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Sine Requie: Snake Eyes Download Complete Edition

Sine Requie: Snake Eyes Download Complete Edition


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About This Game

Based on an award-winning Italian pen and paper RPG, Sine Requie: Snake Eyes is a Horror-Thriller roleplaying game with survival elements.
It revolves around the investigations of Inquisitor Rossano Mazzoni and its hunt against a secretive heretic cult in a post-apocalyptic 1954 Tuscany, in which the Dead rose to feed on the living.
Will you annihilate the new heretic cult: the Snake Eyes?

The story

On the 6th of June 1944, in the day that everyone knows as the D-Day, the world felt into the darkness of hell. On Judgement Day the Dead begun their hunt against mankind.

It is the year 1954, the world has become a pile of crumbles, where the few survivors try resist the hunger of the Dead. Few nations, held by cruel dictatorships, are left intact.

The darkest future that mankind could imagine turned into the most monstrous reality. This is the world of Sine Requie.
What was once a country named Italy, today is the Sanctum Imperium, a firm theocracy ruled by Pope Leo XIV.

The Roman Church took absolute power, turning these lands into an anachronistic place, where armoured Templars and horse-mounted Inquisitors parade the streets side-by-side with cars.

Here the population lives left behind, immersed in obscurantism, hidden within the walls of their fortified towns. In the hope of surviving the grasp of the Dead, societies manically persecute the heretics, who are considered the emissaries of the Devil, sent among us to defeat the Justs in the day of the Apocalypse.

Game Features

  • A story full of plot twists
    Lead an inquisitorial team in their hunt against an heretical cult, racing against the clock. Your choices will change the story and the lives of those you will meet.
    Each chapter boasts more than seven different endings: how will you use the power you hold? Will you be able to stop the mysterious demonic ritual threatening the Imperium's order? How many innocents are you willing to sacrifice?
  • An Imperium to explore
    Travel across an alternate 50s Italy, portrayed through beautiful 3D maps inspired by those years' artwork.
    Investigate, split the team in order to cover more leads at the same time. How will you overcome the obstacles on your path?
  • Game system based on Tarots
    The good or bad outcome of each character's action will depend on his abilities but also on the whims of fate. Draw cards from the Tarot deck and face your destiny, be it favorable or else.
    Careful: each card you draw will not reappear until the deck itself is reshuffled.
  • Stategic management of resources
    Snake Eyes is a survival game, where each resource is scarce and valuable. Your characters will need to rest, eat, and also keep madness at bay along this nightmarish journey. Do mind, however, that time is the most precious of resources.
  • There is no rest from Death
    Each battle can be the last for your characters, thanks to a simple but brutal turn-based strategic system. You will also need to keep an eye on the victims of your brutality, as in Sine Requie whoever dies will awaken. ALWAYS. Your fallen comrades will come back, and each victory may turn into defeat.
  • Cycle of day and night
    Days and nights will slowly but inexorably alternate, changing the appearance of the world and your interactions with it.
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Title: Sine Requie: Snake Eyes
Genre: Adventure, Indie, RPG
Developer:
We Were UV
Publisher:
We Were UV
Release Date: To Be Announced



English,Italian



sine requie snake eyes kickstarter. sine requie snake eyes demo. sine requie snake eyes



Dev Blog: Smoke and Mirrors:
Greetings, Inquisitors! At the end of our past dev-blog, we were left with the question: "Are videogames doomed to linear and unchanging stories?"
Today we'll tell you about the tricks and stratagems we employed to give as much freedom as possible to Sine Requie Snake Eyes' players. Normally, each state within a story represents a constant: a static element which can be visited by a player provided they make the right choices.



Let's take a traditional printed gamebook: each choice leads to a numbered paragraph, and each of these paragraphs is in fact a state-constant. When it comes to videogames, however, we can make use of variables that will allow us to increase the number of possible outcomes without having to generate an unwieldy number of states in our graph.


Photos are taken from the game book of Lone Wolf written by Joe Dever (1984). Photos owned by the Museum of Computer Adventure Game History http://mocagh.org/loadpage.php?getgame=lonewolf1c

Game variables are elements that can change depending on several conditions, such as the hour of day, the group's health, or even previous choices that the player has made over the course of the story. Part of a state-consequence must be constant, but it can contain variable elements in order to better conform to whatever choices have been made by the player.



Let's take the following example, where the player selects Vilma and orders her to search a dark room in which a Dead is hiding. This action implies the drawing of a Tarot card. Let's say the Lover tarot has been drawn: the consequence created will be as follows.

"Vilma stepped towards the room's door, eyes searching the deep darkness. She had sensed a movement inside. Perhaps because of her tension, perhaps because of the noise caused by her companions, she noticed the Dead far too late: she had to fight. Vilma could only blame Rodolfo for this."



Most of this text is the constant part of this state, this never changes.
The text in bold varies based on which character performs the action.
The text in Underline is a variable too, and is based on the number of characters in the group.
The text in italic is a consequence of the Tarot drawn, the Lovers, which represents how another member of the group is responsible for the failure.

This operation allows us to tailor the game experience based on the player's choices, even for the darkest of outcomes: each character may die, but the story will still go on.

Over the course of the coming weeks we will explain how this method forced us to fix the possible Butterfly Effects that were created by alternate timelines, an operation named "Wibbly Wobbly Timey Wimey Stuff".. Dev Diary: Night/day mechanic:
Your mission will be of utmost importance, and you will often face the dangers of Night along the roads of the Sanctum Imperium. "Sine Requie: Snake Eyes" will feature a night/day mechanic which will shape your game and convey a feeling of time passing.

