Is it not a galgame?
Chapter 102 6. A game that can be recorded in history (5k word chapter)
Chapter 102 6. A game that can be recorded in history (5k word chapter)
After "Diablo" was released, in less than a day, the game magazine Guo Letong gave a very high evaluation, and made a detailed analysis and report on it.
[Pokeni's new work "Diablo", it is no exaggeration to say that this is definitely an epoch-making milestone work.
It pioneered the 2D real-time combat with a top-down view on the game console, which not only makes the entire field of vision wider, but also increases the combat dimension from the original one-dimensional to two-dimensional.
Correspondingly, the operational complexity has naturally increased a lot.
However, these complexities bring very rich and amazing gameplay.
Every movement of the character is natural and smooth, the equipment on the body is shining with dazzling magic light, and every skill used makes the onlookers amazed.
Countless dungeons, endless monsters of various colors, ferocious BOSS, all this made the editor of this newspaper admire the game production team, so I wrote down its name - "Pokeni"
P agency used such a game to prove that they can not only develop a romantic galgame that is enough to make players feel excited, but also make a very exciting fighting game.
Make the game with heart and let it bring players an extraordinary experience.
I can't think of any words to describe pokeni's production team other than great.
Perhaps it is precisely because of their continuous pioneering spirit and persistent exploration of the origin of the game that they can launch excellent games one after another for players.
"Diablo"
The story of the game is not complicated. Although players can only understand the general outline of the world through a few fixed NPCs, the ultimate goal is very clear, and the script is really not brilliant.
However, the process design of the game has its own unique side.
[The following involves spoilers, please watch carefully]
For example, the first boss encountered by the player: the butcher.
You may have learned about him from the NPC before you met him, but whether you knew it or not, he is waiting for you to break in somewhere on the map.
In the dark catacombs, you need to keep exploring.There are many doors in the maze. Before you open them, the dark mist covers everything in the room, and you have no idea what is inside.
For the most part, the game is usually just a couple of annoying imps that will cause you some trouble, but not lethal.
And just when you thought you could sweep everything away and feel a little relaxed, suddenly there is such a room, when you open it, it immediately greets you with the most primitive hunger roar, and your blood volume returns almost instantly Zero bottomed out, no matter how fast you press the physical recovery shortcut key, it won't help.
This is the game mechanism of "Diablo", it always gives you the most "sincere" greetings when you don't expect it.
The same goes for "The Butcher".
Before you enter his scene, "Diablo" does not tell you what to face next through an NPC dialogue like other role-playing games.
No warnings were placed in the scene, and even the most basic maze map specification: "a bunch of high-level monsters must be deployed around the boss scene" may not be followed.
When you open that door, before you have time to be surprised that the decoration of this house is so different, he has already rushed to kill you, chasing you to the ends of the earth.
The sense of oppression and fear was magnified to the extreme at this moment, and the adrenaline of the whole person surged.
If you are not careful, you will step into the hell of death.
It is this kind of random and deceitful setting that makes players dare not slack off in every step of exploration, and the feeling of fear and loneliness always lingers in their hearts.
Coupled with the deliberately created light and shadow and detailed performance, the horror atmosphere of "Diablo" is created quite well.
This is definitely a work that will give players nightmares at night.
It's not criticizing or belittling the game, and it's not a bad thing to have nightmares, which just shows how strong the psychological impact of this game is on players.
It's enough to scare you, but it's also charming enough that you have to experience it. 】
In the report, in order to allow players to experience the charm and details of the game more realistically, Guoletong also added a lot of text descriptions.
After analyzing the advantages and disadvantages of Diablo, there are about ten pages of game guide content.
It can be said to be quite caring.
……
Due to its agile and fast tracking ability, coupled with excellent reporting, the sales of Goletone have been further improved.
The reason why he was able to get first-hand information and make quick reports was because Qing Zhiyuan provided a demo version of the cassette and provided all the unknown details developed by the company.
