“the highlight of the game is only staying in the world view and the combat system.”
Today’s evaluation starts with the “Galapagos Project” of the mine agency. “Galapagos” was originally used to refer to the archipelago that gave the motivation of Darwin’s theory of evolution, and was later introduced into Japanese business. “Galapagosization” as a Japanese business term refers to the phenomenon of adapting in an isolated environment and ultimately losing the ability to compete with the outside world and being eliminated. The typical example is the Japanese mobile phone industry, the mine agency. The goal of the Galapagos Project is to “do RPG for specific users in Japan.” The protagonist of this issue, “Dragon’s Valnier”, is the fifth work in the plan. As part of the whole plan, “Dragon’s Valnier” is really not high in terms of production level. It can only be said to be reluctant, but the better point is that the game has put forward more novel concepts to capture the eye..
The novel combat system.
Let’s talk about the difference between turn-based tactics and turn-based combat. Although there is only one word difference between the two, the former tends to focus on the overall control, such as many SLG games, the latter is more focused on Character development, such as the early Final Fantasy series. The most obvious difference between the two is the “checkerboard” in combat. The turn-based tactics emphasize the use of the board, but the concept of the board in the early turn-based battle game is very weak. As the game continues to evolve, the difference between the two gradually diminishes, and later often comes in the form of a combination, so we can often see the strategy of introducing a chessboard to enrich the battle in a partial turn-based combat game
“Dragon Star’s Walnier” adopts the “floating battle” mode, which transforms the horizontal space of the traditional chessboard into three vertical spaces, and gains more sense of depth. This game is a turn-based system. In combat games, the main emphasis is on role development, so this change preserves the strategic nature of the board itself while minimizing the role-building elements
There are two main aspects to match this change. One is that some skill mechanisms in the game have changed. For example, the physics skills can only cause damage to units of the same horizontal plane. The spell skills can cause several planes. Damage, while adding a lot of trapping skills to the concept of more prominent three-dimensional space in the game, this part of the trap skill is usually related to the position of the enemy, such as the enemy can be knocked back one level or the enemy is lowered by one layer, etc. The displacement skill brings the concept of strategic chain to the battle. After the trap is arranged, the chain reaction is triggered by the displacement skill. This is also the plane chessboard, but this strategy has become more flexible and rich because it has added vertical space
The second point is that the game has added elements of destruction. This is actually more common in ACT and RPG games. For example, the famous game series “Monster Hunter” is the case. Part destruction means that players can develop strategies. Weaken the enemy. In this work, because of the concept of vertical space, when playing a large unit, the game usually makes them occupy 2-3 layers. Each layer corresponds to one part. Players can decide according to the configuration of their own team. Which part of the damage is prioritized, and this change also makes this part of the enemy appear more massive. In general, part destruction is a very good idea, more strategic, and gives players more choices. At the same time, it is also better in performance
But the other problem in this work is that because of the introduction of the concept of vertical space, the plane is strategically very weak, which is also expected, because if the plane is also greatly expanded, it will increase. The difficulty of getting started in the game, so as a test of water works, this book deliberately strengthens his characteristics and makes a choice in other content
More cumbersome character development
There is also a special system in the game: the phagocytic system, which is associated with battle and character to form two parts. The battle part is added with the attribute of “fear value”. When the player uses partial attribute skills to cause effective damage to the enemy. The fear value will be accumulated. When the fear value is high, the “swallowing” skill can be applied. The material that is swallowed can be used as the training attribute of the character. It is simply understood that it is added to the receiving factor in the training game and used. The dragon of the service strengthens itself. This system makes the battle faster from the front. However, due to the blessing of the mine’s own “Thunder” attribute, this system is not particularly ideal. In some high-probability cases, it always fails to swallow, so only When you have a success rate of around 30%, you can usually start to take chances to swallow your character. If you fail to swallow, you will be hit by crit, but once you successfully fight, it will end directly, and some elite wars will do the same. The performance of the phagocytic system is very similar to that of “Bao Ke Meng”. Players keep licking the ball, but the design as a role-playing game is obviously not ideal
The role-training associated with the phagocytic system is mixed. Except for the attribute sharing of the BOSS battle, the devour attributes are role-independent, which means that when the player wants to train another character, sometimes it needs to be re- Brush some mobs, these mobs will sometimes be spiked, so this part of the content is very embarrassing, I often have the feeling of playing “Bao Ke Meng” on the way. On the one hand, this system makes the characters more free, on the other hand weakens the original features between each character, and at the same time makes the development of new characters more cumbersome, and the development of this “capture” is intact. It’s obviously not a good idea to put it in the game. In addition to the training of the main characters, there is also a need to take care of some “little sisters” in the game. This part of the character and the world view in the game are tightly tied, so they are put together with the world view
Unique world view settings.
When I started playing this game, I thought it was a harem game selling meat. It was true that the meat palace was correct, but the world view setting of this game is quite different from this theme. In this game, the player belongs to the witch side. Set the witch to feed on the dragon and the presence of the dragon in the body. This means that if the witch preys too much, the dragon in the body will break out, and choosing a hunger strike will lead to neurological disorder and eventually madness. It can be said that it is a dilemma. This dark world view has been shrouded in the game. The plot of survival and destruction is repeated in peace and the warmth of the day. The contrast is indeed a great complement to the world view. The setting of this world view continues into the game system, and players need to take care of it. Three lolies, controlling the amount of food they give, ensure that they are balanced on the verge of survival. However, the game is still the old way of the mine development in the rhythm of the development of the plot. Players who are familiar with the past works can certainly guess the subsequent development. The plot of this work is very short, and it can be seen that it is an experimental work
In addition to the short story, other constructions in the game can only be said to be ordinary and can no longer be ordinary. As the main maze exploration element in this work, it can only be said that there is no special feature, and the “backstab” that is forced to join is the first mover. This mechanism is basically difficult to use because of the problems in the in-game model. It can be said that it is ineffective. At the same time, there are very few characters in the game that can be played at the same time. Only three characters can be played at the same time. Although there is a higher degree of freedom in character cultivation, It is very annoying to constantly switch roles in a single game. Because of the mechanism of devour, there is basically no division of labor except for the inherent skills. Basically, players need to practice the “bucket number”. Avoid the problem of missing team functions caused by spikes in the battle
Conclusions.
The overall action, modeling, and performance of the game are very general, and the frame rate is not enough for the dog teeth. It is better to look at the 2D vertical drawing than to look at the 3D model. It can be seen that it is cost saving. In general, “Dragon’s Valnier” does put forward a lot of concepts and new ideas. The combat system and the world view are more distinctive, but the game is lacking in overall polishing, and the development and production are not high. With some unreasonable difficulty design, the overall level is very general, and it is a more targeted work