Nintendo Victory or DlSS at 1080P resolution. (Reasoning analysis of leaks)

The announcement of the Nintendo Switch 2, to put it mildly, created quite a stir among console gamers and fans of portable gaming, but no one notices the most important and important thing in the new console from the big N, its hardware.

Yes, officially there is no complete information about the hardware of the console, but back in 23, insiders leaked almost complete specifications of the portable console, its screen, and also that the Joy Cons would be magnetic and all this was practically confirmed, so it’s strange not to believe the data after this.

I’m already silent about the fact that on the 1st the motherboard of the new console was leaked, as well as its dimensions, dimensions, etc.

Now to the hardware

What immediately stands out is the GPU architecture, the most important and most problematic place of the 1st Nintendo Switch.

The Ampere architecture, that is, the 3000 line from Invidia, but with the tiniest number of CUDA cores in the line, however, there are 48 tensor cores responsible for the DLSS upscaler, and also 3 generations that cost only in the 4000 line, purely theoretically and extremely cautiously, you can hope for a frame generator on a new switch, and the new version of tensor cores will allow you to run 3.Version 7 of DLSS on the console, that is, the highest quality anti-aliasing and upscaler in the gaming industry (before the 5000 series hits store shelves).

What did 2 RTX cores forget https://slotsandcasinocasino.co.uk/withdrawal/ in Nintendo Switch 2?? I believe that it was Invidia that pushed the RT cores because RTX is NOT NEEDED for a portable console, AND THOSE WHO THINK THAT IT IS NEEDED ARE CRAZY.

The Cortex A78 cores in the processor, despite the fact that they are top-end at the beginning of 2022, are outdated by 2025, on the other hand, during this time these cores have been tested and improved by everyone who could, so you should expect a cold processor with acceptable power.

And of course, 12 gigs of total memory, some will say not enough, but I will say that the Xbox SS costs only 10, which is why it has huge problems with optimizing the same Wukong, you can safely count on the fact that those games that the Xbox SS launched will run Switch 2.

In general, we can conclude that Switch 2 will have hardware even slightly better than Xbox SS thanks to a better upscaler, good tensor cores (Which this console generation is very much lacking), as well as high-quality Ampere architecture, which has proven itself so well that Invidia cannot kill the 3000 series already during the 2nd generation of its video cards.

The closest analogue of the Switch 2 GPU is the 2050 RTX, but keep in mind that Switch 2 has a better architecture and tensor cores, which means the FPS with upscaler via DLSS will be higher than on the screenshot from 2050.

Pitfalls of such iron.

1. Questions will immediately arise with cooling, if everything is clear with the processor – it’s ARM on not the newest but tested cores that even a block of aluminum is enough for cooling, what did Big H come up with for the video card, because even despite the general reduction of the chip both in frequencies and in CUDA cores (Compared to 2050/3050), its TDP will not be less than 40 watts (40 watts is the minimum possible TDP for the chip 2050 and 3050 in laptops), and for this you need at least 2 copper thermal pipes and a good cooler, here 1 of 2 or Switch 2 will be like Steam Dec in weight for the sake of cooling or very loud and hot.

2. Portable mode, from the screen above, those with an eye could have noticed that the GPU and RAM lose a little less than 50% in performance in portable mode, and this will lead to more adequate battery consumption, but the loss in bus speed and overall GPU performance will immediately affect FPS and graphics quality, and here DLSS comes to the rescue, which will greatly smooth out the problem, but how DLSS will look on a 1080p screen needs to be tested in practice.

Why will the iron be like this?

1. Invidia’s interest: It’s no secret that since the beginning of 10 years Invidia wants to squeeze into mobile gaming; moreover, the corporation also made its console on the ARM processor Nvidia Shield and judging by recent rumors, Invidia is going to roll into this market again, but with its new ARM processors and GPU, and the Nintendo Switch 2 is IDEAL for a testing ground not only for technology but also for hardware in particular.

2. Nintendo Switch 1: It would seem that 1 switch has nothing to do with it, and despite the fact that its weak filling was nothing more than a NECESSITY, I will remind you that before Switch 1 there was the Wii u which completely failed in sales and in fact almost killed the big N and only a coincidence of circumstances such as the failure of the nvidia shield with its NVIDIA Tegra which turned out to be of no use to anyone and was cheap helped the big N to stay afloat, add Add to this the overall weak console generation of PS4/Xbox one (in particular, Xbox ONE was very weak), which means the market does not require large hardware capacities, add to this the FREE market for portable consoles and the suicide of PS Vita and you get a cheap but risky option to occupy a free and weak market.

Now everything has changed, not only has this console generation turned out to be quite powerful (except for the Xbox ss, no one needs it at all), but also Steam Dec and a bunch of other smaller competitors have appeared in the portable field, so big N, well, you can’t release a console with hardware of a level lower than what was previously shown, and big N can afford to release Switch 2 weaker than those leaks, but who then will need such a console if most of the developers have given up on optimization and they spit on the Xbox SS, that is, the failure of the WIi will repeat itself, I think the people at Nintendo are not stupid.

