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Chapter 731 - 227: Let’s see who dares to say I’m not stable this time! _2
Chapter 731: Chapter 227: Let’s see who dares to say I’m not stable this time! _2
Beneath a millennium-old ancient tree blooming with cherry blossoms.
A silvery-blue longsword named the Sword of Exorcism was thrust into a triangular stone staircase.
The moment Link drew the sword,
A blood moon shrouded the half sky.
Disaster had descended!
This formerly vibrant continent, known as the Hyrule Continent, was being eroded and corrupted by a monster named Ganon, and the land gradually lost its vitality.
Fires burned villages.
Countless kingdom soldiers lay dead in pools of blood.
The king had also perished in battle.
The scene shifted.
A girl with golden hair, clad in a blue long dress, appeared on the screen.
Her demeanor was noble and elegant.
She was the princess of the kingdom of Hyrule—Zelda.
Even though she was a princess, she had almost no way to confront the mighty disaster monster.
"I’ve done everything I could up to now... and it’s all been useless..." a fragile female voice interjected into the scene.
On Zelda’s beautiful face, two lines of tears were visible, filled with sheer despair, she turned to look back at the castle that had been corroded by the crimson-purple plague.
At last, she threw herself, muddy and disheveled, into the arms of the young man, crying out with all her might.
The young man pulled out the Sword of Exorcism from his back.
Facing tens of thousands of approaching monsters.
He protected the princess behind him, took a step forward, his sword flashing with a cold light.
He swore to protect this kingdom to his last breath!
At this adrenaline-pumping moment,
The grand screen suddenly went black.
The senior members of Blizzard looked at each other, unable to utter a word before
the next moment.
Fine, delicate voices of Zelda came from the high-quality surround-sound speakers.
"Link... Link..."
"Wake up..."
Unaware of how much time had passed since that great battle, nor whether the war against Ganon had been won,
The golden-haired young man, Link, was lying in a stone coffin within a cave, his eyes twitching slightly before slowly opening.
He seemed to have lost his memory, looking around bewilderedly, then stood up from the coffin.
Following the gentle call of the girl, he walked towards the light outside the cave.
At this moment, a soft and pleasant piano music began to play.
Two repetitive, crisp scales started with a faint sound, growing louder and faster along with the piano keys, making the background music increasingly stirring.
Accompanied by the approaching melodious cello, Link, who had just stepped out of the cave, suddenly saw the light.
Standing on a high platform, he took in the vast Hyrule Continent and its spectacular mountainous scenes.
At this point, the promotional trailer concluded.
The game’s name slowly appeared on the big screen.
"The Legend of Zelda"
...
Silence.
Within the entire Blizzard senior meeting room.
A deathly stillness.
The short promotional video of merely three to four minutes
Had left everyone’s eyes wide open, faces showing disbelief, astonishment, or utter awe.
These mere three to four minutes... contained an overwhelming amount of information!
First off, the introduction of gathering elements in an open world, for the first time, was already a powerful attraction for players to spend time in the wild.
Including the nearly barrier-free interaction with all buildings and scenes.
This truly endowed the game with a powerful concept of "go anywhere, walk everywhere."
Such a high degree of freedom had been considered by Blizzard while developing Divine Land.
Interacting with scenes, though challenging, was not entirely impossible.
But to achieve this, they had to face a problem—after players can truly roam around the world, would they still follow the route you, the designer, had planned?
Open world games inherently have weak guidance, and which area players explore first is their choice.
Now, your game has made that already weak guidance even more negligible.
If players can cross mountains and bypass paths, most won’t follow the planned routes.
That would surely create chaos.
Therefore, it took great confidence for the first player to release this interaction model.
This indicated their high confidence in the utilization of the game’s map and scenes.
Then, another core aspect revealed in The Legend of Zelda’s trailer was even more astonishing.
What Mide originally understood as high freedom,
Which refers to the high degree of freedom in player choices.
They can decide which area to go to and which monster to fight, similar to in Elden.
You can choose to forcefully confront the Big Tree Guardian or decide to bypass it to grow stronger first.
But the high degree of freedom presented in The Legend of Zelda’s trailer was in terms of gameplay.
Killing monsters wasn’t just about swapping weapon types.
It involved a variety of innovative gameplay mechanics bound with real-life physics.
Simply killing a minor monster could involve standard weapon attacks, using Shield Counter, pushing rocks to crush them, dropping things from high places to smash them, igniting gunpowder barrels to explode them, freezing them into ice blocks to drown them, using electric arrows on water to electrocute them, and other ingenious methods.
This method of playing would not just intrigue a group of naive players.
Even veterans from a major game company like ours are somewhat tempted...
Furthermore, there were puzzlesolving in temples and the exploration of vast, diverse foreign lands.
Towards the trailer’s end, Link even manifested the skills of the Power of the Four Champions.
Each skill was cooler and more impressive than the next, each more effective.
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