Chapter 360 Overseas Admiration



"But I have to say, they succeeded! This game is so damn tempting."

"Every time I defeat an enemy that seems invincible, I feel my blood boiling!"

“In addition, there are many NPC side quests in the game, but there are no clear instructions, and players need to constantly explore them.”

"Players might even kill these NPCs, which could completely end the content line in the first round."

"In addition, the game's art style and map design are even more fascinating. Take the Wall of Lothric at the beginning as an example. There are various exploration routes, and players are guided to carefully explore every corner of the map."

"Furthermore, the enemy locations and patrol routes on the map are extremely carefully chosen, so much so that walking forward and backward on most routes can actually give players completely different feelings."

"Furthermore, the sheer scale of the game's weapons makes the entire combat system truly exceptional. Plus, each weapon type has unique combat abilities, which is truly astonishing!"

"What's most commendable is that each weapon has its own unique features and is not just a vase to fill in the content."

"Finally, from a plot perspective, the game describes a dark and hopeless world, but it doesn't present all the clues to the players. Instead, it buries them in fragments."

"But there is still much that has not been discovered. Regarding the ancient First Fire Age and the experiences of the first Fire King, there is still much that is not known in detail."

"We have reason to believe that the game company that produced Warcraft was not incapable of writing this epic story, but rather intended to do so."

"The rating is 9.7 points. Review: Recommended. If you can accept and endure the pain for a while, then Dark Souls is definitely a game worth experiencing!"

With a large number of overseas media giving high praise to "Dark Souls".

This also made Huangtu Games and Wang Chuan famous again in the overseas gaming circle.

Together with the previous "Warcraft", "Minecraft" and "League of Legends".

Overseas, Huangtu Games is no longer as well-known as some of the veteran first-tier overseas game manufacturers.

It also once again boosted the popularity of the game "Dark Souls".

Including many domestic game producers, they have also begun to analyze and dissect "Dark Souls".

I also gradually discovered "Dark Souls", its extremely artistic and exquisite design techniques and design concepts.

And I understand why "Dark Souls", despite having so many anti-player designs, can still make players addicted.

Compared with ordinary players, they tend to judge the quality of a game based on the experience and feelings brought by the game content.

Professional game producers, on the other hand, think more about why a game can be fun and interesting to players from the perspective of the game's design.

What are the benefits of such a design? Without a doubt, "Dark Souls" is one of the best.

Just like most manufacturers before, they studied the design concept of "League of Legends".

"Dark Souls", a game that seems to have subverted the cognition of game producers in the industry, has also been repeatedly studied.

Finally, these game producers basically determined several aspects of the success of "Dark Souls".

The first point is the quality of the game itself, which is the cornerstone of everything.

The extremely high-level art design of "Dark Soul" perfectly interprets the dark style and plot.

Including the game's music and movements, even if it cannot be said to be the pinnacle of the industry, it is definitely top-notch.

This is the cornerstone of a successful game.

Then there is the rich combat system of Dark Souls.

In the dark world, there are a wide variety of weapons, and these weapons do not just have different attributes.

Their attack methods and even their attack rhythms are all different.

Players can choose faster and more flexible daggers and straight swords, which can reduce the energy consumption of players when attacking.

Similarly, these players can also give up flexibility and pursue greater lethality by using weapons such as swords, hammers, and axes.

No matter what kind of weapon it is, it will have its own advantages and disadvantages, and these disadvantages require players to make up for them through their own operations.

It can be said that although "Dark Souls" is an ARPG game, and many players jokingly call the combat method of "Dark Souls" a turn-based game.

But its combat system itself is definitely quite hardcore.

Especially when it comes to pvp instead of fighting monsters in the game, players can clearly feel the special thing about it.

If you want to play well, you need to have a strong grasp of skills and even need to predict the enemy's attack methods.

Making good use of rolls, shield counters, backstabs and other special combat system mechanisms will bring great changes to the battle.

The last and most important point is the level design created in conjunction with the combat system.

If it weren't for the third point, then "Dark Souls" would only be considered a pretty good ACT action game, not even an ARPG game.

But the almost perfect level design concept directly distinguishes "Dark Souls" from other ARPG games.

Previous ARPG games were basically based on numerical promotion, and the main gameplay content was to build around talents and equipment, which is the so-called routine.

But whether it is equipment-driven or skill-driven, it can essentially be attributed to numbers.

As the difficulty of the levels increases, players will never be able to defeat the final boss if they are only at level one and equipped with novice equipment.

This is the biggest feature of numerically driven games.

But "Dark Souls" is different. It is a purely level-driven game.

What hinders players is not the data, but the levels. This is the biggest difference between "Dark Souls" and other ARPG games.

Therefore, the core experience that previous ARPG games brought to players was upgrading and learning a story during the upgrading process.

The way these games maintain difficulty is to add a large number of miscellaneous soldiers or elite monsters, or to improve the attributes of monsters.

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