Almighty Game Designer

Chapter 194: Obvious Advantages (II)

The difficulty of this game has been adjusted by Chen Jiao and will not allow players to travel all the way like Dark 3 did in previous generations.

Although it was a monster without difficulty, he was slightly alarmed when the monster clawed his teeth at Zouzhuo.

Along the road, the hunter arrived in New Triestem, eliminating the ghost monsters that were attacking the town, and the hunter entered the town and began his mission.

The game is well guided and the small map at the top right of the screen prompts the player for the next place to go, and the task list on the right keeps reminding the player what to do now.

Zou Zhuo began to follow the mission guidelines and experience the entire story line of Dark Destruction God.

Soon Zou Zhuo noticed some obvious advantages of the game.

In terms of game quality, smooth movement and comfort of operation, be it images or sound effects, are the right level of excellence, as a third-party RPG game with a perspective, even in some ways beyond the RPG game with a first perspective.

Clearly, Chen's third-party perspectives were not intended to be “concealers”, not that he was now less skilled and artistic than the production needs of the first-person perspectives, but that he had, for some reason, finalized the third-party perspectives.

In terms of art style, the evil style of "Dark Destruction God" did surprise Zou Zhuo very much. Chen Jiao tried to recreate the feeling of "Dark 2", so the whole painting style is very evil, dark and repressive.

Zouzhuo manipulates the hunter into the cave, and there is a feeling that the whole scene is glued to a drop of blood.

In some quiet maps, the fire is burning, the character's footsteps are very obvious, sudden monsters can scare people, there is always a feeling that this road can't end.

The sense of "adventure” is greatly enhanced with this style of painting, as well as complex and variable random maps.

Moreover, Chen stranger continues the shadow and field of view design of "Dark 2". When walking in the cave, the field of view will be limited to a very small range. Most areas of the screen are pitch-black, and only the outline of the terrain can be seen implicitly. There is no monster at all in those areas.

In Dark 3, this unknown feeling is greatly diminished by the fact that the player can see the whole thing without pressure, making it a "see-through” game.

After Chen Qiao added shadow and field of view back, along with the image, sound effects and level design, Zou Zhuo felt anxious and nervous throughout the game process, but this feeling prompted him to continue playing, without having the idea of exiting the game because of this repression.

Instead, I think this game is completely different from those greasy RPG games on the market, with no playground scenes, no armored knights, or just rotting corpses, skeletons, pus and endless despair.

Walking in the Cathedral of Tristrom, the hunter is completely alone, with only the silent mercenaries fighting alongside you.

(At this point, Chan also followed the design of Dark 2, cutting off virtually all the lines of the talking mercenaries, so that players could better immerse themselves in the atmosphere of terror.

Zou Zhuo can also find a lot of things to surprise him.

The equipment system is very rich, Zou Zhuo also punched out some good-looking equipment during the adventure, and the terms of these equipment vary, and no two pieces of equipment are identical.

Skill combinations are diverse and battle systems abundant. As the character level improves, various skills continue to unlock, matching gifts and skill symbols to find the most suitable skill mix in the exploration, which is a fun process for Zou Zhuo.

And most importantly, pleasure! This is also the biggest difference between Dark Destroyer and other RPG games.

In other games, especially online games, players are very small all over the world, not to mention the BOSS that requires a lot of people to work together to defeat, not to mention the leadership NPCs of all major forces, not just between players and players, there is no power to crush them, and many ordinary players can clearly feel like they are ordinary people in MMORPG.

But "The Dark God of Destruction" is different. In this game, you are the only God, the Savior, from the adventurer in the first new town of Tristrom, to the warrior who later defeated the king of lies, Pellet, to the warrior who saved Kartim, to the guard of the fortress in the town, to the hero who had fallen, and finally, in the face of the sky, defeated Diablo, the great demon who united the Seven Demons, in the name of Nafi Heaven, hell and the sky.

Faced with the tidal demons of hell, players manipulate their characters past like chopping melons, leaving only bodies and falling gear.

Of course, you could be killed in action, you would lose some money, and you would have to run back and get your gear back (which follows the Dark 2 design).

It's a world of crisis, a world of despair, the only thing you can count on is yourself.

But it's precisely because of this that players can experience this feeling more clearly when immersed in the game, because this is a world of despair, with endless monsters and demons in your eyes, so you don't need any hesitation or pity, you just have to chop the melons all the way down to kill them, and let the demons of hell all be destroyed in your rage.

Zouzhuo was completely immersed in the game, and he manipulated the hunter to explore in the dark cave, limiting his vision to a small circle around him.

All of a sudden, a lot of monsters appeared in front of him, and these monsters saw him, and they rushed over with their teeth dancing claws!

And there's a rare monster with a golden glow, stepping on a special halo at his feet and mixing it up in a weird pile.

The crowd of gourds startled: "Damn, watch out, get out of the way! ”

The hunter's blood volume began to drop rapidly, and Zouzhuo was startled, but he quickly calmed down, manipulating the hunter to roll away a distance, and then traps threw on the ground, with crossbows facing the monsters in front of him, pouring arrow rain wildly!

In the sky's arrow rain, a huge swarm of monsters cried out, and those fragile little monsters began to fall, but the blood strip of that giant rare monster was still thick and rushed towards the hunter.

Zou Zhuoxian walks and shoots, accurately releasing all kinds of skills.

After all, he was also a master in Warcraft Competition, and he was very calm in dealing with the situation without any panic.