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Chain Wars sequel coming? Sega's "Original Sin War" mobile game released in Japan, 3D performance is eye-catching!

I believe that new and old players who are keen on JRPG should be unfamiliar with Sega's Chain Chronicle (CC) - there is no lack of epoch-making works in the history of mobile games, but if it is said that which game has established the framework setting of smartphone RPG, it must be "CC" Undoubtedly, even the "Blue Fantasy (GBF)", "FGO" and other works that are hot behind it are also deeply affected by it. What stands out most is that it breaks with conventions and creates a narrative structure that focuses on the characters, a chapter structure, and an activity-based story composition.

Chain Wars sequel coming? Sega's "Original Sin War" mobile game released in Japan, 3D performance is eye-catching!

On March 23, Sega officially launched the new mobile game "Original Sin War" (シン クロニクル) in Japan, which was developed and produced by the "CC" team with more than 25 million downloads, as the orthodox sequel to "CC", rather than a sequel, the official said that the game retains the original taste of RPG games, while based on the plot, with the core concept of "deciding your own destiny, only one chance to choose" to create a very immersive game experience.

After the launch, the game rushed into the top three of Japan's free list, and reached the top of the adventure and RPG lists, while "Original Sin War" also squeezed into the top 50 of the best-selling list, which caused the majority of players to continue to pay attention to and discuss the boom.

Original Sin Battle Record game live video

Through the real camera video, it can be seen that this work has many differences compared to "Chain Wars", the two have an eight-year release interval, but we can still smell some of the taste of the past from the work, such as the performance of the characters, although replaced by a 3D model that is more in line with the current players' pursuit, it still continues the style of the "ancestors" Q version; the thick sense of plot interpretation is also in the same vein, and it brings players more enjoyable visual and emotional enjoyment under the more advanced technical support at present.

Original Sin Wars Boss Battle

The changes of the times and the innovation of technology are also affecting the tastes of players all the time, and JRPG, as a representative of Japanese games, obviously has suffered a great impact in this change without smoke, and the current category development, whether in quantity or quality, is different from that "golden age". In the face of the declining local market, in order to better adapt to the current environment, manufacturers are often affected by the market and business orientation.

Chain Wars sequel coming? Sega's "Original Sin War" mobile game released in Japan, 3D performance is eye-catching!

Like a Dragon 7

For example, "FF15" is closer to APRG, and the series development is more willing to embrace the open world, action monetization, and take the "international model"; Sega's "Like Dragon 7" and the release of "Persona 5" take simplified command operation processes to improve the game rhythm to catch up with market trends. Of course, the same is true of Original Sin War itself. All kinds of signs show that the classic taste we are looking forward to has long drifted away, but from the perspective of work style and gameplay, following the market wind direction is not a bad thing, and even a positive signal, a change-seeking and upward spirit.

In other words, as long as the player thinks it is fun, the manufacturer can make money, as for whether it is classic, it is still aside.

Standing painting and combat performance help to cultivate the experience

Cultivation elements definitely play a pivotal role in THE JRPG, and the beauty of standing drawing and skill performance is often used as the player's first impression of the character, which also determines the strength of the player's willingness to cultivate it.

Chain Wars sequel coming? Sega's "Original Sin War" mobile game released in Japan, 3D performance is eye-catching!

The character in "Original Sin War" is shown in the picture above, as the protagonist is naturally burdened with heavy responsibilities, so through the character's heavy armor we can clearly feel a thick breath, while the breastplate, shoulder armor, knee pads and shin pads all have an imperceptible texture, and the same use of lustrous metal texture, as a knight captain's solemn temperament is therefore natural; white and long hair covering the forehead makes a warm but slightly gloomy character come out.

The combination of sword and shield is more in line with the solemn identity of the knight, noting the size of the shield in his left hand and the speed of the sword swing in his right hand, giving people a flexible rather than tank-like knightly look, and the game also uses a slow method to aggravate the sense of blow when killing enemies.

Original Sin sets BP points to limit the number of players' turns, and the 3 BP setting for one turn allows players to carefully plan the release sequence during the turn: spend more BP points to release powerful skills, or spend fewer BP points to release the same strike skill multiple times. Of course, players can't unleash a 3 BP move at first, and need to attack enemies continuously to accumulate courage points, which can only be released when the blue energy bar below is fully loaded.

