The paraglider in the promotional video does not seem to be a birth prop.
However, it finally came down.
Ma Yuwen explored a circle of the temple and left after feeling that nothing was missing.
The first time he played, he was actually not sure if there were any omissions. However, he is not the kind of player who collects everything, so as long as he felt that there were no omissions, that would be fine.
But leaving is leaving.
He still hasn't gone to the location of the main plot.
Because walking in the other direction of the temple ruins is a new area.
He wanted to go and have a look.
Moreover, he still hasn’t figured out what the ‘lack of clear guidance’ mentioned by CGN refers to, and he is still very curious.
From his perspective, this game couldn't possibly be only 6.9 points!
So he wanted to find out why the other party rated him so.
Ma Yuwen continues to explore another unknown area.
period.
He met a monster and tried a new way of playing in a whimsical way.
Assassination.
Or a sneak attack.
After all, Linmu Studio had produced works like "The Witch" before, so he wanted to give it a try.
But after trying it, I found that it works!
In "The Legend of Zelda", you can also sneak attack while the monster is not paying attention, and the damage will be even higher!
After Ma Yuwen solved the monster and sighed that the combat mechanism of this game is also rich, he opened the treasure chest guarded by the monster and got a new pair of pants.
Then go forward.
He saw the first gathering place of monsters since entering the game.
Those monster pig-headed men who felt that they were not very intelligent were in the gathering place, standing in front of the bonfire, and seemed to be celebrating. As soon as the protagonist approached, two monsters had exclamation marks on their heads and rushed towards them.
Ma Yuwen broke three weapons, eliminated the two monsters, and then got two new weapons from them. Then he ran around the gathering place of monsters to see what he could collect.
First of all, the meat roasted by monsters on the campfire can be taken directly, and eating it can restore blood.
Secondly, there are some wooden barrels around the gathering place of monsters.
There are ordinary wooden barrels, and some red powder barrels with skulls painted on them.
At this time, Ma Yuwen noticed that there was a huge round stone placed on the ruins next to the red gunpowder barrels...
"No way? This is not a place that the main line passes through. It is an ordinary monster gathering place. There are things that can be used?"
He manipulated the character to reach the top of the ruins in disbelief, and then pushed the boulder down.
The boulder fell.
The red gunpowder barrel below exploded. If the monster had not been eliminated just now, it should have turned into ashes by now...
"...Isn't this too sincere!?"
Ma Yuwen was a little stunned when he saw this scene.
This is not automatically generated! Automatic generation certainly cannot do this!
But this place feels like it has nothing to do with the main plot.
Just such a place needs to be designed?
Open world does this?
Ma Yuwen controlled the character to walk back to the monster gathering place, then looked at the ordinary wooden barrels that did not explode, and then looked at the burning bonfire.
"I don't believe it."
He directly picked up the barrel and threw it next to the blazing bonfire.
Then, the barrel caught fire directly...
After burning for a while, the barrel disappeared.
A prop flew out of the barrel.
Although Ma Yuwen just said, "I don't believe it," when he saw that the barrel was really on fire, he immediately showed a child-like smile...
because.
This is really... wonderful positive feedback!
Game players will unconsciously try various interactions in the game.
To put it simply, try to do various real-life operations in the game.
However, in most games, the interactions players try are useless, especially open world games.
Because the map is too big.
It's really difficult for developers to fill a huge game map with elements, so most open worlds are Ubisoft sandbox canned open worlds.
There is almost no positive feedback.
Although players don't really care, after trying various operations to no avail, they subconsciously think it's a game and just laugh it off.
But what if... there was a game that gave players corresponding positive feedback for various interactive actions they tried.
For example, lighting branches that are also wood, picking up stones on the roadside and throwing them out, putting barrels next to the fire and lighting them... These are the operations that players can think of, and after they do them, they will all be given positive feedback.
That's really...a wonderful thing!
Because this will make players feel like they can do whatever they want in the game!
At this moment.
Ma Yuwen had such feelings.
"This game is really powerful!"
Ma Yuwen looked at the burning bonfire and sighed from the bottom of his heart.
Although I haven’t played for long yet.
But from "Huh? How can this happen?" to unconsciously trying various interactions, I found that games can give positive feedback.
It really made him feel that this is a rare and good game!
Then the problem comes again!
Damn you! Why did CGN give this game a score of 6.9?
With this idea in mind, he continued to move forward.
Then.
He was in an area outside the main line and was delayed for nearly an hour.
During this period.
He's running around.
