Game development begins with destroying Girls' Frontline.

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This scene is very beautiful, and the camera used partial blurring of the human figures.

The focus is on the moonlight, the young girl, and the fluttering flag.

Finally, it dissipates into nothingness.

Control has been given to the player, who is prompted to press the controller to walk to Joan of Arc's side.

This time.

The already lively bullet comments became even more lively.

Even Nakamura looked shocked.

"Huh? This isn't CG!?"

"This is the real thing!!"

"real or fake?"

"Is the performance really that strong?"

It wasn't until this point that Nakamura took control and began to manage the character's actions.

To everyone's surprise, the long segment that had just been mentioned was actually a cutscene from the actual gameplay, just as the comments had correctly guessed.

"No, I feel like this scene is even better than Galaxy Paradise."

"I really feel that way. The moonlight, the campfire, and the reflection in the water in the distance—can you see them? It's so beautiful, like stepping into an animation."

Regarding the graphics displayed in the game.

Sugita Tomokazu had no time to play dumb anymore. Although he was a voice actor, he played quite a lot of games in his spare time.

It wouldn't be an exaggeration to call him a hardcore gamer.

I play arcade games, console games, and handheld games.

People who play games regularly will be more surprised when they see such a scene.

Imagine showing Black Myth: Wukong to someone who doesn't usually play games; at most, they'd say, "It's pretty realistic."

Those who pay attention to games will be amazed by the scenes in Black Myth: Wukong.

That's how the trajectory of fate feels.

Although, during the development process, the visuals of Destiny's Trajectory and Galaxy Paradise were quite similar.

However, because the trajectory of fate follows a sandbox model.

With less development content, the level of detail in the scene naturally needs to be higher.

In addition, the first scene is set under the moonlight, and as we all know, nighttime is definitely a great help in making the game look good.

In daytime scenes, due to sunlight, the game needs to render the shadows of leaves and buildings. However, these shadow textures are relatively unrealistic due to technical limitations.

However, in maps with cloudy or rainy weather, the sun is obscured by clouds, so no direct shadows are formed, thus cleverly avoiding the drawbacks of these rendering effects.

In later anime game trailers, the second half of the first PV for the ring used darkness and rain to present a more realistic scene.

During the development of Destiny Track, Lin Li had a detailed requirement in the development plan.

"A dazzling opening is crucial! The first impression is extremely important. To defeat Galaxy Paradise, you must create an amazing opening for the player right from the start!"

At the time, many people didn't understand this requirement.

Is Galaxy Paradise not one of our own products?

Why is there still competition?

Furthermore, many people were puzzled as to why the opening prologue was so important.

However, after the first test of Galaxy Paradise, everyone gradually understood.

In this world, the hardest thing is not being a pioneer, but being a follower.

Why is the Naruto Shippuden game harder to complete than the one in Genshin Impact?

Genshin Impact was the first to try something new, giving it many inherent advantages.

Similarly, after the introduction of Galaxy Park, to attract attention, there needs to be a highlight. The brighter the highlight, the more players will have the patience to continue playing.

Therefore, Xinghuo put a lot of effort into this initial scene.

In addition to the detailed setup of the scene, a lot of time was spent using pre-rendered textures and lighting adjustments to create an effect similar to ray tracing.

This includes water puddles and campfire reflections on armor.

Ray tracing was far from widespread at that time, so at first glance, the image did seem to be a bit better than Galaxy Park.

"It's so beautiful!"

"I feel that any screenshot from this scene could be wallpaper-worthy."

“Indeed, Nakamura, give me the controller.”

Nakamura assumed that Sugita Tomokazu also wanted to try it out, so without thinking much of it, he handed him the controller.

Without saying a word, Sugita took the controller and immediately moved his character to Jeanne's side, intending to get behind her.

However, just as he was trying to get around Joan of Arc, Joan of Arc turned around as well, and the girl's gaze remained fixed on the protagonist.

The entire movement was so coordinated that it even gave the impression that Joan of Arc was wondering why the protagonist had circled around behind her.

"Hey, she's looking at me! Ah, so cute! But does this mean the 'peeping at pants' operation has failed before it even started? Damn it!"

As Sugita Tomokazu tried to adjust the camera, Nakamura realized that Sugita was pretending to be stupid, and immediately made a sarcastic remark.

"Hey! Don't do that on TV!"

"Tch, I just did what everyone wanted to do! Don't you want to see? Lady Joan of Arc's pants!"

