Chapter 752 (1/2)

When Qian Kun said this, everyone responded. It seems that where did you hear the introduction

If you think about it, isn't that what Josh Wilson says about his new game!?

Eschatological theme, zombie theme, pay attention to the depth of the plot, explore human nature??

All the points have been hit together!

Qian Kun coughed two times: ”manager, are you ready to compete with GA? What do they do? What do we do? It was an expedition, now it's a zombie? ”

Chen Mo shakes his head abruptly: ”Hey, don't talk nonsense, you are responsible for being spread out by the game media. How can this be on the GA bar? It's clearly our development idea ”happened” to meet. Josh Wilson doesn't want to be a zombie, can't we? ”

Su Jinyu's mouth twitched slightly: ”shopkeeper, in my opinion, you are careful. Josh Wilson said something bad about you, so you want to get even.”

Chen Mo laughs: ”just talk a lot. OK, let's see the design concept draft. ”

In fact, the design concept draft of ”American doomsday” is not complicated, because many of its playing methods and combat systems actually have something in common with ”mysterious sea area”, which are shooting, stealth, assassination and other playing methods. Moreover, the American doomsday is no longer about climbing walls frequently, but more about decrypting scenes, interacting with your peers, and reaching your destination.

In terms of scene setting, the end of America and the mysterious sea area can be said to be in the same vein, and can also achieve no loading in the whole process, giving the players an impressive immersive experience.

Of course, if we only discuss it from the perspective of play method, there is no particularly shocking play method innovation in doomsday of America. Its greatest charm lies in its story.

It's a story that makes everyone chant after they experience it. It's not only that the script is well written, but also that the game controls the atmosphere and rhythm to a climax, which makes the whole game a perfect artwork.

Of course, it's hard to explain the plot in three words. Chen Mo can't make everyone realize the greatness of American doomsday just by using hundreds of words in the concept draft. However, as long as we wait for the game to come out and experience the game, we will naturally understand where it is fun.

……

In Chen Mo's previous life, ”the end of America” is regarded as an eternal classic of game art.

Many new PS players will always ask what games they should buy, and many will answer that the first game must be ”the end of America”.

Of course, there is an exaggeration in this statement, but there is no doubt that if there is any game that must be played after getting the PS4, then ”the end of America” must be one of them.

In the PS4 era, the reset edition of doomsday got nearly full marks from more than 30 media, including IGN, while the public statistics reached 10 million sales in March 2016.

Britain's Empire magazine named ”the greatest game in history” and put ”the end of America” at the top of the list.

American doomsday is a classic game recognized under the traditional game making Thinking (traditional linear level). It redefines the upper limit of game quality that a game can present.

From the perspective of the theme and play method of American doomsday itself, there is not much brilliance.

It has used rotten zombie theme, traditional linear level design, and exquisite pictures as one of the gimmicks.

If only from the surface, it is not as ”style significant” as some types of games, such as ”mysterious sea area”, ”Assassin's Creed”, ”ares” and other games, players can clearly say that their playing methods are different from other games.

The biggest feature of ”the end of America” is that it has almost no big scene of ”exploding trains, jumping airplanes, going where to collapse”. You know, the ”mysterious sea area” is also made by naughty dogs

This is a kind of restraint. Obviously, it can do well in the big scenes that stimulate the players' hormones, but it just doesn't do it. It only relies on the game level design and plot to impress the players.

Its greatest charm lies in its complete interactivity, as well as the constant uneasiness and uncertainty inherent in the game.