Starting from a dimensional analysis of the artifacts hyper-frequency of the e-sport weaponry of the 2007 FPS used as an example, therefore, we move on to the methodological analysis of the component of the application and the wave the Soviet T-34 medium tank which also deals with the kinesthetic completion of domestic electronic heralds different electronic configuration which always offers an exhibition or opening to comply with the pre-established commodifying criteria for the appearance of the main virtual characters. The simultaneous conduct of several characters e-sport to ensure always the cost of a part-utilization relationship less or less evident or so relevant in the real connotative sense in console games and classic multifunctions constitutes a few radars with the unreal television screen. The dimensional results are modified by changing the constant value of the maximum persistent hand speed and are modified by examining the mathematical models represented by regular development of parameters and functions. On the one hand, today’s adolescents use computer games, which evoke the three-dimensionality of movement at least as much as possible, enjoying the freedom of a night-survey impondibilità.
First-person shooter (FPS) has nothing to do with why each individual decides to enlist in the first variant of society that consolidates a powerful army through a vocational scheme. The typical FPS player is lively, full of ambitions, and profoundly individualistic, reactive, and provocative by outspoken impertinence or deducted and snow-white, held and kind to such a level that prudence could be the first of many virtues today. Due to the «certified,» substantial, and popular results, the constellation of the symbolically beautiful electronic warriors does not fail to comply with the canons of self-service to the idea according to which and how each cultural hypothesis is also, and over-teaching and overwhelming through the screen. In order to teach the world of the last «good young» gaming devoted to the hard masterpieces FPS through which academic and national studies progressively present always reaching scientific confirmations and political-educational illogic-hegemonic, or the canons basically must impose always repudiation and prompt canonical exclusion.
The same as the universe of movies, books, and publications, the gaming world has also needlessly exploited a large collection of scenarios where the characters are equipped with narrative and ideological metaphors about themselves that can be used as combat marks or devices that induce chemicals and fluids to a mission more thoroughly to extinguish life in combat. The only weapons created in the most diverse forms by the fantasy of designers plunge and prolong the almost ancient human dream of creating invisible threads and being transported by an irresistible force capable of overcoming any kind of individual and civil resistance. There is no lack of artists and competitors, or rather thieves and gamblers, who excel in activities where these weapons are indispensable and their use is persistent to secure life and make it as similar as possible to the image that design and their mirrors reflect. In summary, the gamers’ mission is to find the reasons that justify the continued use of these devastating and dangerous instruments of synthetic and geopolitical, economic, socio-political, ideological, and military terrorism.
1.1. Overview of the Game
Fate is an original-design solitaire science fiction wargame of planetary exploration and combat. As such, players command the forces of the Terran Republic as the ships land on alien soil and all hell breaks loose. Fate marries the tabletop war-game and classic science fiction in an appealing way, providing enterprising warriors with an easy-to-learn structure upon which to build empires, elusive opponents, heroic exploits, and some very good reasons to buy the miniatures each month. Games are quick to play and can involve great storylines, the outcome of which can be resolved rapidly after mere hours of gameplay.
This is the first of a comprehensive six-part series that explores and details the game of Fate, from its pewter figures and fragile infantries to its deadly firple. Explore the world of Anvar, a unique and exciting science fiction environment that takes wargaming to the sights and sounds of justice. This first section presents an overview of the game, giving you the necessary information to delve and explore its exciting and unique attributes. Future sections explore the game treasure by treasure, with detailed breakdown, rules, strategies, pitfalls, and challenges galore. The complete series also includes appendices, painting, call notes, and more… so stay tuned and explore the world of Fate to the full.
1.2. Historical Context and Development
Grin-Barcelona has worked on such major titles as Halo: Combat Evolved, Worms, and Wolfenstein: Enemy Territory. A few years after the studio was founded, they began getting contracts from important game developers such as Eidos to work on other game ports that would eventually turn into full game sequels, such as playing very crucial roles in such games as Scrabble 2000 and Total Overdose. While not much may be known about the studio, one thing is for sure: Grin has a highly talented team. In August 2007, Grin announced that Total Overdose: The Sequel would be renamed as Wanted, with the game based on the eponymous film. After collaborating with Warner Bros. to turn the disappointing Bionic Commando franchise into a major success, Grin was picked to create a Wanted: Weapons of Fate video game, a game on which they would hopefully surpass even the original film.
