Mods from gsc game world. GSC Game World: “We don't put political ideas into our new project. Heroes of Annihilated Empires

In February 1999, a group of suspicious faces appeared at the Millia exhibition in Cannes, speaking English with a terrible accent. The group demonstrated their game project WarCraft 2000 - a remake of the legendary Warcraft 2, and demonstrated it not to anyone, but to themselves. This is how the world learned about the Kiev studio GSC Game World, which gave him two series: "Cossacks" and "Stalker". In Cannes, the studio was in for a complete failure - "Bliza" abandoned the game, and a group of people returned home to complete a much larger project, which, as it turned out later, would make the company a key player in the CIS market.

School is not a hindrance

The name of GSC Game World is inextricably linked with the CEO Sergey Grigorovich, who was barely 16 years old when the studio was founded. Imagine people's surprise when they were interviewed by a youngster who had just finished school. But many of them were already seriously bearded then, and some, such as Andrey Prokhorov (the founder of the company), worked as aircraft designers.

Gathering a team of 15 people and ramming it into a two-room apartment, Grigorovich led the newly minted studio into a bright future. Neither the first setbacks nor the company's dire financial situation prevented the desire for success. In 2001, GSC released its first "golden calf", "Cossacks", which became the main competitor of the then shining Age of Empires.

In the same year, the Venom shooter came out of the bowels of the studio, in which the player was supposed to control two soldiers at once. The shooter turned out to be fun, perky, but ... a failure. Two years later, another GSC Game World experiment comes out - the Hover Ace hovercraft race, the fate of which was about the same as the fate of Venom. After that, Grigorovich and Co. decided to stop pampering and, having rolled up the sleeves of their tweed jackets, they turned to strategies. By 2004, the studio released two good ones: "The Conquest of America" ​​(something like "Cossacks", but with Indians and Europeans) and "Alexander" - the first game in our open spaces, which was created under a film license. Between these two projects, the adrenaline-filled network shooter FireStarter wormed its way, which is generally decent, but falls short of the level of UT and Quake.

Picnic on the side of Chernobyl

What about Stalker, you ask? And Stalker began to be made back in 2000, when a group of unknown programmers came to Grigorovich with their developments. By 2002, one level "Pyramid" was ready, which the developers themselves called clone. However, by 2003, Stalker acquired the features of a nuclear mixture from the Chernobyl zone and the Strugatskys' Roadside Picnic. Having chosen the then still solid publisher as a publisher, the team sculpted their main brainchild at an accelerated pace and in 2007 S.T.A.L.K.E.R .: Shadow of Chernobyl finally appears on the shelves. Realizing that they hit the jackpot, GSC Game World immediately began to develop success, as a result of which two more games in the series appeared: Clear Sky and Call of Pripyat.

Decay

Already in 2009, after the release of Call of Pripyat, it became clear that the possibilities of the X-Ray engine had exhausted themselves. According to the creators, S.T.A.L.K.E.R. 2 was supposed to be released on a completely new engine, which was created to replace X-Ray. However, the plans of the team were never destined to come true. In December 2011, 10 months after Ernst & Young recognized Sergey Grigorovich as “entrepreneur of the year”, the director of GSC Game World gathered the studio employees for the shortest planning meeting in the history of the company: “I decided to stop developing Stalker. Farewell" - this phrase marked the end of one of the most popular series in the CIS. The result of Grigorovich's demarche was the collapse of the team, the cessation of all work and the exodus of most of the employees to the Vostok studio, where the idea of ​​a shooter was born.

The craving of former GSC employees for the theme of the post-apocalypse turned out to be a fundamental thing. Back in 2006, after an internal conflict, several key programmers left the company, who later founded 4A Games, the studio responsible for the appearance of the cult shooter Metro 2033. Thus, both fragments of GSC began to do what they had been doing before the collapse, that is, to create dark, depressing worlds with a focus on . The very same GSC Game World unexpectedly revived in 2015 with a series that gave her fame - "Cossacks".

A detailed history of the development and origin of the largest Ukrainian game development company
“a person must study until he finds himself in life, then it is even harmful”

GSC Game World is the most popular domestic game developer, basking in the glory not only in the territory former USSR, but all over the world, mainly thanks to projects such as S.T.A.L.K.E.R and Cossacks. The company was founded back in 1995 by Sergei Konstantinovich Grigorovich, who is still its head today. It's funny that the name of the company contains the abbreviation of Grigorovich's surname and initials - GSC (Eng. Grigorovich Sergiy Constantinovich). Later, Sergei Konstantinovich admits that he came up with the name of the company long before its existence, when he was a child.

