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Four hundred and sixty seventh chapter four AC

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"Teacher, that's what I think, but I know that I don't have the qualifications yet. I hope to do all my efforts to do this game about ninja and then go back to Japan."

Itagaki Manshi immediately added.

He was also worried that Jester thought he was too ambitious.

Jester pondered for a moment, then nodded: "Actually, it is a good choice for you to study in the headquarters. After all, you have not really led the team. This time I have seen your position arrangements, which are the main planner and the second producer. Such an experience will be very beneficial for you to return to Japan to form your own team in the future."

"Thanks."

Itagaki Aoshi is naturally endless thanks.

After Itagaki Aoshi left, Jester fell into deep thought again.

In fact, there are many things he wants to say about action games, but some things, trapped by the times, hardware, and the experience of the listener, cannot be said too perfectly.

For example, it is the "Ninja Dragon Sword" made by the magician who took off his pants two years ago.

There is no doubt that this is the most outstanding action level-through game on Dreambox. In such a 2D pixel screen, the maker of the trouser demon showed obvious straightness and floating effects. Players will clearly feel that one sword and one sword are slashed on the enemy, not in the air. In this era, it is impossible to rely on strong sound effects, vibration of the handle, even the shaking of the screen, and close-ups of slow motion to perceive this special effect. As the only way for players to perceive the sense of blow, it comes from the feedback after the enemy is caught.

And in this era, being able to do these is the pinnacle of an action-level game.

In fact, in addition to seeing a game company in "The Legend of Ninja Dragon Sword", Jester has never had a second company that can do it on dreambox.

"Avengers" can do better on arcades, but after being transplanted to dreambox, its level is not as good as "Ninja Dragon Sword".

In later generations, three games were hailed as the pinnacle of act games.

"Devil May Cry" by Hideki Kamiya is the first generation of 3D action-through games. It almost laid the foundation for all the production rules of such games, like a classic game as a textbook. It tells everyone how to make action games in the 3D era.

Itagaki's new "Ninja Dragon Sword" is an unquestionable classic that reshapes the image of action games in the minds of players. It is called the best action game by many players.

The third one is still Kamiya Hideki's "The Angel Hunter" which maintains the last dignity of the action game in an era when action games are declining.

The three games have very different characteristics. Each has their own greatness.

"Devil May Cry"'s infinite floating combo, "The Angel-Hunting Witch"'s ever-changing trick combination, "The Legend of Ninja Dragon Sword"'s broken limbs, beheading and a flash of kills.

The sense of blow depends on the cooperation of the opponent.

For example, "Devil May Cry". Infinite combos and infinite air are all exaggerated and unreasonable things, but the producers make them look like the effect we need in our hearts, because each stroke has a feeling of "slap and slap and slap" being implemented. Although the enemy was retreating, it still hindered the advancement of Dante and Nero, which formed a continuous combo.

A sense of shock requires a reasonable physical expression.

Floating, blowing, knocking, knocking, chasing, hitting, hitting, hitting, etc., can all achieve this physical expression. Everything must be done with a cause and with a result, and the previous actions are correctly feedback. This can be technically reflected in the following very simple technical method: in a fast-paced battle, when hit, create a pause in the picture. So our sense of strike is generally reflected in this way: "Pa-Pa-Pa-Pa-Pa", with flowing water in the front, and thunderous behind.

"The Witch of the Angel Hunter" and "Devil May Cry" are actually a kind of sentiment, but they are much more intelligent than the clumsy giant sword in "Devil May Cry". The emperor can use not only swords and guns, but also various high-tech weapons, including the magic whip and the two pairs of long legs. The complexity of the combination of the Angel Hunter's moves is extremely complex. What is even more commendable is that the impact feedback she gets from any of her unique skills is also very different.

The impact of "The Angel-Hunting Witch" may not be as exciting as "Devil May Cry", but it still has a strong move, with a gorgeous and tough spirit.

However, "Ninja Dragon Sword" is just another style, and even some strange players claim: "Ninja Dragon" has no sense of blow." That is a huge unjust case. Their so-called blow may be just some "slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-slap-s

If this is also a sense of shock, then Penguin can also make "The Legend of Ninja Dragon Sword".

