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@shereynagy: #🥀❤️ #بيبي #🥰 #❤️💔 #CapCut
Shereyy😍
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Saturday 31 October 2026 02:58:38 GMT
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Oblivion Lost[notes 5] — a cancelled first-person squad-based tactical shooter, developed by GSC Game World on their proprietary X-Ray Engine. The publisher in the CIS would have been "Russobit-M", outside — Big Blue Box. Engine development began in 1998, content development in May 2001, the announcement was on November 13, 2001, and release was planned for Q2–Q3 2003. On March 27, 2002, it was announced that the game would receive a new name and concept, although the first trailer, released on April 1, retained the old concept. The game would take place in the distant future, in an era of galactic empires, powerful corporations, and advanced technologies. The story would resemble that of the film Stargate. Researchers discover a new way of space travel: hyperspace tunnels connecting specific planets. The technology is of scientific and practical interest but also dangerous for people, as it is still poorly understood. The protagonist, as part of a team, is a "volunteer" for the first (or one of the first) space transfers. An obvious continuation of the two previous concepts in a new form with different gameplay accents (mechanics). Still an RPG-FPS, however the combat dynamics were based equally on three combat tactics: melee, ranged, and counteraction (defensive tactics). During combat, the tactic type changes dynamically, and the hero can develop with one or two primary specializations. Vehicle control and riding creatures were included. The atmosphere is set in the distant future of humanity, where the entire planet is covered by multi-tiered cities, and the skies are filled with stations and artificial moons. All planets of the Solar System are colonized — even Jupiter, Saturn, Neptune, and Uranus. A peculiar mix of the atmosphere of the films The Fifth Element to some extent Star Wars and Battlefield Earth. Life on Earth is stratified vertically: population layers have distinctive technological and cultural differences. Life in the upper levels of the city is much better than in the depths — no uprisings, unrest or aggression, since they are suppressed in the early stages through nano-implants. The planet's surface is largely covered with waste-processing complexes and titanic supports extracting energy from the planet's core to feed the cities. The planet's strength is waning, the atmosphere rapidly diminishing, solar radiation forces the construction of protective domes and orbital power plants. Life in the depths of cities under artificial light sources greatly affects the inhabitants; their adaptations and mutations caused significant stratification and conflict. Underground cities are populated by robots servicing generators and strange beings hardly resembling humans, who formed their own culture and titanic technologies. Average playthrough time of one scenario branch — 16 hours. In the planet's densely populated environment, there still exists an oasis. However, for the planet's inhabitants, it is a white spot, a wound: unexplored, deadly, anomalous. This desert region spanning hundreds of kilometers is accessible only to resourceful wanderers of the lower city levels — death-seeker hunters chasing exotic animals and unique artifacts — akin to Mad Max 2. Stalker-hunters find cracks in the wall and force dome, bypass combat turret zones, and reach the desert expanses surrounding the lush, unapproachable epicenter of tragedy on the horizon. The fortifications with gun emplacements and field barriers are meant to contain the anomaly, but it changes inwardly too: tectonic structures and mineral layers of the Earth have greatly transformed. Spatial-temporal rifts appear, along with incursions of alien beings — a major problem for established life on the planet. Only small groups of prophets see these processes as salvation, as the planet's self-healing.
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