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Chapter 292:Future Prospects

The game can be said to have reached the level of pure fire in terms of process and grasp of player emotions.

At first, from the convenience store to the police station, most of the players encountered are ordinary zombies, although it is an ordinary zombie, but these zombie heads are very iron, several shots are not dead, falling to the ground will fly, as long as the close is directly to a mouth, no melee weapons can only be bitten.

Players hold very weak pistols, deal with zombies that do not know where they will come from, collecting props, puzzles, and explosion of backpacks... The early game is very good at creating horror, but it will not completely scare the player away, so that they can persist in playing.

But slowly, players will become familiar with the experience.Although the zombies are iron, the player's gun method is also gradually improving, and more than you see, one or two zombies are not too scary.And with the advancement of the plot, the player gets the shotgun, it is really difficult to clear the field with a few bullets, and the mental pressure has been reduced a lot compared with the beginning.

After the player gradually adapted to this rhythm, the game ushered in the first lick, and then ushered in the boss war, and then, there are very flexible movements of zombie dogs, and then later, a very oppressive tyrant appeared.

This series of monsters are in accordance with the process, players in the process of exploration to promote the plot, encounter the enemy is more and more difficult, in the ordinary iron head zombie has been unable to produce too much frighten the player, these new monsters will bring players a new sense of terror.

At the time when players feel that "just after clearing the field and then slowly search", the tyrant appeared.This big man in a black trench coat comes out with a stereo, and is almost unbeatable, and he will continue to chase players with a very oppressive pace.

If the player tries to kill it, there is almost only one dead end, and even if the player really spends a lot of resources to temporarily give him to dry, he will stand up again, completely unrequited.

Therefore, the player can only solve the puzzle in the pursuit of the tyrant, collect props, promote the plot, and then find a way to avoid, the degree of stimulation is increased again.

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

Even the little things, "biochemical crisis" is all very brilliant, from ordinary zombies, to extremely fast licking, to zombie dogs, and then to the vegetative people in the umbrella base, all have their own characteristics.

Especially vegetative people, it has a "disgusting humanoid appearance", "cannot be easily and completely killed", "caught is a dead attack" this three-fold buff, so that many people in the umbrella base of the greenhouse left a psychological shadow, although it is a relatively bright scene, giving people a sense of terror but not weak.

Whenever the player begins to adapt to the current difficulty of the game, the game will suddenly speed up, with more powerful enemies and more complex levels to solve puzzles to enhance the difficulty of the game, always maintaining the game's sense of terror and freshness to the player.

In addition, the game's environmental practices are also very much in place.

In the police department, players often need to move forward in the dark, the traditional dark horror elements with high-precision scenes and zombies of the wailing is impressive; in the outdoor scene, the rain scene makes the game's light and shadow performance more excellent, the dark night sky under the rain also weighs more on the player's anxiety; the disgusting scene of the sewer and the specific boss battle with the mutant crocodile make many players feel uncomfortable; the umbrella base is completely paralyzed.

In addition, the most interesting thing for players to relish is the strategic elements in Resident Evil.

It is indeed a horror game, but it is not enough to pass by boldness alone, courage can only make you not afraid of zombies, but can not prevent you from being killed by zombies;

It is indeed a shooting game, but it is not enough to pass by shooting, you may not find the key to open the door.

Even if you are bold, good gun, and good memory, you also need to pay attention to the strategy in the game, in order to pass the customs faster at the lowest cost.

For example, there are many windows in the game, and there are zombies outside the window constantly slapping the window, and the player can collect the planks in the scene and seal the windows.

These boards don't seem useful, and they will take over the backpack lattice, and many players are too lazy to take them, but soon the zombies will come in from the broken windows, allowing players to waste more bullets and drugs.

At this time, which window to seal with a plank is actually a more strategic choice for the player.

This is a relatively simple strategy, similar strategies and how to synthesize gunpowder and drugs, how to use?What kind of guns should be used against different enemies?The zombie encountered, is only the leg passing by, or to blow the head to the end of the disease?

As for more complex strategies, such as what props need to be carried on the body and which ones are in the box?What route should I take this time and how should I go back?

These contents are the fun of the game, and when the players are repeatedly wandering and exploring in a scene, every shortcut will get a great satisfaction, this kind of careful calculation, the feeling of hoarding resources in the case of scarce materials, is also a pretty good experience.

Of course, the biggest characteristic of Resident Evil is the gorgeous qualitative change that comes after the box-style puzzle content is added to the horror game.

Especially when entering the game police station, most players think that this place may be just a scene in front of the game for ten minutes, but soon the players found themselves wrong, this small scene is unexpectedly complex, and even many times when the player thinks that they have left the police station, they still turn around and come back!

There are several floors in the police hall, and it extends radially to the surrounding area, divided into prisons and other parts, each area has its own characteristics, the puzzle is just right, the route is reasonable, the players in this side stumbled to pick up some props that do not know how to use, will soon be used in the next room; or encountered a threshold that can not be passed, but in the process of the development of the plot finally found its way.

In the police station, the scenes of each district are highly unified, such as the office on the first day of work, the dark room for the collection of evidence, the parking lot of the police station, the prison, the police dog that becomes a zombie dog, the morgue, etc. These scenes are all integrated under the police station, reminding the player: you are the police Lyon who came to work on the first day.

And this small box-type design, in the current market in all the games are very unique style, in the current hot 3A masterpiece, but also unique, so that "biochemical crisis" police station has become a classic scene.

