Game Making: The Latest Chapter Begins With Healing the Player
Chapter 657 Games that can be used as true art
Utopia, race, capital, religion, steampunk...
These contents can be said to be frequent visitors in many games.
But usually games will choose two or three themes to blend together and then show them to the players.
Any one of these themes can be used as the main content background of a game, let alone blended together.
Not to mention the so-called quantum mechanics and special relativity and other very science fiction settings.
As for excellence, simply put, it is to provide opportunities and hope to the people, to govern by the ideal of personal and economic freedom, and to derive a unique balance of public and private interests. To put it more bluntly, it is the so-called lighthouse dream.
But obviously the reality is completely opposite, and this will also be reflected in the game.
"BioShock" series, this is the next game that Chen Xu is planning to release.
All the above-mentioned contents are elements contained in the "BioShock" series.
Its first-generation work directly won the TGA Game of the Year Award that year due to its excellent quality, and its opponents were not weaklings.
On the contrary, they are all objects with strong competitiveness.
Orange Box containing Half-Life, Team Fortress, Portal; Call of Duty: Modern Warfare; Crysis; Gears of War; World of Warcraft and Burning Legion
It can be said that the stars are shining brightly.
But in the face of "BioShock", these games also pale in comparison.
And in the third game, "BioShock: Infinite" has made this series an incomparable classic.
The Butterfly Effect, Grandma's Theory, Multiverse, Quantum Mechanics, Irony and Excellence, coupled with the usual utopia, race, capital, steampunk and magic backgrounds of the previous "BioShock" series.
All these elements were crammed into the game, but they did not make the game look bloated. Instead, they were brought together to create a classic City of God.
At the same time, the game's amazing art style and the design of Elizabeth's super high AI make Booker and Elizabeth the most impressive combination in the history of games.
Although "BioShock Infinite" did not win the TGA Best of the Year that year.
But if you let the industry media, including players who have played it, select a game that they think best represents the ninth art work.
Then I believe that many people will choose this series: "BioShock"
As for why Infinite didn't win the Best of the Year that year, it was actually because the opponents it competed with back then were too monster.
The opponents it faced this year were the famous "Three Musketeers" and "The Last of Us".
However, although it did not win the best year of the year, it still conquered countless media and players.
In particular, the setting of the heroine Elizabeth in the game can be said to be very classic even from Chen Xu's perspective. Making her come alive will be the most important part of the game.
In the conference room, Chen Xu introduced relevant content to everyone.
At the same time, we also worked with the project department to conduct AI tests on Elizabeth.
A small demo scene was built using the internal art resources of Nebula Games, and then Elizabeth's program was confirmed.
As for how to make her behave more humane and have a related line later, this aspect still needs to be produced later with actors and lines.
For "BioShock: Infinite", it can be said that the shaping of Elizabeth is crucial.
How to make players have a deeper impression of this character is a core point that the team needs to pay attention to.
This is not just a simple matter of piling up details, but a more important point is the interaction between the player and Elizabeth.
Create an emotional bond, just like the relationship between Joel and Ellie in "The Last of Us".
It's not just Elizabeth that can help the player in combat.
What's more important is that you can also get close to the players mentally.
Because she is more real, gentle, and considerate, Elizabeth can actually help players in battle.
Only in this way can the players have feelings for this character, and when the plot of Elizabeth is arranged later, the players will be more heartbroken and heartbroken.
But for Chen Xu, he dared to say that no one understood healing better than him.
So many years of experience are not in vain. I may have been a little unfamiliar when I first started, but now I can only say that I am familiar with the road.
In addition, there is another important point in the game, which is the presentation of the game's art style.
On the surface, one of the external art styles of "BioShock Infinite" should be a steampunk mode.
Huge airships, hook locks connecting various islands in the city, and huge machinery.
But just simple steampunk is actually inaccurate.
Because the art style of "BioShock Infinite" can be said to be diversified, it can even be called a work of art.
Judging from Chen Xu's current perspective, the game is not only held back by its own modeling materials.
The unique art style of the game itself can be said to be unique, and it is perfectly blended.
It is an art deco style full of aristocratic atmosphere, and the character scenes are accompanied by huge gear and chain machinery.
At the same time, it is rendered in Disney's cartoon art style, giving it bright colors like oil paintings.
Steampunk, Victoria, combined with its own utopian religious and theocratic background, can be said to be the entire Sky City Colombia, which has made countless players feel extremely amazing.
The rest is the plot and world view of the game. The previous "BioShock" series had a total of three parts, but in fact the first and third parts were the most praised by players.
The second part in the middle, like the "Dark Souls" series, was even given the birthplace of Bioshock by some players.
The main reason is that the second part of Dark Souls lacks the soul figure Hidetaka Miyazaki.
The second part of "BioShock" also lacks a soul character: Ken Levine.
Although it is very good in itself, except for the background and map settings, it is actually separated from the original plot.
Of course, it's not entirely that bad, because this work explains very well why the big daddy and the little girl have such a close relationship in the game.
But compared to the content of the first and third generations and the DLC Burial at Sea, the second generation seems a bit out of place.
Because these two games almost complete a perfect cycle.
So Chen Xu is more prepared to make the game into two chapters.
"BioShock Infinite" is a separate chapter, while the DLC content of "Burial at Sea" is a chapter, thus revealing the most shocking Elizabethan ending of "BioShock".
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