In 2013, Insomniac releases Fuse, it is the first game of the company’s game, which was also released on the Xbox 360, and published it EA (metrocritic-x360 62%, PS3 63%, IGN-6/10, StopGame-sail) is the worst game game player.

Ratchet & Clank: Nexus-2013, there is also a version for iOS (metocritic-76%, IGN-no)

Having made a decent number of games for PS, Insomniac makes the game for the opponent PlayStation-Xbox, releasing exluzivically for the Xbox-One (although there are rumors that he, like other Xbox exzes, will go to PC) Sunset Overdrive (methicritic-81%, IGM-no.Stopgame-boom).

Sunset Overdrive helped Insomniac Games to lead after an unsuccessful Fuse and they create in 2016 Ratchet & Clank restarting in 2002, but called it simply Ratchet & Clank. The project was positioned as a “film game made in the game”, but the cartoon turned out worse. Ratchet Clank restarts how it now abatutes such games, skillfully mixing the old and the new game received not bad grades (metocritics-85%, IGN-9/10, StopGame-inhabitant)

Let’s move the results:
I am not a master of fiery endings, so I just say, the story of the Insomniac Game is evidence of how much the company loves PlayStation. Born under the wing of Universal Interactive Studios, the company became an independent studio, as well as Rockstar. InSomniac Game has not yet released Song of the Deep, Edge of Nowhere and our loved one Spider, but you can confidently say that they will not move us with a spider (all the more if you look at how many good games are in the infusniac and that the trailer was shot from the usual PS4)

By the way, someone saw the Song of the Deep trailer, it is clear what the target platform is at the studio.

P.S, if someone wrote the story of the Insomniac Game, then throw me a link in l/s, I want to know more about this company.

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Blazerush [Review of the game]

Exmachina, Exmachina: Meridian 113, Exmachina: Arcade, Sledgehamer, Armageeddon Riders, Insane 2, Crossout – this is true not all Targem Games projects, but the main knowledgeable player is understandable immediately. This team of Russian developers knows a lot about fast cars and in large guns. And even if some of the listed games are not “fighting races” as such, it is natural that these guys took up their own Rocn’n’Roll Racing.

However, Blazerush is quite different from the hit of Blizzard. So, for example, weapons and accelerators are not replenished when crossing the «starting line», but selected along the racing from random boxes. Also, the weapon is not able to destroy the car – just throw it off the track. But the main difference between the Targem Games project from RNRR – all the action takes place within the framework of one screen.

How it turns out? Remember (if you read my review) that Rock’N’Roll Racing is “cheating” and accelerates lagging racer in order to create more acute moments? So Blazerush is even easier – it just televishes the lagging behind the leader if they are outside the screen. And as a result, it turns out that even the slowest racer can at the last moment cut the accelerator and break out of the leaders.

And the question is, what is then the meaning in the race, if leadership in the first circles does not give anything but the opportunity to get some extra shots? But no. Therefore, everyone plays in two other modes.

Non-hunkers for survival

The first regime is called «King of the Mountain». In it, a player who goes first, every second gets one point. When someone scores 50 points, he wins. And the rest take places in accordance with the number of points scored by this moment.

The rules of the second regime is somewhat more complicated. He is divided into «rounds», in each of which players on the track receive one point each time when one of them dies (dead, of course they do not receive glasses). You can die either by flying out of the highway, or by falling under the hellish unit, which travels along the highway right behind the cars. And since the speed of the pursuer now and then increases, even if the players select accelerators, the end is inevitable.

When the last racer remains on the highway, all the «dead» are being revived and the next «round» begins. Unless someone got 15 points or more. Then the race ends and the prizes are distributed by points, as in the previous case.

Thus, in both modes, players are simply forced to rush forward, despite the risk. And at the same time they need to take into account the positions of rivals. After all, if you shoot the King of the Mountain, and a racer rides right behind him, who literally lagged a couple of points behind you – this is the right way to go down one step in the ranking. Yes, and in “survival”, where each withdrawn brings glasses to everyone, leaving rivals leading on the ends at the end of the round is not the smartest tactic.

However, tactics in the game should not be overestimated. The course of the race depends too much on which weapon will fall (or not fall) on the track. Not to mention the fact that you can simply not fit into the turn, “cling” the walls of the walls or plow the same box with valuable weapons. And this will instantly change the whole situation.

So carefully follow the road, instantly react to betfoxx-casino.co.uk/ opponents and aiming more carefully – this is the key to a high rating and a place on the podium.

And, of course, do not forget to select the boxes and use the contents for their purpose.

Arsenal

Perhaps it would be worth devoting to the weapons and accelerators a separate guide, but, firstly, it is quite small, and, secondly, without a description of the action of different lotions, the review will not be complete.

Machine gun – Since, I remind you, it is impossible to destroy the machine with any type of shell, bullets are the weakest type of weapon. They only push enemies a little bit. But in the machine -gun queue there are as many bullets, so if you manage, you can hit a few goals, or (with proper skill) to get into one enemy several times, knocking it out of balance. Anyway, traveling along the outer edge of the turn, especially where there is no “curb”, a kick from one bullet may be quite enough.

Saw – A rotating disk that can bounce off the “walls” and thus has much more chances in “closed corridors”. At the same time, the enemy you hit (well, or you, with an unsuccessful rebound of the collapse of your own saw) also rotates for some time, losing control. By the way, unlike the rest of the weapon, the saw also acts before the shot – it destroys all the boxes lying in the way, depriving opponents of the opportunity to choose them.

