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In Neverhood, the passage is not the main thing, enjoy the clay plastic!

Long ago, when Pentium 75 and Windows 95 were enough to travel to another world, Douglas Ten Naple, the "father" of the incredibly steep Jim Earth Worm, showed up at Steven Spielberg and laid out several sheets of his ideas on his desk Three tons of plasticine. Obviously, Spielberg liked both, because a year later in September 1996, Microsoft, working with Dreamworks Interactive, invited everyone to attend the game Neverhood.

Not a shooter, not a strategy, not an endless chopper, and certainly not MMORPG (at that time Internet!). Without five minutes, an interactive toon like the "Plasticine Crow". But the effect of this game was truly killer. Only this can explain that when, just two months after the release of Neverhood, those three tons of plasticine "fell" on the heads of Ukrainian boys and girls from the creative group "Uncle Riesch", they were inspired enough that they met the four days that they were given For translation. And they made Russian localization qualitatively, not in the example of "Fargusu", who was full of typos. And yet ...

Neverhood (the passage) is accompanied by numerous jokes and frank mockery that over Windows 95 (constantly slowed down with the execution of tasks), then over a certain Vasya, who likes to leave his name on the walls. What happened to him in the end, you will understand when you will lead the main character Clayman / Glinko along a long tunnel to the very end: before Vasya, hackers from the glorious city of Kharkov got there, watched the graffiti artist and beat him!

However, these are all pleasant bonuses, for Neverhood (passage) constantly keeps in the center of attention the way through the plasticine country of the main character that you control. He must solve the riddle, why with Neverud there was a system error and how to help this trouble. For this, in particular, he must collect plasticine bricks-cassettes along the way (one lies in the dead end of a long tunnel). When all of them are collected, one of the players can see the whole story of Neverhead, recorded by Clayman's best friend and secret assistant, Tilly (Barankin).

The game in the measure is dotted with puzzles, without the solution of which you can not go any further. Somewhere you have to move the swallowing traps on four legs, somewhere - to use teleports, somewhere - to control a giant cannon. Talking about how to perform Neverhood passing, means, to deprive you of a huge share of the pleasure of plasticine adventures. It is better to stock up a piece of paper, a pen and a lot of patience.

If you really pass this game in Russian - so in translation from the group "Uncle Riesch". Localization from "Fargus", in addition to grammatical errors, is somewhat emasculated, and in the Hall of Glory, where Kharkovites replaced the history of the country, Neverhud crammed a vast collection of anecdotes, there is a complete Neverhood passage. Which is incorrect.

Talk about the continuation of this game - Neverhood-2 is not necessary: it simply does not. Released in 1998 platformer Skullmonkeys was intended only for Sony PS. However, those same guys who came up with how to mold a country from plasticine and revive it, are going to do the same thing in the same way - Armikrog, but with other heroes. This time it will be multiplatform, initially and legally localized, including in Russian (and not in piracy, as in 1996). Funds for Armikrog have already been collected, it will be released in July 2014.

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