Still, the Magyars came back from 3-5, then equalised three times till 8-8, and had a fine chance to take the lead while killing two man-downs, but they were unable to turn the game into their favour, then the penalty drama decided the outcome. A fairy-tale ending to the home team’s march – the star of the local club Jadran Split netted the winning goals as those two secured the hosts’ victory.Īfter a balanced opening period, with three goals apiece, the Croats won the second 0-1 – Hungary couldn’t maintain its extremely high-level game in this match, their lower point came in the final (the Croats ticked the ‘weaker’ performance by finishing 5-5 with Greece in the prelims). Jerko Marinic-Kragic put away the first one, Krisztian Manhercz hit the bar at the other end, then ensuing counter ended in another call and Marinic-Kragic didn’t miss the second one either for 8-10, with 2:07 to go. After the two unbeaten sides was battling through three and a half thrilling periods, at 8-8, three penalties were called within 40 seconds. Somewhat similar to the previous two finals, this one was also decided by penalties – but not in a shootout. The next European Water Polo Championships will take place in October 2023 in Tel-Aviv (ISR). Top scorer: Tudor-Andrei Fulea (ROU) 19 goals.įinal rankings: 1. Individual awards – Most Valuable Player: Szilard Jansik (HUN). For places 7-8 th : Montenegro v Georgia 14-11. Bronze medal: Spain v Italy 7-6, For places 5-6 th : Greece v France 10-8. Just as in 2010, the Croats made it again at the home Europeans – LEN Total Waterpolo Spain won a huge battle against Italy to clinch the bronze, their third medal in a row. There's no uncanny valley because rather than attempt to create ugly grotesques that are meant to simulate humans, Gone Home creates its people with suggestions and ideas, and in so doing makes them much more powerful presences than they would be if they were all stomping about the house going through canned animations.Just as in 2010, the Croats made it again at the home Europeans – lifted by 9000 fans and then lifting the roof of the fully packed Spaladium Arena they won a thriller against title-holder Hungary to claim a second European title in their history. We never see anyone face to face, they only exist in audio logs, letters, and photographs – things that a lower-budget game like Gone Home can render with 100 percent realistic accuracy. The characters also feel real because of Gone Home's elegant design. To play Gone Home is to come face to face with the realization that videogames are failing because they're not even scratching the surface of what topics they could cover. This, in and of itself, is something we don't often find in any videogames, no matter the genre or gameplay mechanic. This is at least partly due to the fact that they live in real life Gone Home is not a fantasy or sci-fi game, there are no magic powers or technologies that the characters' lives revolve around, just mundane everyday experiences. Thinking back on Gone Home's story, I find myself remembering the characters as if they were the players in a novel I'd just finished reading. The Fullbright Company, I think, wanted to find out, so it removed all the cake.įor me, it was a remarkable success. One way to figure out exactly how to make it work might be to split those two components up and see what happens when they're apart. The dual action and storytelling aspects of a game like BioShock could potentially enhance, rather than distract from each other, although that's still a work in progress for the gaming industry. (I should point out that there was a moment in Minerva's Den that choked me up to an extent that nothing in Gone Home did.) Maybe I was misreading the nature of my own experience? There is certainly a strong argument to be made that challenging, gating gameplay can enhance a storyline – that the story would have more impact on the player if he had to expend mental energy to get there in the first place. Every time something started firing at me, I just wanted to kill it as fast as possible so I could get some peace and quiet and keep trudging around the rooms finding more clues to the story. I didn't wish that there were enemies in Gone Home I wished that there were no enemies in Minerva's Den. Both games really are quite similar in the BioShock expansion you're exploring a small part of the underwater city Rapture, listening to audio diaries and reading the signs and notes you find lying around to piece together who these characters are and why they're in conflict. For me, the answer to how I felt about Gone Home lay submerged in Minerva's Den.
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