Regarding outside players' discussions, Lucas at Nebula Games didn't react much.
Because these doubts were actually expected.
After all, when open-world games are mentioned, many people's first impression is "Red Dead Redemption."
Big map, many missions, good graphics, this is pretty much the common understanding of the genre in the parallel world of games.
The previous life's "The Legend of Zelda: Breath of the Wild" was the best-selling game in the series.
It can be said that many Zelda players didn't get into the series through classic works like Ocarina of Time, Twilight Princess, or Skyward Sword, but from Breath of the Wild.
In the beginning, many people were also concerned about the art style of "The Legend of Zelda: Breath of the Wild."
Of course, as they said, "The Legend of Zelda: Breath of the Wild" was made this way because of the Switch's capabilities.
But that doesn't mean that if the Switch were powerful enough, "The Legend of Zelda: Breath of the Wild" would abandon this art style.
Because the art style of a game isn't just about the capabilities of the gaming device.
It also depends on the gameplay, setting, and story of the game itself.
It can be said that the story of Zelda is about a hero defeating a great demon and saving the world.
Even Twilight Princess, which is the most grand in scale and darkest in tone, doesn't really deviate from this scope.
Including the more realistic Twilight Princess, its art isn't completely realistic, but leans towards a cartoon style.
And the story and plot of "The Legend of Zelda: Breath of the Wild" need not be completely realistic, but rather this kind of animated art style.
Sometimes it's not simply because of insufficient technology or game console power that an animated rendering style is adopted, but sometimes that's just the art style that's needed.
And even if it's animated art, if done well it can be even more charming than traditional realistic styles.
Lucas waited for the game to be shown to players, and after they experienced it firsthand, they would understand that this art style wouldn't hold the game back, but would instead give the game a unique charm.
.........
And after Lucas first announced "The Legend of Zelda: Breath of the Wild."
It also led to another wave of sales for the Switch.
Obviously, for players, Nebula Games and Lucas' reputation are very trustworthy.
In addition, the combination of the Switch and open-world elements created an interest for many players.
"Boss Lucas, if the online players knew the development progress, they'd probably go crazy!" Marcus, sitting in the office, couldn't help but sigh as he looked at Lucas.
If he wasn't in charge of the content for "The Legend of Zelda: Breath of the Wild," he would have believed that the game was about to be finished after seeing the discussions online.
"It's okay, players will definitely be able to play it before the new year," Lucas said with a smile.
He definitely wouldn't go back on his word that the game would be developed in the second half of the year.
And the development progress is very pleasing, there's no exaggeration in that statement.
The game's physics engine, art assets, and level design are all progressing very smoothly, without any dryness or obstacles.
While Lucas and Marcus were chatting, the office door was knocked on, and Hector walked in and said with a hint of excitement, "Boss Lucas, the environmental feedback framework in the physics engine is complete."
During this time, Hector and his team had been responsible for constructing the framework of this environmental feedback mechanism, and now it was time to witness the results.
After listening to Hector's report, Lucas also walked towards the project room.
After arriving, the staff began to demonstrate.
The demo screen appeared on the big screen.
Seeing this scene, Link immediately threw away the sword behind him and ran in the opposite direction.
The next moment, a bolt of lightning flashed across the sky, followed by a rumbling thunder.
The lightning struck the spot where the iron sword was, instantly setting the grassland on fire.
The green grass was burned, some of the nearby trees were struck by lightning and broken, and the apples on the trees fell to the ground, some rolling into the fire, turning ripe and finally turning into ashes in the scorching flames.
As a strong wind appeared, the fire on the grassland grew larger and larger.
Some goblin-like monsters were caught in the fire, screaming and turning into fragments.
Then pouring rain fell from the dark clouds.
The fire on the grassland was extinguished with the rain.
......
And after this DEMO demonstration, there was a new DEMO.
In a hot desert area, it was still Link, and he was walking in the desert carrying a large block of ice on his back.
But as he moved forward, the ice on Link's body began to melt, becoming smaller and smaller until it disappeared without a trace.
The next moment, the scene changed to a cold snow mountain.
Still Link, wearing thin clothes, climbed towards the top of the mountain, but he was shivering from the cold and his snot bubbles were frozen.
Looking at the mountain peak ahead, the trembling Link opened his backpack and placed a bundle of firewood and a fire starter on the ground, then swung his sword.
The next moment, the fire starter sparked and ignited the firewood.
Looking at the fire in front of him, Link took out a wooden weapon and lit it to warm himself up.
Holding the burning weapon, Link continued to climb the snow mountain, but unfortunately, before he had gone halfway, the wooden weapon in his hand was directly burned to ashes.
Special DEMO demonstrations were projected on the big screen one after another.
Using electric attacks in the lake overturned all the fish nearby.
Igniting the grass with fire, and then using a large leaf like a fan to fan the flames, causing the fire to spread.
Using a time-freezing item to freeze a stone, and then using full force to directly break the tree and knock the monster away.
After watching the entire performance of the physics engine, everyone couldn't help but be shocked.
"If this engine is applied to 'Red Dead Redemption,' it would be explosive!"
Looking at the engine effect in front of him, Marcus couldn't help but sigh.
"Explosive is explosive, but what will explode with it will also be the player's VR device," Lucas said with a smile.
"That's true," Marcus couldn't help but chuckle.
The environmental interaction mechanism effect displayed by the engine in front of him.
Is not that simple, in reality, the fire ignites the paper and burns to ash, everything is so natural and logical.
But it's different in games. To make these performances, in addition to having a matching physical engine logic, you also need to create various stages of artistic expression separately.
It's okay for games like "The Legend of Zelda: Breath of the Wild."
But if it were a realistic game like "Red Dead Redemption," it would definitely be a god-level workload, and it would also be a huge test for the player's equipment.
(End of chapter)
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