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Disintegration is a tactical shooter that questions transhumanism



According to the director, The breakup is set in the future from 150 to 200 years. However, robots in this imaginary future are not controlled by artificial intelligence. They are armored shells that contain fleshy and beautifully imperfect human brains.

Why did humanity do this? To protect themselves from a planet ravaged by climate change, overpopulation, food shortages and disease. "The world is really stressed," Lehto told Engadget. "This pandemic has just destroyed the human race to the point where we are actually concerned that there is a potential event of extinction on the horizon." In response, scientists are refining "integration", a process that describes the safe removal and mechanical fusion of the human brain. This had to be a temporary fix until humanity could reverse the damage done to the planet.

"They developed this integration process to keep people long enough for us to find a solution," Lehto said. "Eventually, the carrots hung at the end of the stick had to be reopened. to become people. Everyone wanted it first. "

According to the official disintegration website technology is" a good thing for decades. "But then some people realized that they preferred their mechanical bodies. With the right parts, they could be faster, stronger, and physically larger than their flesh-and-bone counterparts. An organized group called Rayonne appeared shortly after He believed that the process should be permanent and be embraced by everyone on Earth. "They have a posthumanist program," Leht explained. It is not surprising that the war broke out among the rest of the planet's survivors.

you play an integrated guy named Romer Shawl who rebelled It piloted a flying Gravcycle, originally intended for search and rescue operations, which were armed during the war and later deployed by the Area to find and wash all other people However, Shoal uses his Gravcycle to counter and target a handful of ground rebels throughout the game.

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<p>  Therefore, every mission is a curious combination of air strategy and first-person shooting." They're grenades, and you are a shotgun, "Lehto said," Think of them as a unit. Together, they are a crew. When that clicks, you realize how devastatingly awesome your tactical advantage is in the battle. "</p>
<p>  Shawl and his friends still wear clothes. This makes them look cool, of course, but it also signals their desire to be fleshed again. people. They yearn to drink beer and coffee. Make love and have children. "They can't do it like robots," Lehto said. Meanwhile, the Districts have little interest in their original form. "They have no desire to go back. "Leht explained." They actually changed the duration the humanity of mankind is so dramatic that they are no longer human in form. They take on the monstrous shapes that you most see in a single player campaign. "</p><div><script async src=

This is a refreshing concept with obvious benefits to the game. "It's still trapped in a physical body and therefore vulnerable to attack. This makes any battle a nervous affair." If a bullet manages to get through [the wearer’s mechanical armor]that brain and that individual will never live again, explains Lehto However, if the robot is destroyed, the brain can be thrown out. Shoal and its satellites lenses need to act quickly to save and later integrate the mind into another mechanical body. "This creates that kind of gut moment where you really have to risk yourself and your safety," Lehto said, "to reach and take these units in time.

 Disintegration [1965900изглежда-в1965900г] Disintegration Leht agreed that it was "inevitable" that humanity would eventually develop software with human intelligence. But for his first game, V1 Interactive wanted something "a little more grounded in reality." Integration, Lehto argues, is "a little more tactile and accessible" because people already have a strong connection to physical hardware. Turning the integration process – "disintegration" – is the equivalent of leaving your phone at home. "This disruption in technology," he told Engadget. "This is the feeling we are trying to get."

Shawl and his friends will start in Colorado, travel across the United States and eventually attack the Area in frosty Iceland. A journey of dystopia should offer visual diversity and most likely environmental hazards that players can cope with. They will also show the extent of the devastation of humanity on the planet and how different angles on Earth have been affected by integration. "That plays very well in history," Lehto teased.

"This is a potential future that is near its final end."

The creator of Halo describes his behavior on transhumanism as an allegory. An environmental warning and what can happen if we follow technology without developing appropriate safeguards or taking into account its long-term effects. "This is really just one potential future that is being finalized," he said.

V1 Interactive is a 30-person studio based in Redmond, Washington. He does not have the manpower or funding to compete with Bungie and 343 Industries on the spectacular. What is evident in the group is vision. Smooth gameplay concept coupled with technological dystopia that is rarely seen or explored in games. Who knows – that might be enough to launch a universe and span a globe fandom equal to Master Chief. Or at least something popular enough to fund additional breakup games .


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