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The Russian video game "War of the Worlds: Siberia", one of the key game projects in the Russian Federation in recent years, will for the first time pay significant attention to small nations, in particular the Shorians. To display their history, culture and way of life as correctly as possible, the developers cooperate with local history and cultural organizations of the region. The authors create the game in an alternate universe, but at the same time they are attentive to the representation of the presented traditions and cultures. How the use of the cultural heritage of small nations can affect the development of the Russian gaming industry — in the material of Izvestia.

Martian adventures in alternative Siberia

The history of the cultural diversity of Siberia at the end of the 19th century will be shown in a new interactive project. In 2027, the first game about small nations, created by the Institute for Internet Development (IRI) and the MGLA studio, will be released in Russia. The authors of the project intend to tell about the coexistence of different ethnic groups, traditions and religious traditions in this territory.

— The small ethnic groups of Siberia, in particular the Shors, play an important role in the game. To correctly show the history and culture, we are working with local history and cultural organizations in the region," project manager Albert Zhiltsov told Izvestia.

Скрин

Screenshot from the game "War of the Worlds: Siberia"

Photo: MGLA

The developers note that they are equally attentive to other historical aspects of the game — costumes, symbols, architecture, everyday features and real events of the era. At the same time, the main priority of the team remains to create an exciting gameplay and a rich story. The authors also emphasize that all cultural elements and symbols are worked out taking into account the historical context and are used correctly, without intending to affect anyone's feelings. The Izvestia correspondent was one of the first journalists to get acquainted with the demo version of the project.

Despite the fantastic plot with the Martian invasion, the main focus of the project is on pre-revolutionary Russia. During the journey through the ruined streets, the hero, a graduate student, will encounter Martian technologies such as trinogs.

The combat system makes the strongest impression. To achieve victory, it is not enough for a player to simply fire — it is necessary to use ammunition wisely, use stealth, repel attacks in time and engage in close combat. This makes the battles feel intense, and the cinematic scenes blend seamlessly with the gameplay.

We are primarily making a game, not an interactive movie. It is important for us that the process constantly keeps the gamer's attention," said producer Sergey Volkov.

Игра

Screenshot from the game "War of the Worlds: Siberia"

Photo: MGLA

In addition to the fantastic story of the Martian invasion, the game will reflect the real historical processes that determined the life of the region. One of them will be the clash of the traditional way of life with the onset of the industrial age. Thus, the construction of the Trans-Siberian Railway has radically changed the region's economy. Previously, rivers were the main routes of communication, and cab drivers also played a significant role, but with the advent of the railway, the familiar system began to rapidly fade into the past. For many residents of Siberia, this meant the loss of crafts and professions that their families had been engaged in for generations.

The developers pay special attention to the cultural diversity of the region. According to Albert Zhiltsov, today Siberia is often perceived as a single space, but at the end of the 19th century, representatives of many peoples and faiths lived here, each with their own traditions, customs and way of life. It is this diversity that the team strives to convey in the game.

Игра

Screenshot from the game "War of the Worlds: Siberia"

Photo: MGLA

Despite the participation of the Institute for the Development of the Internet, Yandex and its Igromir service, all creative solutions remain solely with the MGLA studio in financing the project. According to Sergey Volkov, by the time the investors joined, the game's plot had already been fully written and approved within the team, so the partners did not interfere in the development process.

Today, more than 100 specialists from different regions of Russia are working on the project. Closer to the release, the staff is planned to expand to 140-145 people, while the studio is focused only on creating the game "War of the Worlds: Siberia". The project is called one of the most expensive in the Russian gaming industry in recent years: previously, it received grant support from the IRI, and also attracted private investment.

Global release potential

According to Oleg Dobroshtan, an independent gaming industry expert, the combination of real history and fiction can be one of the main advantages of the project.

— An alternative reality frees developers from the need to follow historical details as strictly as possible. This is a good way to answer the question "What would happen if ...". This format has long proved its relevance in the global gaming industry — from Wolfenstein to Assassin's Creed, — said the expert.

Screenshot from the game "War of the Worlds: Siberia"

Photo: MGLA

At the same time, he believes that "War of the Worlds: Siberia" has every chance of becoming a notable international release.

— The game has the potential to become a big hit. Rather, we are talking about a strong AA-level project (an expensive project, but not a blockbuster), since the budgets of AAA (blockbuster games) are much higher today. But the game is quite capable of attracting the attention of not only a domestic, but also a global audience due to the combination of Russian history and the fight against Martian invaders," Oleg Dobroshtan emphasized.

The question is not so much whether it is appropriate to combine real historical peoples with fantastic elements, but rather the quality of implementation. If fantasy assumptions are seamlessly integrated into the world of the game, and representatives of small nations are shown with respect and attention to their culture, then this combination can introduce a wide audience to little-known pages of history and ethnography, says Mikhail Pimenov, head of PR and media communications at Geltek Cyber Team.

Practice shows that games based on our folklore, history and cultural code are quite capable of finding an audience far beyond the borders of Russia and the CIS countries. Good examples are Atomic Heart and Black Book, which aroused the interest of players around the world, despite the very local setting," he said.

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Photo: MGLA

In his opinion, if the developers manage to realize the world qualitatively and make it interesting from the point of view of gameplay, then such a setting may well become a competitive advantage in the global market.

Andrey Voronkov, Deputy General Director of the IRI, noted that the project already stands out among other games on both the Russian and international markets. According to him, this is facilitated by the unique setting, the scale of implementation, the high level of cinematography, as well as the attention of developers to detail and quality of execution. The authors of the project have a number of well-known games in their portfolio, which indicates the high professional level of the team.

— On behalf of Iran, we wish the MGLA studio a successful completion of the development and timely release of the project. We hope that in the future the game will be able to take the position of a flagship domestic product, gain recognition from audiences in various countries and serve as an incentive for the further development of the Russian gaming industry," he added.

"War of the Worlds: Siberia" will be available on all major gaming platforms, including Steam, both in Russia and abroad.

Переведено сервисом «Яндекс Переводчик»

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