Chapter 621: Brush Brush? Non-existent, it's liver liver liver game!

Once the Monster Hunter project was decided, the team was basically working on the new system.

For example, the damage of parts that are especially aimed at large creatures, and the reaction of monsters after accumulating damage, these are all engine improvements.

And it's a little different from the two suffering games of "Wolf: Shadow Twice" and "Dark Souls".

In the case of the first contact in "Dark Souls", there are a lot of variables.

Hard-to-recognize maps, all kinds of unexpected shortcuts, and monsters and elite monsters that are more difficult than bosses, which causes players to feel a very strong malice when facing Dark Souls for the first time.

But "Monster Hunter" is different, the perfect early guidance, coupled with the little monsters that are not too weak in the early stage, and the slightly more difficult early boss, which leads to the hunters in the early game experience, and will not be in "Wolf: Shadow Passed Twice" and "Dark Souls", up is the frustration of being picked on the head by a sledgehammer.

But that's just the beginning.

For games like Dark Souls and Wolf: Shadow Twice, the situation is completely different after the player becomes proficient and learns the monster's attack methods through the backboard.

To put it simply, that's when the boss pouts his ass, you know what shit he's going to pull.

But in "Monster Hunter" it's different, in order to make the hunt more realistic, the monster AI in the game will have a relatively big change, able to deal with some special situations, and the monster's desire to attack will also be enhanced with the change of its own state, coupled with the unique environmental interaction mechanism, and the new actions of AI, will make players feel that every hunt is a completely different feeling.

For the game "Monster Hunter", the average person who knows a little bit may think that this is a brush-and-brush game.

But that's a big mistake!

The game of brushing and brushing, first of all, generally refers to the repetition for a certain final goal, and secondly, the process of doing it for the goal is also repeated.

For example, in the dream memory, a game similar to Diablo, without considering experiencing other gameplay styles and genres, its main fun comes from the joy of mowing the grass mob and breaking out the ideal equipment after killing the boss.

But among them, the process of brushing the big secret realm and the small secret realm is actually very repetitive, and how much time it takes to brush the release of skills without changing the equipment can be expected to be repeated.

And "Monster Hunter" is different, like most brushing games, his main purpose is repeated, all for the strategy to fight the boss in front of him.

But the process in the middle is very different.

Just like League of Legends and a series of other games, including FPS, the main purpose is to win the game, but can you say that these games are also brush-and-brush games?

Naturally, they can't, because in the process of playing, the content they enjoy is not repetitive, and each game brings a different new experience.

And "Monster Hunter" is the same, thanks to the game's special mechanics, so that the battle process in the game is full of uncertainty, this time you may hit the head, super break the tail to play perfectly, but next time you may also cat car three times in a row back to the base.

In "Dark Souls" and "Wolves: Shadow Dies", as long as the players die enough and can understand the boss's every move, they can basically react quickly.

However, in Monster Hunter, even if players prepare various supplies in advance, there will be various unforeseen situations during the battle, especially if this is a game that encourages players to fight together.

In the absence of a big boss among your teammates, hunting with your friends may be much more difficult than hunting alone.

In addition, to deal with different bosses, there are also special targeting methods, such as the weaknesses of monsters, flesh and their attack methods.

If anyone can fight every boss battle in Monster Hunter with a backplate operation.

For this kind of god, maybe "Monster Hunter" will really become a game of brushing.

But for most ordinary players, brushing brush?

Inexistent!

It's liver liver liver game!

Let's enjoy every failure and ride home in a cat car.

…………

While Yang Chen, who was setting up the game in "Monster Hunter", he was also communicating with Wang Ye and Chen Shu about the content in the game.

In terms of art, there is also the sense of impact of the game, including the ecological interaction elements in the game, which are still very important.

There is no big problem in terms of art, basically as long as it is confirmed, it can be handed over to the outsourcing team for assembly-line production, and then it can be accepted.

Including the action design of the game, it can be said that the production of motion capture materials is not too critical.

Basically, as long as the material is made, and then it is constantly revised through post-production.

What made Chen Shu and Wang Ye breathe a sigh of relief was that because of the particularity of the game, this time they finally didn't have to experience it in person like they did when they made "Resident Evil" and "Escape".

In addition to this, there are many other details, such as in the game, unlike games like The Legend of Zelda: Breath of the Wild and The Witcher: Wild Hunt, in Monster Hunter, the player will not be harmed even if he jumps from a high place.

The second is some special settings in the game.,For example, hunters' weapons will reduce the taste of slashing for a long time.,It's durability in detail.,And it's divided into several levels.。

When the slash flavor is too low, when attacking the hard parts of the monster's body, it will also trigger the effect of the slashing knife, which will not only consume a large amount of slash flavor again, but also make the player enter a state of stiffness and fall into danger.

If you want to recover the slashing taste, you must stop the hunters and use the stones in the backpack to sharpen the knife to recover.

The various levels of chopping flavor show that hunters with obsessive-compulsive disorder, as long as they see the chopping smell fall below white, want to take out the stone in the backpack and sharpen the knife properly.

In addition, there is also a teammate attack setting, which does not deal numerical damage to teammates, but can knock teammates into a state of stiffness.

As for whether the teammates who are beaten into a state of stiffness can survive the hands of the boss, that's another matter.

In addition, there are some team decisions, as well as subsequent players maliciously modifying data saves, which is the so-called magic truancy cheating, all of which need to be paid attention to.

However, this content has little to do with the current major game content experience development.