I Just Want Players to Save Money, They Insist on Giving Me! -
Chapter 406 - 144: Host, can you perform that again?_3
Chapter 406: Chapter 144: Host, can you perform that again?_3
He pressed the left mouse button to make him release his grip.
He pressed the E key to make his head shake from side to side.
Although he knew this was a setting to help players get familiar with the controls, PDD couldn’t help but be impressed.
"Ya’er, this is the first time I’ve seen such a tutorial with the commands... on a baby."
"Honestly, Top Gamers always seem to capture some unexpectedly fresh points in the details that players wouldn’t imagine."
"And this setting, although there’s nothing new about time travel and simulation stuff anymore, playing through a simulation set in the past in a game, I still found it stunning for the first time, really dazzling."
The bullet chats were streaming as well.
"Indeed, starting from infancy gives me this clear sense of anticipation for his future growth."
"If it were portrayed in a novel, it would simply be the protagonist experiencing a simulation world, but in the game, it becomes ’I control a game character who’s playing his own simulation game within the game,’ and that sort of dreamy feeling is hard to describe."
"I truly can feel a sense of disorientation that spans across time dimensions."
"Damn, Baby Ke really knows how to grab players’ hearts!"
As bullet chats scrolled by, the in-game scene flashed.
The timeline had progressed to the year 1476, in the Republic of Florence.
From a newborn baby, Ezio had transformed into a handsome young man.
More precisely, with a small braid tied at the back of his head, he looked more like a wealthy playboy.
His father, Giovanni, a prominent banker in Florence, had a renowned name in the country.
Ezio, having grown up with a silver spoon in his mouth in his affluent family, was often outdoors causing trouble with his frivolous character, chasing after women or getting into brawls and gang fights.
And now, just as control was handed to the player, Ezio found himself in big trouble.
Another nobleman’s son, just like Ezio, was a playboy who brought over a dozen servants to block Ezio’s path and swore to make him pay for stealing his beloved.
Although it was a minor storyline, it was also a way to help players get used to the controls.
The difficulty wasn’t too high, and the controls were so simple that they were almost self-explanatory.
There was only one attack, one block, and one grab.
PDD had almost instantly knocked down all of the opponents.
He didn’t have the time to savor the combat moves he had just used.
The quarreling nobleman named Vieri came up with his men in person to confront Ezio once again.
To be honest, after that encounter, PDD felt a touch of boredom.
It was the same conflict twice over, and the fighting moves were quite monotonous.
"Why do I feel... This isn’t good?"
"Starting with two fights right off the bat, I hope the game isn’t just story plus this kind of fighting the whole way through..."
"If that’s the case, once the novelty of the setting wears off, players are going to feel bored."
PDD commented with some disappointment.
Based on his previous gaming experience, he noted.
Usually what game designers want players to experience at the beginning is basically what’s at the core of the entire process.
This is true even for Top Gamers.
In "Hollow Knight," for instance, players are taught right off the bat how to slash, how to jump, how to Cut Down.
And the core moves throughout Hollow are actually not far removed from these actions.
"Stardew Valley" centers on farming, so you start with seeds gifted to the player to begin planting.
In "Eternity," you learn about the three types of relationships in the tutorial against bots at the start.
All these are core gameplay elements that run through the entire game.
"Ezio," on the other hand, had the player engage in two rounds of combat with the villain right from the start.
The attack methods were very simple punch-based combat, with repetitive moves.
If tradition is anything to go by...
This simplistic combat mechanic is likely to persist throughout the entire game...
Maybe with some enhanced punching power later or a handful of improved punching skills.
But compared to the works of Top Gamers in the past.
No, never mind comparing it to his own games.
Even compared to the action games on Blue Star...
Mediocre.
Just too mediocre.
This couldn’t help but give PDD an ominous feeling.
Top Gamer...
He couldn’t have lost his touch, could he...?
Not just PDD himself, but the audience, after watching nearly ten minutes of storyline, were greeted with a very basic set of moves, without even a combo...
And this thing happened twice, taking up another ten minutes.
So, in the first 20 minutes, they just watched a setup and nothing else.
"Hmm... Should I say I had too high expectations?"
"It’s nice that the world-building is clarified from the start, and the setting of simulating the life of an ancestor seems cool, but... I don’t know what to say."
"Sigh, waited three months for this?"
Perhaps it’s because Top Gamers’ previous works were so impressive.
That expectations for "Ezio" were set very high, so now the current state of the game is somewhat disappointing to the audience.
But there were some bullet chats defending the game.
"Be understanding, Baby Ke is human, too. After pumping out hit after hit for two years, having something more subdued isn’t that bad, think of it as a transitional phase, and the story might be good, right?"
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