3. Price: Despite the fact that the characteristics of Switch 2 may seem expensive, we must not forget that this hardware is already outdated, although not so much compared to Switch 1, which means that the hardware inside Switch 2 is quite cheap literally right next to each other, if you install it weaker, but it’s cheaper, it won’t have enough performance, if you install it more expensively, but it’s more powerful, the price will be high, and the main feature of the Switch was that it was cheap.
(We don’t take into account the start of sales; any equipment at the start is ultra-expensive)

With a 95% probability, the merged hardware will be in the Nintendo Switch 2, otherwise it couldn’t be any other way. Big N is interested in this, and Invidia itself, which has been looking at the portable and mobile sector for a long time.
Such hardware will not only allow Switch 2 to outlive relatively without compromise and even outperform the Xbox SS in some games thanks to the architecture and more memory with DLSS.

Not a legend, but it’ll do | Legendary game review

This fall I was immediately reminded of the memories of category “B” games from the end of the last decade. No matter how controversial they may be, these games still evoke some nostalgia, longing for bygone times and make you want to go back to the time when they came out TimeShift, Turok, Darkest of Days, NecroVision and other games that, for one reason or another, are still etched in our memory. Today I bring to your attention one of the representatives of this series, whom someone loves, and someone remembers only to curse… this is a game Legendary.

The plot of our guest today from 2008 revolves around the mythical Pandora’s box, however, in Legendary it turned out to be not a legend, but quite a real artifact, because of which, like the Apple of Eden from Assassin’s Creed, For thousands of years, humanity has shed rivers of blood. There was no end in sight to the endless wars for the right to own this ingenious device, until a group of guys who retained common sense were found who hid the box away from the greedy hands of the rulers who had gone. The guys worked in conditions of strict secrecy, membership in this organization was passed on only by inheritance, so that no outsider could penetrate its ranks. They even took an inconspicuous name for themselves: Tip 98. Why the Council and why 98 – no one is in a hurry to explain, and until the end of the game the answer to this burning question remains a mystery. The council hid the box so reliably that at the beginning of the 21st century, amateur divers accidentally discovered it at the bottom of the sea..

The fantasies of the members of Council 98 can only be envied. “Hide” the most formidable weapon on the planet by dropping it to the bottom of the sea.

Besides these careless guardians, there was another secret organization with the ominous name Black Order. Its head is an evil guy named Le Fay was yet another powerful grandfather with raking hands who was going to take possession of the box, and with the help of the box, the whole world. To do this, he hires the best thief in the world – Charlie Deckard. He goes to the New York museum, where the artifact was placed as an exhibit, opens the protection and is about to seize the object, when suddenly the box “opens”, gives Deckard a stylish tattoo right on his arm and opens a portal to an unknown location… but from this “out of nowhere” a legion of mythical creatures falls onto the earth, creating chaos throughout the planet.

Unfortunately, with the exception of a rather entertaining introduction, the rest of the plot remained completely unremarkable, incorporating all the most common clichés: as I already said, the main villain is trying to take over the world, the main character is betrayed by his boss, who is hunting him because he knows too much; In addition, the GG, by tradition, becomes the chosen one, he must save his own skin and the whole world at the same time, in which he is helped by good guys, guardians of the world, rainbows and unicorns. And the only thing that’s almost “this is the turn”!"occurs only at the very end, right before the credits, when everything is over, and again, this turn cannot be called particularly cool, although it stands out against the background of the monotonous story.

Immediately at the start of the gameplay, we are given the main feature of the game: the seal Deckard received from Pandora’s Box not only fashionably emphasized the individuality of our “chosen one,” but also endowed him with the ability to accumulate and manage anima energy (lat. anima – “soul”). In Legendary, anima is a kind of supernatural substance from another world that the hero could collect from the corpses of monsters. This energy could be used in two ways: restoring hit points (that is, anima thereby replaced first aid kits and potions in the game) or using it against enemies, sending energy discharges into their impudent faces. But they didn’t receive any damage from this, we just pushed them back and knocked off the disguise of those who had it.

I can’t say that anima magic https://luckyowlclubcasino.co.uk/withdrawal/ in Legendary was impressive: at first, yes, it seemed like a rather unusual move, but after an hour of playing, when you realized that that’s all, and you won’t open any new skills or upgrade your seal in any way, it became sad and all this action quickly turned into a gray routine.

The shooting in the game also turned out to be very bad in my opinion. Legendary could be forgiven for a lot of things, but not this. In action films, we are used to turning a blind eye to a weak plot, weak characters, design flaws and everything else, but what we can’t forgive a shooter is boring action. This, in my opinion, was the main problem of Legendary. It’s just not fun to shoot. Any gun that comes into our hands when we press the trigger is practically not felt at all (except for a shotgun), be it a pistol, a machine gun or a machine gun. Although I took on the flamethrower with some kind of pleasure. He himself, in exactly the same way, was weakly felt in the hands of the hero, but he burned out enemies in a time or two. There was only one murder weapon in the game that was truly enjoyable to swing – a fire ax. Of course, running with him was very risky, especially if several opponents were rushing at us at once, but still, swinging and slashing was always fun and, oddly enough, you could even “feel” his blows.

