Restart the Gaming Era

Chapter 402 Comprehensive Optimization Plan

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Next, Hu Bin asked a few more questions.

But Zhong Ming all responded with "This is part of the plot."

Hu Bin was speechless, this is really a universal answer!

Why are there giants that can only be killed by chopping the back of the neck without being able to cut anywhere else? Why is human technology so crooked that it can use gas but has not invented weapons of mass destruction? Why are there three inexplicable high walls blocking it? The giant outside the wall...

This worldview is full of irrationality and doubts from beginning to end, but no matter what questions Hu Bin asked, Zhong Ming just smiled and answered: This is part of the plot.

What a part of the plot!

If it were anyone else, Hu Bin would definitely feel that he was being tricked, but the other person was Zhong Ming, so Hu Bin believed it for the time being.

Anyway, you will always get the entire script of the game during development, and you will naturally know what the plot is by then.

For Hu Bin, although he only saw a few concept drawings, there were still two aspects of this game that left a deep impression on him.

One is the combat system, and the other is the worldview.

The development of the combat system by Shimmer Studio and Zhong Ming has always been a hot topic among players.

Before Zhong Ming joined the game industry, the game industry actually had some established rules. For example, attacking, defending, rolling to dodge, using skills, etc., many designers gradually formed a set of specifications in the process of exploring the combat system.

This set of specifications is so complete that when making combat systems for most games, as long as they strictly follow this set of specifications, they can get a passing score.

Under such circumstances, it is very difficult to make further innovations in the combat system.

But Zhongming made three revolutionary innovations precisely on this basis.

"Zodiac Guardian" established the battle mode between humans and giant monsters. This climbing + fighting method made "Zodiac Guardian" a paradigm similar to the battle mode, and has been borrowed by countless 3A masterpieces.

"Ink Clouds and Smoke 2" has established the combat mechanism of interacting with the environment in 3A games. Whether it is painting or calligraphy skills, it has greatly expanded the boundaries of combat.

As for "Sekiro", through the design of perfect parrying, the fighting in the game is made to feel like a real swordsman or samurai duel for the first time.

These three games all have an indelible influence on the combat systems of current 3A masterpieces, so much so that many players will feel that the combat systems similar to action games have been almost explored?

And now the answer sheet given by Zhong Ming is in Hu Bin's hands.

This answer sheet is "Attack on Titan".

Of course, "Attack on Titan" may not be as groundbreaking as the first three games in terms of combat system, but it is also extremely unique.

In "Attack on Titan", the player moves through a three-dimensional device, and then uses the blade in his hand to chop the back of the giant's neck. It is also a battle between humans and super-large monsters, but it is obviously different from "Zodiac Guardian".

In "Zodiac Guardian", players reach the weak points of large monsters by climbing. Although there may be a risk of being thrown away by the monster during the climbing process, overall, players do not have to be so nervous. stretch.

But "Attack on Titan" is different. After the player hooks the key parts of the giant through the three-dimensional mobile device, he only uses the iron wire to rotate around the monster. He must accelerate and approach at the right time to deliver a fatal blow.

In this process, players are always in danger.

The timing of the acceleration was wrong, the back of the neck was not cut, and it failed;

I delayed for too long while flying, was caught by the giant's throwing skill, and failed;

He made a mistake in the air and fell to the ground. He was injured and failed.

Although it is still a battle with super large monsters, for players, the operation is more refreshing and intuitive, the confrontation is more intense, and the fault tolerance rate is lower.

This kind of combat system is very suitable for the suffering mode of "Sekiro".

The combat system of "Sekiro" is not complicated. It's nothing more than trying to parry, see through or jump according to the enemy's attacks. Under the enemy's super high desire to attack, the player's game experience is both tense and exciting. The rookie will be beaten until he can't breathe, but the veteran will beat the enemy with a series of blows and sparks flying all the way.

