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Chapter 593 Don't the people who come to play this game just suffer

A fan of "Dark Souls" suddenly reacted: "By the way, little fat man, didn't you say that the prequel of "Dark Souls" is particularly fun? Then why don't you continue playing quickly? We'll have to wait for you to come out with a guide!"

Another player also echoed: "Yes, hurry back to the game cabin and continue playing. Now you can play by yourself. Don't cherish it well, and you are still fishing outside?!"

Zou Zhuo: "???"

He was almost surrounded by a group of "Dark Souls" enthusiasts and pushed back to the next to the game cabin.

Zou Zhuo wanted to beat him up. You said that you had to be humble and said, "The prequel of "Dark Souls" is very fun." Isn't this a trick on yourself...

Now, the door of the game cabin was blocked by a group of people. Today, it would be impossible to get out if you don’t fill up the experience time in the game cabin...

...

Regarding the prequel of "Dark Souls", the main body is actually produced based on the content of "Dark Souls" 1 in Chen Mo's previous life. Of course, this mainly refers to the plot and level design.

In the combat system, Chen Mo retained some of the more distinctive weapons and spells from the generation, and also rebalanced these, making some adjustments to weapons such as double-handed big swords and slash swords.

At the same time, it is also considered to be closer to the weapon system of "Dark Souls" 3, making it easier for players to get started.

In addition, the scenes and models must be changed to VR version anyway, so the art resources are basically redone. While maintaining the art style of "Dark Souls", the model accuracy, action and physical collisions all have a qualitative leap.

The VR version of "Dark Souls" prequel, the royal city will be a huge city-state, and when players walk in the royal city, they will definitely feel like they are different.

In addition, the most commendable thing about Dark Souls 1 is the excellent level design. Not only are the levels full of puzzle factors everywhere, but traps and conspiracies are everywhere.

The most important thing is that the entire scene map is made into a huge, perfect whole, divided into upper, middle and lower n-layer structures. The fire-transmission sacrificial ground happens to be in the center of the entire map, with all connections.

Chen Mo did not make any changes to the problem that the bonfire cannot be transmitted, because the entire gameplay design of "Dark Souls" 1 is highly mature, and it will affect the whole body with one move. If it is changed, it is easy to change the problem.

The bonfire in "Dark Souls" 1 cannot be teleported. Only after entering the royal city and getting the king's weapon can it be teleported freely among the bonfires.

If it is in "Dark Souls" 3, this situation will definitely be very painful, and players will have to go a lot of detours, but "Dark Souls" 1 actually does not have such a serious problem, because of the excellent level design.

The entire map is full of shortcuts. As the center of the entire map, the Fire Sacrifice Site is well-connected and it is very convenient to go to many places.

In addition, the bonfire can be upgraded, weapons repaired and other settings. Basically, in "Dark Souls" 3, players can do all operations in the fire transmission sacrificial ground next to the bonfire.

In addition, you can only teleport after obtaining the king weapon, which is also a very critical pleasure for players to enter the mid-stage game.

Therefore, although it is particularly painful to not be teleported, this design also has its internal logic. If it is changed to teleportable, it will affect the gameplay of the entire game, so Chen Mo chose to continue this design.

For experts, there is actually not much difference between whether they can teleport, because they can calculate the optimal route; for newbies... OK, the next topic.

In addition, the previous life "Dark Souls" was limited by funding issues, and many plots were not made, such as the Oscar's plot. In the original design, Oscar would have escaped from the Immortal Academy with the protagonist and grew up with the protagonist, and finally came to the initial stove together.

However, due to insufficient funds, this line was cut off. After Oscar received the keys for the player, he was knocked down from the roof by the demon. Before he died, he handed over the elemental bottle and key to the player, becoming a guiding npc.

When the player returns to the Immortal Academy, Oscar has become a living zombie and has received the bento very simply and neatly.

For Chen Mo, the funding is not any problem at all, and this story line is not too difficult, so he completed the Oscar story line according to his own ideas.

Of course, the biggest difference between "Dark Souls 1" and "Dark Souls 3" is the atmosphere.

All players who have played Dark Souls 1 have the same feeling, that is, Dark Souls 1 is more depressing than Dark Souls 3.

Repression comes from many aspects, with a more lonely atmosphere, a darker environment, more and stronger monsters, etc. Strictly speaking, "Dark Souls" 1 is indeed difficult, and in terms of design, it is not a very pleasing design.

Many designs of "Dark Souls" 3 are already trying to reduce the difficulty, but there are still so many players who choose to abandon the pit, which is enough to show that it is a veritable hardcore game. Obviously, Hidetaka Miyazaki also hopes that "Dark Souls" can become a more popular game, allowing more newcomers to step into this threshold.

Strictly speaking, Chen Mo made the prequel of "Dark Souls" faithfully recreated the content of "Dark Souls" 1, which is a "reversal" behavior. Obviously, making games easier to use is the general trend of games in this era. Hardcore games that require a lot of practice and backboard will inevitably become niche.

But Chen Mo didn't care. Because for him, the prequel of "Dark Souls" was not for sales, but for the completion of "Dark Souls", making this work a classic game that can be famous in the history of world VR games, that is, to maximize the characteristics of the game "Dark Souls".

"Dark Souls" 1 is like a perfect work of art. Although it is very perverted, its level design, game difficulty, and game plot are all classics. For Chen Mo, even if he sacrifices some sales, he must create the essence of this game.

As for whether players will suffer...

Just kidding, aren’t the players who come to play this game just to suffer?

...

Three days later.

The topic of "Dark Souls" prequel has been hyped up online. On the eve of the prequel being released, many players were extremely excited.

In the past three days, many old players have already visited Chen Mo's experience store to experience the prequel of "Dark Souls", among which there are many big-name characters who can pass the majority of bosses of "Dark Souls" without any damage.

But within these three days, Chen Mo's experience store was simply filled with grief...

Players who tried the prequel of "Dark Souls" have basically played "Dark Souls". They originally thought that at their own level, they have already passed "Dark Souls" so skillfully. It should be easy to play the prequel, right?

But they soon realized that they were wrong, and that they were outrageously wrong. Those players who felt good about themselves were all abused in the game...

In addition to the reasons such as the level is more malicious, the map is more complex, and the monsters are more powerful, there are other reasons for setting, such as human nature and the setting that the bonfire cannot be teleported, which almost collapsed many players in "Dark Souls".
Chapter completed!
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