Font
Large
Medium
Small
Night
Prev Index    Favorite Next

Chapter 292 Future Prospects (4200-4500 Months)

The game can be said to have reached the level of perfection in terms of process and grasp of player emotions.

At the beginning, from convenience stores to police stations, most of the players encountered were ordinary zombies. Although they were ordinary zombies, these zombies were very iron-headed and could not die after being shot several times. They would even rush to the ground. As long as they were close, they would just take a slap. Without melee weapons, they would only be bitten.

Players hold very weak pistols, dealing with zombies that don’t know where they will emerge in a dark environment, collecting props, solving puzzles, and explosions of backpacks... The early game created a very good sense of horror, but it did not completely scare the players away, so that they could continue playing.

But gradually, players will become familiar with this experience. Although the zombies are hard-headed, the players' shooting skills are gradually improving. As they see more, one or two zombies will not be scary. Moreover, as the plot progresses, players get the shotgun and if they really don't work, they will spend a few more bullets to clear the field. The mental pressure has been much less than the beginning.

After the players gradually adapted to this rhythm, the game ushered in the first licking, and then the boss battle. Then, a zombie dog with very flexible movements appeared. Later, a tyrant with a very oppressive feeling appeared.

This series of monsters appears according to the process. Players promote the plot during the exploration process, and the enemies they encounter are becoming more and more difficult to deal with. When ordinary iron-headed zombies can no longer cause too much fear to the players, these new monsters will bring players a new sense of horror.

When players thought that "just just clear the scene and search slowly" would be enough, the tyrant appeared. This big man in a black windbreaker brought his own audio when he went out, and it was so powerful that he was almost invincible that he would chase the player with a very oppressive pace.

If a player attempts to kill it, he will almost be dead. Even if the player really spends a lot of resources and temporarily fucks him, he will stand up again, which is completely unworthy of the loss.

Therefore, players can only solve puzzles in the pursuit of the tyrant, collect props, advance the plot, and then try every means to avoid it, and the stimulation level is increased again.

After that, players began to experience more difficult levels, dirty sewers and terrifying mutant creatures, umbrella bases and increasingly difficult boss battles...

Even the monsters, Resident Evil is all very good, from ordinary zombies to extremely fast licking masters, to zombie dogs, to vegetative people in the umbrella base, they all have their own characteristics.

Especially for vegetatives, they have a "disgusting human appearance", "can't be killed easily and completely", and "being caught is an attack that will die". These three buffs have left many people with psychological shadows in the greenhouse of the umbrella base. Although it is a scene that looks brighter, it gives people a sense of horror, but it is not weak at all.

Whenever the player begins to gradually adapt to the current game difficulty, the game will suddenly speed up, using more powerful enemies and more complex level puzzles to increase the game difficulty, always maintaining the game's sense of horror and freshness to the player.

In addition, the game's environment is also very well-made.

In the police station, players often need to advance in the darkness. The traditional dark horror elements combined with high-precision scenes and zombies' wailing are impressive; in outdoor scenes, the rainy scenes make the game's light and shadow perform better, and the sound of drizzling rain in the dark night sky also makes players' anxiety more severe; the disgusting scenes of the sewer and the specific boss battle with the mutated crocodile make many players feel uncomfortable; the high-tech buildings that are completely paralyzed in the umbrella base also bring players a very strange feeling.

In addition, what players talk about the most is the strategy elements in Resident Evil.

It is indeed a horror game, but it is definitely not something that can pass by just being brave. Being brave can only make you not afraid of zombies, but it cannot prevent you from being bitten to death by zombies;

It is indeed a shooting game, but it cannot be passed by just being good at marksmanship. You may not find the key to open the door;

Even if you are brave, have good marksmanship and have good memory, you also need to pay attention to the strategy in the game to pass the level faster at the lowest cost.

For example, there are many windows in the game, and zombies are constantly slapping the window outside the window, and players can collect wooden boards in the scene and seal the windows.

