Chapter 112: The game started off pretty well (three more ask for a monthly pass!) )
After the CG, it officially entered the game screen.
The camera first gives a distant view from above, then gradually zooms in, and finally freezes on the sky above the city, and the game begins with the usual 45-degree bird's-eye view.
When the player uses the mouse to pull the perspective to the farthest, they can get an overview of the city, but due to the large scale and details of the city, if you want to achieve refined operations, you still need to zoom in and perform fine operations on various elements in the city.
Depending on the importance of events in the game, there are two ways to prompt them.
For less important events, an exclamation mark icon will appear directly at the edge of the field of view, directing the player to move the screen to view it. If it is a large-scale event with a high level of importance, it will pop up directly in the center of the screen.
I have to say that this god-forsaken city is still very magnificent.
At the very edge of the picture are desolate battlefields and scattered small villages, as well as farmland, pastures, and mines.
They are scattered around the Forsaken City, connecting with the city through various paths.
The City of God's Forsaken is a landmark with different partitions and distinctive styles, and visiting this city is like looking at an anatomy of a medieval city.
Viewed from the outermost part of the city, it is roughly divided into several different layers of defense.
The outermost layer was a moat that surrounded the city walls, but not all of them were watered: there was water near the main entrance of the city, but the moat extended to the east, and the farther away from the main gate, the higher the terrain, and the river gradually dried up, replaced by sharp wooden piles buried in the riverbed.
However, the moat will be connected to a small river to the west and will flow into the sea.
So on the west side of the city, there is a small port.
At the entrance to the castle, there is a huge gatehouse flanked by cylindrical projection towers, and in the gatehouse there are metal lattice gates that can be lowered.
In the event of a battle, the soldiers in the gatehouse can wildly poke at the enemy outside with their spears through the grille.
There is a huge wooden suspension bridge outside the gatehouse, which will be retracted depending on the situation.
There are also several holes in the roof of the gatehouse, called "murder holes", through which soldiers will throw stones, boiling water, or other objects from the holes once the enemy breaks through the gate, inflicting damage on the enemy.
Further inside are the outer walls of the castle, which appear to be tall and thick, made of square stone bricks.
There are battlements at intervals on the city walls, including battlements, trails, hoardings, arrow holes, and other ancillary structures.
Every few battlements, a huge tower rises well above the city walls, which are basically cylindrical structures built at the corners of the walls to provide a view.
After passing through the outer wall, you will come to the outer square of the castle, also known as the castle, which is a fairly large and open space with a huge fountain.
If the enemy breaks through the main entrance, then they will be attacked intensively in this open area by soldiers from the outer wall, outer tower, inner wall, inner tower.
However, at this time the castle was in a non-war state, so the external square was also used as a market and a training ground for soldiers.
The inner walls looked significantly taller and thicker than the outer walls, and inside the inner walls was the main area of the entire Godforsaken City.
It can be roughly divided into several different areas:
The first is the trade area, which is directly connected to the outer square by the gates of the inner city, and is constantly bustling with people.
The main buildings of the trading area include banks, auction houses, hotels, weapons shops, blacksmith shops, and other facilities.
To the east of the trade area are the slums, which look terrible, with low houses and dense alleys, and bad policing.
On the west side of the trade area is the wealthy area, where the buildings look more ornate and the streets are cleaner.
To the north of the trade area is a magnificent cathedral, next to which is the town hall, which deals with the city's public affairs.
Further east of the slums is a slightly eerie-looking complex of buildings, with even some signs of corrosion on the walls, and a large open-pit mine extending underground, where the remains of ancient demons are faintly visible after excavation.
On the west side of the church district and the affluent district is the previously seen port, where many ships are moored.
In addition, there are many other buildings here, such as underground prisons, herb shops, almshouses, city defense garrisons, and so on.
As the game progresses, large areas of open space in the city can also be used by the player to build different buildings to deal with more severe disasters.
Further north of the chapel, on the highest part of the hill, was a magnificent fortress, the castle lord's palace.
