Chapter 551 551. Not only must "war", but also "god"
Wang Fang double-clicked the "God of War Yi" icon on the desktop.
The screen went dark, and when it lit up again, Bomi's iconic logo popped up on it—
BOMI
Make happiness with your heart.
Seeing this, everyone couldn't help but smile.
Everyone is an employee of Bomi, and this logo and the corresponding sound are very familiar to them.
If there is something different, it is probably that Bomi's logo is redesigned every few years to keep up with the development of the times. According to the boss, even the logo must reflect Bomi's technology. sense and advancement.
When the BOMI icon disappeared, it was followed by the icon of the Westward Journey Studio Group.
Then there is Ares Studio.
God of War Yi.
When they saw the artistic characters "God of War Yi" appear on the screen, many people immediately became excited.
"Wow, I don't know why, but every time I see this interface, I feel like I'm watching a blockbuster movie in the cinema."
"No, our company is very particular about titles."
"Yeah, don't you think about the company's tradition? The boss has always required that the company's games have a camera feel."
This has been the case since Ai Xiaomi's time, otherwise Cao Yang wouldn't have recruited a graduate of Nortel's Directing Department to serve as the game's main copywriter, and later promoted her to producer.
The main reason is what they said, the game must have a camera feel.
It must be impactful and demonstrate the company's value.
It should make you fall in love with the game the first time you see it.
Even if it is just a Bomi logo, it should be done to the extreme.
“I think it is the boss's spirit of striving for excellence that has allowed our company's games to go all the way to where they are today.”
"No, otherwise there wouldn't be so many masterpieces. How do you think they came about? They were all forced by the boss."
"Yes, the God of War series seems to be the boss's own son, right?"
"Yes, the project designated by the boss, "God of War: Wukong" is a project set by the boss, but it is good to be the boss's son. The boss has control in the general direction. You only need to follow what he says. In the end, it basically doesn't matter. Big problem, if nothing else, it will be a hit.”
"When you are a son, you have to be prepared to be whipped by your boss... In a sense, it is actually quite miserable."
Several large characters emerged from the screen, very powerful.
After the font disappears, you come to the initial main interface.
The main interface is antique, giving people a feeling of the ancient times. This part is a continuation of the previous "God of War: Wukong", but there are some differences in the base design of the UI.
For example, this generation of God of War has a lot of colorful paintings on the UI board, similar to the patterns and color designs of the murals in the Mogao Grottoes in Dunhuang.
If you have watched animations such as "Nuwa Mending the Sky" that was broadcast a long time ago, or the earliest "Nine-Colored Deer" animation in China, then the current UI interface is probably in a similar style.
There is a little bit of paper-cut style in it, and the colors are close to Dunhuang murals. The colors are bright and rich, and they are antique.
This style is still very different from the somewhat cold and shiny God of War Wukong in the previous game.
In other words, from the moment you enter the interface, the God of War Yi is already guiding you into an ancient mythical world.
The game hasn't started yet.
A piece of CG appeared on the screen first.
At the same time, the BGM also started playing.
"Wow, I have goosebumps all over my body."
Yes, this section still has a very sharp sound with extremely distinctive musical instruments, that is -
Suona.
"Wow, it's the same recipe."
"Yeah, it smells like that."
Suona, Chinese style, high-pitched and majestic, has actually been fully reflected in "God of War: Wukong", so this time "God of War: Yi" also continues the style of the previous God of War, and it can be said that it is in the same vein in terms of soundtrack.
From now on, this can be regarded as a feature of the God of War series. Basically, as long as you can hear similar music, you can think of the plot in Wukong. Then this game will strengthen the similar impression, and players will listen to it in the future. When I look at similar BGM, I think of God of War.
In a sense, this is a kind of brand strengthening.
Although the suona is used as the musical instrument, which is in line with Chinese style and international standards, the music of God of War Yi is still quite different from that of Wukong. It is true that they are both Chinese style, but the music of God of War Yi is more complicated and the application of symphony is more Be more sophisticated.
On the basis of maintaining the original basic characteristics, the soundtrack team further customized the BGM by exploring the story of the God of War Yi. Therefore, in the CG at the beginning, you can hear a high-pitched atmosphere, which can be compared with Wukong. It's less desolate and more epic.
After the CG was played, everyone couldn't help but want to applaud them.
Because this CG is really well done.
The whole epic feeling hits your face. Although the grandeur of the ancient times has only been lightly lifted, you can still feel the majestic atmosphere behind it. You don't know how much content will be waiting for you in the future.
It can be imagined how awesome the main copywriting of this God of War game is. It can surpass the previous work, write its own story, and re-sublimate the world view and background story of the God of War series.
Although in a sense, the God of War Yi and the God of War Wukong have nothing to do with each other, they are both representatives of Chinese mythology, and the copywriting and art of this work directly introduce an ancient mythical world and mythological system to you. On the face, it is very impactful.
It's the kind that can really shock people's hearts.
After the CG is over, it is the beginning of the novice teaching part.
This part is similar to the style of the previous game and Bomi's Assassin series. The game has no mandatory guidance. It will only talk to you through NPC, or give you some scattered guidance on the wall or floor, as the game itself. An element exists, and then you play based on those clues.
Wang Fang followed the novice guide, operated step by step, and showed you the details of the game.
"The picture is amazing." There were whispers from people in the audience.
In the game, the color saturation in the scenes, graphics, and character designs of the entire game is relatively high. From this point of view, it is actually quite different from God of War Wukong.
God of War: Wukong is more realistic in comparison, and it is also because the color saturation is relatively low, and the colors are more cold-toned, which always gives you a cold and indescribable sense of vicissitudes of life.
