3DM “Wolf” evaluation 9.4 points: the story of the blacksmiths during the Warring States period

“the clear upper and lower limits make the understanding of the difficulty of the game different for players of different levels. It is a bit more difficult for a lot of busy friends around you. Maybe the separation difficulty setting will be better.”

During the Warring States Period, one person, one knife, embarked on a journey

People are ninjas that won’t die, and the knife is a wedge that won’t break. There are huge monkeys, seemingly inhuman monsters, ecstasy of idealism, and countless warriors. They have different forms, and they all show their magical powers on this huge stage. On the same, they can only face the protagonist. Stopping the “iron”

If they don’t “play iron”, there may be a “dead” word on your screen

Recently, we can change “dead” to “dish”.

“Wolf” is the latest work of FS, which naturally attracts the attention of countless people. From the early PV release, players have made numerous guesses about their game types. Some have guessed that this is a new “soul” series by the biographer of producer Miyazaki Hideo. There are also older players who guess through the clues such as samurai and ninja that this is another IP in the hands of FS. The continuation of 诛, but it turns out that everyone is wrong

As the IP of FS, the first bomb PV is not difficult to associate with the description of Shadow in “Scorpio 3”.

“Wolf” and “Soul” series are similar, with no difficulty, from which you can find a lot of “Scorpio” shadow. The difference is that the protagonist of “Wolf” can not only jump, but also swim, and will not be immediately defeated by the enemy. There are piles of mixed soldiers waiting to be cleaned up, but you can’t use the data to overwhelm the enemy

I need to knock down BOSS

You have to raise your attack power first!

I need to knock down BOSS to upgrade the attack power

Then play BOSS!

I have no attacking power how to play BOSS?

Your assault power!

How can I fuck my attack power without knocking down BOSS?

Play BOSS! ! ! !

“Wolf” is an ARPG. Its role-playing elements are mainly reflected in the interaction between NPCs rather than the development system. Players need to get clues through the interaction between NPCs to promote the plot. The commonly used development system in action role-playing games is simplified. The experience value obtained by killing the unit can only learn skills. The core value of the character and the attack can only be upgraded by killing special BOSS. This also means that ordinary players will suffer from extraordinary hardships in this book. In the past, the “Soul” series could not be beaten first. Brush level. The Approach no longer exists, and players must improve their skill level to break

“The Wolf” has a lot of miscellaneous soldiers.

The skill level of the player in “Wolf” depends directly on the proficiency, that is, the use of “bounce” and the handling of “dangerous” skills. Because of the existence of “sports bar”, “two people turn, wretched and bloody” The style of play is limited, players can only go to active combat, if the player can not adapt to this style of combat as soon as possible, “Wolf” super high threshold is easy for players to misunderstand the difficulty of this game

The difficulty of “Wolf” mainly comes from the piles of mixed soldiers and super high AI. Even the small soldiers can skillfully use the bullets to pose a threat to the players. and this. A three-dimensional map requires patience to explore, and the miscellaneous soldiers will greatly delay the player’s exploration of the map, which sometimes makes players have to “leave classes.” The three-dimensional map is stitched by the newly added element “hook claws”. Players can often find a brand new road in an unclear state. Even “escape” is not found, and the author flies all the way to the Jingang Temple. It was discovered that the roof of the Tianshou Pavilion had not been visited yet. When he “received” back to the main city to find clues, he found that he had missed a lot of things

After playing him, it is basically equal to the subject 2.

The “bounce” technique is not new, but it is rare as a core combat element. The skill of using this skill is far more effective than the slashing circle. However, in the experience of the game, you can master the “ 弹反“ Full front bar requires a lot of time cost and a certain talent, more of the ordinary players of the card, even the old “not dead The souls of the people are different from the battles of all the previous works, which makes the players feel refreshed and bitter

A similar way of fighting has appeared in “Scorpio 4” because it is too difficult to even have a START cult play. Compared to the direction, the instantaneous defense of “Wolf” is still simpler.

At the same time, BOSS’s extremely high damage makes the fault tolerance rate of this game low to the extreme. The punishment of super-strong force makes the difficulty and threshold of this game become the highest in this year’s full-action works. “Bounce” is the core element of the battle, and its proportion exceeds 90%. In other words, the player who is not proficient in “bounce” has written a dead word on the screen. However, as a result, the upper limit of this work is suppressed

