Whether the game system is fun or not, whether the plot is exciting or not, these all require players to spend a certain amount of time and personally experience the game before they can feel it.

These are contents that belong to Satoko, but the character design and map art are different. These are contents that are superficial, and players can feel its charm instantly as long as they take a glance.

The beautiful character setting will not only conquer players immediately, but it will definitely make many players interested in the game.

The second is the map in the game. The biggest difference from traditional RPGs is that the "Xenoblade Chronicles" series has huge maps with open world proportions and the sense of world it creates.

The main reason why traditional RPGs are labeled with the word "traditional" is that for traditional RPGs, there are limitations.

If someone asks what is fun about "The Witcher: Wild Hunt", players can give examples from many aspects, such as the adventure stories of Geralt and Ciri, the changes in the Southern Empire and the Northern Kingdom, or the unique World view expression...

But if this object becomes a traditional RPG game, then the answer will almost always be to like a certain character or a certain story.

The creation of a sense of the world is very weak, and it is still a typical story-driven model. Therefore, even after Nebula Games made the concept of an open world deeply rooted in the hearts of the people through "Red Dead Redemption" and "The Legend of Zelda: Breath of the Wild", it has no regard for the traditional As for RPGs, I still haven’t tried an open world because its core doesn’t match.

It is still telling a planned story within a relatively static scope, and the parts that are not covered by this story are not important.

But in "Xenoblade Chronicles" it's completely different. The huge map is open for exploration. In the "Xenoblade Chronicles" series, the map is not part of the main line. Players can complete the level without any exploration.

At the same time, the maps in the "Xenoblade Chronicles" series are not just about stacking area.

If we talk about "Xenoblade Chronicles 2" itself, the various characters that satisfy players are very otaku-like.

So the design of the game map in "Xenoblade Chronicles 2" is definitely an artistic performance and can only be described as stunning.

The stage in the game is Alstor, a world covered by a sea of ​​clouds, and there are many wild creatures living in the sea of ​​clouds, including huge creatures called "giant beasts".

Just like a movable continent, the bodies of these giant beasts breed life and civilization, and the scenery displayed on different giant beasts is completely different.

From the wild Gullahland, to the colorful Invidia, the industrial wasteland of the Sperbia Empire, the religious Acadia, the Liberaritas Islands in the sea of ​​clouds, and the vast snowfields and the architecture of ancient civilizations in Lothulia.

Of course, if you just look at the art style, then this can only be said to be excellent, not amazing.

What’s truly amazing is the perfect blend of open-world maps and dungeon-style levels in the game.

Each map has a multi-layered design. The overgrown tree roots in Gulla create a tree maze, and Sperbia is the maze of the steel factory, which adds a lot of complex exploration to the map. There are also some hidden things in the map itself. Side roads and scenic spots that require special skills to reach.

Just like the map design of "Dark Souls", the theme map of each Titan beast in "Xenoblade Chronicles 2" is three-dimensional.

At the same time, the concept of the sea of ​​clouds is also added to the game. There are ebb and flow tides at different times. Some places can only be visited when the sea of ​​clouds is at high tide, and there are also some places where only low tide can be visited.

After determining the game art issues with Ruan Ningxue, we went to the conference room and listened to Chen Xu describing the core idea of ​​the entire game. Everyone including Meng Zuo, Qin Yi and others were a little shocked.

Because the amount of work is really too large, integrating the inner core of a traditional RPG with the outer skin of an open world.

That's what they feel, and so far it's just a design on the map.

"I won't go into details about music and plot performances. Two departments will be set up to handle them later." Chen Xu looked at the crowd and made sure.

For traditional RPGs, music and performance can be said to be the top priority. To put it more simply, these two are the foundation.

It's an excellent traditional RPG, whether it's fun or not, but the performance and music are definitely good.

Just like the previous "Xenoblade Chronicles" series, music is definitely one of the core elements. Even the more criticized Xenoblade Chronicles The soundtrack is not good enough.

After confirming these contents, Chen Xu also explained the combat system of "Xenoblade Chronicles".

This is also the more important core, and it is also the content that supports the depth of this game.

The game's combat system is quite complicated, to say the least.

Its essence is still an ATB turn-based battle, but it seems to be more free. There is a core setting in the game, which is the Blade. Each Blade has four martial arts skills but three equipment, and four at the same time. There are different levels of special kills, and each character can be equipped with up to three different blades, and the different blades are bound to different weapon types.

In the game, players will perform automatic attacks based on different weapons, and automatic attacks are divided into three different stages. The attack power becomes stronger at once. At the same time, successful attacks can also accumulate the martial arts slot of the blade. When the martial skill slot is full, the martial arts skills can be activated. , and martial arts skills can accumulate special kill gauges, and different levels of special kill moves can be launched based on the accumulated special kill gauges.

Then release the special moves in the order of 123, and trigger the combo of different blades. Each blade has different attributes. After triggering the combo of different blades, it can cause a lot of damage, but it will also add resistance balls with corresponding attributes to the enemy. , up to 8 balls

You can also accumulate team gauges when performing automatic attacks, martial arts attacks, and critical attacks.

At this time, you can use the team slot to launch a team chain attack, allowing all teammates to take turns to release a sure kill to destroy the attribute ball. Once the attribute ball is destroyed, a stronger chain attack can be added. When the attribute ball is destroyed, the damage will be increased. When the ball slot is full, you can launch a full-breaking finishing move to cause a lot of damage to monsters.

In addition, the game can also cancel automatic attacks through martial arts, martial arts cancel martial arts, and special kill skills cancel martial arts to increase additional damage and energy, and the martial arts themselves also have additional effects, in the order of breaking defense, falling to the ground, floating, and slamming. Releasing martial arts can trigger the more powerful field control skill Blade Master combo. At the same time, if the Blade Master combo overlaps with the Blade combo, fusion combos can also be triggered...

Of course it sounds very complicated, but to be simple, it is not impossible to do it.

Hang the ball, break the ball.

This is a core gameplay of the combat system of "Xenoblade Chronicles". Of course, in the later stage, with the cultivation of the Xenoblade and the collection of equipment, there are various different routines, but in terms of the basic settings of the game, the main gameplay It is a mechanism extending with the attribute ball as the center.

It can be said that this combat system is indeed a discouraging level for many players, but if you can master it proficiently, you will truly feel the pleasure of it.

For many players of "Xenoblade Chronicles", after successfully mastering the combat system, they all have a common thought, that is, why is this monster's health bar so short, and it only lasts a few balls.

Listening to Chen Xu's brief introduction to the combat system, everyone in the team was not too dizzy. After all, those sitting here are industry leaders. Although what Chen Xu said was very complicated, everyone could clearly feel this. The maturity of the combat system.

On the contrary, compared with the battle system, they focused on another aspect of the people present.

"Mr. Chen, according to what you said, players will control a single character in the game, and the remaining teammates will be controlled by AI. However, as a traditional RPG, it needs to have enough development depth, but the plot and controllable aliens Blades must have strengths and weaknesses, and weak roles, or even exist only as weapons. How to solve this problem in "Xenoblade Chronicles"?" Meng Zuo asked the most critical point.

Therefore, there are only so many blades involved in the plot. However, the blades themselves exist as a weapon system. It is a bit unreasonable for an RPG game to only have so many weapons. At the same time, we also consider whether the weapons will become decorations or drinking water. How to balance the special blade in a situation where the machine warden has no sense of existence is a very critical point.

Listening to Meng Zuo's words, Chen Xu couldn't help but smile: "So, this involves the next mechanism. You can call it...um...the bloodline detection mechanism."

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