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The virtuous circle has become the last straw to crush the camel-the fatal body.
Last year, at almost the same time, Fatal Body was exclusively put on EPIC. A year later, Fatal Body landed on steam with a virtuous circle of new DLC. Because the players in EPIC can't comment on the score, most players don't know the real quality of the game, and the soul-like picture of the game is very chaotic, so it is not difficult to catch one or two players who like soul games. To be honest, if you don't want to complain about buying a game, you'd better stay away from the deadly body.

Because I wrote a related evaluation article last year, I want to outline the advantages and disadvantages of lethal body. Fatal body is a game with obvious advantages and disadvantages. Personally, I think its advantages are far from enough to cover up its disadvantages, so I don't recommend buying it. On the contrary, if you think its advantages attract you enough, you can buy it, but don't play the DLC of the game or you will regret it.

1.

To some extent, Fatal Body is really the most delicious soul game in recent years. It not only learns from its predecessors, but also tries its best to be close to its idol. Interested players can watch the promo "The Rebirth of Solomon" when "Fatal Body" was first put on the shelves. The quality of the propaganda film is staggering. It can be seen from the name of the promo that this game is a mythical game. Solomon is a famous figure in history. It is said that he has infinite wisdom. After entering the game, the strong soul breath will almost overflow the screen. In this world, plagues are rampant, robbers are rampant and the land is barren. The protagonist is an unknown abandoned child, who wakes up alone in the cemetery and you don't know where to go. The only thing you can do is to hold the sword in your hand. This opening reminds me of a protagonist who wakes up in the courtyard of the dead. Unfortunately, Fatal Body only learned the narrative means of its predecessors, but failed to learn the narrative quality of its predecessors.

Fatal Body wants to emulate its predecessors and bring players a magnificent picture of a broken world. It must be admitted that the background of the game is quite grand. The fusion of many fairy tales in King Solomon and The Rise makes the background story of the game very attractive, but the layout of the fragmented narrative in Fatal Body is not diversified enough. The only way for the game to get the plot is to collect plot fragments from the map. Although this is a fragmented narrative, black souls of the Soul is about NPC, entries and so on. On the one hand, the text of the plot is greatly reduced, and the total text of this book should add up to less than one-fifth of the black soul. The virtuous circle adds a lot of plots, but it is still a drop in the bucket. Such a small number of words is totally out of line with such a grand world view. On the other hand, the text of the game is too mythical, and every story is mysterious. I like to play tricks too much, which makes the plot obscure and even more than the black soul. It's a pity that the 7788 of soul narratology in the production team didn't learn the essence.

2. Novel game system innovation

System design is the biggest highlight of Fatal Body, and it is also the reason why most media give it high marks. If it weren't for other designs, Fatal Body would really be a good soul game. Compared with most classified soul games on the market, Fatal Body has two unique designs. One is the body system of the game, which is the soul of the book, and the title also has the word body.

In the deadly body, players can operate four bodies with different attributes, namely, bachelor Solomon, Saint Tyr, retainer Haras and elder Elderry. The attributes of different bodies vary greatly. In terms of blood volume, Saint Tyr has the least blood volume, while Old Elderry has the most. The difference between the two is four times, and the corresponding fetal energy is four times that of the latter. Everyone has different talents and skills. The attribute differences of several bodies make them adapt to different best equipment. The martyr's blade is extremely energy-consuming, and only Saint Tyr's super-long energy bar can master it. Elder Elderry's energy bar is very short, and it can consume essence and poison buff with low consumption, which is the best choice. The different properties of the four kinds of shells lead to their different ways of playing and operating. Players can try different shells to change the way of fighting. The shell system is indeed a successful design. Shells and weapons cooperate with each other to form multiple optimal solutions, from which players can choose at will.

Of course, the shell system of the game also has limitations. There are only differences in attributes and talents between several shells, and there are no unique skills and unique movements to distinguish four shells. In other words, there is not much difference between the four shells, except that there is more blood and less blood. And every time you change your body, you have to spend Yu Lu again to add points to your body, and you have to start all over again, which is not conducive to mobilizing the enthusiasm of players to try other bodies. There are too few four-body talent trees to fill, and players have no goals to pursue after filling, so most players will not choose to play Zhou Mu, a duo in the deadly body.

The second is the hardening system of combat. Hardening system is one of the most successful designs of lethal body. Players can press CTRL to harden their skin in battle. After hardening, the player will keep moving and be immune to the next attack. This hardening system is also very flexible, which can be used to resist flying props, harden in attack to match the attack, and even harden all the time to restore your physical strength safely.

