Game Entertainment Empire

Chapter 1152: change

In the art area, the Nebula Games team can be said to be very good at this area.

Although the style of "BioShock: Infinite" is the kind of cartoon rendering.

But for Nebula Games, it's not really a big problem.

Because for Nebula Games, cartoon rendering game art is not new.

The earlier "Overwatch" and the later "League of Legends", including "Borderland", "Super Mario: Odyssey", "The Legend of Zelda: Breath of the Wild" and a series of games, are actually A style favoring cartoon rendering.

Of course, these games are naturally not directly accessible to the art style of BioShock: Infinite.

But for the whole team, this kind of cartoon rendering art is already familiar.

The style of Victoria and Art, coupled with cartoon rendering, shows the world of steampunk.

The general direction is confirmed, and the production of art resources is also proceeding soon.

Yang Chen conducted a review of the first draft, and there is still a big gap in his mind, but this is also normal, after all, it is just the first draft, just an imaginary concept.

More detailed points still need to be polished slowly.

The other is for the gameplay.

Although the excitement of "BioShock: Infinite" lies in his plot and art style.

But it is not really a so-called artwork after all. Its essence is still a game, and its gameplay is still a more important core point.

For a gameplay in BioShock: Infinite, basically a semi-open world is adopted.

The main line of the entire game is a single linear, but at the same time, many places in Columbia Sky City, players can explore and explore.

For example, Central City, Elephant Island, Warriors Park, Fink City, Fuli Street and other areas, players are able to explore freely.

At the same time, some corresponding side tasks will be added to the game, such as a filling for the world view of the witcher in "The Witcher: Wild Hunt".

In "BioShock: Infinite", you can also use this method to tell players more, which is not convenient for direct notification in the main line.

In the dream memory, "BioShock: Infinite" actually contains a lot of such content and information, but it is not directly added to the game content that players can experience.

More are just posters, or hidden small collection points, placed in every corner of the map.

This is not the so-called easter egg, but the resources for game development, not enough for them to add so much content.

This can be seen from the more repetitive level design in the second half of BioShock: Infinite.

Reusing existing art resources and level design resources is the best evidence.

The second is that in the game, Elizabeth is shaped.

The first is Elizabeth's face model.

Although it is a cartoon rendering, Yang Chen in "BioShock: Infinite" is still planning to find various real-life motion capture actors to capture the action material.

On the one hand, it saves time and cost, on the other hand, it is more convenient than manual debugging, and the action performance is more natural.

However, unlike ordinary motion capture actors, in "BioShock: Infinite", Elizabeth's motion capture, Yang Chen is planning to find an actor for stage play to collect material.

At the same time, there is an introduction of the AI ​​system in the debugging game, so that Elizabeth can respond accordingly to the different behaviors of the player.

For example, there will be various small details in the game. The toilets are divided into male and female toilets. If the player enters different toilets without seeing the signs clearly, Elizabeth will give the player corresponding feedback.

There are many similar details in Yang Chen's plan in the game.

These contents do not have much connection with the game's entire gameplay framework and plot.

The main purpose of its design is to allow players to feel the difference in Elizabeth.

In addition, in a plot in the middle of the game, the player will briefly lose Elizabeth for an adventure alone.

At this time, it is to let the players experience the sudden loneliness and at the same time let them understand how important Elizabeth is to them.

Only those who are lost know how to cherish.

………………

The development progress of "BioShock: Infinite" is very smooth. Yang Chen has personally checked the art, game combat system, level design, and narrative shots.

In addition, because it is a VR platform, "BioShock: Infinite" is not the same as in dream memory in terms of lens performance.

For "BioShock: Infinite", Yang Chen also tried to use the one-shot application in "New God of War".

This allows players to feel a story in "BioShock: Infinite" more deeply.

Of course, the use of this kind of lens is mainly limited to a complete world. There are parallel worlds in the story of "BioShock: Infinite" itself.

This is also some changes made by Yang Chen, telling the story of the game in more detail, instead of literary and artistic death, and making a kind of half-hidden pipa, even ordinary players can't guess the plot.

It is also officially because of this reason that the "BioShock: Infinite" in the memory of dreams is excellent despite the reputation of the media.

But in terms of sales, it can only be said to be quite satisfactory, and even the studio is closed.

Regarding the story of the game, Yang Chen has always believed that it can have enough depth, but at least it must let the player understand what kind of story the game is telling, instead of playing around and have not figured it out. What is it.

Played it from beginning to end, but the player did not understand. Is this the player’s problem?

Players play a game, don't they have to be like a big detective, to parse it verbatim to understand the story of your game?

In Yang Chen's view, this can only be said to be a problem in the narrative of the game. UU reading www. uukanshu.com

For example, "GTA", "Red Dead Redemption: Redemption" and "The Witcher: Wild Hunt" can let players understand what kind of story these games are telling.

But also in these games, the stories, whether they are the main or branch lines, also have enough depth and depth, and some behaviors are ironic to reality.

Tell the player a complete story, which Yang Chen has always believed in.

Secondly, in the game, it also adds more fun.

For example, the skyline track in the game, players can use it freely and appreciate the magnificence of the entire sky city.

Players can interact more with the residents of Sky City.

There are quite a few small games.

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