Plane is a brilliant thing. Such a mass of dreams, which can be transformed and formed into various forms and is formed in comfortable hands and mind, full of imagination. In the end, many of us know this from the kindergarten, where we created various stupid things with him. And who knows, you can still remember his unmistakable aroma, which will partially return you in childhood. From -with its elasticity and light form of plates, it has also become an effective tool in animation and special effects in the world of the film. A classic example – legendary characters from the studio Aardman animation How Wallace and smithereensWhich has become famous in the world of animation thanks to plain models.
Nevertheless, plastic animation also has its famous representative in the world of video games. This is a game that has an unusually characteristic and stubborn charm with a distinctive atmosphere, which even after almost almost almost almost almost 30 She did not lose her beauty.
Point and Click famous adventures Continuity Since 1996, for many of us, we have been an integral part of our childhood. He is one of the most outstanding representatives of his genre not only from the unique aesthetics of the plate, but also from the strange world, the novel of humor and the absolutely brilliant soundtrack, which I still consider one of the best in the history of game music. But we overtaken a little.
Since the 30th anniversary of the game is approaching, let’s shine a little closer to the legacy of this legendary work. And before we start, I would like to especially thank you Natalia Vesperova For excellent work, which she did with the initial scene of the plasticine movement in the video above!
The history of continuity mainly begins in the late 80s. Dag Tennapel, American game designer, animator and screenwriter, who also stood on creating a well -known platform fighters Land of the rainworm JimI got the idea of creating a plain. In 1995, he left the Shiny Entertainment studio and briefly found his own company by name Neverhoot Inc.to which the developers who previously worked on the rainworm joined.
Later Tennapel presented his idea of the plastic game of the recently created company DreamWorks Interactive, which received a blessing directly from Stephen Spielberg. NEVERHOOD Inc. And DreamWorks then signed a contract, and when Microsoft joined them, the game finally entered into production, which, according to the visible, was needed about three tons of clay. Then he was presented to the game world in 1996.
Source :Indian TV
