Not a galgame
Chapter 102 6. A game that can be recorded in history (5k words chapter)
Chapter 102 6. Games that can be recorded in history (5k-word chapter)
Author: Pure Mi Wan
Chapter 102 6. Games that can be recorded in history (5k-word chapter)
After the release of "Diablo", less than a day after the game magazine Guolotong gave a very high evaluation and made detailed analysis and reports on it.
[Pokeni's new work "Diablo", it is no exaggeration to say that this is definitely an epoch-making milestone work.
It pioneered 2D real-time combat with a downward view on the game console, not only widens the entire field of view, but also improves the combat dimension from the original one-dimensional to the 2-dimensional.
Correspondingly, the operation complexity has naturally increased a lot.
However, these complexities bring a very rich and amazing gameplay.
Every movement of the character is natural and smooth, the equipment on his body shines with a magical light, and the use of each skill amazed the onlookers.
There are countless dungeons, endless monsters of various colors, and ferocious bosses. All of this makes our editor admire the game production team and make them proud, so he wrote down its name - "Pokeni"
P Society uses such a game to prove that they can not only develop a galgame that is enough to make players' hearts excited, but also make quite exciting combat games.
Make games carefully and give them an extraordinary experience to players.
Apart from greatness, I can't think of any words to describe the production team of pokeni.
Perhaps it is precisely because of their continuous pioneering and enterprising spirit and their persistent exploration of the origin of the game that they can launch one excellent game after another for players.
Diablo
The game story is not complicated. Although players can only understand the probabilities of this world through a few fixed NPCs, their ultimate goal is very clear, and the script is really not outstanding.
However, the game process design has its own unique side.
[The following involves spoilers, please watch with caution]
For example, the first boss the player encounters: butcher.
You may have learned about him from the NPC before you meet him, but whether you know it in advance or not, he is waiting for your rash intrusion somewhere on the map.
In the dark catacomb, you need to explore continuously. There are many doors in the maze. Before you open it, the dark mist covers everything in the room, and you have no idea what is inside.
In most cases, the game usually only sets up a few annoying little demons, which will cause you some trouble, but not fatal.
And just when you think you can sweep everything and feel a little relaxed, there is suddenly a room. When you open it, it immediately greets you with the most primitive hunger roar. Your blood volume almost instantly reaches the bottom, even if you press the shortcut key for physical recovery, it will be useless.
This is the game mechanic of Diablo, which always gives you the most "sincerity" greetings when you unexpectedly.
The same is true for "butcher".
Before you enter his scene, Diablo doesn't tell you what you'll face next like other role-playing games through an NPC conversation.
No warning was placed in the scene, and even the most basic maze map specification: "A bunch of high-level monsters will be deployed around the BOSS scene" may not be followed.
When you open the door, before you can even be surprised that the decoration of this house is so unique, he has already rushed towards you and chased you to the ends of the world.
The feeling of oppression and fear were amplified to the extreme at this moment, and the whole person's adrenaline surged.
If you accidentally step into the hell of death.
It is this random and tricky setting that makes players dare not slackew in every step of their exploration, and the feeling of fear and loneliness always lingers in their hearts.
Coupled with the deliberately created light and shadow and detailed expression, the horror atmosphere of "Diablo" is created quite well.
This is definitely a piece that allows players to have nightmares at night.
It is not criticism or belittles the game, and having nightmares is not a bad thing. This just shows how strong the psychological impact of this game on players.
While making you feel scared, it also has enough charm to make you have to experience it.】
In the report, in order to let players experience the charm and details of this game more realistically, Guoletong also provided a lot of text descriptions.
After analyzing the advantages and disadvantages of Diablo, there is a game strategy content of about ten pages.
It can be said that it is quite considerate.
...
Thanks to its agile and fast tracking capabilities and excellent reporting, Guolotong's sales have been further improved.
The reason why I can get first-hand information and make quick reports is that Qing Zhiyuan provides a trial version of the cassette and presents all unknown details developed by the company.
...
Many players purchased Guolotong and gave high evaluations.
"Huh? Diablo? I didn't like the style I like at the beginning, but after reading Guolotong's evaluation, I really want to experience it."
Yes, this is a dark flaw, but it is also a natural thing.
The Diablo game itself has a European and American realistic style. The benefits of doing this are, first, more in line with the world view, and second, it can better create a sense of fear and a strange and depressing atmosphere.
And these aspects are all the best things Mikami Shinji has.
The entire darkness can be said to be more exaggerated than in the previous life. Of course, the impact on the players' minds will definitely be higher.