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Ukrainian Steve Jobs


Sergey Grigorovich - a person without whom GSC would not exist
Grigorovich was born in 1978, the city of Kiev. His father was a radio engineer, his mother was a journalist, but his brother also worked at GSC and even independently supervised the creation of Cossacks 2. From childhood, Grigorovich's dream was not game development, as everyone might think, but wealth, as he himself claimed, from which we can conclude that he is a businessman first of all and only a game developer second. Business acumen, Sergey showed back in school age, when he brought a game from France and began to rent it out to his classmates, thus earning his first money. But do not think that Sergey is only interested in business, because he also got the desire to create computer games at school, when he wrote the first programs in laboratory lessons in computer science.

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From the sixth grade, he began to trade in the market for computer games and various electronic goods, as former colleagues say, despite his young age, he was distinguished by excessive self-confidence and arrogance. At the age of 16, he founded GSC. After leaving school, he entered the Kiev Polytechnic Institute, from where he was expelled immediately at the winter session due to being busy with his project, later he entered the International Scientific and Technical Institute, majoring in Economics, but he did not finish it either, leaving school after the first semester, substantiating this with the following words: "a person must study until he finds himself in life, then it is even harmful." Sergey Grigorovich is the owner of the awards: "Lifetime Achievement", "Pride of the Country-2008", as well as "Entrepreneur of the Year" and "Innovative Business Ideas", in addition, he became the youngest millionaire in Ukraine.

“My father said that you need to invest your whole life, all your work in given name so that later I would have something to be proud of, and I named the company with my initials "-

Sergei Konstantinovich Grigorovich
CEO of GSC Game World

Having created his own company in 1995, Grigorovich becomes its CEO, later he explains why the company bears his name: “My father said that you need to invest all your life, all your work in your own name, so that later you have something to be proud of, and I named the company with my initials.” At first, the company was engaged in localization of games, and their record was 26 game localizations per month. As Grigorovich claimed because of his young age and a certain style of dressing from the “shirt-guy” category, it was difficult to recruit personnel for the team, as well as to cooperate with publishers, because no one believed that such a young man could lead a large company.

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At that time, about 15 people worked at GSC, often there were no written employment agreements, everything was decided in words. Grigorovich knows how to inspire and motivate his people, he is characterized by a charismatic and impulsive manner of management, the last word always behind him, from which comparisons with Steve Jobs arise, later the company will employ approximately 160 employees, and their wages will average 30 thousand dollars a year.

Start of game development


After an unsuccessful attempt to create a quest, a non-commercial game is released in 1998 - Warcraft 2000: Nuclear Epidemic, based on its own engine, which later formed the basis of "Cossacks". The game was a remake of the legendary "WarCraft II" and much better than the original. In 1999, Grigorovich presented it at an exhibition to the creators of the original "Warcraft" in the hope of a joint collaboration. The plans were to create the third part of the Warcraft game series by GSC employees, but the Americans did not like that their developments were used without demand and, unfortunately, cooperation did not take place, despite the fact that the Ukrainians had a more powerful engine for the game. In early 1999, the company makes available for free download on the Internet "WarCraft 2000" while simultaneously working on graphics and models for the project "Doomcraft" which closes after six months. At the same time, the development "Cossacks".

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Cossacks: European Wars


The first game that brought the company serious success
In 2001 GSC Game World releases a real-time strategy called "Cossacks: European Wars"- the first game that brought the company success, and soon recognition around the world. There were three types of game in the project: campaigns, single missions, missions on random maps. In company mode, it was possible to play for 4 different countries taking part in various historical events, a choice of storyline was provided for: England, France, Russia and Ukraine. During the development of the game, the developers primarily relied on the creation of something native Ukrainian. Grigorovich at that time was only 19 years old and he wanted to create something patriotic, for this reason "Cossacks" were published in Ukrainian, and the company even demanded that the Russian version not be published in Ukraine, but in the end the Russian version sold better anyway, and Grigorovich himself admitted the mistakes of his youth, saying that such an act was not professional.

The success of the game was also influenced by its name, because it turned out that the word "Cossacks" in Europe is the same brand as the word "samurai" for us. The Cossacks, primarily the Don Cossacks, were well remembered there from the time of Napoleon.

