Chapter 467: The Four ACTS

"Teacher, that's what I think, but I know that I don't have the qualifications right now, and I hope to do my best to make this ninja-themed game and then go back to Japan."

Itagaki immediately added.

He was also worried that Jester would think he was too ambitious.

Jester pondered for a moment, and then nodded: "Actually, it's also a good choice for you to learn more in the headquarters, after all, you haven't really led the team yet, this time I have seen your position arrangement, you are the main planner and the second system, this kind of experience is very beneficial for you to go back to Japan to form your own team in the future." ”

"Thank you."

Itagaki companion letter is naturally endlessly grateful.

After Itagaki left, Jester fell into deep thought again.

In fact, there are many things he wants to say about action games, but there are some things that he can't say too perfectly, trapped by the times, trapped by hardware, and trapped by the experience of listeners.

For example, it is like "Ninja Dragon Sword Legend" that took off his pants and made Zuò the year before last.

Needless to say, this is one of the best action games on the DR()EAMBOX, and in such a 2D pixel screen, the maker of the pants demon shows obvious stun and levitation effects. Players will obviously feel that a sword is slashed at the enemy, not in the air, and in this era, it is impossible to perceive this effect by strong sound effects, vibrations of the controller, or even the shaking of the screen and slow-motion close-ups. As the only way for players to perceive the sense of blow, it comes from the feedback of the enemy after being hit.

And in this era, being able to do this is the pinnacle of an action game.

As a matter of fact. In addition to seeing a game company that can do this in "Ninja Dragon Sword", Jester has never had a second company that can do it on Dreambox.

"Avengers" can do better in the arcade, but after being ported to Dreambox, the level is not as good as "Ninja Dragon Sword".

In later generations, there were three games that were hailed as the pinnacle of ACT gaming.

Hideki Kamiya's "Devil May Cry", which is the first generation of 3D action games, almost laid the rules of a game like a textbook. Tell everyone that in the age of 3D, action games should go to how to make zuò.

Itagaki Companion's new "Ninja Dragon Sword", an undoubted classic, reshaped the image of action games in the minds of players, and was called the best action game by many players.

The third is still Hideki Kamiya's Bayonetta, a game that maintains the last dignity of action games in an era when action games are in decline.

The characteristics of these three games are very different. Each has its own great place.

The infinite floating combos of Devil May Cry, the kaleidoscopic combination of tricks of Bayonetta, and the severed, decapitated and flashed lore of Ninja Dragon Sword.

The sense of blow depends on the cooperation of the opponent.

For example, "Devil May Cry". Infinite combos, infinite levitation, these are very exaggerated and unreasonable things, but the makers make them look like the effects we need in our hearts, because every time there is a feeling of "popping, popping, popping" and putting it into practice. Although the enemy is retreating, it still hinders Dante and Nero's progress, which forms a continuous combo.

The sense of percussion requires a reasonable physical expression.

Floating. Blowing, flying, knocking, chasing, dunking, throwing, etc., can all achieve this physical table, and a qiē must be done to have a cause and effect, and correctly feedback the previous action behavior. This can be technically embodied in a very simple technical way: in fast-paced combat, creating a visual pause when hit. So our sense of blow is generally reflected in this way: "Pap-Pa-Pa-Pa-Pa", the front is flowing and the back is thunderous.

"Bayonetta" and "Devil May Cry" are actually a kind of feeling, but they are much more clever than the clumsy giant sword of "Devil May Cry", the royal sister can use not only knives and guns, but also various high-tech weapons, including the magic whip and the two pairs of long legs, the complexity of the Bayonetta's move combination is completely different from the same kind, and what is even more commendable is that any of her stunts get very different hitting feedback.

The sense of blow in "Bayonetta" may not be as explosive as "Devil May Cry", but it still attracts meat, and it is gorgeous with a fierce and tough atmosphere.

However, "Ninja Dragon Sword" is just another style, and even some strange players claim: "Ninja Dragon has no sense of impact." "That's a big injustice, and their so-called sense of blow may be just some "pop pop" combo sound effects.

If this is also a sense of blow, then the penguin can also make "Ninja Dragon Sword and Legend".

Itagaki Companion was the exact opposite of Hideki Kamiya when he designed Ninja Dragon Sword, Devil May Cry and Bayonetta look lightning fast, but it's actually a slow-paced game, and Ninja Dragon is a fast-paced game with a lot of close-ups.

