Mor, impressions and Covid

0
5

This is my first blog, but I am not ashamed, let no one read it and he will fly to the very bottom of the tops, I want to share with all my best finds in recent years: “Mor, utopia”. The very legendary undergrand project of the Russian Gamdev, which excites the souls of the release from the moment of release and infected with its Fler a new audience, including me, after remake. In fact, this post will be not only about a series of games, but about the issues that are generated and related to the real world.

I am a person, frankly, not very impressionable, and in order to hook me with some work, I need to try, get at a certain moment, the mood, to respond in a very narrow window of my closed inner world. Therefore, in addition to things that cling to me exclusively in Sooping, not so many things are able to cause a serious response in me. The restart of the “Mora” was able to leave in me an amazingly large imprint, so large that a whole layer of “flowers”, “emotions” and “motives” from other spheres of life and art are automatically associated with it and a stupid dick is hung on them: “Oh, well, purely,” although they initially were not at all and should not be related. Examples here are lampabict music (which I specially turned on myself now), a trip to Kazakhstan, and, obviously, Covid. Phase shift, hmm.

We will start with the games, and specifically with the remake of 2019, which I saw the first. And immediately the visual design of the cover, art, menu, interface, city map and even the dialogue window are striking. Pastel, painful colors, yellowish -red -pink palette, nothing bright, exclusively color from patanatomy patterns. Against the backdrop of a bizarre city with distinguished monumental, grotesque central huge buildings, symbolizing important plot places and factions, and pleasant to the eye with two -story buildings that came off the photographs of old Russia and the tips – against this background, an immense steppe was sprinkled against this background. The ethnic music of wild nomadic peoples plays (for the foundations they seemed like Yakuts or Kalmyks), through which the river noise and the industrial roar of the plant, whistles from the railway and the dialect of passers -by appear. Province and steppe. City-horshone. No direct lines, it is clear that no matter how hard the person was trying, he could not completely subjugate nature and adjust the landscape under himself, everything is slightly curved, slightly curved, and this motive can be traced in the game interface (yes, I remind you that we are still talking about the video game). However, from the first seconds of the game, when the prologue finds us in the middle of the scene of the theater, at which a terrible end of the performance is played out, and on the train on the way to the city, and at the arrival station, we are not left to a sense of anxiety. You can physically feel resistance from all sides, and, in fact, a gross violation of the fourth wall: the game makes you feel uncomfortable, rushes you every second and does not let you look around and exhale. The game from the very beginning tells you that you better not try to fix the sad end, that you have no chance.

Here it is worth making a retreat and say that there are really few of them. It is incredibly difficult to play, with every death the level of complexity rises and this is impossible to roll back or exit from the game. Just start again, if you understand that you can’t withstand pressure. And even a deal with a local devil, and in fact – with developers, deceiving and takes you the last hope for a good outcome, although it would seem to have become easier. The character is affected by the most difficult system of external and internal factors, everything in the city plays against you, thirst, hunger, fatigue, poverty and, the worst, sand ulcer in a compartment with an inexorable time that does not play on your side. Zemsky doctor stimulator, yes.

Almost immediately from the beginning of the game, an unknown jokerbetcasino.co.uk disease collapses to the city, after which the city is torture quarantine, looters, and in the end – soldiers trying to stop the spread of death by the simplest ways known to them. The player has only 12 days that take real time regardless of the player’s actions, and in the morning the 12th fate of the city and his inhabitants will be determined ..

I will manage without the details of the plot here, but it will be necessary to explain that in the original game a trio of game character, initially competing with each other, but one way or another going to one goal – to stop the disease. The first of them according to the plan of the authors is a bachelor, the capital’s candidate of sciences, who originally came to the city to study longevity and write scientific papers, caught by the death of his benefactor at the beginning of the game and remained alone with a stranger to him, but, in general, a neutrally configured settlement. I began to play for him once, and, in my and not only my opinion, it is necessary to start acquaintance with the scene of the performance through the bachelor, since he, like the player, knows nothing about the city and his traditions, hostility and fears of the population.

The second game character of the original and the only fully accessible in the remake is the guruspik. He is the son of a local doctor and women from the steppe people who once left the city to study at the surgeon. He was brought to the city from his father with a request to urgently come and help him in his work. Despite the fact that the Guruspik was born and raised in the city and knows all its customs, and in many ways, and thanks to this, he is not at all friendly here, and the tribe’s people seem to be not negative, since they consider him a traitor and do not recognize his medical skills obtained outside the city. However, friends and sympathetic to him, too, will find that at first it will help to find a place and occupation.

