Game Entertainment Empire

Chapter 1152 Change

In terms of art, the Nebula Games team can be said to be very capable.

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

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

Because for Nebula Games, it’s not like they have never done cartoon rendering game art before.

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

Of course, these games cannot directly use the art style of "BioShock: Infinite".

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

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

A general direction has been confirmed, and the production of art resources is quickly underway.

Yang Chen reviewed the first draft, and there was still a big gap between it and what he had in mind. However, this was normal. After all, it was just a first draft, just an imaginary concept.

More detailed points still need to be slowly polished.

The other aspect is about how the game is played.

Although the highlight of "BioShock Infinite" lies in its plot and art style.

But after all, it is not really a so-called work of art. Its essence is still a game, and its gameplay is still an important core point.

As for the gameplay in "BioShock: Infinite", it basically adopts a semi-open world.

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

For example, players can freely explore areas such as Central City, Elephant Island, Warrior Park, Funk City, and Fuli Street.

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

In "BioShock: Infinite", you can also use this method to tell the players more,

It is not convenient to tell the content directly in the main line.

In 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.

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

This is not a so-called easter egg, but the game development resources are 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 the portrayal of Elizabeth in the game.

The first is Elizabeth’s face mold.

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

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", for Elizabeth's motion capture, Yang Chen planned to find a stage actor to collect materials.

At the same time, there is also the introduction of an AI system in the debugging game, allowing Elizabeth to respond accordingly based on different player behaviors.

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 corresponding feedback to the player.

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

These contents will not have much connection with the entire gameplay framework and plot of the game.

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 and go on an adventure alone.

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

Only when you lose can you learn to cherish.

………………

The development of "BioShock Infinite" is progressing very smoothly. Yang Chen is personally responsible for the art, game's combat system, level design, and narrative shots.

In addition, because it is a VR platform, the camera performance of "BioShock Infinite" is not the same as in Dream Memory.

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

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

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

These are also some of the changes that Yang Chen has made, telling the story of the game in more detail, rather than being literary and artistic, making it half-hidden with a pipa in hand, making even ordinary players unable to guess the plot.

It is also precisely because of this reason that "BioShock Infinite" in Dreamland Memory has very good ratings in word-of-mouth media.

But in terms of sales, it can only be said to be mediocre, and even the studio was closed.

Regarding the plot of the game, Yang Chen has always believed that it can be deep enough, but at least it must let players understand what kind of story the game tells, instead of not understanding it after playing it for a while. What is it.

I played it from beginning to end and the player didn’t understand it. Is this the player’s problem?

When players play a game, do they have to be like a great detective and analyze it word by word to understand the story of your game?

In Yang Chen's opinion, this can only be said to be a problem with the game's narrative.

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

But in these games, the stories, whether they are main lines or side lines, are also profound enough, and there are some ironies about reality.

Telling players a complete story is what Yang Chen has always believed in.

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

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

Players can interact more with the residents of the Sky City.

There are also quite a few mini-games.

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