Network Security Internet Technology Development Database Servers Mobile Phone Android Software Apple Software Computer Software News IT Information

In addition to Weibo, there is also WeChat

Please pay attention

WeChat public account

Shulou

After 15 years of absence, can the "core crisis" once again bear the enthusiasm of the players?

2025-02-28 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

Share

Shulou(Shulou.com)11/24 Report--

"Qianlong once went to Jiangnan for a private visit. it was getting late and hungry, so he stayed at the nearby Puji Temple in Shangtian. During the meal, the monk brought up a bowl of 'Pearl Jade White Jade Soup'. Qianlong ate it with relish and praised it again and again.

After returning to the palace, Qianlong asked the imperial chef to make exactly the same soup. Spinach was still the original spinach and tofu was the original tofu, but Qianlong felt that it was not as delicious as before. In a fit of anger, he ordered all the imperial chefs to be beheaded. "

The folk has compiled many stories about Qianlong's visit to the south of the Yangtze River, and this is only one of them that has spread widely. But what I want to say is that this is my first feeling about the just released final Fantasy 7: core crisis Reunion (hereinafter referred to as "Core crisis Reunion").

This feeling comes from the fact that it is too "authentic", but sometimes good memories may not stand up to the touch.

The original final Fantasy 7: core crisis on PSP has many shortcomings, and this remake may not meet the expectations of all players. On the contrary, in the process of playing again, it is easy to notice the shortcomings that have been ignored in the past, break the memory filter in the mind, and feel that this bowl of "Baiyu soup" is not what it was then.

The original "Core crisis" Zacks and Alice met for the first time in church, but PSP's "Core crisis" is of great significance to domestic players, through which many people came into contact with the "final Fantasy" series for the first time. As probably the game with the highest installed capacity on the domestic PSP, it almost carries the youth of a generation.

For veteran players, this book is an opportunity to be reunited with old friends who have been away for 15 years. For players who have played final Fantasy 7 remaking, the causes and consequences and characters of the whole story can be understood more clearly through this work. People who don't know anything about final fantasy can also play this book as an independent work or the first work in the pit.

"Core crisis reunion" Zacks and Alice in any case, even if the "core crisis reunion" still has many shortcomings, players will pick it up again and taste the taste of this bowl of "Baiyu soup".

So, can it carry the player's emotion again?

1 to answer this question, I think the first thing we should understand is how the "core crisis" moved players.

Faced with this question, the answer given by most people should be: the character and the plot.

Character shaping has always been one of the strengths of SE (hereinafter referred to as Skewell Anix). In the "Core crisis", the protagonist Zakos meets, meets and separates with many people, and gradually grows into a 1st special forces soldier. In this process, not only the protagonist moves us, but also many supporting roles make players unforgettable.

However, "Core crisis Reunion" is still a work with great emphasis on portraying characters. This reproduction is not simply to improve the resolution of the original graphics, but to re-model all the characters, resulting in a significant improvement in map texture and light and shadow details.

Comparing the original "Core crisis" with the "Core crisis Reunion" Alice model, and using the new model to complete the real-time calculus, we can even see the meticulous look changes on the characters' faces.

The only drawback in the real-time calculus picture of "Core crisis Reunion" is that CG does not re-render with these new models, but simply makes it high-definition. This allows players to occasionally act because of subtle differences in modeling. But for many players who like Zax's original facial model, it may be another kind of good news.

"Core crisis Reunion" HD CG is limited by the capacity of early storage devices, and only some important scenes in the original "Core crisis" have voice. This time, the "Core crisis Reunion" retains part of the original sound, and on this basis, the missing part is re-recorded, so that all the dialogue content has voice, and players can understand the character's personality more comprehensively through voice.

Not only important roles, but also miscellaneous characters have full voice, coupled with new sound effects and rescheduled BGM, which greatly enhance the sense of presence. This makes it easier for players to immerse themselves in the world of the game and gain a deeper understanding of characters and stories.

However, because of the addition of the whole voice, some of the problems left over have been highlighted. In the absence of voice, characters usually use exaggerated body movements to enhance the performance, and players will quickly skip the dialogue, so the sense of disobedience is not strong.

Although the voice was added this time, it did not modify the original action, which made the place where there was no voice showed a strange feeling after joining the voice, and became the chief culprit of the stiff movements of the characters.

In addition, some of the remaining acting actions apply only to early RPG games. After the HD reproduction, the more funny movements are difficult to match with the realistic model. For example, the performance of Youfei punching Zax is a bit too childish.

