Remsters, remakes and reprints have long become familiar to the industry, and made a lot of contribution to the status quoi Croteam: The studio has been updating the first parts of the Serious SAM shooter for 15 years now . Nevertheless, the announcement of The Talos Principle: Reawakended many surprised many – it seemed to some fans that the famous puzzle of 2014 feels great today. Her authors do not agree with this.
The developers published a large material in which they briefly talked about the history of creation Reawakened and the differences of the project from the original. As it turned out, the idea to retell the old history of Unreal Engine 5 arose during the production of The Talos Principle 2 .
Development The Talos Principle 2 was long. We switched to a new engine, learned to work with new tools, took a step into the future. It was a very pleasant, but quite complicated process that taught us a lot.
As soon as the 10th anniversary of the first game loomed on the horizon, we thought that many new players would frighten her age, and began to reflect on the unique opportunities that Remaster would give us. We realized that in this way you can in one fell swoop transfer the original to the sequel engine, improve its graphics, make adjustments that have worried us for many years, and present the world Talos The new generation of gamers.
Of course, Croteam well aware of the existence of awkward ports that are nothing of themselves. Therefore, the studio decided to properly invest in the project, update textures and technologies, focus on lighting and give Reawakened Unique appearance. The team emphasized that she not only lazily recreated familiar levels on the Unreal Engine 5 engine, but approached the matter very carefully.
Designers also made edits not only in the picture, but also in the gameplay. We are talking about amenities that are designed to make the solution of the puzzle more pleasant, but not necessarily easier. For example, c The Talos Principle: Reawakened The mechanics of the rewinding of time is to be debuted – now, in case of error, the players will not need to restart the entire puzzle entirely, it will be able to turn the watch arrow 10 seconds ago. This will help to avoid difficult situations and potential dead ends.
Also Croteam promised to change the tips system, since the developers considered its previous version as a whole useless. That is why tokens will appear in the remaster that will allow you to skip individual particularly complex tasks with red sigils.
Another improvement – the ability to turn off individual links in the chain without the need to dry it entirely – came from The Talos Principle 2. The innovation of the sequel, according to the studio, really liked the players, so they transferred him to a new-old project.
Just in case, the developers made a reservation that Reawakened – In fact, the same The Talos Principle, Since they did not want to fundamentally remake the hit of 2014. However, the team hints that the plot of the puzzles will be complemented a little.
IN The Talos Principle: Reawakened We are not going to change the basics or turn the game into something completely different, unfamiliar. The essence of the gameplay and the features of the narrative we left as it is. [The Talos Principle] only got prettier and got rid of various inconvenience – she is almost ready for her journey into the future.
There are still a number of reasons for which we wanted to do The Talos Principle: Reawakened, Including the desire to add new plot elements and simplify the creation of user content. We will talk about this later, in the next blogs.
U Reawakened, Recall that there is still no exact release date. It is known that the reprint of the very unexpected creation itself Croteam Will go to PC, PlayStation 5 and Xbox Series X/S.
On February 3, that’s all – Revolution Team has stopped developing GTA: Vice City Nextgen Edition
February 3 Capcom updated the records of sales of its "platinum" games. The total circulation of the remake of the Resident Evil 2 exceeded 15 million copies
The Talos Principle
The Talos Principle 2
The Talos Principle 2: Road to Elysium
The Talos Principle: Reawakened
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SS4 still brought a https://bingositesnotongamstop.co.uk/deposit-10-bingo/ lot to the series:
Firstly, the Legion system does work. I don’t understand this whining about fake gimmik. What is the game with such huge spaces and the number of mobs. I still experienced a sense of epic during the passage.
Secondly, SS4 made friends with gamepads. Games before came out on the consoles, but it was painful, crooked and unsuccessful. SS2, for example, is customary to criticize the cartoon, but in fact, his main problem was that he first sawed for Kobbox. In SS4 they found the perfect balance between the gamepad and the mouse.
Thirdly, they finally decided on the setting and the future development of history. Previously, the SS was a joker. In the SS3, some kind of seriousness began to appear, but still at the level of the cring. In SS4, they have already decided how they want to see Title. Mental is not a red-sheer, but a ktulhu-like demigod. Sam is a man-introvert, justifying his surname "Stone".
