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Chapter 881 We are the mainstream art style
Translator 549690339
âThis scene was a little coquettish, and many peopleâs waists were hurt. â
Everyoneâs first reaction was confusion. Was Chen Mo going to let himself go again?
âIt had to be said that Chen Mo would always come up with something completely unexpected, or even something that went completely against the players âexpectations. â
âAlthough it was a good thing to get surprises often, it was not good to make the players doubt their intelligence because of these surprises ... â
âââWait, I donât get it, why is Chen Moâs new game using cardplay?ââ â
âââAiya, this isnât considered ventilation. This is ... Um ... Oil painting style! Aqua wind!ââ â
âââIn short, it seems to be a bit contrary to the current mainstream style ... It reminds me of some manga.ââ â
âââYeah, the scenery looks pretty good. Itâs just that Iâm not really used to this character.ââ â
âââBut the character and the scenery are very consistent. Thereâs nothing wrong with it.ââ â
âââWell, itâs Chen Mo after all. He can play however he wants ...ââ â
âAfter a long discussion, everyone agreed that it was good to have another style of the game. â
But ... What kind of game was this?
What kind of game would use such a style?
âEven though most of the players trusted Chen Mo unconditionally, their interest in the game slowly died down even though they said ââitâs pretty goodââ. â
âAfter all, most people liked to look at the appearance, and for the current VR games, good looks meant realistic, realistic, exaggerated, and cool special effects, just like in ââmysterious Sea areaââ, many players couldnât help but want to buy just by looking at the fine pores on the characters âfaces. â
âIt had to be said that the first original art released by ââLegend of Zeldaââ was not very attractive ... â
......
âSome players expressed reasonable concerns about this, but ... They didnât get any response from Chen Mo. â
âIt was normal for him not to reply. In fact, Chen Moâs Weibo received thousands of private messages every day, and it was unknown if he would even read the messages, let alone reply. â
âTo Chen Mo, Weibo was like a platform for releasing news about new games, similar to a leaderâs ââTwitter ruling the countryââ in his previous life. â
âIn the headquarters, Qian Kun asked the same question that many people were asking. â
âManager, whatâs so good about this art style?ââ â
âQian Kun knew very well that this art style would not save time. It wasnât cheap ... Because most of the materials in the material library were realistic, like mysterious sea and Assassinâs Creed. The art style of Legend of Zelda meant that the project team would have to add a lot of work. â
This was especially so considering that Legend of Zelda was an open world with a large amount of resources. This method was even more energy-consuming.
âHowever, Chen Mo had emphasized two key words before he did it Animation style and external style. â
âThe so-called animation style was a style that clearly distinguished the bright side and the dark side. Simply put, under the light in reality, the bright side and the dark side were a gradual transition. In many Japanese-style animations, they often just summarized the bright side and the dark side, directly omitting the gradual change in the middle. â
âFor example, in some anime, if a characterâs Green pants were under the influence of light and a shadow appeared, then in reality and realistic art styles, it should be a gradual change. In the animation, the entire bright side was light green, and the entire dark side was dark green. There was a very clear boundary between the two, and there were only these two colors without any gradient. â
âThe exterior style referred to when drawing landscape outdoors. Due to the rapid change of light in the outside world, the artist needed to quickly grasp the characteristics of the scenery, summarize it with color blocks and brushstrokes, and complete the work before the color changes. â
âSpecifically, in ââBreath of the Wild,ââ it was a large color block, hand-drawn, and exaggerated x-ray vision, giving people a feeling of watercolor. â
âIn order to match this picture effect, the special effects in The Legend of Zelda did not use particle effects, but frame-by-frame animation. This special effect was clearer, more striking, and more recognizable. â
âBut as for the art style, Qian Kun really couldnât figure out why they wanted to do it this way. â
âââThen tell me,ââ Chen Zhao said.ââThe advantages and disadvantages of this method?ââ â
âQian Kun thought for a moment,âthe advantage is that the rendering volume is very small, which reduces the burden on the hardware? As for the downsides ... Itâs the opposite of the mainstream art style. ââ â
âChen Mo laughed. Qian Kun had never been in charge of art design, he was mainly in charge of the system and numbers, so it was normal for him to not understand this style like many other players. â
âChen Mo explained,ââfirst, itâs to greatly reduce the hardware burden so that Legend of Zelda can be played at a high frame-rate and high-quality on the Switch pro. Secondly, this style was almost never out of date. The physical rendering is updated every year, and the realistic style is getting stronger and stronger. If we use the realistic style, the game will look outdated in a year or two. ââ â
âââThe most important thing about it is that it can highlight a sense of romanticism. âThe Legend of Zeldaâ is not a blockbuster or a historical film. Itâs a fairy tale, so this style is the most suitable for âThe Legend of Zeldaâ.ââ â
âââAs for the contrast with the mainstream art style ... What is the mainstream art style? What weâre doing is the mainstream art style. ââ â
âQian Kun was speechless and said after a long time,ââââ...Awesome.ââ â
......
âIn fact, in Chen Moâs previous life, the art style of Legend of Zelda had also raised some doubts. â
âThe core point that many people criticized ââLegend of Zeldaââ was that after all that youâve said, wasnât your art style forced to do so because it couldnât meet the requirements? This was clearly a trick! â
âIn fact, such an argument would only be laughed at by many professionals. â
âEven on the powerful ps4, there were many games that did not use a realistic style, such as Windtraveler. â
âIt wasnât because they couldnât do a realistic style, but because the designer had combined the gameâs characteristics and created an art style that was most suitable for their game. â
âIn fact, in terms of the difficulty of controlling the art style, the cartoon style was even more difficult. After all, the realistic style was enough, while the cartoon style required a lot of artistic design. â
âOf course, it wasnât that these two styles were better or worse. It was just that for Legend of Zelda, which was a bit like a fairy tale, this animation style was the most suitable art style. â
âEven for many players, the art style of Legend of Zelda was a key bonus point and the most prominent feature that distinguished it from other games. â
âPerhaps many players in parallel world would not be able to understand what was so good about this art style, but that was fine. â
They would understand when the game was released.