Chapter 593: Aren't the People Who Come to Play This Game Just to Suffer (Second Watch)

A fan of "Dark Souls" suddenly reacted: "By the way, little fat man, didn't you say that the prequel to "Dark Souls" is particularly fun? Why don't you keep playing? We'll have to wait for you to come up with a strategy! ”

Another player also chimed in: "Yes, you hurry back to the game pod and continue playing, now you can play by yourself, don't you cherish it, and still fish outside?!" ”

Zou Zhuo: "??? ”

He was almost surrounded and shoved by a group of Dark Souls enthusiasts back to the pod.

Zou Zhuo couldn't wait to beat himself, why do you say that you have to say "The prequel to "Dark Souls" is very fun", isn't this pit yourself......

It's okay now.,The door of the game cabin was blocked by a group of people.,It's impossible to come out today without filling up the experience time of the game cabin for a day......

……

Regarding the prequel to "Dark Souls", in fact, the main body is based on the content of Chen Mo's previous life "Dark Souls" 1, of course, this mainly refers to the plot and level design.

In terms of the combat system, Chen Mo retained some of the more distinctive weapons and spells in the generation, and also rebalanced these, and made some adjustments to weapons such as two-handed swords and Guan Dao.

At the same time, it is also considered to be closer to the weapon system of "Dark Souls" 3, so that players can easily get started.

In addition, the scene and model were to be changed to a VR version anyway, so the art resources were basically completely redone, and while maintaining the art style of "Dark Souls", the model accuracy, movement, and physical collisions have all made a qualitative leap.

In the VR version of the prequel to Dark Souls, the royal city will be a huge city-state, and players will definitely have a sense of being separated from the world when they walk in the royal city.

In addition, the most commendable thing about Dark Souls 1 is the excellent level design. Not only are the levels full of puzzle elements, but traps and intrigue are everywhere.

The most important thing is that the entire scene map is made into a huge, perfect whole, divided into upper, middle and lower N layer structure, and the fire sacrifice field happens to be in the center of the entire map, extending in all directions.

Chen Mo did not make any changes to the problem that the bonfire could not be teleported, because the entire gameplay design of "Dark Souls" 1 is highly mature, and it is easy to change the problem if you change it.

The bonfire in Dark Souls 1 cannot be teleported, and can only be freely teleported between the campfires after entering the royal city and obtaining the royal weapon.

If it is in "Dark Souls" 3, this situation will definitely be very painful, and players have to run a lot of unjust roads, but "Dark Souls" 1 actually does not have such a serious problem, because of the excellent level design.

Throughout the map, there are plenty of shortcuts. As the center of the entire map, the fire festival site is accessible in all directions, and it is very convenient to go to many places.

Coupled with the fact that the bonfire can be upgraded, weapons can be repaired, and so on, basically the operations that players need to perform in the fire festival field in "Dark Souls" 3 can be carried out by the campfire.

In addition, you can only teleport after obtaining the king weapon, which is also a very critical point for players in the middle of the game.

Therefore, although it is particularly painful not to be able to teleport, this design also has its internal logic, if it is changed to be able to teleport, it will affect the gameplay of the entire game, so Chen Mo chose to continue this design.

For masters, it doesn't really make much difference whether they can teleport or not, because they will calculate the optimal route; For newbies...... Okay, next topic.

In addition, "Dark Souls" in the previous life was limited by financial problems, and many plots were not made, such as the plot of the Oscars. In the original design, Oscar would have escaped the House of the Dead with the protagonist and grew up with the protagonist, eventually ending up with the Initial Furnace together.

However, due to lack of funds, the line was cut entirely, and Oscar was knocked down by the demon after getting the key to the player, and before dying, he handed the elemental bottle and key to the player, becoming a guiding NPC.

By the time the player returns to the House of the Undead, Oscar has already turned into a living corpse and has received the bento very neatly.

For Chen Mo, funding is not a problem at all, and this story line is not too difficult to do, so he completed the Oscar story line according to his own ideas.

Of course, the biggest difference between Dark Souls 1 and Dark Souls 3 is the atmosphere.

All players who have played Dark Souls 1 have the same feeling, that Dark Souls 1 is more depressing than Dark Souls 3.

The depression comes from many aspects, the atmosphere is more lonely, the environment is darker, the mobs are more and stronger, and so on. Strictly speaking, Dark Souls 1 is really hard, and by design, it's not a very flattering design.

A lot of Dark Souls 3's design is already trying to reduce the difficulty, but there are still so many players who choose to abandon the pit, which is enough to show that it is a true hardcore game. Obviously, Hidetaka Miyazaki also hopes that "Dark Souls" can become a more public-oriented game, so that more newcomers can enter this threshold.

Strictly speaking, Chen Mo made a prequel to "Dark Souls" to faithfully reproduce the content of "Dark Souls" 1, which is an act of "reversing". Obviously, making games more accessible is the trend of games in this day and age, and hardcore games that require a lot of practice and backboards are inevitably relegated to the niche.

But Chen Mo didn't care. Because for him, the prequel to "Dark Souls" is not for sales, but to complete "Dark Souls" and make this work a classic game that can leave a name in the history of VR games in the world, that is, to maximize the characteristics of "Dark Souls" as a game.

"Dark Souls" 1 is like a perfect work of art, although it is very perverted, but its level design, game difficulty, and game plot are all classics, for Chen Mo, even if he sacrifices some sales, he must make the essence of this game.

As for whether the player will suffer......

Just kidding, aren't the players who come to play this game just to suffer?

……

Three days later.

The topic of the prequel to Dark Souls has been hyped up online, and on the eve of the release of the prequel, many players are excited.

In the past three days, many old players have gone to Chen Mo's experience store to experience the prequel of "Dark Souls", and there are many bigwig-level characters who can clear most of the bosses of "Dark Souls" without injury.

But in the past three days, Chen Mo's experience store has been full of sorrow......

Players who have tried the prequel of "Dark Souls" have basically already played "Dark Souls", and they originally thought that in terms of their own level, they have already cleared "Dark Souls" so proficiently, and they should be able to catch it again in the prequel, right?

But they soon realized that they were wrong, and they couldn't have been more wrong. Those players who feel good about themselves are all abused in the game......

In addition to the more malicious levels, more complex maps, and more powerful mobs, there are also some other setting reasons, such as humanity and the setting that campfires cannot be teleported, which made many Dark Souls players almost collapse.