Mucus – A lump of mucus, or in the jargon of the racers «Snot», when it hits, flows to the bottom of the car and attaches it to the ground. Not tightly, however, but the car covered with mucus rides very slowly. You can get rid of the effect by turning it on the accelerator (if you certainly have it), otherwise you will have to wait until the action of the «snot» ends. As you know, it is impossible to push the car from the route in this way (it is even more difficult to push the factory with another type of weapon), but in “survival” the loss of speed can be (and often) fatal.

Sound gun (the same screenshot, where mucus) – when firing, creates an impulse that scatters all the cars that travel in your front hemisphere and close enough. Allows you to deal with several enemies at the same time, as well as clear the way if you are going to the accelerator.

Rocket – The most powerful weapon. One rocket hit the car into flight very far and for a long time. Just staying on the highway after this is already an achievement (not for Steam, however, but – the medal called the «Terminator»).Moreover, dodging the rocket is also not easy – after all, it is a self -ghost. Although the rocket has weak places: it will not be visited by the racer right in front of you, its maneuverability is limited (therefore, you can dodge with the ability), and it can also choose a new goal if the old is too far away.

Accelerators in the race are selected in the same way as weapons, but are considered separately. That is, at the same time you can have one weapon of any type on a car and one accelerator of any type. You can pick up new ones, only after you use the old.

Nitro-accelerator – increases the speed of the machine by about one and a half times. It works long enough and at the same time it is not much more difficult to drive a machine. In principle, “on Nitro” without serious problems, you can break out into the leaders, if you are not very behind and your opponents do not have your accelerator.

Solid fuel accelerator – In fact, a reactive engine that can instantly disperse you (and if you are not careful, throw it off the highway even through a “curb”). With proper skill, it can be turned on it, but it is best to use in direct sections of the track. And this accelerator has not been working for a very long time.

Ion accelerator – accelerates you even faster than solid fuel and at the same time works even longer. But if you turn sharply (or come across an obstacle or opponent) – the reproach will turn off ahead of time. Therefore, for its most effective use, you need to learn to turn on the track as smoothly as possible. On the other hand, you can deliberately turn sharply to turn off the accelerator and not fly out on it from the highway (by the way, for this, a medal is also given, eloquently named «renovated»).

And, of course, do not forget that the game has 20 different cars. Some have better handling, others burst forward faster, others have a large mass, because of which it is more difficult to push them. Actually, the mass, controllability and acceleration are three only characteristics that are combined differently in different cars.

Need more ..

I need the most, to be honest. More weapons, more modes. And most importantly, there are more differences between types of tracks. After all, Rock’N’Roll Racing on each planet had its own obstacles with different effects (mucus puddles slowed down, oil puddles turned up, lava caused damage). B blazerush differences between the tracks for the most part cosmetic. Yes, on the “planet-plug” there are springboards on a pair of tracks, and on the “frozen planet” sometimes the wind blows (for some reason only in the multiplayer, but not in the “career”). But in fact it’s all.

Two modes are also far from perfect. For example, in “survival” you can lag behind and be outside the screen, but turning on the accelerator “return”. But you can not return – and it is completely incomprehensible (in particular because it is not visible) when you fell “under the skating rink”, and when not. And the idea with the «rounds» already does not seem so thoughtful when you stay out of the race and you have to wait until the last two «survivors» find out the relationship.
It’s not simple with the “King of the Mountain”, given that when going in second place on points, it is always more profitable to dare other applicants for the podium than try to break out of the leaders. Isn’t that why “survival” in multiplayer can be found much more often?

But again, these shortcomings would not be so noticeable if there were any alternatives in the game. Let’s say, instead of the standard “rink” in “survival”, a boss from the final level could be present (yes, a real “battle with the boss” occurs on the last highway in the “career”).

The race continues

That is, the racing in the multiplayer continues. Despite the shortcomings and despite the fact that the game came out more than two years ago. Just go online and you can well stumble upon someone’s «party». Not always, of course, but on the weekend – for sure. For such a little -known game – not so bad.

And you yourself can create a lobby and drive in the company of bots, while not anyone joins you. And by the way, high -complex bots are not much inferior to living rivals. So waiting for players as a whole is not so boring. And maybe this is the secret of «longevity»? The ability to connect at any time (even in the middle of the race), filling out empty positions by bots, quick search and creating a game – all these amenities allow any player to start the game without unnecessary thoughts to unleash and “kill time”.

But alas, for more – without a serious number of modes or settings for “tournaments” (not to mention the lack of opportunities for modding), the game does not apply.

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De gevechten van goochelaars. Eerste blik op Astral Masters (Vladyk Astral)

De studie van de Steam -versie (gisteren uitkwam) van het Collectible Card Game, oorspronkelijk uit de verre 2004. Binnenlandse ontwikkeling.

De game wordt uitgeroepen voor het Windows -platform.

Lyrische introductie

Ik heb behoorlijk goed gespeeld, maar er zijn twee factoren.

1) het spel, mijn mening, diep genoeg. Om echt te verdiepen, moet je veel tijd doorbrengen, wat nog niet is besteed. Om te verklaren dat ik het goed heb bedacht – het zou arrogant zijn.