These wooden boards look useless and take up a backpack lattice. Many players are too lazy to take it, but soon the zombies will come in continuously through the broken windows, allowing players to waste more bullets and medicines.

At this time, which window to use wooden boards to seal is actually a more strategic choice for players.

This is a relatively simple strategy. Similar strategies include how to synthesize gunpowder and drugs and how to use them? What kind of guns should be used to deal with different enemies? Should the zombie you encounter be just passing by with your legs, or should you beat your head to avoid future troubles?

As for more complex strategies, such as what props should be brought with you on your body and which ones should be placed in the box when going out? What route should you take this time, and how should you return?

These contents are all the fun of the game. When players repeatedly wander around and explore in a scene, they will get great satisfaction every time they make a shortcut. This kind of careful calculation and the feeling of hoarding resources when supplies are scarce is also a very good experience.

Of course, the biggest feature of "Resident Evil" is the gorgeous qualitative change caused by the addition of box-style puzzle content to horror games.

Especially when the police station first entered the game, most players thought that this place might be just a scene in the first ten minutes of the game, but soon the players found out that they were wrong. This small scene was unexpectedly complicated. Many times when players thought they were about to leave the police station, they still came back in circles!

The police station hall has several floors, and it extends radially around, divided into multiple parts such as prisons. Each area has its own characteristics, the puzzle is just right, and the route is planned reasonably. Players accidentally picked up some props that they don’t know how to use, and they will soon use them in the next room; or they encounter a threshold that they can’t get through, but as the plot progresses, they finally find a way to understand it.

In the police station, each partition scene is highly unified, such as the office on the first day of work, the darkroom where evidence is collected, the police station parking lot, the prison, the police dog that becomes a zombie dog, the morgue, etc. These scenes are all integrated under the police station, reminding players at all times: You are the policeman who comes to work on the first day of work.

This small box-style design has a very unique style among all the games on the market. It is unique among the currently popular 3A masterpieces, making "The Police Station of Resident Evil" a classic scene.

In addition, the settings of the dual protagonists and the inside and outside level also make many players feel novel.

The so-called "inside and inside" means that the player can choose the two protagonists of Lyon and Claire, the male and female protagonists, and first conduct the story line of Lyon, then Lyon is the "inside" and Claire is the "inside" and Claire is the "inside" and if Claire's story line is the "inside" and Lyon is the "inside" and Lyon is the "inside".

The two people have different routes to enter the police station. One enters through the front door and the other enters through the back door. The two people have some intersections in the plot. Although there are similarities in puzzle solving, there are still some differences in the plot.

Only after opening the table level and then opening the inside level will the real ending of the game be activated. Through the design of the table level and the inside level, players can experience a more complete plot from two perspectives. For example, you can know about Ada through the Lyon line, and you can know about the orphanage and the police chief’s plot through the Claire line.

Players may have some questions when experiencing the table level, and these will be answered in the inner level.

In addition, in Zhong Ming's previous life, some players questioned that the designs of the two lines in "Resident Evil 2 Remake" did not interact with each other. In response to this, Zhong Ming also made some minor changes.

In the original "Resident Evil 2 Remake", Lyon and Claire had very few conversations, and only had a few short communications when the helicopter exploded. Zhong Ming added nodes similar to communication as much as possible. He added interactive plots in which the two happened to meet in multiple places such as the police station's power window, arsenal, poison gas in the institute, fingerprint room, etc.

In addition, the two people also used walkie-talkies to communicate the status quo and plan many times, allowing players to feel that Claire was also fighting nearby while Lyon was exploring in the police station.

At the same time, some clues were left in the game, allowing players to feel that another person had been here. For example, in the plot somewhere, Lyon arrived first, killed one and licked and plundered the room; then when Claire came here with the Lisle, he would see some traces of battle and licked corpses, and some insignificant supplies in the room were plundered.

However, as many players have proposed, it is basically impossible to make the table and inside and outside share the same scene.

