Chapter 292: Future Prospects (4200 4500 Monthly Passes Plus Update)

The game can be said to have reached the level of perfection in terms of flow and grasp of players' emotions.

At the beginning, from the convenience store to the police station, most of the zombies encountered by the player were ordinary zombies, although they were ordinary zombies, but these zombies had very iron heads, and they didn't die after several shots in the head, and they would fly when they fell to the ground.

Players hold weak pistols and deal with zombies that come out of nowhere in a pitch-black environment, collecting power-ups, solving puzzles, and exploding backpacks...... The early games did a great job of creating a sense of horror, but without completely scaring players away and allowing them to keep playing.

But slowly, players will get acquainted with the experience. Although the zombies are hard-headed, the players' marksmanship is gradually improving, and the more they see, one or two zombies are not so scary. And as the plot progresses, the player gets the shotgun, and if it really can't be done, he will spend a few more bullets to clear the field, and the mental pressure has been reduced a lot compared to the beginning.

And after the player gradually adapts to this rhythm, the game ushers in the first licking, and then ushers in the boss battle, and then, there is a zombie dog with very flexible movements, and then a very oppressive tyrant appears.

This series of monsters all appear according to the process, players in the process of exploration to promote the plot, the enemies encountered are becoming more and more difficult, in the ordinary iron-headed zombies can no longer frighten the player too much, these new monsters will bring players a new sense of horror.

Just when players think it's okay to "just clear the field and then search slowly", the tyrant appears. This big man in a black trench coat comes out with his own stereo, and is almost invincible to the point of being able to chase the player with a very oppressive pace.

If the player tries to kill it, there is almost no end to it, and even if the player does spend a lot of resources to temporarily kill him, he will get back up again, and the loss is completely outweighed.

Therefore, players can only solve puzzles in the pursuit of the tyrant, collect power-ups, advance the plot, and then find ways to dodge, and the excitement level is increased again.

After that, players begin to experience tougher levels, filthy sewers and terrifying mutated creatures, umbrella bases, and increasingly difficult boss battles......

Even if it is a mob, "Resident Evil" has done a very good job, from ordinary zombies, to extremely fast lickers, to zombie dogs, to vegetative people in the umbrella base, all have their own characteristics.

Especially in vegetative people, it has a "disgusting humanoid appearance", "can't be killed easily and completely", and "if caught is an instant attack", the triple buff has left many people in the greenhouse of the umbrella base, although it is a scene that looks relatively bright, but the horror feeling is not weak at all.

Whenever players begin to gradually adapt to the current difficulty of the game, the game will increase dramatically, increasing the difficulty of the game with more powerful enemies and more complex level solving, always maintaining the horror and freshness of the game for players.

In addition, the game is very well done in terms of the environment.

In the police department, players often need to move forward in the dark, and the traditional dark horror elements with high-precision scenes and zombie wails are impressive; In the outdoor scene, the rainy scene makes the game's light and shadow performance even better, and the sound of rain under the dark night sky also makes the player's anxiety even heavier. The disgusting scenes in the sewers and the specific boss battles with the mutant crocodiles made many players feel uncomfortable; The completely paralyzed high-tech buildings in the Umbrella Base also give players a very peculiar feel.

In addition, what players are most talking about is the strategy element in Resident Evil.

It's a horror game indeed, but it's not something that can be passed by just being bold, which can only keep you from not being afraid of zombies, but it can't stop you from being bitten to death by zombies;

It's a shooter, but it's not something you can do with good marksmanship alone, and you may not be able to find the key to open the door;

Even if you're brave, have good marksmanship, and have a good memory, you'll need to pay attention to the strategy in the game in order to beat the levels faster and at the lowest cost.

For example, there are a lot of windows in the game, and there are zombies outside the windows that are constantly slapping the windows, and the player can collect planks in the scene and seal the windows.

These planks don't seem to be very useful, and they take up backpack slots, so many players don't bother to pick them up, but soon zombies will come in through the broken windows, making players waste more bullets and medicine.

