Burundi 2012 Blok Ontbossing **€ 4,50
PC DVD-ROM Broken Sword : The Shadow of Templars
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340sinds 1 feb. '25, 16:05
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Goede staat - zie ook mijn andere pc games en dvd's - kan - miots enig geduld - ook in belgië verzonden worden vanaf € 4.00
Video game designer, writer and director charles cecil began working on the scenario for broken sword, revolution software's third game following lure of the temptress (1992) and beneath a steel sky (1994), in 1992, which would be set in paris with a knights templar storyline.[6][7] After visiting paris and reading the holy blood and the holy grail, cecil was certain the templars would be a good subject for a game.[8][9] Cecil, dave cummins and jonathan l. Howard began work on the story and design.[9] Cecil and cummins attended a film-writing course and their script was read by senior bbc scriptwriter and dramatist alan drury.[10] Steve ince, who created initial location sketches for the game before working on beneath a steel sky,[11] was promoted to producer halfway through the project.[11] In 1994 cecil and noirin carmody met with sean brennan, then-head of publishing at virgin interactive, and virgin agreed to publish the game's pc version,[12] but were not interested in publishing the game on the playstation, feeling that only 3d games would sell for the console.[13] As a result, cecil contacted sony computer entertainment, who agreed to publish the game for the console.[13] Tony warriner and david sykes were the game's designer-programmer carmody the executive producer.[14] The game uses the virtual theatre engine,[14] as do revolution's previous two games.[15] One of cecil's goals was to depart from the humour-based adventure games more popular at the time by creating a game with good pacing and a complex storyline, a reason he thought the knights templar would be an ideal subject.[9] Broken sword offered a unique "conversation icon" system which would not reveal to the player what the protagonist was about to say; cecil's intention was to make the game more cinematic.[16] Although aiming at designing a game with a cinematic feel, cecil felt the game should not resemble interactive movies of that time, which he felt were "mimicking movies".[9] He wanted to create two protagonists who would exchange ideas, helping drive the game along.[9] He made george american and nico french to appeal to us and european markets.[9] Revolution believed they needed to utilise the best of other creative industries.[12] Hand drawn artwork was animated by artists including don bluth studios' eoghan cahill and neil breen and red rover studio's mike burgess,[12] resulting in graphics animated in a style resembling classic animated films.[17] The game's final cost was one million pounds.[9]
Video game designer, writer and director charles cecil began working on the scenario for broken sword, revolution software's third game following lure of the temptress (1992) and beneath a steel sky (1994), in 1992, which would be set in paris with a knights templar storyline.[6][7] After visiting paris and reading the holy blood and the holy grail, cecil was certain the templars would be a good subject for a game.[8][9] Cecil, dave cummins and jonathan l. Howard began work on the story and design.[9] Cecil and cummins attended a film-writing course and their script was read by senior bbc scriptwriter and dramatist alan drury.[10] Steve ince, who created initial location sketches for the game before working on beneath a steel sky,[11] was promoted to producer halfway through the project.[11] In 1994 cecil and noirin carmody met with sean brennan, then-head of publishing at virgin interactive, and virgin agreed to publish the game's pc version,[12] but were not interested in publishing the game on the playstation, feeling that only 3d games would sell for the console.[13] As a result, cecil contacted sony computer entertainment, who agreed to publish the game for the console.[13] Tony warriner and david sykes were the game's designer-programmer carmody the executive producer.[14] The game uses the virtual theatre engine,[14] as do revolution's previous two games.[15] One of cecil's goals was to depart from the humour-based adventure games more popular at the time by creating a game with good pacing and a complex storyline, a reason he thought the knights templar would be an ideal subject.[9] Broken sword offered a unique "conversation icon" system which would not reveal to the player what the protagonist was about to say; cecil's intention was to make the game more cinematic.[16] Although aiming at designing a game with a cinematic feel, cecil felt the game should not resemble interactive movies of that time, which he felt were "mimicking movies".[9] He wanted to create two protagonists who would exchange ideas, helping drive the game along.[9] He made george american and nico french to appeal to us and european markets.[9] Revolution believed they needed to utilise the best of other creative industries.[12] Hand drawn artwork was animated by artists including don bluth studios' eoghan cahill and neil breen and red rover studio's mike burgess,[12] resulting in graphics animated in a style resembling classic animated films.[17] The game's final cost was one million pounds.[9]
Zoekertjesnummer: m2230175051
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