Game Making: Start By Healing the Player
Chapter 873: The depth of the brawl
"Why is it so difficult!" Zhang Yi's face hurt.
"Yeah! It's so difficult!" Song Ren also sighed.
Obviously, it is not difficult to feel when watching, and he can master every movement skillfully, but when he actually operates it, he is a little chaotic.
"Don't be discouraged, don't be discouraged, it's not the first time for the two of you anyway." Wang Han, who was watching the battle, gave the two of them a very precise shot.
Everyone has known each other for so long, how can she still not understand the tone of the two?
Every time I see wonderful operations and highlights, I want to show my hand in front of the other party, and then incarnate into a big king.
The only pity was that they were playing the VR version of Brawl, otherwise she would be comfortable with popcorn in one hand and happy water in the other.
"It's just not proficient enough. As long as I practice more, I will definitely be able to play a perfect operation!" Zhang Yi vowed.
After so many games in the past, didn't he still practice it at the end?
"That's right!" Song Ren nodded in agreement.
Thinking that he dared to pass the level of Resident Evil, Escape, and Silent Hill at the beginning, can't he still learn the combo skills in a fighting game now?
As long as there is enough perseverance, the iron rod can be ground into a needle!
In fact, it's not just Song Ren and Zhang Yi.
Quite a number of players who played Super Smash Bros., after watching Link's operations in the video, started the online matchmaking battle for the first time, ready to re-enact the wonderful operations in the video in person and show the success of intracranial training.
It's just that for most players, these operations are obviously too difficult, and they belong to the kind that will be discarded as soon as they are learned.
So in the online battle match, many players just play games, and they don't know the players who have this link video, and they found something strange.
That is, a large number of Link players appeared in the match. They blew themselves up in the name of themselves, or after being knocked out of the field by themselves, they did not choose to return to the field honestly, but threw mines in the air. Let yourself go from being able to return to the level of being powerless.
However, these operations are for ordinary players to watch the fun, and then let themselves learn.
But for some in-depth players, the appearance of this video can be said to make them ecstatic.
Sometimes for players, all they need is a direction and inspiration.
Brawl itself has only been online for a week.
For many players, the whole game is played roughly, but it is still completely unclear about some deep-level kernel systems.
And now accompanied by a video released by Chen Xu, it is a good guide for these in-depth players who like to study.
In an instant, they saw the big fight, which was different from other fighting games.
The hit-to-fly gameplay allows it to form its own unique mechanism.
That's the chase in the game.
This is a completely different experience from traditional fighting games.
In the battle of traditional fighting games, it is basically standing on the ground to attack, and there is no so-called terrain killing.
In addition, the defensive move is to defend against any skill, and the cost is only a deduction from the blood volume.
But these methods are completely unworkable in the big fight, because in addition to perfect defense, ordinary defense will reduce the thickness of the shield, including when being attacked by the enemy, the circle representing the parry value will gradually become smaller.
When the parry value falls to zero, the characters in the game will fall into a stunned state of being slaughtered by others.
This makes the rhythm of the game itself tend to be offensive rather than defensive.
In addition, there is a grab function in the game.
Pure defense can only be the road to death.
In addition, it is the effect of the game's moves.
Taking Link as an example, after knocking people into the air, when the enemy is stunned and unable to move, he can use his own skills to make a perfect combo.
This can be said to be the most interesting stage in the big fight.
At the same time, coupled with the combat mechanism of the game itself, the masters prefer to have constant duels on the edge of the cliff.
Unlike ordinary fighting games, which are based on health bars, the game of Super Smash Bros. is full of uncertainty.
For example, in the previous Street Fighter Naka Umehara Daigo used ken to cancel the block of Chunli's 17 combos used by the opponent Wang Fat at the most critical time, and finally turned the defeat into victory with blood. It's hard to find in fighting games.
But in the big fight, in high-end games, you can often see this kind of situation similar to the Jedi comeback. Even if you hit the enemy to 100%, you may still be counter-killed.
Because in Super Smash Bros., as long as the character hasn't been knocked out of the field, all you get is an advantage, not a victory.
This situation will lead to a result, that is, the masters will continue to pull the front line to the edge of the field and conduct fierce confrontation.
Ordinary players don't have the psychology and skills of masters, but they also maintain a sense of anticipation for the follow-up of the battle.
Because he always has the chance to come back.
And the video released by Chen Xu on the official blog is obviously a direction for all players in the chaos.
Show you the infinite possibilities in this game.
Many people think that this is a pleasant big fight game, and players are just playing around in the map.
But after watching this video of Chen Xu, all players know about the game, although it seems to have a very low entry threshold.
However, the characteristics of each fighter and the changes in game mechanics also make the game also have a very high ceiling ceiling.
After figuring this out, many players who love fighting and action games seem to have been given a shot in the arm.
Many players questioned it before, but they felt that the content of Super Smash Bros. was not deep enough, and there were not many challenges.
But obviously, the reason why players feel that way is that there is too little exploration of the game of Super Smash Bros.
There are countless skills in this game, waiting for players to discover.
Before that, everyone still used their past fighting game experience to watch this game.
I feel that some things in traditional fighting games are completely simplified or even cut out in Big Smash, making the game less deep.
But now, looking at the battle mechanism of the game, it is not only not simple, but rather hard-core.
Psychology, reactions, and on-the-spot operations are almost all covered.
If such a game can be said that its combat system is not deep enough, then what are other fighting games?
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