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Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

author:Cow Off Game Community
Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden
Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

Out of respect for the game, I have completed the highest difficulty before writing this review to be as objective as possible.

Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

"First Body Project" is a Japanese action game with very few developers, only five people. Before I touched this game, I bowed to the production team, and it is very admirable to be able to choose such a genre game and make a finished product in this environment, whether it is sincere love for act or "stupidity".

In the process of the game, I also deeply felt the cost, manpower and technical limitations, in fact, the overall experience is not very good. Although the peripheral packaging of the game is very lacking, the core gameplay of the game itself, that is, the details of the action, can already be seen to be very careful.

As a Japanese-oriented act, the core elements of the "Initial Body" battle are to make real-time dodges under the rapid attack of the enemy, and to use targeted moves through different rubbing moves to break various enemies.

Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

Its combat rhythm is very fast, the enemy's attack is merciless, only a small number of forward swings, the move is very fast, but not completely impossible to dodge.

Strange and fierce, the natural protagonist is also fierce, when a bunch of enemies like zombies to the protagonist to make a reasonable dodge or attack, this simple high intensity although there is no wisdom in the design, but it is really exciting to fight.

Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

As a monster type, melee enemies are basically divided into ordinary stragglers with large attack intervals, dead bank blue hairs that attack fast and can sprint, and gouache hairs (some of which are blocked) that attack slightly faster but will eat high-damage enemies similar to "throwing skills" once eaten.

In addition to snipers and robots that can shoot cannons from a distance, frankly, the number of enemy types that appear in the game is relatively small, but the role of each type of enemy in the battle scene is also properly arranged, which is already very reasonable at a limited cost.

Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

In terms of combat moves, "Chu Body" did not make a lot of innovative thinking, and like most Japanese act, it is still a combination of light and heavy hits as the main body, on the basis of five consecutive slashes, and then pressing multiple times after each light hit is a set of combos with different effects.

Similarly, these combos are not limited to ornamental differences, xy hollow, xxy spike displacement, xxxy damage is high and wide but slow to recruit, and xxxxy can deal medium range of control damage. These different moves can play different roles in the practice of combat, and it can be said that from the basic moves, these skills are useful.

The fluency of the action itself is of course the most important thing as an act, which is also the top priority for the producer to invest a lot of costs. Heroine (what is her name?) By the way, the action of the nail palace) can be described as sincere.

The action of the consecutive moves is quite smooth, and many independent act workshops are prone to the problem of being hit and the starting action is very blurry, which is also very smooth in "The First Body". Because of the excellent fluency of the movements, there is no obvious interruption in the rhythm of the whole battle, and it is very enjoyable in one go.

Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

However, the combat system in "The First Body" still needs to be improved. The whole set of combat logic is actually too simple, every time a wave of soldiers is brushed, first see if there are long-range enemies who love to harass, after the fire is killed, then the melee soldiers are gathered together, and then a variety of high-powered moves are put together to kill them. Once or twice is acceptable, but in the level, every time it is played like this, it is inevitable that it will feel a little boring.

And it should be noted that the enemies in "The First Body" are not like the Devil Weeping Sister, as long as the monster is not in the screen field of view, the desire to attack will be greatly reduced, so that the player can get the best combat experience from a reasonable field of view. In this game, the enemy will only run in your direction to get closer and attack, so many times the encounter is suddenly from behind your own ass a claw rushed over to knock the heroine down, at first a little confused, and then you can only try to keep the enemy in front of you through your own displacement and then start a war, but the learning of this tactic is actually redundant and drags down the rhythm.

But if the field of vision is limited to the enemy AI, can't you rely on the field of vision to play laipi? Of course not, people's monster attack methods are not so stupid, because of that mechanism, there will be fast beast-type enemies in the Angel Hunter Witch, although they will not attack you from the direction of the ass, but they will take the initiative and run quickly to your eyes to attack, the speed is very fast, but you also get a huge visual information, making people think that the game is very difficult and reasonable. The initial body does not, and there is always a casual damage to the protagonist, making the player think that it is unreasonable to be beaten.

Because it is necessary to run to solve the limitation of the field of vision, this also leads to another problem in the combat system of "The First Body", the enemy always runs slower than the protagonist, which means that the protagonist can completely rely on the kite plus the charge to kill the enemy.

Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

In the test session, I saw that the vast majority of players said that the charge was strong, the development team was also repairing the time action of the charge chop, and there were also players who were bent on hard and hard at all who were not willing to use the idea of charging chop, naturally did not know how strong it was. But in any case, this is a design point mistake, allowing players to taste the easy way to abuse monsters, but also a problem that exposes the game's action mechanics to their own gaps, which is not a solution that can be changed by numerical time, but requires a new idea.

On the other hand, the game lacks a lot of level action guidance. This problem is actually my biggest dissatisfaction with the "Initial Body Plan". In fact, the charge cut in the previous section can be said to be one of the problems, some people feel that imba, but some people do not know how to use it, do not know that the person who uses this skill is not a technical dish, but did not react.

How to make players react, as a producer can not be eager for each player to take the initiative to ask, but step by step, but in the game but do not see this design at all. So the floating attack in the game is the same.

The same is true of boss battles in the game, which exposes the problem even more. Because the fighting methods of boss warfare and miscellaneous warfare are completely different, almost no ordinary attacks are eaten, and only the boss's attack can be terminated to effectively damage the boss.

Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

Some people say that boss battles are difficult, some people say simple, but whether it is difficult or not, boss battles are separated from the overall game's battle rhythm. But this sense of separation is actually not a big problem, and the big problem is that many players will hit a wall in the face of boss battles, and the bosses who hit the wall are different, and the card level is a bit strange.

Personally, I got stuck in the final boss for two hours at the highest difficulty, and the reason for the jam was purely because I didn't have a trick to specifically target the routine used by the boss.

Why is this problem so fatal in my opinion? Because the reason for this fatality is actually the idea of making the game. When I gave feedback to the producers, I noticed that the producers were actually very upset with the players' difficulty, and constantly had to emphasize the niche and hardcore of their games. Then in the face of the player's difficulty in saying that it is difficult to change it, and finally did not get a good result, and finally the author told me that he could only make a "compromise" with the players.

However, in my opinion, the mistake is not a "compromise", but the producer sees it as a compromise, as a player, I hope that this "compromise" is a service for the player, since someone can't pass, then you have to think about why he can't pass the pass instead of blaming him, blaming himself for the small genre of the game, is it pure technical reasons or routines that are not mastered, if it is not mastered a simple skill, then it must be from why the game failed to show him the use of this key dafa.

Yes, the difficulty of the ninja dragon is not compromised, but the first step to its success is not a compromise, but enough cost and it is the genius of Itagaki's genius, and with these two things, there will be a "personal show" of Itagaki without retreat. But one must be self-aware, and "The First Body" is not a work of genius, but only a work of medium quality that is sincere and reluctantly made at a limited cost.

It's not that you can't do action games, it's that you don't know how to do indie games. This is my understanding of the entire production team, so what does a limited-cost, "indie" game want?

In fact, players have different opinions, as far as I am concerned, an excellent independent work, one is to have a smooth enough experience, and the other is to let me see the author's emotions and design expressions in the game flow. It is a pity that "The First Body" can only be regarded as a thick accumulation in the process experience, and it has not made a real bright shining point at all, but only wants to imitate the popular Japanese act works (perhaps to go in a higher direction, but it has not been successful in the current finished product). And this path, really, was chosen very deadly.

Although the above is said so much, in the final analysis, for an independent work priced at 32 yuan, it is actually harmless, and it is not easy to do so. As a player, I want the game to come out with a higher quality posture.

I am willing to define this game as if the player can have a certain reaction base and a basic understanding of the game, then the "Initial Body" will be a fairly good, slightly challenging unparalleled lawn mowing game, although there will not be much gain in the design idea, but it will definitely make you cool for an afternoon.

But a niche game that lacks a shining point may soon fade out of sight, which is regrettable.

Yes, as the authors love to say, they managed to make a niche "hardcore" game. ay? I seem to have said this somewhere, yes, it's "Tide". However, you and I both know that "Tide" has already lost a fine light in the perspective of the project, but "The Initial Body" itself is more difficult to beat the former in terms of cultural conception.

But in any case, returning to the first sentence, you still have courage to choose the path of act. In this quagmire of Japanese game companies that are in awe, you dare to step in, and finally can complete this work, showing enough ability, respectable and congratulatory, but also thank these five production staff who are not afraid to go forward for their dreams, and hand over such a qualified answer sheet. I also recommend every player with a certain degree of strength to try this work, the high-speed and cool combat of the "First Body Project" can bring you a cool summer.

Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden
Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden
Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden
Behind Riki Nomiya and Kobayashi, there is a domestic hardcore ACT game hidden

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