The developer of the game is Grin, a Stockholm-based development studio known for such hits as Ghost Recon Advanced Warfighter and Wanted: Weapons of Fate. Grin was formed in 1997 by Bo and Ulf Andersson, as well as other former Rabid Dogs employees. The studio would become home to numerous games associated with major publishers such as Capcom, Ubisoft, and Warner Bros. Their first big hit came in the form of Ghost Recon Advanced Warfighter. The game quickly became a favorite with gamers and critics alike and remains one of the greatest games ever created. Another noted developer of Grin is Grin-Barcelona, originally known as the Information Society of Barcelona or ISD Barcelona, but was bought over by Grin because of their expertise in porting computer games to the Macintosh platform.
2. Gameplay Mechanics
As discovered by many initial players, guiding the bullet over unexpected pathways will always be tougher than one has anticipated, but one thing remains unchanged: despite the vast array of trick shots that may be made available due to the imaginative and physics-defying guidance, hitting a target directly will still be the fastest and most efficient method.
The game features a gameplay mechanic called «Curve Bullet» (note: the video game did not differentiate between a curved bullet and a bounced bullet). This allows the player to guide bullets in slow motion, dropping as many enemies as possible before they even know what hit them. While others might refer to this as a game time slowing down, Dodgonov felt it prudent to highlight that this is more of a «narrowing down of a player-controlled bullet.» The «Bullet Curve» is implemented in a first-person perspective move similar to a player-guided rocket, where the bullets will move towards the reticule of the target prior to being fired by the player, guiding themselves around obstacles.
2.1 The Core Feature of the Game
2.1. Basic Controls and Movement
Brilliant controls are those that follow a legend, and the legend says «may the simpler be better». Although it might not be true in all aspects of real life, in video games, it does apply. Simple controls do not take out the happiness of the action inside the game, giving more space to the gamer for doing whatever is best for his likings. The simplest one could achieve, to create smoother gameplay, is usually the best approach. In Inspector is a third-person shooter game and as such, it should follow the Wise’s recommendation mentioned before.
Basic controls and movement controls are critical in a video game since they make the difference when playing. When talking about first-person shooter games (FPS), the controls become essential as they are somewhat predictive of the outcome of the duel you are to have with someone else. The way a character moves, rolls, reloads, uses its suits, or becomes aware of an enemy is important for the gamer to have a complete playing experience, as controls will better help in generating such a world within the game. It doesn’t mean that it completely drives the playing experience to be a certain way, but it helps develop a personal feeling within that virtual world.
2.2. Advanced Combat Techniques
In cases where an enemy has the ability to attack from a protected place, that is when Alice reflects the bullet off of geometric surfaces – a jump causes a ricochet. The character has special curved shots that are triggered when the enemy is near the minefield or snoop traps. As the name suggests, this will make the weapon’s bullets harder to control. Using a luxury bolt curved rifle, chain weapons will have a better chance of hitting the top of a wall, but actually shoot without worry – the shots will turn yellow and a large yellow line will point to the new destination. This line will not be around turns or climbing sensations, and none of the performer’s bullets will have created a better advantage. The shooting radius is very small, however, so it is very easy to shoot oneself in the foot when used against a nearby enemy.
One of the game’s advanced combat techniques is called bullet curving. This involves bending bullets around cover when Max is holed up behind obstacles, shooting at enemies while maintaining cover against them. The technique is a little unrealistic and is best experienced visually in available game trailers. As Max slows down time to low speed or enters «bullet time,» path lines appear on the game’s screen, which represent the path the bullet will take across the battlefield. The player can use these markers to easily trace a flag’s path to determine the best point of impact. This technique is very useful when I have opponents who take cover, which happens during almost every battle. Without it, I would probably never get out alive.
3. Character Profiles
The story follows the journey of Wesley Gibson, our protagonist, from an office nobody to the most feared assassin in the world. Armed with all deadly abilities, a dark past, and a shocking lineage, this unlikely hero creates his fate. He is in his mid-30s, with an athletic build and a shaved head. He sports a tattoo on the back of his neck, which comes into quite some focus in the story. The protagonist of the movie seems to be far less endowed with the sharp features of the Angelina Jolie version. He is not your average hero material, but his transformation into a fierce killer is shown brilliantly. With his abrasive, abrupt, and rather blunt portrayal of an action hero, he appears to be somewhat of an ingenious fanboy. There aren’t quite many emotions expressed in this game, with characters mostly being grim or angry with their scowly expressions and tinny delivery of dialogues.
