![]() ![]() ![]() The ACLED team conducts analysis to describe, explore, and test conflict scenarios, and makes both data and analysis open for free use by the public.ĪCLED is a registered non-profit organization with 501(c)(3) status in the United States.ĪCLED is a leading source of real-time data on political violence and protest activity around the world. ACLED collects the dates, actors, locations, fatalities, and types of all reported political violence and protest events across Africa, the Middle East, Latin America & the Caribbean, East Asia, South Asia, Southeast Asia, Central Asia & the Caucasus, Southeastern & Eastern Europe & the Balkans, and the United States of America. The Armed Conflict Location & Event Data Project (ACLED) is a disaggregated data collection, analysis, and crisis mapping project.
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“For example,” says Lead Lighting Artist Michael Yeomans, “we have a strong element of light and shadow in the game. By having more depth here, we’re able to have more control over the player’s feelings of stress and excitement.” So how do you improve on a game that was already legendary for its pitch-perfect atmosphere? “There are a lot of enhancements,” says Senior Game Director Eric Baptizat, “in terms of visuals, audio, lighting-everything is more dynamic. “The environment, the tension, keeping the player on the edge of their seat-all these things combine to create the atmosphere needed for a successful horror game.” “Arguably, atmosphere is the most important ingredient for a horror game,” says Associate Lead Level Designer Steven Ciciola. When the original game came out, its atmosphere earned nearly universal praise-so when Motive™ set out to remake this iconic survival horror game, the designers knew they needed to nail this key element. For Dead Space™, it’s all of those things and more, linked together by one crucial element: atmosphere. ![]() What makes something scary? It can be the unknown, or a known threat pure uncertainty, or the certainty of inevitable disaster. Inside Dead Space™ #4: The Intensity Director The team behind Motive’s Dead Space remake introduces new systems designed to keep players teetering on the edges of their seats. Game Overview Story Characters The Ishimura Unitology Weapons EA Play Membership Accessibility Comms Relay Crew Trailer & Screenshots Concept Art Soundtrack News Game Overview Story Characters The Ishimura Unitology Weapons EA Play Membership Accessibility Comms Relay Crew Trailer & Screenshots Concept Art Soundtrack News Inside Dead Space™ #4: The Intensity Director Remember this location as we'll need to enter Athletics later on. In the next room to my left I find a security console and another log from Yang. System Shock 2 Walkthrough - System Shock-2 355 As I continue down the corridor, I find 6 standard bullets in a trashcan. In the art terminal I get part of a code, 10 (inset). The safe contains a surgical bed key as well as 10 prisms. On the other side of the counter I find a log from Yang and a psi hypo. System Shock 2 Walkthrough - System Shock-2 354 They evidently missed my prior evolution theory class, so I'm happy to repeat myself. I turn right and spot upgrade stations as I hear more ducts collapsing. System Shock 2 Walkthrough - System Shock-2 353 The body has a dead power cell we'll need later on, as well as another game. Past the door I find my first dead body as Shodan briefs me. System Shock 2 Walkthrough - System Shock-2 352 ![]() I get rid of them and turn left since there's no other way out. I pick up the anti-personnel shells from the bench and leave the window, inspired and star-struck! As I move forward some ducts collapse and worms crawl out. ![]() We learn that this guy is actually Cortez. Wow, let's hope this level is a bit less crowded than ops! As I leave the elevator I look right to the window to witness an Oscar-worthy performance by none other than Ken Levine himself! Well. Recreational System Shock 2 Walkthrough - System Shock-2 351 You can jump to nearby pages of the game using the links above. |
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