Instead, Itagaki's original intention when designing "Ninja Dragon Sword" was completely the same as Hideki Kamiya. "Devil May Cry" and "The Witch of the Angel" seemed to be as fast as lightning, but it was actually a slow-paced game. Although there were many close-up shots of Ninja Dragon, it was a fast-paced game.

"Nin Dragon" did not give a chance to make every blow judgment, so the sound effect of the blow is not that outstanding, but it is the most real, because it is the sound of a knife slashing into flesh and blood. In addition, beheading, broken limbs, and flash kill are the most surprising special effects of "Nin Dragon". The direction of broken limbs and blood splashing is truly in line with the principles of physics.

After playing "Nindian Dragon", I realized that cutting people with a knife is not about cutting grass or a cook. It is not so smooth. If the knife is filled with real flesh and blood, it will get a real sense of stickiness.

This is also why Itagaki Aoshima is as famous as Hideki Kamiya in the field of action games, and "Ninyu Dragon" is not inferior to "Devil May Cry" in terms of reputation and quality, because Itagaki and his "Ninyu Dragon" have completely separated from the rules set by Hideki Kamiya that year and have walked out of a new avenue that belongs to him.

Of course, European and American manufacturers are not without progress.

Jester stood up and stretched his body. He was still a little tired when he was thinking about these things hidden deep in his memory. He was also considering whether he would make an action game in the future - for example, as his first game after the release of Dreambox 3.

The more I thought of this, the more excited Jester felt.

Therefore, when recalling these great games in later generations, he always analyzes them in detail, hoping to find some of the ideas of these games when designing them, and then refer to them and use them in his own games.

When he made games before, it was like this.

For example, after he had just thought about the characteristics of the peak Japanese action games, he naturally thought about the characteristics of those excellent action games after the rise of European and American action games in later generations.

The most worth mentioning is the "God of War" series.

The immortal masterpiece of Santa Monica Studio, one of the three North American strongest studios in Sony's future, is a great work that sounds the horn of the Renaissance in European action games.

And when they were drawing on Japanese act games, they developed their unique path.

The advantage of European and American acts is not the gorgeous moves, but the feedback behavior in the game. The combat movements of "God of War" are actually very single, far less dazzling than the Japanese act games that give players, but the feedback given by the enemy is extremely rich and colorful.

Why?

It is because of the qte system that has been completely developed in the "God of War" series.

Of course, this system was not the first to create "God of War". This great system exists in "Prince of Persia". As for whether "Prince of Persia" was first created, Jester was not very clear, but in the game that was earlier than "Prince of Persia", Jester had never played it before.

So what is the qte system?

Its more specific statement should be the abbreviation of the quick response event. For example, in "God of War", an action animation has been prepared for this quick response event. Just need the player to press it according to the button prompted on the screen, and the animation will appear.

For example, in "God of War 3", when Kui Ye kills a monster, when he hits a certain moment, the handle buttons are lit on the screen, and then the player presses the buttons in the order that the buttons are lit on the screen, and then Kui Ye will show his very cruel side.

He will kill your opponent in a very cool way according to the program set by the game developers long ago.

The action feedback of European and American acts is more realistic than Japanese acts. The endless combos have no meaning. The ending skills are the kingly way to reflect the sense of blow. At least they think so, and even many games will go wrong in the future - they will be soft and powerless when fighting, like mowing grass; but at the end, they are as fierce as thunder. This is too much or too little. Do you still remember how a bunch of third-rate act games are handled? That is not a game at all, but a simple interactive real-time calculation cartoon.

Many times, the feedback effect is even the same. Due to the different ways of achieving feedback, your psychological state is still very different. This is a very wise and powerful view. Many games have paper doll systems, and this paper doll system is the real reason for realizing the sense of blow. To put it bluntly, the sense of blow is not vision or hearing, but a kind of "tactile" - if your fingers press down just right, the character will give you a reaction action right.

Just like the parry counterattack in "Assassin's Creed", the timing is clever, and the feedback action is also extremely wonderful. When you are most excited, it is not the close-up of the ending skill, but the moment when your opponent attacks and makes him straight, this is the sense of blow.

Thinking of this, Jester also had the answer.
Chapter completed!
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