The high walls of the Lord's Mansion are more difficult to defend and difficult to attack, which also symbolizes the last line of defense of the entire God-forsaken City.
If even this place is lost, it means that the God's Forsaken City has completely fallen, and the game will end immediately.
Just from the layout of the whole city, you can see its former glory.
But it's a pity that at this time the city is shrouded in a strange atmosphere, the picture seems to have a filter, the sky is gray, the air seems to be floating with burning ashes, if you look closely, the mental state of the residents in the city is not particularly normal.
There is a lot of UI information in the game, with time, weather, the amount of various resources (stones, wood, food, etc.) at the top, population and other information, and at the bottom is a progress bar with "Faith Tendency", "Satisfaction", and key operations such as "Architecture", "Code", and "Faith".
"Belief tendency" represents whether the main belief in the city is angels or demons, and "satisfaction" represents the overall satisfaction of the residents of the city with life.
The three buttons "Building", "Codex" and "Faith" are more eye-catching, and they are also the core functions of the internal affairs part of the game.
After clicking on "Buildings", there are various building blueprints, which can be directly dragged to a specific location for construction.
Buildings here can be built freely even if you don't have enough resources, but when you don't have enough resources, you will stop working and become unfinished.
The Code is issued through the Town Hall and the Inquisition, and can choose between the laws in the city, which can be more lenient or very harsh, and can even kill all thieves if the player wishes.
Of course, whether there are enough guards to enforce this law, and whether there will be any chain reaction after the law is issued, is another matter.
"Faith" is carried out through the cathedral, which can strengthen the people's belief in angels, but also strengthen the people's doubts about angels, and lead their faith to the devil.
If you just look at this part, the game is a bit like some common management games.
However, "God's Forsaken City" also adds some RPG combat elements.
At the top left of the screen, there is the avatar of the castle lord, and after clicking it, you can select the castle lord and control it.
The Lord is a tall, imposing, heavily armored knight who can be controlled to move around the town, dealing with things in the town in a timely manner, or directly engaging in battles with attacking enemies.
However, except for the castle lord, all other characters cannot be directly controlled.
There are only two ways to control the soldiers: one is to click on the garrison of the city defense to change the combat policy of these soldiers and adjust the defense area; The other is to choose the soldier's battle mode when controlling the city lord, so that they can move closer to the city lord and fight around the city lord in various formations.
At the beginning of the game, it is mainly for novice teaching, including how to promulgate the code, how to build buildings, how to adjust the deployment of the city defense army, and so on.
Lecturer Ding followed the teaching content step by step and quickly mastered the basic gameplay of this game.
Then, he ushered in the first wave of enemies.
The first invasion of Godforsaken was by a gang of rogues who raided the small villages around Godforsaken.
According to the guidance of the game, Lecturer Ding controlled the city lord to lead dozens of soldiers to attack decisively, repelled this group of rogues, captured some trophies, and successfully triumphed.
"Hey, this game is pretty good! How do I suddenly feel as if I'm not playing a game against heaven? ”
Lecturer Ding was a little surprised to find that he was not disgusted at the beginning of the game!
That's pretty amazing.
This game continues the consistent style of anti-heaven.,The style of painting is exquisite.、Rich details.、Outstanding style.,Especially this medieval style.,It's really exciting.,In addition to anti-heaven.,The art of other companies in China really can't do that flavor.。
The combat feel is also good, although you can only control the role of the city lord, but every sword slash on the enemy has obvious hit feedback, the action is solid, the sound effects are rich, and even more in place than some large-scale games.
However, unlike the previous games, Lecturer Ding did not encounter a "slap in the head" as soon as he entered the game, but played quite comfortably.
The game looks pretty normal.
This doesn't seem to be in line with the usual style of anti-heaven, right?
Returning to the City Lord's Mansion again, Lecturer Ding simply arranged the affairs of the city, and it seemed that everything was so prosperous.
However, at this moment, he saw a prompt message in the City Lord's Mansion that he had not seen before: the head of a little girl.
(End of chapter)