Later, two additions to the game will be released, the first - "Cossacks: The Last Argument of Kings", where, compared to the original, two more countries will be added - Bavaria and Denmark, as well as 5 new story campaigns, and in 2002 there will be a second addition called - "Cossacks: War Again", which, compared to the original, will include two more new countries, namely Hungary and Switzerland, thus, the game will already have 20 playable countries.


Venom. Codename: Outbreak

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America's conquest
How the Cossacks conquered the USA

Also in 2002, together with the above-mentioned addition to "Cossacks", a game called "The Conquest of America" ​​is released - these are all the same Cossacks, but only the actions of the game take place in America. The events that unfolded in "The Conquest of America" affect several centuries, starting with the expedition of Christopher Columbus and ending with the war for independence. The game had 12 nations, 6 types of resources we extracted, as well as 6 story campaigns for different countries, which with the release of the add-on "The Conquest of America: In Search of Eldorado" became 8. The game received good feedback from gaming publications, on average, its score was 7 out of 10 possible, many believed that this was the best strategy released by the company GSC at that time.

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Exit Hover Ace and fire starter

In 2003, the company releases two games, a racing arcade Hover Ace and 3D action fire starter.

Hover Ace- this is an arcade combat race with action elements, racing competitions took place on various planets, even on Mars it was possible to drive, rivals were allowed to be destroyed from various guns attached to the vehicle. The game had 16 racing tracks, 6 game modes and a huge number of different guns. The project was warmly received, but there weren’t enough stars from the sky, it’s certainly not a masterpiece, but just a good entertainment for a couple of evenings, and now such graphics are completely laughable.

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Approximately the same words can be said about fire starter. The plot of the game took place in 2010, where a virtual reality machine called FireStarter is infected by a virus, from which it goes crazy and becomes especially dangerous, and the player, in turn, being in this virtual reality, had to survive. The gameplay was to main character turned out to be at a closed level, while fighting off crowds of enemies. In general, no one expected the game, how imperceptibly she came and left, it is unlikely that anyone will remember her now.

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Cossacks II: Napoleonic Wars
Continuation of the most patriotic game

Further in 2005, the studio released a sequel to the already cult game Cossacks, called "Cossacks II: Napoleonic Wars". We had to go through the most famous battles of the era of the Napoleonic warriors, which, in general, can be understood from the title of the game. The Cossacks became larger and moved towards realism, several thousand units fought on the map, such an element as morale appeared, if it was low, then your squad could leave the battlefield in a panic, we also had to choose one of the real-life generals and try to subdue the whole of Europe. Graphics and some gameplay features have undergone significant changes, for example, not all resources could be mined on their own, they were supplied automatically after certain supply points were captured.

Graphics and some gameplay features have undergone significant changes, for example, not all resources could be mined on their own, they were supplied automatically after certain supply points were captured.

Not all older players were happy with these changes, resulting in the game receiving mixed reviews, although it was mostly praised by gaming publications, who stressed that the game was good, but still controversial. A year later, the addition “Cossacks II. Battle for Europe” which traditionally included several new companies and nations for which it was allowed to play.

Heroes of destroyed empires
Unsuccessful revenge

In October 2006, the company GSC releases his fantasy strategy "Heroes of Annihilated Empires", which takes a kind of revenge on the story of 7 years ago, when Blizzard refused to cooperate with the Ukrainian company. It would be fair to say that this correspondence duel ended not in favor of the Ukrainians, because to the level "Warcraft 3", the project, to put it mildly, did not reach, and indeed was of average quality. The game was a mixture of RPG (role-playing adventure game) and strategy, and the plot told about the confrontation between the Forest people - the indigenous inhabitants of the island of Atlans, and the underground legions of the Undead. The main character was a young elf named Elhant, who was destined to become a key figure in this conflict. Given all the shortcomings and obvious competitive inability, the game failed, by the way, it was originally planned to create as many as three parts of this project, but most likely we will never see a continuation. In addition, the project became unprofitable due to the huge costs. For example, one out of five videos cost $250 thousand– more expensive than a minute of the film "Lord of the Rings".

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S.T.A.L.K.E.R.

