Chapter 1152: Change
In the art section, the team of Nebula Games can be said to be very capable in this area.
Although the style of BioShock Infinite is the kind that is rendered in cartoons.
But for Nebula Games, it's not really much of a problem.
Because for Nebula Games, cartoon rendering game art is not unprecedented.
The earlier "Overwatch" and the later "League of Legends", including "Borderlands", "Super Mario: Odyssey", "The Legend of Zelda: Breath of the Wild" and a series of games, are actually a style that favors cartoon rendering.
Of course, these games are naturally not directly inaccessible to the art style of BioShock Infinite.
But for the whole team, this kind of cartoon rendering art is already familiar.
The Victorian and Art Deco style, with cartoon-rendered modes, reveals the world of steampunk.
The general direction was confirmed, and the output of art resources was soon underway.
Yang Chen conducted a review of the first draft, and there was still a big gap in his mind, but this was also normal, after all, it was only the first draft, just an imaginary concept.
More detailed points still need to be slowly carved and polished.
The other is the gameplay of the game.
Although the wonderful thing about "BioShock Infinite" is one of his plots, as well as the art style.
But it's not really a work of art, it's still a game in essence, and the gameplay is still an important core point of it.
As for one of the gameplay methods in BioShock Infinite, it basically takes a semi-open world.
The main line of the game is monolinear, but at the same time, there are many places in Sky City Columbia that players can explore on a tour.
For example, Canterlot, Elephant Island, Warrior Park, as well as Fink City and Fullland Street, players can explore freely.
At the same time, some corresponding side quests will also be added to the game, such as a fill in the world of The Witcher in "The Witcher: Wild Hunt".
In BioShock Infinite, you can also use this way to tell the player more, which is inconvenient to tell directly in the main story.
In the dream memory, "BioShock Infinite" actually has quite a lot of such content and information, but it is not directly added to the game content that players can experience.
More often than not, they are placed in the corners of the map in the form of posters or small hidden collection points.
It's not an easter egg, it's just that the resources of game development are not enough for them to add so much content.
This can be seen from the more repetitive level design of BioShock Infinite in the second half.
The reuse of existing art resources and level design resources is the best proof of this.
The second is that in the game, Elizabeth is shaped.
The first is Elizabeth's face mold.
Although it is a cartoon rendering, Yang Chen in "BioShock: Infinite" is still ready to find various live-action motion capture actors to capture action materials.
On the one hand, it saves time and costs, and on the other hand, it is more convenient than manual debugging, and the action behavior is more natural.
However, unlike ordinary motion capture actors, in "BioShock Infinite", Elizabeth's motion capture, Yang Chen is going to find an actor in a stage play to collect materials.
There was also the introduction of an AI system to debug the game, allowing Elizabeth to react accordingly to the player's different behaviors.
For example, there will be a variety of small details in the game, the toilets are divided into men's and women's toilets, and if the player does not read the signs clearly to enter the different toilets, Elizabeth will give the player corresponding feedback.
There are many similar small details in the game and in Yang Chen's plan.
These contents will not have much connection to the entire gameplay framework and plot of the game.
The main purpose of its design is to allow players to feel Elizabeth different.
In addition, in the middle of the game, the player will briefly lose Elizabeth to go on an adventure alone.
This is all about giving players a taste of the sudden loneliness and making them understand how important Elizabeth is to them.
Only those who lose know how to cherish.
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The development progress of "BioShock: Infinite" is very smooth, and Yang Chen is personally responsible for the art, the game's combat system, level design, and narrative shots.
In addition, because it is a VR platform, "BioShock: Infinite" is not quite the same as in the dream memory in terms of camera performance.
For "BioShock: Infinite", Yang Chen also tried to use the one-shot application in "New God of War".
This gives players a deeper sense of a story in BioShock Infinite.
Of course, the use of this kind of lens is mainly limited to a complete world, and there are parallel worlds in the story of "BioShock: Infinite".
This is also some changes made by Yang Chen, telling the story of the game in more detail, instead of literature and art to death, engaging in a kind of half-covering the face of the pipa, so that even ordinary players can't guess the plot.
It is also officially for this reason that "BioShock: Infinite" in the dream memory is very good in word-of-mouth media ratings.
But in terms of sales, it can only be said that it is decent, and even the studio is closed.
Regarding the plot of the game, Yang Chen has always believed that it can have enough depth, but at least it must let players understand what kind of story this game tells, rather than playing for a lap and not figuring out what it is saying.
After playing it from beginning to end, the player didn't understand it, is this the player's problem?
When players play a game, do they have to be like a great detective, word by word to understand the story of your game?
In Yang Chen's opinion, this can only be said to be a problem with the narrative of the game.
For example, GTA and Red Dead Redemption and The Witcher: Wild Hunt give players an idea of what kind of story these games are telling.
But also in these games, those stories, whether they are main or side lines, also have enough depth and profundity, and there are some satirical behaviors on reality.
Telling players a complete story is what Yang Chen has always believed in.
Secondly, in the game, it also adds a little more fun.
For example, the skyline track in the game can be used freely by the player to enjoy the magnificence of the entire city in the sky.
Players can interact more with the inhabitants of the city in the sky.
There are also quite a few mini-games.
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