Almighty Game Designer Chapter 884: This scenery is amazing
In Princess Zelda's whisper, Link opened his eyes.
A dazzling blue light appeared in Zhao Lei's field of vision, and the picture gradually became clear. At this time, what he saw was something with a strange shape.
After a closer look, it turned out to be... a lamp?
It's just that this lamp, and the ceiling next to it, has a unique style, which is a combination of ancient style and future style. The special material that looks extremely hard, the blue like a constellation illuminates the shimmer of the fluorescent, plus the round and styling lines...
The design of just a light, coupled with the graphic style of the entire game, brought Zhao Lei into another virtual world.
"Link...wake up..."
In the voice of Princess Zelda, Link opened his eyes, sat up in a special round table, and looked at everything around him in confusion.
At this time, Zhao Lei's feeling is similar to Link's, both with a blank face.
Who am I?
Where am I?
What am I going to do?
This is a place with a peculiar style of painting. The patterns, constellations, and light spots on the walls make people feel like it is a product of alien technology, and everything around it is indestructible.
However, the entire painting style is very uniform, and this particular scene also makes Zhao Lei feel very novel.
When Link came to the camera, Zhao Lei found that he could control the camera.
The perspective of the VR version of "The Legend of Zelda" is somewhat similar to VR "The Last of Us", both are third-person follow-up perspectives, except that the lens is far behind the character and you can fully see Link's entire body , Including feet.
Link's body occupies only a small part of the entire field of vision, so there is no obstruction to the field of vision.
VR games mostly use the first perspective, mainly to maximize the sense of substitution of the game, but there are also some individual games that use the third-person perspective, such as "The Last of Us" and "The Legend of Zelda", the former is for When the identities of the dual protagonists are exchanged, players are not allowed to have cognitive dislocation and increase the narrative fluency of the game. The latter deliberately zooms out to avoid exposing the insufficient performance of the switch and matrix glasses when running VR games.
If you have only played the first-person perspective when playing VR games, this feeling is quite strange. When you rotate the perspective, the camera lens will rotate with the protagonist as the axis. If you use the surrounding scenery as the reference object, it will I feel like a ghost suspended in the air, constantly moving around the protagonist.
However, Zhao Lei quickly got used to it. After all, most third-person stand-alone games on PC use the same principle, and the same applies to VR.
There is a peculiar stone platform in front of which is gleaming with blue light. In the very center of the stone platform, there is a special stone slab.
Just as Link walked to the stone platform, the mechanism turned slightly, and this uniquely shaped stone slab stood up, as if asking Link to pick it up.
Princess Zelda: "That is Shika's slate... When you wake up from your long sleep, it will guide you forward..."
Link reached out and took Shika's slate in his hand.
On the back of the Shika slate, there is an eye pattern in the center, and the eyeball is emitting blue light; there is a grip on the upper part, which can be held or hung.
And on its front... it turned out to be a display screen.
The size of the entire Shika stone slab is basically the same as that of the switch, which is just right in the hand, except that it has no handle.
Link put away the slate and continued to walk outward.
After getting the worn shirts and trousers in the two boxes, Link dressed neatly and opened the door of the shrine with Shika's slate.
The door opened suddenly, and the sunlight outside came in. Link blocked the light with his hand, squinting to look outside.
Princess Zelda: "You are once again illuminating the light of Hailaru... Now, it is time for you to embark on the journey..."
Zhao Lei manipulated Link to run out of the shrine. In the process, he became familiar with a series of primary operations such as running, sprinting, climbing walls, changing perspectives, and wearing equipment.
Different from "Assassin's Creed" and "Uncharted", the protagonist Link in "The Legend of Zelda" does not need a specific grab point when climbing, as long as it is a regular mountain, he can climb at will. It's just that it takes physical energy to climb, and the climbing speed is much slower than that in Assassin's Creed.
Facing the sun, Link ran to the outside world.
The camera moves from far to near, and the running Link gradually lowers. When Link runs to the edge of the cliff, the camera slowly rises again. In an instant, the grand scenery of the entire Hailaru continent is unobstructed. !
In the distance is a lava-spitting volcano and an evil lingering royal city, and close by are destroyed ruins, lush forests, vast grasslands...
The faint fog and warm sunshine make the whole scene seem to be covered with a special filter, like a watercolor painting.
A faint bgm sounded, and at the bottom right of the field of vision, the name of the game: "The Legend of Zelda: Breath of the Wild" appeared.
The camera turns slowly, and then freezes to a tall temple on the right side of the screen. Halfway up the mountain, an old man in a weird dress is standing by the fire~IndoMTL.com~ as if waiting for something.
"This scenery...absolute!"
Initially, Zhao Lei didn't expect the VR effect presented by the matrix glasses at all. After all, this thing is far from a serious VR game cabin in terms of size and price. But after the vision of the opening, Zhao Lei was instantly convinced.
The fineness of the picture is certainly far inferior to the VR game cabin, but this distance makes up for the lack of fineness, and the advantage of the style of "The Legend of Zelda" is instantly reflected.
Compared with those realistic style games, this style of painting is more freehand and artistic, and it feels like a carefree fairy tale world.
If it is in a realistic style game, this kind of thick grass and slightly rough mountain will definitely be rejected by many people, but in this style of painting, it blends well with the environment and is even a little cute. stand up.
"Huh? There is a branch on the ground. There is also a mushroom."
"What's this? One-horned fairy? Hey, I flew away!"
On the way down the mountain, Zhao Lei discovered that there are many collectable elements in the surrounding environment.
The entire UI system of "The Legend of Zelda" is somewhat similar to the approach of "Uncharted Seas", that is, to hide all text information as much as possible to make the whole game more immersive. Including collectible elements such as apples and mushrooms, but there will be some faint glowing special effects to remind players.
A collectible creature like the unicorn, if the player runs over, it will be alarmed, and it must be sneaked over to catch it. If the player is not prepared in advance, it will almost certainly fail.
On the way, Zhao Lei also encountered an apple tree with two red apples. But the branches are too high to be touched by normal jumps. Link must be asked to climb trees to get them. 8) For more wonderful novels, welcome to everyone's reading academy