Chapter 884 This Scenery Is Absolutely Amazing
Link opened his eyes at Princess Zelda's soft call.
A dazzling blue light appeared in Zhao Lei's field of vision, and the picture gradually became clear. At this time, what he saw was a strange shape.
After a closer look, it turned out to be... a lamp?
It's just that this lamp, together with the ceiling next to it, has a unique style, a combination of ancient and futuristic styles. The special material that looks extremely hard, the constellation-like blue light illuminates the shimmer of the firefly, plus the round and sculptural lines...
Just the design of a lamp, coupled with the picture style of the entire game, brought Zhao Lei to another virtual world.
"Link... wake up..."
At the call of Princess Zelda, Link opened his eyes, sat up in a special round platform, and looked at everything around him in confusion.
At this time, Zhao Lei's feeling was similar to Link's, with a blank expression on his face.
who I am?
where am I?
What should I do?
This is a place with a peculiar style of painting. The patterns, constellations, and light spots on the walls make people feel that this is the product of alien technology, and everything around is indestructible.
However, the whole painting style is very unified, and this special scene also makes Zhao Lei feel very novel.
Link came to the camera, and Zhao Lei found that he could control the camera.
The perspective of the VR version of "The Legend of Zelda" is somewhat similar to the VR "The Last of America". It is a third-person follow-up perspective, but the camera is far behind the character, and you can see Link's entire body, including his feet. .
Link's body only occupies a small part of the entire field of vision, so it will not block the field of vision.
VR games mostly use the first perspective, mainly to maximize the sense of substitution in the game, but there are also some individual games that use the third-person perspective, such as "The Last of Us" and "The Legend of Zelda", the former is for the dual protagonists. When identities are exchanged, players will not have cognitive dislocation and increase the smoothness of the game’s storytelling. The latter purposely zooms out the camera to avoid exposing the insufficient performance of switch and matrix glasses when running VR games.
If you have only played the first-person perspective in VR games, this feeling is rather strange. When you rotate the perspective, the camera lens will rotate around the protagonist. If you use the surrounding scenery as a reference, you will feel that you are A ghost suspended in the air constantly moves around the protagonist.
However, Zhao Lei quickly got used to it. After all, most of the third-person stand-alone games on the PC are based on the same principle, and the same is true for moving to VR.
There is a peculiarly shaped stone platform in front of it, with a faint blue light shining on it. In the very center of the stone platform, there is a special stone slab.
Just as Link walked to the stone platform, the mechanism turned slightly, and the uniquely shaped stone slab stood up, as if asking Link to pick it up.
Princess Zelda: "That's the Shika Tablet... When you wake up from your long sleep, it will guide you..."
Link reached out and took the Shika Slate in his hand.
On the back of the Shika slate, there is a pattern of an eye in the center, and the position of the eyeball emits blue light; there is a handle on the upper part, which can be held or hung.
And on the front of it...it turned out to be a display screen.
The size of the entire Shika slate is basically the same as that of the switch, which is just right in the hand, except that there is no handle.
Link put away the slate and continued to walk out.
After getting the tattered shirt and trousers in the two boxes, Link got dressed and opened the gate of the shrine with the Shika slate.
The door slammed open, and the sunlight outside came in. Link blocked the light with his hands and squinted to look outside.
Princess Zelda: "You are the light of Hyrule once again... Now, it's time for you to embark on the journey..."
Zhao Lei manipulated Link to run out of the shrine. In the process, he became familiar with a series of primary operations such as running, sprinting, climbing walls, changing perspectives, and wearing equipment.
Unlike "Assassin's Creed" and "Uncharted Sea", the protagonist Link in "The Legend of Zelda" does not need a specific grab point when climbing, as long as it is a regular mountain, he can climb at will. It's just that it consumes physical strength when climbing, and the climbing speed is much slower than "Assassin's Creed".
Facing the sun, Link rushed to the outside world.
The camera moved from far to near, following the running Link gradually lowered. When Link ran to the edge of the cliff, the camera slowly pulled up again. In an instant, the entire Hyrule Continent was unobstructed!
In the distance are lava-spitting volcanoes and evil haunted royal cities, and nearby are destroyed ruins, lush forests, vast grasslands...
Faint fog, warm sunshine, the whole scene seems to be covered with a special filter, like a watercolor painting.
A faint bgm sounded, and in the lower right of the field of vision, the name of the game appeared: "The Legend of Zelda: Breath of the Wild".
The camera turned slowly, and then stopped at a tall shrine on the right side of the screen. Halfway up the mountain, a strangely dressed old man stood by the fire, as if waiting for something.
"This scenery... is absolutely amazing!"
Originally, Zhao Lei didn't expect much of the VR effect presented by the matrix glasses. After all, this thing is far from a serious VR game cabin in terms of size and price. But after the opening scene, Zhao Lei was instantly convinced.
The precision of the picture is definitely far inferior to the VR game cabin, but such a distance makes up for the lack of precision, and the advantage of the style of "The Legend of Zelda" is instantly reflected.
Compared with those realistic style games, this style of painting is more freehand and more artistic, and it feels like a carefree fairy tale world.
If it is in a realistic style game, this kind of thick grass and slightly rough mountain will definitely be disliked by many people, but in this style of painting, it is well integrated with the environment, and even a little cute.
"Huh? There's a branch on the ground. And a mushroom."
"What is this? Unicorn? Oh shit, fly away!"
On the way down the mountain, Zhao Lei found that there are many collectible elements in the surrounding environment.
The entire UI system of "The Legend of Zelda" is somewhat similar to that of "Uncharted Sea", which is to hide all textual information as much as possible to make the whole game more immersive. It includes collectible elements such as apples and mushrooms, but there will be some faint glowing effects to remind players.
A collectible creature like the Unicorn will alert the player if it runs over, and must sneak past to catch it. Players will almost certainly fail if they are not prepared in advance.
On the way, Zhao Lei also encountered an apple tree with two glowing red apples on it. But the branches are too high to be touched by normal jumping. Link must be asked to climb the tree to get it. 8) For more wonderful novels, welcome to visit our school