Although this game shows a different way of fighting than the previous works, it is limited by the use of “bounce” and the simplification of the command action. Only one “genre” skill can be equipped at a time. The combination of movements, relying on the way to control the monsters to output the output can not be extended, the player can only intersperse a few knives in the non-stop “bashing”. The BOSS in “Wolf” does not have the big hardness after the certain damage in the traditional ACT works; nor can it be superimposed by the outliers and weak clicks like “Freak Hunt”. The initiative of the battle is always in the hands of BOSS. The high desire to attack makes the “bounce” the most important source of output, so it can be expected that the speed of the “Wolf” will reach the bottleneck at a certain stage, because it gives the player only a little control time. And the battle is not rich enough, when you are 100% “bounce”, you can already be called the top, but for this you need a lot of practice

Fortunately, the BOSS in “Wolf” does not suddenly send you a wave of seconds. The 90% BOSS still follows the laws of physics and attacks you with weapons and body. All movements are clear and traceable. You can follow, all the actions outside the body have the corresponding optimal treatment. Only the wrong choice will be punished by the big force. The player only needs to read the stroke and then go to the muscle memory. Therefore, the upper limit of “Wolf” is placed. It’s not that high in action games, it’s just hard to get started, and the cost of learning is great. However, there are still some players who are not good at this hard setting

“Wolf” is a bit more ACT refreshing battle than the similar ARPG, and some FTG sees the move of the move. The difference is that its instruction tactics are simplified, and the snippet is not prominent. Although there are many “genre moves” in the game, they all appear somewhat flashy in the BOSS battle. The use of skilled “bounces” can even kill individual BOSS with high attack frequency. Therefore, the author believes that the difficulty of “Wolf” is definitely not the only point worth writing. The clear upper and lower limits are easy for players with low levels of countermeasures to fall into a dilemma. Many BOSS are not because of dishes, but do not know how to play, any Passive-oriented combat methods at the level also need better adaptation

独木桥战神, the Forbidden City is not happy in the first battle.

In addition to the combat mode, its use of the action system is a more commendable place. Because “Wolf” simplifies the move instruction set and weakens the link, the most effective output method is “bounce” and “dangerous” technical countermeasures. In other words, the phrase “offensive is the best defense” is carried out. Reversed the performance once and it worked well. It has a very good sense of design for the concept of “dangerous” technology, because this mechanism expands the broadness of “jumping” and distinguishes the positioning of “dash/roll”

For example, “God of War” was kicked out of the ACT by players. In addition to the addition of its development system, there is a “jump” deletion. The cancellation of the jump means that the concept of “space” is weakened. In the past, jumps in action games were more often used in joins. For example, “Devil May Cry”, JC’s mechanism makes the jump become the means of active strokes; and in the face of monster attacks, we use “dash” more, using the characteristics of invincible frames, when the monster attacks, the player first thinks It is also tumbling, which is especially prominent in the series of “Freak Hunt” and “Witch”. The function of “jumping” in the traditional sense is perfectly replaced by the “roll/dump” button, which only appears in the running picture

The practice of “Wolf” is to minimize the “dash” invincible frame. Players can’t rely on invincible frame avoidance when facing “dangerous” skills. They can only follow the countermeasures under the game mechanism. The next attack should jump, press again. The next jump can chase the big damage; the spur attack can chase after the side evasion, but the dodging in the direction of the front can cause more damage. Thanks to this, the “jumping” in the battle of past works is weakened, and the “dashing” is no longer a conflict, positioning the opposite action, the best way to deal with the word “risk” will be “ Both the dodge and the “jump” action functions are fully utilized

This space-filled design is most common in FTG games. The handling of “dangerous” skills, and the FTG players through the stand back, guessing which way to fight each other in the upper and lower part of the attack is particularly similar, “dangerous” technology in the cover of the perspective has almost become a pseudo-option. In the BOSS battle, the author has the illusion of playing “Glory of the Glory of War”. In addition to not being able to jump, the skewing parry is done in one go, but because of the difference in the way of using “bounce/parley”, “Glory of the Glory” is released by instant slamming The parry, “Wolf” through the instant defense “bumping,” the glory of the soul of the chaos will give the other side back to fight their own flaws, “Wolf” error “bounce” will only become a block, and will not The flaws are punished, and the ordinary players who choose outside can be bold and bold in the “pre-reading”. After all, this game has no fake action, relying on muscle memory to let BOSS always “play iron” and you will win.

And full The sense of space is corresponding to the design of the battle. The map of “Wolf” should be called one of the strongest in this generation. Because “Wolf” does not have the “Chapter” setting, the map is not cut into pieces. The individual terrain, but a three-dimensional map with a patchwork and squatting, when the player walks from one location to another, the scene is in the same way, the change is in the eyes, this kind of brigade The substitution is particularly strong.

This three-dimensional design and claws remind the author of the sneak peek at the enemy on the eaves in “Scorpio”.

