Special opinion: "walking simulators" good and not very. Top simulators walk simulator walking game

This list contains the 7 best "walking simulators" in which you could play not so long ago. Some of the best such games provide a player twisted mysticism, which will play with mind; They have a unique setting that is felt incredibly realistic, thanks to the perspective of the first person.

The plot of the game happens in the mystical underwater complex (sounds familiar?). Soma is a game from the guys from the FRICTIONAL GAMES, which were greatly inspired by such science fiction masterpieces as "remember everything" and "Do the Androids dream of electrical stops dream?". As a result, in the game you explore the Pathos-II base and are trying to understand what exactly happened while you were in a coma and why are all robots on the basis talk as if they are people?

6.Ether one

Not a very famous and very underestimated "walking simulator", Ether One is a game that puts you in the head of a dying patient as a "researcher" traveling through memories, at the same time looking for a source of the problem. This is a new idea that you have hardly seen somewhere else, full of mysticism, puzzles and hidden sections that you will not find at first passing that it pushes to the second passage.

5.Everybody's Gone To the Rapture

While in the fictional small English village of Jochton, players will study the location, trying to understand why all the inhabitants disappeared. Everybody's Gone to the Rapture is an adventure game from the first person, which begins with the end of the world, the launch of goosebumps on your back, while you go and see the shimmering ghosts of people who inhabited the city. Accompanied by an absolutely amazing soundtail and wonderful voice acting, Everybody's Gone To the Rapture is one of the best "walking simulators" in which we played in 2016.

4.Proteus.

An ideal research game for those who just want to relax and take a break from the normal dialogues of most "walking simulators", Proteus is different from the rest, because there are no tasks or goals in it. The only thing that changes in the game is the seasons that replace each other as soon as you interact with various musical creatures, as a result, causing an excellent musical symphony.

3.The Vanishing of Ethan Carter

In The Vanishing Of Ethan Carter, you explore a very detailed, but also a very disturbing area, as an investigator of paranormal phenomena. You were instructed to find out what happened to Itan Carter. This horror adventure game was specifically designed so that it would not be harder to keep you. The Vanishing of Ethan Carter draws a lot from horror films, but also creates the history of the book level, with the end that no one is waiting.

2.Firewatch

Events occur in the Wyoming wilderness, the end of the 80s. Firewatch puts you in place Henry, an ordinary person with problems in a relationship that wants to get away from the stress of urban life. You, in the role of the observer behind forest fires, have a connection only with the delegate you hear, but never see. This makes this "walking simulator" better than others because of the large number of branched dialogues whose choice will give each player a unique gaming experience.

Starting your life, like mod for Half-Life 2, The Stanley Parable is the undoubtedly the most revolutionary game in the list of "walking simulators". Humor, which breaks the fourth wall and surprises; The Stanley Parable seems to make a remark about modern gamering, playing with the expectations of players from what is the game. The star of this list seems to have an endless set of paths and opportunities based on the style of the game.

In the thirty years of the existence of the industry, we are accustomed to the fact that in games almost always need to run somewhere, to fight someone and save someone. And the rapidly the pace and closer than the enemies, the better. Beautiful out of game worlds Speakers no more than a background for dashing battles and exciting adventures, but we only think about how to grow an invincible hero or to combine the next boss. At best, we break the head over the riddles.

But times have changed. There was a whole direction of "peaceful" games, where you do not need to choke anyone and shatter, and scenery, atmosphere and history are set at the head of the corner. What is curious, they are rarely counted to the quests, since they are almost no characteristic of this genre of elements in them. For them, another definition was fixed, slightly ironic. And today we present to your attention the top ten of the most expressive of the so-called walking simulators.

The other day the next representative of the genre was released - "Simulator of forest walks of lonely and unfortunate, but the premium chatting with a colleague from the neighboring fire tower of the forester." Called O. FirewatchAnd we have already managed to pass this meditative and peculiar game and.

If you want more - this top for you.

10. Dear Esther.

The game with which it all starts. Of course, not the first in the genre, but it was she who popularized him and spawned the definition of a "walk simulator".

About whether it is appropriate to call the game, they are still arguing. The discussions began in 2008, when the simply named modification was published for Half-Life 2Later grew up into an independent project. In the Dear Esther gameplay and the truth is almost no. It is impossible to run and jump, you can not even turn on the flashlight - if necessary, the hero will do everything without our participation. Here you can only slowly wander around the island and listen to felt monologues under sad music.