"Don't shout out your perverted hobbies! Look, that director over there is already making an X with his hand!"

Both are veteran voice actors with extensive experience in television programs.

Creating entertaining content is something that comes naturally to him.

After a few moments of feigned ignorance and吐槽 (tu cao, a Chinese internet slang term for sarcastic or critical remarks), the atmosphere in the live chat became increasingly lively.

The two then continued playing the game.

After rummaging through all the boxes in the camp, Nakamura finally walked to the opposite side of Joan of Arc and clicked to talk to her.

~~~

"Were you sent by God to save France?"

This is the first thing Joan of Arc said to the player.

The camera then shifted slightly, focusing on Joan of Arc.

At the same time, several dialogue options popped up in front of the player.

There are 4 options in total.

These correspond to four approaches: deception, honesty, perfunctory attitude, and despicable behavior.

Deception, of course, means claiming that one is indeed sent by God.

Honesty, on the other hand, means showing that while she wasn't sent by God, she was indeed there to help her.

Perfunctory talk is just empty talk.

The last one was a deliberately quirky answer that resembled a Japanese RPG and a starry sky orbit.

So, which one should we choose?

Chapter 71 Lady Joan of Arc, so adorable!

Faced with these four options.

Sugita Tomokazu naturally wanted to choose the fourth one, but by then the controller had already been taken back by Nakamura.

Considering this is a live broadcast, we can't just focus on creating entertainment value.

So Nakamura chose the first one.

With the option confirmed, the protagonist in the scene nodded slightly in response to Joan of Arc.

Immediately following this is a scene of a group of soldiers kneeling and shouting, and even Joan of Arc is kneeling to the player, or rather, to the will represented by the player.

"Is this the start of the plot?"

"It seems like all of Xinghuo's games are like this; they jump right into the story."

"Indeed."

"This prologue should tell the story of Joan of Arc."

"To be precise, it's a story from history."

As Nakamura and Sugita reviewed the plot, they remarked on how incredibly immersive the scenes in "The Trajectory of Fate" were.

Military camp, soldiers, campfire, girl under the moonlight.

And at this time.

The scene then shifts again. Amidst cheers, Joan of Arc leads the protagonist into a tent, where only the protagonist and Joan remain.

The tents weren't very large, which made the scene somewhat ambiguous.

Not to mention, Joan of Arc got close to the player as soon as she entered the tent, making the scene quite ambiguous.

However, this ambiguous scene was quickly disrupted by a single sentence from the girl.

"If you are not a messenger of God, then who are you?"

Upon hearing this, Nakamura's first reaction was, "Oh no! I chose the wrong option!"

Do you want the option to backtrack?

"Oh? No need, this is only the first option."

"But this is clearly the wrong choice."

"Then let's go back."

Time rewind is essentially the same as loading a save file in a single-player game.

Of course, this save/load is limited to the story mode; the player's equipment, experience, and other character progression data will not be affected.

That's why this setting was made.

The reason is that during the writing of the FGO script, Mushroom kept giving feedback that FGO had too many restrictions, and that many options were just for show in order to cater to most players.

Many of his ideas were not realized when he was writing the script.

Although Lin Li established a script review team, he felt that Mushroom's point made sense in this regard, so he lifted the restriction.

In other words, within the trajectory of fate.

Choosing the wrong dialogue options can have negative consequences, such as monsters becoming stronger or missing out on crucial plot points.

However, Destiny Trail is, after all, a service-based game, and it's available on both mobile and PC.

The negative feedback from making the wrong choice won't be like in a single-player game, so no matter what choices players make, at most they'll miss some plot points and have slightly lower character affinity, but they'll still eventually reach the ending.

Taking into account players with obsessive-compulsive tendencies, Lin Li not only lifted the restrictions but also gave players time to rewind.

Don't people say that playing a story-driven game like FGO is like playing a visual novel? Well then, I'll restore the loading function of visual novels for you too.

The save/load function removes the limitations of mushrooms, giving the Destiny Trail more room for plot development, and also relieves the psychological burden on players.

Unlike FGO, you don't need to constantly consult walkthroughs during important story moments.

You can choose whatever you like, and if you choose the wrong one, you can go back to the previous one.

Just like Nakamura is now.

The rewind interface is a horizontal tree diagram somewhat similar to the technology tree in the Civilization series. Players can select any node to rewind.

Of course, this system also satisfies those completionist players who can explore all the storylines.

Back to Nakamura.

The story has just begun, and there's only one rewind point, so there's not much to think about; just select it.


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