2) De game bevat de functies van verschillende eerdere projecten die sinds 2004 zijn gepubliceerd. Hoeveel ze met elkaar verbonden zijn, waar het migreerde – het is moeilijk te zeggen.

Daarom – de eerste blik.

We bevinden ons in de wereld van het bestrijden van goochelaars. Als zodanig is een plot hier niet.

De gameplay is een klassiek collectible kaartspel.

Er zijn verschillende verslaande modi.

Ten eerste is het https://svenplay.nl/ praktisch nodig om in het «duel» te spelen. Een overwinning in deze strijd zal verder deelnemen aan de «League» -modus. Bovendien is dit de snelste manier om een ​​cinque tegen AI te Katno. Dan een goed duel – hier kun je zowel willekeurige kaarten als een specifiek dek overwinnen. Ik denk dat dit een goede manier is om het spel te bestuderen.

De «League» -modus is zoiets als een toernooi van ongeveer gelijk in sterkte van rivalen, AI fungeert hier ook als tegenstanders. Voor zover ik begreep, wordt de kracht bepaald door de hoeveelheid van de zogenaamde mentale energie die onze goochelaar ontvangt, die deelnemen aan dezelfde toernooien. Aan het begin ervan, natuurlijk, de minimale hoeveelheid, en we hebben de meest «zwakke» (tegenstanders hebben hetzelfde «gewicht») dek.

Als je zorgvuldig vecht, duurt het eenmalige toernooi 40-50 minuten, wat genoeg is. Bovendien zijn de gevechten hier erg gespannen. En voor zover ik begrijp, is dit zoiets als PVE -modus. Voor de overwinning of bezetting van een min of meer hoge plaats zullen we worden bekroond met nieuwe kaarten en speciale glazen die de mentale stroom zullen vergroten (zullen krachtigere decks openen). Hoe beter de prestaties, hoe rijker de beloningen.

Er is een gevechtsregime met spelers in de online modus voor een plaats in de leiderschapstafel. Campagne, het ratingberekeningssysteem is nog steeds globaal.

Bij het bestuderen van de materialen op het spel, kwam ik erachter dat er in online wedstrijden alle bovengenoemde soorten gevechten zijn: een duel (beide spelers zullen vechten met willekeurig geselecteerde dekken of persoonlijk gemaakt, maar ongeveer dezelfde «kosten»), een toernooi, een ronde tafeldoorge tegenstanders zullen op een goede plek zijn om kaarten te kiezen uit de voorgestelde.

Kaarten in het spel zijn vrij groot. Ze zijn onderverdeeld in spreuken met zeer verschillende effecten en een uitdaging van wezens (sommige met interessante vaardigheden of passieve vaardigheden) op het spelveld.

Zelfs alleen een beetje vertrouwd met het spel, het beviel de verscheidenheid aan kansen en allerlei trucs aangenaam, je kunt een zeer interessante intriges aanscherpen als je van tevoren op een paar bewegingen rekent (ik zal niet verwennen, maar in deze wereld zijn gevechten echt heel hard en je kunt het afzetten, het lijkt verloren, de strijd).

Kaarten (spreuken en wezens) zijn verdeeld in vier elementen: lucht, water, aarde en vuur. Zeer voorwaardelijk wordt elk element gekenmerkt door een bepaalde speelstijl.

Overweeg de voor- en nadelen van het spel, vat de resultaten samen.

+ Oldsk, maar nog steeds aangename graphics (er is één min, maar meer daaronder).

+ Aangename muzikale en geluidsin begeleiding.

+ Een goede verscheidenheid aan kaarten, elementen en wezens.

+ Goede verscheidenheid aan spelmodi. Er is een evenwichtige PVE (inclusief bij ontwikkeling) en een voldoende aantal PVP -modi.

+ Goede Russische lokalisatie van de tekst.

– Bij het implementeren van een volledig scherm wordt de afbeelding correct weergegeven met de verhouding van de zijkanten van de monitor 4: 3. Als het niet hetzelfde is, verschijnen lelijke artefacten. Naar mijn mening is het de moeite waard om het op de een of andere manier te repareren, te lelijk.

Dit is al tientallen jaren een goed bewerkte verzamelkaartspel. Fans van genre kunnen interesse opwekken (als je niet hebt gespeeld) of nostalgie, ik denk dat iemand bekend is met sommige van zijn variaties. Voor zover ik begreep, wordt de meest evenwichtige en gepolijste versie verzameld.

PS: waarschijnlijk niet alle aspecten onthuld, zou iets kunnen missen. Ik zal graag de beoordeling aanvullen/aanpassen of vragen beantwoorden tijdens de communicatie in de opmerkingen.

PPPS: Het feit dat dit spel van binnenlandse productie speciale warmte veroorzaakt. We hebben zo’n gamdev nodig.

Alle goede spellen!

De beste opmerkingen

Wow tot welke oudheid ben je bij de hardloper gekomen. Ik herinner me dat ik het zelfs op WindowsXP speelde in de grijze dagen, en in het algemeen is het spel sinds die tijd niet veel veranderd. Ze is aangenaam, vast en nogal competitief. De tekortkomingen zijn echter niet verdwenen, omdat de balans erin zo niemand regeerde. Er is nog steeds een wagen en een kleine kar met imbellaire dekken als een bos met eeuwige swing of torens, kobolden en draken die manu -vijand tot nul branden.

