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About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Gorky Zero' - Screens

by Rainier on April 7, 2003 @ 11:20 p.m. PDT

Metropolis team, developers of ArchAngel, revealed more details on their new game project with the code name, Gorky Zero. The game is a prequel to the highly acclaimed PC title, Gorky 17, and it's a tactical sneak-em-up action game set in military environment. Gorky Zero story has been written by a highly acclaimed writer and publicist Rafal A. Ziemkiewicz, three times laureate of Janusz A. Zajdel Award. Read more for additional details and the first screens ...

The hero of Gorky Zero game is called Cole Sullivan, whom some of you may already know from the Gorky 17 tactical game. The action takes place a few years before the times of Gorky 17 as we participate in one of Sullivan's first missions that is a secret operation in the Ukraine. The game belongs to a popular snick-a-map genre, and its action takes place in a real time. The player directs the moves of a single agent, who is trying to sneak behind the backs of numerous unsuspecting guards. Cole Sullivan prefers to stay in the shadow but in the face of a real threat, he can pull out a gun and get rid of all his enemies.

The action in Gorky Zero will be shown from two cameras. The first type of shots is like an isometric projection so that the hero can survey his surroundings and plan the sabotage. Specific operations like disarming and "neutralising" the enemies, are viewed from behind the hero's back. Cole can very easily lean from round the corners and shoot the guards from a distance without even being noticed. Our true novelty this time is called Silent Kill. This technique enables the hero to kill an enemy with just one blow from even a simplest type of a weapon, provided that he aims well and comes behind the enemy's back completely unnoticed. The hero has a radar device to help him orientate in the field. The radar indicates the positions of all enemies who are relatively close to Sullivan. That very device is also meant to help him in finding out whether he is being followed by the guards or whether the guards are simply performing their duties and patrolling routes in a given area.

Gorky Zero is using the tactical solutions of such famous games as Metal Gear Solid or Splinter Cell but it also introduces some novelties, which simplify the game and make it far more enjoyable. Its unique camera shots and unusual ways of aiming at the targets are really worth seeing. Rafal Ziemkiewicz, one of Poland's most popular sci-fi writers and journalists, is writing the game-plot. Ziemkiewicz is a triple winner of the prestigious Janusz A. Zajdel Polish science-fiction award.

Gorky Zero story has been written by a highly acclaimed writer and publicist Rafal A. Ziemkiewicz, three times laureate of Janusz A. Zajdel Award, given to the best Polish science fiction writers. Ziemkiewicz was awarded for "Pieprzony los kataryniarza" ("An Organ-grinder's Fucking Fate") in 1995, for "Spiaca Krolewna" ("Sleeping Beauty") a year later, and for "Walc stulecia" ("Century Waltz") in 1998.

Rafal Ziemkiewicz: “From my experience I can say that writing the storyline of a computer game is similar to working on a movie scenario. Unlike a novel, a game requires the story to be constructed, and not told - in the beginning the main goal and culmination points must be created… Such task is a great lesson of discipline, not to be overestimated by a writer. Gorky Zero is my first approach to a computer game scenario, thus it’s been in high percent a learning process, especially because it’s been a sequel to already existing game. While working on Gorky Zero, I set myself a goal to create a good, coherent story, according to the best models, the uniqueness was not the priority. I hope players will enjoy my story, and next time I will be able to create something a little more crazy.”

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