Game Development Giant
Chapter 631 Iron Fist
And make a product that can declare war on your favorites.
For a game developer, this is the most exciting thing that can happen.
And Itagaki Tomonobu is not a person who likes to hide his emotions, so he immediately asked Jester about this game.
Jester thought about it, and he felt that it was okay to tell Itagaki Tomonobu now. After all, he had originally decided to let Itagaki Tomonobu develop this game directly to fight against "VR Warrior" after developing "Shadow Blade". Fighting game.
"The name of this game is "Tekken", I told you before."
Jester also nodded and said bluntly to Itagaki Tomonobu who looked excited: "But you still can't develop this game for the time being. I need you to study every aspect of "VR Warrior" carefully. We need to analyze the advantages of this game, and if we want to make a game to compete with them, what do we need to do better to make players choose us."
As he spoke, Jester paused for a moment.
"Itagaki, you have to know that people are very conservative when it comes to fighting games. Why was our "Street Fighter" able to dominate the arcade market before "VR Fighter" came out? Except that we were really invested in this game. After a lot of energy, the more important point is that we were the first to launch, and we already had a large number of fans before our competitors came out."
"As for our competitors, there is nothing better than us in the game system. In fact, almost all the game rules of this type of fighting game are formulated by us."
"In this case, our "Street Fighter" can be invincible."
Hearing what Jester said, Itagaki Tomonobu also nodded. His boss said it. Exactly what he thought before.
"And why was it that "VR Warrior" was able to easily steal the arcade market from us once it came out? It's very simple, that is, they made something completely different from us, whether it's 3D graphics or Real fighting genre or something, in short, players are tired of the gorgeous and exaggerated 2D fighting, they want to play something real."
"Of course, it cannot be ruled out. "VR Warrior" is really a great game, and I am not lying." Jester laughed as he spoke.
After laughing, Jester's tone became serious again.
"So, I need you to tell me, if I ask you to make a game that can beat "VR Warrior", how should you make it? Only if you clarify this point, can this game be directly approved as a project." said With. Jester seemed to remember something.
After Itagaki Tomonobu heard his words, he added another sentence while frowning in thought.
"But one thing I have to remind you, although Suzuki Yu is now helping me make games in our development team. However, Sega's work on the sequel to "VR Warrior" has not stopped, and I have received a very reliable According to information, the am2 development team that was previously trained by Yu Suzuki is currently developing "VR Warrior" with Yu Suzuki's consent."
"Of course, Yu Suzuki did not participate in this plan. If he does not come to help me develop this game, I am afraid that what you will face is Yu Suzuki's new game."
Hearing what Jester said, Itagaki Tomonobu was also shocked.
However, after hearing that Yu Suzuki was not involved in this new "VR Warrior 2", he was secretly relieved.
After sending away Itagaki Tomonobu, Jester couldn't help but think of the original "VR Warrior" series in history. In this world, after Suzuki Yu developed "VR Warrior" several years in advance, it seems that this series has returned. He continued along his original trajectory.
In the original history, Suzuki Yu actually only participated in the development of three works of "VR Warrior".
They are the first work of "VR Warrior", the sequel of the most successful "VR Warrior", and "VR Warrior 4", which he developed with a feeling of atonement for the failure of Shenmue.
Some people may be a little surprised to see this.
Why didn't Yu Suzuki participate in the development of "VR Warrior 3"?
In fact, it was very simple, because Yu Suzuki was working hard on "Shenmue" at the time and had no time to develop "VR Fighter 3". When Sega had no choice, it could only leave it to others to take charge of Sega's trump card at the time. product, and the ending of "VR Warrior 3" was not very happy. It was not as successful as the previous two games. Even Suzuki Yu himself was very dissatisfied with the third generation.
Because the producer added a character who uses sumo wrestling as a fighting character without his consent.
You know, how important was "VR Warrior" to Sega at that time? In an interview with a reporter, Nakayama Hayao said very confidently that even if we do nothing now, our cash reserves will ensure that we can live like this for seven years.