In the emotional history and feeling of limitless longing and lies the essence of DEAR ESTHER. The developers from The Chinese Room were deliberately made so that all pieces of the puzzle were folded at the first pass. To understand who Esther such, what happened to her and why everything is impregnated with ineveful sadness, you will have to delay the rocky island along and across. However, the time spent at this time is not sorry at all: the game is phenomenally beautiful outwardly and gentle, although it tells a fairly simple story.

But the most important thing is that as She does it.

9. The Novelist.

Not so often we allow to play for the ghost. Per lately alone MurDered:Soul.Suspect And I remember.

Poltergeist from is not at all typical for the ghost matter: trying to save the marriage of the writer-loser. That order was delayed the crisis that began after the release of the debut novel. The book is not written, the relationship with his wife and child are not soldered. Need to do something.

And encourage the writer and his households to take the right decision to be living in the house of Spirit. But necessarily imperceptibly, and the family is scared and eats. The player can read the thoughts of the tenants, dive into their memories and push to the fateful choice until they sleep.

The Novelist allows you to look at the household problems under an unusual angle and even perhaps to extract some lessons for yourself. After all, not everyone has such a caring "house".

8. AMONG THE SLEEP

Here the protagonist is also not quite ordinary. The main heroine from the family is only two years old, so it's neither running, nor jump it still does not know how to crawl it much better than walking. Among other things, it means that from all the heroes of the video game it is the most defenseless.

Knowing it, traveling along the colorful, but the gloomy world of children's fantasies, which is hardly friendly by the most of the adult nightmare, becomes even worse. It is good that the baby has a faithful teddy bear, always ready to dispel the darkness and show that the monster from the cabinet is just my mother's coat.

Only here at the end of the game the developers clearly make it clear that the major danger to the child are not the ghosts and not all sorts of babies. - Not a simple horror, but a metaphorical statement on a witness.

We will not disclose intrigue, but let's say that the worst thing in the game is not at all monsters.

7. EVERYBODY'S GONE TO THE RAPTURE

At the seventh place, we have an exclusive for PS4 from all the same The Chinese Room. , or "Chronicles last days"In the Russian version, transfers us to the English village of the middle of the eighties. The place, of course, in itself is deaf, but why there is no single living soul at all - the riddle that you have to solve.

Assist in this flying around the mysterious bunches of golden light. Each light keeps the voices of people living here. Listening to them, we learn that this happened in British deafness, that she became uninhabited in one moment.

"Chronicles of the last days" is perhaps the most unusual game about the apocalypse without the prefix "post". She is all impregnated by the feeling of already happening, and therefore an inevitable disaster and, like Dear Esther, infinitely melancholic. Why the inhabitants disappeared, you figure out pretty quickly, but still go through the game to the end to listen to all the voices and every time wander through such a beautiful and reliable old woman in England.

6. The Path.

SAMI famous game Studio Tale Of Tales - innovators of interactive arthow, from which, by and large, the genre began. This is a surreal variation on the topic of a fairy tale about a red hat, but the usual content in it is inside out. From a gray wolf you do not need to escape - it should be found, because if without adventure to get to the grandmother's house, only the inscription "Game Over" will be award.

Each of the six main characters sees the wolf in its own way. One thing is in the appearance of the fatal handsome, the other - in the skull of the shaggy beast, the third is generally looking at a small girl. The consequences of a meeting with a predator for everyone are also different, but we are still unable to influence the fate of red hats.

In general, everything is perfect without our participation. If you postpone the mouse, after some time the heroine itself will run deep into the dark forest and find something interesting. Full autonomy. No wonder at one time we were awarded the "Top" title "Anti-game of the Year."

5. Soma.

A relatively recent project from the authors of the famous Amnesia is balanced on the verge: there is much more familiar gameplay for us than in all others from the listed games. There are interaction with the environment, and the solution of puzzles, and monsters, from which you need to run away and hide.

But that's not the point. The top five enters the best of all the attention in it is paid to deep history and worked out to the smallest detail. The mysterious underwater base wants to explore, despite the horrors everywhere. Dozens of files in local computers, memories of dead people, notes and photos - from all this is one of the most original stories in Horrors of recent years.

And this plot scares without any "consisters" and puts in front of you sophisticated questionsleaving in deep long thoughtfulness. Bright impressions and scenery, especially walk along the bottom of the ocean. Covered with algae structures, barely breaking light and mysterious sounds from sea depths. The enchanted and frightened player at this moment is easy to feel herself with grazing in cold abyss.

