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2025-02-14 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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This article comes from the official account of Wechat: ID:chuappgame, author: DLS_MWZZ
This point in the "soul" taste rampant, let players touch, repeat the challenge to fill the game time is quite rare today.
The domestic Galaxy City game "low-light Mirror" developed by Fengwu game has finally launched a pre-emptive experience version on Steam, and is currently rated as "particularly well received".
The story of "Little Mirror" is full of fairy tales, with players playing little Loli Yilo, like Alice in Wonderland, entering the mysterious mirror world to take an adventure in an attempt to unravel the secret of the world falling apart.
Unlike the recent popular melee-based action mode supplemented by rolling, the feeling of Qiluo's manipulation in the game is more like Sister Saijie in the classic "Galactic Warrior", which is based on shooting and jumping.
This independent game is the first work of the Maple House game, and a trial version was released during the new Steam festival last summer, and Toule also recommended it at that time. On January 10, the early experience version of "Little Mirror" was launched, although the current version inevitably has some minor flaws, but after seven hours of adventure, I think it deserves a good review and has enough expectations for subsequent updates.
I'm not a Loli control, but the hostess is really cute. Why does it make people comfortable and comfortable? the overall feeling of the game is very positive. The first thing that makes a good impression is the feeling of running the picture. The game is designed from many angles to build an appropriate sense of smoothness, and the excellent traffic experience can be said to be one of the indispensable cornerstones of Galaxy City games.
For example, the strength of the enemy. Most of the enemies have a moderate amount of blood, and normal attack can be killed with one or three powerful attacks, and the number of attacks is generally in line with the upper limit of the energy slot required for the current powerful attacks, and there is no sense of despair of "scraping". There will be no boredom of the enemy "routed at a touch". In the case of no level gain value, the right amount of enemy health can make players feel the contrast before and after the expansion of the energy slot, create a sense of growth, and encourage players to actively run around, looking for collections to improve their strength.
For example, the judgment of attack. The Xu Li attack, which is similar to the "Locke people" commonly used in the game, has a range far beyond the range of the screen and the enemy, can also pass through the wall, and is judged to be large enough. if the player knows the back version, he can often send greetings to the enemy and take them away one after another. form a smooth walk without a stop, but also by the way a positive feedback to the player, that is, the return to the familiar map.
The "229" in the picture is the enemy who was directly evaporated by the second company, which made me suffer a lot when I first arrived, for example, most of the enemy's long-range attacks can be countered. Players have a variety of means to defuse enemy attacks, including offsetting enemy bullets with their own attacks, without having to rely solely on cross keys to "hide". This makes up for the fact that there is no "tumble" in the game-yes, Qiluo is flexible, but there is no common "invincible tumble" or "rapid retreat". In the running chart, it does feel that this kind of ability is not needed for the time being, and all the invading enemies will vanish in Lori's glimmer-no, Weiguang.
The second favorite place is naturally a wonderful, straight-ball two-dimensional fairy tale world.
From the beginning, most of the key plot performances in the game are equipped with CG paintings that take into account both fairy tale temperament and two-dimensional style, which are very much like fairy tale picture books that summarize the plot, greatly enhancing the transmission of the content of the story, but also appears to be very kind. As you know, most Galaxy City games do not give this extra treatment for reasons such as low-equipped ideas, fast tempo, light stories and so on. Whether they are masterpieces in the industry or their predecessors in ancient times, they often only use resources such as dynamic characters in the game to perform stories.
"Kana washes clothes and removes Wumi. If you wash your feet backwards, you have to dig and wash them." Oh, I'm sorry. Of course, in addition to CG, the overall painting style, background music and story content in the game are also working together to create a comfortable and comfortable fairy tale feeling from multiple angles.
For example, there is a tribute to the classic "Chronograph Tower" map. Here, older games may focus on shaping the sense of fatalism with the help of mechanical gear structure, cold walls, difficult climbing and other elements, which are all heavy emotions in the grand world. The chronograph tower music of "Little Mirror" is only set off by a very light sadness, and the core is a common sense of companionship. It's like the second hand quietly passing by, like time itself-it keeps passing, but that's it, don't worry about it, don't let it go to waste is the best choice, even if you go through a relaxing sleep here-it's a fairy tale.