The same is true for "Attack on Titan". Its combat mode is very simple. Use the three-dimensional mobile device to hook the giant, use the iron wire to surround the giant and aim at the back of the neck, and use the three-dimensional mobile device to accelerate close to the back of the neck to attack and kill it.

In this basic combat mode, players have some other options, such as attacking other joints of the giant to make the giant kneel on the ground or lose its ability to attack, or changing the parts in the hook of the three-dimensional maneuvering device to avoid attacks when the giant grabs it. wait.

It is conceivable that when a novice plays this combat system, he is likely to make a random hook and be slapped on the ground by a giant and die. However, when an expert plays this combat system, he will kill one by one like chopping melons and vegetables. Flying around in the sky, the movements are as smooth as flowing clouds and flowing water.

In other words, "Attack on Titan" uses this special combat system to achieve similar effects to "Sekiro". At the same time, it also proposes "methods to fight giant enemies" similar to "Zodiac Guardian" Different solutions.

In addition, there is the world view of this game.

Obviously, "Attack on Titan" has given all players a world view that is difficult to understand, or full of "loopholes" and "irrationalities" from the very beginning. This is obviously a fantasy world, and giants are more like some kind of horrific fantasy creatures. However, people in this world don't seem to have extraordinary power and can only rely on extremely limited technological levels.

Under this world view setting, the terror of the giant is magnified without limit, creating a sense of despair that is completely powerless to resist.

For players, the most interesting question is: How will this game explain this worldview? How to achieve self-consistent logic?

This is also a hot topic that "Attack on Titan" will inevitably trigger.

"I will give you some detailed setting drafts, combat system documents, and plot content one after another." After showing Hu Bin the content on the bracelet, Zhong Ming closed the bracelet and stood up to leave.

"I have a request. Can you show me the script first?"

The pile of previous questions still existed in Hu Bin's mind, making him hope that he could get the answers now.

Zhong Ming smiled: "Don't worry, you will see it soon. The plot of this game is very critical. Think carefully about the level design and the storyboards of the cutscenes. This time there is more time, so you have to craft them carefully."

In Zhong Ming's previous life, the "Attack on Titan" comic was popular all over the world, and two well-received games were also released.

However, the popularity of these two games is not too high, and the reviews from players are relatively average. Most of the positive reviews are: a good representation of the original work.

But obviously, if you want to become an excellent game, simply reproducing the original work is not enough.

In Zhong Ming's opinion, there is only one reason why the "Attack on Titan" game in the previous life was not popular enough, and that is roughness.

Not well made!

On the one hand, this is due to the lack of strength of the producer, and on the other hand, it is because there is a dimensional wall between the two art carriers of animation and games. It is natural to encounter some setbacks when breaking through.

In terms of combat system, although "Attack on Titan" has a unique combat system, it is far from comparable to games like "Sekiro".

In terms of plot, the plot of the original "Attack on Titan" is regarded as a masterpiece, but the plot expression of the game version is far behind that of games such as "The Last of Us".

In other aspects, such as level design, painting style, character modeling, actions, derivative systems, etc., "Attack on Titan" does not reach the average level of 3A masterpieces.

Therefore, Zhong Ming's previous life "Attack on Titan" was just a work for comic fans. For players who have never seen the original anime, this game is not very attractive. From the graphics to the battles to the plot, it gives people an objective The feeling is obviously different from the 3A masterpiece.

And these are exactly what Zhong Ming wants to change.

"Attack on Titan" is already considered a type of anime work that is very suitable to be transformed into a game. For example: its combat system is relatively pure, and the numerical balance in combat is easy to control; the settings in all aspects are very complete, including technology, humanities, Combat strategies, etc., are all explained in great detail.

But if you want to change it for the better, you still need to make great efforts and bold attempts.

What's more, in this world, Zhong Ming has not released the original comic book "Attack on Titan". In order for players to accept this new IP, it is even more necessary to make it perfect. The characters and subtle feelings must all be perfectly displayed to truly make this game the best it can be.

