Why is the reputation of the second tour polarized!?

Mondo Entertainment Updated on 2024-01-29

When the wave of 3D comes, the second tour market has entered a more volatile scale competition. With more beautiful 3D modeling, more comfortable gameplay, and more open-world maps to explore, players seem to have Xi the scale of the second game;And manufacturers are now working very hard in this direction, almost every few months there will be such a bombshell coming, hardcore gameplay + cool graphics are dazzling.

The successive announcements of games such as "Jeopardy Zero" and "Codename: Infinity" have opened players' eyes, but in this kind of large-scale carnival, there will always be games that are "moving forward with a load". Not all second games can be played freely in the core gameplay and 3D wave. This is especially true for some small and medium-sized development groups, which are lost between large-scale and core single-player gameplay, and it is difficult to find a suitable scale for them to play, such as the recent open beta "Fog Sequence" is a good example. The game was developed by Starline Network and was successfully tested on November 22.

As soon as the game was released, the ratings and evaluations were polarized. In addition to the "hot" link brought about by the character creation that the second game likes to see, many negative reviews are also reflected in the game's 3D art play, as well as the gameplay experience of learning from the well-known independent game "Bad North", the game's gameplay and 3D modeling performance can not meet the previous players' expectations for it, and even cause a certain degree of separation. So, this sense of separation is mainly reflected in the **?The sense of separation comes from the imbalance of "degree".In fact, if you look at it from the first impression, "Fog Sequence" looks like a good game. The game's worldview is a cataclysmic setting: the continent is shrouded in fog, and the protagonist takes on the role of an investigator who specializes in investigating the "fog zone", solving various events related to it and fighting various unknown horror monsters.

This set of story framework has a very new and strange narrative flavor, and the game also cleverly implants steampunk elements, and the foggy horror unknown world is also very suitable for steampunk's British-Victorian "fog capital" temperament.

There are indeed similarities between New Strange Tales and Steampunk, and the early British New Strange Tales literature has also been integrated with steampunk, so in terms of character design and visual presentation, the game boldly integrates the two aesthetic flavors, and the game's vertical painting not only has a new weird detective style suit Workwear, but also has a large number of Victorian clothing features, such as thick jackets and trench coats made of plush flannel, such as clothes embroidered with various rough rivets, such as various fat high-heeled boots and waist bands made of suede leather, and the addition of various pleated skirts and folding sleeves, making this tough and rough style also bring a different kind of elegance.

In particular, the game's "Fog Survey", which has both steampunk and new weird styles, is the most obvious feature of the service road, in addition to the service road, the game also adds a lot of steampunk elements to more graphics. For example, all kinds of airships based on Zeppelins, such as natural gas cylinders, gears and various thick copper pipes that can be seen everywhere, and for example, the design style of various guns comes from various famous guns in the 19th century, etc., the preservation of these elements makes the atmosphere of the game always create quite good, and in the use of colors, the game development team is very clear about the same coldness and horror between the new monster and steampunk, so a lot of black gray, tan and yellow, Dark and heavy colors such as smoky blue reflect the effect of unclean metal corrosion and rusting.

A favorite airship in steampunk

The guns in the game adapted from the 19th century rifle style are from the vertical art and the game's various illustrations, so we can still see a lot of clever shapes, and the effect is very good. In addition, the gameplay of the game, which is based on Bad North, is also very interesting. This set of gameplay is a real-time strategy game from the most intuitive point of view, but the game limits the map to a small island, so the main goal of the game is actually to protect a core area from the invasion of foreign enemiesWhat's more, the game also creatively adds elements of troops, and the defense of the territory relies on the mobilization and combination of several different characteristics of the troops, which also brings a bit of war chess to the game.

Bad North", and after this set of gameplay was inherited by "Fog Sequence", the game still made some changes to adapt to the mobile game platform. For example, in order to adapt to the volume of the second game, the map not only retains the three-dimensional map of the original game, but also enlarges some scale on the basis of the three-dimensional map. This makes several changes to the game experience: the map running time between corps units and enemy units is lengthened because the map is larger, and the strategic element of the game's real-time combat time difference is magnified.

Move to the card position, the distance takes longer to lengthen, and the rhythm is more refined Because the map enlarges the skill range and attack range, it has become a design that takes special consideration into positioning, and the strike range of many characters and classes needs to be frequently dispatched to cover the core area, which improves the player's repeated operation proficiency of the unit.

