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The story of the Castlevania series. INTERMISSION. Belmont’s pocket adventure. // The Adventure, Belmont’s Revenge, Kid Dracula

So, the era of the Dracula series ended on Family Computer – the first act in Castlevania life. The time of the father of the franchise – Hitoshi Akamatsu ended. But Castlevania further grew without its creator, while not losing the characteristic features that Akamatatsu-san brought him. And all the features. Thought out gam-design, diverse gameplay, magnificent and memorable sound, stylish design. All these foundations that the Hitoshi laid down did not disappear in the future, and even, on the contrary, developed very actively and finalized.

So after the second part, spin-off was developed, in which Hitoshi Akamatsu did not take part. And during the development of his final game in this series, a portable successor was already developed on the only gaining popularity of the portable console from Nintendo – Game Boy.

But this is not a new act on the path of this series, this is only a small halt before a big trip on a long another 20 years. And such stops will be after each significant period of time in the life of the franchise. Therefore, I suggest you sit down a little, pour yourself with hot coffee or tea, depending on your preferences, and find out how a series of Dracula began to conquer the already “pocket” gamers of that time.

By 1989, the series about Dracula was well known in Japan and in the West. By that time, two license plates on Famicom, one on MSX and another on the arcade gland were released. In Konami bins, Hitoshi prepared the third part, and she should go out at the end of the same year.

In the same year, Nintendo was ready for the first portable console. The essence of the device was that you could take your favorite game in your pocket and play, where you would like it (well, where there was good lighting, since this toy did not have a screen of the screen). Previously, the same Nintendo already had portable prefixes – Game and Watch. But the bitterness was that each prefix was with a separate game that could not be changed. And Game Boy has everything different. You can play any game that you have. That is, like Famicom, only in your pocket!

And what does any console sell? Right! These are games. And Nintendo needed loud and good games. On the launch of the console, the big n released a couple of small games and a new part about a mustachioed plumber. But the prefix needed even loud names, so Nintendo turned to its longtime partners, who had long made good games on Famicom, and one of these companies became Konami.

Konami by that time had enough cunning franchises. Take the same Contra or Gradius. But the leadership decided to make the pioneer his other series. And this series became … Well, of course, Castlevania, what else did you expect to see? The most interesting thing is that Akumajou Densetsu and a new game about Dracula on Game Boy were developed in parallel. Maybe even that game began to be developed later than most. But she came out before.

It was in October 1989 https://pirate-spins.uk/ that the Japanese market saw Dracula Densetsu (Per. Ang.: "Legend of Dracula"; per. Rus.: "Legend of Dracula"). The development was led by Masato Maegawa (Yoshiaki Yamada) and Yoshiaki Yamada. Maygawa is known as the developer Gunstar Heroes and Sin and Punishment, and, possibly, even as the founder of Treasure Company. But all this will happen in his career in the future, and at the moment Dracula Densetsu is his first project. And it is very clearly visible. And Yoshiaki Yamada, Gradius 2 and Track & Field II, was engaged in the development of this game. But still there is a feeling that Dracula Densetsu is also a pen of the pen for him. And I will explain it a bit later. In the meantime, the plot.

Transylvania is a small country in Europe, and it is connected with the legend of the evil demon. With his great evil force, the legacy of Count Dracula terrified people. However, it doesn’t matter how many times Dracula was returning to life, he could not plunge the world into darkness. All thanks to Simon – the descendant of the Belmont clan.

Devil Dracula lived long before the confrontation of Simon. Not like a devil, but like an evil sorcerer. Count Draculus was very interested in otherworldly forces and dark rituals. So he built an ominous castle on the outskirts of Transylvania and performed devilish experiments every night. He called the powerful demons from the infernal world to serve the count. And Dracula himself tried to get eternal life. So he became the king of demons in reality – Prince of Darkness.

Every day the graph forces grew. His army grew. The prince of darkness sowed horror for the whole Transylvania until one person once came. The descendant of the ancient clan is Christopher Belmondo. Christopher went to personally captivate the self -navigated prince once and for all. I wonder if he will manage to cope with such a terrifying force of the Count Dracula?

