Is it not a galgame?
Chapter 392 296 POKENI’s black technology!
Chapter 392 296. POKENI’s black technology!
This weekend is not entirely a carnival for players.
At the same time, while Masaharu Yamada was playing the game, countless pokeni competitors were also studying their new games carefully.
From the beginning, I looked down on it and looked down upon it, but slowly it turned into, it was so awesome, so scary.
Square's president, Miyamoto Masashi, also spent two days and one night on the weekend, working hard to fight an arduous battle in the world of the Demon Hunter.
When he used the novice tutorial to operate Erwin to climb along the spiral staircase in the cave, Miyamoto Masashi's eyes almost popped out of his head.
"Wait a moment."
"What is all this?"
The reason why he was so shocked was because when he walked this spiral staircase for the first time, he didn't notice any changes, but the walking was extremely comfortable and smooth.
Halfway through, he suddenly realized that the position of the entire scene had changed.
In fact, it is not that the position has changed, but because the camera in the scene is also rotating with him as he moves.
In a game with a fixed 45-degree overhead view, it is really unexpected that the transition is so natural.
Seeing this, Miyamoto Masashi had a terrible idea in his head——
How does pokeni do this?
He controlled Erwin and then walked backwards along the stairs from top to bottom. As he walked, the camera in the game slowly rotated.
It was clockwise at first, but now it's counterclockwise.
Completely incomprehensible! ! !
Miyamoto Masashi crossed his hands, stopped, and stared at the screen blankly.
How to say this feeling?
It's as if you are filming a movie and playing the leading role in the movie. There is always a director outside, watching you through the main camera.
There are many cameras, and each one is controlled by a dedicated person.
Then through the director's adjustment, you will always appear in the camera that is most suitable and comfortable for you.
This perspective adjustment is really comfortable.
Originally, Miyamoto Masashi thought that walking along and against would cause some flaws in the game, because if there was no way to be so smart, bugs would easily occur.
But I didn't expect that no matter how he moved, turned or even used displacement skills, the camera could keep up perfectly.
He used his skills to jump a long distance directly from the top of the stairs, and the camera also speeded up...
At this point, Miyamoto Masashi's train of thought was completely unable to keep up.
It could have been speculated that P Agency may have used some kind of multi-camera, or the lens may have written some complicated rules.
That doesn't seem to be the case now.
Who can understand the black technology of pokeni?
In fact, what Miyamoto Masashi didn't know was that the camera rules here were actually quite simple. They were regional cameras developed by P Club's development team according to Qing Zhiyuan's vision, and were also paired with other fixed cameras. Through priority method for planning and deployment.
At the beginning, it was not as comfortable as what Miyamoto Masashi experienced. The reason why he can play it so smoothly now is entirely due to the planning of the Witcher project team.
It was the result of planners, including Hidetaka Miyazaki, running over and over again and debugging over and over again before producing the effect.
It is equivalent to making adjustments through hard work and time based on the availability of black technology tools.
Miyamoto Masashi's feeling was not wrong, because Qing Zhiyuan's requirements for this game were almost equivalent to having the director Hidetaka Miyazaki watch from the side, and deploying all the cameras throughout the process, just to be able to make enough Excellent videos come out.
All this effort is worth it, and now Miyamoto Masashi's own experience can speak for itself.
……
Masashi Miyamoto was really shocked throughout the whole process of playing "The Witcher: Devil's Egg", not only about Paradox's camera system, but also about the monster settings.
When it comes to monster collision, P's settings are also quite excellent, making the entire experience extremely smooth while playing the game.
Larger monsters occupy more space, while smaller monsters occupy less space, and there are real physical collisions between them, rather than completely like the previous Demon Hunters or Diablos. They are superimposed together, and you can attract a lot of monsters at once, and then group A again.
In other words, in this game, you need to adopt a smarter strategy.
P's exploration and creativity in 3D action games are really amazing.
Moreover, pokeni's use of three-dimensional space in this game is too efficient, right?
I went around a lot of mazes, from top to bottom, using almost all the available space.
As soon as you go up this staircase, you will find that the exit of the cave is the entrance to another road.
At this time, you need to jump down from the hole and then go up or down along another road.