4. THE VANISHING OF ETHAN CARTER

From whom we did not expect a beautiful and unhurried flour, so it's from intruder authors Bulletstorm and Painkiller.. True, these people have repeatedly declared their desire to experiment with games. And having received freedom and independence and creating a new studio, immediately began to embody the conceived.

The main hero is an elderly detective floor of Prospero. The anxious letter of the boy of Itana leads him to a quiet town of Radkrik-Valley, where for some reason there is no soul. Where everyone disappeared, and most importantly, what fate suffered a frightened teenager, to find out the extrasensus detective.

The game simply amazes beauty. The autumn forest is frighteningly reliable, and the coolness from the lake water you feel even sitting in a warm apartment. In the remand version for PS4 and PC, the picture is generally hardly photorealistic. An old town with his houses and an abandoned church enchants, although the uniform damn sortsmia is going on.

In The Vanishing of Ethan Carter, it would be nice to play, even if it was devoid of gameplay, like Dear Esther. But in it there is still something to do in addition to walking. Looking into the past and arranging the vision in the correct order, we have to investigate a series of mystical murders. In the end, a one-piece and gloomy story is evoked, resembling the work of Howard Lovekraft.

3. Gone Home.

Like The Novelist, the game tells the story of a not too lucky writer and his family.

But it is managed to do it, without showing a single living person in the frame. Not dialogues, no cat scenes, nor read thoughts and mystical visions. Only a house in which he lives or recently lived not a very happy family.

In full uses the interactivity of the environment. In addition to the usual diaries and records on the answering machine, many items are scattered around the house, some of which characterizes the owners better than any words: what books read members of the family, what music are listening to, which lies with them on the table, and what is hidden from prying eyes ... to find out where everyone is missing, we will have to make psychological portraits.

Gone Home is an excellent game in which games, by and large, no. All gameplay unfolds in your head. And this is nothing comparable.

The fourth wall in video games broke out often.

But The Stanley Parable Built on this trick from beginning to end.

The bigger ordinary games You have passed, the more standard films looked - the greater delight you will experience. It all begins in an empty office, and ends ... anywhere: in the underground laboratory, in the cosmic abyss or even in Minecraft.!

The creators of the "Proverbs about Stanley" were predicted, it seems, almost all possible actions of the player. Each of your choice entails consequences, more significant than in some "Witcher" or The Wolf Among US. There is no one such a project in the world, where it would also be fascinating to do what they are asked about.

This is not even a game, but a unique experiment with the illusion of freedom. Recent The Beginner's Guide Continues the ideas of The Stanley Parable and transfers them into another plane. Mind games continue.

Decent mention

To The Moon.

A short and very soulful story about love, youth and unfulfilled dreams. If you think that the game with a top view and pixel graphics is not able to turn your soul inside out, start to the moon.

Ether One.

Another game about the journey through the abyss of someone's memories. IN Ether One. An interesting visual style, an unusual incarnation of inventory and a pleasant story. Good gamelost on a general background.

The Graveyard.

The game in which a lonely old woman walks around the cemetery. The heroine can slowly walk, sit on the bench, think about his own and even quietly and imperceptibly die. Rather, the interactive sketch of the passage of life than a full-fledged game project, even by Tale Of Tales.

1. Journey

This game suggests quite a few di-grasis. She was called a breakthrough, new game experience, game of the year ...

We will say easier: - This is magic. Whether the dream, or a fairy tale, whether the dream and the fairy tale are simultaneously.

It does not matter where the action occurs - in the desert, under water or on another planet. The main thing is that there is a traveler, and there is a goal, and this is the basis of any story - from Odyssey to the "Lord of the Rings". Any additional element of the usual action or platformer most likely would destroy the charms. After all, this world is alien violence, alien ordinary enemies and traps. He is waiting for his traveler who will leave his soul somewhere among the velchanes.

This is not a game about the journey as Uncharted or Tomb Raider.

This is a journey. Yours. Personal.

And deserving the first place in our list.

When a walk becomes the main aspect of the game.

DTF publishes material translation.

In many games, walking is just a prelude jump through the wall or shooting around the enemy. However, an increasing amount of indie developers refuses a large number of features and rethinks how people take one step after another.

It turns out a very interesting designer solution. Why not make walks around the world of the game in the main, and then the only possible action? What else should happen to the player? Where should he allow to go? Finally, why would he want to go there?

Bold projects like Gone Home, Dear Esther and Firewatch expanded the idea of \u200b\u200bwhat the video game can be, just due to its limitations.

