Game Entertainment Empire

Chapter 621: Scratch? It doesn't exist, this is a crazy game!

After confirming the "Monster Hunter" project, the whole team has basically started to make a new system.

For example, it is specially aimed at the part damage judgment of large creatures, and the reaction of monsters after accumulating damage. These are all engine improvements.

And it's a bit different from the two suffering games of "Sekiro: Shadows Die Twice" and "Dark Soul".

In the case of First Contact in Dark Souls, the variables are enormous.

Unrecognizable maps, various unexpected shortcuts, mobs and elite monsters that are harder than BOSS, all of which lead players to feel a very strong malice when facing "Dark Soul" for the first time.

But "Monster Hunter" is different. The perfect early-stage guidance, coupled with the not-so-weak mobs in the early-stage, and the slightly difficult early-stage BOSS, this caused the hunters to experience the game in the early stage. There will be no setbacks in "Sekiro: Shadows Die Twice" and "Dark Soul" that come up with a sledgehammer on the head.

But this is just the beginning.

For games such as "Dark Soul" and "Sekiro: Shadows Die Twice", after the player is proficient and understands the monster's attack method through the backboard, the situation is completely different.

To put it simply, when the boss sticks out his ass, you know what shit he's going to do.

But it is different in "Monster Hunter". In order to make hunting more real, the monster AI in the game will have a relatively large change, which can deal with some special situations, and the monster's desire to attack will also change with its own state. Enhanced by changes, coupled with the unique environment interaction mechanism, and the new actions of AI, players will feel that every hunting is a completely different feeling.

For the game "Monster Hunter", the average person knows a little bit, and may think that this is a game of slapstick.

But this is so wrong!

The game of brushing and brushing, first of all, generally refers to repetition for a certain ultimate goal, and secondly, the process for the goal is also repeated.

For example, Dream Memory is similar to a "Diablo" game. Without considering other gameplays and genres, its main fun comes from mowing mobs and killing the boss to reveal the ideal equipment. Joy.

But among them, the process of brushing the big secret realm and the small secret realm is actually very repetitive. It is predictable that it will be repeated in how long it will take to finish brushing the skill release without changing the equipment.

But "Monster Hunter" is different,

Like most swipe games, his main purpose is to repeat, all for the purpose of attacking the boss in front of him.

But the middle process is completely different.

Just like "League of Legends" and a series of games including FPS, the main purpose is naturally to win the game, but can you say that these games are also swipe games?

Naturally not, because during the game, the content they enjoy is not repeated, and each round brings a different new experience.

The same is true of "Monster Hunter". Thanks to the special mechanism of the game, the battle process in the game is full of uncertainties. This time you may hit your head with a heavy hammer and perform perfectly with super-resolution docking, but next time it may also be a cat car. Three consecutive speed back to the base.

In "Dark Soul" and "Sekiro: Shadows Die Twice", as long as the players die enough, they can understand every move of the BOSS, and they can basically respond quickly.

But in "Monster Hunter", even if the players have prepared various supplies and props in advance, various unpredictable situations will occur during the battle, especially this is a game that encourages players to fight together.

When there is no boss among teammates, hunting with your friends may be much more difficult than hunting alone.

In addition, to deal with different bosses, special targeting methods must be carried out, such as monsters' weaknesses, meat quality, and their attack methods.

If anyone can fight every BOSS battle in "Monster Hunter" with a back panel operation.

For this kind of master, maybe "Monster Hunter" has really become a game of brushing and brushing.

But for the majority of ordinary players, brushing and brushing?

nonexistent!

This is a crazy game!

Or enjoy every failure and ride home in a cat buggy.

…………

Yang Chen, who was working on the game settings in "Monster Hunter", was also communicating with Wang Ye and Chen Shu about the content of the game.

In terms of art, there is also the real impact of the game, including the ecological interaction elements in the game. These contents are still very important.

There is no big problem with art. Basically, as long as it is confirmed to pass, it can be handed over to the outsourcing team for assembly-line production, and then it will be accepted.

Including the action design of the game, through the production of motion capture materials, it can be said that it is not too critical.

Basically, it only needs to make the material, and then continue to modify it in the later stage.

What made Chen Shu and Wang Ye heave a sigh of relief was that because of the special nature of the game, this time they finally didn't have to experience it in person like they did when they made "Resident Evil" and "Escape".

In addition, there are many detailed settings. For example, in the game, it is different from games such as "The Legend of Zelda: Breath of the Wild" and "The Witcher: Wild Hunting". Place to jump off and not get hurt.

Secondly, there are some special settings in the game. For example, the long-term attack of hunters' weapons will reduce the taste of chopping. A detailed understanding is the durability, which is divided into several levels.

When the Zhanwei is too low, when attacking the hard parts of the monster's body, it will also trigger the effect of the knife, which will not only consume a large amount of Zhanwei again, but also make the player enter a state of stiffness and fall into danger.

If you want to restore the zhanwei, you must stop the hunters and use the whetstone in the backpack to sharpen the knife to restore.

Various levels of zhanwei are displayed, so that hunters with obsessive-compulsive disorder want to take out the whetstone in the backpack and sharpen their knives once they see the zhanwei falling below white.

In addition to the setting of teammate attack, direct attack will not cause numerical damage to teammates, but it can put teammates into a state of stiffness.

As for whether the teammates who were beaten into a frozen state can survive the boss's hands, that is another matter.

In addition, there are some team judgments, as well as subsequent players maliciously modifying data files, that is, the so-called magic skipping classes and cheating, all of which need attention.

However, these contents have little to do with the current main game content experience development.

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