I Just Want Players to Save Money, They Insist on Giving Me!
Chapter 730 - 227: Let’s see who dares to say I’m not stable this time!

Chapter 730: Chapter 227: Let’s see who dares to say I’m not stable this time!

As the video continued to play.

The second half of the trailer began to demonstrate various gameplay mechanics within the game.

And with each new mechanic presented, the volume of discussion in Blizzard’s executive meeting room increased a notch.

Faced with a steep and narrow cliff, if players wanted to cross the several dozen meter gap from one mountain to another,

aside from using the small wooden bridge provided by the official path.

Players could also stand at the edge of the cliff and make a big jump.

Of course, you can’t jump across.

Link opened a small and adorably designed glider in mid-air, gliding gently on the wind, eventually landing at the edge of the opposite mountain, requiring only a short climb to reach the opposite mountaintop.

Moreover, players could use axe-type weapons to chop down a tree standing at the steep edge of the cliff towards the opposite bank.

Watching the thick trunk fall with a crash, it formed a makeshift bridge between the two sides, allowing safe passage to the other side.

This was just a simple mountain crossing, and there were already three or four different route options.

As for combating monsters, the tricks were even more plentiful.

The Hyrule Continent was home to a mainstream species of creatures known as Pokoblins, the pig-headed monsters.

Initially, in the trailer, the executives at Blizzard had breathed a sigh of relief.

Because the gameplay seemed relatively ordinary.

It was still the traditional RPG monster slaying style.

Using swords, axes, or branches to duel the opponent.

But after the trailer demonstrated the conventional approach to combat.

The subsequent tricks nearly made Blizzard’s executives’ eyes pop out...

In a small camp occupied by several Pokoblins.

The Pokoblins were sitting around a campfire.

But in the demonstration, it stealthily moved to a hillside behind them.

There stood a man-sized rolling stone.

Link used both hands to push the rolling stone.

"Rumble!"

The huge boulder slid down the slope, crushing the three Pokoblins on the spot!

"Ah?"

"Can you play like this?"

"WTF??"

The unexpected scene involuntarily elicited noises from the executives present.

The reason for their astonishment was simple.

This method of killing employed more realistic physics mechanics in a world that seemed utterly fantastical.

It gave a subtle feeling of breaking the fourth wall, yet upon further thought, it felt incredibly reasonable.

So what about monsters?

Even if BOSS turned up today, he’d still have to follow the laws of physics!

Bloodless but lethal, it could bring a dark thrill of sneak attack to players.

And the ways to kill monsters were far from this one only.

In subsequent demonstrations, the trailer offered several other persecution methods.

Link used a telekinesis-like ability to grab a metal sheet and stealthily approach behind a Pokoblin, then controlled the metal sheet to rise to mid-air.

From the shadow cast by the metal sheet under sunlight, he deduced its landing spot.

After calculating the distance, he simply released his hold on the ability.

"Bang!"

The long metal sheet fell from the sky, flinging the three pig heads away.

What shocked Blizzard’s executives even more was that.

The damage dealt by the metal sheet... actually related to its hovering height.

The higher the fall, the greater the damage inflicted.

This principle, known even to children in real life, could create a magical reaction when applied in the game.

Besides that, they could also blow up the gunpowder barrels beside them.

And even for such small barrels, the classic science was precisely interpreted.

Wooden arrows wouldn’t work; it had to be a flame-tipped arrow that could ignite the gunpowder barrel with a precise shot.

And if Pokoblins got hit by an Ice Arrow, they would freeze into ice blocks.

The ability for ice element skills to freeze enemies in games isn’t uncommon.

But the rich details demonstrated in the "Zelda" trailer made Blizzard’s executives blush with embarrassment.

The ice was slick, so its friction coefficient was low.

Thus, Link could pull out a large fan, wind up a gale, and blow the ice block straight into a nearby stream.

That, too, could instantly kill a Pokoblin.

While other RPGs focused on making action effects cooler or level-ups more thrilling,

"Zelda" instead interpreted how to enrich and enliven the monster-killing in the trailer.

Certainly, a good game has many points of attraction for players.

But what’s most captivating is fun.

And these seemed to be just the tip of the iceberg of the game’s actual content.

Fun and abundant elements kept twinkling out in a manner unapproachable for other game developers during the short three or four minute trailer.

Precise backflip dodges after monster attacks triggered bullet-time, allowing Link to thrust in front of monsters and rapidly chain slashes in an almost time-stopped state.

After Shield Countering an enemy attack, it could even knock the opponent’s weapon away and pick it up, disarming them.

Just the right amount of brain-teasing Divine Temple puzzle-solving.

On the Hyrule Continent, the ubiquitous green Korok with its weird "Yahaha" sound.

Carrying bombs to the seaside to fish.

Sliding down snowy mountains on a shield.

Charging through the desert on a seal.

The rapidly switching camera angles eventually stopped flickering, pausing on a lush, slightly dreamy, and hazy forest scene.

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