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История Nox
DeneirДата: Четверг, 06.05.2010, 10:50 | Сообщение # 1
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The game concept

His name is Jack, an auto mechanic who lives in a trailer park in South central Florida. An unlikely hero, but that's what he becomes when a cosmic accident plucks him out of his easy chair and drops him on Nox, a world of magic, monsters, and an evil sorceress named Hecubah. All he wants is to go home, but to get back to Earth, he'll have to save the planet he landed on.

That's the story of Nox, the upcoming action-RPG from Westwood Studios, due out this winter. Jack isn't the typical hero you'd find rubbing elbows with wizards, warriors and the occasional rogue in a fantasy setting, and that's exactly the point, says Nox's executive producer John Hight.

"We wanted to take that well-used fantasy medieval setting and look at it from another angle," Hight says. "With Jack, we can bring a modern day character, an everyman we can all relate to, complete with jeans and sneakers, and drop him into a fantasy world. With him as our guide, all those fantasy game clichйs become fresh because we're seeing them all through his eyes."

Playing as Jack, you'll start in jeans, T-Shirt and sneakers, and eventually end up in full battle armor, a conjurer's dress leathers or ornate wizard robes.

"It's great fun watching Jack go from this 20th century guy and slowly transform into a mighty warrior, a powerful wizard or a crafty conjurer," Hight says. "This is the fantasy of everyone who loves this genre, to be transported to a world like Nox where every day is a noble adventure."

Once Jack lands on Nox, he'll be able to choose three paths. He'll ally himself with the Warriors, the Wizards, or the Conjurers. Each path has it's own distinct story, it's own distinct ending, and three separate ways to play the game.

The Warriors shun magic, and instead use steel, skill, and strength. The Conjurors wield the power of nature and can create and control creatures. Wizards have mastered advanced magic and can teleport about the world in the blink of an eye.

Jack will progress through one of the three disciplines on his quest to find a way home. Along the way he learns that an evil sorceress, Hecubah, was not only the cause of his being transported to Nox, but that she's planning on destroying Nox before he can figure out a way off the planet. To get back to Earth, Jack will have to face her and the army of undead she's raising.

"Hecubah is the ultimate evil, but she's also smart, funny and easy to look at," Hight says. "I think when you finish Nox, you'll both hate Hecubah and kind of miss her after you defeat her. I think we're creating a character, and a story, you'll remember long after you finish your quest and deliver Jack back to Earth."

Перевод:

Создатели игры Nox:



Все то, что не записано, не сохранено для более позднего использования - утеряно, навсегда, безвозвратно, бесследно.
 
DeneirДата: Четверг, 06.05.2010, 10:58 | Сообщение # 2
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The Story of Nox

At one time, Nox had two distinct cultures: the humans of the south lands and the necromancers of the north. These two cultures had existed in an uneasy peace for hundreds of years until the necromancers invaded the south land. Their ultimate goal: conquest and genocide.

The humans of the south rallied and, at considerable loss of life, drove back the necromancers. The southerners knew it was only a matter of time until the battle mages of the north would muster a larger force and try again. For the necromancers had unlocked the power to reanimate the dead.
The southern people constructed the Staff of Oblivion, a weapon which would literally seal the souls of the fallen forever, preventing their return. The great wizard, Jandor, led an army against the North, killing and capturing their souls. The north quickly fell and its prized capitol was frozen over by a powerful curse. It would forever be known as the Land of the Dead, its real name stricken from all writings. Jandor remained to kill any survivors and vanquish the evil seed from Nox.

The task became more difficult as the refugees became more innocent. In a final act of guilt, Jandor spared a baby girl. He carried her to Grok Torr, a settlement of Ogres, and paid them to look after her. The souls of the rest of the necromancers were sealed in an Orb and with the combined efforts of Nox' greatest mages it was banished to another time/space.

The southern people were scarred by the power of what magic had wrought on their land. They split into factions: warriors who eschewed magic, wizards who blended magic and technology, and conjurers who only practiced "natural" magic. Hecubah, the child that Jandor spared, eventually discovered her roots and developed a vengeful loathing. She went to the Land of the Dead and devised a way to return the souls of her people to Nox. This time they would vanquish the south once and for all.

You are the 20th century savior of Nox - summoned to the land in a cosmic accident. Being from Earth, you are the only living being on Nox that may touch a magic Orb in the possession of the wicked-evil queen of the undead - Hecubah. You must find this Orb and harness its power in order to construct the staff of oblivion and defeat Hecubah

Русский вариант:



Все то, что не записано, не сохранено для более позднего использования - утеряно, навсегда, безвозвратно, бесследно.
 
DeneirДата: Воскресенье, 09.05.2010, 06:27 | Сообщение # 3
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About warrior and fortress of Dan Mir

The Warrior path begins you in the Fortress City of Dun Mir, home of the Fire Knights who protect the ways of the Dragon and the world of Nox so-to-speak. They are truly brute strength machines of war, focusing on phsyical prowess and raw human speed and strength to win the battle rather than intellect or spell-based combat. In fact, the Warriors of Dun Mir have long since despised the culture of Mages, though their nature-loving neighbors to the North, the Conjurers of the Village of Ix remain their ally in these times.

