Chapter 739: Chapter 230: Ke Er! _2

However, Link, who was at the top of the tower, found descending to the ground a bit troublesome.

Brother Fangfang controlled Link, jumping down step by step along the stairs that extended from the four sides of the high tower.

The entire process took a good half a minute or so.

Someone in the crowd behind immediately said, "That’s just inhumane, isn’t it? If you teleport to the top every time, won’t you have to spend half a minute each time just to get back to the ground?"

Another person joined in, "It’s indeed a bit cumbersome. Maybe the designers thought at the time that it’d be good for players to stand high and see far?"

"Why not just like in Assassin’s Creed, give players a Leap of Faith into a haystack or something, why make them slowly go down the stairs..."

The discussion behind hadn’t even finished when it abruptly stopped.

At that moment on the screen, Link had just landed smoothly.

Deng, who had just taught players how to cook, was gliding over from not too far away with a small hang glider.

He then landed steadily right in front of Link.

And told Link that once the four Divine Temples in the surroundings were unlocked, he would give Link the hang glider.

With the hang glider, even if standing atop the soaring Sheikah Tower, one could ignore the heights, adjust the angle mid-air with the glider, and head to many places previously unreachable.

As the hang glider was introduced, the voices that had just been criticizing the ’unnecessary high tower’ suddenly changed their tune.

"Damn! You can actually play like this??"

"I knew it! How could Designer Ke not have thought of this step."

"Right, if we thought of it, Designer Ke must have already planned it all out. I just felt it was too quiet and wanted to liven things up a bit, hehe."

"No, no, keep it as is, I actually prefer your unbridled selves from earlier." Brother Fangfang laughed out loud but didn’t mind.

When gamers gather, their discussions aren’t much more sophisticated than political debates.

Even getting into arguments over game mechanics is quite common.

However, the best part of offline gatherings is that, despite the arguments, no one holds grudges afterward.

And, the introduction of the hang-gliding mechanic was particularly impactful for several players who were previously not very interested in open-world games.

The ability to maintain flight in the sky in an RPG was still quite rare within Blue Star’s gaming scene.

Looking over the entire history of gaming on Blue Star.

Before the birth of the open-world genre, almost no companies dared to do this.

Air superiority, whether in reality or games, is always a dimensionality reduction attack on ground forces.

Once players are allowed to fly mid-air, it means that many carefully designed physical obstacles on the ground can be easily bypassed.

Many bosses that were too tough could also be bypassed at will.

Even after "Elden" popularized the concept of open-world games,

Very few companies would exercise restraint when designing ’flight-class’ skills/items.

Some companies would consider reducing the airtime for players, like a brief hover for just a few seconds, allowing for minor movement adjustments.

And some companies would only allow jumping in place to scout the surroundings.

But Zelda straight-up gave players the long-duration gliding hang glider.

Tell me, when faced with a vast expanse of land,

Which player wouldn’t wish to enjoy the view from a bird’s-eye perspective while soaring through the sky?

This design undoubtedly amazed the onlooking players.

And soon,

When a group of players not too keen on open-world games gets drawn in by a certain mechanic and starts taking the game seriously,

They would discover.

Zelda contained countless charms!

As Brother Fangfang controlled Link, approaching the first Divine Temple nearby,

And inserted the Sheikah Slate into the pillar, a new skill got infused into it through some ancient magical Strength.

Link acquired the Magnet Force skill.

This skill wasn’t like traditional RPGs that provide damage or healing effects to the character.

Its application was more on the gameplay operation aspect.

The effect of this skill was to move metal objects.

A few steps ahead after acquiring the skill, the first small test prepared by Zelda for the players was visible.

There was a fence blocking the way forward.

And on the floor were two tiles that clearly differed from the other floor tiles in design.

Pressing the Magnetism skill, the surrounding scene quickly turned into a grid, and the two interactive metal tiles lit up in radiant golden yellow.

At that moment, Link would wield a giant magnet materialized from the Sheikah Slate.

The magnet’s pulling force would be visually displayed to the players in a parabolic arc, like a bending fishing line.

After pressing interact on the metal plates,

And then controlling the direction of the force, the metal plates could be moved aside.

The alleyway would then be clearly exposed.

Brother Fangfang maneuvered Link to crawl through the opening, allowing access from underground to the other side previously blocked by the fence.

What really provided comfort to the onlooking players,

Was Zelda’s way of integrating guidance within the scene.

Without any hints, because in real life, there aren’t any NPCs around to give tips when you encounter a problem.

The second challenge was still a door.

Unlike the first challenge which blocked the path with a fence, forcing players to use the tunnel to proceed.

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