Because the content of the game is limited, take the police station scene as an example. If the table and the inside and outside share the same scene, then after the player passes the level with Lyon, all resources are plundered and all doors are opened. What else can Claire do when he comes?

If the priority resources are spread over two lines, the puzzle content of the entire game will be destroyed; it is not realistic to let two players play Lyon and Claire at the same time. In that case, the game will become a two-player mode after the two people meet, and the game content itself will not change much.

Therefore, Zhong Ming's approach is to take care of the settings of the inside and outside as much as possible, so that the relationship between Lyon and Claire's two lines is closer, so that when players choose Lyon to play games, Claire's presence can also be reflected in the plot. This setting also makes many players feel bright.

All these excellent contents make players feel the unique charm of this game and praise the game "Resident Evil"!

...

"Resident Evil" unsurprisingly set off a frenzy and swept the world.

Because this game is based on the West and is a very common zombie theme, it has also caused widespread response in the West.

With the two major platforms of PC and host, the sales of "Resident Evil" are naturally rising!

In a certain cafe, Zhong Ming and Lin Xiaoguang met again.

This time, we can see that Lin Xiaoguang is really a bit square.

Could the bet I made last time really become a reality?

During this period, Lin Xiaoguang was also paying attention to the popularity and sales of "Resident Evil", but suddenly realized that the sales data of this game seemed to be very good!

Especially from the heat of discussion on the Internet, "Resident Evil" can almost be said to have become one of the most popular games at present, with a large number of anchors playing it. The key is that this game is not only popular in China, but also in the West!

"Teacher Zhong... Could it be that your "Resident Evil" is so expensive that you can really sell 2 million sets?" Lin Xiaoguang sighed.

Zhong Ming smiled and said, "I have told you a long time ago. Please submit your resignation application to your senior executives as soon as possible. If you are an executive, you will be troublesome when you leave. You can handle the process early and avoid delays."

Lin Xiaoguang was speechless. Zhong Ming was so confident from the beginning. At that time, he felt that it was impossible for horror games to sell at 150 yuan to reach 2 million copies. But now he found that Zhong Ming actually set the price to 299, and the sales volume could reach so much!

This is more than twice as good as Lin Xiaoguang expected.

Now, Lin Xiaoguang is really confused. Although he is a little reluctant to part with Moya Technology, Zhong Ming has proved the bright prospects of Weiguang Interactive Entertainment with practical actions.

Not to mention anything else, the IP of "Resident Evil" alone is an immeasurable treasure.

Similar industrialized games are basically mass-producible content, which means that if Zhong Ming wants to release "Resident Evil 2" in the future and maintains the current level generally, the sales volume will be at least one million. This means that Weiguang Interactive Entertainment has very strong competitiveness in game content. Although the current scale is not large, the temperament of the giant has already appeared.

"Teacher Zhong, have you really thought about it? If I bring my team to change jobs and set up a hardware-making company, it is likely that you have opened a bottomless pit, and you may not be able to make a profit within three or five years. You are just paying money in it. You have to be mentally prepared." Lin Xiaoguang said.

Zhong Ming smiled: "Of course, of course I know how much money it costs to make hardware, but I definitely have to do it. Money is not a problem. Besides, the profit rate of hardware is indeed lower, but it does not mean that it is absolutely not profitable. The key is still what we do."

Lin Xiaoguang nodded, and what Zhong Ming said made sense.

Zhong Ming said again: "If you still feel hesitant, then I can tell you the biggest advantage of our cooperation: Moya Technology is a simple hardware developer, and its game development capabilities are basically zero. But Weiguang Studio is different. Our exploration of games is at the forefront of the world. In the final analysis, game hardware still needs to be combined with software to exert its greatest charm."

"In the past, hardware manufacturers, especially many simulator manufacturers, made products first and then let game manufacturers adapt to the equipment, but game manufacturers could not change some mature designs. They could only copy and copy them, which led to a problem, that is, the software and hardware of the game can never be perfectly combined."
Chapter completed!
Prev Index    Favorite Next