DEAR ESTHER - the first work of the studio - began its life as a fashion for Half-Life 2. Of original Game Almost everything was removed: only a mysterious island, a voice speech and a lot of unforgettable moments remained.

Modern blockbusters S. open world Frequently felt as some kind of tasks that need to be executed. In Dear Esther, gamers just live on the island and try to understand what happened there.

Dear Esther.

Some belong to this flourishing genre skeptically and use the term "walking simulator" in the negative key. Previously, this is the concept in one of the first Gamasutra articles protecting the game Proteus. Now, with it, it is raised over developers offering gamers to do something large, and not just wander around the field.

At the same time, a walk is able to make a person in the classroom places in which he has never been

According to Pinchbeck, the game tasks sometimes interfere with the creation good charactersEven if the last are already dead, as in the case of Everybody's Gone to the Rapture.

The plot for us is the most important thing.

EVERYBODY'S GONE TO THE RAPTURE

The history of the walking simulators is still at the stage of becoming. Despite the fact that some developers are not used or can not tolerate, the term has become generally accepted.

The disgusting definition became the name of the genre

Karla Zimonja - Fullbright co-founder, as well as a 2D artist and a Gone Home script editor - quietly reacts to questions regarding the bad past of this term.

Do not you choose for yourself a nickname, so? People put labels for convenience. We do not decide how surrounding call our games.

The creators of blockbusters often rely on a whole marketing team (and the corresponding budget) to intelligibly explain to the public, which should be expected from their product. Indy studios have to piano themselves, and therefore their reputation is created mainly at the expense of players. And at times, the latest feedback comes up best.

As a rule, we call our works "plumbing games", but something like someone can hardly remember.

Karl Winter, Gone Home script editor

Gone Home.

Jonathan Burrouz (Jonathan Burroughs) - a co-founder of Variable State and one of the directors of Virginia (the first studio project) - confirms that other terms do not attract people as much as the "walk simulator".

But this does not mean that he likes such a term.

This concept is essentially similar to the work. It is stupid, but at the same time attracts attention. Indeed, if someone called the game a shirt simulator, he would immediately won my attention.

Jonathan Burrow, co-founder Variable State

Pinchbeck agrees with him: "This is a stupid term, for he does not at all make it clear what impressions will leave after herself." In the end, in all these games the action is clearly not limited to walks.

I do not leave the feeling that a true walking simulator would be something similar to QWop.

Karl Winter, Gone Home script editor

QWOP.

The term became generally accepted due to simplicity inherent in all names of genres. Uncomplicated phrases help classify artwork for the convenience of consumers.

You can argue that I call the Deus Ex first-person shooter - it means in vain to plunder it. However, the most important thing is that the gamera is convenient to navigate and find your favorite games, so it's better to accept it with such simplicity, and not fight.

Dan Pinkbeck, Creative Director The Chinese Room

Designer solution or happy chance

Jake Rodkin (Jake Rodkin) from Campo Santo explains that, working on FireWatch, they did not expect to create another walking simulator.

We collected the game that you wanted to do, either of the parts of the games and genres you like, or from fragments of ideas that have arisen in our heads.

That is, according to him, the team borrowed many features of popular projects and selected those that resonated personally with her. For the most part, they did not fit into generally accepted patterns.

Everyone talks about the first 15 minutes BIOSHOCK INFINITE., about the time spent at Shodan in System Shock or Glados in Portal ... The feeling from these games remains with you, even if you do not remember the episode, in which the mutant was hit by a wrench on the head or solved the puzzle.

Jake Rodkin, Campo Santo Studio Coordinator

Portal

Winter and Steve Gaynor (Steve Gaynor) - the second co-founder Fullbright - worked on Minerva's Den (successful DLC for Bioshock 2) together. Therefore, on the day of the institution of its own company, they perfectly presented themselves not only the potential of the game from the first person, but also what elements they wanted to develop.

Conduct experiments to create a shooter, and then you understand that shooting is the aspect that you can't afford yourself. This has not happened to us yet.

Karl Winter, Gone Home script editor

She notes that they did not invent something new with the team, but were based on previous ideas.

Games like DEAR ESTHER often served as an example. I do not want to say that we did a completely unfamiliar thing. More and more was like a thought process, not to develop. We wanted to understand how many aspects can be removed and preserved the integrity and fascination of the project.

Karl Winter, Gone Home script editor

There is an opinion that many walking simulators have created experienced developers who are tired of the costs of the past. Rodkin and Sean Vanaman organized Campo Santo after working on the second season The Walking Dead. From TellTale Games.