In this section, we give a brief overview of each of the characters in the game and explain their role and abilities. This should serve as a reference for the other parts of the paper.
3.1. Protagonist: Wesley Gibson
If the predecessor of this medium has worked well, fought well, and completed all the major and sub objectives leading to fighting the final bosses, then he gets the first cutscene. It gives him a flashback to his past memories of when he sat in his cubicle bored and loving Fox from afar. Wesley realizes that the only way he can get out of his «life rut» is to follow Fox and live life on the edge.
The protagonist of the game is a lethargic, aimless man with few friends and a job that is going nowhere. This results in a life that has not much hope. The player helps Wesley escape this existence, firing him off on a journey of discovery, redemption, and quite a lot of killing. This game serves as a prequel to the movie, and not only will his life be put on the line, but so will the fate of the world. Therefore, it is of great importance that this game accurately follows the storyline from the book and the movie.
A vast majority of the game takes place in Wesley’s childhood, assuming the player is experiencing flashbacks into some pivotal moments of Wesley’s young life. It is composed of Training Missions, Mechanics Chapter, Chicago Chapter, Russia Chapter, Quarry Chapter, and Power Chapter. There will also be 6 different handsets supported, each with specific gameplay features like 3D, Side-Platform, UXGA, Motion Sensor, HD video, and infrared. This game will be developed on the Java platform, which is used in 95% of mobiles and is the main platform for the biggest handset manufacturers.
The game is based on the storyline of the movie with the same title. In both versions, the main character is Wesley Gibson, a man in his late twenties who is stuck in a dead-end job and leads a rather uneventful life. However, his life takes a complete turn when a mysterious woman walks into his life. The game fills out more of Wesley’s backstory and the motivations for his actions throughout the movie.
3.2. Antagonist: The Immortal
The Immortal takes his name from his ability to spontaneously heal from any wound. However, as Sloan discovers, the immunity he has always had from being killed is created by a specially designed garment. The Immortal can also foresee people’s actions a few seconds ahead (allowing him to easily analyze their fighting skills) and use the insane brother Cross, who projected the Loom, to warn him when the Loom’s needle decides the fate of a person. He seems unable to change the fate of a person the loom chooses or to speed up or prevent the final fight where he dies. In the end, this fatalistic power becomes his doom, as he fails to see any threat in Wesley. He also seems to be some sort of religious leader or at least a fanatic in the eyes of his followers – this role is often fulfilled as well by dictators both in history and today.
The Immortal is a secret and the only leader of the Fraternity. Very little is known about him, making him only appear more fearsome and threatening. He is said, while gaining absolute power, to have lost his will to live. After his butler left him and committed suicide, he is left to be assisted only by the Dobre brothers. Realizing his life is doomed to stagnation and monotony, he wants to create the Unraveling, which will be a day of judgment for him. In the end, he kidnaps Wesley and wants to kill him not because the Loom predicts that he is the future of mankind, but because it is, in fact, the curve that creates the configuration that symbolizes failure for him. The Loom itself starts producing the binary code because he insists on looking into its essence, even though the Mother tells him not to.
4. Weapons Arsenal
The more accurately the player hits the hitbox area – for example, at the head – the more significant damage to the player or bot. Please note that one of the PRACTICE MAXIMANA = BINOYS, active, autoguide. Regardless of the animation of the weapon, your targeting device will show what is right. The more introductions the player uses, the faster the metaltonna of the direction of the screening of the immersive speed. However, software has the opportunity to recover the expertise of a visual expert if it does not change the area of contact with the player. Data validation for guns with previous information in the RTGB area. The multisubclasses area sets a key scenario throughout the game. Players often resort to weapons that allow the shooter to shoot safely on slow points; these can cause all their stuns.
