New Silent Hill Be sure to ever announce (we believe!), in the meantime, you have to be content with what is. For example, studio Headware Games, consisting of one person, presented by the horror Hollowbody.
During the delivery of the next cargo from the Black Market, the main character Mika tolerates in an abandoned British town of a near future. Now her task is to get out of the alienation zone, which is surrounded by a high wall.
Several endings are waiting for you. To see each of them, you will not need so much time – one passage takes only 2-3 hours.
The author of the game Neutan Hamley (Nathan Hamley) is inspired by horror sides of the early 2000s, including Silent Hill 2 And 3, Kuon And Rule of Rose. This is expressed in the old -school gameplay, which, however, does not shy in places to be modern – for example, the horror combines a dynamic and fixed camera angle, and also has many control points.
Now the developer is collecting money for production Hollowbody Using Kickstarter. At the time of writing, the news was raised $ 8,614 from $ 17,368, and ahead of 28 days Crowdfunding campaign.
Hollowbody It is planned to reach the first quarter of 2024 on PC (Steam). In addition, the release in Epic Games Store and GOG is possible, as well as on consoles.
On September 1, 2022, the authors of https://voodoocasino.co.uk/games/ Pokemon demanded $ 72.5 million and public apologies from six Chinese companies per plagiarism
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Hollowbody
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While Kojima suffers a garbage and makes some podcasts, enthusiasts make their silent chilas.
thoughtful and surgically accurately verified complexity can be absolutely in any game, the old -excavation has nothing to do with it.
The great commercial success of the recent Elden Ring just clearly shows that the “Solslowers” are no exception, but a full -fledged part of the mainstream. The players rudely shared the hardcores and casuals, and together they coexist so well.
And the old-scenes-this is more about the technically outdated picture (hello “Pixel-art”) and about technically outdated gamedic techniques (hello static perspectives at Survival Horror
Elden Ring is only one individual game, understand. Let, taking into account other "Solslowers", there are several of them. Even if they are commercially successful. All the same it is a drop in the sea and does not change the essence. The line of games can not be the whole mainstream, t.e. mass. I am writing about the picture as a whole, that roughly speaking the vast majority of the games of the past years were now Soulslaiki and even more complicated. That is, then such an extremely high difficulty in the gaming industry was the norm, and not a separate piece of phenomenon designed to introduce diversity to the traditional ocean of light games.
But just graphics, the stylization of the picture, and so on, no longer refers to the real, true concept of “oldskul”. You can only say that, for example, 8-, 16-bit games with pixel graphics are now old by themselves. Yes, they can be called outdated stupidly based on the release date, they are old relatively technologies used now (but not then). Graphics are generally a separate song, and of course I understand that for some, perhaps even for most it is more important than everything else. It’s better not to delve into these wilds at all. But without touching the graphic delights of the most common mistake, it will still be said that static angles are a technically outdated technique. Because it is not so! It doesn’t matter why this reception was born. It doesn’t matter that it is part of the now outdated technology of 2.5D graphics. Because again it cannot be said that the use of static angles in games in itself is an outdated solution. This type of camera is still possible even in completely three -dimensional games. It just exists for a given. Yes, this technique has not taken root among the people (as possible games based on it), but this does not mean that this is an outdated solution. I repeat, this is just another excellent way to convey the designer conceived by the designer, just another type of third -person prospect for those games that are not focused on shooting and are not full -fledged shooters. So Oldskul is just the same about the difficulty, and not about the design or graphics.
Elden Ring is only one individual game, understand. Let, taking into account other "Solslowers", there are several of them. Even if they are commercially successful. All the same it is a drop in the sea and does not change the essence.
"Hardcore" and "aldusiness" – different concepts.
Elden Ring is an example of a modern hardcore game in the ActionRpg genre. This is a drop in the sea of hardcore. Because we also have hardcore platformers, hardcore shooters, hardcore simulators (economic, auto, air, agricultural equipment, submarines. ), survive for every taste and color. All these are hardcore games. Hardcore, but not old. And there are really a lot of them.
“This is expressed in the old -school gameplay, which, however, does not shy in places to be modern – for example, the horror combines a dynamic and fixed camera angle, and also has many control points”.
Here is not a very correct conclusion about gameplay made. And the point here is what. It would be necessary to just understand and accept one obvious thing for yourself: in fact, there is no definition of the old or old-school and some new “neogeimple” there. He is always the same in such horror, is built on the same principles, bred once bred. But there are different nuances of its execution, on which the complexity of the game as a whole directly depends, which means its interest. You see? Therefore, for example, the fact of the presence of a fixed angle of the camera in the game of a fixed angle does not at all make it automatically old. Because this is just a type of view from a third person. And the fact that in modern games he practically does not meet only that it is simply not a mass/unpopular type of angle of the game chamber. That is, it is quite possible to make a game with a fixed camera, which will be very light (and therefore not so interesting), including due to the presence of frequent control points of conservation and lack of difficulty levels that affect their number. And at the same time, you can create a game with the view “from your shoulder”, which will be quite complicated and exciting due to the presence of some interesting mechanic, forcing the player to constantly change the tactics of his actions, adapt and try to simply survive in the hostile environment of the gaming world. In short, in general, the "old" makes the game just its thoughtful and surgically accurate complexity.
"Hardcore" and "aldusiness" – these are essentially synonymous in the true understanding. It seems to me that I explained in sufficient detail in my past comments why so. Games are founded and built on the technology of their years. It is clear that among them there are always more technological and less. This does not change. Old games were based on the technology of his years. In this fact itself there is nothing unusual, distinctive or "old", if we talk about them from the height of our time. Modern games are based on today’s technologies. Accordingly, the entire graphic factor can be safely removed from comparison (because it is obvious that over time technology is inevitably improved). For example, in general, for the most part, I avoid the use of the phrase “old-school game” of partial precisely due to misunderstanding by many the point of which is really invested in this concept. And since the entire graphic-design aspect when comparing games of different years we have already safely excluded from the equation, then what remains? And it remains what really and clearly distinguishes the single action games of the “old school” from the modern majority-I emphasize that the majority is still complexity or the same “hardcore”. Therefore, yes, if in some modern game the main emphasis is primarily on its complexity, then we can say that this game is made according to the patterns of the old school and is hardcore or oldcup. If a modern toy is just trying to imitate only any separate graphic elements of the design of those years without a clear accent on complexity, then such a game is simply trying to be old, but not old-school (this is if it is necessary to choose Englishisms).
Of course, the difficulty can be in any game, yes. However, in general, modern action-bush-by-budgets unfortunately chose a safe way of total simplification of the gameplay. As a rule, they do not pay due attention not only a thinly verified balance, but even often simply the very basic structure of the complexity that makes up its basis. Like it or not, now projects are being reigned by the ball in which a free intra -game study of the world, if it does not minimize, is usually simplified before the banal followed by markers strictly according to the indication of training and overly oversaturated signaling of almost every action of the player. And this is not only about the external interface and Hud, but also about the very logic of the behavior of the game as a whole. They really like the current games in every possible way to lay the gamer of the straw on every corner, explaining every step and tell in the forefront of a certain large -scale Hollywood history. And the exceptions in the form of different “Souls” and individual DLC-complications that are published after the release of the game itself only confirm the overall current trend. Although, of course, it is worth saying thanks and such exceptions trying to go, so to speak, against the course of Mayanstim.