The game was very looking at the TV show. However, at that time, we were fascinated by projects overlooking the first person.

Jake Rodkin, Campo Santo Studio Coordinator

The Walking Dead: Season 2

Firewatch was born as a result of attempts to cross abundance of dialogs and depth characters The Walking Dead with an open world.

First, we take aesthetics and sensations arising from peace research in the "immersion simulator" or the work like Dayz. Then we take a representative quite static in essence of the quest genre and develop it. To do this, we combine the adventure plot with a large world that Gamer Waves to explore at its own speed.

Instead of puzzles, we have a story across the environment in the spirit of first-person games. Perhaps the walking simulator is precisely this. I can not say for sure.

Jake Rodkin, Campo Santo Studio Coordinator

For Berrowza, a similar project was not his own recent work, but someone else's.

The first session in Thirty Flights of Loving Brandon Monkey (Brendon Chung) showed the installation efficiency. For us it has become an unforgettable event.

Jonathan Burrow, co-founder Variable State

He knew that the main aspect of the first work of Variable State would be the animation of the characters. After all, it is in this field that Terry Kenny (Terry Kenny) specializes - one of the founders of the company. However, the game of Chon showed that it is not necessary to rely on words or text to create an interesting plot.

Its achieving is difficult to call technological innovation. No, it was a huge concept leap. Installation is the cornerstone of film production. It provides a feeling of immersion every time we look at the movie or TV shows. We are familiar with this technique, but have never seen it in games.

Jonathan Burrow, co-founder Variable State

Thirty Flights of Loving

The plot of Virginia is a series of semi-interactive. However, before the hero has time to fully explore the room in which it is in the patrol car, at the desk in the office or in the elevator.

According to Burrowza, programmers have always used such ideas, but only behind the scenes.

For the debugging of the level, they move the character to the end. It helps them test the scenario of this event. The way to achieve what I achieved [Chon], there are twelve years ago or even earlier.

Jonathan Burrow, co-founder Variable State

A couple of sessions in Thirty Flights of Loving helped Berroup to understand that the installation could be as important for games as a simple walking.

We viewed dialogues, choosing a replica during them, as well as more traditional methods of blocking promotion. I had to choose between puzzles and research.

However, experimented with these aspects, we increasingly convinced that they look arbitrary, do not fit into the script. Experience has shown that the potential of the plot and games is best revealed without them. We reduced our project until it remains only the expression of our thought in its pure form.

Jonathan Burrow, co-founder Variable State

Virginia.

Should I call it a game?

In general, many games can be reduced to this simple phrase. There were "walking simulators" after the developers of first-person shooters began to disarm gamemen and offer them just stroll around the surroundings. According to some, such works can not be considered to be games.

Pinchbeck such a statement seems too sharp.

If it seems to you that the most important thing is mechanics, what happens? What are them less, the smaller the project reminds the game? And in general, what do you understand under the mechanics? After all, it can be attributed to them as a simple movement forward and moving to the left and right in Space Invaders. Is Space Invaders can not be considered a full-fledged game just because it is easier Assassin's Creed?

Dan Pinkbeck, Creative Director The Chinese Room

No one pokes his finger in Space Invaders and shouts: "This is not a game!" At the same time, she has certain elements inherent in the genre: a system of points, enemies that need to be shot, and what stands on the way of promotion. I went to the passage of Virginia for two hours. Neither the glasses system nor the Game Over screen there. Can hero die? I do not even know.

Burrow understands this point of view, although I do not agree with it.

From a historical point of view in games, the most important thing is the contest and solution of puzzles. However, this works do not say this.

Jonathan Burrow, co-founder Variable State

Space Invaders.

"I do not consider any kind of creative self-expression better than the other," he explains. At the same time, it is interesting for him whether it is possible to explain the negative perception of the genre with reluctance to admit that the word "game" means more than an attempt to escape from reality.

Getting rid of a mechanic associated with solving some tasks, you make your work more emotional. Overcoming difficulties and competitions always excite, vague. Cutting these mechanics, you get games that allow you to posstalgate or something in this spirit.

Jonathan Burrow, co-founder Variable State

Many gamers have expectations, and so wide potential may not like them.

Perhaps people are simply afraid that the envelope will cease to be the main aspect of the games.

Jonathan Burrow, co-founder Variable State

Winter feels the same.

