In the past few days, I have been staying in New Eridu, following the trio of Cunning Rabbit House to solve the trapped residents, ** the shady scene of Envision Industry, received the commission of Bai Yi Heavy Industries, and enjoyed a cross-species love between smart equipment and abandoned real estate, I have to quickly end the work at hand, "get off work" and go to Master Chopper's first, order a bowl of hot white bowl of red pepper noodles, and finally lie down in the soft sofa, accompanied by the lo-fi sound from the old TV set, and slowly fall asleep.
After waking up, I kept thinking about the question, where should I put the work?In this way, we can explain why the player community is enthusiastic after each test of the game, and the number of pre-orders on the whole platform has rushed to 1800w+, which can explain that the game has not yet been launched, and there are many ** players who list it as a blockbuster work, and even the existence of the ceiling.
Judging from the official description, the tone of the game is a new action game developed by miHoYo, and GameRes also spent a lot of time analyzing the game's action system in the first test experience report, explaining why the game is "refreshing" from two aspects: the game's sense of impact shaping and combat logic. But "action" alone doesn't explain why players are so vocal, after all, action games are not a mainstream genre in the mobile game market, and players don't have blind trust because they bear the name of miHoYo. If it is described in a way that does not make mistakes, then the high expectations accumulated by the game are the result of the comprehensive effect of multiple factors in the work, including the game's action gameplay, art packaging, ** design, world view structure, plot interpretation, character design, etc., the production team has filled the design of each part and made efforts in the same direction, such as trend and refreshing.
Personally, I am not satisfied with this answer, so I risk the subjective fallacy here, and analyze the "gravitational force" of the game based on the personal experience of the second test, starting from several keywords. Keyword 1: low thresholdThis is a 3D real-time action game that novices can quickly get the charm of action games. Again, 3D action games are not mainstream in the mobile game market, even in the field of PC consoles, most of the achievements can be made with classic IP, and blockbuster works like "Perfect Sound Wave" are rare, and games want to take action gameplay as the main selling point, so they should work the shaping of the sense of percussion and the study of the system, and this type of game is often known for its difficulty, players are either practicing tricks or fighting reactions, and the high threshold of production and the high threshold of learning Xi limit the expansion of the audience circle. However, this work has made it possible for newcomers to press it all the time, or **light up** can also have an excellent combat experience. This conclusion is based on two important factors, easy to use and strong feedback, the game operation is simple, the only buttons used by the player are attacks, special skills, dodge, substitutions, finishing skills, there are mechanisms such as attack adsorption, automatic camera adjustment, etc., the game has a long dodge judgment window, and does not require the player's extreme reaction, even if it fails, it can maintain the attack rhythm through the attack support of teammates, and once the enemy is unbalanced, there is a probability to trigger a continuous combo attack, plus action, special effects, sound effects, camera movement, With full sensory feedback such as pause frames, new players can also play gorgeous operations.
As Gameres said in a test, the game provides "a combat experience with a strong rhythm, wild action, ** top, and sufficient positive feedback, it no longer emphasizes the orderly attack and defense during the battle, and emphasizes the bullet time after the extreme dodge, and the player has more dominance and desire to perform, it pursues the attack-accumulation of imbalance value-continuous combo, such a slow accumulation and then continuous outbreak of combat rhythm". This noise-cancelling test further intensifies this pleasure. For one, the flash and sound effects when enemies attack are more prominent, and the small arrows indicate when enemies are outside the camera, making it easier for players to reactSecond, the Extreme Support Mechanism has been added. The player can be triggered by pressing the substitution button at the moment when the enemy's attack hits, including parry support, evasion support, and can be connected to support assault after triggering.
From a mechanical point of view, extreme support is similar to extreme dodge, both are combat modes that fight to achieve defensive counterattacks, so why should the team do this extra thing?Because it's cool. When the parry support is triggered, the purple sparks that bloom when the blade touches the enemy, and the crisp "ding" sound can give the player a huge sense of satisfaction, and when the enemy's current attack is a multi-stage attack, as long as the player parries for the first time, it can also automatically trigger the subsequent parry. This type of sensory feedback-based satisfaction will make players more willing to use Extreme Support instead of Extreme Dodge. Whenever I think the action system polishing of this work is good enough, the production team can always surprise me, themAble to come up with it, willing to trySome of the better ideas came out and put more sounds, movements, and skills into them. The same is true for the close-up at the end of each battle, in the first test, the game has actually given a set of brilliant solutions - slow motion + close-up, and the second test has become a stop-motion picture of multi-camera display, and the production team seems to know very well the fineness of the game's action tuning, and each frame can be taken out separately to taste.