……
Many players bought Goletone and gave a high evaluation at the same time.
"Huh? Diablo? I didn't like the style of painting at first, but after reading Guo Letong's evaluation, I really want to experience it."
Yes, this can be regarded as Diablo's flaw, but it is also a natural thing.
Diablo is a game whose painting style tends to be European and American realistic. The advantage of this is that it fits the world view better, and it can better render the sense of fear and the strange depressive atmosphere.
And these aspects are Shinji Mikami's forte.
The whole Diablo can be said to be made more powerful than the previous life. Of course, the impact on the player's mind must be a higher level.
Therefore, many players are hesitant to start this game because they feel that it is not to their taste.
Neon players prefer games that are more two-dimensional, with brighter and more natural graphics and animations. For example, Dragon Quest, although it also uses Western fantasy themes, the overall style is Japanese. of.
The same goes for the Fire Emblem series.
There is really no such hard-core game as Diablo among the best-selling games on the market.
However, after seeing the report of Guo Letong, many people changed their thoughts and inherent impressions.
And expressed his desire to try this game.
If it is really as fun as Guo Letong described.
"Huh? There are so many unknown details, I didn't notice it when I was playing Diablo."
"Well, this magazine is pretty good. The strategy is very detailed, including what kind of skill combination different professions should use, what kind of gameplay they can play, and the details of equipment data have been given.
When I saw the guide, I couldn't help but want to experience it in the game.
It would be great if I could continue to give such good strategies in the future. "
"When I opened the box, I was really tortured to death, and sometimes I accidentally stepped on a trap, so far I haven't collected all the equipment.
The strategy given by Guo Letong is really useful. "
"Look at Famiton, what are you doing? Learn more, okay?"
……
Compared with "Guoletong" which is fast and has complete information, it is dedicated to the players——
Correspondingly, Famiton will be much slower here.
It was about two weeks after the game was released that Famiton gave "Diablo" a score.
"If someone wrote the history of games.
If it is a chronology, then Diablo is the central event of that year;
If it is a biographical style, then "Diablo" can be written as "Ben Ji".
Yes, this game is so powerful and amazing.
It has unparalleled gameplay, and the original 2D top-down real-time combat is refreshing.
In this game, you will experience an unprecedented adrenaline rush.
It is difficult to have time and enough space in the game for you to think and make strategic responses.
Its advance strategy for players——
Matching skills and equipment.
Made higher demands.
At the same time, it also challenges the player's reaction ability.
The rhythm of this game is quite good, people have been playing for a day and a night without knowing it, in order to upgrade and collect better equipment.
Later, you find that the plot is not so important anymore.
Of course, this is also a shortcoming that I need to point out. Compared with other RPGs, Diablo is impeccable in terms of gameplay and creativity.
But for this reason, the plot has been weakened a lot, and even after you pass the level, you will find that there are very few characters in the entire game, and the impression of monsters on players is far more than that of NPCs.
The main characters and related plots are hidden in some trivial clues.
You need to decipher and explore by yourself, and then put them together like a puzzle.
This isn't a good thing or a bad thing, and while it further heightens the game's sense of suspense, it also fragments the plot and makes the characters even more bleak.
So in terms of experience, the sense of atmosphere is perfect.
In terms of script, it can only get a passing grade.
For that I can only give this game a 9. "
Another editor's comment is as follows:
"A closed dungeon like claustrophobia, tattered clothes and a knife, trembling deep into the dungeon, gloomy background music, vague cries in the distance, makes the hair stand on end.
Suddenly a black figure jumped out of the corner, obviously just a scumbag monkey, but already broke out in a cold sweat from fright.
As the dungeon deepened and became more and more infiltrating, the walls seemed to ooze blood.
Then there was a burst of wild laughter: hahaha, fresh meat~~ the screen turned red.
After experiencing "Diablo", you will definitely have nightmares at night.
At the same time, it also proves the value of this game.