If you fail to understand the producer's design intent and think this is a dead end, you are likely to be stuck in place for a long time.
The terrain of the entire game is fully utilized and turned into a three-dimensional maze.
Yes, it's a three-dimensional maze, not a two-dimensional maze.
For a two-dimensional maze, you can deduce on paper how to move through it through the floor plan.
If this road doesn't work, just try another one, and you will always find the direction.
But in three dimensions, it is very likely that multiple roads actually have common intersections, and these intersections are superimposed on each other, just like a complex overpass. It is actually difficult to find the correct road without groping many times. .
Sometimes it is necessary to activate the mechanism to make some roads smooth.
In the game, Miyamoto Masashi will often see some stone doors engraved with strange patterns. At this time, he has to find keys or mechanisms to open them.
For collectors, playing Hidetaka Miyazaki's games is downright insane.
Masashi Miyamoto had such an experience.
Just playing makes me feel that my brain capacity is not enough. Sometimes I have to find a piece of paper to draw. Not only do I have to draw a floor plan, but I also have to mark the dependencies between the upper and lower layers.
Because this is a three-dimensional space structure.
When he thought of this, he couldn't help but admire pokeni's level designers.
What kind of perversion are these, to think of such a maze design pattern?
It's complicated enough to play, and I don't know how they designed it in the first place.
In fact, in terms of design, it is far easier than player experience.
Because when Hidetaka Miyazaki is making levels, he will think about the overall situation and plan from a God's perspective. All mazes will be abstracted and turned into lines, which will be handed over to Hidetaka Miyazaki after they are designed and completed. Level planning is refined.
After the refinement is completed, it will be sent to the art department for production.
It is because Miyazaki, a kid, has an unusual brain circuit and a unique level design concept that many artists are driven crazy by him.
It takes more time and energy to complete one level of Hidetaka Miyazaki than three levels of Shinji Mikami.
In the past, the game of pokeni was equivalent to painting.
When I came to Hidetaka Miyazaki, it became building a house.
Would you say it is easier to paint or build?
In order to make the game perfect, Akane Ayase actually recruited several architectural draftsmen for the "The Witcher 2" team.
Because we have to calculate the floor height, wall thickness, object space, and the player's strategic space...
At this point it is no longer within the scope of art, it has become mathematics.
The piles of numbers and constant calculations made Hidetaka Miyazaki extremely enjoyable, but it also caused trouble to his art classmates.
Some art classmates even made his levels and complained to Qing Zhiyuan, but in the end they were appeased by the president.
However, for the team, when the game is produced and the finished product is available, the sense of accomplishment is overwhelming and confidence is suddenly gained.
This is also an unprecedented change that The Witcher 2 has brought to the pokeni team.
……
Masashi Miyamoto plays The Witcher 2, and the more he plays, the more shocking it becomes.
Because the design concept, various methods, and black technology of this game are so unique that they are different from the games he has played before.
P Club really doesn’t take the usual path and has surpassed itself time and again.
The game also gradually accumulates from simple to more and more complex.
This complexity is not a derogation, in Miyamoto Masashi's case it is a compliment.
It's easy to make a game complex, and it's easy to create something new. Kindergarten kids can do both.
However, the design of the game itself is complex enough, with complex mechanisms and complex systems... but it is not complicated, even natural, and has a sense of exploration in it, which is amazing.
Complexity is not just complexity, but complexity that has been carefully designed. It is the digital beauty of engineering, the complexity of a spacecraft that explores the universe, but its appearance gives people a sense of technology that transcends time and space...
Such things can actually be described as works of art.
It is an industrial work of art at the end of the 20th century.
Miyamoto Masashi can only describe it this way.
He doesn't even know what kind of terrible products pokeni can make in the future. Demon Hunter Demon Egg has already improved the game's mechanics to this step. According to Miyamoto Masashi's idea, he wants to develop it on a basic level in the future. Making improvements is actually very difficult.
At most, it is through technological means and continuous advancement of hardware to iterate the graphics and quality of the game, and that’s it.He couldn't think of anything more.
The expert is at the end of his rope.