After outlining the significance of weaponry in the gameplay, the article analyzes the individual classes present in the game. These are the medium weapon and its sub-classes: revolver (including both stocks of rounds – two and six); Binoys and Kickers; the large firearm that, in reality, is a machine gun; the light firearm, which is an auto-guide machine gun, and, finally, the sniper rifle. For the outlined objects, the article provides a full in-depth analysis of the physical, offensive, and defensive characteristics. Mentioned detailed tables. In the heading «Arsenal,» the article discusses in detail the existing weapons in the WOF game. The weapons in the WOF multiplayer game mode are classified according to calibers and sub-classes as follows: medium weapon, large weapon, light weapon, and, finally, a sniper. In this article, we have considered only the first 3 classes. The medium weapon includes: six-killer, two-killer, and bin-kicker. At hotlink II 5PROGUN. 26 INSIDE the RATING game, it applies to how much it can affect the result ZS.
4.1. Pistol: Adept-9
Developing a game would mean that the pistol should be designed as a weapon that can be carried around; this is one reason why the majority of motorcycles with firearms are not readily available and it must be somewhat possible to withstand the damage. The other imagery of the pistol is that it is a game weapon for satisfying the player’s aura or the action factor. As a way to guarantee safety, the pistol in the game is designed to be substantially more powerful than the real thing. Unlike the real pistol, it contains more bullets with more ammo, and faster bullet speed can help to mobilize the player. At the same time, the sound and feel of the shooting action function as game factors.
When we talk about a pistol in action games, we often refer to it as a sidearm. Due to the rules of the game, there is no evaluation method such as a count of attacks, which, with the exception of special weapons, follows the concept; rather, usually, the pistol is taken away due to its incapacity. This kind of situation exists because the sidearm is used when the main weapon is not working or when there is no time to use the main weapon or the ammunition is used up, or when an emergency is required. In the game, an emergency requires an immediate decision, as there are few emergency situations in the real world and, under counteraction, sufficient reliance equipment and then guarantees safety; it is not easy to set such weapons. But with this in mind, many sidearms are designed to be small and lightweight so that they can be worn more quickly.
4.2. Shotgun: CloseKill
But this single pellet also needed to be large enough to be recognizable. It is not recommended to watch a film on a cellular screen, but to provide a potential opportunity for any larger population of the devices on which a film is perceived to view and enjoy the cinematography, it was decided to meet the high demands on image accuracy. Upon impact, the ammunition releases a large amount of powder, thereby providing a wonderful visual effect of a hit and thus evoking empathy in the viewer. Additionally, the perpetrators on the set were satisfied and confident that even in reality the victim had suffered.
CloseKill is the first special ammunition I had the opportunity to see and handle. It is a shotgun shell, loaded with conventional shotgun pellets; however, its use is different from that of traditional shotgun ammunition. The CloseKill is fired in direct gunfire against people. Using the shotgun in its traditional form, shots are usually fired in the direction of the target from a distance. Pellets spread at a speed with distance and when fired from a distance of 15-20 meters from the target, it affects a greater area. But in film production, there is a need for a dramatic and visual effect when one pellet affects the human body. When the audience is not close to the screen, the effect of one pellet cannot be appreciated. Consequently, the idea to create the CloseKill ammunition was accepted, using visual means to provide the viewer with an image of the effective action of a single pellet.
5. Level Design and Environments
Finally, the game may be even more interactive than previous offerings. At every level of gaming, players will be able to and engaged in the gaming world and to overcome the obstacles presented. While high-quality dynamic destruction and interaction are the keys to advanced levels of games, getting this technique right would be a disaster around the products. With a wide range of obstacles in the gaming world, players have a lot of entertainment and interactive choices such as structure collapses, soldier leap of the blade, ladder creation and removal, and movable cars. They provide that element of excitement and gameplay which have always been top priorities of the developers of great games. With the latest enhancement techniques, which provide interactivity and advanced game graphics development, the developers can create an amazing world, tailored to the plethora of exciting experiences.
To this end, development support should meet the most important game goals – to advance the larger strategic goals of good storytelling games – allowing greater interaction in the gaming world. And from the perspective of the broader consumer marketplace, we need cross-platform techniques for constructing these feature-packed worlds to broaden the availability and accessibility of games across the spectrum of platforms such as today’s desktops and gaming PCs. The gaming world should contain more than destructible terrain, however; it should offer an organic universe of rich and diverse terrain features. Given the power and price of the latest game development platforms and consoles, the evolving challenge for volatility becomes clear – gameplay depth and replay value. To keep the game fresh, to keep the player engaged, and to increase the demand for the game content of all types, the next developer’s rich wonderland can be replaced with a degenerative landscape of buildings and ruins.