It can pass through the sense of atmosphere, some trivial details--
For example, messy sarcophagi, skeleton monsters lurking in the shadows...
The oppressive and dim light brings you an endless sense of immersion. To put it bluntly, I have never experienced such a creepy and creepy game.
The sense of fear is deep in the bone marrow, playing games until the hands and feet are cold.
Judging from the professional evaluation of the game, this game has unique creativity, good game performance, and super atmospheric experience.
It is definitely a great work that can be recorded in the history of games.
So I must give such an excellent work a high score of 9 points.
The only shortcoming may be that it is not friendly enough to players, there are too many deaths in the early stage, and there is a problem with the numerical calculation.
The requirements for players are also quite high, not only the strategy requirements, the hand speed requirements, and the positioning requirements are all extraordinary.
So this is by no means a game for novices to play.
I have to deduct one point for that. "
……
"I still can't forget the feeling of cold hands and feet when I played alone at night.
The first four floors are fine.
From the fifth floor, some monsters that can be invisible appear on the stage, and they hide in the corners, making you hard to guard against.
Even if the map of an area is opened, I can't be sure if the monsters must be cleared.
Diablo fights underground throughout.
Can't see a little light.
……
The dark immersion is very strong, and the sound of opening a box is particularly obvious when there is no sound around.
The most interesting thing is its skills and equipment system, how to match and choose skills, and find equipment suitable for skill matching will become the key to victory in the game.
These things seem to be scattered, but they have a very strong internal connection. If they are well matched, they can easily defeat the enemy. If they are not well matched, they may be buried in flames.
The game is really interesting, even if you play it ten or twenty times, you can still get new experience and fun through different combinations.
This is completely different from P's previous works.
Although it is as cruel as ever, the previous games of Paradise made you unable to muster up the courage to play the second time.
But "Diablo" is just the opposite. It is a game that makes you have a strong desire to play again after playing the first time.
Moreover, after the game is cleared, a higher difficulty level can be unlocked.
This is equivalent to P agency launching a challenge to the players, shouting [Give it a try if you have the ability]
In this way, the game can be accelerated and cannot be stopped. 】
……
[Accompanied by the ethereal guitar sound, I slowly stepped into this gray world.
There were wolves howling in the distance, passing through the path full of bones, and Tristram, a small town shrouded in darkness forever, appeared in front of us.
Maybe it's because it's not as safe as outside, and there isn't much noise in the town except for a few old guys, but it still gives me peace and tranquility.
In a future unknown to me, this small town will be my final home.
……
Super strong sense of atmosphere.
Top notch gameplay.
Ever-changing skills and equipment
Random mazes and exploration.
These are all factors that make Diablo great.
The only regret is that the script is really weak.
In addition, in my opinion, the reason why BOSS can become BOSS is because they want to give you a huge sense of oppression and lethality. To put it bluntly, the numerical strength must be very strong.
But this is not the case in Diablo. Sometimes group monsters pose more threats to players than bosses.
Moreover, each boss and monster has its own weaknesses. If you can seize the weaknesses and attack in a targeted manner, the game will become extremely simple.
This is actually not in line with the design concept of the game, and people's expectations for BOSS.
I have to deduct one point for that. 】
……
The editors can be quite picky.
However, the ratings are quite high:
With a high score of 36 points, pokeni's "Diablo" also entered the platinum hall in one fell swoop.
Although it is said that Mitong is the back garden of Rentiantang, this magazine was actually quite fair in the 90s. Its core idea is——
Don't be subject to any outside interference, the editors give the game a fair score entirely by virtue of their professionalism.
That's why Famitsu's status as the No. [-] game magazine has been achieved.
……
Of course, after experiencing "Diablo", the players' evaluations are also good:
"This should be the best action RPG I've played so far. Maybe the RPG part is a little weaker, because I didn't study the plot very much. Instead, I spent most of my time researching skills and equipment. superior.
