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Hot Impression: Alden Ring is a world-class open game with high confidence

BingMag.com <b>Hot</b> <b>Impression:</b> <b>Alden</b> <b>Ring</b> is a <b>world-class</b> <b>open</b> <b>game</b> with <b>high</b> confidence

In the "Hot Impression" series, we are going to use a series by Yahtzee Croshaw, one of the most ingenious and experienced game critics and satirists. Let's have a controversial view of the current situation of the game industry and see if there are any problems in the game industry, where does its root go back. Join us.

Reaction from "Sorry, but the open world game is dead" - in which I argued that the open world style is dead, like a zombie passing on its miserable condition to others. Now it's killing creativity - I got it kind of annoying to me, because I got a bunch of comments like, "Oh, so what's the Elden Ring?" "Yes!" Listen to the brains: If it were up to you, you would have just said, "Cyberpunk 2077 is working for you!" Or "No Man's Sky is working for you!" There is always a scary game on the way; In most cases, the gamer is disappointed, and sometimes it is exactly what was promised, but in any case, one thing always happens: after a month or two, everyone stops talking about it and their attention is drawn to the next game that Its advertising department has enough funds to buy all the press headlines in the galaxy for the day of the game's release. People claim that this game is supposed to be the promised game that is going to change our lives. The name of the game is constantly changing, but the cycle goes on forever.

Even if we assume that the game in question is extremely good and puts your dinner on the table every night and puts the baby to sleep, Are you familiar with the proverb "You can't go with a spring flower"? Now that the AAA gaming industry has the ability to produce a very good game from time to time, can this good game make up for the rest of the nonsense? Do you think this good game can correct all the wrong industry priorities? This new mindset popularizes the idea that we are all looking for this super-hot superhero, an idea that will bring an army of second-rate imitators to market. Scratching pimples is a satisfactory practical allergy, but it is not a good reason to fill your garden with plants that you are allergic to. Alden Ring is just that: a satisfying itch after spending a full day removing dog oss from the garden of your allergens.

BingMag.com <b>Hot</b> <b>Impression:</b> <b>Alden</b> <b>Ring</b> is a <b>world-class</b> <b>open</b> <b>game</b> with <b>high</b> confidence/p>

However, I'm sure some of you, even those who are not in the garden, know that Alden Ring is the equivalent of the Dark Souls world. Because unlocking a game that was not previously open world is the only gameplay creativity that comes from the AAA gaming industry. But Alden Ring is one of the good ones. I think the opening up of a game that focuses heavily on exploration is a positive move, like the successful development of Arkham Asylum into Arkham City. What I like about the metropolitan structure of Soulslake games is that you have to keep a list of undiscovered routes in mind so that you can go back whenever you get stuck or find better equipment. The worldly style follows the same structure, but to the power of 2. When you are on a plain, there are many paths you can explore; Exactly every 360 degrees around you there is a path to explore. However, it often happens that these routes seem repetitive.

In the world of Alden Ring, you can move in any direction you like and sooner or later you will encounter something to explore. Of course, in most cases, what you have discovered will turn you into a contemporary work of art, but at least you know it was not because your level was not high enough. However, I think this statement can be extended to Farcry 6 as well. In Farcry 6, all you have to do is pick a random path and continue it to reach a collectible item or enemy headquarters or something else to be checked in the list, but what about Alden Ring and other world-class games like Breath? of the Wild) distinguishes it from that nonsense game? What is their answer to the ugliness that Ubisoft has inflicted on the world genre?

BingMag.com <b>Hot</b> <b>Impression:</b> <b>Alden</b> <b>Ring</b> is a <b>world-class</b> <b>open</b> <b>game</b> with <b>high</b> confidence

Oh, both examples I played a good sandbox game, they are Japanese games. It is worth mentioning Yakuza. Yakuza has also deviated from the common game design between world-class games. In what way? By incorporating a wealth of content into a relatively small and compact space. Is it time to embrace the Weaboo and say that the Japanese are better at making sandbox games? No, because there is an example of a violation of this claim: Shenmue, or as I like to call it: Shit Poo. But in my opinion, a special approach can be seen in Japanese games, the traces of which can be seen in all the mentioned games. That approach is also that of Japanese game makers They did not fall asleep and eat so that the player would not lose anything.