And the “wolf” BOSS Very few CG debuts, mostly accompanied by music or lines slowly, deepening the sense of stage performance, not letting the game rhythm split. This encounter is not a coincidence encounter, but an inevitable arrangement under the fate of displacement. He is a hindrance on your way forward. You are a thorn in his heart. No need to say anything, it is.

I like the debut of the “ghost-shaped department” in “Wolf”: the city gate is open, The generals will come out, and the two strongest encounters will have a death. There is quite a kind of white door downstairs, and Lu Bu’s fateful sense of fate.

General you are very powerful, riding a dust, like the god of war Lu Bu

With the “claw”, players can twirl around the map to discover new scenes. The only way is to let the player have more choices. This design allows the player to explore the multi-week motivation after ending the one-line goal. One of the most The wonderful design is considered by the author as a “white snake” “killing” scene. In the game, the player can go to the killing place by finding the place of “White Snake Cave”, or control the miscellaneous soldiers by learning the “killing” Control the kite, fly the kite from the tree of the King Kong Temple with the “claw” to the killing location. The two spans of great process arrangement make the game experience extremely rich, and the diversified promotion method makes the multi-cycle possible.

At the same time, “Hunting Kill” is extremely amazing in the game, because almost all units end up using this action, different unit actions are different, complicated to waste time, simple and not enough fun, “Wolf” successfully found a skillful balance point.

The two-knife process arrangement, the author is full of interest in the exploration of the plot.

“The only wolf” in the design of the most variable Too much “prosthetic limbs”, if the depth and upper limit of the game of “Wolf” is raised in the future, then it must be the credit of “prosthetic limbs”. Under the design of the game mechanism, it is impossible to make changes in the strokes. The derivative action of “bounce” and the functionality of “prosthetic limbs” may become the main expansion ideas. The author used a lot of “fire pigs”. Time “reading strokes” memory, the front side of the hard frame breaks, then only know that “firecracker prosthetic” can make animals appear hard and straight, there are more output opportunities. More functional “prosthetic limbs” may make the battle of “Wolf” more abundant, and not limited to the “bounce” that is constantly under the mechanism

Therefore, if you are a good level, focus on the confrontation process, players who are not enthusiastic about map exploration, it is likely to lose the fun of the game in two weeks. Because “Wolf” has fewer weapons, the monotonous battle process is accompanied by non-stop “bounce”. When you can accurately read the BOSS action, it is difficult to find the surprise elements through the battle, perhaps Separating progressive difficulty settings will be better

It can be said that “Wolf” is an experimental work that simplifies all aspects and achieves the ultimate in single elements. FS tries to find a sense of space and multi-dimensional interpretation in the field of action games. After exploring the failure of “Scorpio”, the concepts of stealth, ninja, and claws are reflected in the market of today’s mainstream game circles. After all, the game with the “Assassin, Ninja” seems to eventually become a Berserker, deviating from the theme, stealth elements. The proportion has become the first issue. In this work, the author has discovered that “Wolf” has achieved great results in the first attempt. Perhaps it is the accumulation of experience in “Scorpio”. The proper sneak and fierce battles in this work complement each other. The well-designed BOSS design makes “Wolf” a veritable masterpiece

Of course, “Wolf” also has shortcomings. The hard combat design makes the game’s upper limit less prominent. The rigid backboard is difficult to feel its progress in the long-term game experience, compared with other battle-rich action games. It seems a little scarce. Moreover, the rich scenes and huge enemies in the game often occupy a large screen, which makes the approximate FTG game, the combat rhythm passive, and the battle experience based on “pre-reading” is a bit bad. Players often have the ability to take action, but they are limited by the location of the camera and cannot handle the corresponding processing

However, the excellent combat experience and the bloody battle experience are enough for most players to ignore this

Players cannot judge the status of their being hit and the terrain on both sides.

Conclusions.

Miyazaki’s works have no boring mouth guns, and there is no inexplicable S2. Although it looks dark, it is born of hope. His IP is not much, but every time he appears, he can surprise fans. “Wolf” is a new exploration of the game process arrangement by Miyazaki Hideaki. You can even fly around and play “BOSS RUSH”. It is also a new attempt for action games. Many concepts have been simplified. “Wolf” continues some “old problems”, but players feel that these “old problems” become cute again and again

After all, I have come over for so many years. This literary, artistic, ideal, and rigorous game producer has already lived his own style. His game is full of his own elements, often familiar but different. For all his works, he is good at telling a story that may be embarrassing in his own narrative style. From “Soul” to “Wolf”, it is from life to death, to death, the protagonist who can’t die can be endlessly reborn until he defeats a strong enemy. Nothing is more rewarding than trying to make progress. Excited

Although the pattern of “Wolf” is a bit small, you can always admire this era of sorrow

Get through the “Wolf”, the pride of being a video game player