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The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

author:Ai thirsty echo
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Of all the domestic card battle games I've experienced, Brave in a Hurry isn't the weirdest one to play, but its name is confusing enough.

Brave, hurry. The standard subject-verb structure phrase clearly explains the protagonist and the event, so that players naturally believe that the game will tell a very bloody adventure story, in addition to the protagonist, there is a princess in prison and a grumpy villain, players need to race against time to solve the problem, upgrade and grow, and kill the boss as soon as possible, otherwise the consequences are unimaginable.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

But the problem is that, first of all, no matter what, "Brave in a Hurry" is a turn-based card battle game, or is it the kind of tower-climbing meat pigeon card battle game that can be played until the sky is wasted, and its basic audience is often the middle-aged and elderly braves who dislike "hurry" the most... Right? They would rather run to the river and sit all day than turn on their computers and continue to experience the pace of life.

And even if this kind of unfounded speculation is pure nonsense, then I can't think of how to highlight the theme of hurry in a game: Is there an additional reward for my light-speed play? Or do I need to constantly make trade-offs between rushing (pushing the main line) and developing (doing the side line) along the way? Or it's more traditional, but my personal least favorite way, let the demon king gradually gain various enhancements over time, and even finally become invincible to the world...

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

It's really irritating.

Instead of being so cranky, it's better to go straight to the game and find out, you say? So just like that, another not very smart player was burdened by curiosity and stepped into the "consumption trap" of the production team without hesitation; But as the saying goes, where you fall, you rest for a while - anyway, the game is already in storage, how much experience can there be any harm? What's more, although this "consumption trap" is clumsy enough, the game is still quite solid and complete, not only the painting style is bright, the soundtrack is high, and all kinds of elements are available, and the production team has also interpreted the concept of "hurry" to a new height:

To exaggerate, the production team successfully rescued the concept of "time" from the game background board in "The Brave in a Hurry", making it a major dimension that can really influence the situation on the battlefield without restricting the player's freedom of play, which greatly improves the player's operational upper limit in card battles and simulates the rapid changes on the battlefield well.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

However, it is slightly ironic that in order to maximize the use of the time system in the battle, and for the player to get the best combat experience, the production team seems to have to let it go at the strategic level, and even encourages the player to put the princess aside first and explore the world first.

Pre-war preparation: Just let the princess wait a little longer

Yes, there is indeed a princess who needs to be saved in this world, such a cute princess, but she only appeared in the opening animation for less than ten seconds, leaving two "so cute" "Jane" to the end of the box lunch, although it will reappear in some way later, but at least for a long time you don't have to feel any moral guilt for not saving her.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

So choose a hero with a different style, but can stand alone, and take a good tour in the Whispering Plain first!

As you can see, like all the other levels that followed, Whispering Plain is a large battlefield of thirty squares, consisting of a definite boss, several enemies, several chests (with powerful Guardian enemies), scattered shops (buying equipment, cards, leveling up, removing cards), taverns (hiring new partners), springs (restoring health and increasing the health limit), graveyards (resurrecting companions who accidentally died), and various events (this one more). You will often enter from the bottom right corner of the map, choose a route to the boss, defeat it and move on to the next level to start again, until you finally complete the mission to save people, or quit the game bored.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

All in all, it's pretty much the usual routine of a meat pigeon card battle game, and it seems that there is nothing to elaborate on; However, it is worth mentioning that this time you don't have to do anything annoying to choose the route, as long as you have enough Yaxing and enough HP, you can go through all the shops, search all the treasure chests, drink all the sweet springs, kill all the enemies, collect all the cards and gold coins and equipment upgrades, hire a few more friends, in short, be ready before going to face the level boss... Then I found that before I knew it, my card library was too bloated, and it was difficult to maintain the efficiency of the previous kill.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

It's not hard to understand why, after all, after each battle, players can find a card from the enemy to enrich the card library, and although you can choose the most useful of the three cards, it will still make the card library more and more bloated in the long run;

At the same time, some of the player's actions will also introduce some junk cards into the card library: for example, if the player does not have enough food to eat at the spring, he can only drink a sip at the mountain spring to restore part of the health volume, and also wash the "infected" dysentery into the card library.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

Considering that food doesn't seem to be readily available in the game (it needs to be exchanged by giving up loot), and that it is almost hard to clean up the map and restore health at the spring water many times, we can indeed interpret this "stuffed garbage" mechanism as a punishment for not being in a hurry - but this punishment is precisely the most popular one for players, because experienced adventurers can use this mechanism to "sacrifice" chicken ribs for food. And use the mechanism of consumption and deletion in the store to further ensure the rationality of their cards;

The more experienced adventurers, on the other hand, have the power to turn decay into magic, enough to make the most of all the chicken ribs, garbage, and even negative effect cards, and complete the increasingly difficult battles in a more bizarre, fancy, and efficient way.

Battle Begins: An alternative rendition of real-time combat

On the 5*6 size board, when the player guides the hero into the enemy-controlled square, a vicious battle in a new scene is inevitable.

Looking at the visual elements alone, this is undoubtedly a fairly standard card battlefield: no covering, no obstacles, in the 2D scene of Ichima Pingchuan, a total of up to six people on both sides occupy positions in the front, middle and back rows, and just like that, POSS stares at each other until the player plays his hand and starts to attack.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

However, unlike other similar works, there is no concept of "friend or foe" in the battle, nor are there any restrictions such as energy limits and card fees, as long as the timing device in the lower right corner of the screen reaches the end, the displayed cards will enter the player's hands and can be played at any time by any normal hero (not unconscious or suspended, completely completing the previous attack).

