Restart the Gaming Era

Chapter 292 Prospects for the future (4200 4500 monthly ticket plus update)

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In terms of the process and the grasp of the player's emotions, the game can be said to have reached the level of perfection.

At the beginning, from the convenience store to the police station, most of the zombies that the player encounters are ordinary zombies. Although they are ordinary zombies, these zombies have strong heads, and they will not die after several shots. The body is a direct bite, and you can only be bitten without a melee weapon.

Players hold very weak pistols, deal with zombies that come out of nowhere in the dark environment, collect props, solve puzzles, and explode backpacks... The early games are very good at creating a sense of horror. But it will not scare the players away completely, so that they can keep playing.

But slowly, players will become familiar with this experience. Although the zombies are tough, the marksmanship of the players is also gradually improving. If you see more, one or two zombies will not be so scary. And as the plot progresses, the player gets a shotgun, and if it doesn't work, he can use a few more bullets to clear the field. Compared with the beginning, the mental pressure has been reduced a lot.

After the players gradually adapted to this rhythm, the game ushered in the first lick, and then the boss battle. After that, a zombie dog with very flexible movements appeared, and later, a very oppressive tyrant appeared .

This series of monsters all appear according to the process. Players advance the plot during the exploration process, and the enemies they encounter become more and more difficult. When ordinary iron-headed zombies can no longer frighten players too much, these New monsters will bring players a new sense of horror.

When the players felt that "just search slowly after clearing the field", the tyrant appeared. This big man in a black windbreaker has his own stereo when he goes out, and he is so powerful that he is almost invincible. He will keep chasing the player with a very oppressive pace.

If the player tries to kill it in vain, there is almost only a dead end, and even if the player really spends a lot of resources to temporarily kill him, he will stand up again, which is completely outweighed by the gain.

Therefore, players can only solve puzzles in the tyrant's pursuit, collect props, advance the plot, and then try to avoid it, and the excitement level increases again.

After that, players began to experience more difficult levels, dirty sewers and terrifying mutant creatures, umbrella bases and increasingly difficult boss battles...

Even the mobs, "Resident Evil" are all done very well, from ordinary zombies, to the extremely fast Licker, to zombie dogs, and then to the vegetative people in the umbrella base, all have their own characteristics.

Especially vegetative people, it has the triple buff of "disgusting humanoid appearance", "cannot be easily and completely killed", and "being caught is an instant death attack", which left many people with psychological shadows in the greenhouse of the umbrella base, although It's a relatively bright scene, but the sense of horror is not weak at all.

Whenever the player starts to gradually adapt to the current difficulty of the game, the game will suddenly speed up, with more powerful enemies and more complex level puzzles to increase the difficulty of the game, and always maintain the sense of terror and freshness of the game for players.

In addition, the game's approach to the environment is also very good.

In the part of the police station, players often need to advance in the dark. The traditional dark horror elements combined with high-precision scenes and the wailing of zombies are impressive; in the outdoor scenes, the rainy scene makes the light and shadow performance of the game even better, and the dark night sky The sound of the pattering rain also aggravated the anxiety of the players; the disgusting scene in the sewer and the specific boss battle with the mutant crocodile made many players feel uncomfortable; the completely paralyzed high-tech buildings in the umbrella base also brought players A very strange feeling.

In addition, what makes players talk about the most is the strategy element in "Resident Evil".

It is indeed a horror game, but you can’t pass the level just by being brave. Being brave can only make you not afraid of zombies, but it can’t prevent you from being bitten to death by zombies;

It is indeed a shooting game, but it cannot be passed just by good marksmanship. Maybe you can't find the key to open the door at all;

Even if you are brave, have good marksmanship, and have a good memory, you still need to pay attention to the strategy in the game in order to pass the level faster and at the lowest cost.

For example, there are many windows in the game, and zombies are constantly beating the windows outside the windows, and players can collect wooden boards in the scene to seal the windows.

