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2025-02-14 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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Shulou(Shulou.com)11/24 Report--
In recent days, I have been experiencing the trial version of Wolong: the fall of the Heaven, and I have a general idea of what the game looks like.
As soon as I entered the game, I immediately had the sense of "King of Benevolence". Familiar with UI design, familiar with system logic. The map is still a small open scene in terms of levels. The protagonist still has two sets of long-range weapons and melee weapons, and the equipment still has levels, attributes and random entries to brush. The three Kingdoms version of the King of Benevolence really lives up to its reputation.
But once I started fighting, I obviously felt that there was a big difference between Wolong and King of Benevolence, and the game had a unique fighting logic.
The most obvious change in momentum and resolution of Wolong is that there is no residual heart system, and even the energy tank has been cancelled.
The fighting pace of "Renwang" is already very fast, so at first many people guessed that without the restriction of energy, "Wolong" would become an ACT game like Ninja Dragon, but after trying it out, I found that this guess was both right and wrong.
On the one hand, the rhythm of the game is indeed faster, ordinary attacks, jumping do not consume energy, for easy to appear tough humanoid enemies, as long as they can get the first hand, you can always suppress each other, even if it is the final Boss Zhang Liang in the first stage can be infinitely killed.
But this does not mean that players can attack at will, instead of the energy system is a brand-new momentum system.
Both the protagonist and the enemy have their own momentum bars, which are divided into positive and negative halves (each with 4 squares). The momentum is zero by default and floats between positive and negative in combat.
Powerful attacks and various spell attacks, as well as dodge and defuse actions can consume momentum. If you are attacked, your momentum will be deducted. The attack is blocked, although it will not shed blood, but the momentum will still decline.
When the negative momentum reaches the lower limit, all kinds of skills will not be used, and if attacked at this time, the character will be out of breath for a period of time and unable to act.
If the enemy is out of breath, he can be executed.
On the other hand, the attack that hits the enemy and successfully defuses the enemy's attack will increase the momentum.
Use momentum attack when momentum is positive, which will consume all positive energy and convert it into additional attack power. Momentum attack is the most important output mode in the game, because it not only causes high damage, but also can reduce the upper and lower limits of the enemy's momentum after hitting, making it easier for him to enter a state of exhaustion.
Both positive and negative momentum will slowly return to zero at rest, but the recovery rate of negative momentum is very slow, so you have to use more resolution if you want to maintain your momentum in battle.
Resolution (which I prefer to translate) is the core action of Wolong. Let the enemy's attack offset and reveal flaws, and at the same time restore their own momentum.
Basically all enemy attacks can be defused, even acid and lightning arrows can be used to dissolve and return lightning.
▲ acid and falling
Such an attack with red light on the enemy is called a kill move, which can not be blocked, but can only be avoided or resolved.
Speaking of which, it is estimated that many people will think of "coyote". "Wolf" also does not have the strength bar, the block corresponding to resolve, the posture bar and the momentum bar also have similarities.
However, there is still an obvious difference between resolution and block, and it requires higher precision for players to operate.
There is a punishment for blind resolution, and it is also said earlier that resolution should consume momentum. So shake the knife like in the Wolf, and you will be out of breath with a few strokes.
In a battle, the resolution of a defeat is tantamount to injury, which not only consumes the momentum of launching the resolution, but also superimposes the momentum of being attacked and deducted.
Therefore, players need to be calm and calm and see the right time to make a successful resolution. As long as the operation is in place, very intensive attacks can be resolved one by one, but if you are not fully sure, occasionally choosing to dodge may be a better choice.
According to my observation, there seems to be a perfect solution in the game, and the general solution will consume momentum first and then gain momentum, which is roughly equal to the same momentum. However, when the solution is made at the right time, it does not consume momentum at all but gains a momentum.
Before the transition between attack and defense in combat, the production team repeatedly said that it was necessary to make a high-speed transition between attack and defense. But I didn't understand what it meant until I played it myself.
