Chapter 880 We are the mainstream art style
This style is a bit slim and shines many people's waists.
Everyone’s first reaction was a bit puzzled. Is Chen Mo going to let himself go again?
It has to be said that Chen Mo always makes some completely unexpected designs, even completely contrary to the players' expectations.
Although it is a good thing to get some surprises frequently, sometimes it is not good to make players doubt their IQ because of these surprises...
"Wait, I don't understand it. Why did Chen Mo play cartoonish in this new game?"
"Oh, this is not cartoonish, this is... well... oil painting style! watercolor style!"
"Anyway, it seems a bit contrary to the mainstream style now...it reminds me of the feeling of some comics."
"Yes, the scenery actually looks good, mainly because of this character, and it doesn't seem like he is very used to it."
"But the styles of the characters and the scenery are very consistent, there is nothing wrong with it."
"Well, it's Chen Mo after all. He can play whatever he wants..."
After discussing for a long time, everyone agreed that it was very good, there was no problem with the game of more styles.
But...what game is this game?
What kind of game is used to make this style?
Although most players have an unconditional trust in Chen Mo, when they see this style, many people say "very good", but in fact their interest in this game has gradually decreased.
After all, most people like to look at appearances. For today's VR games, high appearance means realistic, realistic, exaggerated, and cool special effects, just like "The Uncharted Sea". Just seeing the subtle pores on the characters' faces, many players can't help but want to buy.
I have to say that as far as the first original painting released in "The Legend of Zelda" is indeed not very attractive...
...
Some players also expressed reasonable concerns about this style, but... they did not receive any response from Chen Mo.
It is normal not to respond. In fact, Chen Mo's Weibo receives thousands of private messages every day. Whether he will read the Weibo private messages is unknown, let alone reply to private messages.
For Chen Mo, Weibo is equivalent to a platform for publishing new game news, which is similar to the "Twitter Governance" of a leader in his previous life.
At the headquarters, Qian Kun also asked questions that many people were asking.
"Shopkeeper, what's the best of this art style?"
Qian Kun is very clear, does this art style save time? It is not safe... because most of the resources in the material library are realistic styles, basically the kind of "Underworld" and "Assassin's Creed". The art style of "The Legend of Zelda" means that the project team's art needs to add a lot of extra work.
Especially considering that "The Legend of Zelda" is an open world and has a relatively large amount of resources, this approach is even more energy-consuming.
However, Chen Mo had specifically emphasized two keywords before doing it: animation style and outer light school.
The so-called animation style is a style that is clear with bright surfaces and dark surfaces. Simply put, under the light in reality, the bright surfaces and dark surfaces are gradually transitioning; while in many Japanese animations, the bright surfaces and dark surfaces are often summarized, and the gradient part is directly eliminated.
To give a simple example, in some anime, for example, a character's green pants appearing shadows under the influence of light, then in reality and in realistic art styles, it should be gradient; while in animation, the entire bright surface is light green, and the entire dark surface is dark green, and there is a very obvious demarcation between the two, and there is only these two colors, without gradient colors.
The outer light system refers to that when drawing landscape pictures outdoors, since the light in the outside world changes very quickly, the painter needs to quickly grasp the characteristics of the scenery, summarize it with color blocks and brushstrokes, and complete the work before the color changes.
Specifically in "Breath of the Wild", there are large color blocks, hand-painted feel, and exaggerated atmospheric perspective, giving people a watercolor painting feeling.
In order to match this picture effect, the special effects in "The Legend of Zelda" are not used for particle effects, but frame-by-frame animation. This special effects are clearer, more impactful, and more recognizable.
But for the art style itself, Qian Kun really couldn't think of why he wanted to do this style.
Chen Mo asked: "Then tell me, what are the benefits and disadvantages of this practice?"
Qian Kun thought for a while: "The advantage may be that the rendering volume is very small, which reduces the hardware burden? As for the disadvantages... it runs contrary to the mainstream art style now."
Chen Mo smiled. Qian Kun has always been seldom responsible for art design, mainly in system and numerical aspects. Therefore, it is normal for him to not understand this style like many players.
Chen Mo explained: "First of all, it greatly reduces the hardware burden, so that "The Legend of Zelda" can be played with high frame rate and high picture quality on Sithpro; secondly, this style is almost never outdated. Physical rendering is updated every year, and the realistic style is stronger every year. If you use realistic style, the picture of the game will look outdated in a year or two."
"And its most important significance is that it can highlight a romantic color. "The Legend of Zelda" is not a blockbuster or history, it is a fairy tale, so this style is the most suitable style for "The Legend of Zelda".
"As for the mainstream art style, what is the mainstream art style? What we do is the mainstream art style."
Qian Kun was speechless and said for a long time: "...awesome."
...
In fact, in Chen Mo's previous life, the art style of "The Legend of Zelda" has also aroused some doubts from players.
The core point of many people using "The Legend of Zelda" is that, saying so much, isn't your art style forced to do this because it is not capable of achieving the functions? This is obviously a trick!
In fact, this argument will only be ridiculed by many professionals.
Even on the powerful PS4, there are many games that do not adopt a realistic style, such as "The Wind Journeyman".
The reason why we don’t do realistic style is not because we can’t do it, but because the designer combines the game’s characteristics and creates the most suitable art style for his game.
In fact, just in terms of the difficulty of controlling art style, cartoon style is even more difficult. After all, realistic styles are enough to be realistic, while cartoon styles need to add a lot of artistic design.
Of course, it is not that the two styles are better or worse. It is just that for the game "The Legend of Zelda", which is a bit like a fairy tale, this animation style is the most suitable art style.
Even for many players, the art style of "The Legend of Zelda" is also a most critical plus point, and it is also the most prominent feature that distinguishes it from other games.
Maybe many players in the parallel world cannot understand what this artistic style is good at, but it doesn’t matter.
Chapter completed!