Therefore, many players are reluctant to buy this game because they just feel that it is not suitable for their own taste.
Neon players prefer games that are more 2D, with brighter and more natural and more animated in the style. For example, Dragon Quest, although it also uses Western magic themes, the overall style is Japanese.
The same is true for the Flame Emblem series.
There are really no games as hardcore as Diablo's painting style on the market.
However, after seeing the report from Guolotong, many people changed their ideas and inherent impressions.
And I would like to try this game.
If it is really as fun as Guolotong describes.
"Hey? There are so many unknown details that I didn't even notice when I was playing Darkness."
"Well, this magazine is good. The strategy is very detailed, including what kind of skill combinations should be used for different professions, what gameplay can be used, and the detailed content of equipment data has been given.
I couldn't help but want to go to the game to experience it.
It would be great if I could continue to give such a good strategy in the future.”
"I was really abused to death when I opened the box, and sometimes I accidentally stepped on a trap, and so far I have not been able to collect all the equipment.
The strategy given by Guolotong is really useful."
"Famitong, look at others, what are you doing? Can you learn more?"
...
Compared with the fast and fastest way of "Guo Letong", and the information is complete, we are dedicated to the players—
Correspondingly, Famitong is much slower.
It was about two weeks before the game was released that Farmi General scored Diablo.
"If someone writes a history of games.
If it is a chronological form, then Diablo is the core event of that year;
If it is in the form of the Chronology, then "Diablo" can be written as the [Biography].
Yes, this game is so amazing and magical.
It has unparalleled gameplay, and its original 2D viewing real-time combat is refreshing.
In this game, you will experience the pleasure of an adrenaline surge than ever before.
It is difficult to have time and enough space for you to think and make strategic responses in the game.
Its early strategy for players—
Skills and equipment matching.
Higher requirements were made.
It also challenges players' reaction abilities.
The rhythm of this game is quite great, and people can play it for a day and a night without realizing it. They enjoy it in order to upgrade and collect better equipment.
At the end, you find that the plot is no longer so important.
Of course, this is also a disadvantage that I need to point out. Compared with other RPGs, Diablo is impeccable in terms of gameplay and creativity.
But for this reason, the plot has weakened a lot. After you pass the level, you will find that there are very few characters in the entire game, and the monsters give players far more impression than NPCs.
The main characters and related plots are hidden in some trivial clues.
You need to decrypt and explore yourself, and then piece them together like a puzzle.
This is not good or bad. While it further strengthens the suspense of the game, it also breaks the plot and makes the characters even more dull.
So from the perspective of experience, the atmosphere is full.
In terms of scripts, I can only pass the exam.
For this reason, I can only give this game 9 points."
Another editor gave a comment like this:
"The closed underground palace like claustrophobia, with a ragged shirt and a knife, trembling into the dungeon, gloomy background music, and faint crying sounds from afar, making people stand up.
Suddenly a black shadow popped out from the corner. The monkey who was obviously just a scumbag was already scared and sweating.
As the dungeon continues to deepen, it becomes more and more crawling, and the walls seem to be bleeding.
Then suddenly a burst of laughter came: hahaha, fresh meat~~ The picture turned red.
After experiencing Diablo, you will definitely have nightmares at night.
At the same time, this also proves the value of this game.
It can pass through the atmosphere, some trivial details-
For example, the messy sarcophagus, the skeleton monsters lying in the shadows...
The suppressed and dim light brings you endless immersion. To put it more bluntly, I have never experienced such a creepy game.
The fear is deeply rooted in the bone marrow, and the hands and feet are cold when playing games.
Judging from the professional judgment of the game, this game has unique creativity, good gaming performance and super atmosphere experience.
It is definitely a great work that can be loaded into the history of the game.
So I have to give such excellent works a high score of 9.
The only drawback may be because it is not friendly enough to players and dies too many times in the early stage. I feel that there is something wrong with the numerical calculation.
The requirements for players are also quite high, not only the strategic requirements, but also the hand speed requirements and the positioning requirements are extraordinary.
So this is definitely not a game suitable for newbies.
I have to deduct one point for this.”
...
“I can’t forget until now that I feel cold when I play alone at night.
The first four floors are fine.
Starting from the fifth floor, some monsters that can be invisible appear, and they are still hiding in the corner, making you unable to defend yourself.
Even if the map of a region is opened, I can't be sure that I must have cleaned up the monster.
Diablo fought underground throughout the whole process.
No light can be seen.
...