And again we have a story that Dracula wants to drown the whole of Europe with darkness, and another Belmont decided to interfere with this. But the most interesting thing is that in the Manul of this game it is mentioned that this is his first attempt to capture the world of people. More precisely, hints for this. But we already know that earlier Dracula had already attempted to Europe, and he failed. And also it proves that at that time they did not care about the plot of the games and the elaboration of Laura too. But not because of the plot, we play this series of games, but because of the worked out and atmospheric gameplay. Right?

So. Dracula Densetsu was unlucky to be the first game from the Dracula series on Game Boy, one of the first game in general on a pocket console, and even the first game Masato Maygava. Why do I think so? Now we will analyze.

But to begin with, I would like to say that Game Boy was a console, of course, close to Famicom in iron, but still being a console weaker for that time. This is due to its compactness. Dracula Densetsu is different from its older brothers. And I am not about the visual and musical part, more on that later. I’m talking about gameplay and game design component.

Gameplayino Christopher knows the same as Simon and Trevor. He jumps only in the arc. Hits a whip, which can also become stronger after each improvement. But this Belmont cannot use additional weapons. Because of this, the location design must be built taking into account this omission. And also taking into account the fact that Christopher’s whip improves differently.

First, this Belmont is given Vampire Killer, then the whip improves to the Morning Star, and to the immediately elongated. Well, and the third improvement what? And our third is Fireball Whip. This new whip for the series. When impact, the fire ball throws forward. Sounds like a very useful feature, and it is such. But at a time to improve the whip to the fire and go through the whole game would be too simple (by the way, the whip improves with special balls). Therefore, Maygava and Yamada decided that the Christopher, after each blow, was dropped to the previous one. Sounds as a logical solution, and in principle, it is.

Yamada and Maygawa, having deprived the players to use additional weapons, gave in return the whip, which shoots Fireball. This is actually a good alternative, and so you need to do. Another distinctive feature of this game is ropes that are scattered at all levels and are the replacement of the stairs.

How can you logically think about it, the hero will climb upstairs on them. But in certain segments of the game of these ropes, there are many. And okay, if they were somehow correctly placed and not very annoyed, but no. Sometimes, in order to jump on them or jump from one rope to another, you need to read the trajectory of the jump right to the pixel, otherwise the kayuk. And, and Christopher, when he hangs on a rope, cannot beat a whip, which is also sometimes angry, but far from always.

And what really infuriates is jumping. More precisely, their crookedness. This, comrades, is kibead. I understand that gamed -designers have little experience in developing games, Game Boy is a new console, and it was difficult to figure it out, but why one of the main mechanics of the game was made crookedly? Well, sometimes, sometimes to jump to a certain platform, you need to have a scientific degree in physics. And it will be in the very first level

By the way, later Contra has such a problem on Game Boy, although the game will be released in 1991. So that you understand, Christopher is not jumping along a long arc, as his descendant and grandfather did, but on a narrower. That is, if two blocks jumped in front of them on Famicom/Nes, then Christopher barely jumped only one!

Okay, you cannot make a character jump, as in past parts. You can forgive this. But then it was possible to build levels taking into account this normally! But no. The players are mocking us. I understand that the game should be difficult, but if the player in this game dies, then this is 80-85% due to the fault of the game itself! Because the character on the pixel did not jump to the platform. Anyway, the game is built in such a way that everything passes to.

Take, for example, the entire third level. We will have time to reach a safe place until the press from the spikes will crush us. We will climb the endless number of ropes in order to have time to leave the rising platform with spikes. And then run away along the winding corridors from a large wall with spikes. Yes, there is also a fetish on spikes. In addition to the third stage with spikes, the fourth is also half dedicated to spikes. Only. And you need to jump on them.

It’s good that the game itself is short. Just 4 levels: forest, caves, some rooms with spikes and Dracula’s castle. And honestly. In each level there is something memorable. In the first, these are small platforms that you need to jump. Secondly, it is a bridge with exploding eyes. Third … – Spikes. Fourth, too, spikes. Well, in the second, there is also an element of raminess. More precisely, there is a place where the premises are piled and you need to find the right passage.

