Chapter 796: Brush Brush
"Borderlands", this is a project that Yang Chen had already thought of when he decided to do "PlayerUnknown's Battlegrounds".
Although it is also an FPS game, Borderlands does not conflict with PUBG, and can even be said to be a complementary game.
Because this game is very special.
It's a pure 'brush' game, a game that perfectly combines FPS and RPG.
There are many games that can be brushed in dream memories, such as the famous "Diablo", although the birth of "Diablo" was not a brushing game at the beginning, but a cult style based on the dark theme.
But in the hugely successful second generation, there is no doubt that it has succeeded in bringing the concept of 'brush, brush, brush' to everyone.
Whether it is the UI interface, or the gameplay operation and a series of other contents, they have had a profound impact on similar games later, and even until the third generation of "Diablo" came out, there are still a large number of players who think that the second generation is a classic that cannot be surpassed.
In addition to "Diablo", there are actually many high-quality ARPG games, such as "Torchlight", "Dawn of Terror", "Path of Exile", etc., all of which borrow many elements from "Diablo".
But they all have one feature in common, and that is ARPG.
In the field of FPS, there is no doubt that there is only one answer to the perfect combination of FPS in RPG to develop a skill tree and brush elements.
"Deus Ex" with rich gameplay, "Darkgate" wants to be an FPS-type darkness, but there are only two "Mass Effect" and "Borderlands" that have really succeeded.
But compared to "Mass Effect", it is obvious that "Borderlands" is better than "Borderlands", which really integrates the elements of brushing and brushing into RPGs and FPS, and in this type of game, just like players will mention "Diablo" when they mention brushing games.
If you're talking about FPS brushing, Borderlands is a topic you can't avoid.
The sales of more than 50 million series, and the series is actually only two generations, and the sales of the third generation of the main work after many years have been released for the first time and more than 5 million, which proves how good it is to combine FPS and RPG elements.
As for how to choose, Yang Chen has already made a decision in his heart.
The plot of the "Borderlands" series is actually built in a larger context, where the plot of the first and second generations is closely linked, and the third generation is a new enemy, but it fills in many holes in the previous game.
The only regret is that the villain story in the game is not so well shaped.
But that's to be expected, because in addition to being a freak game, Borderlands is also a DLC black hole.
From the end of the game story in the first generation, the black handsome handsome Jack who was hidden behind the scenes at the end of the game's story, as well as the addition of DLC and prequel plot content, it can be said that the creation of this character is very complete, and the road to blackening of a programmer boss.
The new villains of the third generation do not have too much content to create, which will naturally give players a feeling of regression in the plot.
In addition, it is set in terms of values, in fact, whether it is "Diablo" or "Borderlands", there are numerical problems.
This can be said to be normal, not to mention that this kind of equipment-driven game is mainly based on the game's values as a selling point, even if it is an ordinary game, the balance of values is also a huge problem.
But "Diablo" and "Borderlands" have one of the most criticized existences in terms of subsequent numerical responses.
That is to teach you to play the game and cut to the end with one sword.
This class is strong with this genre and equipment?
Chop! Even your mother doesn't even know you.
You have to play the game according to the routine I gave you, how can you be so strong?
I don't allow it!
But in fact, as a brush-brush type of game, this is a very bad experience for players.
Because unlike PVP competitive games, players are more likely to fight against AI and monsters in the game, and players choose this profession to improve their level and brush up on firearms and weapons that can be well matched, which is actually the player's private property.
And this kind of behavior of coming up and slashing you to death without saying a word is not much different from snatching money from a player's pocket.
On the other hand, the more important point is the story, and the style of dialogue of the characters in the game.
Combined with the art of the American comic-style art, as well as the plot full of crazy temperament in the completely unreasonable plot, and the various ironic metaphors in it, "Borderlands" will also lack a unique charm without this style.
As for the numerical content of "Borderlands", Yang Chen intends to draw more on the content of the second generation, rather than the third generation.
Compared to the structure of the skill tree in the second generation, the third generation is more decent.
This is a PVE-based game, the main purpose is to give players fun, fun, and at the same time, after having equipment and completing their own routines, they can turn it into a lawn-mowing game, changing tricks to mow, and mowing more efficiently.
Instead of successfully building a sickle, you can't cut a leek for half a day.
Of course, in the early stage of the game, the player's level and the Africans did not burst out with good equipment, facing the boss in the game, it was also to experience the feeling of "Monster Hunter" at the beginning.
Unlike ARPG games like Diablo, Borderlands, as an FPS, is first and foremost difficult to create the experience of countless monsters on the same screen.
Since projectile is the player's primary means of attack, the associated skill tree is more of a combined projectile than a large-area AOE skill like Whirlwind Slash.
Constantly attacking bosses and monsters, watching monsters and bosses' health bars drop wildly, and countless critical hit numbers of various colors are some of the limitations of Borderlands as an FPS game.
But again, this is a disadvantage and an advantage, because it makes the difficulty curve more manageable.
Under high difficulty, either the equipment is good enough, and the equipment will be stubbornly resisted; Either that, it's all sorts of coquettish moves, like Monster Hunter's dodge skills.
Just like the lobster in Borderlands II, how many heroes have been killed by this boss.
Compared with traditional ARPG games, although this can be done, in the mode of God's top view, the sense of immersion and feedback is definitely not as strong as that of FPS games.
And with their own efforts to empty the BOSS health bar, watching the BOSS fall, looking forward to the bloom of the golden flash, compared to the traditional ARPG game, "Borderlands" shipped in the middle will make players look forward to it even more.