You will choose when to travel and when to stop: at night you might go unseen or boldly march under the light of torches, but this will deplete your supplies - which you will need money to restock.

During the day there will be no light issues, but you might encounter brigands or spies; however, Toll posts will be open for you. Regardless of your strategy, you will need to carefully plan when to move and when to rest, if you want to complete your mission in time!


. Dev Blog: Save System:
In Sine Requie, to valorize players choices, the game auto-saves every time a narrative section is over.
In case of the Inquisitor Mazzoni unfortunate departure, your adventure will re-start a step before the fatal one.

Moreover, multiple chapters compose the story and it is always possible to load back at the start of the current one, at least at lower difficulty settings...

Patch Notes:
The Inquisition is admired by the perseverance of all players and content creators who bravely played the Demo up to the end without any save game option!

- Added SaveGame system to the Demo. Note that restarting the current chapter means to start a new game ( the Demo is one chapter only!)
- Added possibility to change language at any point in the game
- Added audio general volume
- Small bug fixes

. Dev Blog: Combat Reanimation:
As stated in the very previous entry of this blog, The Inquisition is always listening, the major issue of the demo we released is the stillness of the combat. In particular, many have complained about the lack of animations.
But what does animate actually mean?
Coming from the Latin word for soul, anima, to animate is literally bringing something to life.



For the Sine Requie: SnakeEyes art style we decided to look at the Italian 800' and 900' paintings. With the aid of talented illustrators Giuseppe Di Girolamo and Salvo Lo Iacono, we created those beautiful detailed characters and backgrounds. Unfortunately, it is really difficult to move figures made in our art style.

However, animating something has more to do with giving it the appearance of life than to just move it. We, therefore, decided to make some research, looking at visual tricks from various media. In many shots from Japanese animated series, there is no actual character animation: the camera movement and a smart use of transitions gives the sense of dynamicity.



This happens in many games too. For example, a game we really are not inspired by Darkest Dungeon.



So, we changed the camera movements and the images treatment to convey the idea of a gory brawl.





Not so bad uh?



. Dev Blog: The Inquisition is always listening:
“...quod non imber edax, non Aquilo impotens possit diruere.”

Dear brothers and sisters,
As loyal servants of the Inquisition, we passed these silent months listening.

We released the one hour demo for free on different platforms, reaching many players that gave us interesting feedbacks. We are now using those great ideas to polish Sine Requie: Snake Eyes. We collected feedbacks on three channels:

  • comments on forums and social networks
  • playthrough videos on YouTube and Twitch
  • articles on blogs and magazines

The audience generally welcomed the title warmly: most of the feedback was positive, as players, in general, seemed to appreciate both story and gameplay. However, analyzing the data we could still find a few issues:
  • the user interface of a few game features is difficult to understand
  • some dialogues are too long and convoluted, giving players the feeling to be trapped in an infinite loop
  • the combat system, while enjoyable, suffers from a lack of animations, that feels still and detached from the in-game action.



These feedbacks are valuable to polish the game, giving the development team a path to follow to make the game better.
Rejoice, we listened!
Tremble in fear, our answer is coming!

. Dev Blog: Chapter End Summary:
One of the demo's next updates will feature the Chapter End Summary, which we are currently working on!

The Summary will list all the main choices you made over the course of the chapter, including the consequences of your actions, so that you may easily understand how your adventure has progressed.

Additionally, the Summary might include some clues concerning the paths you didn't think were available, prompting you to play again and do your best as Inquisitors.

. Dev Blog: Save System:
In Sine Requie, to valorize players choices, the game auto-saves every time a narrative section is over.
In case of the Inquisitor Mazzoni unfortunate departure, your adventure will re-start a step before the fatal one.

Moreover, multiple chapters compose the story and it is always possible to load back at the start of the current one, at least at lower difficulty settings...

Patch Notes:
The Inquisition is admired by the perseverance of all players and content creators who bravely played the Demo up to the end without any save game option!

- Added SaveGame system to the Demo. Note that restarting the current chapter means to start a new game ( the Demo is one chapter only!)
- Added possibility to change language at any point in the game
- Added audio general volume
- Small bug fixes

. Dev Blog: Combat Fix:
After listening to the community's opinions and considering all the suggestions we received both online and during conventions, we have worked on some updates and fixes for the combat system, which will soon be implemented within Sine Requie: Snake Eyes's demo.

It will now be possible for you to skip combat animations through a simple left-click, allowing battles to flow faster.
Needless to say, by doing so you won't be able to enjoy the good times when a Dead chews off bits of your flesh, but hey, getting to the part where these demons-on-earth wipe the entire group will now take WAY less time.
Happy now?

. Dev Blog: Map Genesis:
Good day to you, Inquisitors!
This week our Dev-blog will not tackle the second part of our "Choices and Consequences" post, but rather engage in a little digression concerning the creation of game maps!

These days we are working on the map for one of the main locations in "Sine Requie: Snake Eyes": the city of Florence, where our true adventure will begin. We asked our programmer (which we suspect of being an heretic - take his statements with a grain of salt!), to explain the details of his witchcraft in an understandable way!

"Creating a map is a step-by-step process. First of all we decide on the actual layout of the area (this step was easy, since Florence is described in the book Sine Requie: Sanctum Imperium). Then we create all the locations that the inquisitorial team will be able to visit and explore, and each of them has a unique marker assigned to it. Finally, we create a network of connections that will allow the group to travel between locations.

Now, Florence is basically already playable! Well, it's missing the fancy graphics, but those are always the last step!"
Well then, we'll see you next week with our Dev-Blog "Graphs, Trees and Ineluctable Fate". Fun, happy stuff!


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