One of the most powerful game-creating tools in the arsenal of next-generation development is support for destruction. The environments themselves may be fully destructible, with such attention to detail in injury modules as realistic bullet interaction with the surroundings, crumbling walls, and excessive injury and shrapnel, and an array of areas that can be demolished. This is certainly an exciting idea for gamer-constructible terrain and destructible architecture for gaming. These features give the player more freedom to interact with the gaming world, translate into fun and unique gameplay, increase the environmental realism, and make the game overall more visually interesting. All of these features are high-value additions toward creating a great third-person game. A key question for game designers has always been «What does the player expect to be able to do in the gaming environment?» This has become an even more pressing issue. With the increased visual and audio capabilities in today’s games, the increasing depth of content expectations, and media.
An exciting game requires a wide variety of level styles. This is important for holding the interest of, first the developers, and then the playing consumer. It is also important for marketing purposes and to show off technical advances in the game industry. Games can reach new levels of stimulation by placing the player in exciting, interactive environments. The greatest games have this power – traveling through a story, creating an emotional connection between the player and the program, and becoming fully involved with the game. Also, an important factor, the game serves as a learning tool. This will help the player feel more involved and interested. The environment can display a great deal of this information. With a rich environment, players can track their enemies through the devastated rubble of a real city or hide from a pursuer in a lush, beautiful forest. When designing any game, and especially games for high-end gaming PCs, careful consideration should be given to environmental detail.
5.1. Urban Settings
The buildings should be equipped with wide windows, exposing the insides to the passerby, or have your characters travel through a complex array of corridors and enter through a back door. One needs to feel unease when walking through such an imposing structure. You need to feel the lives of the past residents seeping into the character. The selection of broken buildings themselves should further build upon the tenseness of walking down the corridor or through the smoky air. One needs a sense of familiarity while still being lost at the same time. They should appear to be haunted, likely that the inner life could be just as haunted as the surrounding city. Frameworks are busy with graffiti from decades past, beckoning you to further explore the moment. Rusted old machines should be part of the repertoire, serving as an in-game training device.
Built-up urban areas are common scenes for action movies, either by day or night. People enjoy walking through the haze of smog-filled alleyways, finding themselves staring face to face with the most unwelcome of sights. Numerous locations have been used in movies, typically with a cold oppressive feeling that each corner contains some form of unexplored danger. In these settings, players should initially feel that they are in control of the location where the action is taking place. Being invaded by some form of unknown threat when that control seems to slip away from both the main characters in the game and the players, something is missing.
5.2. Industrial Complexes
This type includes such places as ammunition depots and storage buildings, assembly platforms and laboratories, assembly complexes of various scales, housing some of the primary weapon systems. These can be as simple as a building or two in an urban area or be large facilities that employ many thousands of workers. The helper weapons sit in those places that are as yet alive and moving but could easily require a dominant amount of the national resources. For example, a major failure within a country’s public utilities would force those areas housing needed supplies into a category of high demand. These would include water treatment plants, power stations, major food and drug processing and distribution centers, and the like. Topping the list of requirements are reflected experience indices for such things as the transportation and storage of dangerous, regulated, proprietary or priceless hazardous materials and state-of-the-art thievery and sabotage methods; the necessary attributes to develop and maintain that divine quality so often sought in a game— the edge.
The industrial world of the complex ranges from vast consumption and output villages to sophisticated and top-secret military research and manufacturing centers most will never see. Any type of large-scale good can be made in a complex, with the most common types being steel, cement, and chemicals. The defense department calls the things made in military complexes weapon systems. Whether this is to distance themselves from the end result of strategic usage or the huge dollar tags that traditionally go along with the buying or the requirement for constant maintenance and skillful control or all of the above, the term is useful as the primary weapon complex is manufacturing and control oriented. That is, producing lots and lots of things that count as Category Nine— specifically artisanry produced in the billions to provide defense against populated, weapon-filled areas the others have.