The dark and immersive feeling is very strong, and the sound of opening a box when it is silent all around is particularly obvious.
The most interesting thing is its skills and equipment system, how to match and choose skills, and find equipment suitable for skills matching will become the key to winning in the game.
However, these things seem to be scattered, but they have a very strong inner connection. If they are well matched, they can defeat the enemy at will. If they are not well matched, they may be buried in the fire.
The game is really interesting. Even if you play it ten or twenty times, you can still get new experiences and fun through different combinations.
This is completely different from P Society's previous works.
Although it is as cruel as ever, the previous games of P Club have made you unable to muster up the courage to play for the second time.
But Diablo is the opposite, it is a game that allows you to play a game that has a strong desire to do it again after the first time.
Moreover, after completing the game, you can unlock higher difficulty levels.
This is equivalent to the P Club challenging the players, shouting [If you have the ability, come and try it]
In this way, the game can be added and cannot be stopped.]
...
[Along with the ethereal guitar sound, I slowly stepped into this dark world.
There were so many wolf howlings coming from a distance, passing through the path covered with bones, Tristram, a town that was always shrouded in the darkness, appeared in front of him.
Maybe it's because it's not safer than outside, and there is not much noise in the town except for a few old guys, but it still gives me a sense of peace and tranquility.
In the future I don't know, this town will be my last home.
...
Super strong sense of atmosphere.
First-class gameplay.
Changeable skills and equipment
Random maze and exploration.
These are all factors that make Diablo a great work.
The only regret is that the script is indeed a little weaker.
In addition, in my opinion, the reason why BOSS can become BOSS is because they give you a huge sense of oppression and fatality. To put it bluntly, the numerical intensity must be very strong.
But this is not the case in the darkness. Sometimes the threat posed by group monsters to players is more than that of the boss.
Moreover, every boss and monster have their own weaknesses. If you can grasp the weaknesses and attack targetedly, the game will become extremely simple.
This is actually not in line with the game's design philosophy and people's expectations for the BOSS.
I have to deduct one point for this.]
...
The editors are quite picky.
But the rating is quite high:
With a high score of 36 points, Pokeni's "Diablo" also entered the Platinum Hall in one fell swoop.
Although Famitong is the back garden of Rentian, this magazine was actually quite fair in the 1990s, and its core idea is-
Don’t be disturbed by any outside world. Editors give fair ratings to the game entirely based on their profession.
That's why Farmitong's first game magazine has become the status of Farmitong.
...
Of course, after experiencing Diablo, players also want to be good for their evaluation:
"This should be the best action RPG I have played so far. The RPG part may be a little weaker, because I didn't study the plot much later, but instead spent the main time studying skills and equipment.
But these happen to be the point where the game makes me feel addicted.
The pursuit of numbers and equipment has become the biggest driving force of the game.
After changing into a new outfit, I always want to verify my strength.
After knocking down more advanced monsters, the first reaction was to see if there were any good things falling on the ground.
Once you see the golden light, even if it is a gold coin, your heart will be inexplicably surprised.
This feeling is probably as excited as digging huge diamonds in the solid rock formations?"
"The game has a very good combat experience. I don't know what others think, but I am personally quite satisfied with it.
I am a person who likes close combat and has a fighting spirit, so I chose the profession of warrior at the beginning.
To be honest, when the warrior hits the monster, it feels like he is fist-to-stealing.
The special effects are also quite good, at least much better than other games on the market.
I have seen a scene where my friend plays a mage. Lightning is flying all over the screen and the ground is covered with flames. This feeling is really hard to describe in words.
There is nothing else in my brain except to continue fighting and enjoy the joy of fighting.”
"The game's pictures are realistic and hardcore, and the special effects of items falling off are really exciting, and whether it's a little monster or a boss, they all have their own characteristics.
When it comes to using skills and chasing players, monsters' behavior is much more reasonable and interesting than many games.
I once stood on the edge of the underground maze and observed it carefully.
There are some skeleton soldiers who will walk around.
A skeleton archer walked to the guy holding the shield, and the two bent down and talked for a while. I couldn't say whether it was really a conversation, but the behavior of monsters in this game gave you this feeling.
They talked for a while, and you could even make up for what they chatted with:
Oh, it’s so lonely that no humans come here today.
Yes, without humans, there will be no new companions.
Oh, didn’t you like that girl last time? Why are you looking forward to the newcomer coming in now?
Are you too unrestrained?
Hahaha, I think it’s very interesting when I think of the monsters having their own daily life and dialogue.”
...
(End of this chapter)
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