But these are precisely the points where the game makes me feel addicted.
The pursuit of numerical value and equipment has become the biggest driving force of the game.
After putting on new equipment, I always wanted to verify my strength.
After defeating more advanced monsters, the first reaction is to see if there are any dropped items on the ground.
Once you see the golden light, even if it is a gold coin, your heart will jump for no reason.
This feeling is probably as exciting as digging a huge diamond in a solid rock formation, right? "
"The combat experience of the game is quite good, I don't know what others think, I am quite satisfied with it personally.
I am a person who likes close combat and has a fighting spirit, so I chose the warrior profession at the beginning.
To be honest, when a fighter hits a monster, it feels like punching to the flesh.
The special effects are also quite good, at least much better than other playing games on the market today.
I have seen a scene where my friend played a mage, lightning flew all over the screen, and the ground was covered with flames. This feeling is really hard to describe in words.
There is nothing in the brain other than continuing to fight and enjoying the joy of fighting. "
“The graphics of the game are realistic and hardcore, and the special effects of item drop are really exciting, and whether it’s mobs or bosses, they all have their own characteristics.
In terms of using skills and chasing players, monster behavior is much more reasonable and interesting than many games.
I once stood on the edge of the underground labyrinth and observed it carefully.
There are some skeleton soldiers that walk around.
A skeleton archer walked up to the guy with the shield, and the two bent down and talked for a while. I can't say if they really talked, but the behavior of the monsters in this game gives you such a feeling.
They talked for a while, and you can even make up the content of their chat:
Yo, there are no humans here today, it's so lonely.
Yes, without humans, there would be no new companions.
Yo, didn't you like that girl last time? Why are you expecting a newcomer to come in right now?
Are you too unspecific?
Hahaha, when I think that monsters also have their own daily routines and dialogues, I find it very interesting. "
……
(End of this chapter)
After "Diablo" was released, in less than a day, the game magazine Guo Letong gave a very high evaluation, and made a detailed analysis and report on it.
[Pokeni's new work "Diablo", it is no exaggeration to say that this is definitely an epoch-making milestone work.
It pioneered the 2D real-time combat with a top-down view on the game console, which not only makes the entire field of vision wider, but also increases the combat dimension from the original one-dimensional to two-dimensional.
Correspondingly, the operational complexity has naturally increased a lot.
However, these complexities bring very rich and amazing gameplay.
Every movement of the character is natural and smooth, the equipment on the body is shining with dazzling magic light, and every skill used makes the onlookers amazed.
Countless dungeons, endless monsters of various colors, ferocious BOSS, all this made the editor of this newspaper admire the game production team, so I wrote down its name - "Pokeni"
P agency used such a game to prove that they can not only develop a romantic galgame that is enough to make players feel excited, but also make a very exciting fighting game.
Make the game with heart and let it bring players an extraordinary experience.
I can't think of any words to describe pokeni's production team other than great.
Perhaps it is precisely because of their continuous pioneering spirit and persistent exploration of the origin of the game that they can launch excellent games one after another for players.
"Diablo"
The story of the game is not complicated. Although players can only understand the general outline of the world through a few fixed NPCs, the ultimate goal is very clear, and the script is really not brilliant.
However, the process design of the game has its own unique side.
[The following involves spoilers, please watch carefully]
For example, the first boss encountered by the player: the butcher.
You may have learned about him from the NPC before you met him, but whether you knew it or not, he is waiting for you to break in somewhere on the map.
In the dark catacombs, you need to keep exploring.There are many doors in the maze. Before you open them, the dark mist covers everything in the room, and you have no idea what is inside.
For the most part, the game is usually just a couple of annoying imps that will cause you some trouble, but not lethal.
And just when you thought you could sweep everything away and feel a little relaxed, suddenly there is such a room, when you open it, it immediately greets you with the most primitive hunger roar, and your blood volume returns almost instantly Zero bottomed out, no matter how fast you press the physical recovery shortcut key, it won't help.
