Salamander
Cool and Nihilistic
keke, pradise đã ra rồi
,dạng point n click, pixel hunt cổ điển, mới chơi game này thui mà thấy được quá,
nếu nói là "hay hơn cả Syberia" như nhà sản xuất quảng cáo thì hơi quá đáng, nhưng về mặt puzzle thì có thể nói là khó hơn Syberia và dễ hơn Myst, tuy nhiên game còn có 1 số bug, hi vọng là patch sẽ giải quyết mấy cái bug này, phần nhạc nền thì tuyệt hay, khác gì coi phim "ngàn lẻ một đêm" hay là "aladanh với cây đèn thần" đâu
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bonus thêm tí :p :
nếu nói là "hay hơn cả Syberia" như nhà sản xuất quảng cáo thì hơi quá đáng, nhưng về mặt puzzle thì có thể nói là khó hơn Syberia và dễ hơn Myst, tuy nhiên game còn có 1 số bug, hi vọng là patch sẽ giải quyết mấy cái bug này, phần nhạc nền thì tuyệt hay, khác gì coi phim "ngàn lẻ một đêm" hay là "aladanh với cây đèn thần" đâu bonus thêm tí :p :
Who is Benoît Sokal? What is his role at Whitebirds, and what has been his involvement in making games?
Benoît Sokal, born in 1954, is credited with being one of the main creators of the award winning Syberia™ series. Today he is considered a leader in the European comic-strip world.
Graduating from the St. Luc School in Brussels, Benoît Sokal participated in the adventure that was the surge in the popularity of comics in the 1980s, and is associated with the success of many European magazines.
Benoit’s desire to push the limits of his creativity naturally led him to computers. He was one of the first to color his drawings with the aid of a computer, then discovered 3D in 1996 and launched himself in the Amerzone adventure. Benoît Sokal is without a doubt the first comic-strip artist to design, realize, and supervise the entire production of a video game. He, in effect, dedicated almost four years of work to this title. An Explorer’s Testament (November 1999), an amazing and unedited anthology of drawings, plunges us back into the imaginary and captivating world of Amerzone.
In 2002, he enjoyed the pleasures of creating another, even more promising, video game: Syberia. More than any other author, he participated in all phases of the creation of this game: design, graphics, dialogue… He is the soul of Syberia. Benoît Sokal was named Personality of the Year at the Phénix Awards for video games in 2002. In November of the same year, he published Syberia, Game Aesthetics in collaboration with Gérard Lemarié at the Casterman publishing house. It is at once an anthology of drawings and the outline of an essay on the philosophy of the video game. In 2002, Syberia was named the best adventure video game of the year in the United States.
April 2004 saw the world release of Syberia 2, the next and final chapter in Kate Walker’s adventures in the confines of Siberia.
Today, Benoît Sokal works on new projects, such as Paradise, with White Birds Productions, the company he has started with his partners Olivier Fontenay, Jean-Philippe Messian and Michel Bams.
How will Paradise differ from the experience found in the Syberia games?
Paradise is an entirely new adventure, set in a different environment, with totally new characters. Discovering Paradise will be like reading a new book by a favorite author or watching a director’s new movie.
The storyline is also more tragic compared to former Benoit games. There is a strong psychological dimension in the characters, and mainly with Ann, the heroine. As far as we know, it is also the first video game set in Africa.
Paradise is another step further also in terms of gameplay, as the game now includes some 3D real-time sequences.
Is Benoît involved directly with the development of Paradise, and if yes, how so?
Benoît is involved at all stages of the development:
• Created the story.
• Worked with design team to finalize overall game design and gameplay.
• Sketched scenes and characters.
• Designed and developed all 350 backgrounds of the game.
• Supervises all the graphical production and post-production (often modelizing and/or fine-tuning himself).
• Supervised the sound, music, and dialogue.
What is the driving story behind Paradise?
Paradise is a story of love, hate, and redemption between a father and his daughter.
A young woman, Ann, is the daughter of a fierce African dictator, King Rodon. The king is ill and feels that his death is near. He wants to see his daughter, who left the country and him at the age of 8. During her trip to Maurania, Ann’s plane crashes. She is amnesiac and accepts a strange mission, given to her by an Arabian prince: Cross this vast country to bring a black leopard to the place where he was born...
Where will the game take place?
The action is taking place in an imaginary African country called Maurania. This country is vast and resembles a “sub Saharan/Arabian culture” in the northern portion and “Dark Africa” to the south. A large river, the river Maurane, crosses the entire country.
How will the player actually play Paradise; is it a linear experience?
In terms of interface and gameplay, Paradise is a classic point-and-click game. The game is divided among four separate worlds, each with its own ambiance and characters. The story is linear in that you have to travel/complete each world to move to the next.
When you say Paradise “plays like a movie” what do you mean, and how do you relay this through development of the game?
We would characterize Paradise as an interactive movie. The goal is to always leave the player wanting to know what’s coming next. As in a movie, the key elements are the scenario, the characters and the scenery. Our goal is for the player to experience emotions as he/she would while watching a movie. The cinematic scenes were conceived and shot as short movies, with attention to details such as camera angles and lighting. All cinematic scenes are carefully orchestrated and woven into the storyline to allow for uninterrupted premium gameplay experience.
Will there be puzzles in Paradise for players to solve?
Yes, the game is based on solving puzzles and dialogue with characters. All the puzzles are “logical” and totally integrated into the storyline so that solving them is part of the overall progression of the story. (For example, you need to have a fake passport to leave a town, and for this you must have a picture of yourself. This means you have to identify and talk to the man who can get you the passport, find a photographer shop and develop a picture, meet with a customs officer, etc.).
How will Paradise differentiate itself from other adventure games on the market?
Paradise is the new Sokal game for those who know his previous work. For those not aware of Sokal games, Paradise will provide a great story for players to enjoy with a scenario very different from what most games offer. By combining incredible graphics and artistic direction with the immersive psychological aspect of the characters, Paradise will set the benchmark for adventure games.
em hỏi các bác ở đây, nhưng ai chơi rồi, thực sự nó có đáng chơi không ạ, em buồn quá ::(