Font
Large
Medium
Small
Night
Prev Index    Favorite Next

Chapter 940 This perfect assassination rhythm has not changed!

The enemy branches of each stronghold in "Assassin's Creed: Odyssey" have been carefully studied by the Nebula game level design team.

Each NPC location will have a certain interval, and there will also be objects that block the field of view.

This is mainly done to enhance the player's sense of immersion and at the same time give the player a reason to assassinate the NPC, but others have no reason to discover it.

After all, in general, in order to ensure the completeness of the game, there is often a situation where two NPCs are turned to the player, and the player assassinated one of the NPCs, while the other one was still stupid and did not notice it.

This is very unreasonable and is usually questioned by players.

But this is to better take care of the player experience. In fact, can't it be possible to make NPC smarter?

Of course, it is impossible to do it. Even if the AI ​​algorithm is not that advanced, it only needs to add some specific judgment conditions, which can also make players mistakenly think that its AI is very high.

But the key issue is that doing this will definitely make players scold themselves.

Just assassinated, people discovered it. How could they sneak up on this?

Players who are too stupid feel that they are not real enough, and players who are too "smart" will lose the fun of the game.

So in general, this type of game will find corresponding excuses for players.

For example, players have super-technical equipment, or superpowers, or just like the infected people in "The Last of Us", they have no vision and can only distinguish positions by listening to sounds. In addition, the interactions between glass fragments in the map are all answers to players.

As for "Assassin's Creed: Odyssey", the method Yang Chen and his team did is quite simple.

Thanks to its open world gameplay, most of the strongholds are not small in size. In this case, the location distance of the npc can naturally be divided. Players can choose to sneak in from a certain position and find ways to assassinate the enemies in the strongholds one by one.

Of course, in addition to assassination, you can also directly choose the warrior route in the game and treat it as "God of War" and behave like a rash person.

Or you can take the bow and arrow route like playing "The Elder Scrolls: Sky" and assassinate all enemies from a distance.

As the level increases, different routes can also unlock corresponding special skills.

And in the game, players can also spend some money to reset their talent points again and experience other routes.

"Although it is called Spartan Creed, my perfect assassination rhythm has not changed at all!"

Rescuing the kidnapped little girl Fubai. Looking at the corpses all over the ground in the temporary stronghold of the bandit, Zhang Yang couldn't help but sigh.

Sure enough, this is his perfect assassination rhythm.

As long as there are no survivors, it is a perfect assassination.

But there is no way to do this. Who made these NPCs discover themselves?

Originally, I just wanted to assassinate one or two enemies who had to go through, and then quietly rescue Fu Bai, but I didn't expect that the NPC's eyes were quite good, and I was seen directly by the other party if I accidentally did.

Then there is nothing to say. In order to ensure that this is a perfect secret operation, all the witnesses can only be killed.

After successfully rescuing Fuber, Kassandra came to Sami Market and found Duris, who was open. In the subsequent conversation, she unexpectedly learned that the source of Marcos's funding for the purchase of the vineyard was a large amount of money borrowed from the local snake nicknamed "One-eyed Man".

The plot mission continues, but during this period, Zhang Yang also studied the gameplay.

It is obvious that it is completely different from the previous "Assassin's Creed".

Just as Nebula Game said before, this is an RPG game, such as the skill talent book, the level and equipment system in the game, the blood bar on the top of the NPC head, and the damage numbers floating out during attacks, all of which indicate that the values ​​in the game are quite important.

The previous "Assassin's Creed" tends to be more simple action elements, with all beings under the sword equal.

No one can tell which of the two game modes or game styles is better, but Zhang Yang himself does not have much resistance to the rpg elements in "Assassin's Creed: Odyssey".

With the completion of the mission, the feeling of clearing the stronghold and getting new equipment, and the feeling of developing a character after level improvement makes Zhang Yang feel quite interesting.

In addition, there is also the performance of ancient Greece in the game, which is also something Zhang Yang talked about.

The reason why I like "Assassin's Creed" is not only because the white-robed assassin and Faith are so handsome, but that is the sense of history created by the game.

Feeling the cultural background of that period, watching familiar celebrities and well-known events in history, this sense of history brings unique experience.

For example, in the previous "Assassin's Creed", he was immersed in Renaissance Florence and Venice. Seeing Egio interact with the famous Da Vinci in history, this feeling was extremely strange.

Although there are no celebrities that he is very familiar with in "Assassin's Creed: Odyssey", he has already felt this sense of history.

In the seaside town of Sami, unique buildings, residents and vendors, some patrol guards, ships and merchants parked in the harbor, and even strongholds of bandits outside, all have their own activities.

Just like the Los Santo in "GTA", each NPC is extremely vivid.

"Assassin's Creed: Odyssey" also gives Zhang Yang such a feeling.

This is what the residents living there in ancient Greece should have looked like.

The man who was doing coolies carried the goods, walked from one end of the town to the other to deliver the goods.

A certain corner, several residents are talking about the big and small things that have happened recently.

Young children play together on the muddy ground, while farmers are working in the fields.

When you come to the top of the Zeus statue, the scenery on the entire island is even more visible. As for the prompts in front of you, Zhang Yang temporarily ignored them.

I am not a new player anymore. Zhang Yang, who has played the "Assassin's Creed" series, naturally knows what the synchronization of this bird's-eye point means.

Obviously this is a bird's-eye view point for the leap of faith.

"Can you still switch to the first person?"

Standing on a bird's eye view point and enjoying the beautiful scenery on the island, Zhang Yang soon discovered a new feature.

He was able to switch his third-person perspective to the first person!

"Oh My God!"

Chang Yang's legs, who was lying on the bed with a VR helmet, couldn't help but shake his legs.

The picture of "Assassin's Creed: Odyssey" is the top in the industry. Coupled with the unique immersion of the VR mode, this unique first person, although it is very clear that it is a game, Zhang Yang, who has acrophobia, still feels that his legs are a little soft.

Standing at the top of the statue of Zeus, he looked down carefully, and finally Zhang Yang still didn't have the courage to make a leap of faith in the first person, although he knew that this was just a game.

After pressing the corresponding button, Kassandra, who was standing there, opened her arms and then jumped.

The surrounding objects quickly glanced past Zhang Yang's gaze. Although they had switched to normal third-person mode, Zhang Yang still felt frightened.

The leap of faith, which originally looked very handsome and gorgeous on the PC platform, can be described as shocking in VR mode. This feeling is like playing bungee jumping, except for no physical sensory changes.
Chapter completed!
Prev Index    Favorite Next