This personalized system makes the battle based on the Black Soul frame more flexible and has a higher fault tolerance rate. The only thing that may be criticized is that the hardening system makes the whole game too simple. Personally, it took me about 8 hours to clear up the whole process of ontology, and finally the boss unbounded person completed the challenge ten times. This highly applicable system can cope with all kinds of situations. The simplest combat routine of lethal body is to harden after finishing a group of damage, and then start endless turn-based confrontation with secondary hardening such as rolling invincible frame. Considering that the soul series will also be a turn-based game in a sense, the combat flow of the deadly body is also easy to accept. What's more, the culprit that really makes the battle monotonous is not the hardening system, but the relatively scarce weapons and action design in Fatal Body. Most non-3A action games have these two shortcomings, so there is no need to criticize them too much.

Finally, there is an old and interesting setting. In this game, players don't know the effects of props at first, and they need to use them once to understand their effects. Some props will change their effects after being used many times. For example, poisonous mushrooms can be directly poisoned once eaten, but they can be immune to toxins with full proficiency. This is a design that can only be seen in early RPG. The lethal body is not top-notch in this respect, most props are useless, and there are few practical props that can be used for blood transfusion, but it is still not perfect.

3. Fair games and good environment.

I don't know why some players are so picky about hitting. I have played some ARPG soul music series, Wolff, Wang Ren and some ARPG independent works of all sizes. The feel of "deadly body" is much better than that of "Soul I and Soul II" and slightly inferior to that of "Soul III". Jumping, tapping, pounding and some combination techniques are all easy to operate. Most ARPG's sense of attack and operation feel are not as good as "fatal body". Many players criticize a game at will with a sense of aggression, and I don't know how to respond. In terms of environment and atmosphere, the production team understands that most scenes of the game are shrouded in shadows and look particularly scary, trying to render a depressed and broken atmosphere. However, the production team put too much emphasis on the dark style, and the outdoor scene of Soul-Soul-III was quite bright. The map of the martyrs' tomb will be blacked out after you take the gland. You have to face many monsters in the dark, and it's hard to fight. Typical things turn against each other.

4. The density of bad monsters is too poor.

No matter how many innovations "Fatal Body" has, there is nothing we can do, because the production team has made major mistakes in the basic design, and these seemingly basic designs are the best weapons to ensure the player experience. The experience of Fatal Body collapsed because most developers of classified soul games fell into a misunderstanding, and the harder the soul-like game, the better. In fact, some soul games are much more difficult than Soul of Darkness, but they often shout more than cheer. Because hardcore and underworld are often separated by only one thought, unfortunately, the deadly body chose to enter the underworld. The deadly boss battle is actually not difficult. At the beginning, I said that I had successfully challenged all boss in ten times. There are five bosses in this game. If you simply challenge boss, you should be able to finish it in an hour. It took eight hours, thanks to two common designs of the underworld-monsters and maps.

How outrageous are the monsters in Fatal Body? There is no safe place for such a big map. When you eliminate the mobs on the screen, you will take a few steps to reach the next area. Almost all the scene production teams put more than three mobs, and some scene production teams also put three elite mobs at the same time. In this process, the mob will continue to grow, but the number will not decrease. The most speechless monster design of deadly body is that the blood volume of remote mobs in the initial area is actually much more than that of melee mobs. After playing for a while, you find that the remote unit of this game is clairvoyance. When you can see it, it will attack you, so you have to deal with the remote unit first. However, remote units are harder than melee units. Under the protection of a bunch of melee soldiers, players are invisibly put on barbecues, and similar scenes abound in the game.

It's not that I can't accept the high-density monster arrangement. The king of mankind not only heaps monsters, but even the boss dares to pile them. Personally, I don't think it is a shortcoming to pile up monsters in The King of Humanity, because the King of Humanity is one of the ARPG with the highest action limit, and it is also very flexible to recruit extremely gorgeous characters. It has more than a dozen abilities to cooperate with Yin-Yang and Ninjutsu, not to mention it can directly clear pictures and skip classes with bows and arrows. The unpretentious ARPG protagonist in Fatal Body will be very suffocated when facing multiple enemies, not only facing the pressure of changing perspectives, but also preventing the harassment of remote units arranged by the production team. Can only say that his heart can be punished.

