"Tour Report" game details re-digging "Days of Future Past" 6 big high fidelity scene design list

The past is no longer" this game, patience to play on if, will find a lot of interesting stories, the last "to explore the tour report" in the selection of the scene design of the 5 to do a show, and attached some personal understanding and views of the superficial, this after re-screening, to exclude some of the inappropriate, there are still 6 scenes left, there should have been 7, because it is too bloody and brutal on the not included, next! "can also be called wood processing plant, many demonstrated this game hosts have said that this is the most sadistic place, there are two reasons, 1 is the number of storm tide is too large, even if the items can be used are ready, still feel inadequate; 2 is the surface of the area looks great, but there are too many obstacles to the actual range of activities is not large, although you can run and fight, but the number is too much, one can not run and fight, but the number is too much.

This scenario can only be experienced by those who have really experienced the tension, but this is a sawmill with a huge wave of storms, after the elimination of wandering around, we know why there are so many zombies:

This is a rough panoramic view of the sawmill, according to modern industry, the construction of the house should be reinforced concrete, but this sawmill has a large number of zombies. Concrete mostly, but the sawmill building is wooden, although such wooden houses in Europe and the United States is not uncommon, but as a production and processing plant, all-wood is indeed a bit rare, not to mention the construction of safety hazards, the use of wood is not cheaper than concrete, the reason why the use of such a building style here can only be said to be "doing what is not lack of what! "

Adjust the perspective to see the semi-finished wood is quite a lot, the height of the pile caught up with the height of the 2-story building, such a pile of wood is more than this one, from this point of view of this sawmill should be the middle of the local timber processing and transportation, next to the railroad is also next to the real situation, there is no certain scale of the production plant, it is impossible to build a factory along the railroad, and this is the first time that we have seen this kind of construction, the construction of a factory on the railroad.

Next look at another scene, the overturned train cars, such a scene in the past no longer, along the railroad to see a circle, can be found at least four, two of which are next to the NERO temporary shelter, through listening to the recordings that these trains are used to evacuate the survivors, and later became the train to transport corpses.

This is the first time I've ever seen a town like this, and I've seen a lot of it in movies and TV shows, whether or not I've ever been to Europe, and it's a very recognizable part of an open-ended game.

The two sample pictures are the common kind of small town stores, as for what to sell without thinking carefully, look at the layout can be roughly guessed that either the supermarket or restaurant, in the apocalyptic theme, the people want to get survival resources must be the first choice of these places, the game is also so performance, first of all, from the screenshots can be seen, the two store doors and windows have been broken, the main door is also experienced violence to open so that the, second is the windows of the boards, only cover a few places, not all the cover After this town left, you need to walk a long distance to encounter the next town, and the next town will certainly be looted, then the resources will be scavenged empty became inevitable, and the scene design here also reflects that when the virus outbreak its spread very fast, NERO temporary strongholds have also been formalized, a city in less than 3 days to all fall, although you can't look for the reality of the game, but the game is this way!

The design of the town has a role in advancing the story of No More Days of Future Past, as the city is densely populated. Densely populated, the virus outbreak period of the city belongs to the hardest-hit areas, the fall is also the fastest, on the contrary, in this kind of each other towns farther away from the countryside, can also be affected, visible in the dissemination of this virus is very strong, coupled with a lot of fleeing people, resulting in today's such a situation it is not difficult to understand, although these are hoo-hoo glimpses of the game, but I have to say that it is really designed with care;

Scene design - 03

The game has a lot of hostile camps, including marauders, resting people, etc., although the scale is not very large, as long as it is not the mission needs, unless the strength is enough generally or do not provoke good, this point in the game also has a good reflection, from the perspective of realism, want to make the player feel that the AI played the survivor is very real, we have to design according to the thinking of the people, with the slogan to make a difference, and with the vehicle to make the activity obstacles:

From these designs, the game production team in order to reflect the sense of realism, really took some brains, that is, to make the game show real, but also can not let the computer AI show too stupid, so in the scene to build and layout on the heart of a lot of things, and the most attentive is not these things, is the collection of water:

Doomsday theme survivors prioritize the survival of the problem, and the most important aspect of the survival link is the survival of the survivors.

The most important aspect of survival is drinking water, and in order to emphasize the realism of the game, many games will design some water storage or equipment to filter the water, or even more directly camp around the reservoir, "Fear of the Walking Dead", the U.S. drama, there are a group of survivors stationed in the reservoir, in order to survive;

Similarly, in the "Days of Future Past", there are various camps have such a storage device, and the camp in the example picture is a water storage device. The camp in the example picture, turned around a few times and counted, like this cistern a **** there are 4, it looks like the water quality is very clear, from this point of view, in the design of the scene, to say that the production team did not pay attention to the design, then how to explain these materials? The first time I've seen this, I've had a chance to see it in action.

