Open a mecha, why is it so "ugly"
Actually, it's just revisiting the anime......
The higher the pixels, the more difficult it is.
On the red and white machines of the 1980s, mecha game production was not complicated.
Taking "Macross Fortress" as an example, the whole game is a side-scrolling airplane shooter, but with a small gimmick that turns the plane into a robot, plus pixel-level graphics performance, making the mecha games of that era "flawless".
However, the higher the pixels, the original few "spots" outline a mecha, and the other routines that rely on the player's imagination are no longer effective.
Instead, the angular mechanical details of the mech, as well as the action puzzles that need to be considered when moving, make mech games often look ugly in the eyes of carrot enthusiasts (a nickname for robot).
I have to say that the Chinese mecha game "Hardcore Mecha", which has been well received in Japan, is clever in design.
Its game setting is cleverly retro, that is, it uses a 2D side-scrolling way to avoid the perspective problem, and at the same time, it also makes the mecha in the game look handsome but does not need to do much action design.
However, this trick can only be used for a while.
After all, side-scrolling games have long been played in the 80s of the 20th century, and they all seem backward.
So, 5 years after the game came out, its sequel "Hardcore Mecha: Apocalypse" abandoned the horizontal format of the previous game in order to enter the mobile terminal, and creatively adopted the relatively rare "positive 60-degree top-down view" to present the battle.
According to the development team, this perspective can solve all the problems of mech movement, while also balancing the development cost and the performance of the graphics.
However, in fact, this is just a variant of the current popular MOBA game perspective, for example, "Honor of Kings" with a mecha in it.
In fact, there are many mecha skins in "Honor of Kings", but in terms of game experience, wearing a mecha and not buying a skin are just cool.
And "Hardcore Mecha: Apocalypse" is just turning the competitive mode into a variety of clearances.
As for why 60 degrees was chosen, it seems that some details of the mecha can be presented better in the picture through the "side view".
What happens if I switch to a different perspective?
In 2016, after the launch of the domestic VR mecha shooter game "Z'code", it received a flood of bad reviews.
In addition to the fact that the whole process of the game at a price of more than 50 yuan only takes about 20 minutes, there are various problems in the experience:
The view from the cockpit is limited but realistic, in line with the characteristics of VR......
But a walking mecha doesn't have any sense of movement tremor, let alone make a sound, is it a ghost machine?
But what if you design the tremor?
Not to mention VR games, even regular games will aim to dizziness......
Japan, which has always regarded mecha as its signature dish, has a remarkable way of playing mecha games.
There are countless games that use mecha as a selling point.
In 1972, manga artist Hiroshi Nagai created "Demon God Z", which fused humans and mechas, and also made "robot animation" really begin to become a complete animation category.
And the game derived from "Demon God Z" alone has been linked with anime for nearly 30 years.
It can be said that mecha games have been launched in Japan since the birth of video games shortly after.
It's just that, in addition to playing like Macross ", Japanese mecha games prefer another way of playing: animated games.
The basic routine is simple:
In addition to the gorgeous cutscenes, some mecha will also cut into exclusive close-up screens when releasing special moves, and its game expression is to cater to the audience, seek to achieve the aesthetics of animation, and build the effect of thousands of troops fighting at the lowest cost.
For this reason, it can only be as close to the animation form as possible in the way of performance, such as the "Super Robot Wars" series, which takes the highly restored animated combat as the biggest selling point of the work.
After all, relying on the player to fight or shoot on their own is not possible to constantly switch between various perspectives like the animation.
Not to mention anything else, the most classic shouting move of mecha animation can't be expressed at all.
Could it be that when the eighteen palms of the dragon are released, the game screen will be barrage by the way, and then let the player play one move at a time?
If you really have this time, you have been killed by your opponent several times.
As a result, in addition to fighting and shooting games, other types of mecha games are often alienated into "reproductions" of animation in games, and playing games is actually revisiting animation......
Published in the People's Post and Telegraph on July 26, 2024, Issue 407 of the column of "Le Youji".
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