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History of the BatTletech series. Prologue. FASA and board games

Hi all! The familiar BatTletech universe was born to many in 1984. For its creation, the American publishing house of the Fasa Corporation role -playing games, or rather, the authors were Jordan Weissman and L. Ross Babcock III. Before revealing the details of the formation of this franchise, I would like to tell how the publishing house itself formed, what difficulties he had, and what projects had to be taken for. In general, this material covers the period from 1979 to 1984 inclusive.

After graduation, Jordan Weissman entered the Academy of Commercial Fleet. It was here that he caught fire to create game simulators after he saw a special training machine. After a while, he quit his studies and began to look for investors for his undertaking. At the Academy, he made friends with Ross, who agreed to invest, as well as work as a designer.

Their newly created company with a budget of $ 350 became called Fasa. This name was formed from the Friedon version of NASA: "The Friedon Directorate for Aeronautics and Space Research". The term "Friedonia" was used to refer to fictional countries and became widely used thanks to the film "Duck Soup" of the Marx Brothers 1933.

Their first joint project was based on the new series Battlestar Galactica in 1979, where earthlings fought with Rasa Silonov. They agreed with Universal City Studios to participate in the development of a board game as designers. They also allowed them to use a personal logo on the package.

Battlestar Galactica: A Game of Starfighter Combat consisted of three cards of 48 x55 centimeters. One was only from the hexagonal fields, on the other there was a “star cruiser of the Galaxy”, and on the latter – the Sylon’s maternal ship. 78 color elements (ships, explosions, asteroids), table tables, instructions on 24 sheets and 2 cubes were also included.

The game was in demand, which is why Jordan and Ross got a good advertisement. Next year their publishing house was officially registered. Then they began to write books with adventures, as well as drawing schematic plans for deck for the desktop game Traveler.

Traveler was the first major science fiction role playing, which was released in 1977 from the small Game Designers Workshop Game Company. It was based on science fiction of the 50s and 60s. The initial set of rules for Traveler was published in the form of three “black books”, covering the history of characters, the structure and characteristics of the spacecraft, as well as space worlds by which you can travel.

At that time, several publishers worked on the publication of additional materials. Among them were Gamelords, Group One, Paranoia Press and, of course, Game Designers Workshop. Having acquired a license, Fasa was supposed to compete with all of them.

His first works were reference books on his own designed spacecraft Tethys, Fenris and Valkyrie. Books contained ships, characteristics and descriptions. Weisman and Babcock printed several hundred copies and sold them to a local store in Chicago. After some time, they began to send additional copies of the distributors who began to sell them to retail merchants throughout the country.

But not everything was https://pirate-spins.co.uk smooth. After release, the products were criticized. It was believed that players can independently create ships that surpass these models. Therefore, it is better not to spend money on these collections.

To improve the quality of their materials, Jordan and Ross invited the Kate brothers: William and Andrew. The brothers have worked freelancers at Game Designers Worksho since 1978. Since that time, they released various stories and drawings of ships that were in demand. Despite the fact that they had good wages, they agreed to join Jordan and Ross, who worked in the basement.

In 1981, the brothers helped write adventure collections entitled “Testing of the Ashara”, “The Legend of Heavenly Raiders” and “Uragajadi Seven Pillars”. In addition, new sets of ships were produced (King Richard, Vlezhdatl, Leander, Adventure Class ships Vol. 1), and reprints of the already released (Fenris and Valkyrie). In addition, Hotel Complex booklet was printed: Star Port Module Number One, which contained hotels, restaurants, offices.

The team experienced itself in creating an electronic reference book, which helped players accelerate accounting calculations, analyze the outcome of the battle, compare the characteristics of characters and ships, as well as viewing sector maps. Although this program helped newcomers, one of the authors of Traveller harshly criticized it and recommended that it be removed from the sale.

In the same year, the team was joined by Bill Payili, who worked at Judges Guild Publishing House for the release of additions to role -playing games, including Traveller. In 1980, this publishing house was temporarily disbanded, and some employees founded Group One, and the other became freelancers. Bill became the author of "Adventures of King Richard".

