Joke Collection Website - Bulletin headlines - "Travel Report" digs into the game details and lists the six high-fidelity scene designs of "Days Gone"

"Travel Report" digs into the game details and lists the six high-fidelity scene designs of "Days Gone"

If you play the game "Days Gone" patiently and carefully, you will find many interesting stories. In the previous "Travel Report", 5 of the scene designs were selected and displayed. Attached are some personal understandings and opinions. After re-screening this article and excluding some inappropriate ones, there are still 6 scenes left. There should have been 7. They were not included because they were too bloody and cruel. I will continue to include the remaining scenes. 6 parts have been displayed. If there are any improper descriptions or omissions, please correct me;

Scene Design-01

I saw this sample picture and played this game. Or if you have watched the game video, you must know where this is. Yes, it is the "Sawmill" where the largest rampage in the game is located. It can also be called a wood processing factory. Many anchors who have demonstrated this game have said , this is the most sadistic place, for two reasons. 1. The number of rampaging waves is too huge. Even if all usable items are prepared, it still feels not enough; 2. The area here looks very large, but There are too many obstacles and the actual range of movement is not very large. Although you can run and fight at the same time, there are too many obstacles and you will be surrounded if you are distracted;

Only those who have truly experienced this situation can Feel the tension, but it is such a sawmill with a huge wave of rampages. After wandering around for a while, you will understand why there are so many zombies:

This is the sawmill A rough panoramic view. It is said that in modern industry, the construction of houses should be mostly reinforced concrete, but the buildings in this sawmill are made of wood. Although such wooden houses are not uncommon in European and American countries, as a production and processing factory In terms of construction, it is indeed a bit unusual to be made entirely of wood. Let’s not talk about the hidden dangers in construction safety. The use of wood alone is not cheaper than concrete. The reason why such an architectural style is adopted here can only be said to be “whatever is needed is not lacking”:

After adjusting the viewing angle, you can see that there are quite a lot of semi-finished wood, and the height of the pile is as high as 2 stories. There are more than one pile of wood like this. From this, it seems that this sawmill should be local wood. The intermediate link between processing and transportation is also close to the railway. To apply the actual situation, it is impossible to build factories along the railway without a production plant of a certain scale. This is also one of the reasons why there will be a huge wave of violence gathered here. 1;

Next, let’s look at another scene, the overturned train carriage. In "Days Gone", if you look around the railway, you can find at least 4 scenes like this, among which There were two temporary shelters next to NERO. By listening to the recordings, we learned that these trains were used to evacuate survivors, and later became trains to transport corpses. Because there had been a large-scale outbreak at that time, the number of casualties soared, and the nearby trains The landfill could no longer accommodate the corpses and chose to transport them elsewhere. This has been confirmed by recordings in the NERO shelter. From this point of view, the sawmill once accommodated many survivors. In addition, the site was large and tight. Being next to the railway is naturally the first choice for a refuge:

Putting all the conditions together, the answer will naturally appear. Of course, when it comes to this, there will definitely be objections from players, saying that this is a forced explanation. It can be said that everyone looks at things from a different perspective, and these factors from the location of the scene to the actual construction, coupled with NERO's dialogue recording, are all designed to be too coincidental, and it is difficult to believe that it is a randomly designed scene;

I also discussed this when I took an alcoholic to treat burns in the early stages of the game. According to the production order, it really can’t be seen that it was designed randomly;

Scene design-02

Like Whether you have been to Europe or not, you can see many small towns with distinctive regional characteristics in film and television works. They are also very recognizable for open-ended games. Moreover, the game background set by "Days Gone" is more It is in the countryside, unlike other doomsday-themed games, which are concentrated in the city. "State of Decay", which is very similar to the same type, also takes this route. The advantage of this design is that it does not require too much rendering of the city, and it is more convenient. In line with Deacon's character setting, a motorcycle is better than a car when traveling in the forest.

It also further clarifies why there is no vehicle setting in the game and why there are so many wild animals;

These two example pictures are of common small town stores. As for what they sell, No need to think too hard, you can roughly guess by looking at the layout that it is either a supermarket or a restaurant. In a doomsday theme, people will definitely choose these places if they want to obtain survival resources. This is also shown in the game. First of all, it can be seen from the screenshots that these two places The doors and windows of the shop were damaged, and the main door was opened like this after being violently opened. Secondly, the window baffles only blocked a few places, but not all of them. It can be seen that there were survivors who stayed here for a period of time at that time. As for what happened later In this way, there is no way to verify:

