As an "old player" who has witnessed the development and change of the game for more than 20 years, although there is no need to "rely on the old and sell the old", I always think of those masterpieces that have been like meteors in my gaming career from time to time.

What I want to talk to you about today is an FPS online game jointly developed by Chinese and Korean manufacturers - "Wolves".
Debut is the peak
If you've been to that kind of "multiplayer" occasion in the spring of 2010, most of what you're seeing at the time isn't playing dota's lot of shouting, or top-notch games like DNF or CF or King of the Battlefield;
What you can see is likely to be the "wolf shadow shaking" on the screen.
Yes, "Wolves", a game that adds a werewolf image and new gameplay to the existing FPS, has quickly gained the favor of all young people as soon as it was launched in China.
Compared to CF, which has become mainstream, Wolves was more playable and more interesting at the time.
The game has a total of 7 modes, 21 maps, all modes will have the presence of werewolves, werewolves have 8 different forms, each with a unique appearance and skills;
For example, the stealth wolf can stay still and enter the stealth state after a few seconds; the frozen wolf can use the skill to freeze the enemy and slow down the speed of the enemy; the berserker wolf can hold down the left mouse button while launching a medium- and long-range attack.
I have to say that this design is quite innovative even now; the design of the werewolf makes this game have unlimited possibilities.
Unfortunately, the good times are not long, because the publicity is not in place, and the publisher is not as big as the head manufacturer, in the continuous operation of 6 years of players have been lost, and the manufacturer in order to save some costs to increase a lot of kryptonite props, which is the already small player group consumption.
Fun doesn't mean "success"
Although CSOL's "biochemical mode" was only introduced less than a year after Wolves appeared, many players have lost their initial freshness and are getting tired of the cookie-cutter "repetition".
Wolves happened to jump at the chance, with no new mode, no more maneuverability, or even competitiveness, but its unique gameplay sets the game apart from traditional FPS.
What is the biggest difference between Wolves and traditional FPS?
From the experience of Uncle Monster, it is "more room for personal play".
Whether it is the ghost mode of "CF" or the biochemical mode of "csol", teamwork is always 1+1 greater than 2, but the werewolves in "Wolf Team" will not worry about the inconvenience caused by "tug-of-war", and a variety of different skills eliminate the situation of "gathering and defending points" and "fire suppression" of the human side, so that the battle is no longer a one-sided brush screen.
In 2010, it was not easy for a game with a client of about 400M to have the delicate picture quality of "Wolves";
And Wolves' UI is more clear and intuitive than other FPS games, and it can be easily used regardless of whether you have ever touched FPS or not.
From the modification of weapons to the assembly, players have a very high degree of freedom in the early stage, and the balance control of the game in the early stage is also just right.
It is such a game, although it is still running today, but only Southeast Asian services are more active.
"Wolves" proves to players that the success of a game is not only about whether it is fun, and the operation of Vivendi's "exhaustion and fishing" is not too good method, the enthusiasm of players always has a "shelf life";
"How to make a game popular while remaining profitable" is still a topic that the gaming community needs to know more about.
That's all for today, what do you think of the game and the question at the end of the article? Welcome to leave a message in the comment area to discuss Oh~
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