This is the game mechanism of "Diablo", it always gives you the most "sincere" greetings when you don't expect it.
The same goes for "The Butcher".
Before you enter his scene, "Diablo" does not tell you what to face next through an NPC dialogue like other role-playing games.
No warnings were placed in the scene, and even the most basic maze map specification: "a bunch of high-level monsters must be deployed around the boss scene" may not be followed.
When you open that door, before you have time to be surprised that the decoration of this house is so different, he has already rushed to kill you, chasing you to the ends of the earth.
The sense of oppression and fear was magnified to the extreme at this moment, and the adrenaline of the whole person surged.
If you are not careful, you will step into the hell of death.
It is this kind of random and deceitful setting that makes players dare not slack off in every step of exploration, and the feeling of fear and loneliness always lingers in their hearts.
Coupled with the deliberately created light and shadow and detailed performance, the horror atmosphere of "Diablo" is created quite well.
This is definitely a work that will give players nightmares at night.
It's not criticizing or belittling the game, and it's not a bad thing to have nightmares, which just shows how strong the psychological impact of this game is on players.
It's enough to scare you, but it's also charming enough that you have to experience it. 】
In the report, in order to allow players to experience the charm and details of the game more realistically, Guoletong also added a lot of text descriptions.
After analyzing the advantages and disadvantages of Diablo, there are about ten pages of game guide content.
It can be said to be quite caring.
……
Due to its agile and fast tracking ability, coupled with excellent reporting, the sales of Goletone have been further improved.
The reason why he was able to get first-hand information and make quick reports was because Qing Zhiyuan provided a demo version of the cassette and provided all the unknown details developed by the company.
……
Many players bought Goletone and gave a high evaluation at the same time.
"Huh? Diablo? I didn't like the style of painting at first, but after reading Guo Letong's evaluation, I really want to experience it."
Yes, this can be regarded as Diablo's flaw, but it is also a natural thing.
Diablo is a game whose painting style tends to be European and American realistic. The advantage of this is that it fits the world view better, and it can better render the sense of fear and the strange depressive atmosphere.
And these aspects are Shinji Mikami's forte.
The whole Diablo can be said to be made more powerful than the previous life. Of course, the impact on the player's mind must be a higher level.
Therefore, many players are hesitant to start this game because they feel that it is not to their taste.
Neon players prefer games that are more two-dimensional, with brighter and more natural graphics and animations. For example, Dragon Quest, although it also uses Western fantasy themes, the overall style is Japanese. of.
The same goes for the Fire Emblem series.
There is really no such hard-core game as Diablo among the best-selling games on the market.
However, after seeing the report of Guo Letong, many people changed their thoughts and inherent impressions.
And expressed his desire to try this game.
If it is really as fun as Guo Letong described.
"Huh? There are so many unknown details, I didn't notice it when I was playing Diablo."
"Well, this magazine is pretty good. The strategy is very detailed, including what kind of skill combination different professions should use, what kind of gameplay they can play, and the details of equipment data have been given.
When I saw the guide, I couldn't help but want to experience it in the game.
It would be great if I could continue to give such good strategies in the future. "
"When I opened the box, I was really tortured to death, and sometimes I accidentally stepped on a trap, so far I haven't collected all the equipment.
The strategy given by Guo Letong is really useful. "
"Look at Famiton, what are you doing? Learn more, okay?"
……
Compared with "Guoletong" which is fast and has complete information, it is dedicated to the players——
Correspondingly, Famiton will be much slower here.
It was about two weeks after the game was released that Famiton gave "Diablo" a score.
"If someone wrote the history of games.
If it is a chronology, then Diablo is the central event of that year;
If it is a biographical style, then "Diablo" can be written as "Ben Ji".
Yes, this game is so powerful and amazing.
It has unparalleled gameplay, and the original 2D top-down real-time combat is refreshing.