The so-called conversion between attack and defense is not only a counterattack in a confrontation, but also an alternating change in the whole battle.
When I am familiar with the relationship between momentum system and attack and resolution, I feel that there are both active and passive cycles in the battle of the game.
Attack can gain momentum, extra momentum can provide more times to resolve, allowing players to attack more boldly, using momentum attacks, weakening the upper limit of the enemy's momentum, and making it easier to put the enemy out of breath. This creates a better opportunity to attack and gain more momentum. This is the active cycle.
But if you fall into the passive, once failed and heavily stabbed, the momentum has approached the lower limit. At this time, the enemy's follow-up attack comes, and you dare not defuse it at will because of the lack of momentum. But if you choose not to resolve, but to use defense or dodge to temporarily avoid the risk, the crisis is not over, your momentum is still close to the bottom, whether it is defense or evasion will only make you deeper into the passive quagmire.
The only thing that can pull you out of your predicament at this time is a precise solution that burns your bridges. It not only defuses the danger and improves the momentum, but also leaves room for attack, and a few pursuits may make you jump back into the active cycle.
This is not a figment of my imagination. Wolong has designed specific countermeasures for this kind of offensive and defensive transformation.
There is a special action in the game called dissolving the turn attack, which can quickly switch between the main and secondary weapons at the same time to make a hit. This move starts a little slowly and has follow-up action, but if you can successfully defuse the enemy's attack, you can directly clear all negative momentum and regain the initiative from adversity.
If the player can seize the opportunity to dissolve the enemy's red light kill, not only can eliminate the negative momentum, but also automatically carry out a strong pursuit, resulting in a strong straight at the same time, increase the positive momentum of three squares.
In the Boss war, I relied on a successful solution to kill directly full of momentum, and turned defeat into victory in one breath.
The momentum of ▲ rises from negative to full in an instant.
In this way, Wolong realized the continuous switching of the offensive and defensive positions of the two sides through the change of momentum between positive and negative.
And this kind of switch often takes place between electric flint, and the victory or defeat is only between one move. One second ago, I was still being suppressed by Boss, and I was about to lose. The next second, if I successfully resolve it, I may directly lead to a series of tricks and take Boss away.
I played Elite Weird and Boss several times, and I was in a state where I didn't know how the other person died suddenly.
Later, I thought about it carefully. Isn't this the kind of fast-changing battle that you come and go to and from in martial arts novels?
Morale and Wonder Wolong there is also a more important system is morale, which is easily confused with momentum.
Morale is a dynamic level, represented by a circle above the blood bar. The higher the morale level difference between ourselves and the enemy, the more difficult it will be to fight. Our initial morale level is 0, which can be continuously improved by killing the enemy.
Death will lose half of your current morale and true morale, and the morale of the enemy who kills you will be raised by one level. If you can defeat the enemy after rebirth, you can take revenge, regain the lost morale, and get an extra reward.
The resurrection point in Wolong is the Tooth Flag, where a series of operations such as upgrading and replacing miracles can be carried out. There are many tooth flag points on the map. Occupying the tooth flag can not only open a new resurrection point, but also raise the unyielding level. The unyielding level determines the lower limit of morale, that is, the morale level will not be lower than the unyielding level.
There will also be hidden small banners in the map. Occupying these banners cannot be used as a resurrection point, but can be raised to an unyielding level. As a collection element, more exploration can reduce the difficulty of the game.
The importance of morale is also reflected in the restrictions on magic.
Qishu is basically a combination of Yin and Yang and ninja in the King of Benevolence, which is divided into five branches according to the five elements, each with its own emphasis. Some magic spells can make powerful spell attacks and attach attributes to weapons, while others can increase momentum recovery speed and make characters temporarily invisible. Others can give the character the ability to flash, which is of great help to the battle.