This is probably the most authentic portrayal of Miyamoto Masashi's mood at this time.
pokeni is a company that cannot be defeated or even caught up on a technical level.
too frightening.
Which one is better, the producer or the supervisor?
If you think about it carefully, it is probably because the supervision is more powerful.
After all, Shinji Mikami is the supervisor of this game. His famous work is Diablo. The previous game of The Witcher was also developed by Shinji Mikami. Therefore, in Miyamoto Masashi's opinion, Mikami is very likely to lead the game.
In this way, Miyazaki Hidetaka should be just an executive.
But as everyone knows, on the contrary, during the period when The Witcher: Devil's Egg was being produced, Shinji Mikami was very busy with "Princess Mononoke" and basically had no time to manage "The Witcher: Devil's Egg". 》
And the president also asked him to give Miyazaki children enough room to play on the basis of good quality control, so that he can fully grow in the process of making games.
In other words, during the development process of this game, Mikami basically had a free-wheeling attitude towards Hidetaka Miyazaki, letting him mess around as he pleased, and Mikami himself did not have that much time and energy to take care of him.
However, to a certain extent, thanks to Mikami's "stocking", this game shines with a different light.
Hidetaka Miyazaki himself shines.
Needless to say, the BOSS in the game surprised Miyamoto Masashi and made him curious -
The mobs in the game are also designed to be quite interesting.
Many monsters are quietly hiding in dark corners. When you are not paying attention, the cat will come behind you and give you a sap.
And the matching design of the scenes and gameplay is really amazing.
This is fully reflected when you first emerge from the cave and start on the plank road leading to the Ice Wolf Fortress.
Players can not only climb and jump through the Devil's Claw, but also mount Eve and let Eve fly with it.
All of a sudden, the number of available characters in the game was increased from one to two.
Later, after General Rogge joined, the number of people in this team became three.
Obviously this is a single-player action game, but Masashi Miyamoto created a different feeling of teamwork in the game.
This surprised him, a designer who likes strategy very much.
Because in his opinion, in action-type games, there is almost no room for coordination. In terms of strategy, it is more about studying your own skill matching, equipment matching, etc.
This time in the Witcher, not only can you interact with teammates (NPCs), but you can also mount them. You can imitate the abilities of your teammates at any time to greatly improve the protagonist's combat capabilities and fighting methods.
In other words, the dimension of the battle suddenly expanded from one person to three people, and the entire changeable dimensional space was too large.
Miyamoto Masashi had been trying hard to discuss with the members of the company for a long time, but he could not build such a game model. Unexpectedly, pokeni could do it easily.
What should I say?
As expected of you, pokeni.
Miyamoto Masashi felt happy and frustrated at the same time.
What makes me happy is that I can learn new things from other companies.
Frustratingly, you can only glimpse and guess part of pokeni's black technology from the outside. There are also many things that you can't figure out no matter how hard you try.
Unless you can recruit a few core developers from P Club, otherwise...
Miyamoto Masashi feels that it will be too difficult for Square Enix to catch up with pokeni in the game field in this life.
Huh?
Why do I use the word "catch up"?
Miyamoto Masashi raised his face and thought for a while.
Wasn’t pokeni far behind us back then?
Why are you running ahead now?
When did they become so powerful?
Totally incomprehensible.
……
"Totally incomprehensible."
Apart from Miyamoto Masashi, there are many people who can't understand.
Rentendo's legendary producer Shigeru Miyamoto is one of them.
He sat at home, folded his arms, and fell into deep thought.
The company pokeni is like cheating, and it has suddenly reached the forefront of development in the entire game industry.
Once upon a time, this was a little-known company.
Who would have thought that P Club now has so many black technologies hidden in it?
"Isn't this monster's behavior pattern too powerful?"
When he saw the lizard men hanging on the wall, Shigeru Miyamoto had goosebumps all over his body.
POKENI's games have reached the pinnacle in the current gaming field in terms of atmosphere.
This kind of game, which is more inclined to the realistic Japanese comic style, takes the dark attributes to the extreme, giving people a strong immersive experience during the game.
The most terrifying thing is that the creepy feeling is conveyed to the players through the scenes, monsters, music... in the game, and you don't feel unnatural at all.