In this game, you will experience an unprecedented adrenaline rush.
It is difficult to have time and enough space in the game for you to think and make strategic responses.
Its advance strategy for players——
Matching skills and equipment.
Made higher demands.
At the same time, it also challenges the player's reaction ability.
The rhythm of this game is quite good, people have been playing for a day and a night without knowing it, in order to upgrade and collect better equipment.
Later, you find that the plot is not so important anymore.
Of course, this is also a shortcoming that I need to point out. Compared with other RPGs, Diablo is impeccable in terms of gameplay and creativity.
But for this reason, the plot has been weakened a lot, and even after you pass the level, you will find that there are very few characters in the entire game, and the impression of monsters on players is far more than that of NPCs.
The main characters and related plots are hidden in some trivial clues.
You need to decipher and explore by yourself, and then put them together like a puzzle.
This isn't a good thing or a bad thing, and while it further heightens the game's sense of suspense, it also fragments the plot and makes the characters even more bleak.
So in terms of experience, the sense of atmosphere is perfect.
In terms of script, it can only get a passing grade.
For that I can only give this game a 9. "
Another editor's comment is as follows:
"A closed dungeon like claustrophobia, tattered clothes and a knife, trembling deep into the dungeon, gloomy background music, vague cries in the distance, makes the hair stand on end.
Suddenly a black figure jumped out of the corner, obviously just a scumbag monkey, but already broke out in a cold sweat from fright.
As the dungeon deepened and became more and more infiltrating, the walls seemed to ooze blood.
Then there was a burst of wild laughter: hahaha, fresh meat~~ the screen turned red.
After experiencing "Diablo", you will definitely have nightmares at night.
At the same time, it also proves the value of this game.
It can pass through the sense of atmosphere, some trivial details--
For example, messy sarcophagi, skeleton monsters lurking in the shadows...
The oppressive and dim light brings you an endless sense of immersion. To put it bluntly, I have never experienced such a creepy and creepy game.
The sense of fear is deep in the bone marrow, playing games until the hands and feet are cold.
Judging from the professional evaluation of the game, this game has unique creativity, good game performance, and super atmospheric experience.
It is definitely a great work that can be recorded in the history of games.
So I must give such an excellent work a high score of 9 points.
The only shortcoming may be that it is not friendly enough to players, there are too many deaths in the early stage, and there is a problem with the numerical calculation.
The requirements for players are also quite high, not only the strategy requirements, the hand speed requirements, and the positioning requirements are all extraordinary.
So this is by no means a game for novices to play.
I have to deduct one point for that. "
……
"I still can't forget the feeling of cold hands and feet when I played alone at night.
The first four floors are fine.
From the fifth floor, some monsters that can be invisible appear on the stage, and they hide in the corners, making you hard to guard against.
Even if the map of an area is opened, I can't be sure if the monsters must be cleared.
Diablo fights underground throughout.
Can't see a little light.
……
The dark immersion is very strong, and the sound of opening a box is particularly obvious when there is no sound around.
The most interesting thing is its skills and equipment system, how to match and choose skills, and find equipment suitable for skill matching will become the key to victory in the game.
These things seem to be scattered, but they have a very strong internal connection. If they are well matched, they can easily defeat the enemy. If they are not well matched, they may be buried in flames.
The game is really interesting, even if you play it ten or twenty times, you can still get new experience and fun through different combinations.
This is completely different from P's previous works.
Although it is as cruel as ever, the previous games of Paradise made you unable to muster up the courage to play the second time.
But "Diablo" is just the opposite. It is a game that makes you have a strong desire to play again after playing the first time.
Moreover, after the game is cleared, a higher difficulty level can be unlocked.
This is equivalent to P agency launching a challenge to the players, shouting [Give it a try if you have the ability]
In this way, the game can be accelerated and cannot be stopped. 】
……
[Accompanied by the ethereal guitar sound, I slowly stepped into this gray world.