The enemies acted both as soldiers of the human race and as various fantastic creatures. And here Legendary could resemble Turok, which came out the same year. There, fights with people were boring and I wanted to quickly meet the next pack of lizard-like monsters in order to plunge into the sea of ​​fun and meat again. In Legendary, the situation is absolutely identical: the soldiers of the Black Order did not arouse interest, but the monsters directly brought. But not all. For example, these firestone… it’s unclear who, for some reason named dragons, miracles of tactics were not shown. They constantly spawned from flaming holes in the ground, rolled like sausages on the asphalt and slowly shot fireballs at us. It was very easy to deal with them, even with only a pistol (or an ax) at hand. But werewolves almost aroused delight. Not only were they very dexterous, crawled along the walls, went around the flanks, attacked from above, behind and below, and after several blows they liked to run away and climb somewhere on the roof where we could not reach them, but these devils could also be resurrected if we did not blow off their heads. And there were also special werewolves that moved in a sort of “ghostly” form, and in order to inflict damage on them, you first had to hit them with a wave of anima energy.

Flying ones were especially annoying Nari, which were also immune to damage most of the time, but before attacking you with their claws and teeth, they briefly acquired a corporeal shell. And they could attack not only this way. These scum also had telekinesis, and could throw at us everything that was not nailed down. Eventually they could fly through walls. In general, as you understand, very unpleasant creatures. By the way, each creature, weapon or character was recorded in a separate menu along with documents and notes that also took place in Legendary. From here it was possible to glean a little background about the characters who appeared on the screen, as well as, even more interesting, information about the monsters, albeit partly fictitious.

I’ve been waiting for a very long time to meet griffins, which teased me from the very beginning of the game, but it was only possible to deal with them in the second half. The first such battle, like the first encounter with minotaur, truly it was something like a boss fight, which caused, albeit not profuse, but still some sweating. But only later, when the most powerful weapon in the game fell into our hands, even these powerful creatures did not become a hindrance for us. And these collisions didn’t look so impressive anymore. What would you expect from shooting a griffin with an RPG?? Heaps of meat scattering in all directions, blood rain, clothes of brains mixed with feathers… But for some reason in Legendary, when a bazooka shell collides with the carcass of a living myth hovering above the ground, we only see how the model of the feathered creature simply disappears after a moment, and in its place appears a pair of pitiful pieces of flesh, molded from 2 polygons, which soon also evaporate. In the game, in general, all the corpses quickly disappeared, which couldn’t help but upset.

But returning to the bosses, there were still two monsters in the game that could claim to be true bosses – these are Golem And Kraken. However, with one or the other, the battle with them was no longer as impressive as their appearance itself (in the case of the Golem, there was not even a battle as such)..

I wouldn’t say that the game looked outdated for its age, but at the same time I would note that it lacked a little detail, a little polish, gloss and, damn it, more colors and contrast, without which the picture in Legendary seems so faded and inexpressive, which also influenced the perception of the “Hollywood” epic that the game is full of. I liked the monster models, I remember some really good views, but it was precisely because of the pallor of the colors that the level design was not perceived as it should be.

Not everything was all right with the sound either. My main complaints relate to the sound of the weapon, which both feels and sounds like a toy. Sometimes there was a lack of filling sounds like steps, creaks and the like, which was especially acutely felt in the intervals between battles, when the sounds of battle died down. This didn’t always happen, but when it did, it was very unpleasant. But the developers did a good job on the monsters (again), in terms of their voice acting. The screams of griffins, the growls of werewolves, the roar of minotaurs etc.d. — Legendary pleased me with this both in 2008 and during my replay in 2019. But most of all I was pleased with the game’s soundtrack, which I wanted to immediately find and add to my playlist immediately after completing. Take at least the main theme from the menu.

Legendary is an absolutely linear game in which you can’t even take a step to the side; even the developers placed all the electronic notes literally on the “side” of the main “path”, so there was no need to carefully explore the levels. To some this might seem like a big minus, but for me, a narrow corridor filled with spectacles is better than a vast, but empty and dull world. I have already mentioned the Hollywood spirit here, and I will say it again, because this is one of the main positive features of Legendary. Everything that happens on the screen, even despite the rather cheap shell, was more exciting than any Call of Duty! Well, okay, maybe not just anyone… Maybe not Call of Duty, but still the authors managed to hook me with so many epic scripts and staged scenes per square meter of the game.

But on the other hand, all the spectacles remained outside the boundaries of the interactive. We simply walked along an invisible rail track from which we couldn’t turn off, and watched as the apocalypse happened around us: for example, we saw a griffin tearing apart some unfortunate person before our eyes, but we couldn’t do anything with him, and he himself seemed to be looking through the hero – that is, this is just a living decoration, which, although it looks great, does not affect the hero in any way, which is why the immersion effect is lost.