Helaas met de release van goede games in MTG, en nog meer Hartstone – ging deze creatie niet eens naar de tweede.En in het derde plan. Maar in een paar jaar blazen we het stof van de vergeelde schijven af ​​en halen we het of de demiurges.

Afgaande op de opmerkingen – veel mensen herinneren zich het spel met nostalgie) en de eerste keer dat ik lid werd en zelfs de bots meerdere keren won. Ja, er was één tegenstander met vurige kaarten- ik heb het voor 1 magische kracht voor 1 gezet en wat te doen hier?))

all-information-o-e3-dlyu-ludy-taken-something-prosperous-upd2-2

All information about E3 for people who missed something! [Upd2]

Hello to all night!
Night. In St. Petersburg, rain. And E3 is only in full swing! So, dear Blogs, I decided to write this topic for those who could not see this perfectly beautiful performance! And for those who do not want to sit all day and look for information with E3! In this topic I will try to show and maybe even tell something, what was on E3! The most important! Without stupid minecraft at Xbox One (yes, minecraft now Xbox One). I remember somehow I wrote a topic about Global Battleloga update And he came in a way! And now I will try not to disappoint you!
Okay, there is enough conversation – Drinking!

Let’s start with the presentation of Microsoft!

Ryse: Son of Rome – Exclusive Xbox One from Crytek

Sunset Overdrive – Exclusive Xbox One from Insomniac Games

Quantum Break

Forza Motorsport 5

Dead Rising 3

The Witcher 3

Dark Souls II

Metal Gear Solid V

Below

Presentation Electronic Arts!

Battlefield 4

PVZ: Garden Warfare

Star Wars: Battlefront

Need for Speed: Rivals

Mirror’s edge 2

Dragone Age 3 Inquisition

Presentation Ubisoft

Splinter Cell: Blacklist

The Crew

Assassin’s Creed IV Black Flag

The Division – online game from Tom Clency in the Black World with RPG elements for PS4 and Xbox One

Watch Dogs

Sony presentation!

Let’s start with the fact that Sony She showed her console!

Gran Turismo 6

Killzone Shadow Fall

Infamous Second Son

Sony announced that the PS4 discs I will not be attached to anything, and they can calmly resell them,.D.
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = Kwsifh8icaa

P.S. Perhaps I will speak out for every presentation.
And so, let’s start: 3
Presentation Microsoft!
They did not show anything special for us! A couple of games for Xbox One and the new design of the old 360 Xbox’a. Only the following games caused delight – Ryse: Son of Rome, Sunset Overdrive, Quantum Break, Dead Riding 3.
Further on the list we have an Electronic Arts presentation.
For me this is one of the best presentations for this year! Showed Battlefield 4, which just struck me!
PVZ: Garden Warfare – a funny and unusual concept!
Star Wars: Battlefront – Well, there’s nothing to say here: 3
Need for Speed: Rivals – it looks good, I hope it will be a good race, like NFS Hot Pursuit 2010.
Mirror’s edge 2 – here I can’t say anything either! It’s just wow!
Further presentation ubisoft!
The Division is the most striking memory from the presentation Ubisoft!
Watch Dogs-We are waiting, I am!
Well, finally Sony presentation!
Infamous Second Son – a great game for which you can buy PS4.
Oh yes, they also showed PS4 itself.
Here we can say one thing – that the new Xbox, that PS4, both of them look like ancient video recorders: 3

The best comments

And yes, I know that anyone can make the topic about E3, but I tried very hard: 3
Here is a small positive for you;)

Since the topstarter relaxed, then I will throw a couple of videos:
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = Ry-TQ9FFNRC
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = xmqdnzcnl5q
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = uibnf_q_51s
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = bqeuhgeszba
http: // www.YouTube.COM/Watch?Feature = Player_mbeded & V = LQ8TZ4FRXFW

3 o’clock in the morning. Stomp to study soon!
I think you will forgive me the moment that the material from the Sony presentation will be added later: 3
P.S. I tried to do everything beautifully and conveniently! That it would be more convenient for you to view ^_ ^

Well, yes. Publisher, Electronic Arts, “did not confirm” it and showed it at his conference … Here are funny eccentrics.

Moreover, my goosebumps ran when I saw these red lasers, unlike Sony, EA retained the intrigue before showing the trailer)) But they said no Battlefront (a)
))) And what will be on the «frozen 3» inspires!!)

“They” are also people, I do not mind that there would be the possibility of homosexuality, you just don’t need to advertise it and give the opportunity to make a normal choice C:

Thank you, Battlefield 4, Mirror’s Edge 2, Star Wars Battlefront! Dice is just great! They fulfill all my dreams! =)

Last year, Ubisoft shot Watch Dogs, this is the Division. only what kind of goblin exclusive ((

Yeah … Of course, Sonya was cut under a walnut of MIKs, with her support for independent developers and «the lack of the need to connect the console to NETU«

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Andre Count-Sponville: «La filosofia mi ha dato un gusto per la vita»

La filosofia non guarisce, ma può dare gioia, dice l’eccezionale filosofo moderno Andre Count-Sponville. Cresciuto da una madre depressiva e padre autoritario, è riuscito ad amare la sua vita grazie alla lettura di Montaeny ed Epicur. Ora, come un vero epicureo, è felice di coltivare il suo giardino, dove ha dato questo intervista con le psicologie.