This kind of research and development method of excellence and meticulous attention to detail abounds in the game, take an example of a person who feels the deepest in the second test battle, the production team has added more combat voices to the game, the same move may have two or three voices, they also configure different voices depending on the different team situations, especially the Cunning Rabbit House Foursome is the most, the character who takes over the baton can shout the name of the previous character when changing people, and the richness of these voices increases the sense of presence of the squad battle.
Based on various designs and improvements, the game has implemented a combat system centered on substitutions or squad combat, and the player's combat thinking has changed from how I want to operate to frequent switching characters to enjoy different combat performances. At least, that's the case during the newbie period. For action gamers, the handling of the game in the second test may be a bit dangerous, for a long time, the ratio of combat to other content is three-seven, or even lower, although the combat experience is excellent, but the combat distribution is too fine, short and flat, and for a long period of time, it is difficult to meet tricky enemies, with the opening of content such as rally commission, zero hole, bottomless abyss, etc., the proportion of action is slowly pulling up.
It is only in these more difficult content that the player's delve into the game's action system will come in handy, such as the hidden skills in the character's move table, such as the correct use of the character's special skills, such as the character's teaming and loadout, such as the character's charge, output, toughening and other differences in different dimensions.
The second test player who has cleared the main line content is already studying the depth of the game's battleSource: The chicken that broke out of the shell of the main body of station B is only in these contents, and the shortcomings in the game's combat gameplay will gradually be revealed, for example, the reading of battlefield information, the game UI is not appropriate to place the enemy's blood bar and imbalance in the upper right corner of the screen, and when the battle enters the stage of licking blood at the tip of the knife and racing against time, the identification of the state of friend and foe is very important.
The low proportion of the boss's life bar in the early stage of the game has also caused controversy in the player community, and some players expect the game to really make a level similar to the box garden battle. In my personal opinion,The gameplay strategy of this game continues the tradition of Mijia games,80% of the content is for mass players,20% of the content is for core players,It's just that whether the current gameplay rhythm and content depth can withstand the consumption of action players and whether it needs to be inclined to the latter,It's still up to debate。 Keyword 2: BlockIn 2012, Warren Spector, the designer of games such as Genesis and Deus Ex, said that if time, money, and ability allowed, he wanted to create a fully simulated neighborhood in the game. It's a realistic block, where the player can interact with all the NPCs and items in the block, and the player can park the elevator on any floor. I've seen small towns that change with the actions of the protagonist in Red Dead Redemption 2, and I've seen complex social relationships in indie games like Disco Elysium and Shadow of Suspicion. They reject templated dialogue, they reject decorative towns. The street shaping of this work does not achieve the realism of the above works, but realizes the sense of life that is rare in the usual service-oriented mobile games.
On the game login interface, there is a CRT TV, and there are as many as 15 advertisements in a loop**, which contains promotional videos of the season's hit movies, as well as previews of events such as video game festivals, as well as advertisements for grocery stores, sneakers, drinks, etc., and a short message about the update of the subway service.
It's not just "art out of nowhere", it's a delicate stitch that runs through the entire game world. Most of the content in the advertisement can be found in the slogans or posters of Liufen Street, and some of the content even infiltrates the characters' lines. The bouncing mascot Bangbu is everywhere in the game, these intelligent machines can act as store clerks and can also issue commissions independently, they are an important medium for the protagonist to enter the hollow, and they are also the main visual image of the grid level, they are made into street art decorations, and they are also the reference objects of various icon designs in public places.
The warning icons are designed to look like Bangbu.
If it is not surprising, Bang Bu will contribute most of the income around the game Players have their own video stores and living places, turn left on the door is Bang Bu Modification Shop, opposite is the video store, on the right hand side is the Koi noodle restaurant run by Master Qiao Pu, and further on the Coff Cafe, it is said that this is still a chain store, each store has Master Tingman in charge, providing customers with a unified standard, no difference in the pool of coffee service.