For players who do not know how many cities and climb a variety of corpse mountains, the world in the mirror is really a beautiful scene that makes people shine in front of their eyes, and it is really cured. Hope that the follow-up updates do not do any deliberate artistic contrast or Western-style fried chicken restaurant selling snail powder behavior, in addition to this harsh reality, or to maintain this beautiful and dreamy scenery for players.
Of course, there are a lot of good scenery for people to "wow". The third favorite thing about the story of the Juvenile Colossus is that in the eyes of an old player of the Galaxy City type, he can still experience a lot of interesting surprises, although many of them are in detail. but isn't any magnificent masterpiece built brick by brick?
For example, the unique "mirror element" system. In the game, players can get auxiliary units called "mirror elves" by defeating Boss on the main line or unlocking through collections, providing players with different gain abilities, such as killing enemy blood, releasing damage skills after injury, etc., so that players can build a variety of Build suitable for their own style.
The system is similar to the badge in the empty Knight, but with some interesting iterations. All Mirror Elves have their own growth level, which has a "stronger and stronger" training depth, but also increases some combat motivation for players. This is really what I hoped for when I played the "empty Knight" pass-"can't this badge be slightly strengthened by the liver?" In addition, the Mirror Elf also has a "hot" state, which seems to be triggered by the player's continuous output for a period of time without attack, providing more progressive effects, which is a proper support for the player to fight more and more bravely.
In addition, the Mirror Elves are divided into two categories. One is to beat the plot Boss, the starting order is fixed, mainly to combat skills; the other is to collect enough "mirror element seeds" after random selection, mainly adventure skills. This design adds appropriate uncertainty to the adventure process and has the mystery of fairy tale adventure, without abusing random functions to bully "African ancestry", and the joint effort is still used to shape the comfort at the core of the game.
This is almost "Mirror Ling Bao can Dream", the main line obtained in the upper, randomly selected in the lower part of these mirror elves have their own lovely appearance, after the equipment will be around Yilo, there is a "Alcatraz X: under the Moon Night Rhapsody" in the lively atmosphere to make the demons fully open, adding a lot of reality to them. It's not hard to compare, but most of the badges of "empty Knight" have no apparent effect (some of them are a little more effective). From this level, the close companion magical girl mascot will add points-and from the vacant seats, you can open up to 4! Although not to, but if there is a combination of mirror elves can be God, the four beasts invincible protection, Uncle Dracula will abandon the city and flee.
There is another detail that I like very much. Leo, the character who guides the player in the game (that is, the tiara on Lori's head), even gives all kinds of hints. In traditional Galaxy City games, there are always some areas that players can't go to temporarily, but because of the jump mechanism and other reasons, sometimes it is impossible to intuitively judge where to go or not, and it is inevitable that "it looks like I can do it". "Mirror of low Light" in some stages can not reach the place, Leo will clearly tell players, "We can not go here yet", saving a lot of trouble.
In some Boss wars, Leo will also give appropriate hints to improve the efficiency of customs clearance, rather than letting players start all over again, which is rampant in the "soul" flavor, allowing players to touch and repeat challenges to fill the game time is quite rare today. For example, when I was fighting with a dragon Boss, I was really thinking about whether its skill state with attack judgment should be countered by hard fighting, but it was naturally too late to react at first sight, and the first round was succeeded by Boss. Then Leo directly hinted, "it seems to get rid of this as soon as possible." it was very in place, and let me determine the tactics on the spot. And then the first challenge based on the ability to narrowly beat the Boss-- this sense of tension and pleasure is not worse than the death of a dozen times to win it.
Even Leo will help with the puzzle, which is really surprising. In addition, there are a lot of small surprises in the game. For example, a NPC pretending to be a scarecrow in front of a player has an attack judgment that he can hit her, and when she hits her, she still shows a lovely expression of forbearance, which has the temperament of infinite possibilities in the old game. For example, many dialogues in the story actually have branching options, which greatly enhances the sense of participation in the story, that is, my obsessive-compulsive disorder is a little severe, and I am curious about the feedback of other options.
