"Chain Wars" evaluation

Source: Internet
Author: User
Keywords Evaluation chain war record
Tags design different game games it is mobile mobile games outlook

Locksmith is like an iceberg, with two-thirds below the surface of the water for users to spend their time and thinking to explore and discover - but on the condition that you probably need enough patience.

advantage

A huge world view and plot, the quality of Chinese can still be innovative combat system has some space for exploration and research

Disadvantages

Skills bead system to be discussed short, mid-term irritation slightly less

Evaluation of the body

I suspect the speaker is a deeply hidden negative person.

In our eyes to send RPG players, if the story of a game without shaking reversal, it simply like something missing, for example, a kindly grandfather is behind the scenes (only told in the last scene You, by the way with the great power of the Black Magic kill your main force), or you have been dedicated to cultivating comrade in a resolute defiance of water before a war (and before you almost all the upgrade props are fed Her) - years ago, "Yan Lung Knights 2" to play such a hand, the damage I have so far disappeared.

I am enjoying the thrill of this suspicious, after all, for the game, allowing players to generate this sense of investment, can be regarded as the success of the world-view architecture. I was in this mood with their own troops across the Holy Kingdom, came to the Tower of Sage, met the earth fairy - during this period the speaker occasionally appeared with a mysterious means of communication, I think he is every word Deep meaning.

Specific to the "chain war" (iOS version, Android version), as a high-level support for the volunteer army, this kind and eye-catching beauty (here is the wrong usage) Speaker always made me feel quite right, he told us Trust seems to have come too suddenly, and indeed dig their hearts and lungs, which makes me very suspicious of those who are extra-careful.

The story has dialogue options, although the choice will not affect the story, but will change the next few words

Unlike most so-called "strong IP" products, Locke Senki creates a world of play. The cornerstone in building this world is the hundreds of game characters (beautiful characters, dramatic dialogues and quests for each character), as well as story scripts up to hundreds of thousands of words - making Almost Likely A story-driven game. Indeed, this investment in the field of mobile games is completely considered a luxury, the story of the game level out of most similar products "Since there is no dialogue is not like words, then come a few straightforward piece of cake together Myth. I really would even pay a valuable AP (motivation) to challenge a peer's mission in order to see the background story of a companion. For a mobile game, such an investment is enough to use "sincerity" to appreciate, and deserve this appreciation is the game's localization team, they really have all the conversations are translated, and the quality is not bad.

At present, the big map opens two scenes, and many follow-up scenes are to be opened up - the cost of making content is much higher than that of ordinary card games

And because of this design, the one-star, two-star cards you've got in The Chain Warriors have a bigger effect, of course you can eat them first (like in any card game) Second, each card will activate a task line, in addition to understanding the background of the card role story, you can also get some experience and rewards (such as the wizard stone). On the plus side, these doomed characters that can not be deserted can at all times make a little bit of a history, and on the bad side - well, this makes perfect use of the material's design.

Getting all the cards and unlocking the story behind the cards is one of the long-term goals of the game

Although the card original painting is good, but unfortunately playing is a Q version of the role

Fighting system is the core innovation of "Chain Warfare", according to the current situation, be regarded as "semi-automatic tower defense." Compared to most of the games of its kind, Locke's combat system is sophisticated and has plenty of room for research - but as an old Japanese company, Sega seems to uphold the "do not tell you, let you discover" Train of thought. Taking into account most of the game player's game experience, this sophisticated design fear the fear of the Pearl cast - most of the players in the early instinct will choose brainless attack, although the game provides a novice guide, but who cares? who cares!

Probably only those players who read each word carefully when they see a newbie will know that there are professional g and g g in the game, but I guarantee most players will not be aware of it in the top 10. Another example is that when most of the popular games at that time clearly wrote "how much experience value you would eat when eating this card", the "Chain Wars" is still not afraid to give Players a bit chaotic, wondering if eating this Samsung card will let you upgrade the protagonist it? You can not confirm this before eating it.

The other two myths in the combat system are automated combat and skill bead systems, the former being the distinctive product of the national dress, which automatically opens when player RANK reaches level 7, indicating the "chain war" - but the feature's performance is far from perfect, priests and long-range characters will not move, but melee characters are always very active in the face of the enemy rushed - and then they are out of the priest's blood add-on dead dog . At the same time, the long-range character does not automatically move, which means that the enemy mobs can drive straight into the bottom line leading to the game failure - in fact, I recommend semi-automatic play, turn on auto, and then move the bottom of the remote units fill.

Due to the skill of the type of bead will be subject to occupation, may result in "the more professional but the better the more the status quo"

But do you really need a remote unit? Skill Beads in Chain Warriors is another innovative design. After each round of combat, the system randomly gives the player a maximum of 3 skill beads of different numbers and occupations, each of which takes a stunt The number of different skills and roles corresponding to the skills beads, skill beads ceiling of 8 - this is a great design. But the problem is that the system will only give the skills corresponding to the character playing the bead.

Strengthen can completely ignore the 10% career bonus

Because there is no physical value overflow settings, players tend to card experience, physical card, forced to leave the game for several hours in the early days are common

understand? When you try to use a variety of professional (assuming 4 occupations) with the system will give you four different professional skill beads - this is likely to lead you to those who can not use those skills need to 3 beads. Conversely, if your team are all with the same professional role, then the system will reward you with the same skills 8 beads, you can even spend skill beads arbitrarily put kill, plus the warrior's professional advantage is too large, this design is serious Weakened my attempts to cooperate with the job.

In addition to these two points, I am satisfied with the "chain war" combat system. My point is, I can clearly feel that the game has left me plenty of room for exploration, and that space can be filled not just with a simple krypton card. In difficult tasks, you need to operate, you need to be aware of the concept of the battlefield space, you need to adjust the role of walk, you need to pursue the best way to fight - this is more unusual than ordinary card mobile games can be a lot of For "gameplay" thing.

I do not know how many people are motivated by the "pursuit of the story" - compared with other competitors, the "chain war" in the short and medium term stimuli are slightly less than "exploration of the girl Background "for me to be a valid long-term goal. However, after finishing the plot task, the game has significantly relaxed. At present, only the daily hand-paced rhythm of "daily physical exercise on OK" is maintained. Although it is easy and pleasant to play, if you are a strong party, There is probably nothing in the game for you to shine and heat up - at the moment big R has a stout thigh, and it has a very low presence in the game.

In simple terms, the Japanese hand-game play is the main activity, even the "chain war" this story and character-driven mobile games can no exception, the two days will be able to get through the current chapter under the premise of national dress Can further mobilize popular rich activities.

So in the final analysis, the "chain war" like a combination of old school and trendy, it is huge, complex (of course, is for the mobile gaming platform in terms of), the game as should be brain to research and exploration of the product. It uses simple, old-school methods to please its users, and hopes game users respond in the same way. Locksmith is like an iceberg, with two-thirds below the surface of the water for users to spend their time and thinking to explore and discover - but on the condition that you probably need enough patience.

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