Yakuza is the most prominent example of this approach. Did you know that in Yakuza 6 there is a very detailed mini-game about shark hunting that is mounted on a Rail Shooter gameplay? I just found out when I finished the game.

BingMag.com <b>Hot</b> <b>Impression:</b> <b>Alden</b> <b>Ring</b> is a <b>world-class</b> <b>open</b> <b>game</b> with <b>high</b> confidence

An element that is missing in AAA world games Is that in them the player is not allowed to lose content. It is clear from the structure of these games that the superiors have issued an order so that the last Qur'an of the budget spent on the game can be seen on the screen, which is why these games are afraid of losing content. In these games, whenever you start one of the main missions, the game takes you by the hand and takes you from the beautiful scene "a" to the beautiful scene "b", "c" and , and all the time educational messages and guides from all sides Your head is shaking. Sometimes the game follows the Horizon Forbidden West process, in which the protagonist always says in a very meaningful way under his lips how good it is to watch a beautiful scene before moving on to the next storyline.

game is fundamentally based on a variety of gameplay mechanisms, and the risk of ignorance of the player can not be accepted at all, these games are full of menus, icons and detailed user interface. That's why there's a logical paradox at the heart of these games: on the one hand, half the members of the game's art team have worked to the death to create beautiful scenes from the AAA world-class games, scenes that are the only motivating factor to experience these games, and on the other Again, the first time these scenes appear in front of you, the effect they leave is gone, as your whole focus is on the mission arrow, which hangs in front of your face like a carrot attached to the end of a fishing rod.

BingMag.com <b>Hot</b> <b>Impression:</b> <b>Alden</b> <b>Ring</b> is a <b>world-class</b> <b>open</b> <b>game</b> with <b>high</b> confidence

From then on, sandbox games forgot what the nature of sandbox game is: sandbox game is ready to allow the player to play environment himself To explore, without a voyeuristic hand guiding him in this environment. Leading and great sandbox games have all this in mind: games like Altima, Richard Garriot's Ultima, Elite, David Braben's Elite, Early Jet games, and if you are looking for a newer example. , Minecraft. But after a few generations, Ubisoft has turned the sandbox game formula into a work that best describes them as "Single-player MMORPG", meaning that the game map is full of miscellaneous activities unrelated to the original game. And the only way to move on to the next area is to reach a certain level or reach a certain part of the story. Such a game is no longer a sandbox, but a golf course; It means an environment that looks open, but from the first to the eighteenth hole there is only one path to progress.

Alden Ring does not do that. The game map is not full of icons and recommended ways to progress. This game does not have side missions that you have to do to sit at the foot of the dialogue tree of a boring non-playable character to allow the game to go to a point on the map where the woman on the side is trapped under the clutches of a tiger. Of course, at the beginning of the game there is a guide where one of the characters, who plays the welcoming role of Walmart's store, tells you to go to a castle in the distance, but if you go directly to this castle, the hard wall of the game will crush you. . It's as if the game is indirectly telling you, "We bought a burnt nose!" "Explore the map first and find some upgrades, Gogol."

BingMag.com <b>Hot</b> <b>Impression:</b> <b>Alden</b> <b>Ring</b> is a <b>world-class</b> <b>open</b> <b>game</b> with <b>high</b> confidence

Alden Ring works for me. This game is confident enough to allow his world to speak for itself. This game is not limited to the beautiful scenes of Dark Souls that are displayed in a mostly closed and cramped environment. Any game can implement such a structure. Only game developers with strong personalities can effortlessly incorporate a wealth of content into the game, and then come to terms with the fact that the player may not see some of this content, as he has been staring at the wall texture all along. "This is my world," says the ideal sandbox player. "I do not care where you go, because wherever you go you will find something good." Achieving this mentality requires a very high level of self-confidence. Here we have a two-way relationship: a good sandbox game is confident enough to allow the player to spin freely in it, and yet the only game that has that much confidence is one that knows the sandbox is good. . Of course, sometimes self-confidence is also rooted in intense self-aggrandizement. Again, the example of Shenmo comes to mind. Shenmo is certainly confident. But you are in this Do not learn the context.


Source: Escapist Magazine

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