It seems that everyone thinks that with such a situation, someone will certainly lose. If walking simulators or anything else will take place in the life of people, then in Steam, other projects will have nowhere to go. And it grieves the audience, it seems in her eyes a lot of loss.

Karl Winter, Gone Home script editor

In addition, there are games with incomprehensible rules. Projects like Proteus with its psychedelic landscapes and lack of threats lack the goals like a flagpole jump, like in Mario or distribution of headshots, as in any shooter.

I think people sometimes it is difficult to direct and motivate themselves alone. And sometimes living with it is pretty hard. You start to read the book, and the mind begins to wander. Like, I'm not ready for it. Such a reaction is quite justified, because each of their preferences and needs when it comes to entertainment.

Karl Winter, Gone Home script editor

Proteus.

Rodkin did not forget how the audience was ulceratively referred to quest developers in the late 90s, when graphics accelerators and three-dimensional engines were gaining popularity.

Recently, projects are flashed among the releases that are difficult to call games in the usual understanding of this word. In such adventures, the protagonist either just goes from place to place, or everything comes down to a set of obvious actions. This is not an interactive movie, because there will be no mini-games for the reaction or staged segments. The authors of such work attract buyers with meaningful plots and attractive atmosphere.

Taking into account the primitivism of the game component of the key place in the adventure goes the story. The rate is made on a measured narrative with the analysis and comparison of fragmentary data.

The authors as passing out the main heroine of the note from the diary of her sister, but it is desirable to detect all sources of information scattered through the corners of the mansion. They, as if flesh and blood, turn characters from skeletons in full-fledged people. Easy-based picture is much more interesting and causes a whole range of emotions.

The creators do without numerous notes, but masterfully build up the atmosphere of mystery, make it fear for the fate of the boy ITAN CARTER and injected the situation with cruel murders that took place in the past. A stunning world with cruel nuts is designed, and all elements of a complex system hide a lot of secrets.

Dear Esther's developers immerse the player at the atmosphere of surrealism and tell a deeply personal history, through rare narrator speeches. Migration of the game (you get to the credits per hour with little) is compensated by the fact that monologues are activated randomly and understand the whole essence at once is problematic.

Such games or constantly offer food for thinking as Gone Home, making environment part of the narration, or put more and more questions before the protagonist, as in The Vanishing of Ethan Carter, or forced to glue the slices of the foundation into a single integer, as in DEAR ESTHER. And also - all of these deepest personal dramas of specific people who are in heavy life situations. Their destinies and feelings of the red line pass through the story.

This is achieved due to the fact that the authors pay a lot of attention to the key characters. The move is old, but effective. Even global shock is perceived stronger when it is shown in the context of the tragedy of several people or families.

In the films-catastrophes there are always several key characters that flicken on the screens from beginning to end, trying to escape. In the same "Titanic" of the audience, the death of Leonardo Dicaprio was most impressive, and not hundreds of other liner passengers. Some of the best works about the Great Patriotic War are considered "cranes" and "the fate of a person", where not the battle scenes are put at the head of the corner. Many much easier to perceive the severity of the situation when it is demonstrated on obvious examples with alive, plausible characters. Therefore, individual works and produce such a powerful effect.

But the fragile design to break is as easy as to get to the finish line of the next "walking simulator": it is enough to swell with the plot or his feed. In the game, the authors crushed the narrative for short, uninteresting and poorly related mini-history inhabitants of the British village. As a consequence, it is impossible to empathize with nikudashno-created images. In addition, there is no conflict in the game with emotional climax or spectacular finals, where pieces of mosaic are drawn up in a completed picture.

"Creators" from IMGN.PRO in the project turned a promising story about the tragedy at Dyatlov's pass in a madhouse with special services and otherworldly, along the way, the bay narrative "water." The fantasies of the authors were enough only to schematic pictures telling about overpopulation problems and alcoholism. The final of such projects is happy only due to the fact that in a short time they have already managed to tire long walks and banal tasks. Beautiful scenery or magic music is able to sweeten the pill, but not more.

The mansion is the work of the studio thatgamecompany: and. They generally do not have a plot in the traditional sense of the word. These are concentrated emotions caused by stunning images and scenery. In these games, everyone sees something and all the interpretations in their own way.

Among the "walking simulators" there are leaders, outsiders and controversial representatives. The existence of such games will not call meaningless, despite the rudimentary mechanics. The authors to succeed, have to create outstanding universes, write memorable stories and revive characters not quite familiar ways - through notes and diaries. Yes, such games last long and often disposable. But best representatives Leave a deep mark in the shower, and it stands dear.