Game Entertainment Empire
Chapter 382: Sandbox game
A few days ago, I was still immersed in the horror of "Silent Hill", but after the release of "Slaughter", all players unified the message in the game community and the comment area, all of which mean one thing: cool!
Especially the dominance brought by "Wolf: Shadows Die Twice" and almost all of the recent hard-core action games on the market. The birth of "Slaughter" is just like what Lin Jia thought at the time. The player brings a special feeling.
And more importantly, it is that Zhuyu in "Wolf: Shadows Die Twice" comes first, and even later games of the same type cannot be surpassed by many.
However, in "Slaughter Prototype", there is no reason to struggle with that reasonable difficulty, and the game experience of constantly defeating the enemy and surpassing himself.
The whole "Slaughter Prototype" has revealed a kind from the beginning to the end, I am a refreshing game for you.
The large-scale picture effect, as the player's protagonist ALEX uses a large knife and claw state, a large scale that tears the enemy into fragments, and Superman-like ability is to let players feel what is refreshing.
Secondly, after listening to Yang Chen's suggestion, Lin Jia shaped the graphic elements in the game as well as human-shaped elements.
Parkour's general running movements are as gorgeous as dance-like attacking methods, and come and go freely in the city, including the shaping of ALEX in the game. It can be said that it serves for an effect.
That is ALEX cool.
Lin Jiayi themselves chose a male model that meets the public's aesthetic as the face model of ALEX in the game. Needless to say.
From the top of the clothing, reference to the assassin's highly acclaimed clothing in "Assassin's Creed", that is, the hood that can be called its logo.
Secondly, the above clothing matching, including the accessories worn by the shirt, as well as the different states during the form change, all invited a special overall stylist to match.
At the same time, in addition to the external ones, ALEX's character is also a very good shape in the game.
First of all, it’s needless to say that the ruthless image with few people talking badly is different from the image in other games where the protagonist is always justice and Gao Daquan, and ALEX is not a good person in the strict sense in The Original Form.
He just wanted to accomplish his goal. From the beginning, he wanted to understand what happened to him. He could kill people at will.
But he is also not a devil who devotes himself to evil. He also has something he cherishes.
Even in the end, the army dropped nuclear bombs to destroy the city, but it was the role of ALEX that seemed to save the city.
Of course, whether he is really evil or not, putting such a character in reality is absolutely frightening and far away.
But in ACG's works, through various shapings, as long as the value of this kind of characters passes, it is not difficult to have a lot of popularity.
What's more, in the plot of the game, it gives the player a feeling that the fault is not ALEX but the conspirators and armed forces behind.
Anti-hero role, this is a positioning of ALEX.
No matter what, ALEX is undoubtedly able to occupy a powerful position in the minds of players with its rebellious personal charm and excellent face value.
Perhaps "The Killing Prototype" because of its mowing style of play, will not become a particularly brilliant classic game, but the character of ALEX will be remembered by players.
In terms of sales, "Slaughter Prototype" is also a ride, but in terms of heat, "Slaughter Prototype" has dropped much faster than previous Nebula games.
Without continuous publicity, in just a week or so, the popularity of "Slaughter Prototype" has begun to decline, and the number of people online has also fallen rapidly.
Put on other games, Yang Chen will definitely pay attention to it immediately, but Yang Chen is not too surprised in "The Killing Prototype".
Even Lin Jiayi, who developed the game, was not too surprised.
Because this is a normal situation, the process of the game is so long, and as a mowing game, players will easily feel bored after a period of experience.
"Slaughter" is different from games like "Wolf: Shadows Die Twice".
The latter failed to challenge the BOSS again and again, the players made a comeback, and every progress was a surprise and a freshness.
The surprise and freshness of "Slaughter Prototype" are all limited to what more powerful skills are used to mowing the grass, what kind of BOSS to fight with new enemies, and new skills to unlock.
After all the content players have experienced, the rest is to do ordinary side missions in that overhead city, or simply kill and destroy to vent their emotions.
But even so, the current results of "The Killing Prototype" are good enough.
As for the late launch of DLC, it is Lin Jiayi’s thing. Yang Chen did not put too much thought into this project. After all, besides "Silent Mountain", he also has a "I "World" is under development.
Compared to "The Killing Prototype", there is "Silent Hill" that has just been launched to the demo version, which scares the players.
Minecraft, which has been quietly developed, is more like a stepmother-raised character, at least to players.
There is not much content exposure, plus it is still related to building blocks. Although many people are curious about what kind of game this is, but there are really not many who have remained curious.
In addition to the staff who are developing this project within Nebula Games.
At the beginning, everyone had a little doubt about the pixel style "mini game" that Yang Chen said, but when the game's approximate template came out and they were tested internally, they were immersed in it themselves.
It seems that there is no target, even survival mode, defeating the so-called BOSS ender dragon and withering does not mean the end of the game, plus the extremely open freedom in the game, although it has casting, destruction, creation, and even equipment enchantment, with Redstone Technology, but it is not that most RPG games give you a skill tree for you to add points, but let you use some methods yourself to complete it like a real world.
This unprecedented degree of freedom has immersed everyone in the team.
This is the charm of sandbox games. Regarding sandbox and open world games, many people are a bit confused about what they are and what they are. In fact, with the development of games, the boundaries of many things have begun to blur a little. UU reading www.uukanshu.com
For example, more and more stand-alone games have added online gameplay, such as the combination of RPG and ACT, and the combination of FPS and RPG.
The same sandbox games and open world games are sometimes difficult to distinguish.
But Minecraft is different, it is a complete sandbox game.
For example, "The Elder Scrolls: Skyrim" some players think it is a sandbox game, and some players think it is an open world game, not a sandbox game.
You can even quarrel and dim for this matter.
But "Minecraft", as long as anyone who has played has a perception: it is a pure sandbox game.
Freedom, this is its charm.
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