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Mysterious tracking famous sayings
If a player loves reasoning games, then he must know that the scripts of fire in recent years have killed the industrial chain. Through a few short story books, with the help of the player's personal imagination and reasoning ability, let him have fun in a small room with only 20 square meters. Sometimes it's a deep abandoned old house, sometimes it's a backyard dispute in the Republic of China, sometimes it's a desert island in the sea, and sometimes it's weird The Old Inn. However, do these sensational buildings really appear in front of players? No, what appears in front of the player is just the shining incandescent lamp in the manuscript shop, a whiteboard full of reasoning clues or nothing, a big table and friends sitting around the table arguing in full swing.

Then, apart from the love of reasoning games, what makes these young people sit in this humble little room on time and on time, not only paying time, but also money, and preparing to show their talents with great interest (by analogy, it seems that playing script killing is a waste of time and money, crying)? Probably in order to calm down and brainstorm in the bustling city, in order to experience a different life experience.

Looking back, is this game really that popular? The answer is no, few people will be too enthusiastic about the profession of detective. Otherwise, when people in society talk about the profession of detective, their first reaction is legend, and they stay away from people's lives. Then why is script killing, a game based on reasoning, accepted by most young people in the market? It is also because the legend of this profession is what young people who are unwilling to be mediocre desire. It is precisely because of this that although reasoning cases are touted by the current trend of the times, they will not really appear in people's lives.

When it comes to reasoning content close to the public, it is probably nothing more than reasoning novels and reasoning games. Both of them also provide players with a wild imagination and a strange world. The former has a more quaint feeling and a completely stable story than the latter, and the latter is more stereoscopic than the former, and is more inclined to guide rather than force players to advance the story in the game. Whether the two are more popular with players is a matter of opinion, so we have talked so much about detective reasoning, or we should return to the theme and talk about the pursuit of mystery in today's protagonist-reasoning game.

1. The biggest highlight-live voice dubbing

In the past, when the naughty dog developed The Last Survivor, it used the dynamic capture of cutscenes to restore the most normal body movements and emotions of the characters as much as possible. Although the facial expressions of the actors were not added to the game, the designer of the naughty dog did not let the players see any sense of disobedience. One of the most important disadvantages of using dynamic capture is that it requires a sufficient number of expensive equipment to support it. Just like when CDPR designed Wizard 3, the same faces of passers-by, elves and dwarves were ignored, and the protagonists including Geralt and Ye Naifa always kept the same expression. Although all this is acceptable as a heavy fan, Geralt has no expression because the demon hunter has no feelings, and Ye Naifa and others have no expression, because the years he has experienced have long been calm in front of anything (forced explanation, laughter). However, when Ye Naifa and Geralt fulfilled their mission: their last wish, they sat on an abandoned boat at the top of the mountain. If the player chooses not to love Ye Naifa, Ye Naifa rarely shows a sad expression. Perhaps this is also a strategy of CDPR.

Then let's talk about the real-life dubbing in the mystery chase. To tell the truth, this is a game that is difficult to go abroad. The reason is that many dubbing characters in the game use dialect slang from all over the country. As a native of China, it is no problem to understand these things, but if a foreigner doesn't learn these languages for a long time, he is likely to look puzzled. However, the greatest advantage of real-life dubbing is to exert the influence of language on reasoning to the extreme. From the information that will appear in normal speech to the character and emotion represented by the character's tone, to the voice, we can roughly guess the speaker's age and physical condition. The sound gives players too much information, so it is no wonder that this game can be well received by players.

2. Interesting idea-Reasoning cases by sound.

For a normal detective, rational thinking, discovering eyes, keen sense of smell, accurate taste, dexterous hearing and, most importantly, profound knowledge are all necessities. This game removes most of the necessities of detectives, leaving only the sense of hearing. This is really a bold attempt. Players can wander around the crime scene, constantly eavesdrop on what all the parties present said before committing the crime, and constantly integrate the listed information to finally understand the motives and modus operandi of the criminals. It is not easy to hide all this in less than 20 minutes of recording, and this kind of gameplay also brings novel feelings to players.

3. The setting of difficulty-the reasoning content of castration version

As mentioned above, the game only keeps the necessary factors needed by detectives for players, and it is the most difficult to control the difficulty of detective games. As an ordinary person, it is naturally impossible to detect faint clues as carefully as the famous Mr. Holmes. For example, in Signs of Four, Mr. Holmes finally distinguished that the owner of the cigar had been to India and preferred this kind of cigar made in India through his eyes-looking at the ashes of the cigar and smelling its fragrance. These essential factors are not available to players, so it is one of the difficulties that this game must add these necessary information to the sound without violating it.