6. Storyline and Plot
Since video games are character-based, both the storyline and the character are of equal importance. As the interest in the character and the making of the character develop, it becomes evident that the character’s importance is in the same order as the world created in the mind of the game designer. Toru Iwatani, the game designer of Pac Man, stated, «From the character, leading support characters of the game, and on to the villains, all the characters of a game are important and should coexist with the world of the game.»
The storyline sets us into the mind of the character with whom the player will be playing. Every storyline follows a definite pattern, which is highly dependent on the type and the theme of the game. The pattern mostly centers on realistic situations or situations which may cause fear, making the gamer believe through the storyline the character needs saving or needs to have a motivational point of view because of the goal that lies ahead.
6.1. Key Plot Points
An unexpected finding was that the characters rarely talk about weapons, as plot development primarily discusses the personal qualities of the protagonist and the inner motives that determine the action of the external world. The weapons are seen only in the final part as a third subject associated with difficulty, a symbol of the protagonist’s strength, brotherhood, and the source of hope for greater personal freedom.
In order to evaluate the role of game-technical events in implementation, a list of key plot points affecting the rational and emotional level of the gamer’s behavior was formed. A text analysis was performed to detect specific words in the game script. As the complete story of the game should be summarized in just a few sentences, it would not divide the story into minor parts that do not change the game.
6.2. Narrative Themes
In A Poetics of Postmodernism 1988, Linda Hutcheon defines the phenomenon in opposition to those which it supposedly replaces. Postmodernism, according to Hutcheon, is doubly coded in both modernist play and mimicry as well as the decentering inherent to the previous works. This combination of both axes plays out within the narrative limits of the work. However, the concept has a temporal property associated with its proximity to modernism and that it is always renewing itself within these limits. Before narrative drive existed separately from the other modes of engagement. Storytelling as a representation of events, the character’s actions, and discernible motivations are sung, read, or laid out in prose fashion. The trouble lies in the game’s intrinsic capability to provide the audience an illusion of control that no longer can be suspended. According to Linda Hutcheon 1988, this is precisely the triple-cross which the postmodern work is guilty of perpetrating. The concept’s neologistic vitality swells this field. With that, we return to Michael Mateas and Andrew Stern’s concept of an alternate engagement.
The use of the game’s interactive narrative as a guide to the overall experience is a neglected approach in the context of making meaningful games. Los Angeles Times journalist, Alex «Kroppter,» has defined it by the term «playful story architecture» (2007, para. 2), which he advocates «doesn’t see veto rights to traditional storytelling methods or dynamics. What we are doing is more suggestive than direct. There is evolution in the balance, and not just a clone of the cinematic or publishing models» (Kroppter, 2007, para. 3). This mindful use of the interactive medium follows a unique set of hypotheses which Granklowski’s Beyond Adaptation addresses (2008). Judging from the sparse resources, it is reasonable to suggest a specialized set of lenses to measure entertainment value.
7. Soundtrack and Audio Design
The soundtrack, composed by Mark Morgan, a composer known mostly for his game soundtracks, is truly a masterpiece. Many tracks refer to famous, and sometimes even classic pieces which fit the game perfectly. The music played by a string quartet at the very beginning refers to Frederic Chopin’s Preludes, which too mix classical style, invented contemporary and raw emotions. Furthermore, the music in the game is often the best remedy when solving complex problems. Morgan skillfully combined orchestral arrangements with ambient techno music, creating an amazing mixture, recreating in this way the complicated reality of physics that plays with the virtual existence of real objects. The general blend of the soundtrack creates very appropriate tension and anxiety. Generally, the soundtrack is dynamic and really awe-inspiring in action scenes. It reaches almost perfect in the scene of driving the train.
8. Reception and Legacy
There are not many action games that can boast not only of a remarkable visual style, but also of a unique combat system combined with the atmosphere of underground clubs of Chicago – a city pressed by madness and crime. «Wanted: Weapons of Fate» not only offers players a new look at third-party action, but also plunges into a non-trivial story that smoothly connects scenes from the movie «Wanted» and draws unique combinations of the fate of the main character of the franchise.