An endless stream of epic triggers and the genocide of monsters from another world were slightly diluted interspersed with solving simple problems, most of which were tied to finding a tap, by turning which we let water flow and extinguish the fire that occupied the desired passage. Somewhere it was necessary to shoot a beam, somewhere to break into an electrical panel to open a door… all this is not only puzzles, but it’s somehow embarrassing to call them tasks. And yet, at least one iota, they brought variety to the game.

You also can’t ignore the bugs… which I almost didn’t encounter in the game (with the exception of the mentioned moments with the unreasonable loss of footstep sounds). If there were any minor bugs, I simply didn’t pay attention to them, but right before the finale, no, no, yes, the developers should have left such a big bug in the elevator, in the Le Fay tower (when the script was activated, when the elevator was supposed to start moving up, the character fell through the floor into the textures). Fortunately, the solution to this glitch was easy to find on the Internet.

I won’t say that I didn’t like Legendary. This is a good, average game, but there was something missing in it to call it good: maybe it’s the boring shooting, the gray scale, which seems like a trifle, but still changes the emotional mood, and not for the better; maybe there wasn’t enough drive or a more detailed portrayal of the only heroine, Vivien, who could very well be a pretty lady… After all, Legendary had many positive aspects: a spectacular apocalypse, a bestiary (you won’t find such werewolves in any other game), a flamethrower and music… Although this is a one-time game, which not everyone paid attention to in the year of release, and is unlikely to pay attention now, I personally don’t regret time spent on it. Despite all its shortcomings, I still managed to get some pleasure from passing. I know that not everyone will agree with me, these are just my impressions, and I would like to know yours in the comments under this post.

Ninja Cats vs Samurai Dogs: Review

The tower defense genre is extremely popular among mobile game developers. That’s why competition is high. But if you slightly dilute the familiar mechanics and mix in elements of a role-playing game, as well as change the gameplay a little, you can get something very exciting. Although within the framework of the already familiar.

Red vs Blue

In fact, whose side is it? Ninja https://mummys-gold-casino.co.uk/games/ Cats vs Samurai Dogs you prefer doesn’t really matter. Well, only if it is not extremely important for you to advocate for cats or dogs. Both camps have the same set of warriors who must be released onto the battlefield. The game here is not played with just one goal – it is not just the defense of one’s own land, but also an attempt to attack and defeat the enemy. That is, defense alone will not bring victory. You need to carefully figure out which troops and how exactly to place them on one of the five available lanes. Somewhere the enemy pressure must be stopped, and somewhere a good opportunity has arisen for a counterattack. Which combat units will be at your disposal depends on you: the order in which they appear can be set independently. In addition, the buildings available for construction make it possible to “cast” various spells that will greatly help in battle.

“Pumping up” is the path to perfection

IN Ninja Cats vs Samurai Dogs there is a very impressive skill tree that allows you to significantly improve your position compared to the enemy. Skills of power, magic, and military affairs – choose what you like and develop for your health. Unlock new fighters, upgrade buildings (for example, the production of “units” can be accelerated) or unlock powerful spells.

True, using all these delights will require certain resources. For example, you cannot simply pick up and place a unit on a track. You need to pay for it. So you should be very careful in choosing troops and in the order in which they are deployed, otherwise you may face a lack of resources at the most crucial moment. Especially in the early stages of the game.

Battles in Ninja Cats vs Samurai Dogs there’s a lot to come. Each of the two possible paths (for cats or dogs, respectively) also branches at some point – overcoming all stages without exception will take a lot of time. It’s nice that the developers decided to provide the first few levels for free. If you get stuck and want to play further, you can just pay. The amount is completely symbolic (at the moment it is 33 rubles), and even more so, recently the game is available in full localization on both major platforms.

Pros: a variety of genres combined in one game; hardcore; variability of passage.
Cons: sometimes it becomes very difficult to resist AI; campaigns for cats and dogs could be somewhat different.

[Note] GodMode. Will Rock board.

One dark winter evening I was googling all sorts of pictures. And then, oops, this screenshot:

My eyes widened into five-ruble coins, my chin fell and a rainbow began to flow: “FUCKING CRAFT, THIS IS A REMAKE OF WILL ROCK”!»

Willie Rock became famous as an ardent follower of serious Sam. 150+ enemies per location, 10 types of weapons and meat in the vastness of ancient Greece. Add the most wonderful design, “I wanna rock” in the main menu, and exotic things like an acid thrower and atomic weapons in two thousand shaggy at the beginning of the millennium… A hell of a game in short.

According to the comic story: the boy Willie is a simple archaeologist whose girlfriend was kidnapped by evil terrorists. These same assholes woke up the pantheon of gods of ancient Greece, and… they cut into the oak tree, leaving the three-hundred-polygonal poor thing tied to the throne of Zeus in the heights of Olympus. Without hesitation, our hero grabs a gun and begins to actively resolve this situation..