At this time, which window to seal with a wooden board is actually a more strategic choice for players.

This is a relatively simple strategy, and similar strategies include how gunpowder and drugs should be synthesized and used. What kind of guns should I use against different enemies? This zombie encountered, is it just a leg to pass by, or is it going to blow the head and never suffer in the future?

As for more complicated strategies, such as which props do you need to bring with you and which ones do you need to put in the box when you go out this time? What route should I take this time, and how should I return?

And so on, these are the fun of the game, and when players repeatedly wander around a scene and continue to explore, every shortcut will get great satisfaction, and this feeling of being careful and hoarding resources in the case of scarce materials is also a pretty good experience.

Of course, the biggest characteristic of "Resident Evil" is the gorgeous qualitative change that comes from the addition of box-style puzzle-solving content to horror games.

Especially when they first entered the game, most players thought that this place might just be the scene of the first ten minutes of the game, but soon players realized that they were wrong, this small scene turned out to be unexpectedly complicated, and even many times when players thought they were about to leave the police station, they still came back in circles!

The police hall has several floors, and it extends radially to all sides, divided into multiple sections such as prisons, each area has its own characteristics, the difficulty of the puzzles is just right, the route is reasonable, and the players go around and pick up some props that they don't know how to use, and they will soon use them in the next room; Or encountered a threshold that couldn't be crossed, but finally found a way to unravel it as the plot progressed.

In the police station, the scenes of each division are highly unified, such as the office on the first day of work, the darkroom where evidence is collected, the parking lot of the police station, the prison, the police dog that turns into a zombie dog, the morgue, etc., all of which are integrated under the police station, always reminding the player: you are the police Leon who came to work on the first day.

And this box-style compact design is very unique in all the games on the market at present, and it is unique among the current hot triple-A masterpieces, making "The Police Station of Resident Evil" a classic scene.

In addition, the setting of the dual protagonists and the table and the inside of the table also makes many players feel novel.

The so-called table and inside level means that the player can choose Leon and Claire, a male and a female protagonist, to carry out Leon's story line first, then Leon is the table level, Claire is the level level, and if the story line of Claire is carried out first, Claire is the table level and Leon is the level level.

The routes of these two people into the police station are different, one enters through the front door, the other enters through the back door, and the two will have some intersection in the plot, although there are similarities in puzzle solving, but there are still differences in the plot.

After clearing the table level, and then clearing the inside level, the true ending of the game will be activated. Through the design of the surface and the inside, players can experience a more complete plot from two perspectives. For example, through the Lyon line, you can know things related to Ada, and through the Claire line, you can know the relevant plots of the orphanage and the police chief.

There may be some questions that players may have when they experience the table, and these will be answered in the level.

In addition, in Zhong Ming's previous life, some players questioned that the design of the two lines in "Resident Evil 2 Remake" did not interact with each other, and Zhong Ming also made some slight changes to this point.

In the original "Resident Evil 2 Remake", Leon and Claire had very few conversations, only a few brief exchanges when the helicopter exploded, and Zhong Ming increased the nodes of similar exchanges as much as possible, adding interactive plots where two people happened to meet by chance in many places such as the electric windows of the police station, the arsenal, the poison gas in the research institute, the fingerprint room, etc.

In addition, the two also use the walkie-talkie to communicate several times, exchanging current situations and plans, allowing the player to feel that Claire is also fighting nearby while Leon, who he controls, explores the police station.

At the same time, the game deliberately left some clues so that the player can feel that another person has been here, such as in the plot somewhere where Leon arrives first, kills one of the licks and ransacks the room; When Claire arrives, she will see some traces of battle and licked corpses, and some of the less important supplies in the original room have been looted.

But as many players have suggested, it is basically impossible to make the table and the inside completely share the same scene.

