Chapter 884
Link opened his eyes as Princess Zelda's soft call.
A dazzling blue light appeared in Zhao Lei's vision, and the picture gradually became clear. At this time, what he saw was something with a strange shape.
After a closer look, it turned out to be... a lamp?
However, this light, along with the ceiling next to it, has a unique style, a combination of ancient and futuristic styles. The special material that looks extremely hard, the blue like a constellation lit up the shimmer of fireflies, and the round and styling patterns...
Just a light design, coupled with the picture style of the entire game, brings Zhao Lei to another virtual world.
"Link...wake up..."
Amid Princess Zelda's call, Link opened his eyes, sat up in a special round tower, and looked at everything around him in confusion.
At this time, Zhao Lei felt similar to Link, and he looked confused.
who I am?
Where am I?
What am I going to do?
This is a place with a unique painting style. The patterns, constellations and light spots on the walls make people feel that this is like a product of alien technology, and everything around it is indestructible.
However, the overall 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 Doomsday of the United States", both of which are third-person followers, but the camera is far behind the character, and you can fully see Link's entire body, including his feet.
Link's body only accounts for a small part of the entire field of view, so it will not block any vision.
VR games mostly use the first perspective, mainly to maximize the sense of substitution of the game, but some individual games use the third-person perspective, such as "The Doomsday of the United States" and "The Legend of Zelda". The former is to prevent players from cognitive misalignment when the identities of the two protagonists are exchanged and increase the smoothness of the game's plot and narrative. The latter deliberately pulls the camera away to avoid exposing the insufficient performance of Sith and matrix glasses when running VR games.
If you have only played first-person perspectives in VR games, this feeling is quite strange. When you turn the perspective, the camera lens will rotate with the protagonist as the axis. If you use the surrounding scenery as the reference object, you will feel like a ghost floating in the air, constantly moving around the protagonist.
However, Zhao Lei quickly got used to it. After all, most of the third-person stand-alone games on PC have the same principle, and it is the same when it comes to VR.
There is a strange-shaped stone platform in front of it, with faint blue light flashing on it. In the center of the stone platform, there is a special stone slab.
Link had just walked to the stone platform and the mechanism turned gently. The unique stone slab stood up, as if asking Link to pick it up.
Princess Zelda: "That's the Hika slab... When you wake up from your long sleep, it will guide you forward..."
Link reached out and held the Skaka slab in his hand.
On the back of the Hika stone slab, in the center is the pattern of an eye, and the position of the eyeball emits blue light; there is a grab handle on the upper side, which can be held by hand or hung and worn.
And on the front of it... it turned out to be a display screen.
The size of the entire Hicca slab is basically the same as that of Sith. It is just right in your hand, except that there is no handle.
Link put away the slab and continued to walk out.
After getting the worn shirts and trousers in the two boxes, Link dressed neatly and opened the gate of the shrine with Hika stone slabs.
The door opened with a loud bang, and the sunlight outside shone in. Link blocked the light with his hands and looked outside with his eyes narrowed.
Princess Zelda: "You are illuminating the light of Hylaru again... Now, it's time for you to embark on your journey..."
Zhao Lei manipulated Link out of the shrine, and in the process he became familiar with a series of primary operations such as running, running, climbing walls, changing perspectives, and wearing equipment.
Unlike "Assassin's Creed" and "Unknown Seas", the protagonist Link in "The Legend of Zelda" does not need a specific grab point when climbing. He can climb at will as long as it is a regular mountain. It just needs to consume physical strength when climbing, and the climbing speed is much slower than "Assassin's Creed".
Facing the sunshine, Link ran to the outside world.
The camera is from far to near, and Link gradually lowers as he runs. When Link runs to the edge of the cliff, the camera slowly rises again. In an instant, the grand scene of the entire Hylalu Continent is unobstructed!
In the distance are volcanoes spewing lava and royal cities lingering evil, near are destroyed ruins, lush forests, and vast grasslands...
With faint mist and warm sunshine, the whole scene seemed to be covered with a special filter, freehand painting like watercolor painting.
A faint bgm sounded, and at the lower right side of the field of view, the name of the game appeared: "The Legend of Zelda: Breath of the Wild".
The camera slowly turned, and then it was frozen to a tall temple on the right side of the picture. On the hillside, an old man dressed in weird clothes stood by the fire, as if waiting for something.
"This scenery is amazing!"
Originally, Zhao Lei didn't expect the VR effect presented by matrix glasses. After all, this thing is far from the serious VR game cabin in terms of size and price. But after reaching the opening vision, Zhao Lei was instantly convinced.
The fineness of the picture is definitely far less than that of the VR game cabin, but this distance makes up for the lack of precision, and the style advantages of "The Legend of Zelda" are instantly reflected.
Compared with those realistic games, this style of painting is more freehand and artistic, giving people a feeling of being a carefree fairy tale world.
If it is in a realistic game, this kind of thick grass and slightly rough mountain will definitely be disliked by many people, but under this style, it is well integrated with the environment and even becomes a little cute.
"Well? There is a branch on the ground and a mushroom."
"What is this? The unicorn fairy? Oh, it's flying 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 practice of "Unknown Seas", which is to hide all text information as much as possible to make the entire game feel more substitutable. Including collectible elements such as apples and mushrooms, there are only some faint luminous special effects to remind players.
A collectable creature like the Unicorn Immortal will alarm it if the player runs over and must sneak over to catch it. If the player does not prepare in advance, he will almost certainly fail.
Chapter completed!