Therefore, at that time, Suzuki Yu refused to develop "VR Fighter 3" and also developed "Shenmue" through literal translation. Sega had no choice, because Suzuki Yu's contribution to Sega for the "VR Fighter" series was really too great, so , I can only agree, but Sega is not without other preparations, because "VR Warrior" is too important.
Therefore, when "Shenmue" was first called "Crystal Chapter" or "Xuanfeng Ji" when it was not called this name at the time, Suzuki Yu led some newcomers during the demo development. The am2 development team is working intensively on the development of "VR Warrior 3".
After thinking of this, Jester couldn't help but laugh a little.
I don’t know, in this world, if the “VR Warrior” series has changed producers, will it still have a violent death like it did in history?
Jester wasn't sure about this question.
He couldn't think of any specific answer to this question at the moment. He could only wait for the official release and compare the real chapters. He looked at the "Shadow Blade" cassette that Itagaki Tomonobu sent him. He was right. I have a little bit of interest in this game. Anyway, it’s time to eat soon, so I just use this time to experience it for myself and see if this game has the quality to put my name on it.
Jester had never played the game personally before, but he had seen a demonstration by someone from the development team and found it quite interesting.
During the development, Jester told Itagaki Tomonobu about many of the classic settings of Koji Igarashi when developing "Castlevania: Symphony of the Night". Therefore, this game has some level layouts and prop collection. , is still somewhat similar to "Under the Moon", but that's about it.
From the emphasis on the effects of severed limbs, Jester can see that it is a very strong game style of Itagaki Tomonobu. Of course, the game is also very difficult.
In fact, it seems a bit inappropriate to say it is difficult.
It can only be said to be a matter of adaptability. When this game was being designed, Jester discussed it with Itagaki Tomonobu. After understanding the designer’s ideas, the game was actually not difficult. Therefore, Jester was After dying a few times at the beginning, after restarting, I got used to it a little and passed a few levels with almost no effort.
It's not a masterpiece, but it's really good.
According to Jester's estimation, one million units will be sold on the md platform. Although the quality of the game itself cannot be guaranteed, because the market share of the md platform is less than that of Dreambox2 after all, but adding his own name If you come to protect it, it is still very possible.
Because the game is really fun.
In fact, the issue related to the difficulty of action games has been debated by players almost from the birth of Super Mario in 1984 to more than 30 years later.
In fact, the reason why action games are difficult is because players do not understand the designer's design intentions.
When players understand the designer's design intentions, this game, no matter how difficult it is, will not be called difficult.
Why do you say that?
Take the four major acts of ninja ghosts and demons that players often talk about later, that is, "Ninja Dragon", "Devil May Cry", "God of War", and "Bayonetta". Generally speaking, " "God of War" and "Bayonetta" will not be involved in the difficulty consideration, because these two games are indeed not too difficult, of course, for "Ninja Dragon" and "Devil May Cry".
This is not the selling point of these two games either.
These two games belong to the category of experience-oriented action games among combat action games.
Of course, since we are talking about combat action games, there are naturally non-combat action games. The most famous ones are everyone’s beloved Mario series and Naughty Dog’s masterpiece “Crash Bandicoot”.
From the perspective of action design alone, the difficulty of "God of War" is indeed not high, but it excels in the shocking and cinematic experience, which is beyond the reach of other games. Therefore, "God of War" takes the experience to an action game to the extreme. They know exactly what kind of players they are doing: "Since I don't plan to only target core players of action games, then I will create an experience, not just an action experience. Even the gaming experience is made perfect for you!”
This is an action game mode most suitable for mass players, because you don’t need to think too much when fighting, just enjoy the experience blindly. In fact, Wushuang games can also be included, so Wushuang games have always been very popular, easy to play and Suitable for the general public, such as "Sengoku Basara", "Dynasty Warriors", etc. Many arcade games at that time followed this idea. (To be continued...)
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