In August 1981, FASA began to be published in High Passage magazine, which was supposed to close after the first issue. William Kate began to decorate the material, and Jordan and Ross were engaged in layout and editing.

In order not to be bogged down in only Traveller, FASA began to expand the field of activity. The team published the second publishing house The Book of Mars: A Combat System, which was both a reference book of rules, descriptions, characteristics for different types of weapons, and a full -fledged role -playing game.

In 1981, noble House Roman from the author of James Clavella was released. In China, the main character, an entrepreneur, is trying to save the company "Struan" from collapse. He is enlisted by the American millionaire. In parallel to this, Chinese communists, Taiwanese nationalists and Soviet spies illegally compete for influence in Hong Kong, while the British government is trying to prevent their actions.

FASA decided to use this short story for James Clavell’s Noble House, where players should compete with large corporations in 1960. Players can manipulate the stock market, banks and many other areas, and the one who will lose all their shares loses. James Clavell’s Tai-Pan was released as a separate game on the novel by Tai-Pan 1966. She looks like Noble House, but the events were transferred to 1830. Tai-Pan is just translated as the highest class or Chinese entrepreneur,

The next year 1982 was no less successful. According to Traveller, the Consumer Guide reference was published, the new story “Salvation on Galatea” and two continuations about “heavenly raiders”. Reprinted the first volume and released the second according to Adventure Class ships. Compiled new ships diagrams called Merchant Class Ships and ASLAN MERCENARY SHIPS.

After the fifth release of FASA quarreled with High Passage Group. The partnership was terminated, and the first was forbidden to publish any materials in this journal. But FASA was not particularly confused and began to release its own magazine Far Traveller, which also contained additions to Traveller’s desktop game.

New board games appeared again. In sports Grav-Ball: The Game of the Sporting Event of the Future. Two players must manage teams of 6 people. The main goal is to score the first 9 goals. The game was sold for $ 15, and many criticized it for small opportunities at this cost.

An interesting fact is that in 1997 a game with the same name will appear in the 25th release of the Star Wars: X-Wing Rogue Squadron comic book. In the future, this sport is borrowered, like the developer Ythen Sawers.

In 1982, FASA released the role -playing game Behind Enemy Lines, which simulated the events of the Second World War after landing in Normandy on June 6, 1944. It was possible to play for American soldiers from the 82nd airborne division. The set contained 112 images of soldiers, civilian, technology, tables and maps, and most importantly three books:

Many mistakenly believe that this is the first board game about the 1940s. However, in 1977, RAID was released! Commando Operations, in the 20th Century were three scenarios:

Two additions were issued to the main set. In the first British Commandos, the Franconton operation is reproduced, which occurs in November 1942. And the second Guns of Navarone uses the events of the film "Guns of the island of Navaron".

William Kate was familiar with writer Bill Fosett, who promoted the American publishing house Mayfair Games in the field of board games. Thanks to the close cooperation of FASASMOL, to receive a license to publish adventures for the role -playing game Chaosium’s Thieves World, which was based on a series of novels with the same name. Under the authorship of Bill, the editor of Thieves Worldbort Asprin and his wife Lynn Abby, the books of The Blue Camel, Traitor were sold.

Jordan’s friendly relations with Bill contributed to the creation of Combots board game in 1983. This was the first game from FASA, where mobile robots were used. It seemed that the game was too simple, since there could be only two figures on the game field, there are no separate sheets of characteristics. But there was a nuance. The team decided to make robots with flexible setting.

The model had 12 slots for weapons and two under the wheels. It was possible to install missiles, lasers, probes for close combat, shields, Amy and much more. The battle and movement are tied to the number of cubes. Upon receipt of the desired value, a move was performed. There could arise situations for checking the malfunction. Also, when the combat part is destroyed, the element had to be pulled out.

Sales from the game were unstressing, but in the same year IPCO released DOS game Combots, where two combat robots are placed in the arena, and the one who will get more on the enemy with a laser for a limited time wins. The most important thing is that the player could configure the teams of his robot only before the battle. Then everything happened in automatic mode.