As for map design, in the increasingly mature environment of map design, the guidance of the game is getting better and better, and players are less and less likely to get lost. The fatal body gave me a long-lost feeling. The production team wants to connect the three boss sites with the forest as the hub, and the order of the three boss challenges can be chosen by themselves. On the surface, the game does not limit the route of the players, but the forest map as a hub has no obvious reference marks, only traps on the ground. The only thing that can be used as a guide is some pictures seen in the statue, and there are also many caves in the game. When climbing the cave, there is no invincible state, and every hole is just right to put a monster. Bai Piao will take a look at you before your operation is over. Players can't even find their body position after each death, and the organ array of the infinite temple map is even more painful for players. If you give the player time to explore the map, the map of deadly body is not as complicated as expected, but the efficiency of exploring the map under the interference of a group of mobs becomes extremely low, which leads to the player's poor experience in the early stage.

Verb (abbreviation of verb) vicious and virtuous circle

Last year, I managed to survive the whole process of ontology in such a difficult situation. At that time, I felt that although the map design of the deadly body was chaotic, the combat experience was actually good. If the production team is willing to reduce the number of mobs, the game experience will rise to a higher level, and the performance of the hardening system will be outstanding. In short, the future is foreseeable. A year later, the deadly DLC really brought a great breakthrough to the game. The virtuous circle DLC has turned a creative soul game into an out-and-out king of the underworld, and the production team seems to have a deep hatred with the players. The meanness of its means is beyond my imagination.

The propaganda stunt of virtuous circle is a pigeon-like element. Frankly speaking, this is not a very good idea. Some 2DARPG games rely on soft elements to emit light and heat, such as Hades, Ace and Transcendental Plane. The combination of random abilities provided by pigeon elements makes this type of game burst into amazing energy. It may be impossible to move this idea from 2D to 3D. No matter what ability you gain, it is limited by the action module of the weapon itself.

I played almost 50 rounds in seven hours. Although I didn't successfully complete a cycle, I know roughly the composition of my ability. Most of the abilities that players gain in a virtuous circle only stay in the stage of attribute enhancement, such as reducing hardening cooling time and increasing players' blood volume. Of course, some abilities can add special effects to tumbling and general attack, and even make you live one more life, but these abilities are extremely rare and actually not as strong as players think. Everything the game does for the loop, including different shadows and various abilities, has not really changed the gameplay. It's just a mode that forces players to go through customs all their lives. Just like that sentence, you are strengthened, send it quickly! Perhaps a virtuous circle will be more interesting after increasing the capacity of the holy gate, but it is only possible.

The virtuous circle also proves that the production team does not understand the difficulty curve design of soul game. This DLC is just a testing ground for extreme players to pursue torture. The virtuous circle has not added any new monsters and new boss. In order to make the game more difficult, the production team came up with many clever tricks of the underworld. Maybe the production team is still complacent about their cleverness, and I am already furious at the thought of it.

First of all, the production team disrupted the player's birth point. You may be born anywhere in the forest scene, you may be born at the door of the first boss, or you may be infinitely far away from it. If you are born too far away, it is easy to die halfway. Secondly, the production team deleted all blood-returning props except mortal keepsakes. In the process of ontology, you can pick up many mushrooms on the forest map. Mushrooms, as the most important blood-returning prop, significantly improve the fault tolerance rate of players. A virtuous circle, mushrooms, roast mice and other blood-returning props disappear completely on the map. Players who lack a few means of returning blood are even more embarrassed, and they can only unlock the sacred pillar by bouncing back.

In the end, the production team not only canceled all the archive points, but also doubled the number of mobsters on the map. While increasing the number, they also did not forget to strengthen the monster lineup. Now, some elite mobs at the later level will be distributed in disorder in the forest map. In the normal process, these monsters originally only appeared at the back level. Now the density and quality of monsters in the forest area are all higher and they go in. Six ghouls were fixed in front of the Grisha Jia house. After the battle begins, there will be three other ghouls interfering with the boss battle. You must pull the monster more carefully than before. I have to say that stacking monsters is the best way to ruin the player experience. I have been in prison from the first round to the fiftieth round. The production team thought the game was not difficult, so they simply drowned you in the monster sea. It is difficult to challenge this DLC according to the original virtuous circle of monster density, not to mention that the number of monsters has doubled.

abstract

Fatal Body is the most soulful game in recent years. It deliberately imitates its predecessors from the plot to the fighting style, and the addition of body system and hardening system is quite creative. However, the lack of guidance makes the player's process extremely unsatisfactory, getting lost has become the normal state of the game, and the dense monsters make people feel numb. However, DLC, the stepping stone of the production team on steam, not only failed to correct the shortcomings of the game, but brought the eccentricity of the game to the extreme. You're welcome, the virtuous circle makes the deadly body a strong competitor in the most kuso soul game in history.