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2025-04-04 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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Shulou(Shulou.com)11/24 Report--
CTOnews.com, May 29 (Xinhua)-- Liang Qiwei, developer of the independent game Rain Blood series and founder of Lingyou Fang, unveiled a new domestic game, Shadow Blade Zero, at a global conference on PlayStation, and brought a real-machine demonstration of the game.
Because some people have found that a game of the same name has applied for a mobile version number, it is suspected that it is a domestically purchased draw card game. In response, soulframe, developer and founder of Shadow Blade Zero, confirmed that Shadow Blade Zero is an one-time buyout stand-alone game based on story, action and exploration, and its target login platform is the host and PC.
According to reports, this game is independently developed and released by Lingyou Fang, a dark martial arts theme and third-person action adventure game based on Unreal 5 engine. It has a deep and dark artistic style, a fast-paced battle and a fictional world that combines Chinese martial arts and steampunk.
CTOnews.com with the original text of soulframe:
Seeing our unique knight-errant idea unreservedly presented on the world stage, so many months of staying up late and exhausted seem to have paid off-- whether it's returning to the martial arts design of the golden age of martial arts films, or by lion dancing. traditional elements such as changing faces, ancestral halls and archways that have been carefully examined and transformed by "martial arts punk" They are all gifts that we carefully designed and proudly presented to players around the world.
At present, the promotional video of "Shadow Blade Zero" ranks second among all the more than 30 products displayed on PlayStation's official channel, and we are more frightened, stressed and responsible.
Special thanks to the veteran players who have come all the way from the stand-alone games Rain Blood: dead Town, Rain Blood 2: Mirage, to mobile games Shadow Blade, Shadow Blade 2 and Shadow Blade 3. It was your trust and support that made us where we are today. I saw some players say, "when can our game take us to fly?" Some players said: "I have been a fan of this series for ten years, and I don't feel a little proud until today."
After doing mobile games for ten years, I have long adapted to the unique public opinion ecology of China's game circle environment. Of course, there are some unsatisfactory aspects in this process, which are limited to ability, cognition, or various objective dilemmas. But this time, I hope, as some players say, to give you some feeling of "high eyebrow" and be proud that you like the Shadow Blade series.
Thank you! Thank you for your willingness to believe in spirituality. The next words may make your expectations a little more reassuring.
Here, I must be serious, resolute, without a trace of hesitation and ambiguity to declare: "Shadow Blade Zero" is a story, action and exploration-based, one-time buyout stand-alone game, its target login platform is the host and PC, this goal has never changed.
The business model of a game has been established since its birth, and there will be no other possibilities-unlike the setting in which all the plots in Shadow Blade 1: 3 can be substituted for any character (class), the plot of "Shadow Blade Zero" is inherited from "Rain Blood: death Town", which is the heroic epic of the Soul. It has a very strong story and even a hint of tragedy-- and the core setting is There are only 66 days left in the life of the main horn soul.
In this framework, how to carry out some people's imagination of the draw role, krypton gold to develop the numerical design, and can also achieve the expected high returns? I don't think there is any team in the world that can accomplish such a difficult commercial design.
Other questions that everyone is concerned about: 1, the mobile game version number? The mobile version number of Shadow Blade Zero was applied for a horizontal version of the 2D mobile game that was being developed at that time, but the mobile game was suspended before the version number came down. Later, when we restarted the host version of UE5, it was absolutely impossible to launch a completely different product with the original version number.
We will reapply for the corresponding version number for the PC / host version of Shadow Blade Zero in the future, and related work is under preparation.
In addition, from a technical point of view, no mobile hardware can run UE5 games, and UE5 does not support mobile platforms, so there is no "UE5 mobile games".
2, "operational stand-alone game"? I have indeed expressed on some occasions that many mobile games are not so much online games as stand-alone games with online accounts, that is, "operational stand-alone games".
But we know very well what kind of product can try what kind of technology and idea.
For the concept of cross-platform + operational stand-alone, "Shadow Blade: convict" is the corresponding product, which we have conducted several rounds of overseas tests and opened the Steam page, which is no secret; however, "Shadow Blade Zero" does not belong to this category, it is a work that we achieve higher technical specifications, higher creative impact, and hope to bring a purely traditional stand-alone gaming experience.
3, "cloud game"? I have also mentioned the prospect of this technology before, and the only possibility that Shadow Blade Zero can become a "mobile game" is to stream the cloud experience on the mobile phone, which does not conflict with the buyout stand-alone. It is also a service available on current mainframe gaming platforms. PlayStation also specially produced a small screen streaming handle at the same press conference.
4, make an appointment? The English website is Register and Subscribe, which registers and subscribes to the latest information, a practice used by many stand-alone games to push the latest news to players. Chinese "reservation" will make people feel a little bit like an online game, but it is actually just one more notification channel for you to push tests and release information.
To say a few more words, early testing is also very necessary for stand-alone games. We are well aware of the inadequacy of our abilities and experience, and many design ideas and experience effects need the best core QA-- players to help us verify and adjust. I don't think we have the ability to build a car behind closed doors for a few years, and then sell it directly, so we will definitely use multiple rounds of testing to adjust the direction of research and development, and then sell it after basically no problem.
Having said so much, I don't know if I can answer most of the players' questions. But from these questions I do not feel any malice, on the contrary, I feel that the players are eager for the excellent domestic single machine and the encouragement and encouragement to us!
Looking back on the darkest moments of loss and loss that I have experienced over the past decade, I have persisted every time with the enthusiastic encouragement of the players: when I gave up the name "Rain Blood"; when I complained that "Lou Lou" was taken off the shelves from Steam (I didn't want to take care of it after being put on the shelves by a counter-complaint); when "Shilou" was obviously selling well but the company was about to close down. When you decide to carefully pack up your childish ideas and strive to grow into a "mature"domestic game developer", and when you have been taught to be a person by channels for so many years. China's game circle, ah, is a quack. What players see is the outer layer, what we practitioners see is the inner layer, and the result of the operation of that inner layer is that outer layer. Although I have already predicted the outcome of the high probability, looking at the expectant eyes of the people outside, I am still willing to bump my head for a glimmer of hope.
Like the soul in the Shadow Blade series, we will try our best to break the situation and cut a narrow crack. There are already many cracks cut by the forerunners, and some light has come in, but it is far from enough to illuminate everyone's way forward. As a practitioner, I work hard, and as a player, I am also looking forward to it.
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