The use of magic only consumes momentum, so you can rest assured to use it boldly. But every magic has the lowest morale requirement, and the more powerful the magic, the higher the morale level to use.
Of course, these are just an aid to enrich the game experience. Players can also completely care about morale, do not use magic, real knives and guns to fight, this will be more challenging.
Other "Wolong" has a special jump button, and can jump two stages. Jumping does not consume momentum and can be used to avoid certain moves in combat. Make a two-stage jump on the enemy's head and trigger the stampede.
In the exploration phase, jumping does not provide much diversity, because most of the places that can jump are designed, with obvious white signs, and there are still a lot of high platforms and ladder shortcuts that cannot be jumped up in the scene. Of course, it is another matter to use jumping to get through evil ways.
A few exploration elements that combine jumping are obviously designed, such as avoiding potential ambushes.
Wolong does not have a weapon skill tree like Renwang, and there is no corresponding submenu in the trial version.
It is possible that Wolong canceled the system, because this work has a skill design similar to the old man's ring, and each weapon has its own martial skills, called stunts.
The use of stunts to consume momentum, the performance of different stunts are also very different, some forward attack to get the first hand, some even hit with flash, quickly open the position. A good move is sometimes much more important than the attribute of a weapon, which determines whether a weapon is easy to use and whether it can be used.
But unlike the old man ring, the weapon of "Renwang" falls randomly, and the stunt is as random as the equipment entry. A general weapon has one stunt, while a rare weapon has two stunts. At present, it is not known whether stunts can be transferred to other weapons by forging, and whether there are exclusive stunts and rare stunts. But it is certain that there is another point to be brushed in Wolong.
For games like Wolong, the most common thing people talk about is difficulty.
During the week, I felt that Wolong was very difficult, and it needed more accurate timing to resolve it, and because I said earlier that I couldn't shake the knife, I was often at a loss in the face of Boss. At that time, I felt that Wolong was at least a little more difficult than Wolf.
But by the end of the second week, after I was familiar with the ways of the game, Wolong didn't seem to be so difficult, and I even began to worry that the game might be too simple.
The main reason for this shift is that this time I deliberately looked for ways to reduce the difficulty of the game, such as collecting all the dental flags, raising the unyielding level to full, and unlocking the highest level of magic, so that every time I was reborn, my morale level was the same as that of Boss.
In addition, I summoned my companions. In the game, you can consume Hu Fu to summon other players and friends online, and if you play alone, you can also summon the three Kingdoms in the game as companions.
Wolong seems to be free to choose companions, but there is only one companion available in the trial version, which is Zhao Yun seen in the trailer. And unlike the "King of Benevolence", companions will not automatically leave the team when they arrive in certain areas, but can also play boss together. No blood will not die, as long as the protagonist does not die, you can pull up your companions.
This series of operations greatly reduced the difficulty of the game. It took me about 50 minutes to play the final Boss in a week. In the second week, I passed the first attempt, and the whole process basically did not use the solution, that is, Zhao Yun and I beat the Boss group to death.
Of course, the Boss itself is not very strong, and I am familiar with it. But to say the least, Wolong takes into account the needs of all kinds of players, and even players who are less confident in action games have many ways to get through. And for players who want to challenge themselves, they can definitely be satisfied in Wolong.
Before, many "Renwang" players do not like to call this series the Soul like Game, because the play and experience of the "Renwang" series have been clearly distinguished from the Soul Game. The hardline action system and rich equipment are its core, and the unparalleled pursuit of being abused in the early and later stages is its constant pursuit. For now, Wolong: the fall of the Heaven makes the ninja group a step further on the road to getting rid of the Soul like tag.
In terms of the content of the experience version, I am very much looking forward to Wolong. The game is expected to be released in early 2023. Log on to PS, Xbox console and Steam platform. Friends who like this kind of game can add up their wish lists in advance.
This article is from the official account of Wechat: game Research Society (ID:yysaag), by Shiye young
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