Chapter 453: A Familiar Taste

"Knights, mercenaries, warriors, is this a template for RPG game upgrades? Could it be that the difference between "Dark Souls" and "Wolves: Shadow Twice" is in this? Is this an upgraded ARPG game? ”

casually used a face model with a default template, looking at the job introduction and funeral goods, Li Tao thought to himself.

Could it be that the difficulty in the game is shaped by attack stats?

In that case, it feels like it's gone.

When it comes to career choice, he is a knight who chooses directly, and he doesn't bother with it so much.

However, although he had an idea in his heart, he still maintained an attitude of anticipation until he actually started the game.

After all, the game developer is not another manufacturer, but Nebula Games, which has repeatedly amazed players.

Subconsciously Li Tao doesn't believe that Nebula Games will do "Dark Souls" so simply, not to mention innovation or anything, even if it maintains the charm of "Wolf: Shadow Passes Twice", players will also buy a new story.

If there is not much innovation or change, there is no need for Nebula Games to shape a new series that may fall.

After entering the name, determining the chosen profession and some other options, Li Tao officially entered the game.

As the black screen appeared on the game, the first thing that appeared in the field of vision was a grave, with a somewhat weird bleak BGM, and the camera gradually locked on a coffin in the depths of the cemetery.

Suddenly, the coffin opened, and a hand appeared with a coffin wound, and then in the character creation interface, the knight who had been selected slowly crawled out of the coffin wearing a suit of armor.

'Graveyard of Ashes'

As the knight gets up, the in-game UI appears.

The lower left corner shows the shield, and the longsword has something called the Elemental Bottle, which looks like an inventory.

And on the top left is the status bar, although there is no text description, but years of game experience told Li Tao that the red one should be the amount of blood, the blue one should be something like mana, and the green one may be something like durability energy.

After all, most games have UIs designed this way.

This is already a set of UI design that players default to, and there is no point in changing it rashly.

The game manufacturer had to turn the magic into a red bar, and then turn the health into a blue bar.

In addition to being able to prove that this manufacturer is different from others, it does not help players in the slightest for their gaming experience, and even has a negative impact.

Li Tao didn't think that Nebula Games would be such a game manufacturer that could do such a boring thing.

"It's really a dark style, and the opening scene is this kind of environment and light and shadow." Li Tao sighed.

The desolate and dilapidated ruins of the cemetery, and the air was still filled with a fog like ashes, not pitch black, but the thick clouds in the sky blocked the sun, and the gray but mixed with a little bright gray tone of light and shadow gave people a very oppressive feeling.

But then Li Tao discovered a very important problem, "Dark Souls" did not have a map!

While there is no minimap in Wolf: Shadow Twice, there is a large map that tells players what the divisions of each area look like.

And such a setting was released at that time, when "Wolf: Shadow Passed Twice" was released, it was already too difficult for countless players, and all kinds of deaths could not find their way to the next level.

But now Dark Souls doesn't even have a big map?

Looking at the reconstruction settings, there is no button function related to the map at all, and Li Tao's eyes widen.

This is to allow players to explore the game map by dying everywhere in the game!

However, unexpectedly, Li Tao did not dislike such a game setting, or it was limited to this kind of difficult type of game.

Of course, the premise is that the map design is good enough and the content is great, otherwise no map is not a design that can increase the player's sense of immersion in a heavily formulaic design.

Controlling the knight in the game to walk forward, the rune-like blood-colored signs on the ground are some novice guides for the player.

Along the way, I encountered some monsters like zombies.,But when you look at the sword, the other party hangs directly.。

"Sure enough, it's still a familiar taste, exactly the same as in "Wolf: Shadow Passes Twice", the little monster in the early stage is killed in seconds, creating a feeling that players are very awesome."

Through the information on the ground, Li Tao, who had already learned how to backstab, roll, and use weapons to fight, couldn't help but secretly say in his heart.

This kind of mowing like an attack actually calmed him down.

Continuing to move forward, soon Li Tao came to a fork in the road, picked a random road, and saw an entrance similar to a valley appear in front of Li Tao.

There was also a reminder on the ground, Li Tao stepped forward to open the reminder, only to see three words written on it, 'Turn back'.

Completely ignoring these three words, Li Tao continued to walk in front of him.

In "Wolf: Shadow Dies", there is no rule that you should play as many levels as you want, even if you are only in a starting state, you can still kill the last Juggernaut.

And even if you are satisfied, you can still be killed as long as you have enough vegetables to face the boss of the first level.

That's the core charm of this kind of game, challenging an enemy that seems impossible to challenge and defeating him.

The sense of satisfaction and accomplishment that this brings is what gamers are looking for.

If it's what players think it is, so will Dark Souls.

It is absolutely impossible to have the so-called invincible enemy, and the so-called invincible is just that the players have not honed their skills to that point.

So Li Tao did not hesitate to step on his own pace.

After passing through a pool of water and a canyon, we came to a cave-like place, where a strange creature resembling an ice dragon lay in the distance.

Getting a little closer, Li Tao saw the appearance of the huge monster, a lizard-like creature covered with silver-white crystalline ice spikes.

Compared with "Dark Souls" in the dream memory, Yang Chen and they have made a lot of designs in the details.

The monsters in the game are not so easy to encounter terrain killing, such as the crystalline lizard in front of you, and the knife brother encountered by the player after arriving at the fire sacrifice ground.

None of them will be stupidly seduced by the player and choose to jump off the cliff but survive, although players can still use their skills to complete the terrain kill.

Although many players say that this is the original intention of the game designers, so that players can find alternative methods.

So the question is, why are only some monsters able to perform terrain kills? And is it the kind of terrain where the player stands still somewhere, and the monster itself falls with a knife?

In Yang Chen's view, terrain killing is not exactly a bug and a loophole, this is an alternative option for the designer to give players an alternative to defeat monsters.

But it's definitely not standing somewhere, and then the monster falls stupidly.

Using some special means of operation to get the monster off the cliff and fall to death, this is the right shortcut to the evil way.