“#compass Combat Talent Analysis System” is officially open beta today. As a game that has been popular in Japan for a long time, it will take a long time to open the national service. I believe many people still don’t know much about the game. This main 3V3 team competitive confrontation, with a variety of heroes and skills configuration game, it is easy to make people close to other teams and more people against the gameplay, but it is well known that the mainstream team multiplayer game is not in Japan The locals have achieved very good results, so why does this game make Lenovo’s games conquer Japanese players, and even hold multiple large-scale events in Japan?
Can achieve this result, “#COMPASS” naturally has its own unique charm. As the experience gradually deepens, the magical source of this game “three minutes of indulgence” has gradually surfaced
“#COMPASS” is a game jointly developed by NHN and niconico. Players who are familiar with the Japanese second-class house culture know that niconico can be said to be the center of Japanese secondary culture. “#COMPASS” has been acquired in production. Full support from massive cultural materials accumulated by niconico for many years. From the perspective of music production, I made the “Sweet Devil” of Hachioji P, made 40mP of “The Lonely City”, and produced the “Mengfengtangtang” of the Meiとらand other legendary names P directly use them most. The familiar Vocaloid personally made character songs for the heroes of the game “#COMPASS”. These names are even famous in China, and they have a huge lethality for the nionico people
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In addition to music, the game’s seiyuu selection is also uncompromisingly selected from a solid lineup of strength and popularity, from the new generation of popular stars Yugong Tian, Aoki Zhigui, etc., to the “first generation Meng Wang” Dan Xia Ying, “Wise Xiaolangang” is also the backbone of the industry. The solid seiyuu CAST makes the game show a powerful appeal, but also has a solid performance level
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The elements in the game are a complete play of the nico stalk. The average person who appears from time to time in the hero name does not know how to play the special symbol. “Play 24 hours a day” “The beauty of the hand-held custom double-edged chainsaw “Girls” and so on are full of Japanese-style humor. The niche people feel more cordial. After all, this kind of person is originally a virtual identity that often appears in Japanese houses
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For example, use the number 13 that is unknown to the West as the name, and repeat it twice with 13 and Thirteen. Also add the special symbol “Cross” to the name that does not know what language belongs to it. It is too Japanese. In the second fan… This kind of naming method that doesn’t know why it is handsome but is so handsome is really impossible… refused
In the face of massive secondary elements that can be called “element bombing”, Japanese players are naturally open to the game that shows “the taste of their own”. Not to mention the fact that after the game is officially launched, most of the new heroes are other works that have been launched in conjunction with the popular ACG. No matter the 12-year-old “Attacking Giant”, the 16-year hot work “From scratch” “Different World Life”, or “Street Fighter” as the big brother of the fighting game industry, has permanently left their own figure in the “#CONPASS” world through linkage activities
It’s not enough to satisfy the standard of a good game. When we put aside these outside packaging, we can see that the gameplay kernel of #COMPASS can be found. Match the play of the outer shell
As a hero-driven multiplayer team against competitive games, #COMPASS has made a set of games that are different from the internationally popular games by relying on the Japanese game author’s “isolated” design style. The general game likes to bind the hero and the skill when designing the game. Through the design of the skill, the basic positioning of the hero is made, and then the equipment system and the upgrade are used to enable the player to customize the growth of the hero and the details of the play
However, “#COMPASS” has its own idea. In #COMPASS, heroes and skills are independent, and the growth of skill cards is largely the growth of the hero’s own value. That is, it can be understood as In #COMPASS, the skills and equipment systems are done together, and the heroes exist independently
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Under such a system, there is a huge difference between the position of the hero and the traditional multiplayer team. For example, in #COMPASS, you can equip a hero with a hand-held Gatlin four melee cards. Let Gatlin in his hand become a display… and this will not cause the character to appear in other games, “physical characters out of injury”, but can really fight with this configuration, and even rely on The passive character of different characters and the skill card with special effects are combined with the unexpected positive build
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This seemingly “anti-intuitive” design has caused a lot of variables in the game, even if you don’t consider the over-extreme configuration of configuring 4 melee cards for remote characters, freely pairing with remotes in four skill sets. Melee, damage reduction, treatment, control, gain, debuff and other skills in the game, each hero, each battle has produced almost infinite changes, melee, long-range, tank, auxiliary positioning is no longer absolute Sex, the research space is quite adequate. This also explains why this seemingly simple game has always been able to host events and has many fanatical fans
The actual operation of the game is the rear view angle of the vertical screen. The operation angle is closer to the character. With the rhythm of the skill release, “#COMPASS” has a unique action compared to other teams overlooking the game. The home of action games
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The game uses an easy-to-understand base competition system. There are 5 locations in each map. If one team simultaneously captures 5 positions, it will immediately win, and 3 minutes will force settlement. The party occupying more positions will be Judging the victory, the map is generally not big. After the start, you only need to advance a little to meet the short-term, and there is no preparation time such as “development” or “searching”. Seeing is dry, the rhythm is fast, but the single-game time is not long. While maintaining the intensity of each battle, it also effectively avoids the fatigue that is highly concentrated for a long time. Of course, if you are tired of playing with dozens of games, it will not be discussed
Such a taste is positive, the sister is good, the music is good, and it really has the new gameplay that you have not seen before, and the national costume has completely broken the language and network problems. New Times, what is the reason for not experiencing it? The second dimension of the big V queue is recommended, as long as you have experienced the microblog on the evening of November 17th… you know what I am talking about
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The game is now available on the omni-channel, search for “#COMPASS Combat Talent Analysis System” or “COMPASS” in the App Store, tappap, major Android app stores!