Cherreads

Chapter 657 - Chapter 657: A Game That Can Be True Art

Utopia, race, capital, religious beliefs, and steampunk...

These elements can be said to be common in many games.

But usually, games will choose two or three themes to mix together and show to players.

Each of these themes can completely be the main background of a game, let alone all of them mixed together.

Not to mention the settings of quantum physics and special relativity, which are extremely science fiction.

As for exceptionalism, simply put, it is the ideal governance of providing opportunities and hope to the people, focusing on personal and economic freedom, and deriving a unique balance of public and private interests. To put it more bluntly, it is the so-called American Dream.

But obviously, the reality is completely opposite, and this will be reflected in the game.

BioShock series, this is the game Lucas is going to bring out next.

All of the above content are the elements contained in the BioShock series.

Its first work, with its excellent quality, directly won the TGA Game of the Year award that year, and its opponents were not weak.

On the contrary, they were all highly competitive.

Including the Orange Box of Half-Life, Team Fortress, and Portal; Call of Duty: Modern Warfare; Crysis; Gears of War; World of Warcraft: Burning Crusade

It can be said to be full of stars.

But in front of BioShock, these games were also overshadowed.

And the third game, BioShock Infinite, made this series an extremely classic existence.

Butterfly effect, grandfather paradox, multiverse, quantum mechanics, ironic exceptionalism, plus the utopian, racial, capital, and steampunk and magic backgrounds inherent in the previous BioShock series.

All of these elements were stuffed into the game, but it did not make the game bloated. Instead, it brought them together to create a classic city of God.

At the same time, the game's amazing art style and the super high AI design of Elizabeth made Booker and Elizabeth the most memorable combination in game history.

Although BioShock Infinite did not win the TGA Best Game of the Year that year.

But if you let industry media, including players who have played it, choose a game that they think best represents the ninth art form.

Then I believe many people will choose this series: BioShock

As for why Infinite did not win the Best Game of the Year that year, it was really because the opponents competing with it that year were too monstrous.

The opponents it faced this year were the famous The Last of Us.

But although it did not win the Best Game of the Year at the time, it conquered countless media and players.

Especially the setting of the heroine Elizabeth in the game, even from Lucas's point of view, can be said to be very classic, shaping her vividly, and this will be the most important part of the game.

In the meeting room, Lucas introduced the relevant content to everyone.

At the same time, he also conducted AI tests on Elizabeth with the project department.

Use Nebula Games' internal art resources to first build a small demo scene, and then confirm Elizabeth's program.

As for how to make her perform more humanely and related lines, this part still needs to be produced by actors and lines in the later stage

For BioShock Infinite, the shaping of Elizabeth is very important.

How to make players have a deeper impression of this character is the core point that the team needs to pay attention to.

This is not just a simple matter of stacking details, but more importantly, a kind of interaction between the player and Elizabeth.

Generate a kind of emotional bond, just like the relationship between Joel and Ellie in The Last of Us.

Not only let Elizabeth be able to help players in battle.

More importantly, they can also get close to players in their hearts.

Because only when they are more real, gentler, and more understanding, and Elizabeth can actually help players in battle.

Only in this way can players develop feelings for this character.

Only with feelings, when Elizabeth's plot is arranged later, will the players' heartache be more thorough and more heartbreaking.

But for Lucas, he dares to say that no one understands healing better than him in this area.

After all, so many years of experience have not been in vain. At the beginning, he may have been a little rusty, but now he can only say that he is familiar with the road.

In addition, there is a more important point in the game, that is, the presentation of the game's art style.

On the surface, one of the external art styles of BioShock Infinite should be steampunk.

Huge airships, hooks linking the various islands of the city, and huge machines.

But it is not accurate to simply call it steampunk.

Because the art style of BioShock Infinite can be said to be diversified, and it can even be called a work of art.

From Lucas's current perspective, except for the modeling materials themselves being a hindrance,

The game's unique art style can be said to be unique, and it is perfectly integrated.

The artistic decoration style is full of aristocratic atmosphere, and the character scenes are accompanied by huge gear chain machines.

At the same time, it is rendered with Disney's cartoon art style, giving it vivid colors like oil paintings.

Steampunk, Victorian, coupled with the utopian religious theocratic background itself, it can be said that the entire sky city of Columbia makes countless players feel incredible and amazing.

The rest is the plot and worldview of the game. The previous BioShock series had a trilogy, but in fact, the most popular ones among players are the first and third games.

And the second one in the middle, like the Dark Souls series, was even kicked out of the BioShock family by some players.

The main reason is that the second part of Dark Souls lacked the soul character Hidetaka Miyazaki.

The second part of BioShock also lacked a soul character: Ken Levine.

Although it is excellent in itself, except for the background and map settings, it is actually separated from the original plot.

Of course, it is not completely bad, because this work explains why the Big Daddy and Little Sister in the game have such a close relationship.

But compared to the content of the first and third generations and the Burial at Sea DLC, the second generation seems a bit out of place.

Because these two games almost achieved a perfect cycle.

So Lucas is more prepared to make the game into two chapters.

BioShock Infinite will be a separate chapter, and the Burial at Sea DLC content and the first generation will be a chapter to reveal the most shocking Elizabeth ending in BioShock.

(End of this chapter)

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