11

Issue 04

.98

 

 

Willkommen

berkeley.gif (5039 bytes) 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!
 
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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berkeley.gif (5039 bytes) 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? 

 

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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berkeley.gif (5039 bytes) 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?
 
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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berkeley.gif (5039 bytes) 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?
 
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

Herausgeber: Conitec Datensysteme GmbH

Redaktion/Layout:

Felicitas Oehler
WDL: George Dan Pirvu
Grafiken: Torsten Schneyer / Nikolas Vassiliev
Übersetzung: Jakobus Mulder

 


 

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