These wooden boards seem useless, and they will occupy the backpack grid. Many players are too lazy to take them, but soon zombies will come in from the broken windows, causing players to waste more bullets and medicine.

At this time, which window to seal with wooden boards is actually a more strategic choice for players.

This is a relatively simple strategy. How should gunpowder and medicine be synthesized and used? What kind of firearms should be used to deal with different enemies? The zombie I met, should I just pass by with a kick, or do I want to blow its head off forever?

As for more complex strategies, such as which props do you need to bring with you when you go out this time, and which ones should you put in the box? What kind of route should I go out this time, and how should I return?

And so on, these are the fun of the game, and when players wander around and explore repeatedly in a scene, they will get great satisfaction every time they open a shortcut. The feeling of resources is also a pretty good experience.

Of course, the biggest characteristic of "Resident Evil" is the gorgeous qualitative change after the Hakoniwa-style puzzle-solving content is added to horror games.

Especially the police station when they first entered the game. Most players thought that this place might be just a scene ten minutes before the game, but soon the players found out that they were wrong. This small scene turned out to be unexpectedly complicated. Even many times when the player thought he was about to leave the police station, he still came back in circles!

The police station hall has several floors, and it extends radially around. It is divided into multiple parts such as prisons. Each area has its own characteristics. The difficulty of the puzzles is just right, and the route planning is reasonable. When you get to some props that you don’t know how to use, you will soon use them in the next room; or you encounter a hurdle that you can’t get past, but you finally find a way to solve it as the plot progresses.

In the police station, the scenes of each division are highly unified, such as the office on the first day of work, the darkroom where evidence is collected, the police parking lot, the prison, the police dog turned into a zombie dog, the morgue, etc. These scenes are all Integrated under the police station, always remind players: You are the police officer Leon who came to work on the first day.

And this small garden-style design is very unique in all the games currently on the market, and it is unique among the currently popular 3A masterpieces, making "the police station of "Resident Evil"" a unique style. classic scene.

In addition, the setting of dual protagonists and external and internal levels also makes many players feel novel.

The so-called external and internal level means that the player can choose Leon and Claire, the male and female protagonists, and start the story line of Leon first, then Leon is the external level, Claire is the inner level, and if Claire's story line is played first, then Claire is Biaoguan, Leon is Liguan.

These two people have different routes to enter the police station. One enters through the front door and the other enters through the back door. The two people will have some intersections in the plot. Although there are similarities in solving puzzles, there are still differences in the plot. of.

The true ending of the game will be activated only after clearing the exterior level and then clearing the inner level. Through the design of the exterior and interior levels, players can experience a more complete plot from two perspectives. For example, you can know about Ada through the Lyon line, and you can know about the orphanage and the police chief through the Claire line.

Players may have some questions when they experience the table level, and these will be answered in the level level.

In addition, in Zhong Ming's previous life, some players questioned that the design of the two lines on the front and back of "Resident Evil 2 Remake" did not interact with each other. In response to this, Zhong Ming also made some slight changes.

In the original "Resident Evil 2 Remake", Leon and Claire had very few conversations. There were only a few short exchanges when the helicopter exploded. Zhong Ming added as many similar communication nodes as possible. In the police station Electric windows, arsenal, poisonous gas in the research institute, fingerprint room and many other places have joined the interactive plot where two people just meet by chance.

In addition, the two people also used the walkie-talkie to communicate many times, exchanging the status quo and plans, so that the player can feel that Claire is also fighting nearby when Leon he manipulates is exploring in the police station.

At the same time, some clues are deliberately left in the game, so that players can feel that another person has been here. For example, in a certain plot, Leon arrived first, killed a lick and searched the room; then use In the inner line, when Claire came here, he would see some battle marks and licked corpses, and some unimportant supplies in the original room were searched away.

But as many players have proposed, it is basically impossible to let the front and back levels share the same scene.

Because the content of the game is limited, let’s take the scene of the police station as an example. If the front and back levels share the same scene, after the player clears the level with Leon, all the resources have been searched and all the doors have been opened. Then Claire is here. What else can be done?

