551. Not only to fight, but also to God (Chapter 2)(1/2)
Wang Fang double-clicked the icon of "God of War·Yi" on the desktop.
When the screen turned black and lit up again, Bomi's iconic logo appeared on it—
BOMI
Create happiness with your heart.
Seeing this, everyone couldn't help but smile.
Everyone is a Bomi employee, and this logo and the corresponding voice are so familiar to them.
If you want to say something different, it is probably that Bomi's logo will be redesigned every few years to keep up with the development of the times. According to the boss, even in the logo, Bomi's sense of technology and advancedness must be reflected.
When the BOMI icon disappears, the icon of the Journey to the West Studio Group is immediately followed.
Then there is God of War Studio.
God of War Yi.
...
When many people saw the artistic characters "God of War Yi" appear on the screen, they immediately became excited.
"Wow, I don't know why, every time I see this interface, I feel like watching blockbusters in the cinema."
"That's not, our company is still very particular about the opening of the movie."
"Yes, you don't think about what the company's tradition is? The boss has always asked the company's games to have a sense of lens."
This has been the case since Ai Xiaomi's era. Otherwise, Cao Yang would not have specially recruited a person from the Beijing Film Academy Director Department to serve as the main copywriter of the game, and later promoted her to producer.
The main reason is what they said, the game should have a sense of lens.
It must have impact and demonstrate the value of the company.
You must be able to fall in love with the game when you first see it.
Even if it is just a Bomi logo, it must be done to the extreme.
"I think it is the boss's spirit of striving for excellence that can help our company's games go all the way to this day."
"That's not, otherwise there wouldn't be so many masterpieces. How do you think they came from, they were forced out by the boss."
"Yes, the God of War series seems to be the boss's own son, right?"
"Yes, the boss's project was appointed by the boss. "God of War·Wukong" is the project established by the boss. However, being the boss's own son is good. If you control it in the general direction, you just need to execute it as he said. In the end, there is basically no big problem. If nothing unexpected happens, it will be a hit product."
"As a biological son, you must be whipped by the boss... In a sense, it is actually quite miserable."
...
A few big words emerge from the screen, very powerful.
After the font disappears, it comes to the initial main interface.
The main interface is quaint, giving people a feeling of ancient times. This part continues the previous "God of War·Wukong", but there are some differences in the design of the UI base plate.
For example, this generation of war gods has added many paintings to the UI board, similar to the patterns and color designs of the murals in the Mogao Grottoes in Dunhuang.
If you have watched an animation like "Nuwa Fix the Sky" broadcast a long time ago, or the earliest "Nine Colored Deer" animation in China, then the current UI interface is probably in a similar style.
There is a little paper-cutting style inside, and the colors are close to Dunhuang murals. The colors are colorful and rich, and the colors are both antique.
This style is quite different from the previous work of the cold and bright God of War Wukong.
In other words, from the beginning of entering the interface, the God of War Yi has already guided you into an ancient mythical world.
The game hasn't started yet.
A CG first appeared on the screen.
At the same time, the BGM also rang.
"Wow, I'm getting goosebumps all over my body."
Yes, this section is still very sharp and has extremely distinctive musical instrument sounds, that is—
Suona.
“Wow, the same recipe.”
"Yeah, it smells like that."
...
The suona, Chinese style, high-pitched and grand, is actually fully reflected in "God of War·Wukong", so this time "God of War·Yi" also continues the previous style of the God of War, and it can be said to be in line with the soundtrack.
Looking at it now, this is also a feature of the God of War series. Basically, as long as you can hear similar music, you can think of the plot in Wukong. Then this work strengthens a similar impression. In the future, players will think of God of War when they hear similar BGMs.
In a sense, this is a kind of brand reinforcement.
Although the instrument uses suona, which is also in line with the international style, there is still a big difference between the music of God of War Yi and Wukong. It is true that the same Chinese style is the same. God of War Yi's will be more complicated and the application of symphony is more sophisticated.
On the basis of maintaining its original basic characteristics, the soundtrack team further tailored the BGM by digging out the story of God of War Yi. So in the beginning CG, what you can hear is high-pitchedness, but compared to Wukong, it is less desolate and more an epic feeling.
