Can you imagine whether a producer who is deeply involved in martial arts games has spent eight years researching mecha titles, and will worry about the future of this product, but the reality has really hit it hard, but it is for players who are worried about the product.
At the end of last year, there were two domestic games that left a deep impression on players, one needless to say, the domestic 3A work "Black Myth: Wukong", and the other was our sci-fi mecha-themed product "Limit Solving Machine". The former is almost a household name on the Internet, while the latter, without publicity in the early stage, is only the amount of first exposure during the awards period, second only to Black Myth, and even more than many triple-A games including "Marvel's Spider-Man 2".
And Guo Weiwei, the producer behind the product, has once again become the focus of attention, and countless games are curious, Guo Weiwei, as a producer who is famous in the game circle for martial arts games, how did Guo Weiwei make such a mecha-themed product as "Limit Relief Machine"?
After going through some of Guo Weiwei's recent interviews, it is not difficult to see that this masterpiece that took eight years and consumed hundreds of millions, its birth process turned a hundred times, from the first project to the present to our eyes, although Guo Weiwei admitted frankly in the interview that the production process is very happy, but from the various details of the game are all revealed that it is not so simple, not so much that "Solving the Limit Machine" creates game aesthetics, it is better to say that "Solving the Limit Machine" is actually creating an industrial aesthetic with mecha as the core, Its mechs are not just appearances, but have this definite mech skeleton, linkage system, external armor, and associated loadouts.
Guo Weiwei said frankly that there are many factors that the team needs to consider before designing the mecha, due to its unique sci-fi attributes, it cannot be as easy as martial arts works to play the role, after all, martial arts works have a certain reference of the times, and as a fully overhead sci-fi world, it has no reference at all. Therefore, the design is much more difficult, and it needs to be closely integrated with the world view, which is why we must know how the mecha in this world is iterated.
Similarly, at the level of mecha production, the team also knows a lot of key points after continuous exploration, many people think that making mecha is to take a humanoid skeleton and put it on the mecha shell, but this will solve the problem of molding, but this is difficult for Guo Weiwei, who is an old glue.
Because of the influence of Gundam animation from childhood to adulthood, Guo Weiwei came into contact with mecha model play very early, and after assembling various mechas, Guo Weiwei finally understood that the mecha skeleton and the human skeleton are completely different things, and a lot of additional bones need to be made inside, such as how to deal with the mecha's arms when they move up; When the mech performs a series of movements, which parts are affected, and what posture do they need to turn into to match perfectly?
As a senior glue elder who wants to take pictures of the model's concave action, this is not difficult for him, and it can even be said that he also uses his experience in playing glue over the years to make the mecha always look more realistic.
As a pure model game enthusiast, he may enter a game work because of the theme of mecha, but what attracts him is definitely not the gorgeous game special effects, but the perfect display of the manufacturing and operation logic of these mechas, and the valuable display frame behind Guo Weiwei in an interview may be the hand that makes "Limit Solving Machine" so realistic.