I took out my wallet, slobbered 500 rubles into the far pocket just in case, I found the source of the screenshot. The news, it seems, even slipped through here, about the GodMode toy. A cooperative for four people who were, as it were, rejected by the gods, and they went to take revenge. All. That is, it’s kind of like a mixture of a remake, a sequel and an online co-op aka Borderlands, with blackjack and whores, oh, sorry, testing and pumping in an antique setting.

On April 19 this miracle https://thunderboltcasino.co.uk/withdrawal/ was released. Moreover, Saber members were mentioned as co-developers. Well… in general, things turned out like this… 2 o’clock in the morning, on Steam 0, stomping and stomping to the ATMs in the outskirts of MKAD… in short, I couldn’t bear it, I stole it. I repent. And I absolutely didn’t want to buy.
;(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
The money hasn’t gone anywhere, here it is, lying in your pocket:

And now for the notes.

To: Third person view cannot be switched. In a meat shooter aka kill everyone@eat everything, third person view. DOOM, QUAKE, Serious Sam, Will Rock, Painkiller were played from the first. There were, of course, rare maniacs who pressed “H” and admired the amazing animation of the serious Sam, but I’m afraid of such people.

Re: pumping. Implements the eternal question: “To hell with the goat button accordion?» Archi slow. Playing alone takes three hours to level two. (When it turned out that there was still at least the same amount of time until the next one, I pleased her).

Mi: The co-op should be tested, but guys, honestly, after Borderlands 2, and even in the third person with an awkward aim, how many of you heroes will gather?;)))

F: No plot. The gameplay is like this: we created a lobby for four and that’s it. Waves of enemies. For this business there are: an ultra-inconvenient automatic fart and a shotgun. Let me remind you that until the next level there are THREE hours of monotonous gameplay. And weapons are unlocked only at levels of 16 or even more.

Salt: No complaints about the idea, get together and shoot. And to implementation. There is nothing to have fun with, no plot, hiding place or catchy phrase, and with this emptiness, an insanely drawn out leveling.

La: What made me play for three hours?? You won’t believe the design! Cyclops, Atlanteans, minotaurs, wonderful skeletons and pieces of locations are taken from the same Will Rock and raised to a new level of graphics (about 2006). Very beautiful, the handwriting of the artists from Saber Interactive, recognizable at almost every level.

Si: Why are there no screenshots of me?? I’m too lazy to download and install the pirated version again, and I have no desire to buy a license (the pirates saved me ;))). And if I want to beat the gorgon with a spatula, I have the original Will Rock, bought 3 years ago for a symbolic 130 rubles;)

These are the pies.

PS: In fact, my comparison with Borderlands is not valid, because the earth and the sky.

“Not being able to do something shouldn’t stop you from trying to do it.”. The difficult fate of the gaming industry in Kyrgyzstan

There is no video game industry in Kyrgyzstan. Over the 31 years of independence, the country has not had time to create comfortable conditions for the emergence of this complex industry. However, now, at the end of 2022, the chances of the beginnings of a gaming industry appearing in the Kyrgyz Republic are growing like never before. Why didn’t this happen earlier, what gives this chance today, and why is the gaming industry needed at all?? I will try to answer these questions today.

“We had no time here in those days”

After gaining independence in August 1991, Kyrgyzstan began a complex and painful process of political, economic and social change. As in most other countries of the former USSR, the first years of independence became a serious test for the young state. The socio-economic situation of the republic has greatly weakened. This led to the fact that about half of the population of Kyrgyzstan found itself below the poverty line.

In addition to material difficulties, the political situation also aggravated the situation. An authoritarian regime was established in the country, in which all power belonged to the family of then President Askar Akayev. High levels of corruption, criminalization of society and general dissatisfaction with the current situation led to a change of government in 2005.

Kurmanbek Bakiev replaces Askar Akayev. His reign was marked by even greater levels of authoritarianism, corruption and pressure on the opposition. All this led to the next change of power in 2010, the subsequent reforms and the gradual democratization of the country. (If you want to delve even deeper into the history of Kyrgyzstan, I recommend reading this article)

The economic and social development of Kyrgyzstan began to gradually improve, but the distribution of this development turned out to be extremely uneven. According to the National Statistical Committee of the Kyrgyz Republic for 2020, more than half of all PCs and Internet access points in the country were concentrated in the capital.

We had no time here in those days. Damn, early 2000s, what games? We didn’t have internet.

Andrey Gribinyuk, indie developer from Bishkek

Andrey, also known by his pseudonym “Amortiz”, was one of the founders of one of the few studios in Kyrgyzstan until recently – Grimwood Team. The studio’s debut game was The World of One, the first versions of which Amortiz developed back in school on flash.

However, unlike many other indie developers who posted their creations on the corresponding sites, Andrey did not even suspect their existence.