Different skills have different strike ranges You can use a larger map to make some special troops, for example, the game has added cavalry units that rely on movement to add damage and can stun enemy units, which expands the style of play and makes the class pool richer.

For example, the game amplifies the advantages of the main general (character), with the role as the center of the gameplay, each character has several classes that can be replaced, each character not only has an active trigger ultimate, but also has 5 natural skills, both for their own bonuses, and for the passive skills of the squad class bonus, as well as special professional skills, such as the relatively small "nurse" in the early stage Characters can have skills to enhance the amount of health, etc., which makes the combination of characters and classes more complicated, not only to consider the degree of adaptation of roles and troops, but also to consider the combination of skills and classes of buffs, but also to see the rational use of strength, whether better classes are matched with better characters, etc.

A list of classes that can be changed for each character.

The talent skills of each character can be seen from the gameplay point of view, the game is not fully accepted, there are a lot of changes to its own characteristics, coupled with good art research and integration effects, this game should not be bad whether it is considered from the gameplay or from the perspective of art eye-catching. But a few flaws can make the game look less pretty. The key here lies in the word "degree". In many places, the game may be limited in scale and unfamiliar with the gameplay, resulting in the game in many places not being able to find the right degree, making some parts of the game look rough and fragmented, for example: The good look and feel of the art is mainly focused on vertical painting, illustrations and 2D-related content, but when the game enters the gameplay level, the character style of the game Q version 3-4 head and body is related to this realism, The dark style is not much different, which can also be seen in the color selection, and the modeling style of the Q version of the character is much brighter.

The Q version of the villain does not match the main style very well, and the lack of more realistic modeling has made a great blocking effect on the transmission of visual appeal, making some players feel a sense of separation. And the game not only uses the Q version of the modeling on the actual machine gameplay, in fact, in many game plots, some of the plot parts that could have been expressed in other ways, the game still chooses the Q version as the material for real-time calculation animation, so as to expand the scope of performance, and also make the atmosphere of the game belong to the tinkering state, the visual effect contrast is too large, and there is no sense of substitution.

A lot of plot animations are also such Q version villain performances,Not only does not match the main style,It's also a little cheap The map is enlarged,And not completely enlarged,The scale of many maps is still small in the mobile game,And the terrain complexity has not gone to the next level,The whole three-dimensional map is still based on the framework of the 2-3 layers of "Bad North",This makes the means of map interaction not more complicated,Some maps basically hold a few key passages,And failed to give full play to the advantages of the complex terrain of the three-dimensional map。

The design of a maximum of 3 layers of maps is not enough for a long-term operation game Not only is the map not completely opened, but in fact, the game size and game duration of each game are not too long. And because the game is a real-time system, with a large number of character skills, then the characteristics of the troops that actually need to be played, the time difference between the time difference between the actions of the traction and the troops, and the time accumulation of the character's triggering must kill and skills are difficult to play in the game, especially in the early stage of the game, often before the player has used the skills and troops, the game ended early.

Due to the concentration of battles, the scale of the game, and the amount of round time reserved in the game are particularly generous, which leads to a serious problem, that is, the rich architecture does not work fully in the system. In the original Bad North, this set of mechanics that took time to accumulate could be achieved by the constant scrolling of the meat pigeon, but in the Fog Sequence, there was no suitable way to roll these mechanics to maximize their functionality. This makes it difficult for players to become proficient in various mechanics in the game's gameplay, especially in the early stages of the game, and if the numerical pressure increases sharply in the later stage, it will inevitably cause a more obvious difficulty curve, making the game experience fluctuate greatly. SummaryIt can be seen that when the game is upgraded to the era of 3D second game, the imbalance in "degree" is more obvious. The game doesn't make the art work as a whole, which is due to cost factors and poor choicesSecondly, the game is also inexperienced when it comes to borrowing from indie gameplay, and fails to maximize the advantages of the gameplay. This is also a true portrayal of many second games after 3D, not only the game is limited in cost and the visual and gameplay are relatively separated, but also when the gameplay jumps out of the comfort of the traditional second game, the core gameplay mechanism of learning Xi is also prone to some experience mistakes, which finally makes the finished game a bit big for players, causing a wave of bad reviews.

However, these experience problems happen to be easy to change.,Whether it's the animation of the cutscene Q version of the villain is starting to decrease.,Or the further expansion of the battlefield.,It depends on the next big update.,Whether the game can bring a surprise to everyone.。 (Wen Maruko).

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