What would happen if the Chernobyl nuclear power plant exploded again?
In truth, the failure of the previous game is not so important, because a year later on March 20, 2007, a cult game is released that will make the brand GSC recognizable all over the world, and the company itself will occupy an honorable niche among the world's best developers. It is, of course, about S.T.A.L.K.E.R.: Shadow of Chernobyl. The first steps towards the emergence of "Stalker" were made back in 2000, when two programmers, Oles Shishkovtsov and Alexander Maksimchuk, were hired in GSC after demonstrating his engine to the head of the company, the engine will later be called X-Ray. In early 2001, the development of the game began, it was given a working title "Oblivion Lost". Initially, the game was not about Chernobyl at all, the initial concept was a journey of a group of researchers through various worlds using portals. GSC presented their project at the Millia Cannes exhibition, at that time one single level was ready, called "Pyramid", but the game faced criticism and was called secondary, in connection with which it was decided to change the concept in order to avoid any comparisons and accusations. And so, inspired by the novel by the Strugatsky brothers "Roadside Picnic" and the film directed by Andrei Tarkovsky "Stalker", it was decided to create a game about the disaster at the Chernobyl nuclear power plant, and the game changed its name to . Having received the necessary permissions from the state, the developers, consisting of four people, went to the Exclusion Zone, where they made video and photographic materials, which were then included in the game. By September 2002 GSC Game World send their work to S.T.A.L.K.E.R.: Oblivion Lost to a gaming exhibition in London, where the game makes a splash among the press and players. Since Stalker, almost from the very beginning of its development, interested players all over the world and the press, there were no problems finding a publisher, the publishers themselves lined up in a huge line for the rights to publish this project, as a result, THQ was chosen as the publisher. The release of the game was scheduled for the fall of 2004, but due to various malfunctions, it came out already in 2007, changing its name again to the final one. "S.T.A.L.K.E.R.: Shadow of Chernobyl"


On the way to its release, the game lost a lot of initial developments and ideas, half of the players stopped believing that Stalker would come out, and the other half simply stopped waiting for it. The plot of the game takes place in a fictional universe, where on June 10, 2006, the second explosion at the Chernobyl nuclear power plant sounded, as a result of which the area was filled with various mutants and anomalies, and in search of treasures, stalkers began to shrink into the Zone - people illegally located on the territory, exploring alone or in groups A zone for your own gain. We had to play for a nameless stalker, nicknamed "Marked", who, after a car crash from a lightning strike, lost his memory. He received his nickname from the merchant who saved him, due to the fact that there was a tattoo on his arm - S.T.A.L.K.E.R.. Further, the main character had to travel across a large and dangerous world, completing various tasks and learning the main secrets. For artificial intelligence in the game, a unique system called A-Life was responsible. The uniqueness of the system was that the world really lived its own life, and did not wait for the player to throw out some event in front of his eyes, groups of stalkers fought among themselves, protected camps from wild animals, died and traveled, all this happened without the participation of player. The game did have some kind of transcendent sincerity and realism, playing it seemed to everyone as if it was really happening. Resting by the fire, we could listen to songs with a guitar, jokes and just all sorts of news and tales from other stalkers, and the Russian obscenity contributed to creating a special atmosphere in the game. It was just nice to travel around the world without completing any tasks, adventures could not be avoided anyway, bandits could attack along the way, or we would come to the aid of a stalker who, in a panic on the radio, would beg anyone to save him from some kind of troubles.

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In general, it ceased to be important, someone was waiting S.T.A.L.K.E.R. or not, it was an incredible success, everyone played it, even those who saw nothing but Tetris heard about the project at least vaguely. As of March 24, 2007, the project S.T.A.L.K.E.R. ranked eighth in the sales chart for various platforms, and the first - among the games for the PC. A year later, on February 12, 2008, information was provided about the game's circulation of 950,000 copies in the CIS and 700,000 in the West. In 2008, the game will receive an addition called "S.T.A.L.K.E.R.: Clear Sky" in which there will be a large number of errors, from which she will receive a flurry of criticism. In 2009, another addition will be released - "S.T.A.L.K.E.R.: Call of Pripyat". Both expansions were huge and could easily be confused with a standalone game. According to experts, sales of all parts S.T.A.L.K.E.R. amounted to about 4.5 million copies. August 13, 2010 GSC Game World officially announces the start of the development of the project "S.T.A.L.K.E.R. 2", which was scheduled for release in 2012, but the game never saw the light of day.

The king is dead, long live the king!