Touch here, touch there.
And the game didn’t prompt him to do the main plot.
During this period.
Ma Yuwen also discovered... In the game "The Legend of Zelda", almost any game operation that players can think of can be done in this game!
Needless to say, there are various interactions.
Many small details are also very interesting.
For example, for monsters that don't seem to have high IQs, if they can't see the player but the player doesn't hide their footsteps, a question mark will appear on the monster's head. When it hears the footsteps, it will become alert and look around.
When they see players, an exclamation mark will appear above their heads and they will rush towards them.
This is really thoughtful!
Although the monsters still seem to have low IQs, these small details make their actions logical, which makes Ma Yuwen think they are stupid, but he does not think they are mechanical AI at all.
This chapter is not over yet, please click on the next page to continue reading the exciting content! And at night, these monsters can actually sleep!
Except for the monsters on sentry duty, other monsters will put down their weapons when sleeping. As long as the soldiers on sentry duty are eliminated, you can sneak attack the sleeping monsters. It doesn't matter if you wake them up, because they will put their weapons aside while sleeping. They have no weapons and attack
Very low…
It's so real!
This open world is outrageous!
For more than half an hour, Ma Yuwen really opened his eyes, and the more he played, the happier he became.
that is……
Ma Yuwen still doesn't know.
The purpose of CGN's score of 6.9.
After playing for so long, he even had doubts.
The editor of TM's CGN review said that the guidance is not clear, which means that players can wander around at will, and the game does not remind players to play the main story!
But please!
This is really cool!
Do we really have to draw a dotted line for you to direct players to the main plot location, and add automatic path finding to make the guidance clear!?
Crazy?
…
I walked around a lot outside the main line.
Ma Yuwen finally returned to his original intention and came to the mission location of the main plot.
It was the remains of an ancient building. In front of a semi-enclosed space similar to a cave, there was a simple stone platform with linear runes engraved with a faint red light, and a rectangular groove in the middle.
The system prompts to place the first item obtained - the Shikar Stone.
And in the game.
Link, controlled by the player, bent down and looked left and right at the stone platform for a while, seeming to be sizing up the thing in front of him.
After confirming that this thing seemed to be able to insert the Shikar Stone, he picked up the rectangular Shikar Stone hanging from his waist and carefully put it in.
Ma Yuwen was not impatient at all.
Such small details and small performances.
It's actually not difficult to do, but there are really very few game companies that can think about it and do it.
And this can really enhance the sense of immersion.
He couldn't get enough of it.
Boom——
In the game, the moment the Shikar Stone is inserted into the stone platform, the linear runes on the stone platform suddenly light up, bursting with red light, followed by the prompts of 'Start Shikar Tower' and 'It will shake, please be careful'.
The ground shook violently.
The protagonist Link falls to the ground.
The entire scene began to shake, small animals ran away in fear, birds flew away, and even the monsters in the gathering place began to look uneasily.
And just in the tremor.
Where the protagonist Link is, a tall tower suddenly arches, and then slowly rises as the mountain breaks apart...
It rises all the way up, accompanied by light music.
Near snowy mountains and volcanoes, the same towers rose simultaneously on different maps.
It was as if he was announcing to the world that he was here.
Ma Yuwen in front of the screen was a little shocked when he saw this scene.
In fact, in this game, music doesn’t really play often.
But every time it rings, it’s really just right!
And the performance was really great.
This feeling of towers rising in different places to attract players to explore is really great.
The tower is fully raised.
Then a magnificent blue light flashed by.
The show is over.
The protagonist Link stood up again on the top of the tower, and Ma Yuwen didn't have time to control the character to look around.
A drop of blue liquid slowly condensed from the stone pillar hanging from the top of the stone platform, and dripped on the Shikar Stone.
Accompanied by the reminder 'Start obtaining surrounding map information'.
Data writing.
Link picked up the slate again.
The originally blurry map around him was lit up.
Opening a map is so ritualistic...
Moreover, Ma Yuwen looked at the map and felt again that the map was really big!
The map that was lit up this time only had one place, the initial platform, which was a large area, about the same size as many ordinary game maps.
But around the initial map, there are still many maps that have not been lit...
"Looks like some of them are having fun!"
Ma Yuwen put away the map.
Then there was another performance.
Then, he controlled the character to jump off the tower. The old man he met at the beginning of the game, holding the paraglider that appeared in the promotional video, found Link again.
The old man explained the background story of the game based on the performance just now.
