Game Entertainment Empire

Chapter 453: A Familiar Smell

"Knights, mercenaries, warriors, is this a template for upgrading RPG games? Could it be that this is the difference between "Dark Soul" and "Sekiro: Shadows Die Twice"? Is this an upgraded ARPG game? "

He casually used a face model from the default template, and looked at the job introduction and funeral objects, Li Tao thought to himself.

Could it be that the difficulty in the game is shaped by the attack value?

If that's the case, it feels like a fall.

In terms of career choice, he is the knight who chooses directly, and he doesn't have so many entanglements.

However, although he had an idea in his heart, he still maintained an attitude of anticipation before actually getting started with the game.

After all, the game developer is not other manufacturers, but Xingyun Games, which has repeatedly surprised players.

Subconsciously, Li Tao also doesn’t believe that Nebula Games will do “Dark Souls” so easily, not to mention innovations, even if it maintains the charm of “Sekiro: Shadows Die Twice”, it’s the same for players who just come up with a new story Will buy it.

If there is not much innovation or change, there is no need for Nebula Games to create a new series that may fall.

After entering the name, confirming the chosen profession and other options, Li Tao officially entered the game.

As the game screen appeared on the black screen, the first thing that appeared in the field of vision was a grave. With the somewhat weird and bleak BGM, the camera gradually locked on a coffin deep in the cemetery.

Suddenly the coffin was opened, and a hand appeared with a coffin wound. Then, on the character creation interface, the knight who had been selected climbed out of the coffin wearing a suit of armor.

'Graveyard of Ashes'

As the knight gets up, the UI interface in the game appears.

The lower left corner shows the shield, the longsword and something called an elemental bottle, which looks like an inventory.

And on the upper left is the status bar. Although there is no text description, years of game experience told Li Tao that the red one should be the blood volume, the blue one should be the mana value, and the green one might be the durability energy. A class of things.

After all, the UI of most games is designed like this.

This is already the default set of UI design for players,

There is no point in changing it rashly.

Game makers insist on turning magic into a red bar, and blood volume into a blue bar.

In addition to being able to prove that this manufacturer is different from others, it will not help the players' gaming experience at all, or even have a negative impact.

Li Tao doesn't think that Xingyun Games is such a game manufacturer that can do such boring things.

"Sure enough, it's a dark style. The opening scene is this kind of environment and light and shadow." Li Tao sighed.

The desolate and dilapidated ruins of the cemetery, the air is still filled with a mist like ashes, it is not completely dark, but the thick clouds in the sky block the sun, that kind of gray but mixed with a little bright gray tone shadow , giving a very depressing feeling.

But then Li Tao discovered a very important problem, there is no map in "Dark Soul"!

Although there is no small map in "Sekiro: Shadows Die Twice", there is a large map that can tell players what the division of each area looks like.

When "Sekiro: Shadows Die Twice" was released at that time, this setting was already lamented by countless players that it was too difficult, and they couldn't find the way to the next level.

But now "Dark Soul" doesn't even have a big map?

Looking at the modification settings, there is no button function related to the map at all, Li Tao's eyes widened.

This is to allow players to explore the game map by themselves in the game to die everywhere!

But unexpectedly, Li Tao does not dislike such game settings, or it is only limited to this type of high-difficulty game.

Of course, the premise is that the map design is good enough, and the content must be great, otherwise, under the formulaic design, no map is not a design that can increase the player's sense of substitution.

The knight who controls the game walks forward, and the bloody symbols on the ground that look like runes are some guides for new players.

Along the way, I encountered some zombie-like monsters, but the opponent died immediately after looking at them with a sword.

"Sure enough, it's still a familiar taste, exactly the same as in "Sekiro: Shadows Die Twice". The small monsters in the early stage were killed in seconds, giving players a feeling that they are awesome."

Through the information on the ground, Li Tao, who has learned how to backstab, roll over, and use weapons in combat, couldn't help but secretly said in his heart.

This kind of attack, like mowing grass, made him feel at ease.

Continuing to move forward, Li Tao soon came to a fork in the road and chose a road at random, only to see a valley-like entrance appearing in front of Li Tao.

There was also a reminder on the ground. Li Tao stepped forward to open the reminder, and saw three words 'turn back' written on it.

Ignoring these three words at all, Li Tao continued to walk in front of him.

In "Sekiro: Shadows Die Twice", there is no so-called rule of how many levels you should play. Even if you are just a starting state, you can still kill the last Juggernaut.

And even if you have reached Consummation, as long as you are good enough to face the boss of the first level, you can still be killed.

This is the core charm of this kind of game, challenge the seemingly impossible enemy, and defeat him.

The sense of satisfaction and accomplishment that this brings is the element that players of this type of game pursue.

Similarly, if it is what players imagine, "Dark Soul" will be the same.

It is absolutely impossible to have a so-called invincible enemy. The so-called invincible is just that the players have not honed their skills to that point.

So Li Tao stepped forward without hesitation.

Passing through a puddle and a canyon-like terrain, I came to a cave-like place, where there was a strange creature like an ice dragon lying in the distance.

When he got a little closer, Li Tao saw the appearance of the huge monster, a lizard-like creature, covered with silver-white crystalline ice spikes.

Compared with "Dark Soul" in the dream memory, Yang Chen and the others have done a lot of design on the details.

The monsters in the game are not so easy to be killed by the terrain, such as the crystal lizard in front of you, and the Dao Dao brother that the players encounter after arriving at the fire-passing sacrificial field.

They will not be foolishly seduced by the player and directly choose to jump off the cliff to survive, although the player can still use their own skills to complete the terrain kill.

Although many players said that this is the original intention of the game designer, so that players can find alternative ways.

So the question is, why are only some monsters capable of terrain killing? And is it still the kind of terrain kill where the player stands still in a certain place, and the monster swings the knife and falls?

In Yang Chen's view, terrain killing is not entirely a bug or a loophole, it's an alternative option for the designer to give players to defeat monsters.

But it is definitely not standing in a certain place, and then the monster will fall down stupidly.

Using some special means of operation to get the monster off the cliff and fall to his death is the correct shortcut to the evil way.

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