After CG was released, everyone couldn't help but want to applaud them.
Because this CG is really good.
The whole epic feeling is coming. Although the magnificence of ancient times is only gently lifted up, you can still feel the magnificent atmosphere behind you. I don’t know how much content will be waiting for you in the future.
It is conceivable how awesome the copywriting of this work is. It can surpass the previous work, write your own story, and re-sublimate the world view and background story of the God of War series.
Although in a sense, God of War Yi has nothing to do with God of War Wukong, they are both representatives of Chinese mythology. The copywriting and art of this work directly hit an ancient mythological world and mythology system on your face, which is very impactful.
It's the kind that can really shock people.
...
After the CG is over, it is the first part of the beginner teaching.
This part is similar to the previous work and Bomi's Assassin series style. The game has no mandatory guidance and will only talk to you through NPCs, or give some scattered guidance on the wall and floor, as an element of the game itself, and then the game can be played based on these clues.
Wang Fang followed the guidance of a novice and took action step by step, and showed you the details of this game.
"The picture is amazing." People whispers came from the audience.
In the game, the saturation of the color used in the entire game scene, picture, and character design is relatively high. From this point of view, it is actually quite different from the God of War Wukong.
Gu Sorry
God of War Wukong is more realistic than that, because the color saturation is relatively low, the color is more inclined to cool colors, which can always give you a cold and indescribable sense of vicissitudes.
What "God of War: Wukong" needs is the feeling of vicissitudes that look very bright and dazzling, the whole picture is extremely clean and tidy, but it is cold to the core, which complements the somewhat dark story behind it.
But when everyone saw "God of War Yi", the color used was completely different. The colors were bright and the tones were bright. Many colorful sets were added to the scene, which made people feel that -
It's very messy, and while you're messy, you can feel the dilapidation of the entire scene and even the whole world.
But very vital.
This actually seems contradictory, but it just reflects the strength of the art team of God of War Yi and the exquisite design and advanced concepts of the entire planning team.
The overall story connotation of the God of War Yi is to seek rebirth in destruction and find hope in destruction. Therefore, when the planning team was discussing with the art team, they thought about how to express this point, so the current art style was born.
At first glance, all kinds of colors are mixed together, such as rust-colored trees that hold their heads upwards, and the branches on the trunks penetrate into the sky like swords. The silent shouts make you feel that they have super vitality, but the tree itself is withered and corrupt.
The river water flowing under my feet is also a yellow-brown mixed with mud and sand. The cold stone walls in the distance are occasionally flying by, with unknown big birds with long tails and flames...
There are also the green lotus flowers blooming quietly in the water, the corpses piled up in the distance, and the noble statue of the goddess in the center of the lake.
The light shone down from the sky, and the shadows swayed.
The whole scene was extremely chaotic, and it was mixed with various colors, red, yellow, green, blue, white, gray, black... There were all colors, and because of the high saturation, each color was extremely abrupt, and it felt like it was directly hit. It seemed that someone directly smashed a pigment plate on your face, and you didn't know which one to aim the lens at.
That's how it feels.
But if you observe carefully, you will feel that there are inseparable connections between them and they are harmonious with each other. The lotus blooming in the center of the lake and the lower body of the withered tree is immersed in the lake...
Everything is so natural and so perfect.
Even the big bird that occasionally flies by, drags the ashes' tail, makes you feel that this place is so real.
And all of this seems corrupt, but it also contains endless vitality.
For example, fireflies are jumping and flying.
At the bottom of the lake, some unknown creatures are swimming.
Flowers occasionally bloom from the withered branches and then wither. When they wither, a butterfly can be seen flying out of it.
This wonderful scene is like a dream.
"It's really amazing."
"It's so good-looking, I really love this art style."
"Yes, as soon as this scene came out, I got goosebumps all over my body."
"It's so beautiful, and it's the weirdness that reveals real beauty. I feel like I've seen it somewhere."
"It must be a dream, I have dreamed of similar scenes in my dreams."
"Wow, my scalp is tingling. This scene is so beautiful, so weird, but so beautiful."
To be continued...