Psicologie: Trascorri le tue giornate in classe per filosofia, vivendo intorno a Parigi e nel villaggio. Hai pensato all’infanzia che la tua vita adulta si rivela in questo modo?

Andre Count-Sponville: Sono cresciuto a Parigi, ma in effetti ho sempre sognato di vivere nella provincia, nel villaggio. E sempre sognato di scrivere. È vero, durante l’infanzia volevo diventare un romanziere.

Perché hai scritto libri filosofici?

UN. A.-CON.: Quando al liceo ho iniziato a studiare filosofia, mi ha immediatamente portato via. Fino ad allora ero uno studente molto medio e improvvisamente – brillanti valutazioni sulla filosofia! Inoltre, il mio interesse per la finzione è gradualmente sbiadito. Perché inventare storie? Dopotutto, ciò che sta realmente accadendo è molto più interessante! E infine, quando ho iniziato a scrivere, ho scoperto che tutte le mie opere artistiche sono tristi per le lacrime, mentre nei testi filosofici c’erano dinamiche, energia e arguzia e arguzia. E ho scelto questo percorso – non nella direzione dell’immaginazione, ma verso il pensiero – non solo perché avevo più abilità a questo, ma anche perché era il percorso di gioia e luce.

Come spieghi quella tristezza nei tuoi primi campioni letterari?

UN. A.-CON.: Mia madre soffriva di depressione, ha ripetutamente cercato di suicidarsi, più volte – anche quando ero bambino. Come risultato di uno di questi tentativi, è morta anni dopo. E l’ho amata moltissimo e ho imparato ad amarla nella sua sofferenza. Questo è probabilmente il fatto che mentalmente ho risposto di più all’allarme, alla tristezza, alla malinconia, era più sensibile a loro. E poi la filosofia mi ha aperto come qualcosa di opposto a quello che era mia madre.

Il suo percorso

Andre Comte-Sponville è nato a Parigi nel 1952. Fino a 18 anni, era un ardente cristiano, poi divenne ateo e materialista. Ha partecipato attivamente agli eventi del maggio 1968. Ha insegnato alla filosofia al liceo e alla Sorbona, poi ha deciso di dedicarsi a scrivere libri e leggere lezioni pubbliche. I suoi libri sono tradotti in 24 lingue. Membro del Consiglio consultivo nazionale di Francia per etica. Un profondo intenditore della filosofia orientale, si impegnava regolarmente nella meditazione dello Zen.

Spiega cosa intendi?

UN. A.-CON.: Quando mio fratello mi chiamò per dire che mia madre se n’era andata (avevo già 30 anni), la mia prima reazione era l’idea che tutto fosse falso in lei, tranne una sensazione di sventura. Era molto amorevole, tenera, ma sembrava in qualche modo artificialmente, c’era una sorta di tensione in questo. C’era sempre qualcosa di beffardo nel suo divertimento. Solo quando piangeva, divenne reale, assolutamente sincera. Ecco perché ho avuto la sensazione che la verità sia sempre associata alla tristezza e che la gioia è con l’illusione. E poi il mondo della filosofia mi ha aperto, in particolare greco, ho riconosciuto Epicuro. E ho capito che, al contrario, le illusioni ci ispirano con la tristezza e la verità libera e dà gioia. In un certo senso, la filosofia è diventata «buona matrigna».

UN. A.-CON.: Era l’opposto di sua madre. Non mentiva in nulla, ma era impossibile ascoltare una parola delicata da lui. Ho ricevuto la prima approvazione da lui a vent’anni quando ho detto che sono entrato all’università! Non era crudele, ma era duro. Insieme, i miei genitori costituivano un’immagine molto spaventosa per la coscienza dei bambini: la verità era senza amore e amore – senza la verità! Allo stesso tempo, le relazioni con mio padre mi hanno formato: se mia madre era difficile da amare, allora era facile odiarlo. E per un adolescente questa è una buona scuola di vita. Dopotutto, come ha detto il filosofo tedesco Johann Gottlieb Fichte, affermiamo noi stessi solo in contrasto. Più tardi i miei sentimenti si sono ammorbiditi da lui. Sua madre lo ha lasciato, si è sposato di nuovo e ho visto come è cambiato sotto l’influenza del nuovo amore. In un nuovo matrimonio, si è mostrato come un marito gentile, attento e premuroso. E poi mi sono reso conto che non vale la pena per la sventura di mia madre a mio padre. Sono stato finalmente in grado di stabilire relazioni calde con lui, che è durata fino alla sua morte.

Ti sei rivolto alla filosofia alla ricerca di https://farmaciaerezione.com/originale-cialis-senza-ricetta-online-sicuro una vita più felice?

UN. A.-CON.: No, in ogni caso, non immediatamente. Il mio insegnante nella classe di laurea era molto appassionato della fenomenologia francese: Sartre, Merlo-Ponty … la filosofia sembrava avere un’occupazione prevalentemente intellettuale. Essendo uno studente, studiando attentamente la filosofia greca, ho sentito un interesse esistenziale per la filosofia come arte della vita, come mezzo per essere felice, essere nella realtà e non nelle illusioni. Questo è ciò che viene chiamato saggezza.

Ma a quel tempo non era di moda.

