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Chapter 303 My London Party Frozen to Death!
Chapter 303 My London Party Frozen to Death!
The plot content of "Frostpunk" is not much, but it is quite complete so that players will not be confused.
With the music on the game screen, "Frostpunk" has created a sense of heaviness that a post-apocalyptic game should have.
On the other hand, the plot progress of "Frostpunk" is always accompanied by challenges in the game.
For example, accepting the wave of refugees, such as exploring other human strongholds, such as fighting against internal separatist forces, and such as fighting against super snowstorms at minus 150 degrees.
These key nodes of plot development are rich and varied and put considerable pressure on players.
From beginning to end, players will battle the key challenges presented by these pivotal scenarios.
Many games of the same type have developed to the middle and late stages, and the difficulty of the game will become lower, the game content is cumbersome, and the gameplay is boring.
But "Frostpunk" keeps players challenged and interested through an immersive and rhythmic plot.
In addition to the linear main plot, "Frostpunk" also arranges many random events and exploration activities outside the main plot.
This has brought new uncertainties to the relatively standard plot of "Frostpunk".
These random events are often sudden time-limited challenges. You can adjust the industrial structure and break the original development plan to meet the expectations of the public.
For example, the people need you to dispose of the corpse after death, and if you control it well and no one dies, the plan to build a cemetery or snow pit can be postponed indefinitely.
At the same time, you can make different choices for many events, all of which will be based on the actual situation and overall situation of the city.
For example, there is an event requesting to provide double food for children. For the growth of the next generation, it seems that taking care of children should be done.
But as a ruthless mayor with little food for affection, you have to make trade-offs.
Are you willing to waste more food on children for the dissatisfaction and hope of the citizens?
You must know that not giving children double rations will only cause dissatisfaction, and if there is a problem with the food supply, in addition to dissatisfaction, people will die!
In addition to random events, the variation of exploration actions is also diverse.
Within the main plot time of the game, it is almost impossible to explore the map.
How should the expedition go?
Which resources should be prioritized for acquisition?Coal for food or steel?
And how should the survivors found be treated?
For example, the first survivors found by the exploration team, you can make up to four choices.
Waste of time escorting survivors to the city, but this ensures that every single survivor reaches your city.
It is also possible to tell the survivors a coordinate and let them come by themselves-of course, this has the risk of getting lost and dying.
You can also ignore it and let the survivors fend for themselves.
There are even darker choices to make - attack the survivors and take their supplies!
In fact, one of the choices alone will not have a qualitative impact on the direction of the game.
However, when these small choices are brought together, they will subtly determine the degree of development of the entire city.
Yes, your choice is very important.
And these choices in "Frostpunk" are often difficult choices.
Insufficient human resources, jobs requiring more labor - should children be forced to work?
It is still adhering to the laws of the civilized world and rejecting child labor, but at the risk of the city's economic development collapsing.
In the case of food shortage, is it to give people soup?Or mix sawdust with people's food to achieve a hypocritical feeding.
Or let everyone starve directly, and after the extra people starve to death, the food will not be tense.
And in the face of the influx of refugees, do you swallow them all in one go?
Or let the refugees fend for themselves in the snowstorm?
Population is certainly an important resource, but it is also a heavy burden on the city.
These choices are not only choices in the game, but also a torture of the player's humanity.
If you don't limit yourself, the player may become a head-like tyrant, or a despot who confuses people's hearts.
Through selection, players can conceal the truth of major mining disasters, lie about the number of people, etc. in order to stabilize people's hearts.
It is also possible to attack other survivors and rob them of their resources.
But rest assured, Frostpunk is not a dark game.
Although the most efficient and easiest customs clearance method is to adopt the cruelest policy and make cruel choices.
But when the player's technical level improves, the player can try more and warmer choices.
No child labor, no overtime, no death...
Adding various restrictions to yourself, or even simulating yourself as a Madonna-like character, can give players a different kind of fun.
But here, our evaluation team of Lun Dao Xingkong must complain about one thing.
8 hour work system?
This is very good, and this is the wish of everyone, including the editors.
But it's the end of the world, and these unscrupulous people would rather freeze and starve to death than work overtime for the survival of themselves and the city?
Well, if it is true, this is really unreasonable. You must know that British workers in the nineteenth century were quite hardworking.
Working more than ten hours a day is simply the basic operation of everyday life.
But if you put it in the "Frostpunk" game, then the 8-hour work system still has its rationale.
This is a limitation, the limitation of working hours, which makes the city's productivity always struggling on the line of barely enough.
Barely enough, sometimes more, sometimes less, so that players always maintain a sense of crisis.
Under the crisis of scarcity of resources, 24-hour crazy work has become so significant that it has become one of the artifacts for players to counterattack.
Working overtime 24 hours a day can really turn the tide.
At the same time, this limitation of working hours also forces players to constantly optimize their game strategies in the crisis of resource constraints.
It may be difficult at the beginning, but after you are familiar with the effectiveness of various policies and use them reasonably.
Even the Virgin Mary players can play very comfortably, leading the people to engage in production in full swing in the frosty doomsday, creating a paradise in the last days.
is completely feasible.
Compared with other large-scale urban construction games, the game time of "Frostpunk" is not too long, but it is enough for players to enjoy the next generation of games.
Feimeng really won't disappoint.
There is no doubt that the evaluation team of Lundao Xingkong gave "Frostpunk" a very high evaluation.
And below the comments, the players also left messages one after another.
"My London party is freezing to death! Die outside and crawl out of the city! Don't roast a piece of coal from your dictator!"
