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The delicate picture quality and modeling of "Divine Meteor" are full of dreamy colors

What makes "Divine Meteor" impressive is the gorgeous picture presented by its flamboyant artistic style. The character armor is full of personality and tension, some with animal shape as the theme, and some more showing the unique texture of metal, which looks quite beautiful; Splendid palaces, woods, secluded attractions, etc. form a vast and vivid scene, and different environments inhabit a variety of creatures, which also makes it full of life.

These shiny metal armor, marble surfaces and water surfaces create dazzling reflective effects. The effect of the PS5 is not known, but as far as the PC platform is concerned, the game uses screen space reflections rather than light tracking, and does not make the smooth surface elements of the full screen show a stunning reflection effect. All in all, the graphics are really great, but not to the point of stunning.

The delicate picture quality and modeling of "Divine Meteor" are full of dreamy colors

It may be a bit too much to say that "Shen Meteor" is "flowery", but the actual gameplay experience of this game lacks a lot of vitality compared to its full promotional film and exaggerated art style. After passing the tutorial level, you will soon fall into a repetitive monotonous rhythm, the battle has not changed, and the plot has no highlights. Even if you are online with friends, you can't find a way to interact with each other. In addition to the graphic performance and fight animation, "Divine Meteor" is also passable, and other aspects are very mediocre.

When the real battle begins in the grand scene, the original excitement gradually fades with the mediocre gameplay. The basic battle mode of God of War is somewhat similar to that of God of War. Light and heavy attacks combine with swift shields to form a very fast offensive and defensive transition. Different equipment and skills also offer a variety of active moves and passive bonuses. The problem is that the game is only a superficial experience in all aspects, and the lack of characteristic monster attack methods does not require players to formulate targeted countermeasures; Different weapons have different attack rhythms, but the strike pattern is consistently monotonous. With only a simple combination of light and heavy blows, it is difficult to create a deeper operating space. Some new moves can be learned through the skill tree, but the richness is limited, and the passive attribute bonus accounts for more than half.

These issues ultimately lead to the monotony and lack of depth in the core gameplay of the game. While repetitive missions can extend the duration of the game, it is already possible to see most of the fun of the game in just a few hours. The next process is nothing more than a constant "brushing", and the lack of experience of change makes the process sleepy.

The delicate picture quality and modeling of "Divine Meteor" are full of dreamy colors

Perhaps for some players who are more focused on combat, gaining excellent combat experience is their focus. Unfortunately, "Divine Meteor" also has some flaws that cannot be ignored in this regard. First of all, the early input judgment of the combo is not coherent, and there is no problem with the connection between light and heavy blows. However, when a shield defense is launched at the end of an attack, it is often necessary to wait until the back swing of the attack is completely over before the button can be pressed to take effect. This leads to a rather uncomfortable sense of offensive and defensive separation. Sometimes even because the shield cannot be unfolded because it is pressed early, the character will inadvertently stand in place and be hit by the enemy. The same is true when using weapon active skills, restoring items, and even switching weapons.

On the other hand, the game's blow feedback is too weak, which greatly reduces the thrill of the battle. The large swords and sledgehammers wielded by the characters seem to weigh more than 100 kilograms, but when they are chiseled into the enemy's body, they pass through like a lightsaber or some kind of magic weapon, and at most they make the enemy fall behind. When an enemy enters a state of stiff execution, it will even give no feedback to your attack, as if it is forcibly waiting for you to execute. It is also difficult for different weapons to feel the difference in strength through blow feedback, and finally form a combat experience that looks "flashy" but actually has a very weak taste.

So, as a game that emphasizes "brushing", did Shen Meteor create an excellent revenue cycle to encourage people to brush down? The answer is no, the device system used to support the revenue cycle is very monotonous. Most are pure numerical superpositions. Getting a legendary giant sword is no different from the previous whiteboard giant sword, except that the number of people who cut out the enemy is even more impressive. However, upgrades only give the equipment a higher value, and do not make its spawn show different energy than before.

The delicate picture quality and modeling of "Divine Meteor" are full of dreamy colors

Only the 12 sets of "Brave Armor" that are the theme of the game can bring different active skills. You need to collect materials to craft these armors. Unfortunately, their skills are similar. Another reason for this problem is the lack of a deep skill tree system, which does not form a good chemical reaction with the weapon equipment system. Unlocking some active skills allows us to unleash more powerful moves in battle. For example, the Flying Shield, its shock wave will cause a wide range of AOE damage and knockback effects, which is quite refreshing to use. However, the number of new moves that the skill tree can provide is relatively limited, and it is independent of each other and does not affect each other much. So I generally don't collect some gear for a particular build, but "wear my strongest". This makes Building less fun and making it difficult to enjoy the sense of accomplishment of collecting gear.

The gorgeous art and excellent graphics of "Divine Meteor" are indeed valuable, but they are monotonous and tedious in terms of core gameplay such as combat, character training, and profit cycle. Over the course of a few hours, there are few changes that can affect the gaming experience. Repeated boring brushes will soon pull you back from this wonderful fantasy world back to reality.

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