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"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

author:Rin Yuchen
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The price of "Lost Blade" up to 138 yuan is the embodiment of the strong confidence of this work, and on the store introduction page does not hesitate to describe a magnificent game world for players is the strength of this work, every real demo video that flows out before the release will raise players' expectations for this work to a new height, so Buff plus this work really made players look forward to a long time, under such a storm, this work was officially released on April 20.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

But such a storm seems to exist only on the eve of the game's debut, and when the game is really facing the player, the game is "dumb", and everything is quiet, including the game, including the player. The expectations of the past and the hustle and bustle of the past have also fallen silent, but what kind of magic can this work have?

Let's take a brief look at this work.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

The so-called adventurer must have a good martial art

Fallon West's optimism about all things is destined to be suitable for adventure, and it is not surprising that he has become an adventurer and explorer, he loves to participate in all forms of adventure, but he prefers to go alone to mysterious places than this, so to speak, in his life he is either adventuring or on the way to adventure.

If you haven't heard about West for a long time, don't worry, maybe it's stuck in some ruins and can't get out. In the past exploration, Fallon gradually collected various clues and instructions about Akrea, and this time he was finally able to set foot in this mysterious land, which will also be the greatest adventure of Fallon's life.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

Careful players may have noticed that I chose "it" in the above to replace our protagonist Falon, which is also because the production team in the game does not strictly stipulate the gender of Faron, whether Fallon is male or female is decided by the player himself, even Fallon's voice is completely dependent on the player to decide, if we want a woman's body to match a man's voice is also completely achievable.

This design should be a small plus according to common sense, but no matter what kind of body the player chooses in the game, Fallon is dressed in airtight armor, we only roughly distinguish our choice from the sound and body ratio whether we choose male Fallon or female Fallon, and further the game Although the choice is given to the player at the beginning, but does not pay for this, the game's character modeling and action can not show Faron's masculine or feminine charm at all.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

In fact, rather than defining Fallon as an adventurer and explorer at the beginning of this game, I prefer to think that Fallon is a warrior who travels alone, in this work you can see that Fallon can defeat all kinds of soldiers and defeat all kinds of beasts, there has never been such a fierce explorer, and Fallon's actual performance in the game is somewhat out of character.

The more in line with the character is Faron's "words", basically every time the player reaches a main line node in the game, Fallon will express his mood or introduction from the side, and Fallon basically has his own exclusive voice in different situations in combat and exploration, the name of the word, worthy of the name; In the case of obvious lack of tension in the plot performance of this work, a protagonist like Fallon can indeed distract the player to a certain extent, so that he temporarily ignores the lack of plot content.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

A small step by Fallon is a big step forward for the player

Please believe that although Fallon's defeat of a roadside nobody, in terms of the game's plot, is just a worthless thing, from the perspective of game operation, every successful defeat of this trash fish enemy is a big step in the player's progress, and the reason is nothing else, just because the minions in this game are inevitably too strong.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

First of all, let's first understand the basic combat content in this work, in this game players need to consume their own energy value (green bar) for all attack actions, if the health value determines whether we can continue to fight, then the amount of energy value is to determine the quality of our battle, energy value can be gradually recovered over time after consumption, and players will also get energy value feedback after successfully achieving some special actions, from the level of ideas this work does provide players with a basic way to "fight to support the war" , but in practice, this set of content is not easy to achieve.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

There are two kinds of "dodge and block" for players to actively recover energy, ordinary dodge only widens the distance between the enemy and the player, and dodge in the moment before the attack hits is a perfect dodge, and the player will get part of the energy recovery after successfully determining that it is a perfect dodge.

It should be emphasized here that the player's dodge action can only be used when launching a "red" attack against the enemy, and we can only get energy when the enemy emits a red light attack, and we choose to dodge in time to obtain energy is recovery.

And if the enemy chooses a blue attack on the player, then even if we successfully complete the dodge action, there will be no energy recovery, it can be said that in the blue attack, the player dodges and there will be no perfect dodge decision.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

The counterpart to dodging is the "block" mechanic.

If there are two ways to dodge, ordinary dodge and perfect dodge, then in the block operation, the player only has two results: damage and no damage, dodge is to avoid damage by opening the distance, and no matter how powerful the attack is, as long as we leave his attack area in time, then we will successfully avoid injury, and the blocking mechanism is completely different.

Blocking often means that the player will be in a close state from the enemy, we press the key too early or too late will cause us to be harmed, and under the premise that we release the timing is not appropriate, this injury process is no means to remedy or terminate, we only have two endings of successfully blocking or being damaged, and after successfully blocking, the game also brings the player two different feedback results, ordinary parry will allow the player to recover part of the energy value, Perfect Parry will deal more posture damage to enemies on this basis.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

Just as dodge moves can only be used against red light attacks, the player's blocking action can only be used against enemies when launching blue attacks, and enemy red attacks cannot be defused with blocks.

In a sense, the red and blue design of this work has some sound and visual sense, we need to choose the appropriate way and method in time according to the enemy's attack method in the subsequent battle process, the game enemy attack method also has and only red and blue two ways, there is no color attack, in the moment of the enemy's change of move, can we timely respond to the good action (score) and choose the wrong action is to be damaged (deduct points), so the rhythm is not the same as the song in the sound game?

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

In the enemies in the game, this game also sets a white posture bar for it, the player does not have this content, our attacks or blocks can cause damage to the enemy's posture bar, and it is the setting of this posture bar that makes the player's experience in this game truly miserable.

The in-game interpretation of the Posture Bar is "Stiffness occurs when the Enemy Posture Bar is cut to a certain extent, and execution can be performed when it is completely empty", in other words, the Enemy Posture Bar will remain in a dominant state until it is cut to this extent, and any attack by the player other than weapon skills will not be able to shake the enemy by a single point.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

In this state, the enemy is chasing the player to slash the whole time, of course, as we can use the above two means to defuse the enemy's attack, but after the solution? We also have to be pressed and beaten by the enemy all the time.

I also mentioned earlier that our attacks can be used to reduce the posture bar, but in terms of its effect, it really has little effect, and I have confirmed the fact that in many cases, enemies die because of health emptying rather than posture bar emptying and being executed by the player.

And the enemy's posture bar in the game is very fast to recover, and it may be that the enemy's posture bar has been restored to full in the process of looking for the next opportunity, which means that the enemy may make the player do a useless job at any time. By the way, although the player's weapon skills can directly cause a large stiffness to the enemy and are very effective in reducing the posture bar, because the enemy is always in a hegemonic state, it is easy to be "exchanged blood" by the enemy when we use this skill.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

Our combat experience in this game is really not very good, the player needs to withstand the red and blue attacks of the enemy under the hegemony at all times during the entire battle, and we will be hit hard by the enemy if we are slightly worse, even if you successfully resist it, you will find that the enemy is still in a state of full suppression to attack you again and again. What game can an ordinary trash fish level enemy do this?

Another very funny content is that the in-game bonfire prop "Acrea Life Shrine" in other games only provides the player with a save function after interaction, and he can neither restore the player's health to full nor replenish the number of restored life heart mei, and the upper limit of heart mei can only carry one in the opening long time.

"Lost Blade": No matter how sharp the sword is, it cannot shake the enemy's mountain-like body

epilogue

"Lost Blade" should not have today's performance, his art style and game theme should not have allowed him to have today's ending. Although the production team has a certain understanding of the "regulars" in soul games such as dodging and blocking, it is clear that their cognition of the underlying logic is in a very simple state, just a rigid conversion to this work without any adaptation, which is also the biggest problem in "Lost Blade".