Because the content of the game is limited, take the police station scene as an example, if the table and the inside of the pass share a scene, then after the player clears the level with Leon, all the resources have been scavenged and all the doors have been opened, so what else can Claire do when she comes?

If you spread the priority resources between the two lines, then you will destroy the puzzle content of the whole game; It's also not realistic to have two players play Leon and Claire at the same time, in that case the game will become a two-player mode after the two of them meet, and the game itself will not change much.

Therefore, Zhong Ming's approach is to take care of the setting of the surface and the inside as much as possible, so that the relationship between Leon and Claire is closer, so that when players choose Leon to play games, Claire's presence can also be reflected in the plot, and this setting also makes many players feel bright.

All these excellent contents have made players feel the unique charm of this game and praise the game "Resident Evil"!

……

"Resident Evil" unsurprisingly set off a frenzy that swept the world.

Because this game is set in the West and is a fairly common zombie theme, it has also caused a wide range of repercussions in the West.

On the two major platforms of PC and console, the sales of "Resident Evil" are naturally rising!

In a café, Zhong Ming and Lin Xiaoguang met again.

This time, it can be seen that Lin Xiaoguang is really a bit square.

The last bet, is it really going to come true?

During this time, Lin Xiaoguang was also paying attention to the popularity and sales of "Resident Evil", and suddenly found that the sales data of this game seemed to be very good!

Especially judging from the discussion on the Internet, "Resident Evil" can almost be said to have become one of the most popular games at present, a large number of streamers are playing, and the key is that this game is not only popular in China, but also in the West!

"Teacher Zhong...... Could it be that your "Resident Evil" is so expensive, and you can really sell 2 million sets? Lin Xiaoguang said with emotion.

Zhong Ming smiled: "I told you a long time ago, hurry up and submit the resignation application to your senior management, you are a senior executive and it is troublesome to resign, and you can save delays in the process as soon as possible." ”

Lin Xiaoguang was speechless, Zhong Ming was so confident from the beginning, at that time he thought that it was impossible for a horror game to sell 2 million copies at a price of 150 yuan, but now he found that Zhong Ming had set the price to 299, and the sales volume could reach so much!

This is more than twice as good as the best results Lin Xiaoguang expected.

Now, Lin Xiaoguang is really entangled, although he is a little reluctant to Moya Technology, but Zhong Ming has proved the bright future of Shimmer Mutual Entertainment with practical actions.

Not to mention anything else, the IP of "Resident Evil" alone is an immeasurable treasure.

Similar industrial games are basically mass-produced content, which means that if Zhong Ming wants to release "Resident Evil 2" in the future, while generally maintaining the current level, then the sales volume will be at least one million. And this also means that Shimmer Interactive Entertainment has a very strong competitiveness in terms of game content, although the current scale is not large, but the temperament of a giant has emerged.

"Mr. Zhong, have you really thought about it? If I take the team to change jobs and set up a company that makes hardware, it is likely to be a bottomless pit for you, and you may not even be able to make a profit for three or five years. Lin Xiaoguang said.

Zhong Ming smiled: "Of course, of course I know how expensive it is to make hardware, but I definitely want to do it." Well, money is not an issue. Besides, the profitability of hardware is indeed lower, but it does not mean that it will never make money, the key is to see what we do. ”

Lin Xiaoguang nodded, what Zhong Ming said made sense.

Zhong Ming said: "If you still feel hesitant, then I can tell you the biggest advantage of our cooperation: Moya Technology is a simple hardware developer, and the development ability of games is basically zero. But Shimmer Studios is different, and our exploration of games is at the forefront of the world. In the final analysis, game hardware must be combined with software to give full play to its greatest charm. ”

"In the past, hardware manufacturers, especially many simulator manufacturers, made products first, and then let the game manufacturers adapt to the equipment, but it was impossible for game manufacturers to change some mature designs, so they could only copy them - this led to a problem, that is, the software and hardware of the game could not be perfectly combined."

"But if the two of us work together, this problem can be solved perfectly."