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Chapter seven hundred and seventy second flawless game

When I think of Miyamoto Shigeru's "October of Zelda" in production, Jester felt a hot heart.

He had discussed this game with Shigeru Miyamoto before.

When discussing, the prototype in his mind must be based on the original historical "Over the Ocarina of Zelda" that he was familiar with.

However, the development of this world now is very different from the world he was familiar with, especially in electronic games. In the original history, the "Overview of the Time" that was able to create history, especially in this world, especially the "Haoist" developed by Jest after five years, even the original "Overview of the Time" cannot be said to be a sure win.

Because this game is so great, so great.

However, the amazing thing about Miyamoto Shigeru is that he doesn't need Jester at all. He needs countless games in his mind for reference. When he needs infinite inspiration, he always has countless wonderful ideas in his mind, especially when developing games, sometimes it makes Jester feel unbearable, which also makes Jester admire Miyamoto Shigeru.

The plot of "October of Time of Zelda" is still similar to the one that Jest knew about. It is the fifth work in the "Zelda" series. However, the time set before the timeline of the first four "Zelda" series, the plot is still a seemingly cliché story of players controlling the usual protagonist of the "Zelda" series, Link, saving the world in a world called Hylar, and defeating the Great Devil.

But it's not the case when it comes to playing.

Especially in terms of the operation methods of 3D games, it has opened the precedent for all 3D games in later generations.

In addition to the famous visual lock setting, it is true that in later 3D games, people think that what they are used to can visually lock the enemy or a certain target, which was the first to start in "October of Time". Some people may think that this is not a matter of course, and a certain game is still needed to start?

It is true. "October of Time" is not the first 3D game. There were many 3D games before him, but the first time I made the goal-locking setting into the game, almost becoming a system for the 3D game design standards in later generations. It was precisely what he started.

Moreover, "October of Time" contributes more than that to 3D games.

In addition to the target lock setting, there is also a space visual rotation of 360 degrees. Of course, this is started by Mario 6~4. However, "Overview of the Time" actually uses the same engine as Mario 6~4. This engine is very outstanding. However, when developing Mario 6~4, the function of this engine can be used. However, when developing "Overview of the Time" which is much more complicated than Mario 6~4, Shigeru Miyamoto and his development team found that the original engine was not enough.

Therefore, they made a very big change based on the Mario 6~4 engine, making the performance of this engine even better.

It is precisely for this reason that although the information released to the public shows that "Overview of the Time" and "Mario 6~4" are developed with the same engine, it is actually not the same thing at all. Even Shigeru Miyamoto explained this situation in several interviews, because when the Overview of the Time was developed, the Overview of the Time was very active in Mario 4's engine.

Therefore, when developing, it is generally regarded as a new engine.

In fact, this was also the practice of many later game companies. The development team of "Zelda" and Shigeru Miyamoto gave many game companies this inspiration.

After all, it is very costly and timely to develop a brand new 3D engine. However, it is relatively simple to make magic modifications from an old engine to make it perform better. The most famous engine magic modification may be the engine of B Society's "Fallout 3". After some magic modifications to the original engine, B Society developed "Fallout 4" with this magic modified engine.

Another point is that not all game companies will develop a complete engine to develop games, such as the famous Blizzard, which has a large number of games that use the underlying layer.

In addition to demonstrations of magic modification of engines.

Shigeru Miyamoto has another setting in "October of Zelda Time" that also pioneered the 3D game, that is, the scene perception user interface.

This is a setting that simplifies the operator's operation.

It sounds very high-end, but it is actually very ordinary. Basically, the setting and target locking of later 3D games have become standard configurations. Specifically, the button effects in the game will automatically change with different situations. For example, when holding a sword, pressing the action key, Link will swing the sword; but if Link pressing the action key while holding a bomb, it will become a bomb throwing. Another example is when Link stands in front of the box, if he does not press the action key and presses the action key, Link will push the box; if he presses the up arrow key and the action key at the same time, Link will climb up the box. The screen will display the effect of the current button and change as the protagonist performs different actions.

The so-called visual lock in "Ocarina of Time" is set in this way.

There is also an aiming system called "z-Aim" in the game. When using z-Aim, Link's focus will be locked on enemies or other objects, and the game screen will move with the target, while Link will always face the target, swing a sword at the target or use throwing weapons (such as bombs, slingshots, etc.) to become automatic aiming.

There are many great settings in this game, not only that, his music and his decryption system are perfect, including one of the best and most balanced game systems in history, achieving the perfect harmony of combat and resolving fans. Both require you to truly use your wisdom to advance the game, which is no longer common in many modern games.

Later generations' evaluations of this game were incredibly high.

For example, he was the first full-score game in the history of Fa Mitsuo. At that time, Fa Mitsuo was not the Fa Mitsuo after "Nintendo". Their ratings were quite strict. It was considered impossible to get full marks from them. It was from "October of Zelda" that it opened the precedent for the full-score game of Fa Mitsuo.

A critic of the gamespot, who was as famous as Igno, said that "The Legend of Zelda: Ocarina of Time" is "a game that cannot be called "flawless".

And ign directly called this game "a new benchmark for interactive entertainment", which can "create the future mode of action role-playing game games". As for the title of the best game by other game websites and media, there are countless people who know the title of the most influential game, such as eletroni ga gang nthly.

Then their voice will fall at a very fast speed. From then on, no one will think that they are another hosting dealer.

After Jester hung up the phone with Miyamoto Shigeru, he continued to contact several people. Capcom's "Resident Evil" has no problem, and even the game can be released now, but there is no console. Yamauchi Ichinori's car game is not good, at least when Dream Wave 3 is launched in December. According to Yamauchi Ichinori, it will be until the end of January next year at the earliest.

Jester also said that this was acceptable.

After all, even a game is not worth it. On the day the console is launched, a large number of games are placed on the shelves at the same time. This will affect sales too much, and players rarely have so much money to buy so many games.

Therefore, generally speaking, six games, of all types, are the most suitable. However, because this time, your console is not released one year later, there are still a few six games. Jester is preparing to release ten games with the console at the same time, and then the remaining games will be released at a rate of 2 games per week or two weeks, which is convenient for players to choose.

After contacting several people, they all said they had no problems and could complete them on time, Jester called Hideo Kojima after the group.

Kojima is in Los Angeles. His studio is one of the few Japanese and is extremely international. From the fact that he chooses to place the studio in Japan, he is very different from other Japanese.

Japanese designers such as Hiroshi Sakaguchi, Hiroshi Nakamoto, and Hiroshi Nakamoto are truly talented, but conservative is also true. They don’t like the American way of working, so they all chose to go back to Japan to open their own studio to develop games.

But Hideo Kojima is different. He seems to like this atmosphere particularly.

At that time, he was different from traditional Americans, especially in the game. Kojima was quite dictatorial, but relatively speaking, at least he was relatively free than other Japanese designers, at least allowed others to express their opinions. As for whether to adopt it, it depends on Kojima's own understanding, so Kojima called his game a work.

There is also such a reason.

The receiver is a girl and speaks English not fluently.

Moreover, the Japanese accent is very strong, and Jester knew that he had just arrived in the United States from Japan.

Jester asked if Kojima was there. The girl was afraid that Jester would not understand and slowed down her speech. She told Kojima about whereabouts of the current situation. It turned out that Kojima was studying the directorship course at the University of Southern California. To be precise, it was a film and television production course. The reason for this is that in game development, Kojima always couldn't find the kind of game he wanted that should give players a sense of camera.

So he wanted to go to study and get some electricity.
Chapter completed!
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