In addition, the dual protagonist and the setting of the table also make many players feel new.

The so-called watch pass means that the player can choose Lyon and Claire, a male and female protagonists, first of all, Lyon's story line, then Lyon is the table, Claire is the pass, and if the first Claire's story line, Claire is the table, Lyon is the pass.

The two people entered the police station on a different route, one entered from the front door, one entered through the back door, and the two people would have some intersection in the plot, although there were similarities in the puzzles, but there was still a difference in the plot.

After opening the table, the exit will activate the real ending of the game.Through the design of the table, players can experience a more complete story from two angles.For example, through the Lyon line, you can know about Ida, and through the Claire line, you can know the relevant plot of the orphanage and the police chief.

There may be some questions when the player experience table, and these will be answered in the inside.

In addition, in the past life of the bell ringing, players questioned the design of the two lines in the "Resident Evil 2 Remake" table without interaction with each other, and in response to this, the bell also made some slight changes.

In the original "Resident Evil 2 Remastered", Lyon and Claire have very few conversations, only a few times when the helicopter exploded and waited for a few relatively short exchanges, Zhong Ming is as much as possible to increase the node of similar communication, in the police station electric windows, weapons arsenal, research poison gas, fingerprint room and other places to join the two people happen to meet the interactive plot.

In addition, the two also repeatedly used the walkie-talkie to communicate, exchange status and plans, so that players can feel that when their own manipulation of Lyon in the police station, Claire is also fighting nearby.

At the same time, the game deliberately left some clues, so that the player can feel that another person has been here, such as in a place where Lyon arrived first, killed a lick and poked the room; then when Claire came here with the inside, you will see some traces of fighting and licking the body, and some of the less important supplies in the original room were scraped away.

But as many players have proposed, it is basically impossible to make the table completely share the same scene.

Because the content of the game is limited, take the police scene, for example, if the table is closed to share a scene, then after the player uses Lyon to clear the customs, all the resources are scraped, all the doors have been opened, then Claire can do what else?

If the priority resources are scattered across two lines, it will destroy the puzzle content of the entire game; it is unrealistic for two players to play Lyon and Claire at the same time, then the game becomes a two-player mode after the two people encounter it, and the game itself has not changed.

Therefore, the bell ringing is as far as possible to take into account the set of the table, so that Lyon and Clare two lines closer, so that the player in the choice of Lyon to play the game, Claire's sense of existence can also be reflected in the plot, this setting also makes many players feel the light.

All these excellent content, let the players feel the unique charm of the game, and praise the soul of the "biochemical crisis" game!

...

Unsurprisingly, Resident Evil has taken a frenzy and swept the world.

Because this game is based on the West and is a fairly common zombie theme, it has also caused widespread repercussions in the West.

PC, host of these two major platforms, "biochemical crisis" sales are naturally rising!

In a cafe, the bell and Lin Xiaoguang met again.

This time, I can see that Lin Xiaoguang is really a little square.

The last bet you made last time, it really became a reality.

During this time, Lin Xiaoguang was also paying attention to the heat and sales of "Residual Evil", and suddenly found that the game's sales data seemed to be very good!

Especially from the discussion heat on the Internet, "biochemical crisis" can almost be said to become one of the hottest games, a large number of anchors are playing, and the key is that this game is not only more fire in the Chinese part of the city, but also hot in the West!

"Mr. Zhong... it's hard for you to sell this 'Resident Evil' so expensive, can you really sell 2 million sets?"Lin Xiaoguang lamented.

Zhong Ming smiled: "I have already told you, hurry to submit an application for your departure to your senior management, you are troublesome for executives to leave, and the early process saves you from delaying matters."

Lin Xiaoguang is speechless, the bell from the beginning is so confident, then he also felt that the horror game in the case of selling 150 million copies is impossible, but now found that the bell actually set the price to 299, and the sales can reach so much!

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

Now, Lin Xiaoguang is really entangled, although a little reluctant Moya technology, but the bell has proved the bright prospect of glimmering with practical actions.

Not to mention, this IP of Resident Evil alone is an invaluable treasure.

Similar industrial games are basically mass-produced content, that is, if the clock is going to produce "biochemical crisis 2" after the ring, while generally maintaining the current level, then the sales volume is at least one million.This also means that the glare mutual entertainment in the game content has a very strong competitiveness, although the current scale is not large, but the giant temperament has appeared.

“Mr. Jones, do you really want to?If I take the team to the job and set up a hardware company, it is likely to open a bottomless pit for you, and may not be profitable for three or five years, and you have to do it purely, and you have to be prepared for this."Lin Xiaoguang said.

Zhong Ming smiled: "Of course, of course, I know how much money to do hardware, but I certainly do it."Money, not a problem.In addition, the profitability of the hardware is indeed lower, but it does not mean that it is definitely not profitable, and the key is to see what we do."

Lin Xiaoguang nodded, and the bell sounded right.

Zhong Ming also said: "If you still feel hesitant, then I can tell you about the biggest advantage of our cooperation: Moya technology is a simple hardware developer, the development ability of games is basically zero."But the low light studio is not the same, our exploration of the game, is at the forefront of the world.In the end, the game hardware still needs to be combined with software to make the most of its charm.”

"In the past, hardware manufacturers, especially many simulator manufacturers, are first to make products, and then let the game manufacturers adapt to the equipment, but the game manufacturers can not change some mature design, can only be rigid - so that led to a problem, that is, the game's software and hardware can not be perfect together."

“But if we work together, the problem can be solved perfectly.”

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