On the whole, the performance in "Core crisis Reunion" is already excellent in terms of character shaping and plot performance. Angel's perseverance, Alice's persistence, Zax's duty-bound, for the players brought a sad and beautiful fate and growth story, play to the end, no one can not be moved.

This "core crisis reunion" has been mended on the basis of the original high level, enriching the sound and painting performance, and players can get a more immersive experience. Although there are still some shortcomings, but also maintained the degree of completion.

However, "Core crisis Reunion" is not a movie, as a game, it is impossible to bypass the gameplay and only talk about characters and plots.

"Core crisis" is the first transformation of the "final Fantasy" series into ARPG, the combat system is not mature, the attack mode is single, and the feel is relatively stiff. Therefore, combat has always been criticized by players in the original version, and this time the development team has made many improvements to the combat system.

The improved combat system is still composed of normal attack, magic crystal and props, but the development team has introduced a lot of successful experience of final Fantasy 7 remaking. For example, in the original "Core crisis", you need to use the L\ R key to switch normal attack to magic crystal before you can release magic, while the remaking plate uses a combination of L1 key and other four pattern keys to release magic, which greatly avoids the sense of discontinuity in battle.

The introduction of these experiences makes the combat experience of "core crisis reunion" more natural and smooth, and the final attack feel is also closer to "final Fantasy 7 remaking". But it is worth mentioning that the essence of the combat system of "final Fantasy 7 remake" is still the ATB return system. Players need to fully understand the characteristics of the enemy, configure resources, and finally use the magic crystal to fight out the enemy's weakness in battle.

The strategy is far greater than the action, which is just the icing on the cake for the system to facilitate players to fight in different styles.

But the original positioning of "Core crisis" is the ARPG game, and "Core crisis Reunion" continues this position. Magic crystal as an auxiliary means of combat, although the attack power is high, but its essential function can only be said to be better than nothing. In a battle, the player still only needs to attack the enemy without a brain until the end of a battle.

As a result, although it is an action game, the refreshing point that the action part can provide for players is very insufficient.

Moreover, the development team obviously did not rewrite the enemy's AI, and the enemy attack mode is still obvious, even standing in place most of the time waiting for the player to attack. This type of combat may not be a problem on PSP, but porting it to a new generation of consoles will give players a clear sense of battle performance.

"Core crisis Reunion" the enemy attack demonstration lacks the core fun for the combat system, and the production team chooses to improve the stimulation of the battle through the regulation of external conditions.

For example, when Zax became a 1st Shenro special forces, the enemy's attack power was generally increased. At this time, if the player can reach the conditions such as "end the battle without damage" and "end the enemy with extreme skills" in a battle, the character can slightly restore the amount of health and magic after the end of the battle. thus stimulating the player to maintain a higher degree of concentration during the battle.

When fighting a strong enemy, the enemy who is about to release a special skill will show a bar of strength, and if you deal a lot of damage to it, it can weaken the power of the skill, and may even directly prevent the enemy from starting the skill. in order to avoid the situation in which the enemy's skills can only be hard-docked in the original.

The addition of new elements such as the "Core crisis Reunion" enemy special skill Xu Li bar enables players to maintain their goals at all times in a battle, thus alleviating the boredom of the battle to a certain extent. But I have to say, it is still better than nothing.

Moreover, the remaking version still uses the original regional task, and the way to trigger the battle is still to encounter the enemy at random, which is obviously a procrastination process that is enough to defeat the freshness brought by the new system, forcing players to recall the tiredness of a strange breakthrough in those years.

Overall, although the remade combat system has been slightly improved, its performance is still lacklustre. What can bring the player bigger surprise may also be the improvement of the D.M.W system.

3D.M.W (Digital Mind Wave Digital brain Wave) system in the original "core crisis" is a more distinctive content. Players who have played know that it is not only a component of the combat system, but also a blockbuster that provides performance effects for the plot.

It appears in the game as a rotating three-axis slot machine, and when Zacks meets new friends in the plot, their avatars will appear in the vacant position.

The "Core crisis Reunion" D.M.W system, and these friendships will also be a source of combat effectiveness for Zax, who can release the extreme skills of other characters or gain attribute growth effects when the characters' avatars and numbers on the axis match in a specific combination.

But in the original version, the D.M.W system will be triggered full screen and cannot be skipped, causing players not only to be interrupted by the combat experience, but also forced to watch the same show over and over again. After watching it so many times in the whole process, people who love the system will get bored.