It's so natural.
so comfy.
So comfortable that I get goosebumps.
It can even make people's hair stand on end because of this immersion.
Every emotion that the game wants to convey to the players is accurately conveyed and penetrates into Miyamoto's skin.
It penetrated through the pores, all the way to the bottom of my heart, and my scalp was numb with shock.
Shigeru Miyamoto is often startled while playing, and sometimes he is moved by the plot, feeling infinite empathy because of the tragic experiences of the characters.
Looking back and thinking about it, you will feel——
The pokeni is really great.
To be able to do this to such an extent is simply amazing.
……
"Totally incomprehensible." Konami's Hideo Kojima also looked confused.
Between the monster crawling on the wall and the fake lizard man integrated into the scene, Hideo Kojima can no longer tell which one is real and which one will suddenly jump out.
Moreover, the monsters have their own attack and action logic. Although they are not that intelligent, their behavioral strategies already make you feel the pinnacle of this era.
That's all the game can do.
Hideo Kojima thought.
The technical skills of pokeni are simply terrible.
It has become a black box in the game, and you can only guess what they are doing through their performance.
But, I don’t know exactly how to do it.
Even Hideo Kojima himself feels that through his calculations and drawings, he still cannot come up with a perfect enough answer to explain every detail of the current game "The Witcher 2" from P Agency.
……
These are relatively senior producers in the game industry who are producing large-scale games. They all feel that pokeni's games contain countless black technologies.
Each of these black technologies is a treasure for the entire gaming industry.
Every one of them is enough to shock the world.
And for some small companies, or gamers who don’t have that much experience in making large-scale games, this is even more incomprehensible.
You academic masters who usually get over 90 points in exams can’t figure it out.
How can those of us who can barely pass the exam and struggle to make ends meet get a glimpse of the true essence of pokeni?
In other words, in pokeni's eyes, in Qing Zhiyuan's eyes——
All of you here are bad students.
Isn't it possible that a person from the future, with excellent design plans accumulated over the next 30 years from generation to generation, can easily defeat these old bones in academics?
……
————————————————————————
One more chapter tonight
(End of this chapter)
This weekend is not entirely a carnival for players.
At the same time, while Masaharu Yamada was playing the game, countless pokeni competitors were also studying their new games carefully.
From the beginning, I looked down on it and looked down upon it, but slowly it turned into, it was so awesome, so scary.
Square's president, Miyamoto Masashi, also spent two days and one night on the weekend, working hard to fight an arduous battle in the world of the Demon Hunter.
When he used the novice tutorial to operate Erwin to climb along the spiral staircase in the cave, Miyamoto Masashi's eyes almost popped out of his head.
"Wait a moment."
"What is all this?"
The reason why he was so shocked was because when he walked this spiral staircase for the first time, he didn't notice any changes, but the walking was extremely comfortable and smooth.
Halfway through, he suddenly realized that the position of the entire scene had changed.
In fact, it is not that the position has changed, but because the camera in the scene is also rotating with him as he moves.
In a game with a fixed 45-degree overhead view, it is really unexpected that the transition is so natural.
Seeing this, Miyamoto Masashi had a terrible idea in his head——
How does pokeni do this?
He controlled Erwin and then walked backwards along the stairs from top to bottom. As he walked, the camera in the game slowly rotated.
It was clockwise at first, but now it's counterclockwise.
Completely incomprehensible! ! !
Miyamoto Masashi crossed his hands, stopped, and stared at the screen blankly.
How to say this feeling?
It's as if you are filming a movie and playing the leading role in the movie. There is always a director outside, watching you through the main camera.
There are many cameras, and each one is controlled by a dedicated person.
Then through the director's adjustment, you will always appear in the camera that is most suitable and comfortable for you.
This perspective adjustment is really comfortable.
Originally, Miyamoto Masashi thought that walking along and against would cause some flaws in the game, because if there was no way to be so smart, bugs would easily occur.
But I didn't expect that no matter how he moved, turned or even used displacement skills, the camera could keep up perfectly.
He used his skills to jump a long distance directly from the top of the stairs, and the camera also speeded up...