With messy storefronts, broken doors and windows, and broken glass on the ground, one can imagine what happened here at that time. Applying realistic thinking, when people choose to save themselves, food It will be placed first. In addition, due to the background setting of "Days Gone", after leaving this town, you need to walk a long distance before encountering the next town, and the next town will definitely be ransacked, so It has become inevitable to plunder all the resources, and the scene design here also reflects that when the virus breaks out, it spreads very quickly. NERO's temporary stronghold has also been officially established. A certain city was completely occupied in less than 3 days. Although it cannot be played in the game Looking for reality, but the game is set up like this, so how to highlight this rapid fall, using this kind of looting and destruction is the most representative;

As mentioned more than once in the previous chapter, "Days Gone" 》The environment is shaped with great care. I quote this sentence again. The reason is that you can see many such private houses in the game, and after entering and exploring, you can find that the details are very well designed. The example picture shows a family of three (also The original owner may have left, and survivors came in later). The door was blocked with a sofa, the long table was overturned, and the two missing table corners were used. The windows were closed with wooden boards. Whether it was the original owner or the survivors who came in later, I stayed here for a while, but it’s hard to say what happened to me after that;

Through the design of such a small town, it played a role in promoting the entire story of "Days Gone". First of all, the city is densely populated. During the virus outbreak, cities were among the hardest-hit areas and were the fastest to fall. On the contrary, villages far away from each other's towns could also be affected. It can be seen that the spread of the virus is very powerful, and there are many people fleeing, resulting in the current situation. The situation is not difficult to understand. Although these are only glimpses in the game, I have to say that they are indeed carefully designed;

Scene Design-03

There are many in the game Although the scale of hostile camps, including looters, resters, etc., is not very large, as long as it is not required by the mission, it is better not to provoke it unless the strength is average enough. This is also well reflected in the game. From a realistic perspective , if you want players to feel that the survivors played by AI are very real, they must design according to human thinking, use slogans to make distinctions, and use vehicles as obstacles:

Judging from these designs, the game production team wants to It really took a lot of thinking to reflect the realism. Even if the game looks real, the computer AI should not look too stupid. Therefore, a lot of care is put into the scene construction and layout, and the most careful thing is not these things, but the water source. Collection:

In doomsday themes, the priority of survivors is survival, and the most important thing in the survival process is drinking water. In order to highlight the realism, many games will design some water storage or Equipment to filter water sources, or even more directly set up camp around the reservoir. In the American TV series "Fear the Walking Dead", there is a group of survivors stationed in the reservoir for survival;

Also in "Days of Our Lives" Again, each camp has such water storage equipment. In the camp in the example picture, after going around a few times and counting, we found that there are 4 water storage tanks like this in a row. It seems that the water quality is very good. Clear, from this point of view, when designing the scene, if the production team did not design carefully, then how can we explain these materials? Just for fun?

Scene Design - 04

After rescuing survivors, you can choose which camp to recommend. Anyone who has played this game

, or those who have watched game videos, unless they have resource needs, most of the recommended campsites will choose Lost Lake Camp, because Mike can invisibly give people a sense of safety. He is not as neurotic and talkative as Copeland. Conspiracy theories are not like Tucker's labor camp. In Mike's camp, you can experience a lot of human touch. In other camps, there are no songs to listen to, and no survivors can be seen dancing along. There is no such thing as Ricky who insists on repairing the dam for the camp. Power station, it can be seen that Mike’s influence is very great, and this influence is also reflected in the camp:

First of all, excluding the human factor, from the geographical environment, the Lost Lake camp is behind The lake is a natural living place. Regardless of whether it is a saltwater lake or a freshwater lake, the water problem in this water area has basically been solved, and there is also such a scene design for washing clothes in the camp. In a doomsday environment, unless there is sufficient water source , who would be so obsessed with washing clothes with water?

In terms of food, Lost Lake Camp is also much better than Copeland Camp and Hot Spring Camp. In the game, you can hear that these two camps have been worrying about food, but Lost Lake Camp has not heard of it. What's even more outrageous is that in addition to washing clothes, there are also designs for washing tableware in the camp. These seemingly ordinary designs would be normal if placed in peacetime, but in a doomsday environment, let alone washing tableware. , washing clothes is a luxury, but Lost Lake Camp dares to do this, and I have to say that the geographical advantage is a major backing;

Next is the motorcycle repair room in the camp, I have seen Copeland Camp , What do you feel after going to the hot spring camp? Grocery stall? The Lost Lake camp is more like a "regular" repair shop, with ample repair rooms and orderly arrangement of motorcycle accessories. Looking back at the Copeland camp where I first came into contact, there is really no comparison...

