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"Warcraft Corps" was tested for the first time: a strong American style of Tuita mobile game

"Warcraft Corps" was tested for the first time: a strong American style of Tuita mobile game

Blizzard Entertainment released the first native mobile game "Warcraft Corps" yesterday (3), and Xiaobian also got the opportunity to test in advance this time, and then let's talk about the trial impressions of this "Warcraft Corps".

First of all, I would like to remind that "Warcraft Corps" has not yet been publicly tested, and there is still a chance to change the game design of this article, so the details mentioned in this article (such as store prices) can be used as a reference.

"Warcraft Corps" was tested for the first time: a strong American style of Tuita mobile game

If you want to use an analogy with an existing game, it's the PvE version of Clash Royale.

If you ask what Warcraft Corps looks like, which game is on the market right now? That must be the first thing that comes to mind is "Clash Royale", but the difference is that "Clash Royale" is mainly PvP, while "Warcraft" is mainly PvE, although there is also a PvP system, but it is still mainly to push levels and play copies.

The composition of the team is a leader with 6 creeps or spells, summoning each unit has different consumption, after entering the level and starting to fight, it begins to summon units at the bottom of the screen, the summoned units will automatically move forward, generally speaking, the level has more than two paths, so putting the left or putting the right will directly determine the route that the unit will take.

After the unit is summoned, it does not need any control, it will automatically move forward, hit when it sees someone, and the boss who pushes the level within the time limit wins. Therefore, it is best to summon 2 to 3 units together, so as not to be cleared by the enemy like a dumpling. Therefore, the composition of the team is also the main point, and the mutual matching of each class, the order and time of the summoning, are all strategic elements to be considered.

"Warcraft Corps" was tested for the first time: a strong American style of Tuita mobile game

At the same time, there will be some mechanisms on the map, such as arrows that force direction of travel, gold mines that can be mined by sappers, collection stones that can move the summoned land forward, or ballistas that can attack enemy units and be snatched by both sides.

Units have three basic primary attributes, as well as several minor attributes, the main attributes are melee, ranged, shooting, basically long-range gram flight, flying gram melee, melee gram ranged. Secondary attributes include tanks, diffusion damage, sieges, a large number, etc., so each unit has its own characteristics and weaknesses.

Of course, these units are all from World of Warcraft, including maps that also use all over Azeroth, so for players who play Warcraft or World of Warcraft, it is also very kind, even with your eyes closed, you can guess 80% of the attributes of these units.

There are basically more than 70 levels of main quests, and as the main quests open, players can gradually appreciate other content, such as tasks that will be remade according to time, or 1-on-1 PvP, and dungeons, etc. Blizzard is also expected to join team quests in the future.

"Warcraft Corps" was tested for the first time: a strong American style of Tuita mobile game

Although the mutual gram of the unit itself is very important, but another focus is the level of the unit, each unit is an independent level, and each level will only increase the level of one of the units in the battle, to be honest, this part is very un generous, but also a little kryptonite, prolong the game life of the means, will be described in detail later.

Filling the upgrade of this piece is the task, the task can increase the level of the specified unit, but the task of which unit is also random, so when the main line because of the level of the card level, the player has to continue to earn experience points between PvP, the task, the unit level to push the main line, which is the actual situation of the main game.

The UI is obviously borrowed from "Hearthstone", I have to say that even if many players have a lot of criticism in recent years, but in the UI operation, art model, Blizzard still has a fairly good level, each unit has a quite interesting sense of toys, can't help but think that if Hearthstone is presented in this way, it may really become an electronic card god.

Pay For Win Elements... Yes

Let's talk about the consumption mode that many people care about, the consumption mode of "Warcraft Corps" is to use in-game gold coins, and all the leaders, creeps, and spells are purchased through gold coins. The advantage is that this gold coin is not paid or unpaid, so pushing the level can also get gold coins.

The in-game shop is a nine-house grid, and the price of new heroes is 400 gold, new classes, and spells are all 350 gold. For each block purchased, the same row and the same column of blocks will be eliminated, and then the blocks will be dropped from the top, and what is dropped is random. So, if you have two in the same row that you want to buy, you must first spend 10 gold coins to remove the desired grid so as not to be eliminated.

"Warcraft Corps" was tested for the first time: a strong American style of Tuita mobile game

Maybe you want to say I have a liver so I don't have to spend money. While that's true, Warcraft Legion has another very kryptonian design, which is "time-limited". Not only are the combo packs that appear on a limited occasion, but even the basic stores mentioned above "wash" the plates once a day.

That is to say, unless you have some savings at any time, when the unit you want suddenly appears but you have no money on hand, you can only obediently pull out the magic card.

Then there is the "Pay For Win" (payer wins) mentioned in this title, although many people have the impression that European and American games do not have the impression of "Pay For Win", but "Warcraft Corps" has it. In the previously mentioned shop, there are times when you already have a class, and for as little as 50 gold, you can increase the experience points of that class.

The other is the "Book of Experience", the current beta store is 500 gold coins a book, the number of daily can buy is limited, the Book of Experience will be in a continuous random 2 to 1 way, greatly increase the experience points of our 5 units, and as mentioned earlier, the level of each unit is an important key in this game. Therefore, this book of experience will be an important element for kryptonites and civilians to open up their war.

To say a very unusual design

In addition to the above-mentioned gold coin mechanism, "Warcraft Corps" in various designs, presents a very different logical design from today's Asian mobile games, for example, Asia has long been a market dominated by card draws, so players will focus on high-rarity characters, so the production team will also focus on the entire design and cultivation of characters.

But "Warcraft Corps" does not belong to this kind of game, although there are a series of well-known characters to serve as leaders, but the training is relatively simple, only one more leader talent than the average creep. In actual combat, the leader is also more inclined to use a stronger creep than a hero in a hundred grades.

In the shop, the leader also appears with the creeps, and although the creeps have a rarity, the low rarity is not too low to be useless, and even because the features will have a miraculous effect in some levels, unlike the Asian mobile game, which has a "SR below is the warehouse tube" design.

"Warcraft Corps" was tested for the first time: a strong American style of Tuita mobile game

Legion of Warcraft is designed to spend an average amount of time on all parts of the game, including level content design, rather than focusing on specific characters.

Moreover, after all, mobile games can't always have new content, and Asian players are already tired of the constant liver levels, so game developers will reduce the time of "liver" through some mechanisms, such as automatic, acceleration, sweeping scrolls and other functions.

But "Warcraft Corps" has no such design at all, not only does not crush the five-star characters in the whole field, unless it is a level with a large level difference, otherwise each level must be played with full attention, and the design of the "liver" level is still there, there is no automatic, no acceleration, and no sweeping in the level.

"Warcraft Corps" was tested for the first time: a strong American style of Tuita mobile game

These designs can be said to be very "European and American". For many European and American game designers or players, games are meant to be "played", so placement games are not very popular, which is obviously different from Eastern and Western cultures.

These designs are not wrong or bad, but they depend on the player's personal likes and dislikes. If you like to play mobile games very relaxed and brainless, then Warcraft Corps may not be a good fit for you. On the other hand, if you are very willing to enjoy the game process such as brains on mobile games, and do not reject this tower defense / tower push style of play, then you can really try to see this "Warcraft Corps".

"Warcraft Corps" is expected to be launched simultaneously on iOS and Android in the second half of this year, and test registration has been opened.

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