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Hideo Kojima and Norman Ridus are negotiating the work on a new project

Wared journalists conduct Autocomplete column, in which celebrities answer the most common questions about themselves from Google. On the eve of the resource published a release dedicated Norman Ridus (Norman Reedus). From words Ridus It follows that he is preparing to continue cooperation with Hideo Kojzima (Hideo kojima).

In response to the request “Why Norman Ridus Death Stranding” the artist said:

Initially Guillermo del Toro [Guillermo del Toro] called me and said: “A guy by name will call you Hideo Kojima, Just agree ". I am: "Who is this?" And he [Del Toro] replied: "It doesn’t matter who he is, just tell me yes".

And then I met Hideo on Comic-Con in San Diego. Later, when we were engaged in another game, he showed me what he was working on then, and I was amazed. In the sense of this guy is really a genius. Well, then we made friends and started working together.

We did Death Stranding, which has become a big hit, and now we are negotiating the creation of another thing.

It is possible that the new project, which by chance mentioned Ridus, – This is a revival Silent Hill in general or the same Silent Hills in particular. To what Konami Preparing to blow off the dust from his horror series, several recent news indicates at once:

Monster artist from Silent Hill Masahiro (Masahiro https://love-casino-fr.com/mobile-app/ ito) works on a new project and hopes that it will not be canceled.

We remind you that the last genius game is currently, Death Stranding, will arrive at computers June 2. Other information about the courier simulator – here.

March 10, 2020 Officially – Horizon: Zero Dawn will be released on PC this summer

March 10, 2020 Potential masterpiece-IGN impressions from the first four hours of Half-Life: Alyx

Death Stranding

The best comments

Very good news! Ds as a game-phenomenon showed itself perfectly, such an alliance should show itself with dignity.
For the sake of DS, I took the console for the New Year holidays from a colleague (Barter: He is a console for me, I – bought DS on an acc), He went through in 50 hours and did not expect from himself that an adult uncle for 30 would cry on the final scenes. If they can tighten something like the same force-I probably even buy a console

I also did not play, but the industry has already shown a bunch of times that the sequel can be made even to a completely finished game.

The game is definitely an amateur and in the mood. And this should be understood before buying it.
But unambiguously worthy of attention, a very original and memorable project. As for me, it is quite good if there is a continuation, well, or something in the same spirit, not from this world.

By the way, not everyone paid attention, but Hideo skillfully returned the already forgotten game mechanics to the game, when the landscape itself, every bump, pothole or pit, were a full -fledged test for gamers, sometimes worse than any enemies than any enemies! Moreover, as in the Mario platform, so in the fighter a contrast. Well, once, for a long time. But the current games are no longer there. The danger is enemies, traps, etc.n, but there is no landscape itself, well, it is clear that with the exception of platformers.

Immediately, it’s not rare to ask the question of how to get to one point or another, go around or go uphill, would not stumble on a stone and not to break the fragile load, well, or even how it won’t fall off the cliff. It sounds the first (and not only the first) look, is strange, but plays interesting and requires skills and attentiveness. And in fact, re -reducing a modern way, it returns already long -forgotten but once widespread gaming mechanics.

Everyone is wanging on Silent Hill, and then unexpectedly Death Stranding 2. (I don’t know if the possible sequel t.To. I did not play and I don’t know the final of the game)

I read the news, but it plays in my soul.
Ps sg fix the insert video from the phones, otherwise I get https: // m.YouTube.COM/Watch?v = w2ksifv8qccg

I have hope for the revival of the series after all these rumors. How do you want this legendary series to return and show the modern game industry “How should”.