For example, the newly opened cheatfinger video game store in the second test, miHoYo has placed two highly playable mini-games in it: "Snake vs. Snake" and "Soul Eater 3", the former is a variant of the snake, and the latter pays homage to the classic game "Diamond Hero".
A newsstand "run" by a puppy, and the daily newspaper is updated as the main line progresses.
Is this the end of it?No. Compared with the first test, the second test not only opened more stores on Liufen Street and increased the area outside Liufen Street, but also enriched the modeling types and behaviors of NPCs with the naked eye.
The second test opened up a new area,There are energetic JK girls at the old site of the Black Goose construction site,There are lazy white-collar workers at work,There are skipping class girls who were reprimanded by the supervising teacher,There are also uncles and aunts who go to the street to buy vegetables,As for the aunt carrying the vegetable basket, the left and right shoulders are different,The mobile phone screens of passers-by NPCs are different from each other,The characters can even make sliding screen movements,Mijia game's attention to details must no longer require me to talk more。
If you look closely at the car in the garage, you can see that the designer has arranged the interior decoration, and I was surprised by the changes in the NPCs in the block. They don't follow a fixed time cycle **, play for 20+ hours, I still see some new scenes, sometimes I will meet ** people (the player's operational role in the battle), sometimes I will meet NPCs with commission events, and more often, I see all kinds of passers-by, one night I strayed into the alley, I saw a migrant worker who was vomiting on the wall, muttering too many words in my mouth, but the next day I saw a girl with a hesitant face, staring blankly at the sky, and hiding the corners of her eyes and eyebrows.
This is not enough,There is also a developed network information in the game-rope net,Every other day (game time) click on the new content can be seen,They are similar to network forums,Each message is equipped with a strong sense of expression or artistic sense**,There is a netizen reply text at the bottom,The content is well versed in the current situation of contemporary cybersurfing。 However, these contents closely follow the events that happen in the game, and have their own set of world view packaging, they discuss the movie that is being released, the newly released Bangbu robot, the work treatment of the Hollow Investigation Association, how to become a rope maker, and many of the game's world view settings are also buried in this page.
Exiting the rope net page and looking at the posters in the street glass display case again, I felt as if I was in a state of dizziness, it was the sea of information that was bombarding my brain, it was the ubiquitous artistic expression that was tearing up my linguistic organization, and it was the highly fitting game world that was eroding reality. It is a living new Eridu. When I came back to my senses, I realized how powerful it really was. It is a world that is constantly updated. In just over a year, the production team has "lived" the originally empty neighborhood, making the barren world lively, and in the subsequent updates and operations, the world will only become richer and richer, and it is also possible that players will form a co-creation relationship with the game, and their proposals and messages will become part of the game world.
Gameres has pointed out in the past one or two years in the inventory of two-dimensional games that urban themes are a potential trend, and they are often overshadowed by terms such as "new weird stories", which are essentially like building a game world that is closer to modern people's lives, and can connect with young users to eat, drink and play at a deeper level, and get more common topics and emotional resonance. However, very few have made achievements, and Jeopardy Zero may be the first service game that meets my expectations for an urban form. According to my personal understanding, there are two groups of words to express the neighborhood shaping of the game:Worldview presentation and artistic expressionUnity and density, the former is used to describe the shaping direction of the block, and the latter describes the shaping characteristics of the block. As mentioned above, these contents take on the role of expressing the worldview, and the visual design is used to present the inner spirit of the game - subculture, which can refer to popular objects of the last century, such as arcades, videotapes, CRT televisions, movies, special effects, Japanese animation, in a variety of posters, you can see "Angel Amelie", "E.".t.Neta, Aliens, Marilyn Monroe, Quentin and other movie elements, there is also a mix of animation elements such as EVA, Dragon Ball, Detective Conan, etc.
