"Knight, mercenary, warrior, is this a template for RPG game upgrade? Is it the difference between "Dark Soul" and "Wolf: Shadows Twice"? Is this an upgraded ARPG game? "
I casually used a face template with a default template. Looking at the job introduction and funerary items, Li Tao thought to himself.
Does it mean that the difficulty in the game is shaped by the attack value?
In this case, it feels like it has fallen.
If he chooses his career, he is a knight who chooses directly.
But although he had an idea in his heart, he still maintained his expectant attitude before actually starting the game.
After all, the game developers are not other manufacturers, but the Nebulas games that have repeatedly surprised players.
The subconscious Li Tao also does not believe that Nebula Games will do "Soul of Darkness" so simply, let alone innovate anything, even if you keep the charm of "Wolf: Shadows Die Twice", even if you come to a new story, players will be the same. Will buy burst.
If there is not much innovation or change, Nebula Games is completely unnecessary to create a new series that may fall.
Enter the name, confirm the choice of occupation 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 tomb. With some weird and desolate BGM, the camera gradually locked in a coffin deep in the graveyard.
Suddenly the coffin opened and a hand appeared with a coffin wound. Afterwards, in the character creation interface, the chosen knight wore an armor and slowly crawled out of the coffin.
‘Ashen Graveyard’
As the knight got up, the UI interface in the game appeared.
The shield is shown in the lower left corner, and the long sword also has something called the element bottle, which looks like an inventory.
The upper left is the status bar. Although there is no text description, years of gaming experience tells Li Tao that the red should be the blood volume, the blue should be the mana, and the like, and the green may be the endurance energy. A class of things.
After all, the UI of most games is designed this way.
This is already the default UI design for players, and it has no meaning to change hastily.
The game manufacturer must change the magic into a red bar, and then turn the blood volume into a blue bar.
In addition to being able to prove that this manufacturer is different from others, as far as the player's gaming experience is concerned, there is no help at all, and even a negative impact.
Li Tao does not think that Nebula Games will be such a game manufacturer, able to do such boring things.
"It really is a dark style. The opening is this environment and light and shadow." Li Tao sighed.
The ruins of the desolate and broken cemetery, and the air is still filled with ashes like mist, not dark, but the thick clouds in the sky block the sun, and the kind of gray but mixed with a light gray shadow , Giving a very depressed feeling.
But then Li Tao discovered a very important problem, "Dark Soul" did not even have a map!
Although there is no small map in "Wolf: Shadows Die Twice", there is a large map that tells the players how the various areas are divided.
When this kind of setting was released at the time, "Wolf: Shadows Die Twice", it was already too difficult for countless players, and all kinds of deaths could not find where to go to the next level.
But now "Dark Souls" is not even a big map?
Looking at the reconstruction settings, there is no button function related to the map at all, and Li Tao's entire eyes stared at the boss.
This is to allow players to go to death in the game to explore the game map!
However, unexpectedly, Li Tao does not resent such game settings, or is limited to this type of difficult game.
Of course, the premise is that the map design is good enough, and the content is also very good. Otherwise, under the formula of serious formula, no map is not a design that can increase the sense of player substitution.
Control the knight in the game to move forward. The blood-colored signs on the ground like runes are some novice guidelines for players.
Some monsters like zombies were encountered along the way, but the other side hung directly after watching the sword.
"Sure enough, it is still a familiar taste. It is exactly the same as in "Wolf: Shadows Die Twice". The early kill of the small monster creates a very powerful feeling for the player."
Through the information on the ground, Li Tao, who has learned how to backstab, roll, and use weapons and combat skills, could not help but whisper in his heart.
This kind of attack like mowing the grass made him feel at ease.
Continue to move forward, and soon Li Tao came to a fork in the road, randomly selected a road, and saw an entrance similar to the valley appeared in front of Li Tao.
There was also an admonishment reminder on the ground. Li Tao stepped forward to open the admonishment reminder and saw that there were three words'Return' written on it.
Not paying attention to these three words at all, Li Tao continued to walk toward him.
In "Wolf: Shadows Die Twice", there is no such thing as how many levels should be played, even if you are only in an opening state, you can also kill the last Juggernaut.
And even if you are already successful, as long as the BOSS facing the first level is enough, it can be killed.
This is the core charm of this game, challenge the enemy who seems impossible, and defeat him.
The satisfaction and sense of accomplishment that this brings are the elements that players who play this type of game pursue.
Similarly, if the players imagined it, so will "Dark Soul".
It is absolutely impossible to have so-called invincible enemies. So-called invincibility is just that players have not yet tempered their skills to that point.
So Li Tao did not hesitate to embark on his own pace.
After passing through a waterhole and canyon-like terrain, I came to a cave-like place, and in the distance there was a weird creature like an ice dragon lying there.
As he got closer, Li Tao saw the giant monster, a lizard-like creature covered with silver-white crystal ice thorns.
Compared with "Dark Soul" in the memory of dreams, Yang Chen has done a lot of design on the details.
The monsters in the game are not so easy to encounter terrain killing, such as the crystal lizard in front of them, and the sword-bearing brothers that players encounter when they arrive at the fire-sacrifice ritual.
They will not be silly to be seduce by the player and choose to jump off the cliff directly but still life, although players can still use their own technology 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 only some monsters can kill the terrain? And is it the kind of terrain where the player stands still and the monster falls off with a knife?
In Yang Chen's view, terrain killing is not entirely a bug and a loophole. This is the designer's choice for players to beat monsters in an alternative way.
But it was definitely not standing somewhere, and then the monster fell silly.
Using some special operation methods to kill monsters off the cliff, this is the correct shortcut for evil.