Well, by the way, I really returned!
At the time of Dandy (Nes) and Sega, I always had to fight not only enemies, but also the locations-design of levels, I got a little like a lively to the pit, almost so calculated a jump or trajectory, as you quickly get on spikes or fire.
Now, such an approach in the gamemerane is relevant only in the platformers, in other genres, the maximum can be stuck in some texture, well, or very rarely crashed, falling from a height. Immediately you very often lose (played highly difficult) from the fact that I ran in a straight line and did not notice some stone, all at once, fell-carrier broke, the task was failed. Fall into the abyss, stall on a bike, or defeat a crowd of gop-souryers, but at the last moment, from behind some cobblestone, get the cargo and lose, a tough matter!
So, is it a great merit, probably everyone decides for himself. But the fact that Hideo was able to return and redo in a modern way, it would seem a long time an irrelevant approach to game design and game mechanics, in my opinion, at least deserves to be noticed!

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Hideo Kojima. The story of deception.

The hot disputes between the supporters of the Kojima involvement in the ABANDONED horror and the skeptics, who claim that “you come up with everything for yourself”, prompted me to write this article, where I would remember the many years of fraud from Hideo Kodzima. Since I have the impression that many people simply do not realize which person we are dealing with. Or do not remember.

Hideo Kojima is a talented game designer and, as many people like to say, the "genius" of the game industry. And he deserved such a "title" by right:

-Kojima popularized Stals Excel, making one of the first mass games in this genre as early as in the 1987 year.

-Almost solely erased the line between games and films, inspired by the latter and making interesting and confusing stories in his projects at a time when in most other games the plot consisted of several lines. And, when the technology has grown, it displayed the supply of cinema to the level of cinema.

-He told stories that were ahead of time and discussed the issues that would become relevant in society only after decades after their release.

-But, besides all this, Kojima is a unique developer who always loved to play with his audience, constantly trying to deceive them or confuse them.

He began, of course, not as large -scale as they expect from him now, but, nevertheless, he had a desire to play with his fans for a very long time.

Metal Gear Solid – modest deception.

Developing the first part of Metal Gear Solid, Hideo Kodzima had no sufficient fame to boldly play with the expectations of the players, but, nevertheless, even in such conditions managed to deceive, if not fans, then at least pirates. At some point in the game, we needed to contact a walkie -talkie with an important character and, in order to do this, we had to indicate the desired frequency, but in the game itself it was not reported, and in order to recognize it, it was necessary to have a licensed box with the game, on the back side of which it was written.

Metal Gear Solid 2 – the first serious attempt to deceive the audience, which turned out to be fierce fans.

But where Kojima dared and first deceived the players themselves, so it is in Metal Gear Solid 2. Now, after a while, this game is considered an unconditional masterpiece. But, at the time of its exit, MGS2 caused just a rage of fans, as they expected from the second part of the continuation of the story of Solid Snaeik – the main character of the first. And all trailers said about this that we would play for him again. But, having waited for the game, the community found out that we play for the beloved hero only in the prologue, and the main character of the rest of the game is Raiden – a new character, who was not even shown in trailers. And who, unlike Snate, did not fall in love with fans at all.

The reaction of players to Metal Gear Solid 2 in 2001 was probably similar to the one that in 2020 about The Last of US: Part II.

Naughty Dog, after 20 years, turned www.winzter-casino.uk/ about the same as Kojima. They also lied in trailers, showing Joel there in the moments where in the release version we met a completely different character. And this is the developers of the Naughty Dog caused a similar hatred of fans. It’s funny that, after a while, when emotions began to leave, Tlou2 also began to follow the path of MGS2 and rather becomes an revered game than a hated game.

Metal Gear Solid 3 and 4 – neat attempts to play with fans

Such a reaction to the MGS2 was perceived by Kojzima pain. He clearly had the desire to play with the community, but he approached the next part of the series much more carefully. Instead of deception, this time we got just self -irony.

Kodzima made fun of the regional and the fact that fans in bayonets took his appearance, creating a character named Ivan Raidenovich Raikov in MGS3, about whom he was given a big hint that he was gay (in those inelerant times for some people, this was an insult).

Promoting Metal Gear Solid 4, Kojima continued to be neat, although he began, a little bit, again trying to drive players by the nose. He began with a trailer, who completely, from beginning to end, is a joke about the relationship between him and fans, where the whole trailer, in a parody form, turns out who will be the main character of the new game and who will make it. In general, I consider this trailer in itself a mini-groove. I advise you to see who did not see. And those who have seen, I think, will also be nice to remember.

