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Описание. Информация по игре:
Storyline
The story line is perhaps the most distinctive feature of the game.
Unlike other games of the genre, that simply present you with a paragraph of text at the beginning and end of the game, Silver Wings boasts an actual story, or rather a long range of dialogues that convey the story. These dialogues are alert and dynamic, each character having its own personality, background and motivation, and every line of dialogue is spoken, adding up to over a whole hour of speech. This adds greatly to the atmosphere of the game, providing the most immersive experience ever seen in a game of this genre. Also, unlike other games of the genre, where the playing character is virtually inexistent, and is simply referred to as "the player" or "you", Silver Wings has two distinct playable characters, each with it’s own unique personality and style.
Gameplay
Like the two halves of the yin-yang symbol, the storyline and the game-play in Silver Wings serve to complete and heighten each-other.
Unlike other games of the genre where your objective is to simply kill everything that moves, and by doing so "save the world", in Silver Wings, your primary objective is survival. The two playable characters are caught in the middle of a solar-system-wide crisis and, most of the time, are fighting to stay alive. We chose this approach over the traditional one because it had an increased sense of realism. We wanted Silver Wings to be a "believable" game and everything, including the game-play was designed with this in mind. Enemies collide with, instead of passing through, each other; explosions and impact with enemy ships throws you back; while "money" and other power-ups must be collected from the battlefield, instead of getting added to your reserves automatically, which often means placing yourself at risk. Every level of the game and every wave of enemies has a "safe spot" that ensures survival with only minimum damage, however, the promise of "money" and power-ups will often lure the player away from these safe spots, and players will often find themselves overwhelmed by the enemy if they get greedy. The player must permanently evaluate the risks and opportunities of every level in order to decide their next move, also, the random factor in the drop-rate of power-ups and "money" ensures that no two playing experiences are the same and that there are no "recipes" for level completion. All of this, combined with the differences between each playable character also serves to give the game a high replay factor.
Visuals & Audio
We strove to make the game as visually appealing as possible, while still keeping it playable on older machines.
The whole visual aspect of the game was designed to be consistent and easily identifiable. We tried our best to stay away from the stereotypes of the genre and give the game its own unique look. From the retro look of the menus to the truly alien looking mutations of the S.G. ships, everything was also designed to be in line with, and enhance the story. The game engine uses the most advanced technology available, either directly or indirectly. Dynamic lighting adds new life to the 3D models while advanced particle effects give it a whole new world of depth and textures are pre-rendered to include bump-mapping and specular information. This, combined with the perspective of the playing field, and animations, gives the game a distinct 3D feeling while still keeping the game-play within two dimensions. Last but not least, underwater caustics, rain, snow and other atmospheric effects serve to enhance the playing field.
The music and sounds are the icing on the cake.
The original soundtrack is stimulating and intense, serving to enhance the tension of the storyline and the rush of the game-play. Each of the three environments has its own style of music, which blends with its specific mood and atmosphere. The game boasts over an hour of dialogue, each character having it’s own voice, which is consistent with the character and the character’s background. Sound effects abound, from explosions and collisions that change to reflect the environment they’re in, to weapons that have their own unique sounds, even those of the enemies.
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