Almighty Game Designer

Chapter 886: It's a Wonderful View

In Princess Zelda's soft-spoken call, Link opened his eyes.

A dazzling blue light appeared in Zhao Lei's field of view, and the picture became clearer, as he saw something strangely styled.

After a closer look, the light is...?

However, this lamp, along with the ceiling next to it, has a unique style and is a combination of ancient and future styles. A special material that looks sturdy, a constellation-like blue dot illuminates the slightest luminescence, plus a rounded and stylish texture...

Just the design of one lamp, accompanied by the image style of the entire game, takes Zhao Lei into another virtual world.

“Link... wake up...”

In Princess Zelda's call, Link opened his eyes and sat up in a special round table, looking at everything around him in confusion.

At this time, Zhao Lei's feelings were the same as Link's, and his face was blind.

Who am I? Who am I?

Where am I?

What am I gonna do?

This is a strange place to paint, and the pattern, constellations, and light spots on the walls make you feel like it's a product of alien technology, and everything around you is indestructible.

However, the whole painting style is very uniform, and this particular scene also makes Zhao Lei feel very novel.

When Link came to the camera, Zhao Lei found himself in control of the camera.

The perspective of the VR version of The Legend of Zelda, which is somewhat similar to that of the VR End of America, is a third-party, follow-on perspective, except that the lens is far behind the character and gives a complete view of Link's entire body, including his feet.

Link's body occupies only a small part of the entire field of view, so there is no obstruction of vision.

VR games mostly employ a first perspective to maximize the game's sense of proxy, but there are also individual games that employ a third person perspective, such as The End of America and Legend of Zelda, which are designed to prevent cognitive misalignment of players when dual-protagonist identities are exchanged and to increase the fluency of the game's storyline narrative, while the latter deliberately pulls the lens away to avoid exposure to the underperformance of switches and matrix glasses when running VR games.

This feeling is strange if you have only played VR games with the first person's perspective. When you turn the perspective, the camera lens will rotate around the main character. If you use the surrounding scenery as a reference, you will feel like a ghost suspended in the sky, moving constantly around the main character.

However, Zhao Lei quickly got used to it. After all, most PC third-party single-player games are the same principle, as is moving to VR.

There is a singularly shaped stone platform ahead of you with a gloomy blue light. At the center of the stone stand, there is a special slab.

Link just walked up to the stone table, and the machine turned gently, and this unique tablet stood up as if asking Link to pick it up.

Princess Zelda: “That's the Shika tablet… when you wake up from a long sleep, it will guide you forward…"

Link reached out and held Hikari's tablet in his hand.

The back of the Shika tablet, directly in the center, is a pattern of an eye that emits blue light at the position of the eye; there is a grip at the top that can be held by hand or hung for wear.

And on the front of it… it's a display.

The size of the entire Hicca tablet is basically the same as the switch and it fits perfectly in your hand, except without a handle.

Link put away the slab and keep going out.

After getting worn out shirts and trousers in two boxes, Link wore them neatly and opened the shrine door with a Hicka tablet.

The door slammed open, and the sun came in, and Link was blindfolded with his hands, squinting his eyes and looking out.

Princess Zelda: “You are once again illuminating the light of Herald... now it is time for you to embark on a journey...”

Zhao Lei manipulated Link out of the shrine, and in the process was familiar with a series of primary operations such as running, running, climbing walls, changing perspectives, and wearing equipment.

Unlike Assassin's Creed and Mysterious Seas, Zelda's main character Link does not need a specific grasping point to climb, as long as it is a conventional mountain body. It just takes strength to climb, and climbs much slower than the Assassin's Creed.

In the sun, Link rushed to the outside world.

The camera was pulled down from a distance, following the running link. When the link ran to the edge of the cliff, the camera slowly pulled up again. In an instant, there was no more than a glimpse of the grandeur of the entire Hilalu continent!

In the distance are lava-spitting volcanoes and evil haunting royal cities, nearby are ruins of destruction, lush forests, vast grasslands...

Light fog, and sunshine, the whole scene seems to be covered with a special filter, like a watercolour painting.

The faint bgm rang, at the bottom right of the field of view, and the name of the game appeared: The Legend of Zelda: Breath of the Wilderness.

The lens slowly turned, then rated to a tall temple on the right side of the image, at the waist of the hill, an elderly man dressed as a freak stood by the fire, as if waiting for something.

“This scenery... fantastic! ”

Zhao Lei didn't expect the VR effect from the matrix glasses at all. After all, this thing is far from a serious VR game compartment, regardless of size or price. But after this vision of opening, Zhao Lei suddenly got angry.

The precision of the images is certainly far less than that of the VR game compartment, but this distance compensates for the lack of precision, and the advantages in the style of The Legend of Zelda are instantly reflected.

This style of painting is more written and artistic than those of realistic style games, making people feel like a worry-free fairy tale world.

If it's in a realistic style of game, this thick grass, slightly rough mountain must be repulsed by a lot of people, but in this style of painting, it blends well into the environment, and even gets a little cute.

“Hmm? There's a branch on the ground. And a mushroom. ”

“What is this? A unicorn fairy? Shit, it flew away! ”

On the way down the hill, Zhao Lei discovered that there were many collectable elements in the surrounding environment.

And Legend of Zelda's entire UI system is somewhat similar to Mysterious Seas' approach, which is to hide as much text as possible to make the whole game more authentic. Includes apples and mushrooms, which are collectable elements, although there are some faint glowing effects to prompt the player.

A collectable creature like Unicorn Fairy, if the player runs past it, will spook it and must dive past to catch it. If players are not prepared in advance, they will almost certainly fail.

On the way, Zhao Lei also encountered an apple tree with two red tongue apples. But the branches are too high, and the normal jump is untouchable, and Link has to climb the tree to get it.