
----------------Disclaimer: Todo o material apresentado de de seguida é propriedade da Intoxicate Interactive.
------------------------------------------>>> O que é Afterfall? <<<
----Imagine, that one tiny detail changed the course of the whole history. Imagine, that there are no more
malls, popcorn, cinemas and Sunday father-and-son strolls in the park.
----Civilization turned out to be a brittle behemoth that finally collapsed. The source of this tragedy was an
almost fanatic obsession with money and power, which took on the proportions of a religion. People spent
their lives chasing careers, only to die alone, aware of the fact that they just wasted the last 60 years of
their lives. This was coupled with fanaticism and television that indoctrinated its viewers, telling them how
to live and how to fulfill the “American Dream.” A crippled child begot by this deadly couple was frustration
that ate away humanity from the inside. That was when the bombs fell.
----That is why you are sitting now in a small 4-man room with steel walls on an iron-hard bunk identical
to 20.000 other occupied beds in this shelter. Not once in your life have your eyes seen sunshine. They
have also been bereft of the sight of meadows stretching to the horizon, violent mountain streams and
the forests surrounding them. You saw all of this in your mind’s eye, while listening to the stories told by
the oldest inhabitants. But soon all this will change. The zero hour has come. The measuring systems
send a clear message. The message generations were looking forward to the vault doors are opening.
----Ver todo o texto...
----------------------------------->>> Frequently Asked Questions <<<
----------------------------------------------->>> A História <<<
--------------------------------------------->>> Motor de Jogo <<<
------------------------------------------>>> Mecânicas do Jogo <<<
----Excertos:
----Character Development - The system of character development used in Afterfall is one of the
standards verified and valued by the Gamers. The character, using its skills, defeating foes and monsters
in combat and completing quests offered by the NPCs, receives experience points. Having amassed
enough of them, the character achieves a promotion to a higher level, developing traits and skills in the
process. The size of progressive changes that the Gamer can introduce at that time depends only on his
choice, as he manages the development rates of his character. Together with the promotion to a higher
level of experience, the character receives a number of competence points. This points can be spent to
purchase various fields of competence, allowing the character to discover new, otherwise unavailible
gaming aspects (e.g. new attacking methods). Each competence has got a defined, partially random cost
of competence points it can be purchased for.
----Wound System: In Afterfall, all living organisms have got specific, partially autonomous organs, that
constitute the simulated scheme of the whole organism together with the overall health status variable.
Each attack causes damage to particular organs, and a gradual decrease in the overall health status level.
The former can be amended by healing the affected organs, the latter by the patching of these organs.
Another tasty addition in this field aiming at increased realism, is the binding of certain functions to
specific organs. Thanks to that, received damage causes logically consequent limitations to the character’s
actions. For example, a character with a wounded arm will perform manual actions slower and less
skilfully, and its carrying capacity will be decreased as well.
----Realism and Comfortable Gameplay:
----Our aim was to give the Gamer the maximum level of realism, while keeping the gameplay and combat
comfort at an unbelievably high level. We think we succeeded in 100%. The most important achievements
to be mentioned here are:
-------- Continuous firing at a limited target area has a lower Point cost than attacking with frequent target
---changes.
-------- The character can choose which limb or organ to attack.
-------- Successful attacks damage the appropriate organs or limbs, having logical health implications for
---the hit character.
-------- A realistic model of projectile trajectory.
-------- The NPCs behave naturally, not like cannon fodder for the Gamer. Nobody (usually) wants to die,
---so death is not the most frequent outcome of a fight.
-------- Combat has got a dynamic influence on NPC behavior. Objects Objects are elements that
---constitute a given location. Our attempts in this field were aimed at giving the Gamer the highest
---possible degree of interaction with the objects. The Gamer will be able to perform a set of standard
---actions on every object. These will be, among others:
----------• Looking at the object thanks to this, the Gamer will be able to identify the functionality
------and function of the object.
----------• Picking the object up if the character is strong enough, it can lift or pick the object up.
----------• Moving the object if the character is strong enough, it can move the object to a different place.
----------• Damaging the object attacking objects can damage and eventually destroy them. Apart from
------the standard set, different types of objects offer different options concerning the actions the
------character will be able to perform on them.
----E muito mais aqui...
---------------------------------------->>> O mundo de Afterfall <<<
----• Ice Wilderness
--------Organizações: | The Black | Defenders of Faith |
--------Personagens: | Demyan | Maxim | Dog |
--------Itens: | Bloodbooze | Fet Coat | Snowshoes | Camouflage fatigues (arctic) |
--------Histórias: | Good Day | The Citizen |
--------Veículos: | Saddle Tractor | Dakota XL |
----• Germany
--------Organizações: | Order of Restoration | Mutantologists |
--------Personagens: | Samuel | Hermi 'Hermes' Blitz | Helga |
--------Itens: | Herman XIX | Quadpistole | Panzerhaut | Sodium citrate | Walther MPL |
--------Histórias: | And It Was To Be So Beautiful |
--------Veículos: | Mercedes Benz | Porsche 911 |
----• West Lands
--------Organizações: | The Dead Ranks | Religious Fanatics |
--------Personagens: | Captain Stein | Kaluzny | Hannah |
--------Itens: | Steel Armor | Cactus Powder | The Soul Necklace | The Spear | Valtro PM-5 |
--------Veículos: | 1950 Merc | DIY |
----• East Lands
--------Organizações: | The Scrappers | The Injectors |
--------Personagens: | Little | Roch | Buckshot |
--------Itens: | Sheet Armor | DP Kit | Magnum 500 | Rochs necklace |
--------Histórias: | Storm |
--------Veículos: | 1968 Fury | Raiders Tanker |
----• Mountains
--------Organizações: | Claws | The Ore People |
--------Personagens: | Igor | Leonard | Andrew |
--------Itens: | Beneli Nova | Leather Armor | The Smacker | Poprad Axe | | Compass
--------Histórias: | Mountains |
--------Veículos: | "1300" XL | Fortress |
----• Galicia
--------Organizações: | Giants | Rogues |
--------Personagens: | Mutant Overlord | Gheorghi & Volodia | Natalia |
--------Itens: | SVD Dragunov | First Aid Kit | Soldiers Helmet | Crowbar | Military Magazine |
--------Histórias: | Convoy |
--------Veículos: | Ural | Czayka |
----• Republic of Bourgeoisie
--------Organizações: | The Trade Fedration | The Mutant Liberation Front |
--------Personagens: | Leon Bonebreaker | Aiko | Anne Marie |
--------Itens: | 12 Gauge Rounds | Remington 870 | Hammer | Kerosene Lamp | M134b Gatling Gun |
--------Veículos: | Battle Vehicle | Patrol Vehicle |
----• Swamps
--------Organizações: | Gypsies | TThe Black Folk |
--------Personagens: | Insane | Rose | Dora |
--------Itens: | Military pontoon | Fishing boots | Black Folk Sword | Harpoon launcher | Swamp Sludge |
--------Veículos: | Amphibian | Warsaw M20 |
---------------------------------------------->>> Concept Art <<<
------------



----------------------------


----------------------------E mais...
---------------------------------------------->>> Screenshots <<<
------------



----------------------------


----------------------------E mais...
------------------------------------------------>>> Renders <<<
