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Chapter 928 Don't look in the mirror, are you worthy of Sister Ka?

Just as Yang Chen expected, not to mention that the players were the people inside the Nebula Game, they were already very surprised after seeing Yang Chen's simple plan. Watermark Advertising Test Watermark Advertising Test

"Mr. Yang, is this going to make a great innovation in the gameplay?"

After the short excitement and excitement that started with the second grade, after carefully looking at the contents of the brief plan in front of you, everyone soon discovered something different.

What's wrong with playing this game!

It turns out that "Assassin's Creed", which is mainly based on story advancement, can be said to be a game, and the gameplay in the game is more inclined to have more action elements.

But now, this "Assassin's Creed: Odyssey" is an element that makes the game more rpg-oriented?

Especially the setting of the game's background, the story takes place four hundred years ago in 431 BC, telling the secret fictional history of the Peloponnese War between ancient Greek city-states.

Players play a mercenary leaving Sparta and can join the Tyro League headed by Athens or the Peloponnese League headed by Sparta.

In addition, players can also be divided into three different characteristics: warrior, assassin, and hunter, and choose to develop the route they want to take.

Warriors, mercenaries, Spartans, this is the official Stone Hammer Warrior!

Looking at the confused expressions on everyone's faces, Yang Chen couldn't help but smile.

It seems that this has changed, but in fact it is just a more detailed distinction.

Just like the free combat emphasized in "Watch Dogs", players can choose not to kill people as much as possible and achieve mission goals through stealth; they can also choose to use their hacking abilities to pick up various advanced weapons.

The same is true for Assassin's Creed: Odyssey, and Assassin's Creed has never said that it must be played according to a specific gameplay.

For example, in the previous "Assassin's Creed", most players actually did not choose to perform full assassination, except for players who have obsessive-compulsive disorder and pursue perfect achievements to pass the level.

Most players can be assassinated smoothly, and if they cannot be assassinated smoothly, I will kill all the people who saw me assassination, which is also a perfect and smooth assassination.

Assassin's Creed: Odyssey is divided more on this, such as equality of all beings under the Sword, and players can still complete the perfect assassination.

Of course, during this period of the game, the assassin's sneak sword has not been invented yet, so the tool for the protagonist to assassinate can only be a broken spear with mysterious power.

Players who also don’t like to plot against others behind their backs can choose to transform into a warrior, directly break into the other party’s nest, and kill all the other party. Who dares to say that this is not a perfect assassination activity?

For players who don’t like hard anals, they can also choose the hunter’s route and use bows and arrows to conduct long-range strikes.

Of course, this part of the system must be refined, especially the numerical control must be completed, otherwise it will be difficult for players to reflect the differences between the different gameplays of assassins, warriors, and hunters.

For example, the origin is obviously as an opener, and he is still not sure about this set of modes, which leads to most players' understanding of Bayek Bayek Baye: Berserker.

In "Assassin's Creed: Odyssey", this system is polished more refined, and it also presents the content that the game originally wanted to perform.

Berserker has the gameplay of Berserker, Assassin also has the gameplay of Assassin, and Hunter also has the gameplay of Hunter.

Instead of being simple, a berserker who cannot assassinate is not like a good hunter.

Of course, there are enough flaws. For example, the various dialogue options in the game, similar to "The Witcher: Wild Hunter", do have an impact on the subsequent game plot and world, but they lack a sense of existence and cannot give players a very direct feedback. I always feel that if I choose different options, it is just a simple dialogue.

The second is the mission reward. For games with rpg elements, side missions are always an inevitable pain.

On the one hand, we need to create enough side missions to enrich the content of the game, but at the same time, the rewards for these side missions cannot be too good, because if they are too good, the player may play side missions, and as they play, they will find that the boss will be abused at will.

If the reward is not good, the plot of the side mission itself needs to be excellent enough. Otherwise, the player will complete a side mission with great suffering and deep hatred, run from Asia to Africa, then from Africa to Europe, and finally return from Europe to Asia. This mission will give the player a bun with blood. It is estimated that nine out of the ten players will have their mentality exploded on the spot.

In this regard, "Assassin's Creed: Odyssey" is a game where as long as the player is sufficiently energetic and can show you a question mark on the map. It is very clever to add a dynamic difficulty setting. The monsters in the game will increase as the player's strength increases, which is always lower than the player's upper limit.

The advantage of doing this is that the rhythm of the game can be completely controlled, and there will be no difficulty of the world's invincible sword god as soon as he comes out of the mountain. At the same time, the level suppression added can also ensure that the player can feel the substantial improvement of his liver mission.

For example, in a region, as long as your level is higher than the monster's level, although the opponent has increased dynamic difficulty, it is always several levels lower than your own, so you can easily kill it and give players a psychological feedback that I have become stronger.

Of course, there are not many excellent content in the game, such as the more criticized in-app purchase system, which Yang Chen is not planning to join in.

To be honest, Nebula Games is not short of revenue. If you really want to, seriously design a skin for popular heroes like Riyaso, Blind Monk, and Jie. The income you get is much more than opening content mode in "Assassin's Creed: Odyssey".

Another point is that in the dream memory, a dlc that belongs to "Assassin's Creed: Odyssey", which is also planned to delete and change.

You should know that in "Assassin's Creed: Odyssey", there is a double setting for male and female protagonists. Although the stories experienced are similar, the different genders of the characters bring different feelings to players.

For players who choose female characters, it feels completely different.

Giving birth? What a fuss!

The characters I developed by myself have always been raised as goddesses, but ended up being robbed?

If it is a master assassin who is full of personal charm like Uncle Egio or Altay!

After all, he is a good match, and he is considered a perfect match for men and women.

But you are so dark and so frustrated!

Why don’t you pee and look in the mirror?

Your good friend killed Medusa, disintegrated the divine religion, debated with Socrates, practiced democracy with Pericre, and Sister Ka who had ships and artifacts???

Is it worth it? You have a chicken!
Chapter completed!
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