Well, a very traditional Dragon Quest plot of saving the world and maybe getting the princess back...
The general meaning is that 100 years ago, an existence named Calamity Ganon destroyed the entire Kingdom of Hyrule and surrounding cities. Since then, its evil thoughts have been hovering over the King's City, motionless. Just now, Link was on the tower.
The evil thoughts he saw were none other than him.
If Link wants to go to the castle to kill the evil dragon...Calamity Ganon, he must first leave the initial platform.
But the initial platform where Link is currently located is an isolated island on the mainland, surrounded by cliffs. If you want to jump out of the initial platform, you must have a paraglider.
The old man is willing to give his Gliding Mountain to Link, but not for free, but in exchange of equal value. The old man asks Link to get the treasure hidden somewhere in exchange.
Take this.
The game officially introduces the temple setting, similar to the tomb system in "Tomb Raider".
To put it simply, explore the pictures in the pictures and get the relics.
At the same time, the main mission was officially marked and entered the second stage, which is to leave the starting point...
Um……
So...where is the lack of guidance? What on earth are you talking about, CGN?
Ma Yuwen really scratched his head and couldn't figure it out... It was not clear what the guidelines mentioned by CGN actually meant.
However, games are more important now...
He temporarily put aside his doubts and turned back to the temple.
For the princess! To defeat the dragon!
Then……
"Can you still cook?"
"You can really throw anything in there...what can you cook out of this?"
"Damn it, it turns out that the character can climb a tree and shoot arrows to sneak attack monsters...?"
"Archery and parabola?"
"It doesn't matter that the box can be broken with heavy weapons. It should be possible to burn it with fire..."
"magnet?"
"Holy shit! Can iron treasure chests be attracted with magnets?"
"Isn't it limited to dungeons? It can also be used outside, like this in the open world?"
"Fish...can I use a magnet to pick up the iron box and hit the fish?"
This chapter is not over yet, please click on the next page to continue reading the exciting content! "...Hehehe, it's really good, awesome!"
"Wait a minute, how do you get these two treasure chests in the swamp?"
"Wait, no way..."
"Damn it, do you really have to suck up an iron plate and move it over to use as a bridge?"
"Hey, frog!"
"Hey, butterfly!"
“Ah ha ha!!”
"Throwing rocks, haha, and judgment... hahaha, so cute."
"The map is too big...isn't just a forest that outrageous?"
"There will be fireflies in the forest at night."
"Skeleton arms can be used as weapons...HHH."
"Ah ha ha!!"
"..."
Time passes slowly.
Four p.m.
After playing for five hours, Ma Yuwen, who had been completely brainwashed by the game's prompt sound of "Deng Deng stared~", raised his head, breathed a sigh of relief, and after a moment of silence, recalled the game process.
The map in the game is very big!!
And it’s not that big and empty, but almost full of content! There are interesting things within a few steps!
The plot is also very rich.
Full of design sense.
Although this is an open world, the meticulous design details are reflected everywhere.
Even if he doesn't run the main storyline, Ma Yuwen doesn't doubt that he can play the game for most of the day.
Because it’s so interesting!
As for the guidance issue, aside from the main plot, there are actually many mechanisms in "The Legend of Zelda", and various mechanical items can interact with each other, which is very complicated.
But when Ma Yuwen was playing, he didn't feel that there was much learning cost at all. The game uses some kind of soft guidance, such as baked apples and torches at the beginning of the game, allowing players to try it on their own, and then uses a step-by-step approach to let players try it out.
Players gradually adapt to more of the game's mechanics.
For example, climbing a tree to sneak attack on a monster standing on a high platform.
There are no hints in the game at all.
But combined with the climbing system, the high platform on which the monster stands is simply out of reach of the player, and it is easy for the player to try and climb a nearby tree to shoot hidden arrows...
This is where the whole game is brilliant.
This was the first time Ma Yuwen discovered it.
It turns out the game can still do this.
It turns out that in an open world, you can still do this!
This is the true sense of the word... open world!
Players can easily become aimless, which is a downfall...
Ma Yuwen really laughed when he thought about CGN's comments.
He played for more than five hours and finally figured it out! Why did CGN give such an evaluation? Because the review editor of the game must not have played the game seriously, otherwise he would never be able to say such nonsense!
Damn it, he feels like Linmu Studio has lost money on this game even after selling it for hundreds of yuan!
Still 6.9 points.
CGN!
Totally just fart!
He looked at the "Mario Kart" game board lying aside, and even suspected that the situation was the same for other games!