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Pixel-level dismantling of "God of War: the Gods of Twilight", how to create a semi-open world game

2025-02-14 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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This article comes from the official account of Wechat: Niuyou Valley (ID:gh_b3aa7d5cefe5), author: Niuyou Valley @ competitive Nuclear

The most complete game analysis of the whole network, a lot of content, a large amount of information, reading time of about 10 minutes, recommended collection ~

First, the core point of view is improved in all directions, and the peak will be continued!

"God of War: the Gods of Twilight" is a semi-open world ARPG game, the game takes the semi-open world as the content carrier, and the combat strength level as the soft key design, through players in the main line and feeder fighting, explore access to nurturance resources, enhance the character's fighting level and combat ability to capture more areas, and gradually consume the content of the game. Compared with the previous works, the game has been improved in all aspects (picture effect, art, reward mechanism, content volume, fighting play, exploring play, developing play, etc.). At the same time, the game still has excellent cinematic narrative and delicate emotional expression of this work. work together to create the image of "Kratos", an old father who is worried about his son.

However, the deficiency in the game is that the game lacks a sense of grandeur and epic depiction of the ultimate battle of "Twilight of the Gods", and more often takes "the conflict of three families" as the thread of the story. Although the emotion is in place, "Twilight of the Gods" is somewhat insipid.

Second, the game release information: game name: the gods of war at dusk

Platform: PS5

Developer: Santa Monica Studio

Publisher: Sony

Earliest sale: November 9, 2022

Available in Chinese: November 9, 2022

Supported languages: English, French, German, simplified Chinese.

Game type: semi-open world ARPG

Third, the first week sales of market data games exceeded 350W.

According to data analyst Millie A, Twilight has sold more than 350W copies in its first week.

In the previous film, the restart of the first "God of War", its innovative mode of play, fascinating movie-style narrative and foreshadowing in the plot made players look forward to it. It also brought the first week sales of the work to more than 350W. In the UK's first week of physical sales, "God of War: the Gods of Twilight" has surpassed "COD19: modern Warfare" and "Elden Ring", second only to "FIFA23" with World Cup blessing.

Fourth, the core play disassembles 1. Core play framework: content consumption semi-open world ARPG games

"God of War: the gods of twilight" core gameplay framework ps: disassemble high-definition pictures please contact us to obtain the game to the semi-open world as the carrier of consumable content, and to RPG elements of the combat level as a soft key design (beyond the player's combat level of the enemy will become very tricky). Players can acquire nurturance resources by fighting and exploring consumer map content (including all content on the main line), and use nurturance resources to enhance the character's combat level and combat ability, so as to "unlock" more map explorable areas, and then consume game content. The core part of the game is mainly composed of fighting, exploration and cultivation, and these contents will be set up in the semi-open world set by the "nine realms".

two。 Semi-Open World: nine regions with different characteristics

Each style of nine-boundary area in this work, players can explore nine area maps (corresponding to the nine-boundary area set in the game), several of which are large semi-open areas.

During the campaign, players will explore through various areas of the nine worlds with the process, and the game will bring players a distinct differentiated experience in different areas through the change of scene style and map interaction in different areas:

Midgart: the area of human life, the center of the nine boundaries, has become a snow-capped cold area under the influence of Finnbull winter, and the iconic lake of the nine boundaries in the previous work has also been transformed into an ice sheet, and many new explorable areas have emerged.

Swatar Faheim: an area where dwarves live, consisting of hot wetlands, abandoned mines, and a large bay that can be explored in a large semi-open area with exquisite Dwarf scene interaction.

Alfaheim: an area where elves live, consisting of a temple of light, a desolate canyon, and two large wastelands, in which the wilderness is covered with yellow sand. Players need to complete the branch line to clear the interference of yellow sand in order to explore the area.

Warner Heim: the area inhabited by the Warner Protoss (Freya), consisting of wet jungles and the ruins of the Warner tribe, with not only sinister trap plants, but also interactive mechanisms that can change day and night, used to change the obstacles of the map and explore new roads.

Niverheim: eternal ice sheet of ice and snow, small area map, functional map scene mainly serving the main line campaign and the global branch line (Odin's Ravens)

Alfaheim: a Jedi filled with hot lava, except for a small amount of explorable content, the scene mainly serves and the main line of battle

Jotenheim: in the land of giants, the scene where the surviving giant Angelboda lives, there are trace elements of exploration and collection, main services and main line battles.