For example, some scenes have been reinvented after a lot of busy work by the players, and BGM has also made a different emotional version. Don't blame me for saying "thoughtful". This is the ingenious design of Terminator Lily: Knight Redemption, which is one of the major selling points of music next door, which appears in the battle songs of the Twin Sisters Cyril and Celia. Even if it is not hard to compare the quality of the music, this kind of design intention to bring rich content performance is worthy of recognition.
Stepping on the sound of the rainbow also makes me a whole spirit, this is fairy tale adventure! In short, although "Little Mirror" will inevitably give people a preconceived impression at first, it feels like "Terminator Lily: Knight Redemption" intersects with "Olympic Day" series, but after a few hours of real experience, I think the game is still a set of its own, feeling quite different from the works of the two predecessors, and if the subsequent update maintains the level, it is definitely a wonderful adventure worth taking.
Some may be necessary and unnecessary worries due to the above excellent design, people can not help but raise the psychological bottom line a little higher. After removing the domestic filter, we can see many minor flaws in the current version of the game by comparing it directly with those well-received type masterpieces.
The first worry is the difficulty curve, in which the linear mainline Boss battle is the most intuitive. The first Boss in the game is basically the traditional "Locke" logic, there are very regular attack routines, can be used as the most benchmark reference, the intensity of 1, the action game players must be able to play. The second Boss is also well designed, whether to use the newly acquired skills is enough to distinguish between the two levels of difficulty, is a good mechanism for teaching Boss.
However, a small problem has emerged here, that is, the scope of pre-attack and determination of Boss is a little difficult to control and react. The first Boss is neat and can be memorized, so the problem is not obvious. The second Boss is not very regular, so it begins to look troublesome. Fortunately, the blood volume of Boss is not high, and if you make good use of the mechanism, you can "skip class". For the time being, the intensity can be between 2 and 3.
Of course, the design of the second Boss is still very good. The third Boss is a bit baffling, saying that its strength is not too strong. When I hit it, I even thought it was just a small Boss, or it would fit together after hitting a piece of blood and transform into a bigger one. But no, it's surprisingly low in intensity. Perhaps from the point of view of the plot, it is to reflect its dying state, or to balance the forced push level behind the soaring blood pressure, but as an action game, the sudden decline in difficulty here can be a bit awkward. The fourth Boss is very difficult to hit, although I am lucky to rely on a hint to pass, but it does give people a "sudden violent" impression, the intensity at least skipped 5.
The above several drifting problem points converged at the fifth Boss to form an uncomfortable tipping point, tearing apart the original fairy tale relaxed experience. My body feeling is that the strength of this Boss is directly over 10, crossing the "Devil City" from "Star Kabi" and going straight to the "Dark Soul". Perhaps it is because the fifth Boss is the end of this preemptive experience version, and you need to deliberately create a sense of hindrance, or like a previous mandatory level to pay homage to "Olympic Day", hoping to let this Boss pay homage to the "Soul of Darkness" or "Hollow Knight". Anyway, I have been "no more than three dead" in front of me. I didn't stand it here, and even moved the idea of adjusting the difficulty.
The fatal thing is that this Boss is very "soul", with all kinds of sudden transitions, sky falls, short shakes, as well as oversized judgments, no obvious rules, three long blood strips, and so on. In fact, although it is not too difficult, it is impossible to stand up to Qilo's "unsoundness"-neither "rolling" nor "drinking medicine". This seems a bit unreasonable today when Miyazaki teachers have learned to be gentle.
"long live the king." So I turned on the serious mode once, but was it all worth it? Coincidentally, when I played the game, the difficulty adjustment function was not updated (I still want to like the official update when I write this article). I really thought about the plan of opening a new file from scratch and playing with simple difficulty, because at first sight, I didn't know that this Boss was the last one in the preemptive trial version, but I just thought that the sixth Boss would be more difficult. Of course, later, I guessed from my achievements that it would end here, so I pinched my nose and died three times, but I still got away with it. It was a real fluke. I didn't think it was my ability to avoid a few split faces.