At this point, Miyamoto Masashi's train of thought was completely unable to keep up.
It could have been speculated that P Agency may have used some kind of multi-camera, or the lens may have written some complicated rules.
That doesn't seem to be the case now.
Who can understand the black technology of pokeni?
In fact, what Miyamoto Masashi didn't know was that the camera rules here were actually quite simple. They were regional cameras developed by P Club's development team according to Qing Zhiyuan's vision, and were also paired with other fixed cameras. Through priority method for planning and deployment.
At the beginning, it was not as comfortable as what Miyamoto Masashi experienced. The reason why he can play it so smoothly now is entirely due to the planning of the Witcher project team.
It was the result of planners, including Hidetaka Miyazaki, running over and over again and debugging over and over again before producing the effect.
It is equivalent to making adjustments through hard work and time based on the availability of black technology tools.
Miyamoto Masashi's feeling was not wrong, because Qing Zhiyuan's requirements for this game were almost equivalent to having the director Hidetaka Miyazaki watch from the side, and deploying all the cameras throughout the process, just to be able to make enough Excellent videos come out.
All this effort is worth it, and now Miyamoto Masashi's own experience can speak for itself.
……
Masashi Miyamoto was really shocked throughout the whole process of playing "The Witcher: Devil's Egg", not only about Paradox's camera system, but also about the monster settings.
When it comes to monster collision, P's settings are also quite excellent, making the entire experience extremely smooth while playing the game.
Larger monsters occupy more space, while smaller monsters occupy less space, and there are real physical collisions between them, rather than completely like the previous Demon Hunters or Diablos. They are superimposed together, and you can attract a lot of monsters at once, and then group A again.
In other words, in this game, you need to adopt a smarter strategy.
P's exploration and creativity in 3D action games are really amazing.
Moreover, pokeni's use of three-dimensional space in this game is too efficient, right?
I went around a lot of mazes, from top to bottom, using almost all the available space.
As soon as you go up this staircase, you will find that the exit of the cave is the entrance to another road.
At this time, you need to jump down from the hole and then go up or down along another road.
If you fail to understand the producer's design intent and think this is a dead end, you are likely to be stuck in place for a long time.
The terrain of the entire game is fully utilized and turned into a three-dimensional maze.
Yes, it's a three-dimensional maze, not a two-dimensional maze.
For a two-dimensional maze, you can deduce on paper how to move through it through the floor plan.
If this road doesn't work, just try another one, and you will always find the direction.
But in three dimensions, it is very likely that multiple roads actually have common intersections, and these intersections are superimposed on each other, just like a complex overpass. It is actually difficult to find the correct road without groping many times. .
Sometimes it is necessary to activate the mechanism to make some roads smooth.
In the game, Miyamoto Masashi will often see some stone doors engraved with strange patterns. At this time, he has to find keys or mechanisms to open them.
For collectors, playing Hidetaka Miyazaki's games is downright insane.
Masashi Miyamoto had such an experience.
Just playing makes me feel that my brain capacity is not enough. Sometimes I have to find a piece of paper to draw. Not only do I have to draw a floor plan, but I also have to mark the dependencies between the upper and lower layers.
Because this is a three-dimensional space structure.
When he thought of this, he couldn't help but admire pokeni's level designers.
What kind of perversion are these, to think of such a maze design pattern?
It's complicated enough to play, and I don't know how they designed it in the first place.
In fact, in terms of design, it is far easier than player experience.
Because when Hidetaka Miyazaki is making levels, he will think about the overall situation and plan from a God's perspective. All mazes will be abstracted and turned into lines, which will be handed over to Hidetaka Miyazaki after they are designed and completed. Level planning is refined.
After the refinement is completed, it will be sent to the art department for production.
It is because Miyazaki, a kid, has an unusual brain circuit and a unique level design concept that many artists are driven crazy by him.
It takes more time and energy to complete one level of Hidetaka Miyazaki than three levels of Shinji Mikami.
In the past, the game of pokeni was equivalent to painting.
When I came to Hidetaka Miyazaki, it became building a house.
Would you say it is easier to paint or build?
In order to make the game perfect, Akane Ayase actually recruited several architectural draftsmen for the "The Witcher 2" team.