Chain Wars sequel coming? Sega's "Original Sin War" mobile game released in Japan, 3D performance is eye-catching!

Sera is an attacking nurse in the game, a white dress with green gem embellishment can better highlight the character's "holy" and "healing" characteristics, while the black veil-like design of the upper body makes the entire character more mysterious and seductive in addition to vitality, which attracts the attention of the player.

Each blow of the player manipulating the character will produce a certain degree of jitter, the boss's hit feedback is good and the action is complete, the fly in the ointment is the stiffness of the skill light and shadow performance, not real enough, the performance in the mobile game can only be said to be medium level, but these problems become no longer prominent due to the good hit feedback of the game.

4x speed play big move release

The big move is released along with the fiery animation, and the exaggerated large subtitles and the damage value displayed on the boss's head are blessed with a good skill screen performance, which raises the cool feeling to a very high level, the gorgeous skill means that it has a high damage value, and the more beautiful the character has the skill, the more obviously it can get the favor of the player, after all, on the one hand, it is for cool, on the other hand, it is the desire for a sense of achievement brought by high values.

As a result, the game's exquisite character drawing and excellent blows and numerical feedback are properly integrated, which not only empowers the player's sense of achievement continuously, but also greatly improves the stickiness between the player and the character, which in turn motivates the player's willingness to continue to play and advance.

Interactivity creates immersive experiences

As the official said, in the "Original Sin War Chronicles" experience, players can choose different choice options to trigger different plot content in the future, this multi-ending interactive experience can be described as popular at the moment, and multi-ending often plays a very important role in JRPG, such as the "layered ending" design of "Fire Emblem if".

It can be said that this kind of narrative means that the player can really participate in the narrative, and the player can also know another ending that the game characters do not know at all.

The difference in the plot caused by the options is also perfectly played by the player, which is why the game can become an art form different from other arts. By setting up this multi-ending interactivity, the story told by the entire game is completed by the player's subjective thinking, of course, this unique narrative method can only be achieved in the game.

Chain Wars sequel coming? Sega's "Original Sin War" mobile game released in Japan, 3D performance is eye-catching!

Players, like God, after watching those bad endings, manipulate the characters to bypass the minefield and finally enter a beautiful "true ending" (this should be common in "Gates of the Stone of Destiny" or in the interactive film narrative masterpiece "Detroit: Becoming Human" a while ago), they may not realize that they have fallen into the plot, and may also smile after doing so.

Chain Wars sequel coming? Sega's "Original Sin War" mobile game released in Japan, 3D performance is eye-catching!

Players give positive feedback on the game

At this point, the unique sense of immersion brought by JRPG to players is finally generated, and the entire game is sublimated, and this immersive game experience will also accompany players through the entire game process and character growth process, further deepening the sense of pleasure and achievement brought by cultivation.

There is still room for improvement

In general, "Original Sin War" adopts a multi-ending setting at the narrative level, inheriting the fine tradition of "ancestors"; and in terms of combat performance, it also changes the common square movement setting of JRPG, replacing it with a setting that can move freely according to the player's control in local battles, which can avoid the grid map, such as when "Fire emblem" walks obliquely, the distance of movement is shorter, and the free movement obviously broadens the range of single-turn player units.

At the same time, due to the limitation of the size of the mobile phone screen, the direction of the finger swipe must be more efficient and more accurate than the finger tapping on the screen. In addition, we can also notice that the game's UI interface is simple, easy to observe and operate, and more user-friendly.

Chain Wars sequel coming? Sega's "Original Sin War" mobile game released in Japan, 3D performance is eye-catching!

Of course, there are still some problems to be solved in the current game version, first of all, there are too many loading pages for the image out of the picture, etc., JRPG due to the need for a complete experience of the cultivation process, the setting of various systems is naturally essential, but compared to other similar games, there should still be room for improvement, because too many loading bars are bound to affect the fluency of the game; in addition, "Original Sin War" performs well on mobile phones, but the performance on tablet products is not passed, and some players complain" On the tablet, it looks like the phone is hard to pull apart."

Although some flaws have not been solved, but the flaws are not hidden, I have to say that this work as a mobile game JRPG is worth the player's expectation and experience, as for the future development and trend of the work, but also depends on how the development team acts.

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