Interstellar Marines , The non-industrial ode to the scientific and fantastic militants of the eighties, the Indie-Dolgostroy, which has been done at the expense of the fan community for many years (the authors are unsubscribing stating that they are doing AAA project), finally leaves the shadow. A year ago, at GDC 2008, we met with Zero Point Software And they even looked at the working build, the main attraction of which was a four -haired shark, crunching ridges with a crunch of space infantrymen.

We still lamented that we could not show you a single screenshot because of some legal subtleties with the engine. So, friends, the hour has come! All this material is a screen, cover, an excuse for printing a giant four -haired shark on our glossy pages. Sorry.

First (and last) contact

As the name appears (“Interstellar Troops”), the developers are clearly not afraid of Sci-fi stamps. In the first mission, we will fight against a furious general, who took refuge on Mars. During the operation, it turns out that the disgraced warrior abducted the prototype of the engine, allowing him to travel along the Milky Way.

Events unfold in the near future. Humanity has already mastered the planets of the solar system, but flying to other stars – so far only bold dreams. The mentioned engine is a superior technology. Having honored the task of his salvation, the heroes will learn that a grand event is being prepared for a flight to another stellar system. The authors deliberately chose one of the stars closest to the Sun – Epsilon Eridan – to emphasize the underdevelopment of space travel technologies. It is already known that there is a reasonable life on one of the planets, therefore a special group is gathering for the first contact. It is called, in fact, Interstellar Marines, where, having passed the strictest selection, only the most experienced warriors fall. Four heroes become the recruits of this secret unit (by the way, the aforementioned general was the head of the detachment, but he was removed for a certain disgrace form).

Feel, yes? People are preparing for a meeting with alien civilization – they train not diplomats, but special forces. It is no coincidence that the developers constantly repeat that their game will be most truthful and naturalistic as possible. Parlier's paratroopers-a subtle political move. But, as it turns out, this was not enough for the earthly government.

Just imagine: gullible ambassadors of an alien race joyfully meet guests from the solar system. The solemn music sounds, the gateway of the earth's ship opens, and from there the ambassadors break out … no, not even the thugs-strings, but four-lap amphibian large white sharks-killers.

Carcharodon Polemos

“You see, when Kim Jorgensen, the head of Zero Point Software, was small, he once went to swim in the sea. And there he was attacked https://wg-gb-casino.co.uk/ by a shark! – Without changing facial expressions, the colleague of Kim, Sam Shapperd explains to us. – So now he takes revenge on them ".

Cacharodon Polemos-so the shark-shaped monsters are called in the scientific (the approximate translation is indicated by a couple of lines above). Managed to become an unspoken symbol of the game, these monsters are actually found only on one location. There, large white sharks are crossed with a certain land animal. Initially, it was assumed that it was sharks that should be the honor to meet the first to meet aliens in order to immediately sparkle them into pieces, but it turned out that the monsters were free ahead of time. The heroes of the game are sent to deal with them.

We were demonstrated by the stunning animations of the attacks of these creatures. They instantly knock down the paratrooper from their feet, stick their teeth and begin to tear it like a Doberman Toyterer: waving their heads in all directions, clutching the unfortunate fighter in the mouths of the unfortunate fighter. Only in time the comrade arrived in time with a targeted shot can repel the victim from the monster.

All this is very reminiscent Left 4 Dead , and the developers are not shy about such comparisons. There will be many situations in which the heroes will have to act together. The similarity becomes obvious when it turns out that the whole game can be held in a cooperative for four. To the simplest command challenges, which are pushed on you by LEFT 4 DeAD (treat the wounded comrade, cover with fire, etc.p.), Interstellar Marines adds two nuances.

In the name of the game

Interstellar Marines-the world's first AAA-Dolgostroy. This is what his creative path today looks like today.

2003 – The origin of the idea

Kim Jorgensen, together with several like -minded people, first think about realizing the dream of their childhood – making a game about space paratroopers. The team begins to gather.

2005 – first trailer

A year goes to approximately design the main concept, another year – to create a trailer. The video becomes popular on the network, a fan community appears.

2007 – Unreal Engine 3

Developers manage to receive support for a certain publisher and license Unreal Engine 3. As Interstellar Marines looked then, it was unknown (it was forbidden to show screenshots, and later the authors abandoned someone else's engine).

2008 – negotiations with publishers

On GDC 2008, developers are looking for contacts with publishers. A lot of offers come from a variety of companies, but everyone puts forward too tough conditions. Zero Point Software has a question – make concessions or remain without money ..

2009 – complete independence

… and they choose the second. Own engine, constant search for sources of financing, protracted terms – the developers have come to terms with this. But the future of the project depends entirely on themselves, no one has the right to dictate the conditions for them.

More like guys, more bunch

Firstly, this is still a tactical shooter, so there will be a lot of weapons. Three types are promised only pistols. To the logical question "Why?"Kim, not bewildered, reports that absolutely every model has its own disadvantages, each is suitable for a certain situation. In the case of pistols, one shoots powerfully, but very slowly and loud, the other quickly and quietly, but weakly.

Secondly-and this, in our opinion, is an excellent find for the team game-four heroes often have to stay extremely close to each other. The fact is that when all the paratroopers are nearby, they instantly get a bonus for characteristics. That is, the doctor treats wounds faster, increases the damage of weapons and armor resistance. With such a clever gamedic decision, the developers are going to force the players every time to get into the heroic pose “Four brave soldiers – back to the back”.

In addition, space marines will often need to come close to each other just to hear the words of partners in the command. Zero Point Software personally created a special RTVP voice processing system (Real Time Voice Porting). Everything that you say to the microphone during voice communication is processed taking into account the characteristics of the level and only then is reproduced in the headphones of your interlocutors. That is, in a long empty corridor you will hear a metal echo, and, say, near a reservoir with sharks, the sound will be reflected from water. The remoteness of the speakers is also taken into account – which is why for a conversation sometimes you will need to stand nearby. The developers want to achieve such an effect that during the execution of stealth mission, the players begin to talk in a whisper. One of them, for example, sneeze how it will immediately substitute the entire team (a similar story occurs at the highest level of complexity in Left 4 Dead).

Naturally, all this can be avoided by simply negotiating in a walking helmet built into the helmet – but in each level there is a situation where the players are forced to raise. It sounds at least unexpectedly, but on removing/putting the helmet, developers are going to build a whole mechanics. A year ago, we wrote that the insides of the monsters stick to the “windshield”, it fogs from breathing during running, and in the rain the image is distorted from wet stains. Moreover, with a lowered shot, you practically disappears peripheral vision. During the horror mission, when you constantly wait for the attacks of the amaze (or a zombie laboratory assistant), you actually doom yourself to death, holding the helmet to the worn. As a result, players will have to decide for themselves what is more important for them – an excellent review or high -quality radio communications with the team. Also, do not forget that the helmet still protects against bullets and only in it you see the interface (and these are health indicators, cartridges meters, inventory).

* * *

Developers without hesitation take into service foreign finds (both plot and gameplay) and deftly rebuild them, collecting their special project. “Take the script of the movie“ Predator ” – a banal, vulgar story. But you just have to submit it correctly, and at the exit one of the best fantastic militants of all time is obtained, ”Kim thinks. – Or here are films about sharks … "

What happens in the end from Interstellar Marines-Spielberg's “jaws” or “Megaakula against a giant octagogy”-we hope, we will find out before inter-star travel becomes a reality.

We will wait? Terrarium with four-legged amphibians-killer sharks. Part -time – an original tactical shooter with a fashionable cooperative for four.

Percentage of readiness: 50%