People come and are like: “Oh, I did it on flash,” I tell them: “Oh, me too.”. They ask me: “Have you posted on Newgrounds??“And I did it on the table, I didn’t know about any Newgrounds at all.

Depreciation

“What kind of gamedev is this??»

Indeed, one of the main reasons for the lack of a gaming industry in Kyrgyzstan, almost everyone who spoke on this topic, cites a general lack of awareness about this industry. Starting from young people who don’t even think about the fact that they can develop games, ending with investors who don’t see the point in investing in it.

They [investors] don’t understand what it is. What kind of gamedev is this?? Why is he even? How to work with him? There are a lot of questions and, as I understand it, there is very little understanding and understanding here about what it is and what an industry can be made from it, money can be invested, training, development, and support.

Andrey Dronin, coordinator of the Unreal Engine developer community for the Russian-speaking space, editor-in-chief of the UE4Daily portal

Andrey has been living in Bishkek for several months and is gradually establishing connections with local developers. His significant experience in the gaming industry allows him to accurately formulate and identify the main reasons for the absence of this industry in Kyrgyzstan, since these reasons are not at all unique.

This industry is quite specific and complex. There is no education. And not only in Kyrgyzstan. […] The reasons are the same everywhere: lack of specialists, lack of training, lack of support at the state and other levels. It’s unlikely that Kyrgyzstan differs in any way from other CIS countries. And not only the CIS in fact – what is it there, in Spain it is highly developed?

Andrey Dronin

One of the very important details of the gaming industry is the active holding of all kinds of events: exhibitions, conferences, hackathons, etc. d. This provides enormous opportunities for establishing contacts between developers and investors, developers with each other; to search for new employees and places of work.

The industry is, to a very large extent, networking, events, some kind of exhibitions, conferences, some kind of mutual communication of the industry with each other and its communication with states, foundations, embassies.

Andrey Dronin

In 2019 and 2020, a large video game exhibition by the country’s standards was held in Kyrgyzstan Central Asia Games Show. The main organizer of this exhibition was the former positioning director of the Grimwood Team studio – Ilya Anufriev.

However, a couple of exhibitions, of course, are not enough to sufficiently attract people’s attention to game development. As the former editor-in-chief noted StopGame Dmitry Kungurov, who gave a lecture at CAGS 2019, only a very small part of the audience was involved in the gaming industry.

I go out on stage and routinely ask: so, raise my hands, who’s a game dev here anyway?? …three hands rise carefully. Oh, shi… […] I worked in a gym where 15 percent of them know me and aren’t going to listen. So, sit down to rest.

Dmitry Kungurov

However, such exhibitions are necessary steps towards the emergence and consolidation of the gaming industry in the country. A developer from Bishkek, Evgeny Chichilov, also points out the importance of holding such events:

There [at exhibitions] the developer gets a stand. Some publisher might come up there, see some uncut diamond and take it under his wing. Because these ideological gangs, when they develop something, they do not look at commerce, basically. And then the investor sees that this is something new, and possibly profitable, and he invests in it, and therefore it is all brought to completion.

Evgeny Chichilov

Evgeniy immediately found a job in game development outside of Kyrgyzstan. For many aspiring developers, this is the most promising career path in the industry. This allows them to feel more confident in financial matters and gives them the opportunity to gain new experience and knowledge. However, this path often discourages people from establishing their own studios, including in their homeland.

It seems to me that when you go through the junior stage, then through the middle you go to normal studios to work, and then up to senior or team lead, you think: “What the hell, creating your own studio, this is such a mess.”.

Evgeny Chichilov

Education is also one of the most important factors shaping the gaming industry. Gamedev does not consist of only “ideological gangs”, and highly focused professionals with appropriate education are also needed, especially for the development of large projects. But there are problems with this in Kyrgyzstan as well. However, as Andrey Dronin already noted, it is far from only in Kyrgyzstan.

There is practically no normal education in game development in the CIS until now. Just somewhere there are the first issues, something like that

Andrey Dronin

Many parents today are aware of the demand and relevance of programming, and they are eager to enroll their children in programming schools. However, these schools mainly teach the most common languages ​​like Python, which are primarily needed for developing web applications. As for games, few parents would send their child to relevant courses.

It is unlikely that a Soviet-era parent understands that there is also a lot of money there [in the gaming industry], they earn a lot. For them, it seems to me, this is still nonsense.

Evgeny Chichilov

Evgeniy taught a course on creating games using Unreal Engine on the Skillbox educational platform. In addition, he tried to launch a similar course in Kyrgyzstan, but this was not successful.

I tried to launch a course with a local programming school, very light, for 3 months, the most basic things. People came, I had to give 4 seminars there. We were only present at the first two, we scored on the last two and didn’t do any homework. This was about 3 or 4 years ago.

Evgeny Chichilov

“You’re doing something frivolous there, it’s bullshit”

But what if a https://lopebetcasino.co.uk/withdrawal/ person nevertheless finds out about the gaming industry and decides to try himself in it?? Here he will have to face stereotypes, misunderstanding, and perhaps even condemnation.