When Jack seeks the path of the Warrior, he looks to the ruler of Dun Mir, and the leader of the Fire Knights, Lord Horrendous who is a rather remarkable bald brute of a fellow, very dangerous and looming chap with a dark complextion, bald head, and usually weilding a gigantic Halberd of some sort.

As a Warrior, Jack learns many of the Combat tecniques which will, in turn, provide his combat tactics with much greater prowess when used on the field in actual combat with the denizens of the villianess Hecubah, as well as in the arena. Weapons, ranged as well as melee, this class knows how to fight with just about anything. Given the sheer strength, the Warrior class also can equip himself with life-saving protective armor as well.


Все то, что не записано, не сохранено для более позднего использования - утеряно, навсегда, безвозвратно, бесследно.
 
DeneirДата: Воскресенье, 09.05.2010, 06:30 | Сообщение # 4
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About wizard and Galava Castle

The Sorcerer path starts you out in the far, far south in the Galava castle reigon where you will learn the ways of the path of the Mage by becoming an apprentice to the Great Wizard Horvath. When you begin you journey, you meet the Airship Captain. He tells you of Horvath and that his cabin is just to the North. Following the winding roads you soon learn your first spell (Missile of Magic) and learn to dispose of Familliars rather quickly. As your journey north, you find a cabin in the middle of virtually nowhere.

Before you realize what is going on, from out of nowhere hordes of critters flock to your sides but do not attack. Out from the door bursts an tall, older man with a long white flowing beard and in an instant bolts of powerful lightning striking down every creature where they stand. As the smoke clears, you are the only thing that remains standing aside from the Old man. This is the introduction to what you, Jack, shall become as you train with this powerful mage, ladies and gentlemen, meet Horvath, the Great Sorcerer.

This introduction couldn't be any better as it demonstrates the raw archaic powers of the Mage class right from the beginning. Horvath will send you on your first quest as an Initiate, to locate his former apprentice and learn if he is indeed dead as originally thoguht, or perhaps still alive. Horvath is the center role in your quest as a Mage, and as you advance through the game, you will learn great many things from him in his Castle Galava.


Все то, что не записано, не сохранено для более позднего использования - утеряно, навсегда, безвозвратно, бесследно.
 
DeneirДата: Воскресенье, 09.05.2010, 06:32 | Сообщение # 5
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About conjurer and Village of Ix

The Conjurer is begun in the Village of Ix where Jack learns the ways of nature and the creatures in which inhabit it. The Conjurers of the world of Nox specialize in communication and control of animals, monsters and spirits. It is these creatures that the Conjurer relies upon to assist him in his quest against Hecubah, and for seasoned Conjurers players, on-line against their friends and other people.

The Conjurer in our playtesting revealed to be very sadistic. His book of spells being quite benefficial to him as he can use it to both summon creatures as well as cast small-time but effective offensive spells and use other spells in it to protect himself and weaken his enemies advantages over him. Quite a powerful being to be reckoned with if we might add. His prefferred weapon in Multiplayer combat among most of the Westwood Developers is the Bow as it provides sufficient bruising power with a great range, making this specialist mage a very crafted and well-rounded character combining the most powerful aspects of the Mage, smaller but more efficient spells, and decent combat and dexterous stats. You don't want to be chaced by this person, especially when he can have a Skeleton Lord, or a Ghost or even a Mechanical Golem chasing after you, ready to destroy you in seconds when they catch you.

Conjurers hail from deep within the forests of the Northern Continent of Nox, just south of the mountains. Their homeland near the Village of Ix being deadly-close to the Land of the Dead, the old home to the City with the Forgotton name, which was the capital of the society of Necromancers that ruled the lands and fought the human races in the Southern lands.


Все то, что не записано, не сохранено для более позднего использования - утеряно, навсегда, безвозвратно, бесследно.
 
DeneirДата: Понедельник, 31.05.2010, 16:11 | Сообщение # 6
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About Hecubah


There's a dark, cold wind blowing out of the North my friend. It whispers a name ­ Hecubah. Dark, fearful words are whispered of powers that we thought our fathers had laid to rest. She is the heir to the Necromancers of the North say the graybeards. Travelers report that the dead walk again under her command, and monstrous creatures, trolls and ogres, are on the move. Some say that her outer beauty is matched only by the black and twisted nature of her heart. Others say that anyone who would seek the Orb of Oblivion can't have a heart at all. What is the truth of Hecubah? What are the dark secrets of her plans? No one knows, but if even a tenth of what is said is true there is no reason to fear meeting Hecubah...you'll be dead long before your fear has a chance to take root.


Все то, что не записано, не сохранено для более позднего использования - утеряно, навсегда, безвозвратно, бесследно.
 
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