The first full-fledged trailer for the 4th unit began with the first-person personnel and FPS inscriptions with different decoding. But, literally a minute later, the same trailer said: "This is not fps. This is mgs "Apparently, there was still a fear of the fury of the community and make a whole trailer in the first person and mock the series lovers from the heart, still did not have enough spirit. So, this time, we were deceived for only one and a half minutes.

In addition, the trailers changed the background of what is happening to the Middle East, so as not to show other locations.

Further Kodzima moved away from the blow and began to play in a large

Years passed, Kodzima quite quietly released the portable MGS: Peace Walker, and the lack of tension for several years, apparently helped him to finally move away from the blow received from fans for replacing heroes in MGs2 trailers. Was able to move so much that he finally gathered with strength and decided to crank something epic.

Which, unfortunately, did not quite work out.

In 2012, we saw the announcement of the game Phantom Pain, created by anyone unknown Moby Dick Studios studio and we were really trying to convince us that this is a new game from new developers and it has nothing to do with the Metal Gear Solid series. Supposedly creator of the game Phantom Pain, Joachim Mogren, even met with the famous gaming journalist Jeff Keili and gave him an interview where he tried to convince everyone that they actually had an original game.

Nothing reminds? Now almost the same thing is happening. The creator of Abandoned, games, which many consider to be a hidden announcement from Kojima, acts and dispenses from it.

The problem of this announcement of Phantom Pain was that the trailer was too obvious to Metal Gear Solid. I followed all this and then and I well remember that my first reaction to this trailer was this: "Yes, to whom you rub, there is Big Boss, it is obviously a metal weight". And I was absolutely not interested in what kind of choakim mogren was there. It was most obvious to me that it was just a trailer for the new Metal Gear Solid and that’s it. And the same reaction was generally in the community. Few people just believed in this deception.

And what we now see with Abandoned looks like Kojima had removed a big lesson from the announcement of Phantom Pain. He realized that he had lost what the real trailer for the game showed, according to which it was obvious that they were shown to us. And I believe that this is why the first ABANDONED teaser is assembled from stock ascers and, as the developers themselves say, is not at all a trailer for the game, which we will eventually see, but is a teaser of the announcement.

P.T.

If the deception with Phantom Pain did not quite work out, then the next trick of Kojima has become a real splash.

During the GameScom 2014 game exhibition, the unknown indie studio 7780s Studio announced the horror. And immediately released a playable teaser p.T.

This time the community believed that it was really Noun Horror. But not for long. Having passed this playable teaser to the end, the players showed a trailer, according to which it became clear that this is a teaser not a new game from an unknown studio, but Silent Hills from Kojima and Guilder Cases.

Although this caused a large splash, but unfortunately Kodzima’s surprise, as he himself admitted, solved the riddle too quickly.

Death Stranding

During the Death Stranding advertising campaign, there was no deception from Kojima and all the information on the game was rather consistent and straightforward (with the exception, perhaps, only that we were not told to the last which gameplay will be in the game). But I associate this with the fact that Kojima, during the development of Death Stranding, in addition to, in fact, this development, was also busy with a “divorce” from Konami, the formation of a new studio, negotiations with Sony and searching for a engine. Most likely, there was simply no time to plan some tricks left.

When I wrote this text, I noticed another pattern. In the names of fake studios from Kojima, there has always been a post-post of Studio or Studios (7780s Studio, Moby Dick Studios), which, in fact, is rare. How much you know the names of indie studios, in which Studio is attributed to the name? Usually they simply write the name of the company and everything, without posts. Or, in extreme cases, they attribute Team or Games, but Studios is a rarity. So Blue Box Studios, instead of just Blue Box, is an extra similarity with Cozym’s handwriting

Anyway. Games "Genius" rarely did without any deception, and the scale, with some exceptions, has always increased.

Death Stranding was an exception only because of technical difficulties. But the announcement of the new game Kojima is simply obliged to surprise with something, and the time is now the most suitable for this.

Video version. Those who were interested to read, please put under it.​