UN. A.-CON.: Sì, davvero! Quindi le menti erano di proprietà di Jacques Derrida, Louis Pierre Altyusser (ho studiato con loro), Michelle Foucault, Gilles Delez … il loro talento luminoso e la brillante educazione non potevano non impressionarmi, ma sono stato trattenuto dalle loro opere. Ad esempio, «Words and Things» Foucault, il libro di culto degli anni ’70, mi sembrava uno scienziato e uno scienziato. Molto noioso. Poi mi sono ricordato dei «pensieri» di Pascal, che ho letto a 16-17 anni, e ho sentito il desiderio di riportarli. E questo libro mi ha deliziato! Sono stato apprezzato dalla lettura di Pascal, Epicuro, Monte e Spinoza e i filosofi moderni mi hanno portato a un desiderio per me. La conclusione suggerita da sola: sarò impegnato nella filosofia alla maniera degli antichi pensatori. Lascia che questo sia senza senso! La filosofia antica e classica significava molto di più per me. Nel 1984, quando è stato pubblicato il mio primo libro, un giornalista mi ha chiesto: “Sei un nuovo filosofo?»(Implicando un gruppo di cosiddetti» nuovi filosofi «degli anni ’70*), a cui ho risposto all’istante:» No, sono un antico filosofo «.

Ma per essere un filosofo, non è necessario essere moderni?

UN. A.-CON.: Certo, dobbiamo essere un uomo del suo tempo, tuttavia non abbiamo scelta. Sebbene il concetto di Avant -Garde mi abbia sempre allarmato. In ogni caso, in relazione alla filosofia o al campo dell’arte e della letteratura. Ho condiviso questo punto di vista con Levi-Strax, che mi ha dato la mia amicizia: né lui né io non ci piaceva il suo tempo. Voglio essere compreso correttamente: sono felice di vivere ora, ma in relazione ai risultati del pensiero umano e della creatività, siamo molto lontani dall’era dell’antichità, ai secoli XVII e XVIII.

Vuoi dire che non dovresti aspettare nulla di nuovo dagli attuali pensatori e creatori?

UN. A.-CON.: Nuovo – sì, vale la pena. Ma non c’è motivo di credere che i prossimi dieci secoli saranno eccezionali. Nessuno scultore supererà l’abilità degli antichi greci, nessuno scriverà musica meglio di quella che il XVIII secolo ci ha dato e non raggiungerà le cime della poesia del XIX secolo. Il ventesimo secolo fece una svolta nel campo della scienza e raggiunse molto nella sfera politica. Nonostante tutti gli orrori di questo secolo, ci ha dato risultati insuperabili nel campo dei diritti umani in tutto il mondo. Ma è impossibile avere successo in tutte le aree allo stesso tempo.

Allora perché sono necessari i filosofi oggi?

UN. A.-CON.: In filosofia, non supereremo mai Aristotele e Kant, nessuno scriverà mai musica meglio di Bach o Beethoven. E non sforzarti di competere con loro. Per quello? Dopotutto, ciò che hanno creato, abbiamo già. Né la dipendenza dal passato, né l’avanguardia non sono più interessate a me. Non ci sono progressi nell’arte e nella filosofia. Nessun musicista dirà: «Quello che faccio è meglio delle creazioni di Bach». Allo stesso modo, non dirà un singolo filosofo: «Ciò che scrivo supera Aristotele». Cosa si aspetta la società dai filosofi moderni? Che, continuando le tradizioni dei predecessori, ci presenteranno una filosofia che fa eco oggi, risponderà alle questioni dolorose del nostro tempo. Se scarti la falsa modestia, direi che questo è quello che faccio. Non sono uno stoico, non un epicureo e non un seguace di Spinoza. Ma, facendo affidamento sugli insegnamenti di questi pensatori, sto cercando di offrire filosofia per il momento attuale che aiuterebbe a vivere nella nostra era.

Ma non ti sembra che, in questo desiderio di fare un mezzo per raggiungere bene il benessere, una specie di strumento psicoterapico dalla filosofia, siamo andati troppo oltre?

UN. A.-CON.: Forse. Ciò è dovuto al fatto che le persone mescolano idee sulla filosofia e la psicoterapia. Lo scopo della terapia è la salute, lo scopo della filosofia è la saggezza: otteniamo la più grande felicità con la più grande chiarezza della coscienza. La felicità è lo scopo della filosofia, ma non la sua norma. La sua norma è vera. Cosa significa? Che sto prendendo in considerazione qualche pensiero non perché mi avvantaggerà e mi aiuterà a vivere, ma perché mi sembra vero. E migliore tristezza veritiera della falsa gioia. Semplicemente, quando fai un pensiero che ti sembra fedele, lo scopo del filosofo, come, in effetti, ogni persona, è cercare di estrarre gioia da esso.

Ma anche la psicoterapia non si offre di accontentarsi di «falsa gioia». Al contrario, uno psicoanalista ci aiuta a sbarazzarci delle illusioni, aprendo il loro meccanismo ..

UN. A.-CON.: Sì. Questo è esattamente quello che mi piace con Freud. «Vera e di nuovo la verità» – qui, ha detto, l’unica regola della psicoanalisi. L’unica differenza è che la psicoanalisi come tipo di terapia è progettata per trattare le malattie, per eliminare i sintomi … In una parola, il suo obiettivo umano è l’obiettivo umano. E la filosofia non ha mai curato nessuno! «La psicoanalisi non aiuta a diventare felice», ha scritto Freud. – Aiuta il paziente da un disturbo nevrotico ad andare alla sensazione banale di sventura della vita quotidiana. Quando una persona soffre di nevrosi, ricorre al corso della psicoterapia. E cosa fare a qualcuno che non è malato o che è appena stato guarito – in una parola, è nella famigerata fase della «sventura banale»? Dovrebbe essere impegnato in filosofia per imparare a vivere correttamente. La filosofia inizia esattamente dove si ferma la psicoterapia.

