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Sine Requie: Snake Eyes Download Xbox

Sine Requie: Snake Eyes Download Xbox


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



Dev Blog: Difficulty:
In order to cater to the needs of different players, Sine Requie Snake Eyes features four different difficulty levels, each coming with added horror and despair.

"Story Mode" is for players who simply want to enjoy story and exploration without (too many) worries: the game will give you plenty of time for each chapter and your group will find plenty of resources.
The "There is No Mercy" difficulty level will slightly reduce time and resources, while playing at the the two highest difficulties ("Only Blind Rage" and "Death at Last") will mean that a single mistake might cause a dreaded Game Over.



Difficulty is about more than just time and resources, however: the save system will be affected as well. Up to "There is No Mercy" difficulty you will be able to reload your game from the last checkpoint, while "Only Blind Rage" will force you to go back to the beginning of the current chapter, and "Death at Last" will pull no punches, forcing you to restart the game from its very beginning.
. Dev Blog: Graphs, Trees and Ineluctable Fate:


Greetings, Inquisitors! We return with our dev-blog series on managing choices and consequences within Sine Requie: Snake Eyes's story. This time, let's talk about the structure of an interactive story.
Think of choices and consequences within a narration as if they were geometric shapes: consequences are circles (a bit like graph nodes, for those of you familar with math), connected by actions that can be represented through line segments (also called "arcs").



If we extend this structure to an entire zone, many will probably imagine this with a shape not unlike that of a tree: each consequence can lead to countless choices, which in turn bring us to further consequences.



On a purely conceptual level, this structure is not wrong: each new consequence will exponentially increase the total number of consequences, making it impossible to handle the complexity of a story lasting dozens of hours, such as that of a videogame.
In order to reduce the complexity of our story, we make us of "bottlenecks" which will prevent the narration from bloating into an unwieldy mass of consequences. Because of this, the story of an interactive game resembles a state diagram.



This technical limitation, which applies to every interactive story, forces us to face an ugly truth: our current technological level prevents us from experiencing true freedom of choice within a videogame.
Are we doomed to play through linear, immutable stories?
Yes, BUT some tricks and stratagems allow us to go beyond these limitations. Surely you'll be delighted to know that we will unveil these tricks of the trade in our next dev-blog: "Smoke and Mirrors".. 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: 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: Encounters on your Journey:
We are currently working on adding random encounters! While encounters at key locations will be strictly tied to your choices, some adventures (or misadventures) may take place at non-predetermined moments anywhere on the map.

Be it a providential encounter with an herbalist monk, a sudden storm across the mountains or a brigand ambush, you'll not be left without surprises on your journey. Each game will change depending on your choices and the whims of fate!



. 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 Blog: Choices and Consequences:
Greetings, Inquisitors! In our past dev-blog we introduced a new subject: the way we handled consequences stemming from player choices within Sine Requie Snake Eyes's story.

Not all narrative games are the same: indeed, while many titles reinforce the dramatic tension of a choice, such as Life is Strange (Dontnod) or Bioshock Infinite (Irrational), others prefer to focus on the long-term consequences of a choice. The Witcher 3 (CD Projekt Red) presents the player with options that will reveal unexpected plot twists in the overarching story; that's why there's no "right choice" but a series of equally interesting paths.

Sine Requie Snake Eyes is similar to The Witcher 3 in its approach, heavily shifting the focus on consequences. You won't always be able to know which course of action is the best, or at least the less wicked. This choice was made to strengthen the horrific tones of the game: will you be able to survive your choices?

. 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!

. 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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