What "God of War: Wukong" needs is this kind of vicissitudes of life that looks very bright and dazzling, the whole picture is extremely clean and tidy, but is cold to the bones. This is complementary to the somewhat dark story behind it.
But everyone has seen that "God of War Yi" has a completely different style in terms of color use. The colors are bright and the tones are bright. There are many flowery scenery full of various colors added to the scenes, which makes people feel It feels like—
It's very messy, and at the same time you can feel the ruin of the whole scene, and even the whole world.
But very vital.
This is actually very contradictory to say, but it just reflects the strength of the art team of God of War Yi and the exquisite design and advanced concept of the entire planning team.
The overall story connotation of God of War Yi is to seek new life in the midst of ruin and find hope in the midst of destruction. So from the very beginning, when the planning team was discussing with the art team, they were thinking about how to express this, and so the present was born. art style.
At first glance, various colors are mixed together. It looks like a rust-colored tree with its head raised upward. The branches on the trunk are like swords reaching into the sky. The silent shout makes you feel that it has super vitality. But the tree It is itself withered and corrupt.
The river flowing under your feet is also yellow-brown mixed with sand, the cold stone wall in the distance, and the occasional unknown large bird with a long tail and a flame that flies by...
There are also green lotuses blooming quietly in the water, corpses piled up in the distance, and the noble goddess statue in the center of the lake.
Light filtered down from the sky above, and the shadows swayed.
The whole scene is extremely chaotic, and mixed with various colors, red, yellow, green, blue, white, gray, black... There are all kinds of colors, and because the saturation is very high, every color is abnormal. The suddenness is a feeling that comes directly to your face, as if someone smashed a paint tray directly on your face, and you don't know which one to focus the camera on.
That's how it feels.
But if you observe carefully, you will feel that they are inextricably connected and harmonious with each other. The lotus blooming in the center of the lake, the lower body of the withered tree is immersed in the lake...
Everything is so natural and perfect.
Even the occasional large bird with an ash tail flying by makes you feel that this place is so real.
And all this, seemingly corrupt, contains endless vitality.
For example, fireflies jump and dance.
There are some unknown creatures swimming at the bottom of the lake.
Occasionally flowers bloom from the dead branches and then wither, and when they wither, a butterfly can be seen flying out of them.
This wonderful scene is like a dream.
"It's really amazing."
"It's so beautiful. I really love this art style."
"Yeah, as soon as this scene came out, I got goosebumps all over my body."
"It's so beautiful, and it's the kind of weird beauty that reveals true beauty. I feel like I've seen it somewhere before."
"It must be a dream. I have seen similar scenes in my dreams."
"Wow, my whole body is numb. This scene is so beautiful, so weird, but so beautiful."
"Oh my god, even a boy like me thinks this scene is really beautiful."
"Yes, it feels like the entire mythical story has come alive."
"Would it be a bit like the style of Classic of Mountains and Seas?"
"No, it won't. It should still be the God of War's own style. It's just that because it's all based on the mythological system, it gives you the illusion that it's in the style of The Book of Mountains and Seas."
God of War has his own style. This may not have been made clear in the first game. Everyone thinks that the style or characteristics of God of War should be placed on the word "war".
Because Sun Wukong is the representative of fighting, fighting is also the theme of "God of War: Wukong".
However, when making "God of War Yi", the production team had some disagreements when discussing the core feature, which was the soul of the God of War.
If [war] is to be used as the theme, then although the theme of the descendants does seem to fit well, as the story develops and progresses, you will find that more connotations have to be derived from it.
Even after finishing Yi, it will be difficult to find a suitable starting point if you want to continue.
There are too many games in the company with the theme of "war" or that highlight combat. The Assassin's Soul series may be more suitable, and it is difficult to widen the gap between the two.
Especially when the project team was considering making Xiang Yu a sequel to God of War, they encountered a very fatal problem -
In this way, God of War Xiang Yu is too similar to Assassin's Soul. The historical background, the entire combat mechanism and features cannot make them different.
According to Li Lanyun, if you really want to be Xiang Yu, it is better to leave this project to the Assassin's Soul project team. They have more experience in this area of games and can better fit the original Assassin's Soul. series.
So the planning students thought hard and finally gave up the word war, and then focused on another one, which is the [God] you see today.
What is the biggest difference between Wukong and other games?
Because he is a god, he is a character in myths and legends. The world view of the entire game has been elevated. Fighting is no longer limited to fighting on the ground, and is no longer limited by the human body. Wukong can use more spells and skills. At this level, it is higher than ordinary people.
This is precisely why the God of War series has been successful.
A mythical version of an action game, completely different from the Assassin series.
If the characters in the God of War series were brought down to human level, then this series would be really ruined.
So after everyone figured this out, they immediately became enlightened.
So the previous design of using Xiang Yu as the protagonist was overturned and a new [high-level] mythical character was found.
Finally, Hou Yi was locked in.
Myth is the core of God of War.
This is the clear iron rule of Ares Studio.
Hence the creation that is being demonstrated to everyone in the Bo Xuetang.
So even though the entire art style of "God of War Yi" is very different from that of "God of War Wukong", the colors of the scenes and the foundation of the UI are completely different, you can still feel the feeling -
The feeling of myth.
The myth came, emerged from everyone's imagination, and became a reality from the dream.
Of course, the God of War Yi is not completely different from the God of War Wukong. In fact, there are still a lot of shadows of the God of War Wukong in the character modeling style and the overall fighting style.
… (End of this chapter)
Chapter end
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