Chapter 520 Gameplay
Enter the actual machine control interface.

Kenta Yamada quickly discovered that he could only directly control Captain A-017, while AK-74, AN-94 and RPK-16 were AI teammates who would automatically follow and attack.

At the same time, pressing the corresponding button will switch between modes.

Almost the instant he moved A-017, black shadows began to appear at the edge of the map; these were some of the lowest-level intelligent six-legged robots.

Just as Kenta Yamada spotted the enemy and was about to admire his old friends to see if they were any different from those in the previous game, his three AI teammates had already opened fire on their own.

Da da da--

"Huh? Are teammates on auto-attack?"

The crisp, rapid gunfire rang out across the silent snowfield, each bullet trailing a clear flash, accurately striking the infected.

At the same time, a small stream of blue experience energy drifted out from where the monster died and automatically flowed into a bar-shaped [Data Analyzer] in the upper left corner.

[Isn't this just fully automated auto-farming?]

[That seems so, but what's the point?]

I think it's alright, quite stress-relieving! Watching my wives grind monsters, I don't have to do anything.

With these scrolling comments.

Kenta Yamada also found it a bit strange, because during the grinding phase of "Final Front: Origins", characters were switched by switching characters.

But in "Final Front: Squad", all four characters appear together?
Although the visuals look quite nice.

Furthermore, the AI ​​will follow the player and move in a "tactical posture," but wouldn't that make the game very chaotic?
These doubts were quickly dispelled after Kenta Yamada got the hang of it.

This four-person team system is simpler and more interesting than I imagined.

As the comments say, in the default state, it does indeed look a lot like AFK (away from keyboard).

AI teammates will automatically attack enemies that enter their range, and the player only needs to control one of the four characters to move, and the other teammates will follow.

This means that, theoretically, players don't need to fire; they only need to dodge bullets and monsters, and their teammates' firepower will naturally disperse, forming a ring of fire.

But actually.

Once you get the hang of it, the core of this gameplay isn't in automatic shooting.

According to the beginner's guide, there are two eye-catching tactical icons in the lower right corner of the UI interface, which correspond to the "Q" and "E" keys on the keyboard respectively.

One icon features four arrows spreading outwards, while the other features four arrows converging inwards.

These correspond to the two options: free fire and concentrated fire.

Kenta Yamada tried pressing the "focus fire" option. As soon as the button was pressed, the three AI teammates, who had been fighting independently, suddenly changed their actions. The AK-74, AN-94, and RPK-16 immediately shrank their formation.

The gun barrels all pointed in the direction that Kenta Yamada was aiming his mouse at.

"I see!"

Kenta Yamada suddenly realized.

These two skills, combined with formation, seem like a very complex system, but you can think of it as a Survivor-like game.

It's basically just adding two skills to the main character.

One is that the protagonist can automatically attack surrounding enemies, and the other is that the output can be tripled.

These two skills are very common in any survivor-like game, and in "Final Squad" they are simply standard features, nothing more.

As Kenta Yamada switched to focus mode following the tutorial.

An elite-level android "Walker" that was noticeably larger than the previous one spawned on the map, clearly indicating that this was a typical enemy that required concentrated firepower.

As a beginner boss, or rather, a tutorial boss, "The Walker" is quite fragile. Its main purpose is to showcase the game's feedback against large monsters. Like "Final Front: Origins," this installment of the game still features a dismemberment system.

Furthermore, the hit feedback in this generation has been upgraded from the previous generation because it is a 4-person squad, such as the firing delay of different firearms.

With the integration of gun sound effects, he controlled the A-017 to constantly move around, dodging the stray bullets fired randomly by the walkers, while keeping the mouse firmly pinned to that joint.

Under sustained firepower, the armor at that joint finally gave way and was completely torn apart with a piercing metallic scream!

Click!

The Walker's left leg was severed in the middle, with arcs of electricity flashing at the break point. Parts flew everywhere, and the massive fuselage suddenly tilted, lost its balance, and crashed heavily to one side, creating a large crater in the snow.

Another round of concentrated fire ensued. This time, without the protection of heavy armor, the fragile core was instantly swallowed up by the storm of bullets.

Boom! With a deafening roar, the walker's upper body exploded into a dazzling fireball, the surging shockwave sending the surrounding snow flying.

"Pretty!"

Kenta Yamada couldn't help but exclaim in admiration.

You know what, shooting is fun in a lot of games.

The feedback from the bullet comments was mostly the same.

【Fuck! ! ! ! 】

[Awesome! Absolutely awesome! That's what you call focused fire!]

[This firepower is insane...four times the fun!]

However, even more visually stunning than the monster's death and explosion effects is the appearance of two blue lights on the ground after the BOSS dies, clearly indicating that equipment has been dropped.

At the same time, the progress bar in the top left corner of the [Data Analyzer] was instantly filled up.

"Ding--"

The familiar upgrade notification sounded, and three cards appeared in the center of the screen.

The card art for 【AK-74: Incendiary Grenade】 features a dynamic illustration of an AK-74 throwing a grenade.

The effect description is: The AK-74 can throw incendiary grenades at regular intervals. After the grenade explodes, it leaves behind a continuously burning area, causing continuous damage to enemies within the area.

【AN-94: Ricochet Shot】The card features the AN-94 in profile, calmly firing bullets that bounce between walls and enemies.

The effect description is: After hitting a target, the bullets of the AN-94 have a 30% chance to ricochet to another enemy, up to two ricochets.

[RPK-16: Weakness Insight] The card features RPK-16 squinting one eye, as if aiming.

The effect description is: RPK-16's continuous attacks will mark enemies, and marked enemies will receive 5% more damage (including from teammates) for 5 seconds.

Just like the name "Final Squad".

The core of this game is the squad.

The reason for choosing squads as the core system of the game is mainly due to the core of "grinding" games. As a "grinding" game, its biggest challenge is how to keep players constantly sharpening their skills and having fun.

A 4-person team system.

On the one hand, it makes the in-game progression more diverse, with upgrades for different humanoids, just like the "god system" introduced in many roguelike games in the past.

For example, Hades, a popular work in the pigeon genre.

Hades uses pantheons and combinations between them to allow players to build their own gameplay.

(End of this chapter)

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