In such a relaxed and soothing fairy tale, I don't think it's necessary. Jokingly, if I want to "go to jail", I will play "Watch Vanguard 2" instead of coming to the world in the mirror and taking risks under normal difficulty.
The same problem of sudden increase in difficulty also exists in the paragraph where the chronograph tower is forced to advance. At this time, the player has not even acquired the ability of two-stage jump, and the operating space is actually very limited, but the fault tolerance of this section is so low that almost a mistake cannot be made. The only consolation is that the design here does not learn from the "Olympic Day" too strict promotion design, if the early players all operate perfectly, they can still fight for one and a half more mistakes in the middle and later stage. And Olympic Day even locked this up at the beginning.
To put it jokingly, if I want to play a game in which I can't press the wrong button for a few minutes, I should open "Meow run" instead of "low Light Mirror"-and it only needs two buttons!
The overall jump feeling of this "Chanuoya Simulator" is not bad, but the gear speed is really unnecessary. The second obvious deficiency is the lack of heat in the design, or the level is unstable.
Such as the compatibility of puzzles. In the fourth Boss area, each stone used to open the door has a text description that represents the chronological order. When you look for it and put it up, you have to choose it in the correct order, which has the feeling of the classic gallery puzzle of "biochemical crisis". In particular, you don't have to worry about making mistakes when making choices here.
But in the fifth Boss area, compatibility changes off the cliff. Players will encounter a classic puzzle that is typed in the correct order after listening to a short piece of music. This puzzle requires the player to press the pair nine times against seven pillars, one of which is still an interference item that will not be encountered once. Since the above happens to mention "biochemical crisis", even if it is the torturing eight-tone box riddle of the clock tower of "biochemical Evil 3", it has only six gears and is only tested for the simplicity of the switching of the lower tone.
In a modern sense, when the player presses the wrong button a few times, Leo should give a more specific hint, not limited to the first note, such as "Leo thinks this is the right note" when passing by. At present, this feeling that people are about to pull out pen and paper to remember is too much like the escape of the popular secret room in the 2000s. Leo's hint but not fully mentioned may be that this part of the hint has not been done in time. But it also seems a little hot-if the later development requires Chiro to tear Leo as an emotional groundwork, that's fine.
This small riddle of the opening stone is very good in all aspects, and it also highlights the blood pressure drop of the following music box riddle. There are some before and after inconsistency, it is difficult to explore the logic of the game, there is a sense of sinusoidal fluctuation. For example, Leo's hints are sometimes there, and sometimes players think they should have but don't. However, this is not a big problem, and as I write this article, the authorities have updated the tips for finding sheet music, which is great, and I hope that other places will gradually improve as they are updated one after another.
For the maple house game debut, I am really picky and harsh, these problems, if not how to change, as long as it does not continue to expand, it is not a very serious problem. On the contrary, throughout the adventure, I can feel that many of the small iterations of "Little Mirror" are quite sincere and thoughtful, such as referring to the design of "Olympic Day" to find four slate doors, but more conscientiously made a combination of story packaging and one more step of the attempt, must be praised. However, it is true that there are some gaps in experience and workload, and we still need a lot of polishing and brainstorming when implementing the design.
The same "find four collections to open the door", but the positive feedback here is much stronger overall, even though there are a lot of shortcomings above, "Little Mirror" is still one of the best domestic works to look forward to, and the current pricing is also very good. And this is, after all, a game in the pre-emptive experience, if the design elements behind can be better polished and reconciled, the strength is used in the same core direction, and the main plot is not too hip-pulling, there is no problem in stepping into the scope of excellent work.
Especially those who look forward to the feeder line and the matching system, really want to play early ah.
Advantages
+ the overall experience is comfortable and smooth
+ the two-dimensional style of fairy tales is beautiful.
+ there are a large number of small iterations for innovation.
Shortcoming
The difficulty curve of − is occasionally out of rein.
− design quality is unstable
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