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Chapter 654 The game is developed very smoothly, and it will be launched soon

A war-themed game jointly developed by Nebula Games and UEgame.

This gimmick can be said to be full.

Not only domestic players, but also overseas players are discussing wildly.

Especially UEgame and war themes, when these two points are combined, players will instantly be excited.

The bench, beer, fried chicken, were all ready, just waiting to watch the show.

There is no doubt that this is UEgame's fight back.

Although the specific types of the game, Nebula Game and UEgame have not been officially announced, combined with this time point, Aipek's "Star Wars" some time ago, almost all players and industry manufacturers understand that this is definitely an FPS type game.

Although both sides did not directly call the name, it already gave the players a sense of tension.

Especially what is revealed in the promotional video of Nebula Games, it is obvious that this is an overview setting, including the countries in it, and everything has also been blurred.

But based on the war scenes in the video, we can see that this is a very primitive war scene, which is completely different from the technological eliteization of "Call of Duty: Modern Warfare".

Especially the scene of landing on the beach, although there is only a glimpse, it has already made all players feel the cruelty of the war.

But then the players were excited about the atmosphere of war.

Although everyone understands that war is a cruel thing, for example, film and television or games, the audience and players are looking forward to shocking scenes that will bring them a strong visual impact.

There is no doubt that the latest promotional video released by Nebula Games brings the feeling that players want.

It is not the doomsday shock brought by the nuclear explosion in "Call of Duty: Modern Warfare", nor the shocking war scene when the White House fell, nor is it the amazing performance of the collapse of the Eiffel Tower.

But the most primitive war scene, when landing on the beach, all the soldiers used their lives to enter the trench little by little, and advance step by step.

Even if you only advance one meter, the price you pay is the lives of dozens and hundreds of soldiers.

This visual impact is stronger than the damage of the explosive building in Call of Duty: Modern Warfare, just like the direct impact brought by machine gun strafing in the airport's level of "No Russian allowed" is much stronger than the killing of 30,000 US troops by a nuclear bomb.

However, compared with players currently immersed in the new content of Nebula Games and UEgame, media in the game circle are so excited.

Now it can be said that it is a point-to-head approach!

Apike acquired Northern Storm Studios and launched a war game "Star Wars" that focuses on Future Wars and alien races invading the Earth.

UEgame is a war game that combines their honeymoon ally, Nebula Game, to jointly launch a retro modern war with fictional history and a war game that mainly fights domestically on Earth.

One future, one past; one world countries unite against foreign enemies, and one world countries invade each other.

Themes and camps are completely different games of two styles.

…………

While the media and players were so excited about the latest news, Yang Chen had a video conversation with Grayson on the UEgame in Nebula Game.

Although it was already early in the morning at Grayson at this moment, he was still extremely excited: "Yang, what is the name of this game? When will we be able to go online? This is simply shocking!"

In the video, Grayson seemed very excited.

He also saw the promotional video about "Battlefield" at the first time. Before that, UEgame was still a little distressed about the money spent, and even had some objections to the company. However, after seeing the promotional video released by Nebula Games, he became completely excited.

If the game's effect is really as good as the promotional video, then the money will be worth it.

That was really surprising, especially the scene of the landing battle, which was like a meat grinder, which shocked him extremely.

That scene directly expresses the cruelty of the war to the fullest.

"The name of the game "Battlefield", as for when will it be launched?" Looking at Grayson, who was very excited on the other end of the video, Yang Chen, who was sitting in front of the computer, thought for a while: "Well, the progress of game development is very smooth, and the time to go online should be very fast."

Listening to Yang Chen's words, the excited expression on Grayson's face disappeared, and instead he was a little confused.

Why do you feel a little strange when you hear this?

The development is very smooth, shouldn't it be said that it is coming soon?

Why should I add one? Do you have no expectations for the progress of the project?

Grayson on the other end of the phone was a little stunned.

However, before Grayson could react, Yang Chen soon changed the subject.

Until the video call hangs up, Grayson got the specific release time of "Battlefield".

After hanging up Grayson's phone call, Yang Chen put his attention back to the development process of "Battlefield".

If it is just multiplayer mode, the development speed of "Battlefield" is actually not slow, and it can even be said to be fast. The core framework of the entire game has basically been completed.

The real complexity lies in the plot battle, because the performance of the script and the immersion effect brought by players need to be taken into account here.

At the beginning, according to Yang Chen and his team's idea, it was to create a real battlefield experience.

It is not like "Call of Duty: Modern Warfare". For example, the legend is even more tragic than the Battle of the Somme in the Battle of Verdun, the player's soldier will not start again after the death of the game, but will be transferred to the nearest NPC in the battlefield until the last soldier on the battlefield dies.

The second is the plot interpretation of fragmented stories. Each battle has different protagonists and different stories.

This advantage is that it can present the scene of war to the greatest extent, but there is also a disadvantage that the plot immersion of the game is.

Simply put, the atmosphere is in place, but the content is not in place.

This is the case in the performance of the single-player plot in Dream Memory. It is not that it is not good, but that the impact on the players is not enough.

Why do players have a profound influence and affection for soap, Price, Xiaoqiang and others in "Modern War". The most important thing is that "Modern War" tells the story of the 141 Special Forces, the stories of soap, Price, Xiaoqiang and others.

This is not a question of which one is better or worse, but the result of the tendency of style characteristics.

Secondly, putting aside the direction of single-line plot design, there is another point that is the AI ​​setting of teammates in the plot battle in the game. For example, during the entire single-player battle, all the enemies are killed by themselves, and teammates have no effect except shouting 6666 paddling.

In this regard, the AI ​​of teammates in "Call of Duty: Modern Warfare" has changed this relatively well. When the player stays still in a certain place, the AI ​​will take the initiative to lead the player to attack.

But in most FPS games, teammates are basically equal to wooden stakes, and there is no effect at all except creating this battle for you.

In the single-player plot of "Battlefield", Yang Chen and his team have rebuilt a new system to make the NPCs in the game smarter and more proactive.

At the same time, in order to take care of the player's personal hero experience.

Although the NPC and the enemy NPC in the game will attack each other, the number of NPCs has a hidden boundary point. Depending on the difficulty of the player's choice, the boundary point is also different.

Only when players kill or participate in killing will the boundary point be calculated, that is, the enemy NPC will not be refreshed based on the existing ones.

If it was a real war, there would naturally be no personal hero. After all, a person's impact on a battle is really minimal, but in a word, this is a game, not a reality.

Taking care of the player's experience, the personal hero is a very important point. Of course, when taking care of the player's personal hero experience, you should also note that it makes the player feel very "real". His teammates are not the kind of salted fish who only watches him and then fights 6666, and will also participate in the battle.

Simply put, it is what the players want, so they have to find a way to give it to them.
Chapter completed!
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