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 Call of Juarez Bound in Blood

Vezi subiectul anterior Vezi subiectul urmator In jos 
AutorMesaj
Cristi
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Numarul mesajelor : 21
Data de inscriere : 18/06/2009

MesajSubiect: Call of Juarez Bound in Blood   Joi Iun 18, 2009 9:38 pm


Ceva ciudat astăzi. Cerințele pentru Call of Juarez: Bound in Blood par a fi mai mici decât pentru primul Call of Juarez. Tot ce ai nevoie este un procesor Single core la 3Ghz, 1 GB RAM și o placă video de acum trei ani. Într-adevăr acestea sunt cerințele minime, dar cu un sistem de acest gen poți rula jocul și îl poți duce la capăt(deși pe detalii minime). Click în continuare pentru lista completă de cerințe și bucurați-vă de faptul că Techland au învățat în sfârșit ce înseamnă optimizarea(nu ca în primul joc).

-Windows XP (SP3)/Windows Vista (SP1)
-Intel Pentium 4 3.2 Ghz, Intel Pentium D 2.66 Ghz, AMD Athlon 64 3500+
-1 GB Windows XP / 2 GB Windows Vista 1 GB
-NVIDIA GeForce 6800-9800/GTX 260-280/ATI RADEON X1650 - 1950/HD 2400-4870
-4 GB of disk space
-DirectX 9.0c sound card compatible with DirectX 9.0
-DVD-ROM



The original Call of Juarez was a gritty shooter inspired by classic
Western action films. The sequel, Bound in Blood, will expand on the
original game's story and characters by letting you play as one of two
gunslinging brothers, brought together by family ties but torn apart by
greed and ambition. We get the details from Pawel Kopinski, product
manager at developer Techland.




Bound in Blood will be a very story-driven game that takes place during the American Civl War and Reconstruction periods.

GS: The story in Bound in Blood takes place during a very
volatile part of American history, right around the American Civil
War/Reconstruction era. Why choose this period of time for the game?
What does the era add in terms of available technology of that age,
relationships with Native American nations, and the freedom people had
to explore the world?
PK: The Civil War wasn't a part of some grand scheme from the
beginning. When we counted the years back from the timeline of the
first Call of Juarez game (Billy Candle's age), it became apparent that
we had that particular piece of American history to deal with in the
prequel. This had initially seemed like a mixed blessing but turned out
to be a great background. After all, war and its aftermath bring out
the worst in people, pushing them to their limits and pitting
individuals against a new, transformed reality. War serves as a
catalyst and an excuse for the McCall brothers' [story]. It sets in
motion a chain of events that leads Thomas and Ray across America in
their quest. Call of Juarez: Bound in Blood contains references to,
characters from, iconic locations in, and events pertaining not only to
the Civil War but also from the best of the Western genre. One of the
more important conflicts in the game is between two well-known Native
American tribes--and it's a historical one. From the Pinkertons to
gunrunners, through stagecoach chases, prison breaks, and holdups,
Bound in Blood has it all.
GS: What are the brothers' motivations going into the game? Do they start their adventure looking for nothing but money?
PK: Actually, it's quite the opposite. At the beginning of the
game, Ray and Thomas are soldiers fighting in the Confederate army. To
protect their home and family, they are forced to become deserters. At
first, the legendary gold of Juarez seems like the means of attaining a
greater goal, but greed and lust get the better of them. Bound in Blood
is a dark and mature tale of brotherhood and honor, of falling and of
redemption. All characters come a long way [over the course of the
story].
GS: We understand that a big part of the game's intent is to
re-create the feeling of Old West shoot-outs. How are the guns being
tuned and designed to help create that feeling of being a gunslinger
using the weapons of the era? How do the in-game physics work to
support the way guns fire, reload, and feel?
PK: When it comes to guns, we had to choose between history and
the beloved spaghetti Westerns. As is often the case, reality turned
out to be much less exciting than legend. During that time, revolvers
were still very unreliable, and double-barreled shotguns were the most
popular weapons in the Wild West. That's why spaghetti Westerns won
that particular competition. This means that all weapons are very
accurately re-created from [their historical counterparts], but just
like in everyone's favorite Western movies, they shouldn't really be
there yet. Sometimes, their true date of introduction is just a few
months away, but in other cases the difference is a couple of years.


Make no mistake: There will be shoot-outs in this game.

Of course, this still means that fights have distinct and unique
dynamics. Shoot-outs are very quick and intense, but the lack of
automatic weapons and the emphasis on skills and judgment change their
look and feel. Each time players decide to get out there and fight,
they will feel like legendary gunslingers overcoming tough odds. The
multiplayer is also designed around the Wild West weapons: the average
number of bullets in a drum, reload rates, and so on.
GS: We also understand that one of the most important parts of
the game will be gun duels, which will require players to use fast
reflexes and judiciously keep their hands close, but not too close, to
their guns. How will players get into gun duels? Whom will they duel,
and will all gun duels be solo, or will there be some battles with
multiple opponents?
PK: Duels are indeed very important in creating the immersive
and exciting experience in Call of Juarez: Bound in Blood. After all,
even modern movies and games often reach for the convention of a Wild
West duel. It's as much a battle of wills as it is a simple shooting
competition. To make those moments feel special, we have used them for
the most important enemies--bosses, if you will. Duels are always
one-on-one affairs. For spectacular takedowns of multiple opponents,
players can use the new concentration modes, which--unlike duels--can
be triggered frequently.
GS: We understand that each mission will let players choose to
play as either one of the brothers, even though the story will
eventually pit them against each other. How does this branching work in
practice? Do you end up playing two totally different games where each
brother performs completely different missions?
PK: Initially the choice of the playable character is more a
question of gameplay style than anything else. Some players will prefer
Ray's toughness and close-quarters combat skills, while others will
prefer Thomas and his mastery of rifles. At some point, a gap between
the brothers will appear. Their points of view will become increasingly
different. It's worth playing all the missions twice just to see the
story through both pairs of eyes. Near the end of the game, the McCalls
really go their separate ways but...no spoilers.


During the game, the two brothers will change courses and eventually be at each other's throats.

GS: Finally, is there anything else you'd like to add about the game?
PK: Creating the wildest West was a great challenge but also a
ton of fun. We can't wait to let players into that atmospheric and
immersive world of deadly gunslingers and destiny forged by one's own
actions.
Sus In jos
http://rogames.playogame.com
 
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