11 |
Issue 04 |
.98 |
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Willkommen |
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Cordial greetings to you all, dear AUMsters! Isn't it
fantastic: it took us only half the time to present this issue to you that we needed last
time! And this time nothing has changed. But we can offer you a rather useful contribution
from one of our readers on our Hints page. Lutz Hüls tells us about his tricks that allow
him to work more comfortably with the WED, and George Pirvu this time takes a look at the
3rd person perspective. Our feature this time has to do with the hard life of a rocket:
the multiple window mode is what we are talking about. And of course we again offer sights
for sore eyes: take a look at the shots. I personally have something going for "Der
Auftrag" (The Assignement). If the game is only half as good as the shot looks, it's
got to be absolutely smashing! |
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Berkeley, you optimist. I bet you it's just another
XXX-clone. For the umpteenth time we will have to shoot our way out, trying to hit lousily
programmed zombies, all the time asking ourselves why the hell it is so damn hard to think
of new ideas. |
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Oh Candelaber, you ought to know that. The typical
ACKNEX-user is much more of a hardcore computer and programming geek than a creative
storyteller. Taking that into consideration there still are a few decent ideas hidden in
the games. The background story to the game reviewed in this issue is quite presentable,
and the Bioproc isn't a bad idea at all, is it?
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I'm certainly not against people using ACKNEX to program
things. Quite on the contrary: I rather endorse the fact that a user is able to think
mathematically or at least logically. But why then doesn't he go out and look for a
partner who is able to tell a story? And I mean: able! It does after all just like writing
WDL take a certain craftsmanship - and professionalism - to do that. For some
obscure reason this simple truth still remains unrecognized. I mean, people have gotten
used to the idea that graphics should be done by professional commercial artists. So why
can't they get it into their heads that a good and sufficiently developed story makes up
the lion's share of what a game is worth? One decent idea cannot carry an entire game. |
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Isn't that a bit hard on the guys? Obviously I as a sensitive
and creative soul am the first one to lament the lack of a real story inventively
realized. It may still not be too simple for a programmer to find say a writer of
screenplays - and then even to work with him. It may simply be a matter of lack of
insight. How is a shoot-'em-up geek to know that behind a good game there is always a good
story, even though he may not notice at first? |
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It's my job to be tough on the guys, it's what I was hired to
do. And if you look at the two of us you know that it is possible for two diametrically
opposed types to work together. It's not always easy to take, but for the sake of the
cause I have to shoulder the load and carry the burden. And as far as insight is
concerned, I think that it should be common knowledge that not everybody can do everything
well. It doesn't take much to know that, certainly less than it takes to operate the WED.
So that can't be the reason. No, I think it's pure vanity. Nobody likes to believe that he
can't come up with original ideas like the next guy. And they're right: they're all
equally mediocre. |
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Now hold the wedding: no reason to get personal. Do you think
I like to look at your wrinkly Groucho-Face all the time? It's a tough job to be an
optimist, especially if you are around, bet your vitriolic tongue. Allright, before I hop
in front of the mirror now to kick start myself again, one word to our reader: do get your
stuff together for the contest and send it over before the end of December. We need it
before the year is over. Or else our old Sourpuss will be right when he is grumbling about
them guys always being late - and we don't want that, do we? |
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Oi, did it hurt so bad, my dear sensitive soul? It's always
the same psycho-shnycho stuff - which proves how hard it is for me. However that may be -
of course there will be those that are late, don't need to grouch to know that, it's just
a matter of probability. The next issue, by the way, is most probably going to concern
itself with the new A4 engine. Might even turn out to be a sort of special or focus
edition. That of course depends on what our dear readers think. You do have an opinion,
don't you? Right, okay, I'll go and see if I can talk sense to Berkeley, maybe we
can brighten things up a bit.
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And to you I extend my wishes for lots of information and on behalf of my colleague also fun (whatever that may be good for) on the perusal of this here fourth edition of AUM. Yours sincerely Candelaber. |
Impressum |
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Herausgeber: | Conitec Datensysteme GmbH |
Redaktion/Layout: |
Felicitas Oehler |
WDL: | George Dan Pirvu |
Grafiken: | Torsten Schneyer / Nikolas Vassiliev |
Übersetzung: | Jakobus Mulder |