Almighty Game Designer

Chapter 892: This scenery is incredible

Views:

In the soft call of Princess Zelda, Link opened his eyes.

A dazzling blue light appeared in Zhao Lei's field of vision, and the picture gradually became clear. At this moment, what he saw was a strangely shaped thing.

After a closer look, it turned out to be... a lamp

It's just that this lamp, together with the ceiling beside it, has a unique style, which is a combination of ancient style and future style. The special material that looks extremely hard, the constellation-like blue lights with the shimmer of fireflies, plus the round and sculptural texture...

Just the design of a light, coupled with the graphic style of the entire game, brought Zhao Lei into another virtual world.

"Link... wake up..."

In the call of Princess Zelda, Link opened his eyes, sat up in a special round platform, and looked at everything around him in confusion.

At this moment, Zhao Lei's feeling was similar to that of Link's, with a dazed expression on his face.

who I am

where am I

What should I do

This is a place with a peculiar style of painting. The patterns, constellations, and light spots on the walls make people feel that this is a product of alien technology, and everything around is indestructible.

However, the overall painting style is very unified, and this special scene also makes Zhao Lei feel very novel.

Link came to the camera, and Zhao Lei found that he could control the camera.

The perspective of the vr version of "The Legend of Zelda" is somewhat similar to that of vr "The Last of Us". They are all third-person follow-up perspectives, but the camera is far behind the character, and Link's entire body can be seen completely, including the feet. .

Link's body only occupies a small part of the entire field of vision, so there will be no obstruction to the field of vision.

Most vr games use the first-person perspective, mainly to maximize the sense of substitution of the game, but there are also some individual games that use the third-person perspective, such as "The Last of Us" and "The Legend of Zelda". When the identities are swapped, the player will not have cognitive dislocation and increase the smoothness of the game’s plot narrative. The latter purposely zooms out the camera to avoid exposing the lack of performance of the switch and matrix glasses when running vr games.

If you have only played the first-person perspective in vr games, this feeling is quite strange. When you turn the perspective, the camera lens will rotate around the protagonist. If you use the surrounding scenery as a reference, you will feel that you are A ghost suspended in the air, constantly moving around the protagonist.

But Zhao Lei quickly got used to it. After all, most third-person stand-alone games on PC have the same principle, and it's the same when moving to VR.

There is a strangely shaped stone platform in front of it, with a faint blue light shining on it. In the very center of the stone platform, there is a special stone slab.

Just as Link walked to the stone platform, the mechanism turned slightly, and this uniquely shaped stone slab stood up, as if asking Link to pick it up.

Princess Zelda: "That's the Shika Tablet... When you wake up from your long sleep, it will guide you on your way..."

Link reached out and took the Shika Tablet in his hand.

On the back of the Shika slate, there is a pattern of an eye in the center, and the position of the eyeball emits blue light; there is a handle on the upper part, which can be held or hung.

And on its front...it turned out to be a display screen.

The size of the entire Shika slate is basically the same as the switch, and it is just right to hold in the hand, except that there is no handle.

Link put away the slate and continued to walk outside.

After getting the worn-out shirt and trousers from the two boxes, Link dressed neatly and opened the gate of the shrine with a Shika slab.

The door opened with a bang, and the sunlight from outside came in. Link blocked the light with his hands and squinted to look outside.

Princess Zelda: "You are the light that once again illuminates Hyrule... Now, it's time for you to embark on a journey..."

Zhao Lei manipulated Link to run out of the shrine. In the process, he became familiar with a series of basic operations such as running, sprinting, climbing walls, changing perspectives, and wearing equipment.

Unlike "Assassin's Creed" and "Uncharted", the protagonist Link in "The Legend of Zelda" does not need a specific grab point when climbing, as long as it is a regular mountain, he can climb at will. It's just that you need to consume physical strength when climbing, and the climbing speed is much slower than "Assassin's Creed".

Facing the sun, Link ran to the outside world.

The camera moves from far to near, and gradually pulls down following the running Link. When Link runs to the edge of the cliff, the camera slowly zooms up again. In an instant, the grand view of the entire Hyrule continent is unobstructed!

In the distance are lava-spitting volcanoes and the evil haunted royal city, and nearby are destroyed ruins, lush forests, and vast grasslands...

The light mist, the warm sunshine, the whole scene seems to be covered with a special filter, like a watercolor painting.

A faint bgm sounded, and at the bottom right of the field of vision, the name of the game appeared: "The Legend of Zelda: Breath of the Wild".

The camera rotated slowly, and then froze to a tall temple on the right side of the screen. Halfway up the mountain, an old man dressed strangely stood by the fire, as if waiting for something.

"This scenery... absolutely amazing!"

Originally, Zhao Lei didn't expect the VR effect presented by the matrix glasses at all. After all, this thing is far from a serious VR game cabin in terms of size and price. But after driving to the opening scene, Zhao Lei was instantly convinced.

The fineness of the picture is definitely far inferior to that of the VR game cabin, but this distance makes up for the lack of fineness, and the advantages of the style of "The Legend of Zelda" are instantly reflected.

Compared with those realistic style games, this style of painting is more freehand and more artistic, giving people the feeling of a carefree fairy tale world.

If it is in a realistic style game, this kind of thick grass and slightly rough mountain will definitely be disgusted by many people, but under this style of painting, it blends well with the environment, and even looks a little cute.

"Huh? There's a branch on the ground. And a mushroom."

"What is this? A unicorn? Hey, it flew away!"

On the way down the mountain, Zhao Lei found that there were many collectible elements in the surrounding environment.

The entire ui system of "The Legend of Zelda" is somewhat similar to the approach of "Uncharted", which is to hide all text information as much as possible to make the whole game more immersive. It includes collectable elements such as apples and mushrooms, but there will be some light-emitting special effects to remind players.

Harvestable creatures like unicorns will startle them if the player runs over them, and must sneak past them to catch them. Players will almost certainly fail if they are not prepared in advance.

On the way, Zhao Lei also encountered an apple tree with two glowing red apples growing on it. But the branch is too high, and you can't touch it by jumping normally. You have to ask Link to climb the tree to get it.