If the priority resources are spread across two lines, it will destroy the puzzle-solving content of the entire game; it is not realistic for two players to play Leon and Claire at the same time, then the game will become a two-player mode after the two people meet , the game content itself has not changed much.

Therefore, Zhong Ming’s approach is to take care of the settings of the external and internal barriers as much as possible, so that the relationship between the two lines of Leon and Claire will be closer, so that when players choose Leon to play the game, Claire’s sense of presence can also be reflected in the plot. Come out, this setting also makes many players feel bright.

All these excellent contents made the players feel the unique charm of this game, and highly praised the game "Resident Evil"!

...

"Resident Evil" unsurprisingly set off a frenzy and swept the world.

Because this game is set in the West and is a fairly common theme of zombies, it has also aroused widespread repercussions in the West.

With the two major platforms of PC and console, the sales of "Resident Evil" are naturally rising!

In a certain cafe, Zhong Ming and Lin Xiaoguang met again.

This time, it can be seen that Lin Xiaoguang is really kind.

Is it possible that the bet made last time is really going to become a reality?

During this period of time, Lin Xiaoguang was also paying attention to the popularity and sales of "Resident Evil", and suddenly found that the sales data of this game seemed to be very good!

Especially judging from the popularity of discussions on the Internet, "Resident Evil" can almost be said to have become one of the most popular games at present. A large number of anchors are playing it, and the key is that this game is not only popular in China, but also in China. It's also hot in the west!

"Ms. Zhong... Is it possible that your "Resident Evil" is so expensive, and you can really sell 2 million copies?" Lin Xiaoguang said with emotion.

Zhong Ming smiled: "I have already told you, hurry up and submit the resignation application to your senior executives. You are troublesome for senior executives to resign, and you should go through the process early to avoid delays."

Lin Xiaoguang was speechless. Zhong Ming was so confident from the very beginning. At that time, he thought it was impossible for a horror game to sell 2 million copies at a price of 150 yuan, but now he found that Zhong Ming had set the price to 299. And the sales volume can reach so much!

This is more than twice as good as Lin Xiaoguang's expected best result.

Now, Lin Xiaoguang is really entangled. Although he is a bit reluctant to part with Moya Technology, Zhong Ming has already proved the bright future of Weiguang Interactive Entertainment with practical actions.

Not to mention anything else, the IP of "Resident Evil" alone is an immeasurable treasure.

Similar industrialized games are basically content that can be mass-produced. That is to say, if Zhong Ming releases "Resident Evil 2" in the future and maintains the current level, the sales volume will be at least one million. And this also means that Weiguang Interactive Entertainment has a very strong competitiveness in game content. Although the current scale is not large, the temperament of a giant has already appeared.

"Mr. Zhong, have you really thought about it? If I take a team to jump over and set up a company that makes hardware, it will probably open up a bottomless pit for you, and you may not even be able to do it in three or five years. Profit is purely posting money, you have to be mentally prepared for this." Lin Xiaoguang said.

Zhong Ming smiled: "Of course, I know how expensive it is to make hardware, but I definitely want to do it. Money is not a problem. Besides, the profit rate of hardware is indeed lower, but it does not mean that it will definitely not make money. , the key is to see what we do.”

Lin Xiaoguang nodded, what Zhong Ming said made sense.

Zhong Ming said again: "If you still feel hesitant, then I can tell you the biggest advantage of our cooperation: Moya Technology is a pure hardware developer, with basically zero game development capabilities. But Shimmer Studio It’s different, our exploration of games is at the forefront of the world. In the final analysis, game hardware must be combined with software to exert its greatest charm.”

"In the past, hardware manufacturers, especially many emulator manufacturers, made products first, and then let game manufacturers adapt to the equipment, but it is impossible for game manufacturers to change some mature designs, they can only copy them mechanically-this leads to One problem is that the game's software and hardware don't always work together perfectly."

"But if the two of us cooperate, this problem can be perfectly solved."

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