Herheim: the frozen seaport is sealed with the killer "Hull" of the nine worlds, and the scene is full of undead monsters, with trace elements of solving puzzles, mainly serving the main line of battle.

Asgard: the area inhabited by the Asa Protoss of the Odin, with an iconic huge wall towering above the clouds, and the site of the final battle.

Inherit the previous semi-open area design in addition to the linear process of the main line campaign, the game still has a very large volume of explorable content, which is not limited to a large number of branch content, stronghold challenges (undead warriors, Berserker tombs, crucibles challenges), riddle boxes (three female treasure boxes) and other consumable content, players are free to choose whether to explore related areas and other contents during some stages of the main line campaign. The contents that need to be explored by the players are presented to the players one by one through the semi-open area design of the game.

The lighthouse guide in the semi-open area in this work, the four areas of "Midgart", "Swatar Faheim", "Alfaheim" and "Warner Heim" adopt the semi-open map design of large scene, and the game is guided by the "lighthouse" formed by buildings and light, and combined with the blocking of the terrain to reduce the target interference that may be caused by multiple "lighthouses". Combined with the text information obtained in part of the exploration, the player is guided to explore one location after another in the semi-open world region, and the place uses treasure boxes and other rewards to guide the player to various content design points in the location. with the game list stronghold to the content and the regional tasks triggered in the stronghold, together constitute the design of the semi-open area of the game.

Can be used for inter-regional transmission of the "mystery door" in addition, the game in each region has installed a "mystery door", providing players with intra-regional or inter-regional transmission function, connecting various regions. Players can use the "mystery door" to teleport to any of the discovered "mystery doors" during or after the completion of the campaign.

It is through the semi-open area design + transfer function that the game realizes the semi-open world of the game, so that players can explore freely in different areas.

3. Combat play: observe the enemy's actions to counter the enemy, using a limited combination of key positions for a variety of combat combo

The game combat interface game inherits the ACT combat from the previous over-the-shoulder perspective, and in this work, in addition to "axe of Velitan" and "Blade of chaos", the introduction of a new weapon "Dropnier's Spear" further strengthens the diversity of combat styles:

Axe of Velitan: has an ice effect, can apply a "freezing effect" to the enemy (freeze the enemy or reduce the enemy's speed), and has a balanced weapon that attacks near and far.

Blade of chaos: has a fire effect, can apply a "burning effect" to enemies (continue to deal damage to enemies), and has excellent group attack and output ability.

Dropnier's Spear: has a wind effect, can apply "elemental siphon" to enemies (steal enemy elements and enhance skill effects), has a strong long-range output ability and a single combat ability.

In the process of combat confrontation with the enemy, it is an effective strategic guidance for the game to change its combat style according to the enemy's action so as to gain combat superiority more calmly. At the same time, the game also encourages players to apply this technique to multiple moves through the setting of "element linkage" (when the enemy is attacked by one element, it will increase the damage of another element attack).

The action priority of the game the combat operation of the game includes basic attacks (links around minor attacks), long-range attacks, blocks, dodging and a series of basic operations, as well as weapon rune skills and anger skills that need to be released actively. Different operational actions have different priorities in combat, which is the basis of the game action combat segments.

Combat keystroke input in addition to the general anger skill, the action design of each weapon in the game is the same, that is, through a limited combination of keystroke input, there are a variety of attacks, and the difference is that the action style after input is different. Each weapon tends to move closer to the characteristics of the weapon (for example, the range of chaos Blade + Scorch attack characteristics). And this way allows players to play a rich attack segment under the limited keys on the handle, realizing a higher operating space of the game.

Of course, in the ACT game, in addition to the fighting segment, players also need to pay attention to the enemy's actions to make different responses (bounce, break shield, dodge), and seize the opportunity to launch a counterattack.

Rebound to break the enemy's moves the enemy's conventional attack methods (without warning) can use blocks to avoid damage, but part of the enemy's attack will be prompted by a "yellow circle" before starting an attack, indicating that this attack cannot be resisted by relying on ordinary parry. Players are required to use rebound (blocking at the moment of the enemy attack) or dodge to evade damage.

Evade the enemy's powerful attack and the enemy's powerful attack will be reminded in the way of a "red circle", indicating that this attack cannot be blocked, bounced back, and requires an evasive response.