Video games are still perceived as something unrelated to serious activity. In this sense, even the word “games” itself contributes to this perception. It’s rare that a parent will support their child in his decision to connect his life with games.

When I started, my parents asked me: “What are you doing??" – "I make games, I sit at the computer". For them it’s: “Oh, you’re playing games.”? Seriously? This is not work. You’re doing something frivolous there, it’s bullshit.”. It’s probably the same now, there’s such a stereotype.

Evgeny Chichilov

This is also part of the general lack of awareness of most people – especially older people – about the gaming industry and everything connected with it.

However, in addition to external pressure, people starting their journey in game development may also face internal. Many people who want to create their own games put off or even give up on realizing their dreams due to the popular belief that this industry is only for programmers.

This is a very great stopper for beginners. Well, I don’t know how to program, therefore I can’t get into game development. Well, how could it be, actually?.

Amortiz, who creates games himself without knowing how to program

And indeed, programmers are far from the only people needed in game development. Artists and 3D modelers; screenwriters and narrative designers; composers and sound designers; marketers, PR specialists and journalists – all these and many other professions are also in demand in the gaming industry.

But if a person is primarily interested in the embodiment of his artistic ideas, and he plans to work alone, then there are no barriers for him here either. Modern game engines like Unreal Engine and Unity have a large number of ready-made solutions for a developer who does not know how to program. UE has an entire visual programming system called Blueprint, which makes it quite comfortable to create small games on the engine without writing a single line of code.

It’s like the 60s when electric guitars became affordable and almost free. The engine is free, Unreal is free – take it and use it. That’s all, it’s not about the tool, not about your programming, but about the idea, about creativity, about your ability to take it and do it. This is much more difficult now than programming. […] The path is now more open in game development than ever before. It’s easy and affordable.

Andrey Dronin

Why are there chances now??

We figured out the main reasons why the gaming industry in Kyrgyzstan could not emerge. But now she has a good chance. What has changed??

As Andrey Dronin noted, the main problems are the lack of specialists, training and support. And if the last two still exist, then the first has every chance of disappearing from the radar.

Since the start of the “special military operation”, many developers and even entire studios are leaving Russia. Some are relocating to Western offices of companies, while others are leaving for neighboring countries. A particularly strong flow began after the announcement of partial mobilization at the end of September 2022.

Some specialists from the gaming industry and beyond moved to Kyrgyzstan. Some see the country as a transit stop, but others see the potential to stay. They gradually make new acquaintances, make plans and discuss the possibilities of interacting with each other, as well as holding various events.

In June 2022, information appeared about the registration of Alavar LLC.Keiji". Alawar Entertainment is one of the largest Russian video game companies, and the opening of its office in Kyrgyzstan is very encouraging news. The position of director in the new LLC was taken by Ilya Anufriev, the same native of the Grimwood Team and the main organizer of the Central Asia Games Show.

Today there is a chance to create conditions and an environment for interaction between local investors and indie developers with recently arrived specialists from Russia. The industry begins primarily from people’s contacts with each other, their interest in common goals and sharing experiences with each other.

Now it [the gaming industry] has a chance to appear when, because of the war, people with experience have come to us and are trying to discover something here. For example, we opened an Alawar office. We can assume that there is a chance that all this will take hold here and they will not use our country as a transit to go somewhere to Turkey. If they stay here, then perhaps it will be possible to say that the gaming industry has been born.

Depreciation

In addition, there are more and more local developers, many of whom are engaged in solo development. Andrey Amortiz, who is now engaged in solo development himself, had the opportunity to talk with Nikolay Dybovsky, founder and head of the Ice-Pick Lodge studio. According to Andrey, Nikolay also noticed the advantage of working alone.

His words: “Now is the time for talented singles”. If you have talent and desire, then maybe it makes sense to try it alone, because teams are risky, dangerous, they fall apart, etc. d.

Depreciation

Why is there a gaming industry at all??

I came across this question when discussing the topic of this article with my colleagues who are not very knowledgeable about the industry as a whole. I admit, at first I was very surprised by this question. However, then I realized that this is one of the fundamental problems – the lack of constructive dialogue between people who do not understand and people who understand. Therefore, in this section of the article I will try to give several answers to this question.

It’s profitable

The gaming industry is the fastest growing entertainment industry today. In 2021, the value of the video game market was more than 195 billion. dollars. About 3 billion. people all over the world play games. Large gaming companies pay high taxes and create a large number of high-paying jobs.

A country that has created comfortable conditions for the existence and operation of the gaming industry can significantly benefit from this.

This is a manifestation of art

In addition to the financial side of the issue, there is an artistic. Many games do not aim to entertain the player, but to raise important topics for their subsequent understanding. Despite the stereotype that games are “dumb” entertainment, there are many examples to the contrary.

In some countries, games that are especially valuable from an artistic point of view are already being introduced into school curricula, along with familiar literature.

Video games are also the most complex art form, combining text, music, visual art, acting, and the most intense engagement of any form of storytelling.

