Thursday, November 24, 2011

zombie jamboree

One of my favorite zombie movie is Revenge of the zombies, made in 1943. It stars John Carradine as a mad scientist and Gale Storm as the naive wife. Not a great movie, indeed not even very good, but it has a purpose that still bothers me today. John Carradine has turned his beautiful wife into a zombie. It also attempts to create a race of zombies for Hitler. But his wife still has free will. She takes control of the growing army of zombies (well, only four or five) and leads to the dark swamp Carradine, where she confronts him, holds him by the shoulders so that you can not escape, and they sink in the sand quicksand. It tries, it does not. The remaining zombies down with them. What is troubling about this last thought is that if the zombies do not die, then all are still there, waiting, meditating ... and perhaps one night and the silence of the swamp ooze ...

Zombies are not an important staple in horror films until 1968, when George Romero made Night of the Living Dead for $ 114 000. Upon its initial release, which was dismissed by critics for its graphic violence and neglected by the public. But only a couple of years later, was a common theme in the circuit of late-night movies. I first saw in Greenwich Village, in a sample of midnight. As with Rocky Horror Picture Show, the audience was full of customers and their guests virgins. You can watch it on television, but to appreciate the sheer visceral impact, has to do late at night with a large audience. No remakes or follow-up never occurred to the same horror gritty original. What I remember most about that first review was that the first thirty minutes were so relentless that the public really breathed a sigh of relief when Ben (Duane Jones), the hero hammered the final table in the last window. The rest of the film was similarly disrupted by exclamations of horror, as each new atrocity occurred. Until that time, blood and gore had been mostly off the screen. The horror was in the suggestion, not shown. Night Of The Living Dead changed.

flash before 1992. A state of the art computer has a processor running at 33MHz 386, one megabyte of RAM, a VGA video card, a Sound Blaster card and a stereo. The best games Flight Simulator and Wolfenstein 3D. Wolfenstein 3D was a good test of the power of your system. If you can run in full screen, can run almost anything else. The game was created by id Software and published by Apogee. As with previous games Apogee, the first ten levels are free, you paid ($ 15 if I remember correctly) for the next twenty years. The game was the most successful that Apogee never published. Not only popular first-person shooter, but also brought hundreds of thousands of users to the concept of shareware.

Wolfenstein 3D

takes place during World War II. You play the role of BJ Blazkowicz (the grandfather of Duke Nukem?), And you try to escape from a Nazi prison. As you progress through the levels, you can have no qualms about making other people can be quickly rejected. These are the Nazis, after all you deserve, and when you reach the final boss, you get to draw mechanical Hitler, who is armed with four Gatling guns.

Graphically, Wolfenstein 3D was primitive. Levels were placed on a flat grid maze. The characters are animated sprites. However, the game was truly interactive. Players can explore real-time three-dimensional environment, collecting weapons, ammunition, treasure, food, medical kits, and the keys to the doors closed. Despite the rudimentary graphics, you might feel like you're in a real and knowable.

In December 1993, id released Doom games has never been the same. Wolfenstein 3D was just a warm-up. Destination introduces variations in lighting, stereo, jump, and a true three-dimensional environment. Environments were stairs, patios, decks, balconies, elevators, swimming pools, towers, and potholes. The graphics are smoother and more detailed than before, even if the characters were still sprites.

The game was held in a Martian military base where something terrible has happened. An experiment was horribly wrong. This time is a space marine and begin to fight other Marines who were zombies. But soon, you face a foreign monkeys throwing fireballs and things pink pig and several other foreign devils in hell.

environments in Doom were (and are) really scary. Every time they came to a door, he had no idea the horrors that could be waiting on the other hand, that the dark corners that would have to look at this puzzle challenge. The first ten levels you learn tricks to hear a door, which is an index. Maneuver by the strobe dark. Jump to the platform for that. You start with a small pistol, quickly followed by the iconic weapon (which is just one of the most fun weapons in the game), and finally on his way to the BFG-9000. (BFG stands for "fucking gun.") Doom had its own unique atmosphere disturbing, largely helped by Prince Bobby punctuation monstrous.

Doom was one of the computer games the most successful of all time. People fell into their Martian landscape malicious and sucked their brains through their eyes and fingers. Many players play obsessively for hours at a time and then reported their sleep environments dreaming death. There were rumors that a young person, even had a psychotic episode and was hospitalized. Other players find the game environments so disruptive that they had to stop playing for a while. (I was one of those people. I was playing too many hours a day. One night I was walking down a dark corridor unknown, and I realized that I experienced real anxiety that I approached the corner at the end. When I return to play, I limited my time on the keyboard.)

retrospect it is clear that Wolfenstein 3D and Doom led the entire first-Person-Shooter genre. There have been many other notable games since, but none had a large cultural impact sudden.

trying to capture a piece of this market, many companies have invested hundreds of thousands or even millions of dollars in developing their own engines powerful 3D games. Not all of them came to market. Even less success. But it was clear that the players wanted some type of first-person, interactive environment, interesting enemies wanted, and I wanted to kill them. The balance has always been difficult, but companies have found the perfect balance benefited enormously.

a question in any game was to find the enemy's right, you do not have to worry that the command worry little about how not to do one thing or another. Even the indirect commission of a murder karmic price. Recreate the great conflicts of history, especially World War II, often works well. You can almost justify the military action as "educational" because the player can experience first hand the situation.

uncle zombie

evil Nazis were excellent for movies and books, as it may appear as completely without redeeming qualities whatsoever. There is no good Nazis, so revenge is justified. It's good to hate, and shooting is a good thing, because you prevent further atrocities. However, foreigners are better than the Nazis. Foreigners have the giant insects and reptiles slippery or huge machines that fire beams of death. You do not have to justify shooting errors or snakes or machines. You are a human being are not. That's all the justification you need.

But one of the greatest enemies of games and movies has become to be zombies. There are more human. Do not make sense. They are dead. They are rather slow and clumsy and fast and vicious. Never mind. If you're slow, they want to eat your brain. If you're fast, are infected with rabies. And the best part is that you do not have to justify the shooting. It was only in self-defense. You are still human, they are not.



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