The most difficult and mysterious affordable character is an impostor-a teenage girl who does not remember who she is and where, waking up on the border of the city and steppe. She appears almost simultaneously with the disease and, having no education, can mystically heal and cripple people, which instantly becomes the cause of suspicion and persecution. Impostor is the most difficult character for the game, since initially the city does not accept it at all.

In addition to two computer games, ICE-Pic Logic has developed a board game with a similar name and plot. And it fits stunningly into the atmosphere and allows you to feel rivalry with the plague and other characters (here we have the same trio). I am not a big expert on the hilies, although I played a lot of them, but I can say that the "Mor" is a great example of a game with an asymmetric gameplay. Players in the party can be from two to four, provided that one of them necessarily plays for the plague. The experience for her is radically different from that for doctors. In my opinion, the balance is slightly shifted here: if two people play (one doctor and plague), then there is almost no chance of saving the city, since the player simply will not have time to complete all the tasks and gain the right number of points for salvation. And vice versa, when there are three doctors, the plague does not have time to kill all the key characters (they are here by the way, like video games, each doctor has his own and he protects them for his own reasons). Accordingly, the best balance when playing two doctors against the plague. Here it is worth paying attention to the slogan of the board game, which can be traced in the speeches of the heroes of the original: "If they do not agree, the plague will devour these lands". So, in the desktop and in the computer version, we understand that this is true, and that to save the city you need to act together, but each doctor individually does not trust another and often even comes to the conflict. Vanity and self -conceit of one, independence and desire to gain the independence of the other and simply banal fear and distrust of the third do not allow them to help each other, and in order for the case to move, you need to make a lot of efforts. The plague has no such problems, its goal is simple – to destroy the city. It is interesting that in the video game many characters express the idea that the infection is alive and reasonable, but in the hunkering it really turns out, reasonable and has the will.

Now back to the real world. It so happened that I met the "Mor" at the very beginning of Covid. I still remember the feeling when talking about closing the metro began, about isolation, when people began to sit in their homes in a panic, and I, seeing the cover of the game in their subscription, and playing it for a couple of days, was so shocked by it that I went to the other end of Moscow for the other time for myself for myself. And so I go in a half -empty wagon, I don’t have a mask, people hold from each other at a distance, and in the air of the fate, there is a threat, fear, you practically feel the smell of the disease around. Yes, then, in fact, nothing really started even really, but the totality of my immersion in the world of the game and immersion of the surrounding real world in the pandemic madness gave me an incredible surge of adrenaline and an uncomfortable feeling that it would be symbolic to get a covid, having gone after the game about the epidemic.

Playing later, I honestly say, I could not overpower either the remake or the original to the end, it is physically and psychologically really difficult, but now I have taken up the passage again, I am again immersed in this theater. And I want to say, in fact, it was the "Mor" partly helped me survive the pandemic and soberly look at it. Because it is surprising how the absolute chaos of the game affected reality and overlap it. Covid was also unable to stop separately, but, as in the game, joint actions were also far from immediately able to lead to the results. I am proud of myself that I also put my hand in the fight against Covid (as a laboratory assistant of the PCR of the Laboratory), more successfully than in the game, but I am aware that a successful outcome for the population and there, in fact, an accident. Someone is lucky, but someone is not, and so that you do not do to protect against illness, she can overtake you at any moment and in the most unexpected place, and vice versa, you can do nothing, and not to experience all the charms of infection. And, as in the game, you do not know what actions will help you, and which will turn out to be the Trojan horse, which are not to be worn to the disease and possibly even the deaths of people close to you, and what events you cannot prevent so that you do not do. Unfortunately, the general motive and ending of the Mora are quite fatal: so that you do not, the victims cannot be avoided, no matter how you try, you will not have time to do everything, you will not save everyone, you are not the fact that you will save yourself, especially if you climb into a fed. This does not mean that you don’t have to try, you must do what you can, but you must be ready, that you will not work ..

P. WITH. I advise everyone and everyone to get acquainted with the universe "Mora". If you have something to play on, play a remake, and if he lures you, try the original to complete the picture. If there is nothing to play on, play the table. If there are no friends or money, but the computer has broken down, beautiful pictures were running off the phone, their official company and the fan community have painted enough for many years for many years. This is an incredibly complex, difficult, but great game, and I hope that the developers will at one time be able to overtake the full -fledged remakes for the bachelor and impostor, since there is a feeling that the remake for the gusurus was deeper and just beautiful in all respects than the original. But this, of course, is a subjective opinion.

LEAVE A REPLY

Please enter your comment!
Please enter your name here