Because we have to calculate the floor height, wall thickness, object space, and the player's strategic space...
At this point it is no longer within the scope of art, it has become mathematics.
The piles of numbers and constant calculations made Hidetaka Miyazaki extremely enjoyable, but it also caused trouble to his art classmates.
Some art classmates even made his levels and complained to Qing Zhiyuan, but in the end they were appeased by the president.
However, for the team, when the game is produced and the finished product is available, the sense of accomplishment is overwhelming and confidence is suddenly gained.
This is also an unprecedented change that The Witcher 2 has brought to the pokeni team.
……
Masashi Miyamoto plays The Witcher 2, and the more he plays, the more shocking it becomes.
Because the design concept, various methods, and black technology of this game are so unique that they are different from the games he has played before.
P Club really doesn’t take the usual path and has surpassed itself time and again.
The game also gradually accumulates from simple to more and more complex.
This complexity is not a derogation, in Miyamoto Masashi's case it is a compliment.
It's easy to make a game complex, and it's easy to create something new. Kindergarten kids can do both.
However, the design of the game itself is complex enough, with complex mechanisms and complex systems... but it is not complicated, even natural, and has a sense of exploration in it, which is amazing.
Complexity is not just complexity, but complexity that has been carefully designed. It is the digital beauty of engineering, the complexity of a spacecraft that explores the universe, but its appearance gives people a sense of technology that transcends time and space...
Such things can actually be described as works of art.
It is an industrial work of art at the end of the 20th century.
Miyamoto Masashi can only describe it this way.
He doesn't even know what kind of terrible products pokeni can make in the future. Demon Hunter Demon Egg has already improved the game's mechanics to this step. According to Miyamoto Masashi's idea, he wants to develop it on a basic level in the future. Making improvements is actually very difficult.
At most, it is through technological means and continuous advancement of hardware to iterate the graphics and quality of the game, and that’s it.He couldn't think of anything more.
The expert is at the end of his rope.
This is probably the most authentic portrayal of Miyamoto Masashi's mood at this time.
pokeni is a company that cannot be defeated or even caught up on a technical level.
too frightening.
Which one is better, the producer or the supervisor?
If you think about it carefully, it is probably because the supervision is more powerful.
After all, Shinji Mikami is the supervisor of this game. His famous work is Diablo. The previous game of The Witcher was also developed by Shinji Mikami. Therefore, in Miyamoto Masashi's opinion, Mikami is very likely to lead the game.
In this way, Miyazaki Hidetaka should be just an executive.
But as everyone knows, on the contrary, during the period when The Witcher: Devil's Egg was being produced, Shinji Mikami was very busy with "Princess Mononoke" and basically had no time to manage "The Witcher: Devil's Egg". 》
And the president also asked him to give Miyazaki children enough room to play on the basis of good quality control, so that he can fully grow in the process of making games.
In other words, during the development process of this game, Mikami basically had a free-wheeling attitude towards Hidetaka Miyazaki, letting him mess around as he pleased, and Mikami himself did not have that much time and energy to take care of him.
However, to a certain extent, thanks to Mikami's "stocking", this game shines with a different light.
Hidetaka Miyazaki himself shines.
Needless to say, the BOSS in the game surprised Miyamoto Masashi and made him curious -
The mobs in the game are also designed to be quite interesting.
Many monsters are quietly hiding in dark corners. When you are not paying attention, the cat will come behind you and give you a sap.
And the matching design of the scenes and gameplay is really amazing.
This is fully reflected when you first emerge from the cave and start on the plank road leading to the Ice Wolf Fortress.
Players can not only climb and jump through the Devil's Claw, but also mount Eve and let Eve fly with it.
All of a sudden, the number of available characters in the game was increased from one to two.
Later, after General Rogge joined, the number of people in this team became three.
Obviously this is a single-player action game, but Masashi Miyamoto created a different feeling of teamwork in the game.
This surprised him, a designer who likes strategy very much.
Because in his opinion, in action-type games, there is almost no room for coordination. In terms of strategy, it is more about studying your own skill matching, equipment matching, etc.