"It's so warm!"
(End of this chapter)
The plot content of "Frostpunk" is not much, but it is quite complete so that players will not be confused.
With the music on the game screen, "Frostpunk" has created a sense of heaviness that a post-apocalyptic game should have.
On the other hand, the plot progress of "Frostpunk" is always accompanied by challenges in the game.
For example, accepting the wave of refugees, such as exploring other human strongholds, such as fighting against internal separatist forces, and such as fighting against super snowstorms at minus 150 degrees.
These key nodes of plot development are rich and varied and put considerable pressure on players.
From beginning to end, players will battle the key challenges presented by these pivotal scenarios.
Many games of the same type have developed to the middle and late stages, and the difficulty of the game will become lower, the game content is cumbersome, and the gameplay is boring.
But "Frostpunk" keeps players challenged and interested through an immersive and rhythmic plot.
In addition to the linear main plot, "Frostpunk" also arranges many random events and exploration activities outside the main plot.
This has brought new uncertainties to the relatively standard plot of "Frostpunk".
These random events are often sudden time-limited challenges. You can adjust the industrial structure and break the original development plan to meet the expectations of the public.
For example, the people need you to dispose of the corpse after death, and if you control it well and no one dies, the plan to build a cemetery or snow pit can be postponed indefinitely.
At the same time, you can make different choices for many events, all of which will be based on the actual situation and overall situation of the city.
For example, there is an event requesting to provide double food for children. For the growth of the next generation, it seems that taking care of children should be done.
But as a ruthless mayor with little food for affection, you have to make trade-offs.
Are you willing to waste more food on children for the dissatisfaction and hope of the citizens?
You must know that not giving children double rations will only cause dissatisfaction, and if there is a problem with the food supply, in addition to dissatisfaction, people will die!
In addition to random events, the variation of exploration actions is also diverse.
Within the main plot time of the game, it is almost impossible to explore the map.
How should the expedition go?
Which resources should be prioritized for acquisition?Coal for food or steel?
And how should the survivors found be treated?
For example, the first survivors found by the exploration team, you can make up to four choices.
Waste of time escorting survivors to the city, but this ensures that every single survivor reaches your city.
It is also possible to tell the survivors a coordinate and let them come by themselves-of course, this has the risk of getting lost and dying.
You can also ignore it and let the survivors fend for themselves.
There are even darker choices to make - attack the survivors and take their supplies!
In fact, one of the choices alone will not have a qualitative impact on the direction of the game.
However, when these small choices are brought together, they will subtly determine the degree of development of the entire city.
Yes, your choice is very important.
And these choices in "Frostpunk" are often difficult choices.
Insufficient human resources, jobs requiring more labor - should children be forced to work?
It is still adhering to the laws of the civilized world and rejecting child labor, but at the risk of the city's economic development collapsing.
In the case of food shortage, is it to give people soup?Or mix sawdust with people's food to achieve a hypocritical feeding.
Or let everyone starve directly, and after the extra people starve to death, the food will not be tense.
And in the face of the influx of refugees, do you swallow them all in one go?
Or let the refugees fend for themselves in the snowstorm?
Population is certainly an important resource, but it is also a heavy burden on the city.
These choices are not only choices in the game, but also a torture of the player's humanity.
If you don't limit yourself, the player may become a head-like tyrant, or a despot who confuses people's hearts.
Through selection, players can conceal the truth of major mining disasters, lie about the number of people, etc. in order to stabilize people's hearts.
It is also possible to attack other survivors and rob them of their resources.
But rest assured, Frostpunk is not a dark game.
Although the most efficient and easiest customs clearance method is to adopt the cruelest policy and make cruel choices.
But when the player's technical level improves, the player can try more and warmer choices.
No child labor, no overtime, no death...
Adding various restrictions to yourself, or even simulating yourself as a Madonna-like character, can give players a different kind of fun.
But here, our evaluation team of Lun Dao Xingkong must complain about one thing.
8 hour work system?
This is very good, and this is the wish of everyone, including the editors.
But it's the end of the world, and these unscrupulous people would rather freeze and starve to death than work overtime for the survival of themselves and the city?
Well, if it is true, this is really unreasonable. You must know that British workers in the nineteenth century were quite hardworking.
Working more than ten hours a day is simply the basic operation of everyday life.
But if you put it in the "Frostpunk" game, then the 8-hour work system still has its rationale.
This is a limitation, the limitation of working hours, which makes the city's productivity always struggling on the line of barely enough.
Barely enough, sometimes more, sometimes less, so that players always maintain a sense of crisis.
Under the crisis of scarcity of resources, 24-hour crazy work has become so significant that it has become one of the artifacts for players to counterattack.
Working overtime 24 hours a day can really turn the tide.
At the same time, this limitation of working hours also forces players to constantly optimize their game strategies in the crisis of resource constraints.
It may be difficult at the beginning, but after you are familiar with the effectiveness of various policies and use them reasonably.
Even the Virgin Mary players can play very comfortably, leading the people to engage in production in full swing in the frosty doomsday, creating a paradise in the last days.
is completely feasible.
Compared with other large-scale urban construction games, the game time of "Frostpunk" is not too long, but it is enough for players to enjoy the next generation of games.
Feimeng really won't disappoint.
There is no doubt that the evaluation team of Lundao Xingkong gave "Frostpunk" a very high evaluation.
And below the comments, the players also left messages one after another.
"My London party is freezing to death! Die outside and crawl out of the city! Don't roast a piece of coal from your dictator!"
"It's so warm!"
(End of this chapter)
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