There were wolves howling in the distance, passing through the path full of bones, and Tristram, a small town shrouded in darkness forever, appeared in front of us.
Maybe it's because it's not as safe as outside, and there isn't much noise in the town except for a few old guys, but it still gives me peace and tranquility.
In a future unknown to me, this small town will be my final home.
……
Super strong sense of atmosphere.
Top notch gameplay.
Ever-changing skills and equipment
Random mazes and exploration.
These are all factors that make Diablo great.
The only regret is that the script is really weak.
In addition, in my opinion, the reason why BOSS can become BOSS is because they want to give you a huge sense of oppression and lethality. To put it bluntly, the numerical strength must be very strong.
But this is not the case in Diablo. Sometimes group monsters pose more threats to players than bosses.
Moreover, each boss and monster has its own weaknesses. If you can seize the weaknesses and attack in a targeted manner, the game will become extremely simple.
This is actually not in line with the design concept of the game, and people's expectations for BOSS.
I have to deduct one point for that. 】
……
The editors can be quite picky.
However, the ratings are quite high:
With a high score of 36 points, pokeni's "Diablo" also entered the platinum hall in one fell swoop.
Although it is said that Mitong is the back garden of Rentiantang, this magazine was actually quite fair in the 90s. Its core idea is——
Don't be subject to any outside interference, the editors give the game a fair score entirely by virtue of their professionalism.
That's why Famitsu's status as the No. [-] game magazine has been achieved.
……
Of course, after experiencing "Diablo", the players' evaluations are also good:
"This should be the best action RPG I've played so far. Maybe the RPG part is a little weaker, because I didn't study the plot very much. Instead, I spent most of my time researching skills and equipment. superior.
But these are precisely the points where the game makes me feel addicted.
The pursuit of numerical value and equipment has become the biggest driving force of the game.
After putting on new equipment, I always wanted to verify my strength.
After defeating more advanced monsters, the first reaction is to see if there are any dropped items on the ground.
Once you see the golden light, even if it is a gold coin, your heart will jump for no reason.
This feeling is probably as exciting as digging a huge diamond in a solid rock formation, right? "
"The combat experience of the game is quite good, I don't know what others think, I am quite satisfied with it personally.
I am a person who likes close combat and has a fighting spirit, so I chose the warrior profession at the beginning.
To be honest, when a fighter hits a monster, it feels like punching to the flesh.
The special effects are also quite good, at least much better than other playing games on the market today.
I have seen a scene where my friend played a mage, lightning flew all over the screen, and the ground was covered with flames. This feeling is really hard to describe in words.
There is nothing in the brain other than continuing to fight and enjoying the joy of fighting. "
“The graphics of the game are realistic and hardcore, and the special effects of item drop are really exciting, and whether it’s mobs or bosses, they all have their own characteristics.
In terms of using skills and chasing players, monster behavior is much more reasonable and interesting than many games.
I once stood on the edge of the underground labyrinth and observed it carefully.
There are some skeleton soldiers that walk around.
A skeleton archer walked up to the guy with the shield, and the two bent down and talked for a while. I can't say if they really talked, but the behavior of the monsters in this game gives you such a feeling.
They talked for a while, and you can even make up the content of their chat:
Yo, there are no humans here today, it's so lonely.
Yes, without humans, there would be no new companions.
Yo, didn't you like that girl last time? Why are you expecting a newcomer to come in right now?
Are you too unspecific?
Hahaha, when I think that monsters also have their own daily routines and dialogues, I find it very interesting. "
……
(End of this chapter)
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NBA: Magic Johnson opens the season, crowned MOP
Chapter 111 17 hours ago -
The bizarre adventure that begins with One Punch Man
Chapter 155 17 hours ago -
My neighbor is Nakano Satsuki
Chapter 167 17 hours ago -
The rural rich man: It started when he was tricked by his father to return to the fishing village
Chapter 150 17 hours ago