This time in the Witcher, not only can you interact with teammates (NPCs), but you can also mount them. You can imitate the abilities of your teammates at any time to greatly improve the protagonist's combat capabilities and fighting methods.
In other words, the dimension of the battle suddenly expanded from one person to three people, and the entire changeable dimensional space was too large.
Miyamoto Masashi had been trying hard to discuss with the members of the company for a long time, but he could not build such a game model. Unexpectedly, pokeni could do it easily.
What should I say?
As expected of you, pokeni.
Miyamoto Masashi felt happy and frustrated at the same time.
What makes me happy is that I can learn new things from other companies.
Frustratingly, you can only glimpse and guess part of pokeni's black technology from the outside. There are also many things that you can't figure out no matter how hard you try.
Unless you can recruit a few core developers from P Club, otherwise...
Miyamoto Masashi feels that it will be too difficult for Square Enix to catch up with pokeni in the game field in this life.
Huh?
Why do I use the word "catch up"?
Miyamoto Masashi raised his face and thought for a while.
Wasn’t pokeni far behind us back then?
Why are you running ahead now?
When did they become so powerful?
Totally incomprehensible.
……
"Totally incomprehensible."
Apart from Miyamoto Masashi, there are many people who can't understand.
Rentendo's legendary producer Shigeru Miyamoto is one of them.
He sat at home, folded his arms, and fell into deep thought.
The company pokeni is like cheating, and it has suddenly reached the forefront of development in the entire game industry.
Once upon a time, this was a little-known company.
Who would have thought that P Club now has so many black technologies hidden in it?
"Isn't this monster's behavior pattern too powerful?"
When he saw the lizard men hanging on the wall, Shigeru Miyamoto had goosebumps all over his body.
POKENI's games have reached the pinnacle in the current gaming field in terms of atmosphere.
This kind of game, which is more inclined to the realistic Japanese comic style, takes the dark attributes to the extreme, giving people a strong immersive experience during the game.
The most terrifying thing is that the creepy feeling is conveyed to the players through the scenes, monsters, music... in the game, and you don't feel unnatural at all.
It's so natural.
so comfy.
So comfortable that I get goosebumps.
It can even make people's hair stand on end because of this immersion.
Every emotion that the game wants to convey to the players is accurately conveyed and penetrates into Miyamoto's skin.
It penetrated through the pores, all the way to the bottom of my heart, and my scalp was numb with shock.
Shigeru Miyamoto is often startled while playing, and sometimes he is moved by the plot, feeling infinite empathy because of the tragic experiences of the characters.
Looking back and thinking about it, you will feel——
The pokeni is really great.
To be able to do this to such an extent is simply amazing.
……
"Totally incomprehensible." Konami's Hideo Kojima also looked confused.
Between the monster crawling on the wall and the fake lizard man integrated into the scene, Hideo Kojima can no longer tell which one is real and which one will suddenly jump out.
Moreover, the monsters have their own attack and action logic. Although they are not that intelligent, their behavioral strategies already make you feel the pinnacle of this era.
That's all the game can do.
Hideo Kojima thought.
The technical skills of pokeni are simply terrible.
It has become a black box in the game, and you can only guess what they are doing through their performance.
But, I don’t know exactly how to do it.
Even Hideo Kojima himself feels that through his calculations and drawings, he still cannot come up with a perfect enough answer to explain every detail of the current game "The Witcher 2" from P Agency.
……
These are relatively senior producers in the game industry who are producing large-scale games. They all feel that pokeni's games contain countless black technologies.
Each of these black technologies is a treasure for the entire gaming industry.
Every one of them is enough to shock the world.
And for some small companies, or gamers who don’t have that much experience in making large-scale games, this is even more incomprehensible.
You academic masters who usually get over 90 points in exams can’t figure it out.
How can those of us who can barely pass the exam and struggle to make ends meet get a glimpse of the true essence of pokeni?
In other words, in pokeni's eyes, in Qing Zhiyuan's eyes——
All of you here are bad students.
Isn't it possible that a person from the future, with excellent design plans accumulated over the next 30 years from generation to generation, can easily defeat these old bones in academics?
……
————————————————————————
One more chapter tonight
(End of this chapter)
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