E hai mai subito un corso di psicoterapia?

UN. A.-CON.: Ho visitato uno psicoanalista per due anni, molto tempo fa, venti anni fa. All’inizio, volevo solo soddisfare la mia curiosità, mezzo narcisista, mezza scientifica, in relazione a me stesso e psicoanalisi. E avevo un motivo in più: volevo capire le mie relazioni familiari difficili. Questi due anni mi hanno aiutato più distintamente a vedere me stesso e probabilmente avere un’idea più completa di ciò che la psicoanalisi sia … e iniziare gradualmente a perdere interesse per l’altro e per un altro. Alla fine di questi due anni, mi sono sentito la noia. O forse ho sofferto non abbastanza forte da aver bisogno di terapia.

Il pensiero della morte ti eccita?

UN. A.-CON.: Sul mio? Sempre meno. Sono molto più preoccupato per la salute dei miei figli. Il fatto è che la mia prima figlia – figlia – è morta quando aveva sei settimane. Ecco perché la salute dei miei figli è, ovviamente, il mio posto vulnerabile.

Di fronte a tale dolore, ti sei rivolto alla filosofia?

UN. A.-CON.: No, quando ti preoccupi di tale dolore, puoi solo piangere e urlare. Qui non è all’altezza della filosofia, qui la cosa principale è resistere e sopravvivere. La filosofia è più adatta per i periodi in cui più o meno buoni. Quando puoi dire a te stesso: «Ho tutto per essere felice» e poi affermare che questo non è abbastanza per la felicità.

Si scopre che è stata la filosofia che ti ha insegnato a goderti veramente la vita?

UN. A.-CON.: In ogni caso, ha aggravato significativamente i miei gusti per la vita. Francamente, la vita ha spesso un sapore amaro. Ma io, ad esempio, amo il tabacco e la birra e quindi so perfettamente che l’amarezza può offrire piacere. La filosofia non ha rimosso tutta l’amarezza dalla mia vita, questo è impossibile, ma mi ha aiutato a sentire questo sapore migliore. Questo è il suo scopo. La saggezza non è amare la felicità – nessuna filosofia è necessaria per questo – ma amare la vita così com’è – felice, infelice, amaro, dolce … e più chiaramente ne sentiamo la fragilità, più prezioso diventa per noi.

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5 metodele sunt dulci fără remușcări de conștiință

Fructe interzise, ​​ispită, care este uneori imposibil de rezistat. Mulți dintre noi ne raportăm la dulciuri în acest fel. Ne străduim să ne „controlăm”, să limităm consumul de dulciuri, dar atunci inevitabil ne descompunem și ne simțim vinovați. Despre cum să-și schimbe atitudinea față de zahăr, spune nutriționist-nuthariologul Raya Weinstein-Gordon.

„Îmi plac dulciurile! Sunt un adevărat „dulce”. Nu am nevoie de altceva. Pot face fără mâncare deloc, să trăiesc pe dulciuri. Știu că este imposibil, dar … dacă nu ar exista consecințe, dimineața aș mânca un croissant cu cafea, pentru prânz – clătite cu gem, seara – o prăjitură sau prăjituri cu ceai ”.

Cred că mulți își pot imagina în locul acestei femei care visează la o viață dulce. Dar, desigur, nu ne permitem toate acestea: este dăunător, caloriu, imposibil.

Și să ne imaginăm această situație: într -o dimineață frumoasă, dintele nostru dulce decide să meargă la o dietă și să abandoneze complet dulce. Dezvoltarea ulterioară a evenimentelor este ușor de prevăzut. Va fi sincer timp de câteva zile: ea va ocoli departamentele de brutărie și pâine cu o aromă stupefiantă de scorțișoară și vanilie, va conduce gânduri ispititoare de la sine.

Dar mai devreme sau mai târziu va avea loc o defalcare – după o săptămână, două sau chiar după câteva luni. Primele dulciuri mâncate vor fi urmate de gândul: „Am stricat totul!„Și atunci ultima fortăreață a puterii de voință se va prăbuși. Bună ziua, remușcări, ură pentru tine, sentimentul că nu poți scăpa niciodată de excesul de greutate.

De ce majoritatea interdicțiilor asupra dulciurilor nu funcționează? De ce este pofta pentru el în final? Există două motive principale pentru.

1. Fiziologic. Ne place gustul dulce de la început. Natura și evoluția sunt de vină: pentru a supraviețui, a trebuit să mâncăm și a fost zahărul (mai precis, glucoza) a fost o sursă de energie rapidă și accesibilă. Și, în plus, alimentele dulci ne -au oferit plăcere.

În urmă cu mai bine de 40 de ani, https://farmacieromania24.com/cialis-generica/ medicul israelian Jacob Steiner a efectuat un studiu științific pe acest subiect. La câteva ore după naștere, bebelușii au picat soluții cu gust diferit, observând expresiile faciale. „Încercând” dulce, copiii au lins activ buza superioară, mușchii relaxați. Copiii au experimentat clar plăcere și nimeni nu i -a învățat acest lucru – așa este fiziologie.

