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Chapter 631 Which old hunter wasn't a master who did pedicures and back rubs?

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No, Chen Xu feels pretty good about himself, full of confidence.

If he just watched, then Chen Xu wouldn't be so full of words.

But he had already experienced the skill release experience of the weapon Taidao in the proving ground before.

Including what kind of air blade whirling, air blade thrusting, and seeing cut he has successfully released.

That is to say, I didn't know what the blade was before, which led to the unsuccessful release of the Dragon Sword.

But now that he knows, can he still let it go?

After all, the skills of this game feel quite complicated at first, but after understanding it, it feels quite simple.

If we talk about other games, after watching the performances of masters, or the official demonstration of skills, players will have the illusion of "I can do it too".

For example, "Sekiro: Shadows Die Twice" and "Dark Soul" are action games. When watching the video, I feel that it is very easy to fight the boss. If you go up by yourself, you can also perform various operations. fly up.

But when it was really his turn, he was directly confused.

But "Monster Hunter" is different. He has tried it with wooden stakes before.

All the skills can be released successfully, and I still know how to release them, and now I know the little skill of sharpening the blade.

Including the players in the live broadcast room, they also thought the same as Chen Xu.

After all, from the outside, the attack method of "Monster Hunter" is really quite simple.

Even many players who are going to wait and see to see what kind of game type they are, can't resist their urge to buy their hands at this moment.

After all, judging from the effect of the game, the picture is absolutely nothing to say, the game picture of the mainstream sub-era, and the action elements are also excellent from the point of view of the stake hit just now.

The single most critical question remaining is difficulty.

'Brother Xu,

Hurry up and go to the task! '

‘Dragon hunting! Dragon hunting! Go and show it off! See what the combat elements in the game look like. '

'Hurry up and test whether the Taidao is powerful or not! '

Soon the players began to encourage Chen Xu to experience dragon hunting.

Satisfied, he walked out of the hunter's hut, and then came to the dining area on the second floor, had a conversation with the receptionist lady, and received his first mission as a hunter - the fierce jackal dragon and the ancient tree forest.

After receiving the task, the receptionist continued to give the player a reminder that he could go to the dining table to eat before completing the task, which could improve some of his attributes and help him hunt better.

After sitting at the dining table and enjoying a delicious meal, Chen Xu directly started to challenge the task.

Accompanied by a pterosaur flying from nowhere, the screen enters the reading interface, and then the player has appeared in the wild camp.

And the receptionist and the investigation team leader were already waiting there in advance.

Talk to the receptionist, know the mission goal this time, and defeat 7 fierce jackal dragons to complete the mission.

And there is an investigation squad leader to act together with him.

According to the guide, he got some free supplies from the item box next to him, and then Chen Xu controlled the character to follow behind the leader of the investigation team, embarking on his first hunting career.

Passing through a forest path, many herbivorous dragons are introduced in front of you.

Ignoring the investigation team leader who was waving at him in front, Chen Xu directly pulled out the Taidao behind him, and then approached a comfortable herbivorous dragon.

In the previous opening cutscene, he already knew that these herbivorous dragons would not take the initiative to attack, and belonged to the kind of creatures with a docile temperament.

Obviously, the meaning of the existence of this kind of creature is to allow players to practice their hands.

Aiming at a herbivorous dragon that was eating, Chen Xu swung the sword in his hand and directly slashed at it.

Accompanied by a number, the herbivorous dragon wailed in pain, counterattacked with its tail hammer, and then wanted to escape.

And the other herbivorous dragons in the surroundings also fled towards the surroundings in panic.

Not being injured by the herbivorous dragon's counterattack, he caught up with Chen Xu and directly stabbed with an air blade, plus two straight slashes.

With a whine, the herbivorous dragon collapsed to the ground.

'It's really cool! '

Chen Xu looked excited.

Although I know that this monster belongs to that kind of RBQ-level monster, I have to say that the feedback from the game is simply amazing.

The sound effect, combined with the effect feedback of Taidao chopping, can clearly see the details.

Coupled with the monster's weakness setting, Chen Xu can clearly see the physical effect feedback brought by the Taidao slashing on the monster's weak point and the hard part, except for the difference in damage.

In particular, the different damage display effects brought by the monsters also allowed Chen Xu to better distinguish where the monster's weaknesses were.

Of course, this damage display can be turned off, and if players pursue more realistic hunting, they can also choose to turn it off.

But the system is enabled by default.

And this is what Yang Chen thinks is necessary.

Although in dream memory, "Monster Hunter" is regarded as a hardcore game like "Dark Soul" and other games, but in fact, whether it is "Monster Hunter" or "Dark Soul" in its later period They are all slowly evolving to better optimize the game experience while retaining the hardcore content.

Even some "veteran players" said that it would be wrong to lose those contents.

But in fact, if you think about it carefully, you will find that those remaining things are more of the products left over from the technology of the times, or the settings that are simply difficult for the sake of difficulty.

For example, in the early days of "Dark Soul", drinking medicine while standing still; and in the early days of "Monster Hunter", after sharpening the knife and closing the knife, after drinking the medicine, you are forced to pose in a mysterious pose.

Obviously these are made purely to make the game difficult.

Without changing the hard core content elements of the game, it is obviously the most correct to make the game experience as smooth as silk, and to improve those seemingly 'redundant' elements, which are more in line with the 'real' experience that players think a practice.

Whether it is the follow-up works of "Dark Soul" or the follow-up innovative production of "Monster Hunter", this is proved.

This includes displaying damage numbers, as well.

Players are given the option to switch on and off. Players who don’t want to experience such a hardcore experience will naturally keep it on.

Players who want to experience hardcore will take the initiative to turn it off.

If it is forcibly closed, for those players who don’t like hard cores, they will also read the strategy, wait for others to finish the land reclamation, and then look at the monster’s weakness, instead of choosing to ride the cat car again and again and succeed in land reclamation.

What's more, even if the number is displayed, even if it clearly tells you where the boss's weakness is.

Players may not be able to hit it. Shouldn't it be a pedicure and a back scrub?

You know, which old hunter was not a master who rubbed his back and pedicure?

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