Seeing this, you can understand why Deacon's motorcycle was dismantled without asking, because it was lacking... and the opportunity was rare;

Finally, there is a big mystery in the game. Why after the drunkard was injured, Dickon did not choose to go to the hot spring camp or the Copeland camp, but chose to steal medicine from the Lost Lake camp that he had offended before. After seeing these environmental designs, it all became clear, even though Eddie said that the camp was short of medicine. , but compared to the other two camps, at least there is a doctor and some medical supplies, so you can understand why Deacon chose this camp;

Through these seemingly simple but meticulous scene designs, Combined with the advancement of the plot in the game, many seemingly unreasonable behaviors can be explained. It is also understandable why Mike wants to maintain peace even though he knows that the Resters are a group of lunatics. On the one hand, it is related to his experience; If a fight really breaks out, both sides will definitely lose in the end. If someone else attacks at this time, Mike and his team will suffer heavy losses and even be forced to leave the camp. Where can they find such a unique venue next? In addition, the facilities built cannot be built overnight, so Mike will choose to maintain peace. These seemingly insignificant scene designs are all the answer;

Scene Design-05

The background of the game is the United States. There is the word "Boy Scouts" in American culture. The purpose is to educate young people. Naturally, such training camps must be conducted in a natural environment. "Days Gone" has no regard for children. Choosing to deliberately avoid this is a major feature that is different from other works. In many doomsday-themed games, children and women have always been sensitive topics. As for the young mutants in this game, players all know that they are children who have mutated. Yes, cruel settings like this would never be attempted in other games, but here they are not shy about it. Even scenes full of special significance such as the Boy Scout training camp are designed, which is enough to witness How "cowardly" the design team is...

It can be seen from the introduction document that the date of establishment of this training camp is really early. The United States only had the Boy Scout system in 1910, and in the game This training camp was established in 1915. Judging from the time, it can be regarded as a century-old institution. Of course, this is nothing, but that wooden stake statue. I really don’t know what American players will think when they play here:

You really can’t control it when a disaster strikes

There are so many children and women, who would not recognize them in the face of a disaster, and these designs are also very... I don’t know what words to use, because after seeing these example pictures, it is probably difficult to describe them with any words:

Although the design here is a bit bold, we can guess from these scenes that we resisted for a long time. From the nailed wooden boards to the tragic image of the kitchen, combined with the yellow school bus in the training camp, the answer is no. What more needs to be said, as for the results, it’s hard to say;

Through these scene designs, combined with the general background of the game, can we still say that "the scene design is very simple"?

Scene Design - 06

The last scene is the scene design that I think is closest to reality. First of all, I have heard of zombie-themed film and television works even if I have never seen them. With the development of the game industry, it is estimated that there are very few people who have never seen or played it (there are also some who don’t like this subject), but I have probably seen more or less disaster movies. When encountering such a situation, human beings’ instinct is to avoid it. Danger, also in the game, there are many such "instinctive design" scenes;

As can be seen from the example picture, the survivors of this vote moved the camp to the roof of the building. Applying realistic thinking, they must not Not to mention being very smart, leaving aside the young mutants, those common berserkers, beasts, berserkers, and even survivors from other camps have to think twice about attacking them, and they don't have to go too far when it comes to zombies. Worry, as long as there is no rampage or a scene like in "World War Z", heights will indeed be much safer:

And this kind of idea and design has been mentioned more than once on other communication platforms. For example, the common "if...", many netizens said that if you run to the roof of a certain building, generally zombies can't get up, you can kill some of them, or you can jump from one roof to another, etc..., including famous cartoons The American TV series "The Walking Dead" has also shown rooftop escape scenes many times. If nothing else, the protagonists Rick and Glenn, how would they escape if they didn't climb on the roof?

Scenes like this in the game are also trying their best to move closer to realism. It is precisely this kind of scene design that further improves the realism of the game and the realism of the enemies. If it were not a game, you would see In such a scene, I really thought there were living people hiding here for refuge...

Conclusion

The whole article is a lot long-winded, and it also quotes a lot of pictures, and few people may be able to complete it. After reading it all, this situation is understandable. After all, there are too many words... To sum up briefly, scene design is not as simple as it sounds. Modeling is done through concept drawings, and textures are added. These are actually the later stages. The hard part of work is organizing the concept drawings in the early stage and adding details afterwards. Therefore, before you have a deep understanding of a work, don’t be arrogant and think that everything is so simple, let alone follow the rhythm casually. This is very bad, I don’t like it. You don’t have to play, but don’t hurt;