I came to game development out of an interest in storytelling. I used to write stories, tried to draw. But it was all somehow not right. And gamedev is, suddenly, such a thing that generally combines all types of creativity

Depreciation

This is relevant

Since the gaming industry is part of the IT industry, its relevance will not go away in the near future. This is a fast-growing industry in which specialists with experience and education are worth their weight in gold. With enough persistence and desire, this is a great way to organize your life.

Parents who send their children to programming courses should think about it and ask their child if he would like to make games. In addition to the fact that this is an extremely profitable industry, it also provides a lot of scope for creativity and creativity.

“Not being able to do something shouldn’t stop you from trying to do it.”

Although Andrey Amortiz said this phrase during a discussion of development without programming skills, I believe that it fits perfectly with the topic of the entire article.

At first, after gaining independence, Kyrgyzstan really had no time for games. Two changes of power in five years, authoritarianism, a difficult transition to a market economy and other problems were many times more important, and without solving them there was no point in talking about the gaming industry.

After gaining relative stability and starting gradual development, it was already possible to start talking about games. However, problems typical for the vast majority of countries in the form of general ignorance about the gaming industry, lack of education and lack of support from the state did not allow game development to take root in Kyrgyzstan.

Today, when many specialists with rich experience are leaving Russia, including Kyrgyzstan, there is a chance that this will give impetus to the emergence of the gaming industry in the country.

It has not yet been possible to create a gaming industry in Kyrgyzstan, but should that stop anyone from trying to do it??

Best comments

“Not being able to do something shouldn’t stop you from trying to do it” – sometimes it should, but in this case it’s true.

The main problem of novice developers is that they don’t see other developers. Here it’s time to remember the old joke about “the Chukchi is not a reader, the Chukchi is a writer”. There’s a lot of games, there’s something to poke into. Even if they stop making games tomorrow, what we have will be enough for the rest of our lives. Trying to squeeze into this ocean of information slop because “I don’t want to go to a factory, I’m smart, I shouldn’t work for my uncle,” well, that’s it.

Just like this youthful romanticism about the “dream job”. Most games make money from people’s loneliness and parasocial parasitism, turning people into mental cripples. I would much rather play Dandy with someone together than a cool AAA game alone. This is much more useful and more fun than spending years creating information garbage, which only strengthens the cult of loneliness among people.

No, there are, of course, geniuses who will create not thanks to, but in spite of, but such geniuses do not need any advice or tactics. And their creativity will always be head and shoulders above youthful romanticism “oh, if only I had all the conditions, I would start making games like this!».

What I mean is that the strategy of banging your head against the wall like a sheep is within your means:

After all this is the very definition of insanity. It is better to realize and think about the situation. People don’t have a shortage of games. What they really need now is society, not lonely outing into another project. And a simple clone of a contra for two on a non-macker and famistudio, made in three months, will be much more valuable than an AAA project that you will dream about for decades. And it’s even better to create your own computer club-anti-cafe, where people could unite and enjoy live group gaming, rather than trying to find communication on soulless streams.

I hope I gave the author food for thought.

People come and are like: “Oh, I did it on flash,” I tell them: “Oh, me too.”. They ask me: “Have you posted on Newgrounds??“And I did it on the table, I didn’t know about any Newgrounds at all.
Andrey Gribinyuk, indie developer from Bishkek

repeated literally every other paragraph. only with another author.

anyway, great blog. good luck to the creators.

Damn, comrade, thank you!

Metapostmodern industry is precisely a consequence of this misunderstanding. Everyone continues to rip out content like schizophrenics, although there are already trillions of it. We already need content that would unite people, and not force them to go out alone.

But in fact, there is a reason for all this and it is always the same – money. Riveting content is the only way available to a wide range of people not to go to the factory. And if you create content to the tune of investors, you must also be guaranteed to be responsible for profits.

But here everything can be reduced to communism.

And, yes, you’re right, people now purposefully go to gamedev without really playing games, just so as not to go to the warehouse to work. And you can’t become a specialist if you spend time on games and not on learning.

In fact, the main problem is that developers are often not players. That is, they don’t understand how it should be to be interesting. Purely from my experience. And that’s why situations arise when some simple, obvious mistakes are not corrected. Although formally the testing seems to have been carried out.

I go to the factory, rivet content (only reviews for now). One does not interfere with the other. I’m almost ready to make games, but I don’t really want to.

By the way, an interesting trend is emerging – MMORPGs are needed again, and they come from the old school. Everything there with social services is more than excellent.

So first I play, then review. An unreal amount of time has been played in recent years)

Then it turns out that watching a movie or listening to music is also “outing alone”?

No, it’s better to buy NesMaker, download Famistudio, order a dandy and a flash cartridge on Aliexpress, make a game for two on it, invite living people home and have a retro party.

The key point is live communication. MMORPGs provide only a simulacrum of communication.

Or could I spend this time playing games?. By reviewing games, you automatically narrow your horizons. The writer’s paradox, yes.