The official has also widely used some classic movie scenes in short films such as PV and CG, and I have no doubt that the production team will place a movie theater in the block in the follow-up update (isn't this a business competition with the protagonist?).), to a greater extent, to show their fanaticism for film and television culture. The gathering of these cultural elements is like placing a fan exhibition in the game, where niche fans of different categories can point to a certain screen and discuss the things they associate with, and players who have not been exposed to the original game can also use the question to play and make up a good show. At this time, the game is like a communication platform, using the cross-media nature of the game to enable dialogue between different eras. As the game producer Li Zhenyu mentioned in an interview with foreign media techraptor, "Jeopardy Zero" is a diverse work, there should not be a label of a specific country or a specific culture, subculture is one of the inspirations for the game**, such as arcade games, it has the power to bring people together and form a community, the production team wants to reproduce such a feeling, the game aims to create a lively, noisy neighborhood environment around the characters.
In order to maximize the vitality of the neighborhood, the game does not blindly pursue grandeur, but condenses the perspective into a small box garden world, the pursuit of small and beautiful, which means that with the same manpower and time unit, developers can invest more energy in the production of each content, and the player's focus will be more focused and more frequent, and the accumulation of these times will gradually make players have the illusion of living here. In my personal judgment, under the aesthetic pursuit and creative desire of the production team, the neighborhood of the game will have strong plasticity. Keyword 3: sense of playThe tide of two-dimensional mobile games rises and falls, and a generation of newcomers replaces old ones, but Mijia games have always stood tall on the mountain, and even continue to raise the upper limit of the category. Most of the analysis of this achievement will revolve around one word: content. In layman's terms, content is a consumable that is different from gameplay, and it mainly bears the role of game value expression, aesthetic taste, and emotional transmission, as mentioned by several developers in "Honkai Impact 3 Game Documentary - The Story Left Behind at the End", "The story itself is powerful", and the risk of doing content is that "it takes a month and a half to make a version, and it may be consumed in a day or two after it is launched", looking at the two-dimensional games in recent years, another risk of making content has also been exposed, and the expression is not in place or the expression is biased. For the current environment, making content is not only laborious and laborious, but also a little careless, and may be pointed out by thousands of people. And "Jeopardy Zero" not only has to do it, but also make a difference and do it well. The neighborhoods and trends mentioned above are what distinguish it from its own games and even its peers. Characters are naturally one of the parts, and the first question that the production team needs to answer when designing characters is "What else have players not seen?"."So there's a fantastic mix of Victorian housekeeping + thriller movies.
Have you ever seen a fighting girl who looks reckless because she's too serious.、Have you ever seen a tuberculosis robot that can play hip-hop during a fight?Have you ever seen a catwoman who reveals the true colors of a cat in her every move?After thousands of elements have been mixed and matched in the two-dimensional character database, it is indeed difficult to see a new type of character, and this game can always make some familiar strangeness, and this feeling is largely due to the shaping of character. Take Laikahn and Ben, who have already been out of the circle in a test, not because they are Fury, but because the characters themselves are so well designed that people mistakenly think that they have Furycon's genes. The image design of the character and the action design complement each other, Lekahn focuses on elegance, advance and retreat are orderly, and Ben's moves are wide open, but in the plot, Ben is a humble, cautious, and a bit of wise and foolish character, and the game further makes the character deeply rooted in the hearts of the people through contrasting design. Judging from the characters that have been announced in the second test and the theme of the game, the character design of this game may be the most unrestricted one in the Mijia game, regardless of whether it is Fury or a robot, it further integrates miHoYo's technical accumulation and creative experience, so that they can reach a very high level in terms of plot performance and sensory communication.
With this smooth movement and smart expression, who is not confused after watching it, of course, when talking about the content, the most important composition is the story. Judging from my personal experience in the second test, the game's story performance is more flowery, more expressive, and has heavier traces of playing. 1) Play Flowers:There are regular **G-style dialogues in the game, there are 3D CGs, and 2D audio comics, GameRes mentioned in a previous article, comics are actually a very expressive form of plot expression, it can be through the cropping of the grid, the design of the storyboard, the symbolic lines, and even the collage of different styles to achieve a dynamic performance, and the amount of information it can convey may be richer than the regular dialogue.
In the second test, it can be seen that the production team has made a deeper nest between the grid gameplay and the plot, and with the artificial intelligence fairy teasing from time to time, the player really does not seem to be solving the puzzle with the grid, but is advancing the plot in an abstract way, or rather, it seems to concretize the hacker's invasion method.