The original "Core crisis" D.M.W system and the extreme skills generated in this process will also be released immediately, but due to the uncontrollable release of skills, it will lead to "empty" phenomenon from time to time. The role of this over-random system in combat can be said to be not very playable, more or less like the forced addition of content to serve the performance effect, so it has been criticized by players.

In "Core crisis Reunion", the development team modified the D.M.W system to address these two issues. The improved D.M.W system only runs in the upper left corner, no longer obscures the player's screen when putting together the pattern, and the player can choose whether or not to skip the subsequent performance content.

The performance triggered by the "Core crisis Reunion" D.M.W system, the extreme skills that can be skipped will not be released immediately, but will be stored as instant skills. Players can independently arrange the battle rhythm according to the battlefield situation and choose any time to release.

These are integrated with strategic changes, so that the system, which has been marginalized in the original version, is no longer a vassal of the performance effect, and can finally play the role it should have in the battle.

As a result, it can provide more lethality in terms of performance when it is no longer seen as an encumbrance in its function.

4 unlike the drastic reform of "final Fantasy 7 remaking", "Core crisis" is more like a work a little more than reproduction, but far from the degree of reproduction, of which the most important core element-the plot is entirely based on the original production.

I believe that SE also has its own considerations, no matter what kind of changes to the plot, it will certainly cause a group of players' dissatisfaction, so it will give these things to the players intact.

But if anything has changed, it is the sword of destruction that has been passed on to three people.

Comparison between the original "Core crisis" and "Core crisis Reunion" the sword of destruction as early as when the first trailer was released, some netizens sensed the difference of the sword of destruction. In response, Nomura also gave the answer: "in the original Core crisis, the destruction sword is based on the design of the destruction sword in the CG film the arrival of the Seven Sons. This work and the final Fantasy 7 remake trilogy are based on the original final Fantasy 7."

The sword of destruction in the coming of the son, in fact, through this passage, we can see some changes in Nomura's attitude towards the "core crisis". It starts with a movie called "final Fantasy: the depths of the Soul" (hereinafter referred to as "the depths of the Soul").

In 1998, Hiroshinobu Sakaguchi, the father of final Fantasy, began to lead Skwell to produce "the Soul," which took three years and invested $137 million. But it collected only $85 million at the box office when it was released in 2001, and the company was on the verge of bankruptcy overnight.

In desperation, Skerwell and Anix merged to form a new company, Skerwell Anix. Sakaguchi Hiroshin "Dai sin" left, but the story of "final fantasy" continues.

Wada Yoichi became the new CEO and took the stage to preside over the overall situation. Under the cruel oppression of reality, he put forward a new financial plan: cut long-term tasks, use the existing IP to develop short-term projects, and complete quick cash.

Final Fantasy 7, the most popular IP owned by Skerwell Anix, is the easiest way to help this project come true.

So Wada Yangichi wrote a project called "final Fantasy 7 Series completion Plan", which revolves around the blank content of FF7, producing five derivative stories, one sold each year, each with a construction period of two years. In 2003, the project opened a magnificent curtain.

The project director of the entire project of the "final Fantasy 7" series was naturally handed over to the original author, Tetsuki Nomura. He is responsible for the concept setting, framework script and character setting of the whole completion plan.

However, while this financial policy can quickly solve the company's current financial problems, it will eventually drain every emotion of final Fantasy 7 players.

In the face of this business philosophy that runs counter to the original mind, Nomura also chose to adhere to his little pride in his works, so he redesigned this symbolic sword of destruction. Therefore, the sword of destruction in the coming of the son and the Core crisis is all different from the original, it is this sword with a golden handle. It is like a logo, drawing the difference between authentic and derivative works.

The original "Core crisis" Zacks holds the sword of destruction, while "Core crisis Reunion" once again uses the design of the original sword of destruction. The sword came to the present more than 20 years ago and first appeared in the hands of Zax.

"Core crisis Reunion" Zacks holding the sword of destruction is just as important for this work as to whether it can carry the enthusiasm of the players-- that its producers have accepted it from the bottom of their hearts.

This article is from the official account of Wechat: game Research Society (ID:yysaag), author: Qimu cake

Welcome to subscribe "Shulou Technology Information " to get latest news, interesting things and hot topics in the IT industry, and controls the hottest and latest Internet news, technology news and IT industry trends.

Views: 0

*The comments in the above article only represent the author's personal views and do not represent the views and positions of this website. If you have more insights, please feel free to contribute and share.

Share To

IT Information

Wechat

© 2024 shulou.com SLNews company. All rights reserved.

12
Report