Scene Design - 04

After saving the survivors, you can choose which camps to recommend, but anyone who has played the game, or watched the game video, unless there is a need for resources, in the recommended camps, most likely to choose the camps of Lost Lake, because Mike can be invisible to give a sense of security, he is not like Copeland as a nervous, full of conspiracy theories, and is not like Tuck's labor camp, in Mike this can experience a lot of human feelings, in other camps do not have a song to listen to, can not see a survivor to follow the dance, not to mention Rachel this for the camp hard to fix the dam power station, which can be seen Mike's influence is very large, and this kind of influence in the camp is also in place:

First of all exclude humane components, on the geographic environment, Loste Lake camp back to the lake is

First of all, excluding the human element, in terms of geography, the Lost Lake camp is backed by a lake is a natural place to live, first of all, regardless of saltwater lake or freshwater lake, on this piece of water is basically a solution to the problem of water, and the camp also has such a scene design of laundry, ask, in the apocalyptic environment, unless the water supply is sufficient, who will be clean fetishism to the use of water to wash clothes?

The food issue is also much better than the Koplan camp, the hot springs camp, in the game you can hear the two camps have been worrying about food, and the Lost Lake camp has not heard such talk, more excessive is the camp in addition to washing clothes and washing tableware design, these seemingly ordinary design, if placed in the peace period, and then normal, but in the doomsday environment, not to mention washing tableware, washing clothes is not even a good idea, but in the end of the environment. Grocery stands? The Lost Lake campground is more like a "regular" repair shop, with plenty of room for repairs, and motorcycle parts arranged in an orderly fashion, which is no match for the Camp Copeland campground that we first came across.......

When you look at this, you can see why Deacon's The motorcycle will not even ask to dismantle, because of the lack of ah ......, the opportunity is rare;

Finally, the game is a big mystery, why the drunkard was injured, Deacon did not choose to go to the hot springs camp or Copeland camp, but chose to once offended by the camp of Lost Lake to steal medicines, to see these environmental design will be all understandable. Even though Etty said that the camp was short of medicine, comparing the other two camps, at least there was a doctor with some medical supplies, it makes sense why Deacon would choose this camp;

Through these seemingly simple, but meticulous scene design, combined with the plot advancement in the game, many seemingly irrational behaviors can be explained, and it is also understandable why Mack, knowing full well that the Sabbatarians are a On the one hand, it is related to his experience, and on the other hand, it is because if we really have to fight, in the end, both sides will definitely lose, if there are other people attacking at this time, Mike and his team will definitely suffer heavy losses, and even be forced to leave the camp, and then where to find such a unique site?

Scene Design - 05

The background of the game is the United States, American culture has the word "Boy Scouts", the main purpose is to educate young people, and such a training camp, the main purpose of the game is to educate young people. The main purpose is to educate young people, and such a training camp naturally in the natural environment can be carried out, the past is no longer on the issue of children did not choose to deliberately avoid, which is different from other works of a major feature, in many of the apocalyptic theme of the game, children, women has always been a sensitive topic, and this game in the young mutant, players know that this is a child mutation, such a cruel setting, in other games is definitely not attempted. The date of the establishment of the training camp is really early, the United States is 1910 before the Boy Scouts system, and the game of this training camp was established in 1915, according to the time to see it is also considered a hundred years of institutions, of course, this is nothing, but the stake statue, I really do not know how American players will play here will feel:

Disasters do not care about so much when the time comes, what the children, women, the disaster is not recognized in front of these, and the design of these The front does not recognize these, and these designs are also very ...... don't know what words to use, because see these sample pictures, I guess with what words are difficult to describe:

Although the design here is a bit bold, but through these scenes can guess that at that time really resisted for a long time, from nail mounted wooden boards to the back kitchen of the

The answer to the question is not to say anything more than the yellow school buses in the training camp, but the result is hard to say;

With these scenarios in mind, and in the context of the game, can you still say "scenario design is simple"?

Scene design - 06

The last scene is the scene design that I think is the closest to reality, first of all, the zombie theme of film and television, even if you haven't seen it, you've heard of it, and with the development of the game industry, those who haven't seen it and haven't played it are very few and far between (and there are those who don't like the subject matter), but the disaster type of movie should be more or less seen it, and when you encounter that kind of scenario, the instincts of human beings are to avoid the danger. camp survivors, want to attack them how to also consider, in the zombie problem they do not have to worry too much, as long as there is not a wave of mob, or "Zombie World War" in the scenario, the high place can indeed be much safer:

And such a conception and design, other communication platforms have been mentioned more than once, for example, the common "if ......", many netizens have said, run to the roof of a building, the general zombies can not go up, you can eliminate some of them, or jump from this roof to another roof, etc. ......, including the famous comic book adaptation of the U.S. drama "The Walking Dead The game also shows a lot of rooftop escapes, not to mention other things, the protagonist Rick and Glenn, if they do not climb up to the roof, how to escape?

The game's scenarios are also extremely realistic, and it's precisely this scenario that allows the game's realism to be further enhanced, and the realism of the enemies to be further enhanced, so if it's not the game, and you see a scene like this, you'd really think that there's a living person hiding out in the shelter ......

Conclusion

This is the first time we've seen a game like this.

Throughout the wordy a lot, but also quoted a lot of pictures, there may be few people will be complete to see the end of the situation is understandable, after all, the word is too much ......, a simple summary is that the scene design is not as simple as the mouth to say, through the concept map to produce modeling, plus mapping, these are in fact the latter part of the work, the difficulty is that the Pre-conceptual map finishing and after the fact details to add, so, in the absence of an in-depth understanding of a piece of work before do not presume to think that anything is so simple, and do not casually take the tempo, this is very bad, do not love can not play, but do not hurt;