December 9, 2011 Ukrainian information Internet agency «Ukrainenews» published a message that Sergey Grigorovich, the founder and owner of GSC Game World, decided to close the company. Also stopped development. "S.T.A.L.K.E.R. 2", later information appeared that the rights to "S.T.A.L.K.E.R. 2" sold to Bethesda, but then this information was denied. No one knows exactly why the company was closed, the first said that because of problems with the authorities, the second because of Grigorovich's dissatisfaction with Stalker 2, and the third assured everyone that Grigorovich was just tired and left, only the version about aliens was missing . But it doesn't matter anymore, because GSC at the end of 2014 it reopens, the resumption of work turned out to be as unexpected and mysterious as the closing of the company 3 years ago. Having resumed work, Grigorovich declares that no one was closed, we simply did not make games, he said.

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Cossacks 3
Return to the dashing 90s

The very idea of ​​creating an RTS strategy game in 2016 is controversial. At the moment, this is an almost dead and uninteresting genre of games. RTS is rather a warm memory, a relic of the past, pleasant and giving in childhood a lot of simulated hours at my mother's computer, but still practically gone into the depths of our subconscious. These words should be used to characterize those released on September 20, 2016 "Cossacks 3". Is it a good game? Undoubtedly! Is it worth it to buy? Not!

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How so? If the game is good, why not buy it? It's all about digital "3"- emblazoned on the cover of the game. Troika - with all its appearance, it is trying to prove to gamers that they are playing "continuation of the Cossacks". But no, it's a lie! We were only rolled out a "remaster" of the first part of the Cossacks, and technically not perfect. A bunch of bugs migrated straight from the first part of the game, still absolutely in the same form as in 2001. Of the real innovations, one can name only - new story companies.

Outcome: everything seems to be fine, but the feeling that the developers tried to deceive the players does not leave. No one would have any complaints about the game called " Cossacks: Remastered», but here "Cossacks 3"- that's a completely different matter.

This concludes my story about the company GSC- one of the world's best developers and definitely the best in the post-Soviet space.

Video version of the review (SAME TEXT, IF YOU ARE TOO LOT TO READ):

1 part

part 2

At the end of last week, it appeared on the network that the studio GSC Game World, which officially suspended work at the end of 2011, returns to the lists of the living and is working on a new "old school" project. In an attempt to get into the spirit of the old school, we contacted representatives of the revived Kiev studio, and also fantasized about which project from the portfolio of the creators of S.T.A.L.K.E.R. most suitable for the role of the next game. We talked about this with PR-manager and studio veteran Valentin Yeltyshev.

Here is a list of the most important facts that we managed to take away from the conversation:

  • The development of a new project is led by the brother of the founder of the company, Sergei Grigorovich - Evgeny. Prior to that, he served as project manager for Cossacks 2 and Heroes of Annihilated Empires. Sergey himself acts as the director of GSC, does not participate in game development
  • The new game has been in development for more than a year and a half, is close to the alpha stage and, according to Valentin, “is even a little bit in alpha”
  • The exact number of developers was not disclosed, but it is known that at least a third of them are GSC veterans, and newcomers came to the company not from the street, but from other projects.
  • However, neither representatives of 4A Games, nor other ex-GSCs from the Vostok Games studio, were invited to the new-old company.
  • The announcement of the new project will take place very soon

What exactly the Kiev studio announces is still unknown. Perhaps it will be something completely new. However, we decided to take a look at some of GSC's highlights from the past 15 years and figure out which game would be the perfect candidate for a triumphant comeback, and why.

Cossacks

Why yes? A real old-school real-time strategy game with a historical twist. Games in this genre are now extremely rare, so loyal fans are probably hungry. People who were fond of "Cossacks" at the beginning of the century have now become adults, solvent and will certainly not mind indulging in nostalgia. In addition, for a patriotic studio, this is an opportunity to state its position on Ukrainian-Russian relations.

Why not? It is not known how many devoted fans of hardcore fast strategies actually remain. The attention of the younger generation is hopelessly diverted to DotA, LoL and similar projects, while the adult uncles have the Total War and StarCraft series at their disposal.

S.T.A.L.K.E.R.

Why yes? The highest grossing and famous GSC game, which brought her worldwide fame.

