Chapter 1139: Tragic atmosphere

Compared with the level-based operation in "Halo" in Dream Memory, Yang Chen and the team of Nebula Games tried to make players feel a seamless link in "Halo".

For example, on the Reach, from the Sabre fighter to the interior of the mothership of the Long Night.

And again, jumping off the Long Night, and returning to Noble 6 after Reach, continue to New Alexandria, to participate in the evacuation of refugees and the activities against the Star Covenant.

It's not like "The Witcher: Wild Hunt" and "Red Dead Redemption" to create a seamless map.

Because the required art resources are too terrifying, and a whole planet needs to be shaped.

And the game content of "Halo" does not need to involve the whole planet.

Of course, it is not impossible to create a planet, such as the random combination and utilization of repeated resources.

But there is no point in that.

In "Minecraft", this model is adopted.

But "Minecraft" itself is a pixel game. Even if the picture style of this pixel game is randomly combined, the player will not feel the abruptness of repetition.

Secondly, it is related to the gameplay. For Minecraft, this large area of ​​terrain is useful for players.

For example, players can dig materials, which is obviously different in "Halo".

Although it can create a Zhiyuan star that allows players to act wantonly.

But for "Halo", that is not necessary.

At the same time, in "Halo", although the level structure itself is a scene transition like "Call of Duty: Modern Warfare" and "The Last of Us".

But here in order to give the player a feeling of seamless switching, rather than switching the chapter body.

Each of its levels is equipped with corresponding cutscenes.

For example, when jumping off the Long Night to leave, this section will allow the player to experience the feeling of falling from a high altitude in the virtual world.

The rest of the scene transitions are basically all through sitting in the battleship vehicle to switch scenes.

Instead of a simple black screen animation, then switch to the next scene.

This can also give players more immersion.

It can be seen from Chen Xu's soft legs that this is quite effective.

…………………………

Countless ammunition fires flashed above the sky, and even careful listening could hear the sound of countless guns.

Above the mountain top in the distance is a huge ship wreck.

The forces of Star Alliance and Reach have officially started war.

At this time, Chen Xu slowed down a bit and his legs were not soft. He continued to control Noble 6 in the game to promote the game plot.

While the plot is advancing, Chen Xu is also studying the game.

Although it is an FPS game, he found that "Halo" still has many interesting places.

First of all, there is no need to say all kinds of interesting firearms. Every time I see a novel firearm, I always have to change it for fun.

Of course, this is an operation that most players in FPS have had.

There are also some more powerful guns in "Halo", and some weapons that feel like toy guns.

But what makes Chen Xu most interesting is the jetpack in the game and the weapons used to pick up the enemies of the Star Alliance.

One of his favorites is the gravity hammer of the ghost face beast, with the effect of simple difficulty that will not be seconds, a hammer for a child, it is not too enjoyable.

Another point is that Chen Xu feels that Nebula Games has better control of the rhythm in the single-player campaign of FPS.

There is also a combination of firearms, grenade and melee.

Although he personally prefers to use weapons like energy swords and gravity hammers.

But different weapons are indeed more useful on different occasions, and this must be admitted.

Of course, in simple difficulty, this is his field.

Use whatever you want.

But the more important thing is the sci-fi style and the big scene.

Speaking of the grand scene, the first recommendation is also "Battlefield" under the banner of Nebula Games.

But it was a modern war, and science fiction-themed war games, the better one was only a few years ago by Apex, which was developed to compete head-to-head with the Nebula game "Battlefield."

But it's not much fun, it can only be regarded as a good game.

And "Halo" even though he has only experienced the content for less than two hours.

But I can feel that feeling.

This is the science fiction game he wants.

The world background of "Halo" is absolutely huge.

Ever since I talked to Dr. Halsey about the Star Covenant, it has vaguely alluded to how vast the world background of "Halo" is.

Arriving in New Alexandria, at this time, the Star Alliance's large-scale fleet, the Special Justice Fleet, arrived in the sky above Zhiyuan and officially launched a large-scale attack on the human forces.

Follow the soldiers in the city to evacuate the refugees and transfer the transport ships.

This is also the first urban warfare encountered in the game.

However, unlike the urban battles in "Call of Duty: Modern Warfare", UU Reading obviously has to open up more in "Halo".

For example, there is no need to follow the normal route. As the Spartan Super Soldier, Noble 6 can completely separate the teammates who follow it first, and use a jetpack to kill all the enemies in front.

And there are many dynamic response details in it.

For example, if the player chooses a person to go first, then the soldiers who were fighting against the Star Alliance can be successfully rescued in advance.

But this will cause the soldiers behind to lose his powerful helper and suffer heavy losses under the attack of the Star Alliance.

And if you choose to follow the soldiers step by step, when you arrive in front, you will find that a group of Star Alliance people are killing soldiers.

A choice like "The Witcher: Wild Hunt".

It's just that in "Halo", such a choice is not clearly told to the player. It is just placed in the game. It is the player's own business to find or not find it.

Fighting everywhere, countless soldiers of the Star Alliance, and the human army were defeated steadily.

The picture shown to the player in the game does not mean that there is a battle only where the player is.

Instead, it uses a larger wide-angle lens to allow players to better observe a dynamic in the game.

To a greater extent, they felt that the Star Alliance had fully invaded humanity.

Rather than give the player a feeling that the Star Alliance is invading humanity.

But in fact, it is where the protagonist goes in the game, there is a battle, other places can only see the relevant battles through the introduction of the plot text.

In "Halo", players can truly feel the atmosphere of the battlefield.

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