Later, although the main theme of the game is to pursue mystery, when the player controls the character to eavesdrop on everyone's conversation, he will inevitably get another message, that is, when and where the character met the character, which is very BUG. Players who often watch reasoning series know that there is a word called crime time. In this way, players can learn who has the ability to commit crimes and who doesn't. In addition, the designer only gives the player voice information, so the difficulty setting is low, which causes the player to go through some people before starting reasoning.

1. Cohesion of stories-both cases have the same role.

There are five cases in the main body of the game, which are divided into possession of drugs, stealing paintings, explosion of Dongshan police station, theater ghosts and mental hospitals. The five scripts seem to have nothing to do with each other, but when players experience the last script in a mental hospital, they will find that the previous scripts are over. The theater director in the mental hospital is immersed in acting, the painter who stole the painting is being treated by Dr. Wang, the old gu may be the prisoner of the explosion, the thief with bad conduct may be the thief who was framed by his brother and misbehaved, and finally all of them gather in the mental hospital, giving people a wonderful skill.

2. Too many coincidences-frustrating reasoning control

Most of the script design in the game is based on coincidence. For example, the original Thief was secretly sold by Secretary Ma, and Mike stole it. Huang Mao took the painting according to the painter's instructions. Finally, Mike switched the bag in the toilet, and then Huang Mao was caught by the security guard when he escaped. The plot is so confusing that the player is a little at a loss, and it doesn't conform to the rules of the reasoning game, because the script really disappeared from the beginning, and the player can only guess through the constant confirmation and denial of three people, and only the wrong truth can be inferred from the wrong choice, which is very frustrating.

But in the explosion of Dongshan police station and the ghost of the theater, coincidence began to be greater than normal reasoning. The final result of the explosion in the police station was that the criminal crow put a bomb on the lame man's leg in order to kill the gangster, and the lame man was caught by the police by mistake. Then the mobile phone was stolen by a thief by mistake, and he came to the police station to look for it. Then the detonator was stolen by the thief Xiao Longge by mistake, and the bomb was detonated by mistake in order to make fraudulent phone calls. Don't you think this is too much? It's a little unrealistic to have more coincidences. Why do these important people gather in Dongshan police station? Why do thieves choose to dial when they find that there is only one phone number on their mobile phones? Why did everyone appear in the lobby of the police station when the bomb exploded? When reasoning is explained by coincidence, it becomes fantasy.

The plot of the ghost in the theater will be better. After all, it was an impromptu murder. The director and glasses avenge Xiaoxue with their own actions. Bald men also chose to hire Paoge and Xiaohui to kill people, while Ma Gan chose extortion. There is no serious person in the whole theater (laughs). There are too many people with motive to kill. If this is a murder script, it confuses everyone's sight through the motive of killing, and then makes everyone start to interact, then it is a very successful script, but as a script that is more about one person's thinking, it is still a bit unfinished.

3. tacky reversal-full of suggestive ending

Difficult to operate-you can only listen to the conversation in the same room.

In the game, the player controls a virtual villain. Stealing conversations and information by controlling the villain to wander in different rooms seems to be a bit of a substitute. But to be honest, there is absolutely no need to manipulate this villain. The map in the game is divided into different rooms, and players need to enter the room to know the content of the conversation. This villain is more of an interference to the player, and the player can't track all the actions of a character in real time. If you follow a character all the time, it is easy to have logical confusion because of the dialogue between this character and other characters. Personally, I think it's better to get rid of this virtual villain and let the players click on the room to understand the dialogue. Maybe it's easier for players to solve the problem.

So if players want to have a clear idea, they need to have several rooms to listen to the dialogue several times. For example, the rooms in the game are divided into hall, bedroom, bathroom, kitchen, study and lounge, so players need to stand in a room and listen to it from beginning to end, and analyze the meaning of words about this room and role. Fortunately, fast-forward and segment selection are set in the game, which saves players' waiting time.

The appearance of this villain also makes the game have some outstanding highlights. For example, people on the left or right hear different sounds, and the sound perception reflected by distance is different. If the player stands between two characters, it is like talking to them, which is quite interesting.

The amount of information that sound brings to players is beyond their imagination, but it is welcomed by players because the script is moderately difficult, has the flavor of reasoning and has many flexible elements, which allows players to regard it as an interesting mystery novel. But unlike mystery novels, players need to perform some detective tasks, that is, through their own reasoning and exploration, clarify the relationship and thinking of various characters in the game. This will not make players feel more confused, but also increase the player's sense of substitution in the game. At the same time, he didn't give up his favorite reasoning game "Epiphany". Perhaps this game is not worth pondering, but how can any rational deliberation compare with the fun and fun of the players?