Why not? Problems with the development of the second part of S.T.A.L.K.E.R. became one of the key reasons for the closure of the GSC. Many of those who worked on the original games now work for other companies that often make similar games (see Survarium)

Venom: Codename Outbreak

Why yes? A tactical shooter with a tense X-Com atmosphere and a plot in the spirit of Heinlein's Puppeteers: aliens land on Earth, settle in human bodies and begin to take over the world. For its time, the game had amazing graphics and a number of interesting finds: for example, you could search for hidden enemies by sound, and the special forces heroes themselves wore high-tech suits in the manner of Crysis

Why not? Few people remember the game. Ideas that were groundbreaking in 2001 are now implemented in dozens of different games

Heroes of Annihilated Empires

Why yes? Almost like "Cossacks", only with a serious role-playing element and in a fantasy setting. "Heroes" was conceived as a trilogy, but then the studio became interested in S.T.A.L.K.E.R. and, apparently, it was not before. Now there is a reason to continue what we started

Why not? It is difficult to explain to a new generation of players why hybrids are needed role playing and strategies in a world where Dota 2 already exists

Firestarter

Why yes? A shooter with tower defense mechanics and the spirit of punk rock: the near future, an ominous virtual reality program and a number of arenas, each of which you have to hold out for a certain time, fighting off crowds of enemies; starring - the best people: metrosexual cowboy, cyberwoman and four-armed paratrooper Kolya

Why not? To be honest, we never figured out why not: the concept looks great. Unless there are so many shooters today that you can’t get lost among them, unless you have the word S.T.A.L.K.E.R. In the title

Finally, we asked Valentin if their relationship with the Russian fan community had changed - after all, the relationship between our countries at the time of the closure of the S.T.A.L.K.E.R. 2 has changed a lot, and not for the better. The answer was more than diplomatic: “We will be very happy to see all the fans from any part of the world - America, Russia - it doesn’t matter ... You make a game so that people like it, and not to introduce your political views into it ... We do not share our audience by nationality. In our new project, we do not put political messages and ideas ... Our audience is just people who want to play good games- and this is the most important thing"

GSC Game World (from the English. Grigorovich Sergej Constantinovich) is a company from Ukraine, best known as a developer computer games. Location - Kiev. In 2004, the company also became a publishing house - GSC World Publishing.

Beginning of work

Founded in 1995 by a group of young enthusiasts headed by Sergei Grigorovich, who heads it today. We were the first in Ukraine to start translating PC games into Russian. Due to objective reasons, this activity was initially illegal, but brought considerable benefits to the Ukrainian and Russian “computer” communities. First of all, this was expressed in the creation and maintenance of high awareness of players and programmers regarding the industry mainstream. For example, GSC's translation of such hits as "Duke Nukem 3D" by George Broussard and Todd Riplogel, "Blood" by Nick Newhard became a textbook. In addition, GSC programmers hacked the engine of the legendary Warcraft game by Samwise Didier (Blizzard Entertainment), introducing a number of significant improvements to it.

The reverse side of such “partisan” activities of Grigorovich and his comrades was manifested in the fact that the first few attempts of the company to enter into legal partnerships with top developers on an equal footing ran into their cold misunderstanding of the peculiarities of the post-Soviet market and ... indignation at the audacity of “these Russians”. (For example, when translating "Duke Nyukem 3D", the hero of the game in the finale proudly says: "I am Sergey Grigorovich, a first-year student of MNTU!" ...)

First hit

However, this reaction of the "immortals" only pushed GSC to create an independent product. Confidence in the correctness of their path increased their energy, and the series of games "Cossacks" brought GSC real fame and, without exaggeration, nationwide recognition.

Structure of GSC Game World

A company, like, say, in the film industry, structurally consists of several creative groups, each working on its own game, and “servicing” services common to all (public relations, testing, sales, etc.).

Around the company

No matter what PR people say in the company itself, in the gaming press, the fate of GSC is far from ideal, and much in it is far-fetched. This is because making games is also like playing a game. Such, apparently, is the specificity of creative production in general. In the "behind the scenes", as usual - the story itself will figure it out, but it is worth noting a few positive points. For example, after the successful release of the Venom game, disagreements arose between the development team and GSC management. Laurels or money were not divided, but only the subsequent gap led to the birth of another new, independent company.

Or, say, a major project S.T.A.L.K.E.R .: Shadow of Chernobyl was made for about five years. This caused in gaming world and irritation, and bewilderment, and disappointment. But in the end, after the release of the game, it became completely unimportant, because, as it turned out, everything has its own time.

Released games
Venom. Codename: Outbreak
Cossacks: European Wars
Cossacks: The Last Argument of Kings
Cossacks: War Again
Cossacks II: Napoleonic Wars
Cossacks II: Battle for Europe
America's conquest
American Conquest: The Quest for El Dorado
Alexander
Heroes of destroyed empires
S.T.A.L.K.E.R.: Shadow of Chernobyl
S.T.A.L.K.E.R.: Clear Sky