Chapter 499: Beginning of the Production of "Requiem for an Exotic Town"

Because in the original history, Richard. There are many games made by Garrett, but the most famous is probably "Genesis", and the others are obvious, whether it is playability, game depth, or historical status, they are all much worse than the "Genesis" series.

And according to Jester to Richard. Garrett understands that he has put so much effort into this time, and he will definitely not produce a work that is not in the stream.

Whether it's the team or Richard. Gary himself has the potential to make a high-quality game.

But he wasn't too worried.

No matter how good the opponent's system is, it is impossible to surpass "Requiem for an Exotic Town".

Of course, Jester was not careless, in Richard. A few days after Garrett's new development team was announced, although there was no fanfare, the development team for Jester, which was originally going to form an American RPG in the second half of the year, was also set up accordingly.

The RTS game development team, which was originally planned to occupy a leading position in the priority, also said that their development plan could be postponed accordingly.

Jester, however, was noncommittal.

Because of this layer of gambling, the development team of the American RPG moved to a secret hardware development center, and the only development team that is currently working here is the development team of the next-generation console, Jester has taken the time to write a text outline of the "Outlander Requiem" that they are going to develop this time.

It's the equivalent of an outline.

And the size of the entire text of "Requiem for Outland" is more than one million words, and it is impossible for Jester to complete it all in a short period of time, so he just wrote the outline of this text, and then asked these American RPG lovers to help him complete the plot text of the entire game.

It can be said that Outlander Requiem will be a game with the plot at its core.

It may sound a little incomprehensible. Are they generally Japanese-style RPGs with the plot as the core? How did "Outlander Requiem", the most traditional American RPG, become mainly based on plot exploration? In fact, the relationship between the so-called plot and exploration between the two is not so simple at all.

The core of American RPG is exploration, and the current hardware conditions make it impossible to do later games, not to mention the degree of freedom in the GTA3 period, even if it is not possible in the "Shenmue" period, which requires far more than the current CPU, but the use of deep plots can be disguised. Make players feel like they're really exploring the world that the game builds.

One of the biggest features of the game, and one of the most criticized by later players, is that it uses a lot of text instead of guò graphics to express a lot of content in the game, but that was between the late nineties and the turn of the century.

The development of games at that time was completely incomparable to that of today.

But in the present, even what a genius a designer is. It was also difficult for him to do what they wanted to express through graphics and graphics, as he did in the late nineties, because of the hardware gap between the two eras. It's very big.

Although, later players, even if not those of the late nineties, have no objection to this game that has been hailed as the greatest RPG.

Why?

It's all about his plot that has risen to the height of philosophy.

The story of the game is about an undead man known as "Anonymous". The game begins with him waking up from a morgue in a strange city and losing all of his memory, a setting that sounds familiar. Borrowed from the 16-bit RPG "Shadowrun", this game has not yet come out.

The rest of the parts are distinguished from ordinary RPGs, American comics and those written by Rogerzelazny, forming their own unique style.

Your character is certainly not forgetful, and you will find that he became an immortal long ago. Countless battles have carved scars into Anonymous's old skin, and each time Anonymous is "killed", he will be resurrected in some way, at the cost of constantly losing memories of his past life.

As you travel, you will continue to discover the "deeds" or "debts" of your many predecessors, such as the influence of the political authorities, the key battles you participated in that affected the fate of the entire world, the transactions with certain extraordinary beings, the different identities you once had, such as liars, saints, murderers, etc.

To say that this is an outrageous game is somewhat imprudent.

It's true that the content and characters of this game are somewhat grotesque, such as Anonymous's teammates, a flying skull, a clockwork man, a Tiefling, a hybrid thief between man and demons, and a demon who abandons chaos in favor of order and civilization.

These intentional settings are even against the usual d&D premises, but they are handled very well in the game.

For example, Anonymous had three classes to choose from, Warrior, Mage, Rogue, and you could change classes at any time through the GuòNPC, which didn't force you to hack and slash like most RPGs at the time.

Your character's moral camp shifts from absolute neutrality to good or evil, orderliness or chaos, all depending on your actions: lying, stealing, killing innocents, upholding justice, breaking oaths, and it's worth mentioning that Outlands Requiem reaches heights that no other RPG can achieve in terms of playing an evil character.

Another example is that the inhabitants of the Xenomorphic Landscapes use a dialect known as "thechant", a dialect of English with a specially modified London accent. At the end of the game, you will be affected by it, no matter how foreign this qiē may be to you.

The focus of "Requiem for an Outland" is the compelling story and setting in which it creates.

The protagonist Anonymous is immortal, with a strong body that can withstand imaginable trauma and grow severed limbs, and in later games, you can harm yourself or even commit suicide - there is a girl who wants to kill someone, and you can satisfy her in exchange for 2,000 copper coins......

This was and still is, unheard of - most games teach you how to avoid dying.

What's more, the game tells a bizarre story with a thousand twists and turns.

You are not a handsome teenager in white armor to save the world, but an ugly monster who loses himself in an absurd world, trying to retrieve his memories and uncover the mystery of his origins.

If you fail, Anonymous will continue to repeat this tragic cycle of dying, resurrecting from the grave, losing memories again and again, and losing their minds completely.

As a result, you'll have to read the characters' dialogues and descriptive texts carefully, and as you do, a fragmented story unfolds, some of which are difficult to fathom and some of which are clear.

That's right, Outlander Requiem describes a lot of things in great detail, and throughout the game, you'll find that your mind is filled with questions about what those scattered memories and the slurred words of the key characters really mean.

How was Anonymous's severed limb restored? How long has Anonymous not died lasting? How many years did Anonymous really live? What is his real name?

As a result, many players will feel a strong personal connection to Anonymous when they reach the end of Anonymous's journey, and even though the game is a one-liner story, the story is built entirely from your own choices and opinions, and you turn Anonymous's story into your own.

Regardless of those flaws, original design, innovative gameplay, and a unique storyline, Outlander Requiem deservedly ranks among the greatest games in GameSpot's history.

This is the great thing about "Requiem for Outlandland", everyone is reflecting themselves on a certain course when playing this game.

And Gamespot's rating of the game is particularly harsh, and even in later generations, his rating is much harsher than Famiton, which is generally enough to be compared with Famitong before the full score of "Rentengu", and as far as Jester knows, GameSpot selected a perfect score game in 2015, which is "The Witcher 3: Wild Hunt" by the Polish small factory CD-Project, which was a perfect score before that.

It was "Hidden Dragon Gear Solid 4" many years ago.

As for GTA5, GameSpot gave a rating of 9, while Naughty Dog's best work after Uncharted 2, The End of America, had a rating of only 8.

Of course, GameSpot guests are not objective, but their strictness is well known.

It is worth mentioning that there are four domestic games that have been rated by Gamespot, three of the target software, and one of the pixel games.

"The Three Kingdoms" has the highest score of 7.4 points, then "Qin Yan" has 6.7 points, followed by the expansion pack of "Three Kingdoms: Three Points of the World" with 6.6 points, and finally "Sword and Demon Seal" has 6.3 points.

Don't think that such a score was low in GameSpot's selection at the time.

You must know that the PS2 version of "Three Kingdoms 11", which has a high reputation, has a rating of only 6.9 points on GameSpot.

Of course, it's not that Gamespot's rating authority or anything, judging from Jester's personal impression after playing the game, the contemporaneous "Three Kingdoms" is really more fun than "Age of Empires", and moreover, more than a little.

Of course, this may be due to the fact that GameSpot is not interested in or understands the history of the country. (To be continued......) R1292