"Ninja Dragon" didn't give the opportunity to make every blow judgment, so the blow sound effect was not so outstanding, but it was the most real, because that was the sound of a knife cutting into flesh, in addition, decapitation, severed limbs, and a flash kill were the most surprising special effects of "Ninja Dragon", and the direction of severed limbs and blood splashes was truly in line with the principles of physics.

After playing "Ninja Dragon", I realized that the knife cutting people is not cutting grass, nor is it a cook to solve the cow, it is not so smooth, the knife enters the real flesh and blood, and you will get a real sense of stickiness.

This is also the reason why Itagaki Companion is on par with Hideki Kamiya in the field of action games, and "Ninja Dragon" is not inferior to "Devil May Cry" in terms of word-of-mouth or quality, because Itagaki Companion and his "Ninja Dragon" have completely broken away from the rules set by Hideki Kamiya back then, and have walked out of a new avenue that belongs to him.

Of course, manufacturers in Europe and the United States are not without progress.

Jester stood up and stretched, still a little tired as he thought about the things that lurked in the depths of his memory, and he was now thinking about whether he would make an action game in the future - for example, his first game after the release of Dreambox 3.

The more I think about it. Jester felt a little excited.

Therefore, when recalling these great games of later generations, he will always analyze them in great detail, hoping to find some ideas of the designers for this kind of games when these games were designed, and then refer to them and use them in his own games.

There was no time when he made zuò games that this was not the case.

For example, after he just finished thinking about the characteristics of Japanese peak action games, he naturally thought of the rise of European and American action games in the future. Features of those excellent action games.

The most noteworthy is the "God of War" series.

The immortal masterpiece of Santa Monica Studio, one of the three North American powerhouses of Sony's studios, sounded the clarion call for the European action game Renaissance.

And they, when borrowing from Japanese ACT games, have developed their own unique path.

The advantage of European and American ACT is not in the gorgeous moves, but in the feedback behavior in the game, the combat action of "God of War" is actually very single, far less dazzling than the feeling of the Japanese ACT game to the player, but the feedback given by the enemy is extremely colorful.

Why?

It's because it's in the God of War series. The QTE system that has been thoroughly promoted.

Of course, this system is not the first of its kind in God of War, but in Prince of Persia, there is this great system. As for whether "Prince of Persia" is the first to be created. Jester doesn't know very well, but in games that are older than Prince of Persia, Jester hasn't played them.

So what is it called, what is the QTE system?

It's more specific. It should be an abbreviation for a quick reaction event, for example, in God of War, an animation of an action has been prepared for this quick reaction event. All you need to do is press the button on the screen and the animation will appear.

For example, in "God of War 3", when Kui Ye is killing a certain monster, when he hits a certain moment, the handle buttons light up on the screen, and then the player presses those buttons in turn according to the order in which they light up on the screen, then Kui Ye will show his very brutal side.

He'll follow the program set by the game developers to slash your opponents in a really cool way.

The action feedback of European and American ACT is more real and reasonable than that of Japanese ACT, and the endless combos have no meaning, and the finishing technique is the king road that reflects the sense of blow, at least they think so, and even many games in the future have gone the wrong way - soft and weak during fighting, like mowing grass; But at the end it was as violent as thunder, which is too much, remember how a bunch of third-rate ACT games were handled? It's not a game at all, it's just an interactive real-time calculus cartoon.

A lot of times, even the feedback effect is the same, and your mental state is still very different due to the different ways in which the feedback is implemented. This is a very wise and martial view,Many games have a paper doll system,And this paper doll system,It's the reason why the sense of blow is really realized,To put it bluntly,The sense of impact is not visual or auditory,It's a kind of "touch" - your finger is just right to press,The character will just right to give you a reaction action。

It's like parrying and counterattacking in "Assassin's Creed", the timing is clever, and the feedback action is also extremely beautiful, and the most refreshing time is not the close-up of the finishing move, but the moment when you block the opponent's attack and make him stiffen, this is the sense of blow.

Thinking of this, Jester also has the answer.

He knew what kind of game he was going to develop on Dreambox 3, a console that was still in development. (A good event for pie in the sky, cool mobile phones are waiting for you!) Follow from ~ Dian/Chinese network public account (WeChat add friends - add public account - enter ddxiaoshuo), participate now! Everyone has a prize, now pay attention to ddxiaoshuo WeChat public account! (To be continued......) R1292