At the TGA exhibition at the end of last year, two domestic games left a deep impression on domestic players, one was the 3A masterpiece "Black Myth: Wukong", which has attracted much attention in the past few years, and the other was the little-known sci-fi mecha-themed game "Limit Machine". The latter was not announced in the early stage, and the first exposure of **global** volume surpassed "The Amazing Spider-Man 3", including a number of 3A works, second only to "Black Myth: Wukong". Among the many **, in addition to gamers, the rubber guys are also always paying attention to this domestic mecha masterpiece born out of thin air.
The success of the trailer of "Solving the Limit" has made Guo Weiwei, as a game producer, the focus of everyone's attention again, and countless games** are curious, how did Guo Weiwei, a producer who is famous at home and abroad for martial arts games, suddenly be able to make a sophisticated mecha game like "Limit Solving Machine"?
After going through Guo Weiwei's relevant interviews, it is not difficult for us to find that this masterpiece, which took eight years and cost hundreds of millions, was born hundreds of times, and its details are even more meticulous. Its mechs are not superficial, but have a definite mech skeleton, linkage system, external armor, and associated loadouts.
Before Guo Weiwei's team designed the mecha, the steps needed were the same as those of building a car in reality. First build the platform, then divide different models according to the platform, and then make a production line for each kind of mecha, each part needs to be carefully polished, in Guo Weiwei's words, the workload is several times that of martial arts characters. Designing the movement is more complex, with the core skeleton behaving first, and then the outer armor actuating. When the machine soldier raises his hand, should the shoulder armor be turned upside down? How many joints should there be in armor linkage? How does each joint move during the movement? The mecha wants to be real and logical, in fact, it is no different from a human, we need to link multiple muscles and bones in one action, and the same is true when the mecha moves.
Not only that, but the overall world view and background story of the mecha game are not as simple as the imagination of martial arts games, for example, the Gyrfalcon is a third-generation machine soldier, so what was its first two generations, and what is its design concept? In what direction does the future model want to develop, the core of these background introductions is not a simple story, but the industrial logic on the manufacturing platform.
And these are exactly what the glue guys care about, pure model players may not have strict requirements for gameplay, but the logic of the manufacturing and operation of the mecha is extraordinarily true, and "Limit Solving Machine" can indeed afford this more serious. I think the reason why the design of "Unlocking the Limit" is so rigorous may also be related to the valuable display rack behind Guo Weiwei during the interview, right?