#CrossFire's second anniversary on the motion-sensing pod, event starts today#
#Vendi announces it will partner with Firebird Studio under Yunwei to create the strongest FPS of the motion-sensing pod era#
#Dianshi Games announces "Heavy Assault" has been delayed#
#"Gunfire Chronicle 2" announces that preliminary work has been completed#
#Saint Studio releases a trailer for "Outpost 3"#
#...#
In the Golden Wind Game Director's office, Gu Sheng leaned back in his chair, flicking the mouse wheel as messages scrolled across the screen.
Yes.
Recently, he had been keeping an eye on the shooter market.
From PC to motion-sensing pods, shooting games had always been a hot genre in the market.
He knew that Golden Wind would eventually have to enter the hottest game categories and compete on the same stage as major domestic and even global game companies.
So it was important to prepare in advance.
And through his research over the past while, Gu Sheng had found that the shooter market in this world was truly a mixed bag.
There were first-person games and third-person games, single-player games and multiplayer games, modern games and futuristic games, realistic games and fantasy games.
However, much like horror games,
the essence of shooting games was largely the same.
In single-player games, the protagonist fought through levels, killed enemies to advance the plot, and spent the whole game going bang-bang-bang, maybe picking up a knife at most.
The most recent idea that could be called a design innovation was Bullet Time, introduced twenty years ago in the PC hit "Max Payne."
Multiplayer games were even more rigid.
Foreign games leaned toward Team Competition—shooting each other, comparing kills and scores.
Domestic games leaned toward demolition competitions, planting and defusing bombs while switching between offense and defense in cops-and-robbers battles.
And!
Even now, whether in motion-sensing