Chapter 449: Players love this kind of high difficulty

With Yang Chen's statement on the official blog, players who like this type of player immediately panicked.

After the development is completed, it will not be officially released until Mr. Yang clears the customs?

Aren't you making a fuss?

Mr. Yang's talent in this ARPG action-based game, who doesn't know who doesn't?

Spicy and delicious, this is Mr. Yang's technical label.

In addition, Mr. Yang is not a pure player, and he is also responsible for the development of other games, so it is completely impossible to focus on "Dark Souls".

In this kind of situation where three days of fishing and two days of drying nets, probably "Dark Souls" is not a painting cake, but a series of lifetimes.

As a result, players on the Internet asked Yang Chen to retract this decision under his official blog.

'Mr. Yang, think twice before you act! ’

'Don't! We like the kind of difficulty that you can't get through, only then can we feel happy! ’

+1, only the kind of desperate difficulty is the joy of this kind of game! ’

In the Nebula game, Yang Chen in the studio swiped his official blog comments, glanced at Wang Ye and them, and said with a smile: "You see that players like this kind of high difficulty, remember to have a higher strength of the monsters in the back, let it go." ”

Listening to Yang Chen's words, Wang Ye and the others couldn't help but be speechless for a while.

Can what the player says be true?

And the difficulty of the game is high enough!

Although the actual DEO and the follow-up monsters have not been made, according to the numerical value and the design of the skills, even Wang Ye feels that there are some small monsters and similar elite monsters, which are more powerful than the salary king as the boss.

Especially with some maps that make him feel full of malice, such as the Frank Fortress swamp and the secluded church.

Compared with "Wolf: Shadow Passed Twice", Wang Ye feels that the game "Dark Souls" may be more able to torture players.

At least in "Wolf: Shadow Passed Twice", the player can die very handsome, such as the iron 'Dangdang', and then the boss will kill the player with a gorgeous combo.

This will make the player produce a kind of boss is so strong, this gorgeous combo must be a big skill, I don't lose this wave of death, in the face of this gorgeous combo skill, this life should be damned.

But in "Dark Souls", compared to the gorgeous battles of "Wolves: Shadow Dies", it can be said that it is a powerful and unpretentious fighting style.

There are no cornices and walls, no flashy combos.

What players often face is that the enemy slashes down with a big knife, and their health bar disappears instantly, and then the screen falls into black and white and falls directly to the ground.

Or the enemy stabbed and emptied his own health bar, and the whole person was stabbed.

In Dark Souls, when the player is facing death, he will always feel like a chick being hacked to death by a boss or mob.

It's simply unforgiving.

For players who are new to this type of game, Yang Chen feels that "Wolf: Shadow Passes Twice" is more suitable, because even if it is death.

Players will also be able to appreciate the handsome way to die.

And in terms of style, "Dark Souls" tends to be a dark style, which will bring more depression to players.

…………

For players who are concerned about when the game will be released, people in the gaming circle are more concerned about what kind of thinking Nebula Games will use to design "Dark Souls" this time.

After the release of Wolf: Shadow Twice, a game that was so difficult that players were forced to improve their skills that almost no one had ever thought of doing before.

Even if there are some high difficulties, players can choose by themselves, and cancel the difficulty design, and only keep the highest difficulty to force players to strengthen themselves?

Hardly any game maker does this, after all, everyone has a default thinking, that is, players are playing games, not being abused.

But the birth of "Wolf: Shadow Twice" proves that as long as you control the abuse of players and the sense of accomplishment that can be obtained after being abused, it will become a great success.

Even to a certain extent, "Wolf: Shadow Passes Twice" can still become a cool tour.

The premise is that players can adapt to the mode of the game.

And this kind of thing can't be too much.

Just like film and television dramas, the so-called divorce and genius turning into waste wood are all want to promote and suppress.

But if it's too much, it's going to collapse.

For example, in a film and television drama, the protagonist was originally a genius and had a beautiful fiancée, and then the protagonist became a waste of firewood, and his fiancée also divorced.

At best, it feels a little aggrieved, but if you add a little more to that.

The protagonist was also broken by someone at the same time as he became a wastewood, and his fiancée got along with someone else in addition to the divorce and gave him a certain forgiveness hat.

Who can stand this!

"It feels like it's hard to break through, right? After all, "Wolf: Shadow Dies" has done this mode perfectly, and "Dark Souls" feels like it should just be a different story, and the whole template is still the template of "Wolf: Shadow Twice". ”

"It feels like that, just like Nebula Games' Resident Evil series."

"Not necessarily, you must know that "Dark Souls" is Yang Chen's responsibility, and "Resident Evil" is already an old IP, as long as there is not much difference from the previous work, the sales will not worry, the conservative system is better, and "Resident Evil" is also made by Lin Jiayi's studio."

"+1, I feel that "Dark Souls" may really be a little different, didn't Yang Chen say it, it is completely different from a game of "Wolf: Shadow Passes Twice", if it were someone else, I would definitely think it was a publicity stunt, but Nebula Games' words are not accurate, just like "Super Mario: Odyssey", who would have thought that the box garden game could be made like that?"

"Speaking of "Super Mario: Odyssey", I am more curious about the game "The Legend of Zelda: Breath of the Wild", I have also studied the functions of SITH, the main generation of 3A open world masterpieces are really difficult, "The Elder Scrolls: Skyrim" and "Epic Continent" are already optimized and super good portings, but there are still some places where frames will drop, and many places are castrated."

"Wait and see, but there are no masterpieces from manufacturers that have been fighting with Nebula Games recently."

"Nebula Games is also a big player in the industry, and its reputation has always been very good, and even some players say that Nebula's production must be a high-quality product, who will have nothing to do to fight with Nebula Games? But at the same time, there seems to be a 3A masterpiece to be released on the UEGA side.,But the type is different.,It's not a competitor.。 ”

Other people's attention to "Dark Souls" did not affect Yang Chen, and he was still working on the development of "Dark Souls" at present.

The art aspect is not a problem, similar to the Norse mythology Ragnarok-style painting style, which tends to be dark.

In terms of the plot of the game, according to the adjustments given by Yang Chen, the outline is almost complete.

The project team of the headquarters is like a machine, producing parts for each part of the game, and then the core development team creates the kernel and assembles the parts into a whole.