Broken Shield creates counter-attack opportunities some enemies will also launch defense or build-up strength, which will be prompted by a "blue circle". Players need to immediately use a shield-breaking move to break the enemy's defense or prevent the enemy's build-up ability from being released to create a counterattack opportunity.

It is worth mentioning that in addition to the above coping styles, players can also use weapon rune skills (rune nudge, rune smash) and anger skills to break the enemy's actions. and start a fierce series.

The skill of using the skill to fight against the enemy while destroying the enemy's action can not only magnify the player's output opportunity and the viewing of the battle. at the same time, it will also bring players a very pleasant fighting experience and a sense of achievement. It is precisely because of the addition of new weapons in the game, a total of 6 skills of three weapons give players a larger "spelling" operation space. But in spite of this, the "fighting skill" still appears as an advanced combat skill in the game, which requires players to know the enemy's mode of action, the basic attack and rune skills of each weapon, as well as the timing of release of different tricks, which is more difficult.

Compared with the previous skill tree, this work introduces two kinds of characteristic skills. In this work, it inherits the basic weapon skills of "axe of Leviathan" and "Blade of chaos", and introduces two new types of characteristic skills for each weapon. The first category is the skills that can enhance the characteristics of the weapon. Players can use triangle keys to activate the characteristic skill and change the shape of the next attack. The second category is similar to the weapon explosion skills set by "Battle Resources". When the player's weapon is unlocked to a certain level, it can unlock the explosive form of the weapon, and each attack hit by the player will accumulate the weapon's "measurement value". When it is full, it can release the explosive form of the weapon, giving special effects to the attack (the range attack effect of Leviathan's axe, the additional Burning and anger recovery effect of chaos Blade).

In this book, players can choose the release form of Sparta Wrath, while on Sparta Wrath's Wrath skill, this game cancels the related skill tree and uses the optional rage ability release form instead. In this work, there are three forms of anger skills: the first is the basic anger skill form of the previous work (transformation skill); the second is similar to the previous blood recovery holy thing, which can resist enemy attacks and restore health; the third is a powerful attack. If you defeat the enemy, you can also restore a small amount of health.

This way also provides a certain supplement to the diversity of the choice of the game development part and the construction of the school.

Co-operation and execution this book still retains the previous partner (Atreus) cooperative combat and vertigo execution settings, and in the cooperative operation has been optimized. In this work, the player's cooperative partner has a complete skill tree, and the partner can help the player fight better than the previous one (AI has a stronger desire to attack and has certain special skills that can be released through the player's QTE command). With the increase of the types of enemies in this work, the execution skills that highlight Kui Yeh's violent aesthetics are also much richer than those in previous works.

4. Explore the way to play: skillfully use the environment interaction to solve puzzles, explore unknown areas to experience more game content

Small volume puzzles appear throughout the game in the exploration part of the game is similar to the previous works, pay more attention to the properties of the game, in the main line and exploration is usually filled with a large number of exquisite puzzles (may appear on the only way, may also appear on the way in front of the reward box), these exquisite puzzles and with a variety of regional tasks and map strongholds together to form the explorable content of the game.

The puzzle solving of the game also tests players' observation, association analysis, logic analysis, timing control, distance control and other skills around terrain, architecture, agency interaction, protagonist and partner's ability and effect.

Observation: players are required to look for objects hidden in the scene. It usually requires players to explore different angles of observation in the scene (for example, in the treasure chest of the three Goddesses, looking for Rune runes hidden in the scene).

Associative analysis ability: use the ability combination of the protagonist and partner to associate with the operation mode of the interactive organs in the scene to complete the puzzle solving operation (for example: door opening mechanism + axe freezing ability + transmission rune)

Logical analysis ability: the puzzle needs to be solved according to the law of agency interaction (for example, the number of springs and the height of the fountain)

Timing control: players are required to operate at a certain time (for example, fixed moving slings, killing flying Odin Ravens, etc.)

Distance grasp: players need to perceive the distance from the interaction point and use specific ways to achieve long-distance interaction (for example, using the ignition ability of conduction rune + chaos blade to ignite a distant brazier).

The exquisite interactive mechanism and the game revolves around these players' skill test, has produced the exquisite interactive mechanism and the ingenious architectural and terrain design.

Ingenious interactive organs: exquisite interactive organs are realized through a variety of interactions. Take some interactive organs in the dwarven habitat of Swatarfaheim as an example, the spring drives the flow of water, and the water drives the water wheel. The waterwheel will drive the operation of various facilities. Players can control the number of springs to change the flow of water in the spring, change the direction of water flow in the waterway, and control the operation of various organs.