In terms of painting style, Zhong Ming decided to adopt a realistic painting style instead of sticking to the animation style.

In other words, the scenes and character models inside may be closer to the style of "Sekiro", turning two-dimensional anime characters into real human models.

The original work of "Attack on Titan" is indeed an anime work, but first, Hajime Isayama is not a cartoonist with a good drawing style; secondly, the drawing style of comics can well express the atmosphere of despair, but once it changes When it becomes a 3D model, this sense of atmosphere will be greatly reduced, and it will even make players feel like playing house.

Zhong Ming had such a problem in his previous game "Attack on Titan". The 3D model was completely based on anime images. The result was that although everyone's face in the game was very familiar, it didn't have the feeling of a comic, and even more so. The more drama you see. During the battle, the house looked like it was made of paper, and there was no excitement and tension like fighting a giant.

Through high-precision modeling, the painting style of "Attack on Titan" is reversed. This realistic painting style is more conducive to highlighting the reality of the world. Then, when being eaten by a giant, players can more realistically feel Feel this despair.

Of course, the face shapes, features, etc. of the original characters will still be retained, so that it will not be completely unclear who is who.

In terms of combat system, Zhong Ming's "Attack on Titan" game in his previous life was made into a grass-cutting game, but in Zhong Ming's hands, it will become a suffering game.

The battle with the giant is extremely dangerous. Even an experienced investigator may die instantly if he is not careful.

In the original "Attack on Titan", there are many scenes where humans suddenly die violently:

The confident trainee graduates went on a mission, but when they saw the giant for the first time, they all collapsed and were eaten without any effective resistance;

The experienced investigator has killed several giants, but when he encountered the female giant and the ape giant, even though he had many scenes, he died suddenly on the spot and left the scene instantly.

Every time the Survey Corps came back, people asked them what they had gained, and the Survey Corps could only answer in despair: They paid a huge price, but they still gained nothing.

This is the charm of the work "Attack on Titan". Human beings are absolutely weak when facing giants. Except for a few humans who cheat, others, even experienced investigators, die. It was just because of a moment of negligence.

If "Attack on Titan" is made into a lawn mowing game, the difficulty will indeed be reduced for players, but the atmosphere created by the original game will be completely destroyed. Just imagine, for so long we have emphasized how terrifying giants are and how powerless human beings are. However, after a casual operation, the player killed more than a dozen giants in one battle. How can the player feel this desperate atmosphere?

Therefore, Zhong Ming's goal is to make "Attack on Titan" have similar effects to "Sekiro", with newcomers suffering and veterans cutting the grass.

In terms of plot presentation, a large number of real-time calculations and cutscenes will be added to show many details in the animation.

For example, in the original comic, there were many foreshadowings for Reiner, Bertolt and Ani: when it was explained that the city wall was destroyed and people were displaced, there was a scene of refugees receiving relief food, and among them One of the refugees was Ani. Reiner and Bertot appeared in the background not far away. When Reiner was a training soldier, he had many conversations with Bertot about returning to his hometown.

These excellent foreshadowings buried from beginning to end are a reflection of Hajime Isayama's strong control over the plot, and are also one of the reasons why "Attack on Titan" is so popular.

In order to make the plot well in the game, these details must also be revealed to the players inadvertently, so that the players can experience a heartfelt shock at the moment the mystery is revealed.

In addition, in terms of level design, character actions, derivative systems, etc., the original "Attack on Titan" in the previous life also had many problems. For example, the level structure was poorly grasped, and it basically just threw a few giants in a semi-open scene for players. Cut, unlike "Sekiro", the route is strictly planned and clearance requires skills; the character movements are not smooth enough; many cutscenes do not use the motion capture system, and the NPCs all stand like wooden stakes in the dialogue scenes, which greatly affects the sense of substitution...

In these aspects, Zhong Ming will produce according to the standards of 3A masterpieces and comprehensively optimize this game.

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