2. Emoţional. Cu ambalaje de bomboane și bomboane de bomboane, cu prăjituri crocante și prăjituri topite în gură, amintiri pentru copii, emoții, căldură sunt conectate. Care va refuza dintr -un astfel de mod liber?

Când ne simțim rău, singur sau dureros, mecanismul inconștient de confort, format în copilărie intră în vigoare: mulți dintre noi mi s -au oferit dulciuri pentru a calma, a înveseli, a distrage atenția. Și acum la vârsta adultă vrem să continuăm să folosim acest mijloc magic. Și dacă în copilărie eram adesea limitați în dulce, în creștere, ne străduim să compenim acest lucru.

Într -un cuvânt, mulți dintre noi preferăm un gust dulce pentru toți ceilalți. Dar de ce vrei dulciuri „mereu” și „multe”? În primul rând, dacă este analizat, se dovedește că nu este „întotdeauna”, ci în puncte foarte specifice. În al doilea rând, „mult” în general este conceptul de vag.

Sweet Traction

Pentru a învăța să tratați mai calm dulciurile, mai întâi trebuie să determinați sursa de tracțiune. Pot exista mai multe dintre ele, pentru că dulce este:

1. Sursa de energie

Din punctul de vedere al fiziologiei, Sweet joacă trei roluri principale:

  • Rapid și eficient (deși temporar) stinge senzația de foame. Dacă nu am mâncat o jumătate de zi, atunci, intrăm în bucătărie și văzând faianța de ciocolată, cu greu putem trece pe lângă. Aceasta este fiziologia: corpul nostru se grăbește să compenseze cât mai repede lipsa de energie.
  • În grabă să ajute în caz de oboseală excesivă. Când simțim o defalcare din cauza lipsei de somn sau a unei zile de lucru bogate, dulce joacă rolul de dopaj: ne ajută să continuăm să funcționăm, în ciuda oboselii. Ar trebui să ne odihnim, dar nimeni nu a anulat treburile, iar creierul înțelept ne „sfătuiește” să mâncăm.
  • Ne indică o dietă insuficient echilibrată. Adesea, organismul raportează absența componentelor alimentare necesare (de exemplu, proteine) tocmai cu o poftă de dulce.

2. Consolare, recompensă

Acest rol este dulce, de regulă, începe să joace în copilărie. Cadourile de Anul Nou, formate din dulciuri, înghețată ca recompensă pentru un comportament bun, ciocolată în consolare … așa este stabilită această conexiune. Și chiar și atunci când devenim adulți, dulce ne umple încă cu un sentiment de căldură, dragoste, bucurie, face posibilă atingerea copilăriei.

Și acest lucru nu este bun și nu este rău – este un mecanism complet de lucru. Este important să înțelegem care este adevărata noastră nevoie și să găsim opțiuni suplimentare pentru satisfacția sa. Nu în schimb, dar pe lângă dulce.

3. Seducător

Dulce ne relaxează literalmente corpul și conștiința – deși, din nou, temporar. „Când sunt stres, dulciurile mă calmează”, mi -a recunoscut odată clientul. – Recent, șeful a spus că mă pot crește în curând. Aceasta este o veste grozavă, dar am fost atât de nervos! Aceasta este o responsabilitate uriașă. Și la câteva minute după conversație, am mâncat ambalajul cookie -urilor. Știam perfect bine că nu aveam nevoie, dar am fost atât de zguduit de gândul că nu pot face față, iar dulciurile m -au liniștit o perioadă ”.

În parte, totul este în serotonină – susține echilibrul nostru psiho -emotional. Este format din triptofan – un aminoacid indispensabil pe care îl primim cu alimente. Triptofanul se transformă în serotonină sub influența enzimelor și folosind carbohidrați. Prin urmare, de multe ori auzim că obținem serotonină din carbohidrați. Nu chiar dintre ei, ci cu ajutorul lor.

4. Agrement

Deci, dulce duce la relaxare, provoacă emoții pozitive, ne încântă simțurile, ceea ce înseamnă că aceasta este o plăcere incontestabilă. Problemele încep atunci când devine singura plăcere.

Vă puteți imagina harta noastră personală de plăceri sub forma soarelui. Una dintre raze este dulce, restul razelor tuturor este diferit. Dar când plăcerile devin din ce în ce mai puțin, dulce începe să ocupe locuri goale.

Un client a recunoscut că i -a plăcut întotdeauna să creeze și să călătorească ceva, dar după nașterea copiilor și creșterea locului creativității și călătoriilor în viața ei nu a rămas. „Eu însumi nu am observat cum tot ce mi -a dat plăcere a ajuns treptat la nimic. Dulce a devenit un centru de plăcere. Acum este clar că nu -l pot refuza «.

5. Protestează „Decid aici”

Se întâmplă că dulciurile sunt conectate cu interdicțiile și o luptă pentru controlul asupra faptului că pe o farfurie, ceea ce înseamnă, devine o modalitate de a -mi arăta „eu”: „Sunt deja adult și decid ce sunt”.

De obicei, nimeni nu indică, interdicțiile sunt trase din copilărie, dar acum ne luptăm cu propriul nostru adult, vocea parentală: