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Cyber
The main thing is not to stop. How did the Russian game 'Smuta' turn out?
2024-04-10
Direct Translation via Google Translate. Edited.

This is the Russian video game for PC, the development of which was funded in part by the government of Russia

by Mark Dranitzyn

[REGNUM] At the beginning of April, the adventure computer game “ Troubles ” became available to players on the VK Play platform. It was developed by the Russian company Cyberia Nova. The events in the game take place in 1612 in Nizhny Novgorod, Moscow and Yaroslavl against the backdrop of the Time of Troubles.
The US currently is going through is own version of Time of Troubles.
Heinlein called the current period The Crazy Years.
Long before its release, “The Troubles” received its first critics on the Internet. Their main complaint: Cyberia Nova, which took on the development of a historical role-playing epic, has not released a single known release before.

But the Russian gaming industry remembers a successful example from last year: the debut project from the Mundfish studio - Atomic Heart. The game literally blew up the Western charts with its magnificent graphics, unusual style of Soviet retro-futurism and, of course, humanized robot girls.

BEAUTIFUL LANDSCAPES AND FLINTLOCK GUNS
The release was postponed several times, but on April 4, “The Troubles” officially went to the masses. In honor of the launch, a costume show-carnival with archers, bells, horse rides and other interactive elements was organized on the territory of the Nizhny Novgorod Kremlin.

The main sponsor of “Troubles” was the Internet Development Institute (IDI), allocating 500 million rubles to the project, excluding distribution and marketing. Development of the game took two years.

To an uninitiated person it may seem that these are gigantic resources - monetary and time. In reality, 500 million rubles is a very modest amount for the gaming industry. The budgets of leading game projects are measured in tens or even hundreds of millions of dollars. And the development time takes five to six years.

The already mentioned “Atomic Heart” cost, according to various estimates, from 30 to 100 million. It was developed from 2017 to 2023 in real production hell - 16 hours a day.

Therefore, to expect that in such conditions “The Troubles” could become the breakthrough of the decade is, to put it mildly, extremely presumptuous.

The game has officially released, its key problems have become visible. Firstly, it’s damp - there are a lot of errors: collapsing buildings, graphical glitches, banal crashes to the desktop. However, already 3 days after the release, on April 7, the developers announced the release of an update: the patch corrects errors in various tasks and fixes various technical flaws.

Secondly, the game still lacks interesting tasks. The key now is to run from point A to point B, listen to the dialogue and run further to listen to the next conversation. At the same time, along the way you can swing your saber and shoot from flintlock rifles.

But what cannot be taken away from the game is its stunning visuals. The artists and designers did a great job. Photogrammetry technology, transferring a real image into a 3D environment, accurately conveys the atmosphere of ancient cities and dense green forests. The characters' outfits look natural and rich.

This is where “Siberia” certainly gave it its all and came close in terms of graphics to modern international projects.

USEFUL EXPERIENCE OF "CYBERPUNK"
Now “Smoot” can be bought for 2015 rubles, the game is exclusively sold on the VK Play platform. This is cheaper than most projects coming out today.

The most important point: the developers promised support for their creation for several years. This is really good and gives hope for correcting errors.

The same superhit game Cyberpunk 2077, in which the Polish studio CD Projekt Red invested 400 million dollars, came out in such an indigestible state that it had to be removed from sale on some digital platforms. The technical problems of “The Troubles”, compared to those in the overseas action film, seem like baby talk.

But the Poles did not give a damn about their brainchild and methodically completed the game over the course of four years. Gamers positively assessed the changes and voted with their wallets.

The secret to polishing Cyberpunk, among other things, lies in communication with end consumers. Throughout the years of development, players actively sent in their comments, and game makers scrupulously took notes on ideas.

As a result, not only the rough edges disappeared, but in many aspects the final product itself changed beyond recognition for the better, becoming a reference masterpiece and earning many honorary awards.

RETURN COWS AND SAVE BEAUTIES
What can help “Smoot” become better?

First, correcting technical errors.

Secondly, a deeper study of the gameplay, the emergence of new tasks. For example, to knock out the robber detachments of Poles from Russian villages in order to gain a reputation among the common people, which is converted into the growing power of the militia of Minin and Pozharsky. The more feats we perform, the more powerful the Russian army becomes and, therefore, the easier it is to free Moscow from foreign invaders. And this, whatever one may say, is the ultimate goal.

Thirdly, the game is filled with small quests: they stole a cow - return it, captured a beauty - free it.
Praiseworthy goals, both.
The main thing is not to stop. Then everything will sparkle with new colors. The worst thing you can do now is fold your arms and say that the project is obviously unsuccessful, let's try another one.

I picked up the tug - don’t say it’s not strong.

Posted by:badanov

#1  
Posted by: badanov   2024-04-10 01:46  

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