This style of painting is a bit coquettish, and many people's waists are flashed.
Everyone's first reaction was a little puzzling. Is Chen Mo going to let himself go again
It has to be said that Chen Mo will always make some completely unexpected designs, even completely contrary to the expectations of the players.
Although it is good to get some surprises often, sometimes it is not so good to make players doubt their IQ because of these surprises...
"Wait, I don't understand. Chen Mo's new game, why does it look like a cartoon?"
"Oh, this is not a cartoon style, this is... um... oil painting style! Watercolor style!"
"In short, it seems to run counter to the current mainstream style... It reminds me of the feeling of certain comics."
"Yeah, actually the scenery looks pretty good, mainly because this character doesn't seem particularly used to it."
"But the style of characters and scenery is very consistent, there is nothing wrong with it."
"Well, it's Chen Mo after all, he can play however he wants..."
After discussing for a long time, everyone's consensus is that it is very good, there is one more style of game, and there is nothing wrong with it.
But... what kind of game is this game
What kind of game will use this style of painting
Although most players have an unconditional trust in Chen Mo, but seeing this style of painting, many people said "very good", but in fact, their interest in this game gradually dropped.
After all, the vast majority of people like to look at their looks, and for the current vr games, good looks mean realism, simulation, exaggeration, and cool special effects, just like "Uncharted", just watching When it comes to the tiny pores on the characters' faces, many players can't help but want to buy it.
I have to say that as far as the first original painting released by "The Legend of Zelda" is concerned, it is really not very attractive...
…
Some players also expressed reasonable concerns about this style of painting, but... Chen Mo didn't get any response.
It's normal not to respond. In fact, Chen Mo's Weibo receives thousands of private messages every day. It is unknown whether he will read the private messages on Weibo, let alone reply to them.
For Chen Mo, Weibo is equivalent to a platform for releasing news about new games, which is similar to the meaning of "Twitter governing the country" by a certain leader in the previous life.
In the headquarters, Qian Kun also asked the question that many people were asking.
"Manager, what's so good about this art style?"
Qian Kun is very clear, does this art style save time? It’s not easy... because most of the resources in the material library are in a realistic style, basically the kind of "Uncharted" and "Assassin's Creed". The art style of "The Legend of Zelda" means The art of the project team requires a lot of extra work.
Especially considering that "The Legend of Zelda" is an open world with a relatively large amount of resources, this approach is even more energy-intensive.
However, before doing it, Chen Mo had already emphasized two key words: animation style and luminous style.
The so-called animation style is a style with distinct bright and dark sides. To put it simply, under real lighting, the bright side and the dark side are gradually transitioned; in many Japanese animations, the bright side and the dark side are often just summarized, and the middle gradient part is directly omitted.
To give a simple example, in some animations, for example, a character’s green pants have shadows under the influence of light, then in reality and realistic art style, it should be gradient; in animation, the entire bright surface Both are light green, the entire dark side is dark green, there is a very obvious demarcation between the two, and there are only these two colors, there is no gradient.
The external light school refers to the fact that when drawing landscapes outdoors, due to the rapid changes in the external light, the painter needs to quickly grasp the characteristics of the scenery, use color blocks and brushstrokes to highly summarize, and complete the work before the color changes.
Specifically in "Breath of the Wild", it is the large color blocks, hand-painted feel, and exaggerated atmospheric perspective, giving people a feeling of watercolor painting.
In order to match this picture effect, the special effects in "The Legend of Zelda" are not particle effects, but frame-by-frame animations. This special effect is clearer, more striking, and more recognizable.
But for the art style itself, Qian Kun really couldn't figure out why he made this style.
Chen Mo asked: "Then tell me, the advantages and disadvantages of this approach?"
Qian Kun thought for a while: "The advantage may be that the amount of rendering is small, which reduces the burden on the hardware? As for the disadvantage... it runs counter to the current mainstream art style."
Chen Mo smiled. Qian Kun has always been rarely in charge of art design, mainly in system and numerical aspects. Therefore, it is normal that he, like many players, does not understand this style.
Chen Mo explained: "The first is to greatly reduce the burden on the hardware, so that "The Legend of Zelda" can be played on the switch pro with high frame rate and high image quality; secondly, this style will hardly become outdated. Physical rendering is improving every year. Update, the realistic style is getting stronger every year, if it is done in a realistic style, the picture of the game will look outdated after one or two years."
"And its most important significance is that it can highlight a romanticism. "The Legend of Zelda" is not a blockbuster nor a history, it is a fairy tale, so this style is the most suitable for "The Legend of Zelda" style of."
"As for going against the mainstream art style... What is the mainstream art style? What we do is the mainstream art style."
Qian Kun was speechless, held back for a long time and said, "... Awesome."
…
In fact, in Chen Mo's previous life, the art style of "The Legend of Zelda" also caused some players to question it.
The core point of view that many people use to criticize "The Legend of Zelda" is, so much to say, isn't your art style just because the function is not up to the point that you have to do it? This is obviously a trick!
In fact, this argument will only be laughed at by many professionals.
Even on the powerful PS4, there are many games that don't use a realistic style, such as Journey.
Not doing a realistic style is not because it can’t be done, but because the designer has combined the characteristics of the game and made the art style that is most suitable for his game.
In fact, in terms of the difficulty of controlling the art style alone, the cartoon style is even more difficult. After all, it is enough to make the realistic style more realistic, while the cartoon style requires a lot of art design.
Of course, it’s not that these two styles are better or worse, but for the game “Legend of Zelda”, which is a bit like a fairy tale, this animation style is the most suitable art style.
Even for many players, the art style of "The Legend of Zelda" is the most critical plus item, and it is also the most distinctive feature that distinguishes it from other games.
Maybe many players in the parallel world still can't understand what is so good about this art style, but it doesn't matter.
When the game comes out, they will understand.