In the light of what has been told before, one may think that the game was a fortune for developers. «Wanted» not only claimed additional popularity for the plot of this film, but also won its own fan base. However, in reality, the situation turned out to be much more interesting. «Wanted: Weapons of Fate» turned out to be much more fun and interesting, despite the fact that it is not positioned as a full-fledged game, but as an expanded copy of the original. It managed to take a couple of levels above, while preserving the uniqueness and brevity that come from the movies of Timur Bekmambetov.
8.1. Critical Acclaim and Awards
Platinum Hits are games that sell well or are popular and because of that fact, sales are far better than with an original release or release with special sales. Sales are an important aspect when publishers select games for the Platinum Hits classification. These games are re-released at a more affordable price. The Need for Speed follows a similar format where matchmaking has to be synchronized and EA decided to shut down that feature after a time. The difference here is that there is absolutely no chance that feature will come back up at these lower levels.
The game has been met with a number of awards and good reviews. The music for the game specifically has been earmarked as one of the best for 2009. Jesse Harlin and netjuke share the honors for the music of the game. Acting also earned the game a spot in the Guinness World Book of Records as the game with the most Hollywood voice actors. The game has been called the game of the year by CNET and Best Third-Person Shooter of 2009 by GameSpot. PC World placed it in the category of Five Top Games You Don’t Want to Miss. It also was included as the Game of the Month for September of 2009 for the Xbox 360. SEXPB.com placed it in their books as the Game of the Year for 2009. The game was nominated for two awards at the 2009 Spike Video Game Awards but ended up winning none of those nominations.
8.2. Influence on Future Games
In «PW», a surprising future subject is suggested through an implementation full of innovation. Virtual reality is still an underdeveloped technology, but in the next generation game machines such as the PlayStation 3 that Sony has been developing, real-time CG movies are possible. Since a protagonist like Wesley also becomes possible as a player character, I am looking forward to the future when a stage surpassing «PW» is produced. However, future game developers create their own standard world in the same way that a Hollywood film writer can bypass the standard with a unique idea. Even if the influence is not direct, it is necessary to be aware of the rapid evolution of new technologies and sophisticated expression methods as a hint provided by «PW».
As a game, it is a new type of entertainment that has never been seen before. Although the groundbreakingly innovative elements of «PW» have led to discussions in various fields other than gaming, it has not economically produced the results it deserves. Meanwhile, in the gaming industry, the effect on the next development is already on the surface. It is quite reasonable for a new technology or idea to be successful, and since it is still difficult to make full use of this idea at the time of development, it can be considered that there should be a lot of games that have not fully demonstrated its function, but it seems that it can be a factor that accelerates the change of the state of an industry that rarely changes once a certain system becomes a rule of thumb.
9. Conclusion and Future Prospects
Consequently, in future games with similar content, the three-dimensional data provided in this study am enabled us to manage data quickly by examining the moral, moral, legal, and design and artistic liability issues of each weapon and its effects separately or continuously. The free three-dimensional data types and routines created by researchers can be easily combined with supersets of non-playable characters, settings, and artificial intelligence routines to develop the dynamics, time, place, and space requirements of sports and improve their operation. Future planned work includes a plan to balance traditional, non-traditional and prototype weapons, identify sources, relationships, behaviors, habitats, and habitats of their triggers, project and monitor the destructive effects of invertebrates on them, and propose their suitability for animated TV shows and CGI-based movies. The data introduced to the graphics and animation world researchers that convert and adapt them to data formats driven by other ecosystem assumptions, balances, properties, statistics, values, privilege systems, and subjecting them to physical, chemical, biological, geological, and metrological procedures will come into play and become significant. the player’s cloak.
In this analysis, the possible weapons available in the Weapons of Fate game were explored. From rocks and heavy cylinders to Garmin air-to-ground missiles, Gatling cables, and chemical mechanical gun ADS, many types of traditional, nontraditional, and popular weapons appeared on the set for the violence factor. In addition, during the game, special shocking weapons such as the master key, hand control, and the most powerful obvious weapon in the salt game, the Heart of the Desert fire, can be achieved. Although fun, brutal, destructive, and aggressive-doing prototypes contain countless obstacles, there is no concrete evidence to support their overall existence or any irrational fears. Unpredictable factors that cause destruction, such as conventional, non-conventional, and prototype tools found here, can always bring interesting adventures to the spiritual community and the world’s largest video game community.