If the player does not operate on the page for a long time, the above words will pop up, and Bomb will fall asleep, and the details in the game will be so large that it can be a long article.
Although the production team has designed a variety of gameplay around the grid and incorporated a lot of story packaging, it still has problems - it will feel depressing to play for a long time, and the black patches are similar to the display grid and the enclosed space, maybe the production team can consider adding more visual colors (personal perception) to different scenes2) ExpressivenessThe official character PV and several plot CGs circulating on the Internet may have been able to explain this point.
If I had to say something more, it would be the use of more first-class character performance rhythm and tension camera movements. The game's CG action looks delicate and smooth, no different from a real person, but it does not use a realistic style, but adds a lot of exaggerated actions and rare deformations in realistic animation, based on this, many players call out to see the "shadow of Pixar". Watching all kinds of CG short films and even character skill animations of the game is a pure enjoyment, and the director knows how to use some film techniques to create picture tension to maximize the audience's emotions or convey the intention of the picture. 3) Sense of playingIn the story of the game, the player has a strong presence. It is not like the protagonist in ordinary two-dimensional mobile games, by blurring gender or image for the player to play himself, but has a clear image existence, the protagonist is a video shop owner on the surface, and secretly is the famous rope craftsman Fa Ertong, this setting allows the player to have more opportunities to express in the story, rather than a spectator of the story or a savior who only appears at a critical moment. In the main storyline, players can often see the dialogue between the character and the main character, and in the chat list, the player can often feel the social connection that Fae brings to this identity. The game does not deliberately pursue the player's autonomy as the storyteller, but emphasizes their sense of playing, allowing them to become part of the screenwriter's story, rather than acting out their own story. This inclusion of the player in the story frees them from the awkward identity of a tool man and a camera. And this sense of play is closely related to the neighborhood mentioned above, the former provides identity, the latter provides life, for this reason, the production team did not hesitate to adopt a set of play rhythm closer to the stand-alone game, the game time is cut into morning, noon and evening, late night four time periods, the scenery of each time period and the content that can be processed are different from each other, players will miss some events if they are not careful.
When players enter the main level, there is no way to carry out other tasks, and the main line level will mostly last more than 30 minutes without skipping the plot, which is quite bold according to the game Xi of mobile game players. But on the other hand, this kind of game rhythm and content that requires a long time of investment can achieve a real sense of "immersion", it is not a bunch of propaganda words piled up with pictures, but a state of play, in which players are attracted to the game world and enjoy it. If the game's manic and cool battle scenes are the reason why players pay attention to the game in the first place, then New Eridu and the characters living in the city are the reasons for players to fight. Write at the end: Start from scratch"Zenless Zone Zero", the producer mentioned the importance of the "0" symbol when talking about the name of the game, it symbolizes the beginning of everything, it is the team's first game, and it is also closely related to the game scene "Hollow". Liu Wei, chairman of miHoYo, also said in the circle of friends that "Jeopardy Zero" is "the work of a young team full of creative impulse and passion". This kind of passion and sharpness makes the game a very different temperament from similar games from the beginning, it has a more radical and cool action gameplay, it is aimed at pan-users rather than limited to action game lovers, it has a more concentrated and diverse, and retro trend aesthetic, and condenses it into a vibrant neighborhood, they fill the neighborhood with crazy creative desire and content piles, and then inject soul into it with expressive stories and characters. From a pure gamer's point of view, I like the temperament of the game, whether it's the crazy action gameplay in the personal playoff area or the trendy audio and visual content. From an industry observer's point of view, I like their attitude towards making games, they can put in a lot of effort for an idea, of course, this is inseparable from miHoYo's deep technical reserves, experience precipitation and financial support. Peter Drucker, the father of modern management, once said, "The greatest danger in the era of change is not the change itself, but the logic of the past to do things." In the same way, looking at new things with the logic of the past is bound to make mistakes, just like the industry and players judged Genshin Impact three years ago. Now, the game takes miHoYo's idea of "making a service-oriented game based on console standards" a step further, and it is not enough to judge its ceiling by simply using the framework of similar games, and I am still looking forward to its own further breakthroughs, as well as the market imagination it contains. (Wen Xunyang).