If you insist that "God of War" is a mowing game, there is actually no big problem, but it was limited to the highest difficulty at that time, which is the so-called weak chicken difficulty. It is just a story that allows players to experience the game smoothly. .
The difficulty of balancing slightly upwards, in fact, players can already feel the difference brought by the game, the lethality of BOSS will increase significantly.
But basically as long as it is not intentional, it is basically difficult to die.
It can be said that the series of "God of War" has been born, no matter whether it is a change in gameplay elements or whatever, one point in the core of the entire game has never changed.
That's cool!
In the "God of War", there will never be a situation where the player hides behind the shield like "Dark Soul", waits for the BOSS to complete a set, and then goes up to pedicure.
Holding a variety of weapons such as chain blades, axes, and slaughtering mobs and bosses in various ways, this is the feature of "God of War".
It can be said that in "God of War", how to get rid of the mobs is just an entry. What really makes the players cool is that as the game progresses, unlock more combo moves, and then use various combo moves to fancy Blame.
Especially when faced with a huge monster, Kratos’s “small” body has a contrast ratio with BOSS, and then the world is going to kill it with the blade of chaos in his hand. This kind of visual impact is simply.
In Shark TV, Chen Xu was still broadcasting "God of War". After cleaning up the monsters on the deck, the sea boat suddenly shook violently, and accompanied by the waves of the sea, a huge head like a sea snake suddenly penetrated the sea from the cabin. The deck of the ship rushed out and raised a roar in the sky.
‘Hydera’
The name of the monster appears on the screen, and the blood of the BOSS battle also appears below.
"This is about to start the BOSS battle? So fast? Is it necessary to hit the BOSS just after coming up?" Chen Xu widened his eyes and looked at Hydera in front of him, or a head of Hydera.
As for the content of the "God of War" trilogy, compared with the dream memory, Yang Chen has changed a lot, such as this part of the BOSS battle.
In the middle, there is no plot war in the middle of the story. Considering the filling of the entire content, a part has been deleted.
In the case of BOSS, more attacks and countermeasures of BOSS are added.
For example, in the original battle on the deck, Kratos was required to enter the cabin first, and then encountered one of Hydera's heads.
But the small cabin made Hydera's head basically have only one means of attack, which was to arch forward.
Just jam the real machine defense, and then go up and cut two knives, giving players the feeling of a turn-based game.
In fact, this kind of teaching level mechanism is regarded as traditional in the "God of War" series.
For example, when Kratos traveled to Northern Europe, he met the first Nordic deity Badr, basically the same in battle, repeating offensive block dodge.
Give BOSS more attacking methods, instead of a simple three-axe, this is where the game has changed a lot.
"This is QTE? The unique benefits of low difficulty!?"
In the face of Hydera’s attack, Chen Xu made a mistake and was bitten directly by Hydera’s blood basin, but the unexpected thing was that he did not die directly, but there was a pause in the game screen, and a game interface appeared. The system prompts that this is obviously a teaching level.
Chen Xu looked at the explanation, and this was reflected.
The previous attack should cause a lot of damage to the player, but the same attack player can choose not to avoid, but can choose a hard anal.
And this is almost a shield-like mechanism. If it is successful, not only is it okay, but it can also cause a lot of damage to the BOSS.
Similarly, under high difficulty, players need to be similar to the shield in "Dark Soul", as well as the "Swordman" in "Monster Hunter", and calculate the timing of the BOSS attack and then counterattack.
However, under low difficulty, this will be expressed in the form of QTE. Players only need to press the corresponding button within a certain time to be automatically triggered.
In simple terms, the official built-in semi-automatic counterattack plug-in, but this is only available at the lowest difficulty, and the upward balance difficulty requires the player to manually trigger it, but the judgment time is much longer, and it is impossible to pay a little attention. failure.
This is also Yang Chen's improvement of the system in the game, all in QTE mode, which is not a very good way.
Although the QTE of "God of War" in the dream memory is the top, it is still because of the limitations of game technology at the time. This can be seen from the changes made in "New God of War". There is indeed QTE. It's not the main thing anymore.
But although the QTE mechanism has many flaws, it also has its merits. For this, Yang Chen chose to retain the QTE mechanism in the trilogy of "God of War", but it is expressed in another way.
According to the difficulty of the game, it is a pure QTE mechanism under low difficulty, and according to the difficulty, under high difficulty, it is similar to the current mainstream ACT and ARPG battle mode. Players need to perform similar operations based on reaction.
In fact, this is also a kind of dynamic QTE performance, because the difficulty of QTE is increased and reduced, basically based on the appearance of QTE and the player's reaction time.
And this kind of shielding mechanism can be said to be an advanced level of QTE.
The arrangement of QTE in "God of War" was decided by Yang Chen after thinking for a long time.
First of all, the location of the game "God of War" ~ www.novelhall.com ~ He is a linear ACT game. Even in the new Ares, he has some RPG elements, but in fact he is still biased towards ACT.
Various combos, tricks to abuse bosses, and the epic portrayal of battle scenes are all features of "God of War".
But for rookie players, even trick tricks to abuse BOSS, this is a bit difficult.
In this regard, Yang Chen feels that he has a say.
How can they also experience the fun of "God of War"? Obviously QTE's mechanism reference will be a good mechanism.
Of course, not all BOSS skills are able to counterattack through the QTE mechanism.
Some ordinary attacks and damages are not great skills. Players still have to dodge and defend themselves.
For the improvement of the QTE system in "God of War", there are still some elementary trade-offs, and Chen Xu as the player is obviously unclear.
Looking at the explanation of the barrage in the live broadcast room and the prompt of the system QTE, Chen Xu now has only one idea.
Meaning, this is the new model officially designated by Meng?
A mode that only weak chickens play? The system prompts QTE to fight back.
"No! Who looks down on Nebula games! It means that the QTE mechanism is the most simple and exclusive. The fear is that players who choose this difficulty cannot pass the level? Who looks down on them!"
"Can't bear it, can't bear it, change the difficulty! I'm grumpy and can't bear it."
Looking at the weak chicken full of screens, Chen Xu didn't even hit the ongoing BOSS, and ALT+F4 directly quit the game.
Reopen the new file, can he bear it?
Isn't this looking down on people!
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