In ordinary works, as: people – idiots, destroy themselves, but in games from Krotim it is slipping the topic that people are Atlanteans who can start. This, in principle, ruins the Talos, but finally the handwriting was formed in SS4. The game was originally called the planet badly. I just remind you that in the SS3 mentally lost in essence. Almost all enemies of Sam are enslaved races. I also wanted to enslave humanity, but could not, so I chose to destroy the planet. There is also an opinion that SS4 is a continuation, and not a prequel Khotla, that Sam has already gone in time. This is evidenced by one of the notes of the professor, and the addition of the Siberian lads with the Timlins stirring up.
Croteam usually does not delete its old games from Steam, all the old versions of Sam are still in the store. It is unlikely that the studio will change its principles in this case.
So, guys, I don’t know if the original will leave in Steam after the remaster of the remaster, but I’ll say it right away, take it until it’s too late. This is in every sense a brilliant and perfectly made game, I know that they will get wise with a remake, but protect yourself so as not to lose experience and take the original.
Well, look, if you make a game on the finished engine everything you need, write the logic of the game and the interaction of the components. You do not need to think about prescribing the logic of processing of models and how they will load or display on the screen, do not soar your head with sound libraries and other. You have people on a salary who can use this very engine, but there are such because they are all taught now.
On the other hand, you have your own engine as the second main project, you need to allocate money and people on it. That is, you already contain two sets of people who need to pay a salary. In addition, qualified people who understand how to spelling engines and \ or generally understand the device for the work of the engine from the mole -income. How many old people are left, who wrote this engine to us unknown how good the documentation is too. Will it be possible to introduce new technologies into this engine without rewriting half of the project. The questions are asked, but there is only one answer – hire more people and let them understand, but I do not think that a team of 40 people can take such a step.
UE5 is really a bad choice, because it is not optimized normally. But the scale of the second Talos must be seen. The first Talos is still much smaller and it can be made more instructed, for which I hope I went some of the money from the sale of the second part.
To be honest, I don’t even understand and I am offended by Kroshnikov. Everyone shouts that they do it for the sake of money, but no one thinks why they didn’t go to do 3 part then, it would be much easier to do. Or why the development of the second part took so much time (they reported on work on the project in 2016, but the active phase began in 2020 if I am not mistaken). For some reason, no one thinks that the first Talos for them can be as important as for the players and they want a) to show it more people and b) update their old child. But people scream about money. Condolences with such an audience, of course
Of course, I’m sorry, but you yourself have at least once tried to develop a engine or little Malski worked with graphics on a PC (not a blender and so on), but wrote shaders, wrote physics or maybe he independently wrote optimized rendering of objects? I can say that it is difficult enough, and maintaining your engine is even harder.
“A serious engine is a whole era” – and who argues, here the question is in supporting this very engine. Kroshnikov God grant 40 people who have remained from those times when the engine was written a big question, who will understand his code from the new ones, is also an open question
Awesome logic, well, since Cheliki make cards, then the engine is lively more lively. Wow.
So far, it all looks like a violation of the ancient Covenant of the programmers "works, do not touch".
Serious Semyon will also move to unreal probably. The content of his engine became a heavy burden for a not particularly and large studio.
Of course, this is like Nekstgen Patch for a witcher and for free?
This is confused by this:
“That is why tokens will appear in the remaster that will allow you to skip individual particularly complex tasks”
That is, fans of puzzles, buy a puzzle to pass puzzles? That’s what, and this will be appropriate in the action of games where PIU-PIU and in general, the pace can bring down this, and here, if you make help, then it is multi-level clues, where hints are in the beginning, where they try to bring to the idea, and not just took it and missed.
I know people who are most interested in the plot and discussion of philosophical topics in Talos, and not puzzles that not everyone likes. Developers simply take into account the wishes of this layer.
I understood, accepted, in vain I ran in. Thank you so much for the clarification, now I know who to contact))
If your game is a puzzle, then it is logical at least to try to give people to play. Still, the game is not a linear novel ala post and a click, where sometimes you really want to just sit down and contemplate.
I may have forgotten the first part and of course it is not Vitnes, but left the impression of a full -blooded puzzle.