Link opened his eyes at Princess Zelda's soft call.
A dazzling blue light appeared in Zhao Lei's field of vision. As the image became clearer, he saw something oddly shaped.
Upon closer inspection, it turned out to be … a lamp?
However, this lamp, along with the ceiling beside it, had a unique style. It felt like a combination of ancient and futuristic styles. It seemed to be made of a special material that was extremely hard. The blue dots glowed faintly like constellations, and the smooth and stylish patterns …
Just the design of the lamp, coupled with the game's style, brought Zhao Lei to another virtual world.
"Link … wake up …"
Hearing Princess Zelda's call, Link opened his eyes and sat up on a special round table. He looked at his surroundings in a daze.
Zhao Lei felt the same way as Link. They were both at a loss.
Who am I?
Where am I?
What am I doing?
This was a place with a unique style. The patterns, constellations, and light dots on the walls made it seem like a product of alien technology. Everything around it seemed indestructible.
However, the style was very uniform. This unique scene was also very novel to Zhao Lei.
Link walked in front of the camera, and Zhao Lei found that he could control the camera.
The perspective of the VR version of The Legend of Zelda was similar to that of American Apocalypse. It was a third-person perspective, but the camera was far behind the character. You could see Link's entire body, including his feet.
Link's body only took up a small part of the entire field of view, so it didn't block the view at all.
Most VR games used a first-person perspective, mainly to maximize the sense of immersion in the game. However, there were some games that used a third-person perspective, such as American Apocalypse and The Legend of Zelda. The former was to prevent the players from having cognitive dissonance when the two main characters were switched, and to increase the smoothness of the game's narrative, the latter purposely zoomed out to avoid exposing the Switch and Matrix Glasses' lack of performance in VR games.
If you've only played VR games from a first-person perspective, it would feel strange. When you turned the camera, the main character would be the center of the camera. If you used the surrounding scenery as a reference, you would feel like a ghost floating in the air, constantly moving around the main character.
However, Zhao Lei quickly got used to it. After all, most third-person standalone games on PC followed the same principle, and it was the same in VR.
There was a strangely shaped stone platform in front of him, and it flickered with a faint blue light. In the center of the stone platform, there was a special stone slab.
Link had just walked to the stone platform when the mechanism turned. The unique stone slab stood up, as if inviting Link to pick it up.
Princess Zelda said, "That is the Shika Slate … When you wake up from your long slumber, it will guide you forward …"
Link reached out and took the tablet in his hand.
On the back of the Tika Slate, there was a pattern of an eye in the center. The eyeball was emitting blue light. There was a handle on the upper part of the slate. It could be held in one's hand or hung as a belt.
In front of it … was a display screen.
The size of the Seka Slate was basically the same as a Switch. It was just nice to hold in one's hand, except for the lack of a controller.
Link put away the stone tablet and continued walking out.
After retrieving the tattered shirt and trousers from the two boxes, Link put them on and used the Sicar Slate to open the door of the shrine.
The door opened with a bang, and sunlight shone in from the outside. Link used his hand to block the light and squinted to look outside.
Princess Zelda said, "You are the light that once again illuminates Hailaru … Now, it is time for you to embark on your journey …"
Zhao Lei controlled Link to run out of the shrine. In the process, he familiarized himself with running, sprinting, climbing the wall, changing the perspective, putting on equipment, and a series of other basic operations.
Unlike Assassin's Creed and Uncharted Seas, the main character in The Legend of Zelda, Link, didn't need a specific grab point when he climbed. He could climb any regular mountain he wanted. However, climbing required stamina, and the speed of climbing was much slower than in Assassin's Creed.
Facing the sunlight, Link ran out into the outside world.
The camera zoomed in from far to near, following Link as he ran. When Link reached the edge of the cliff, the camera zoomed in again. In an instant, the entire Hailaru continent was in full view!
In the distance, there were volcanoes spewing lava and evil lingering in the king's city. Nearby, there were destroyed ruins, lush forests, and vast grasslands …
Faint fog, warm sunlight. The entire scene seemed to be covered with a special layer of filter, like a freehand watercolor painting.
Faint background music sounded, and at the bottom right of the field of view, the name of the game appeared: The Legend of Zelda: Breath of the Wilderness.
The camera slowly turned and stopped at a tall shrine on the right side of the screen. Halfway up the mountain, a strangely dressed old man stood next to a fire, as if waiting for something.
"This scenery … is amazing!"
Originally, Zhao Lei did not look forward to the VR effect of the Matrix Glasses. After all, the size and price of this thing were far from a proper VR gaming pod. But after seeing the opening scene, Zhao Lei was instantly convinced.
The detail of the image was definitely far from that of a VR gaming pod, but this distance made up for the lack of detail. The advantage of The Legend of Zelda's style was immediately apparent.
Compared to the realistic style of games, this style was more freehand and artistic. It gave people the feeling of a carefree fairytale world.
If this was a realistic game, this kind of thick grass and slightly rough mountain would definitely be disliked by many people. But in this style, it blended well with the environment and even looked a little cute.
"Huh? There's a branch on the ground. And a mushroom. "
"What's this? A Rhinoceros Beetle? Oh, damn, it flew away! "
As he walked down the mountain, Zhao Lei found that there were many collectible elements in the surrounding environment.
The UI system of The Legend of Zelda was similar to that of The Undiscovered Sea, which was to hide all text information as much as possible to make the whole game more immersive. Including the apples and mushrooms, there would only be some faint glowing effects to alert the players.
For a collectible creature like the Rhinoceros Beetle, if the players ran over it, they would be alerted, and had to go stealthily to catch it. If the players did not prepare in advance, they would almost certainly fail.
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