Game Making: Start By Healing the Player

Chapter 680: Sekiro (please subscribe monthly pass)

Two days later, Hu Tu came to the headquarters of Nebula Games.

After confirming from the front desk, Hu Tu went directly to the conference room.

For the next plan, Hu Tu can say that he is still very much looking forward to it.

In the conference room, there were many people besides him.

After scanning around, they were basically the core staff in the Nebula Game Headquarters studio.

This surprised Hu Tu for a while, but he was also a little excited.

While he was thinking, the door of the conference room was pushed open.

Looking at Hu Tu in the conference room, Chen Xu smiled and nodded to him when passing by, then came to the main seat to turn on the projector.

Called up through the computer, a conceptual original painting was placed on the canvas.

Under the moon, a lush reed like snow fluttered in the wind. A ninja and a samurai faced each other with a knife in the middle of the reed. The long knife was imprinted with the silhouette of the moonlight and the other party, which made the whole concept original painting full of a chill.

At the same time, directly above the original painting, two artistic characters are written: Sekiro.

"Mr. Chen, is the new work a ninja theme? The type of infiltration?" Yang Xin asked curiously.

After all, if the character is a ninja, then it will naturally make people think of a submersible theme.

"No, unlike ordinary ninja-themed games, ninjas can only be regarded as an identity." Chen Xu shook his head with a smile.

"If I have to say it, this game should be a sword-and-halberd-style game, and the battle system is also going in this direction." Chen Xu added, and also introduced Hu Tu to the crowd.

"As for the type, you can refer to Dark Souls and Bloodborne Curse." Chen Xu showed a bright smile.

Listening to Chen Xu's words, everyone was stunned for a moment, and then all were shocked.

Black Soul and Blood Origin?

So here it is! ?

"Don't be too surprised, it's just the map design and plot design ideas, because in the game Sekiro, both the action system system and the map scene will be very different."

"At the same time, in order to give players a smoother experience, such as the sword and halberd-style combat style, there will be no physical limitations of the energy bar in this game." Chen Xu said some key points.

Listening to Chen Xu's words, after a short period of surprise, everyone understood, but at the same time there was a little regret that they couldn't tell the truth.

Without the limitation of the energy bar, it seems that this is a very normal action game!

Looking at everyone's appearance, Chen Xu didn't say anything but silently opened the design draft of the battle system.

…………

Compared with "Dark Soul" and "Bloodborne Curse", "Sekiro", which is also a soul-based game, can be regarded as the existence of the master.

In Dark Souls, for ordinary players, the game actually encourages defense, because for ordinary players, the benefit of shields is the highest, and even many players can pass through the shield.

In "Curse of Bloodborne", the shield was abandoned and replaced with a gun counter of a firearm, so that the rhythm of the game in Bloodborne was accelerated, and the risk for players became higher.

But in "Sekiro", it has completely changed. In Sekiro, players can also block, which is divided into ordinary block and perfect block.

It doesn't sound like anything special, but the most critical point is that there is a unique attribute in Sekiro, which is the parry value or the torso bar.

Unlike the energy bar in Black Soul and Bloodborne, running and attacking are free in Sekiro.

The only thing not to use is the parry bar. In the case of a normal block, the parry bar will be greatly increased, and when the parry bar is full, it will be broken into a rigid state, and in the case of a perfect block, it will be increased by a small amount. Parry and even if it is full, it will not be broken.

And more importantly, the boss also has a parry bar. When the boss's parry bar is full, the execution will be triggered directly.

No matter how much blood the BOSS has, it will instantly kill the current form.

Therefore, in Black Soul and Bloodborne, players must learn to manage their energy value, and they are more fighting and retreating when facing BOSS.

In "Sekiro", players don't need to care about this, and have a more free experience. As long as the technology is good enough, they can completely see the tricks and fight with the BOSS like a mad dog.

At the same time, there is also a very refreshing setting in the game, that is, fighting knives.

When two players and the BOSS use their swords at the same time, it is like fighting with cold weapons. The swords will collide with each other and make a sound like iron.

From the point of view of the core battle, although it is still a turn-based backplane, the setting of this parry bar really allows players to feel the battle of swords and shadows.

At the same time, there is also a very unique background setting in the game, that is, Dragon Yin.

This allows players to have a chance to revive in battle, thereby reducing the difficulty of the game and increasing fault tolerance.

And every time the boss is executed, the player can get a part of the life force, and if the life force is stored.

Then in a BOSS battle, even if you are killed by the BOSS for the first time, as long as you can successfully kill the BOSS in the first stage and enter the second stage, then you can continue to resurrect once.

It is equivalent to having three lives in a BOSS battle, which can be said to be very humane.

If you let an ordinary player not judge the wolf from the level design, the content design of the battle system and so on.

Then get the most direct answer is: cool.

The sparks when weapons fight, the sound of iron when parrying, and the exciting boss battle.

Parry, fight, step forward, see through, fall, resurrect, and fight again.

Even if it is death, it is a hearty death, and death is very enjoyable.

Of course, in addition to the core combat system, the game's combat gameplay is also very good.

There are not as many weapons and occupations as in Bloodborne and Black Soul. In the game, the player only has a knife called Wedge Maru, but in Sekiro, there is a set of prosthetic hands.

The shuriken can attack crispy skins from a distance, as well as unbalance enemies in the air.

The axe can break shields, the umbrella can defend against powerful attacks, the firecrackers can restrain the enemy, and the flamethrower with weak fire...

And these prosthetic hands can also be strengthened in the game, and combined with the combat system, they can play extremely ornamental operations.

In addition, players can also learn different genre skills in the game.

Immortal slash to cut off immortality, the boxing technique of Xianfeng Temple, and the puppet technique of turning the enemy into a puppet after being slaughtered.

Using various prosthetic hands and skills in the game can reduce the original 100-point difficulty game experience to 70 points.

It can be said that in terms of combat gameplay, although "Sekiro" does not have the different genres in Black Soul and Bloodborne, it is also very brain-burning.

Technology is not enough, wisdom is to make up.

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