Terrain and architecture: thanks to the new climbing ability of chaos Blade, the terrain and architecture of some scenes are designed with high vertical density, and through the change of perspective at different heights, players will find different interactive and hidden content.

With the combination of various types of high-quality puzzles and excellent fighting methods at the bottom of the design, the game makes players full of interest and novelty in the exploration and play of the main line and branch line.

The regional content of the task list game can be divided into three categories, of which the first is triggered independent regional content, the second is accompanied by the global collection of players to regional content, and the third is text information to regional content:

Independent feeder content: most of the feeder content derived from the main line appears as a trigger (the rest is picked up by NPC). It has a complete story and exploration process, with experience time ranging from 10 minutes to 2 hours according to the volume. The independent feeder content of the long process usually has a high-quality design (even not second to part of the main line content).

Collect feeder content: carry out the game's always collecting feeder quests, which usually appear in a simple way of play, and some of these feeder lines will be rewarded in different stages according to the player's progress (for example: Odin's Ravens)

Text to regional content: appears in the form of hidden items, usually not directly rewarding players, but using text messages to guide players to explore rewarding locations (for example, treasure maps, etc.).

In the part of regional tasks, it is worth noting that there are extremely rich and high-quality regional content in the game (main line flow: about 30 hours, regional flow: about 50 hours). Therefore, players may receive other regional content in the process of one regional line, and another regional task when carrying out other regional content. The volume of such high-density regional content is unimaginable, not to mention high-quality content with bright spots, such as visual feast-like performances, gripping storylines, bizarre and interesting tasks, and so on. I'm afraid it's hard to find other games to match it in the comprehensive performance of regional tasks.

Stronghold Challenge (Undead Warriors) in addition, the game also has a variety of list strongholds and other challenge content filling, as players after customs clearance campaign later challenge play, usually more difficult, but the reward is also rich.

5. Develop the method of play: make use of the functional differences and complementary functions of various equipment and accessories to build the style of combat schools.

Character combat strength level and attributes inherit the previous combat strength level setting, when the player's combat strength level is higher than the enemy, the player's numerical attribute has a suppressing effect on it, otherwise, the enemy has a numerical suppression effect on the player. The combat level of the character can be improved by increasing the enhanced level of weapons and armor. The game allows players to achieve a leapfrog challenge through operation, but it is more difficult.

At the same time, the enhancement of equipment will also affect the strength of the character (enhance the damage to the enemy), defense (reduce the damage caused by the enemy to the character), rune (affect elemental damage), vitality (affect recovery), cooldown (affect the cooldown of weapon rune skills), luck (affect the probability of passive trigger probability) 6 numerical attributes.

The weapon development system includes the enhancement of three kinds of weapons, the enhancement of weapon accessories, the enhancement of weapon rune skills, the enhancement of shields and accessories, the enhancement of anger skills and sacred objects, etc.

Weapon enhancement: weapon enhancement materials are the most precious nurturance materials in the game. Enhanced weapons can not only enhance the attack power of weapons, but also unlock the skills that weapons can learn, which plays a great role in improving players.

Weapon accessories enhancement: weapon accessories can bring additional passive effects and numerical attribute bonuses to weapons, but enhanced weapon accessories only increase the bonus effect of numerical attributes and have no effect on passive effects.

Shield and accessories enhancement: the type of shield (bounce type, balance type, block type) has been added in this work, and shield accessories will also bring special passive effects to the shield, but enhanced shields and accessories will only bring numerical benefits.

Weapon rune skills: each weapon can be equipped with two rune skills (tap rune and hard hit rune). Enhanced rune skills can improve rune skills, but not character combat level.

Anger skill and relic enhancement: the relic can bring the player an active skill (active damage skill, active buff, etc.). Strengthening the anger skill and the relic only increases the related skill effect, not the player's combat level.

The armor nurturance system is mainly divided into breastplate, wristband, belt and amulet, in which breastplate, wristband and belt are armor equipment, which appear in the form of a suit, while the amulet is special armor:

Armor development: breastplate in armor can provide strong passive effects for characters, while wristbands and belts in the same set can give additional passive effects to breastplate passive effects (need to be enhanced to a certain level of activation). Armor enhancement can bring a lot of numerical attribute benefits for players, which is one of the main sources of player numerical attributes.