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

This means:

First of all, since the enemy will also complete the predetermined action (attack, return blood, add buff or...) after a certain amount of time (the game manifests itself as a progress bar on its head) (attack, return blood, add buff or...). In a daze), although the player can pause and slow down the game at any time, or play the defensive card just right to activate the "emergency defense" (play the defensive card within 0.5 seconds before the enemy), it is obviously no longer possible to calculate carefully in each turn, see the trick... It's really "in a hurry";

Secondly, since the enemy progress bar can be interrupted by a variety of factors including but not limited to stun, knock fly, forced displacement, restricted action and other factors, in theory, even in the face of a guy as strong as a boss, the player still has the opportunity to kill it without damage with excellent control, explosive output and a little luck, or even not give it a chance to shoot at all;

Finally, combining the above two points, it is not difficult to see that the combat format of "Brave in a Time" is already quite "instant" - although the enemy's actions still retain a lot of turn-based shadows, at least players can no longer stick to the limitations of the past, and can show a stormy offensive from the beginning, supplemented by the "emergency defense" activated at the right time, easily achieving the highest combat efficiency.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

Obviously, this battle is more than a star and a half smoother than before, but its essence is only to greatly reduce the threshold for playing cards, so that all adventurers can easily enjoy this blood rush that far exceeds the average card game. But because of this, the problem with Brave in a Hurry seems just as obvious: without the complexity that requires careful consideration, will the game have enough charm to entice adventurers to continue exploring the many secrets of the continent? And since the biggest advantage of Brave Rush is that the combat system is smooth enough to far exceed similar works, why don't I look for a real real-time combat game that fights without taboos in that obviously smoother world?

The two questions are not the same, but the answers are also the same. In short, Brave in a Hurry doesn't lack thoughtful complexities, they just interpret the game's creative gameplay in another unusual form, showing the unique charm that card action games can't yet replace.

Post-War Reflections: A Few Reasons to Keep Playing Cards

First, let's be a little more rigorous: as of press time, there are still few successful action games on the market that can match the level of complexity of Brave in a hurry.

The "complexity" here is not only reflected in the fact that "Brave in a Time" has nine heroes covering almost all the classic classes of fantasy works such as Battle Hunting, Horse and Horse, and they all have their own unique card sets and special mechanics, but also that these heroes can transform many settings on the battlefield into combat advantages on the battlefield, whether alone or in a group, so that the pure visual details in similar works can truly participate in the battle.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

Here we take Fat Sancho as an example. As you can see, he is a typical human shield hero who will slowly walk up to enemies after the player has played melee cards and give him a powerful blow. Admittedly, this slow movement makes people feel anxious, and Fat Sancho can also normally get a lot of "Quick Attack" cards that charge and hit in place, which can replace this attack method that challenges people's patience; But one day you'll find that his slow stance is just right to completely avoid enemy ranged attacks and group attacks, and the new world will slowly open up to you.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

You will slowly find that our shooters can also take advantage of the enemy's position, and at the most appropriate moment, loosen the string and release the arrow to easily obtain the result of killing two birds with one stone; Our Assassins can take full advantage of the moment when the enemy turns and returns to complete a series of dizzying operations; And obviously, when these two happen to team up, it will bring a terrifying increase to the operational ceiling:

In addition to the usual near and far attacks, you can also set traps, interfere with attacks, cut their blood lines or drag them with a hook and claw, match with traps, and then perform a real backstab on their hobbling back... Under this set, even if the level BOSS comes to the top, you have to lose a layer of skin;

What's more gratifying is that players don't need any operations, just put the mouse cursor on the hero to enter the bullet time state, get enough opportunities to finalize the best time for emergency defense, kill two birds with one stone and other detailed operations, so as to help players perfectly break through the physiological limitations of people only two hands and ten fingers, and perfectly present the cooperation of heroes on the battle screen of the game.

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

And this explains another reason for choosing "Brave in a Hurry": with the unique expression of card combat games, this game can easily show the full cooperation of multiple classes, and the "Cursed Lands" level, as if tailored for an ancient god believer - although there are certain requirements for the player's imagination, but at least until the next hardware innovation arrives, this is the best solution that gamers can give for this kind of player demand.

Finally, since we mentioned the game hardware, then I think the ultra-affordable configuration needs of "Brave in a Time" should also be regarded as its important advantages - this is really not in the yin and yang weirdness, think about the content abundance presented by this game, and then consider how much hardware support is needed to support non-card games with the same content abundance, I think it makes sense, we should at least angry at the market deformity, while thanking the production team for trying to serve low-configuration players, right?

The True Brave Arms Themselves with Time - The Brave in a Hurry Experience Report

But of course, the price to pay for insisting on low and cheap is that the game's combat special effects are extremely simple, the characters are difficult to call gorgeous, and the character shaping and storytelling are about equal to nothing, which is completely unable to meet the needs of some players to lick the screen. But since the overall style of "Brave in a Hurry" is not very serious, these elements are not a necessity - not to mention that this "Brave in a Hurry" has obviously proved the feasibility of "real-time card fighting games", and its excellent reputation gives us enough reason to believe that the already famous and wealthy production team will make up for the new adventure in future game sequels (or spiritual sequels), and make up for the heroes and princesses with truly "so cute" standing paintings...

Alas, I am afraid that when the time comes, the heroes will be addicted to it, and I don't know how long the princess will have to wait hard.