Traditional Culture Encyclopedia - Photography major - Grand Theft Auto's game settings

Grand Theft Auto's game settings

In the game, players will play the role of James Earl Cash, a prisoner in prison. The protagonist was suspended to death by injecting drugs because of execution, and woke up in an abandoned city called Castle City. At the same time, this city of Cuthell is also a city where rich managers naturally enjoy the game of survival violence. In addition to dangerous buildings and surveillance cameras, there are only armed criminal groups living here, while managers use the images returned by the cameras to enjoy the scenes of people killing each other in the city for survival in the control room to satisfy their own abnormal killing.

The protagonist is trapped in such a chaotic environment, and the main purpose is to escape from this automobile city. However, due to the relationship between managers and criminal organizations, players must escape as quietly as possible without disturbing others, just like metal gear 2. At the same time, there is also a scale indicating the alert level on the small map screen, which is more convenient for players to grasp the situation and decide the next move. In addition, the game also provides more than 20 kinds of weapons, from the most primitive sticks, knives and plastic bags to the strongest shotguns and sniper rifles, so that players can get as close as possible to the enemy and kill them before they notice us. But as the killing goes on, the abnormal managers will send other stronger new killers to deal with the protagonist. Therefore, players must use the manager's absence to carry out various assassinations in order to successfully escape from this castle city.

After recovering from the shocking killing scene, you will find that the design of the game itself has many bright spots. This game even corresponds to the PS2 headset. Players can hear Lionel's instructions through headphones and even talk to the enemy through a microphone. Although these guys controlled by computer AI can't understand what you are saying, whatever you say is a deterrent. The game obviously draws lessons from GTA's resource library directly in character movements, but it is much more detailed in scene depiction than the latter. In order to create a suitable atmosphere for covert operations, the effects of light, shadow and mapping are obviously higher, and the surfaces of all objects are slightly filtered, making the whole game feel like a documentary shot by an amateur photographer with a cheap camera. The music effect of the game is also quite noisy. This reminds me of the movie "28 Days of Surprise" made by British director danny boyle. The film also shows the audience a London full of killers with rough pictures and music, and Rockstar North in Scotland must have drawn a lot of inspiration from it.

It can be said that the pursuit is an out-and-out killing game, and the purpose of killing in the game is killing itself. For example, covert operations and close-ups exist for this purpose. The official said that after playing the game for a period of time, the feeling of the game is very monotonous. As a violent game, Chasing has no twists and turns of spy games such as MGS. Because of GTA's actions and similar operation methods, the game can't be compared with professional action games in combat operation. Although the enemy AI will continue to improve with the progress of the game, and even hunt players in the form of group cooperation, unfortunately, when it comes to confrontation, it becomes a monotonous battle with one punch and one foot. What is even more disappointing is that the players in the game have no choice but to kill. I remember at the end of the game, there was a choice to save innocent people. Players can easily pass these lives as dirt, or risk their lives to save them. What makes people angry is that no matter what the player does, the result is exactly the same. There is no branching story in the game at all, and players will not get any reward for saving people with kindness.