Chapter 609: This Wave Is Steady
Looking at the attribute system in "The Witcher: Wild Hunt", Quincy felt very strange.
This is a traditional ARPG game, and there is nothing surprising about it.
And it's not like in "The Elder Scrolls: Skyrim" and "The Legend of Zelda: Breath of the Wild", the equipment in the game even has a level requirement, and it can't be used without a level.
Is this really an open-world game?
Quincy felt strange.
And in addition to the game's numerical system setting, the gameplay and combat system can only be said to be excellent, but it has not yet reached a place where people can write about it.
If this game is made by an ordinary manufacturer, it is undoubtedly a dark horse-level work;
But if it is made by a game manufacturer at the level of Nebula Games and Power Storm, it can only be said to be qualified, and it is far from being excellent.
Not only Quincy, but actually quite a few players felt a little strange.
Since the original "The Elder Scrolls: Skyrim" came out, the concept of a free and open sandbox appeared, including the subsequent games, in fact, many games have adopted the same design concept as "The Elder Scrolls: Skyrim", and have been slowly improved in the future.
The Witcher: Wild Hunt is back to the old-school RPG path, that is, using missions to drive the portrayal of the plot and characters, and the same premise is that players need to have a reason to do missions.
This is undoubtedly due to the fact that you can level up Geralt to gain more experience, or for some special items.
Compared with ordinary players, Mi Huyou, the project team leader of "God of Origin", which was launched a week after "The Witcher: Wild Hunt", also carried out the game experience of "The Witcher: Wild Hunt" for the first time.
However, before arriving at the White Fruit Garden, Mi Huyu had already stopped playing "The Witcher: Wild Hunt".
The main purpose of the experience is to see what kind of game The Witcher: Wild Hunt is.
Although according to Yang Chen and the information released by Nebula Games before, it is very certain that "The Witcher: Wild Hunt" is not a game in the style of "The Legend of Zelda: Breath of the Wild".
But I'm still a little scared, what if this "The Witcher: Wild Hunt" of Nebula Games is off the beaten path again?
But now that I've experienced the beginning of "The Witcher: Wild Hunt" for a while, Mi Huyou has completely put his mind at ease.
What an open world! This is the traditional linear ARPG!
Multi-option conversations? Even if it's a multi-line game, it's still linear and not open!
How do players feel free?
And he also noticed that there is very little experience gained after killing the ghoul, so it is certain that the place where a lot of experience is obtained must be the mission, and in the dialogue branch option of the Lenovo game, Mi Huyu feels that he has completely seen through the game "The Witcher: Wild Hunt".
This is a linear RPG in an open-world skin!
And even though their God of Origin is a stitching monster, it is also a real free open world gameplay.
Could it be that this game can also be used to make players play with an open-ended feel with its linearity?
The odds are too small, and if you can do it, then this game can be said to be on par with the great RPG of The Elder Scrolls: Skyrim.
He didn't believe that he was really that unlucky, and that he could hit the muzzle of the gun every time.
With a smile on his face, Mi Huyo quit The Witcher: Wild Hunt from the game.
This wave is steady.
………………
Far away on the other side of the ocean, Quincy continued the experience of the game, and after killing the ghoul in battle, he and Viselmir searched for Yennefer's traces according to the prompts of the plot.
What makes Quincy feel more comfortable is in the game, as long as the horse is running on a trail, holding down the run button will allow the horse to automatically move along the trail, at most making their own choices at the fork.
This is much more comfortable than when he played Red Dead Redemption before, many times when he went to a place in the wilderness, he even had to ride a horse for a few minutes, and at first he really enjoyed looking at the unique and beautiful scenery of the West.
But in the later part of the game, the scenery is not as attractive as it was at the beginning, and the boring horse running feels extremely bad to him, and the setting of the horse running automatically in "The Witcher: Wild Hunt" makes him feel quite convenient.
Of course, his focus is still on the plot content of the game itself, in fact, Quincy also understands that since the combat system Nebula game has not made much innovation, and the level setting is also a traditional RPG-style style, plus the branch of the previous dialogue, then it is obvious that the highlight of the game should be on the plot.
On the way, Geralt, who was being manipulated by Quincy, encountered a merchant who had been attacked by a griffon, and after chasing the griffon away, he had a conversation with the merchant, and Quincy did not choose to ask for the merchant's money.
But I got some news that people don't seem to have a good attitude towards witchers, not only are they not respected, but they are even afraid of you.
In the village called White Fruit Orchard, Quincy manipulates Geralt to complete some tasks, and it is these tasks that make Quincy gradually attracted to the game.
Unlike ordinary RPGs, where the side quests are to deliver a message or kill a dog, the missions in The Witcher: Wild Hunt, if viewed in essence, are actually nothing special, the same is to protect someone, find someone, or kill someone.
But the most important thing is that these missions have their own story, a plot of their own, and they are connected to each other.
At first, Quincy didn't notice anything, but as the quests cleared up, he soon realized that the quests were interconnected.
For example, in the game, Geralt travels to the White Fruit Orchard to find out about Yennefer, once the territory of Temeria, now occupied by Nilfgaard, and in the tavern, Geralt learns about Yennefer from a mysterious local military camp.
However, when Geralt arrived, Geralt demanded that Geralt get rid of the wounded griffon and tell him about Yennefer.
During the mission, Geralt will meet an exiled hunter and have a conversation in which he will tell Geralt that he and the son of the former lord are a homosexual couple, but then the news spreads that the lord's son hanged himself and he was banished.
But at the same time, there is a side quest of the demon in the well in the white orchard, according to the clues and content obtained from the mission, it is the mistress of the house who can know the walking speech, and when the lord comes to seek reconciliation, she still laughs at the lord's dead son, and finally hangs herself in the well by the angry lord and becomes a daytime demon.
Other than that, it's a choice in the game, such as someone making trouble in the tavern, and the proprietress being beaten by the troublemakers, at which point Quincy manipulates Geralt to come on and dispose of those troublemakers.
He thought he was helping someone, but the shopkeeper didn't appreciate it and looked at you in fear.
That's when Quincy realizes that people may not thank you for your so-called 'kindness'.
Of course, in addition to the connection between these missions and the game's background and worldview, there is a small game in the game that Quincy finds very interesting.
It was the Gwent card he learned in the tavern from a scholar who wanted to document war.