Amulet formation: runes with additional passive effects can be embedded, but the amulet initially has only 3 mosaic holes, which requires players to participate in feeder play to obtain unique resources to unlock more holes (up to 9 holes). In addition, runes of the same symbol can also form a set of effects.

Through a large number of passive effects given by weapon accessories and armor equipment, combined with the diversity of combat styles, the game provides players with a certain construction space and direction in equipment collocation. Players can match relevant equipment systems according to their own combat preferences to form different combat schools (such as rune skills: the passive effects of all attacks can be superimposed and enhanced by using the "ghost set" release ability. And cooperate with the passive effects of subtracting CD or skill enhancement and cooling bonus related equipment, and then build a combat genre with rune skills as the main output.

The skill unlocking of the role skill tree is no different from the previous work, all use the role experience to unlock and learn weapon skills, and the skill tree between different weapons is independent. In addition, in order to enrich the diversity of player genres, the game also designs proficiency settings for the character's skills. when the player unlocks and uses the skill to hit the enemy, he can accumulate the proficiency level, and when the proficiency reaches the golden level, you can turn on the custom enhancement effect of the skill (players can choose one of the three directions of damage, element, and control to strengthen).

Fifth, highlights and regrets: highlight 1: compared with the previous work, the all-round improvement of the game

When I first saw the amazing scene art design compared with the previous work, this work has made obvious progress in many aspects, from the most intuitive picture performance and scene art, there is a visible improvement (this also benefits from the improvement of PS5 function) At the same time, the game optimizes the reward mechanism, the frequency of reward content such as treasure box increases significantly in the process of exploration, and the driving force of reward is more distinct (but at the same time, the content of this RPG is also deep, and the demand for materials is huge); the content of the game has also been greatly improved, and the quality has not been reduced as a result. In the game's core game, "Battle", the introduction of new weapons and the addition of special skills give players a higher upper limit of operation; at the same time, the content of the game also has a stronger construction space compared with the previous work; in addition, the combination of exquisite interaction design and scene, the quality of mini-puzzle design is also improved to a certain extent.

Highlight 2: inheriting the strong sense of immersion brought by the cinematic narrative of the previous work

The cinematic narrative game still uses the previous way of cinematic narrative to present the story content of the game, and the stunning battle performance of "one Mirror to the end" in the previous film is also brought into full play in this work. although the broadcast of the game is not as good as the game with the plot as the main selling point, it is more difficult than the action game. As the final chapter of the Nordic part of the "God of War" series, and the change of the temperament of the important figure "Kratos", the cinematic narrative also well assists the important function of the narrative, fully releases the appeal of the story, and enhances the player's sense of substitution and immersion.

Highlight 3: the delicate emotional expression enriches the image of the classic character Kratos.

Father and son reunion in this work, players will see the collision and blending of ideas and emotions between the old father "Kratos" and his son "Atreus" (players can operate their son "Atreus" in this book and learn more about the voices of their sons). Through the contradiction and understanding between father and son, Kratos gradually transitioned from the image of "preacher" to the image of "supporter" at the end of this work. From the beginning, he only wanted "Atreus" to live safely, and later changed himself for "Atreus", so that "Kratos" finally let go of the cruelty and violence left over from his past experience. to become an ordinary old father who wants to be better for his children, it is through this delicate emotional expression that the game brings a rare side to the classic image of "Kratos". This is probably the best end-result of Kratos, the tragic and violent old god of war.

The veteran players of the series also expressed positive regret for the plot of this film: the lack of narrative and fighting content in the big scene and pattern made the Twilight of the Gods slightly insipid.

There is no special final battle (Muraguchi fighting plus) although the plot of the game has greatly enriched the characters of "Kratos", but the theme of the game "Twilight of the Gods" is not as magnificent as the players expected. This work describes the ultimate war of the Nordic gods in Twilight as the love and hatred of three families (Kratos and son, Freya and the Odin family). Although it is emotionally in place, there is always a lack of epic sense and sense of greatness as "Twilight of the Gods", even in the battle with various gods, there should also be a sense of atmosphere and ritual (far less than the two battles with Badrel in the previous work and the battle of the old gods of war series). As a result, the whole battle process of "Twilight of the Gods" is more like a "village mouth fight" of three families. It also makes this work a little sorry for the name "Twilight of the Gods" ("the fall of the Odin Family" may be more appropriate).

The players expressed their affirmation of the plot and their disappointment with the final battle.

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