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The game with "bug" as the selling point breaks the relationship between the player and the producer

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Players can play a game of their choice. Players are satisfied during the game, the game's reputation comes up, and the producer can build self-identification from these evaluations. Of course, this only happens with good games. If the game is designed to be too rough or buggy, that's another story...

Recently, I tried a game called "Daredevil Moth" (formerly known as "tERRORbane"). The game was developed by the Italian indie game team BitNine Studio, which whispered and localized Chinese. At first glance, Daredevil Moth is a pixel-style RPG, but the player is always with bugs throughout the process, and the adventure is completed under the guidance (pointing of the game producer").

*The experience version is for PC and contains spoilers for "Daredevil Moth"

"There's a game in your bug"

After entering "Daredevil Moth", players want to play an RPG of the same name, in order to distinguish between the two, I will call this fictional RPG by its original name - "TERRORBANE".

The game with "bug" as the selling point breaks the relationship between the player and the producer

"TERRORBANE" as an RPG, has a clichéd background setting to explain, presumably meaning that the goddess is captured, a demon king named "Dirty" rises, and the kingdom needs to be saved... Everything is written on an upward scroll. Of course, if you're as impatient as I am, you have the option to press the skip button. But at this time, the producer of TERRORBANE, Dev, appeared in a hurry, contacted the player in the form of a window, said how difficult it was to make the game, and asked why he wanted to skip the opening. If you listen to him and don't choose to skip, he will start asking you plot-related questions again to make sure you're watching seriously. In this way, we met a somewhat annoying producer.

The game with "bug" as the selling point breaks the relationship between the player and the producer

The game's initial scene is called "Moustache Tun", from where the player assumes the role of a brave man will begin his adventure. As the cliché unfolds, players don't find the game interesting, and they will find that there are many bugs in the game, such as the brave will be swept away by the water on the large map, the guards will repeat the same sentence indefinitely, and they can be recruited as teammates after interacting with pears or a villager. As more and more bugs were revealed, the game's producers felt guilty, and the producers assigned players the task of collecting bugs.

The game with "bug" as the selling point breaks the relationship between the player and the producer

When I thought the goal of the game was to get players to trigger various bugs in TERRORBANE, the game suffered a serious error report and the whole world collapsed (a bit of a bad feeling in XX Literature Department).

Entering the game again, the original world no longer exists, and everything seems to be applied to the setting of "Big Dipper God Fist". At this point, the player has no contact with the producer, and we can only use the strength of the brave and his partners to save the mustache tun and defeat the demon king Dirty.

The game with "bug" as the selling point breaks the relationship between the player and the producer

Unfortunately, the returning braves did not have three seconds to be handsome, and the enemy AI who experienced the collapse of the game learned to modify the code, which made their moves powerful enough to easily kill the braves. All the protagonist can do is react quickly in a matter of seconds, getting the game logic back on track (the actual gameplay of this section is similar to Made in Waleo).

The game with "bug" as the selling point breaks the relationship between the player and the producer

In the next adventure, Bug's performance is even more unscrupulous, and the player has to jump out of the general game idea to get through the level. From the design of each level, it can also be seen that the authors of "Daredevil Moth" love a lot of games: Hearthstone, Pokémon, Soul series, and Final Fantasy series. Similarly, the more game types a player has been exposed to, the more they'll be able to take pleasure in these ingenious level designs.

The game with "bug" as the selling point breaks the relationship between the player and the producer

Branches of the story that appear due to different choices

Beginning with this paragraph, spoilers for Daredevil Moth will be included.

If I'm not mistaken, TERRORBANE will have a jump zone after experiencing a crash, and we can experience any stage of the game, including different branches, with this feature. I think this may be a trade-off made by the producers of Daredevil After thinking about it, to ensure that players have a more complete playing experience. Even if you don't go through the flow normally, you can play the ending or other branches of the plot directly.

For example, the opening animation mentioned earlier, if you do not listen to the producer's persuasion and still choose to skip, the player will break the scroll, the scroll will not be able to roll normally, at this time can only follow the combination of buttons to make it rotate. As the bugs got worse and worse, more and more keys needed to be pressed, and finally the player had to press "up + left stick + Y + RT" all the time...

The game with "bug" as the selling point breaks the relationship between the player and the producer

Initially, in Mustache Tun, if the player gets an item, an ending can be triggered in the wild. Our protagonist has just embarked on an adventurous journey to find true love and live an idyllic life. However, this storyline was later denied by the producers... Many levels have small surprises and branching routes hidden in the process, and even after completing the level, the player is still motivated to play a few more times.

The game with "bug" as the selling point breaks the relationship between the player and the producer

Inexplicably moved by the theme

Originally, I thought that the Meta element of Daredevil was only reflected in the producer shouting in the air, and I was playing only the player who played TERRORBANE in the game. However, there is a level in the middle of the story where the control hero comes to the producer Dev's computer in order to make another game. In the end, by emptying the computer and stolen credit cards, we made a game that was quickly criticized by players when it hit the shelves. Obviously, making games doesn't happen overnight. Through this plot, the player experienced the feeling of being a game producer in the fastest way, and we also became Dev and experienced his experience.

The game with "bug" as the selling point breaks the relationship between the player and the producer

TERRORBANE is a game full of bugs, so many bugs that after the game collapses, the villains all rise up against the producers. At the end of the story, the player arrives at the world created by the Great Demon King Dirty. Unlike the average Demon King, Dirty hates TERRORBANE for being too bad, and the producer's trash code isn't enough to let himself and the Brave have a normal battle as the final boss, so Dirty fixes the entire game, making TERRORBANE a plain and featureless normal RPG.

As a player and a protagonist, you have two choices at this time, one is to agree with Dirty's transformation of the game, and the other is to restore the original code and change the game back to the bug-filled TERRORBANE. If you choose the latter, when you restore the whole world, the producer Dev will be very impressed, because even if he makes a bad game, he can still be liked, because TERRORBANE is so bad. Then he also said something like "Producers are setting up obstacles for players, we are opposites, but the game makes us achieve each other", which in my opinion is tantamount to a confession.

The game with "bug" as the selling point breaks the relationship between the player and the producer

epilogue

Originally thought that the "Bug" as a joke , "Brave Fighting Moth" only designed the gameplay to the level of "collection and triggering", but I did not expect that there were still many Meta elements, and the final sublimation was also very good. Because there are many other game memes in "Daredevil Moth", the humor of the Chinese version is also inseparable from the grounded translation, and the whisper studio is estimated to combine previous work experience and personal accumulation, the text is properly translated, and there is no use of buzzwords.

Many of the player's behaviors in the game can lead the game to the "ending" (whether true or false), which stimulates the player's desire to explore and try, but the premature appearance of the jump function may cause the player to jump and play, unable to get the full story experience. If any game really dares to do this, it is estimated that the risk of being washed out is inevitable! "Brave Moth" was unlocked on April 1, landing on PC and NS platforms, and supports Chinese languages. Interested friends do not miss.

The game with "bug" as the selling point breaks the relationship between the player and the producer

The game also has a "true ending", the player controls the "bad review fighter" to directly give the game a bad review

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