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The ASVSA Association for research on Viable Systems was created with the aim of disseminating the results of research and stimulate the interest and participation of an increasing number of researchers attracted and intrigued by the conceptual trends of Viable System Approach and more generally of systems thinking.


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Here's how classic Star Wars games shaped modern lightsaber combat

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The Star Wars Jedi Knight series was instrumental in shaping modern lightsaber combat, as revealed in the latest Retro Gamer.

While the first game in the series, 1995's Star Wars: Dark Forces, focused entirely on blaster-based combat, subsequent games in the series expanded protagonist Kyle Katarn's capabilities to include the iconic lightsaber. LucasArts made the sequel, 1997's Jedi Knight: Dark Forces II, but development duties eventually passed to Raven Software for 2002's Jedi Outcast. เกมยิงปลา

Speaking to Retro Gamer for Star Wars-focused issue 222, lead designer Chris Foster said that "our team wanted the lightsaber combat to not just be a guy waving a stick around that one-shotted enemies. Previous games had shown us that it could almost be a living extension of the player - we wanted it to be the ultimate combination of a weapon and an extension of the player's will."

For Raven, that meant a huge amount of testing against its Stormtrooper AI, "tweak[ing] timing, animations, reactions, damage, and the blaster parrying mechanics until they felt the way they needed to be." The studio understood that in the Star Wars universe, the lightsaber isn't just a weapon, but a hugely important part of the story; Foster says that "when you picked up that lightsaber [early in Jedi Outcast] after having used guns for the start of the game, we wanted you to know you had arrived. Having that thing in your hand was your destiny and it was a part of you."
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