Traditional Culture Encyclopedia - Traditional culture - Endless hegemonic evaluation, innovation in subversion, and expectation for a higher level.
Endless hegemonic evaluation, innovation in subversion, and expectation for a higher level.
10 On June 5438+03, the world's first 3D MOBA mobile game "Endless Hegemony" released by Haichuan Interactive Development and Hero Entertainment Agency began its third test. What's the difference between this MOBA mobile game and the traditional MOBA? What surprises will it bring us? Let's have a look!
1, the picture is simple and the characters are beautiful and exquisite.
The first moment I entered the game, I felt that the picture was so kind. It turned out that it inherited a major feature of MOBA mobile games in the traditional end-game era: simplicity. The overall screen design and color matching are mainly light colors, and the main sky blue is more approachable.
At present, the heroes of the game combine the heroes of the East and the West, that is, Lu Bu, Xiao Qiao and Huang Zhong in the Three Kingdoms period, as well as Athena and Raytheon in western mythology, creating a cross-time concept!
The design and skin effects of these heroes are very exquisite: the hero is brave and powerful, and the heroine is beautiful and talented. It is a rare choice for Yan value party players.
2, the gameplay is novel, and Gank can be launched in the air.
Speaking of gameplay, I have to say that flying stunts, heroes with flying stunts, can launch Gank in the air. This is definitely a subversion and innovation of traditional MOBA games.
For example, Raytheon's big move is that if he flies into the sky, players can choose a good terrain to land, harvest their heads directly, and of course become the initiator of the battle.
For example, the new hero Guiguzi, his big move is to turn off the lights and wander around. When he took off, the whole field of vision was completely black for a period of time. Players can operate the hero to land anywhere in the map and explode directly after landing, causing certain damage to the enemy.
This special effect has injected some brand-new imagination into MOBA mobile games, and traditional tactics may be rewritten!
3. Simple Introduction to Single Pulley+Click and Release Skills
For MOBA players, micromanipulation has always been a top priority. The strength of a player is not only closely related to the player's gameplay, but also inextricably linked to the player's micro-manipulation.
Endless hegemony uses the combined effect of single pulley and click release skills to meet the player's requirements for micro-operation. Operate the pulley with the left hand, control the hero's walking position and direction, select the right hand to click and release the skill, and operate strictly, which will make the player more handy in the battle! For novice players, after adapting to the 3D effect, they can basically get started after teaching, which can be said to be very easy and simple.
After talking about the characteristics of endless hegemony, let's talk about the controversial points that confuse individuals:
1. Is fog really no longer needed?
In the traditional MOBA game, fog has always been an important reference coefficient of visual field. Players must insert their eyes to meet the needs of vision. If there are no eyes, then the opponent's map area will be dark, you know nothing, and you can't understand the enemy's movements!
In the endless struggle for hegemony, the effect of fog is cancelled, and there is no so-called interference. In this way, the demand for tactical intelligence is naturally reduced a lot, and players can clearly know the enemy's every move by observing the small map.
Obviously, "Endless Hegemony" is being optimized to get rid of some complicated settings in MOBA games and strive to bring different visual experiences to players. So, is fog really unnecessary? Is this good? Of course, everyone has a different opinion! Good or bad, we can't draw a conclusion yet!
2. The setting of the wild area is not exquisite enough, and the location of the wild area is embarrassing.
The traditional MOBA game is so important to the wild area that a brand-new battle position is born: fighting wild! Playing wild can not only help the hero develop rapidly, but also expand his economic advantage. Critical moments can also curb the development of the enemy, thus affecting the final direction of the battle.
In the endless struggle for hegemony, although there are wild areas and wild monsters, the number of wild monsters in the wild areas is obviously small, and the lights are on. The position of fighting the wild is very embarrassing: the development of fighting is slow, and it is not worth the loss if you don't fight the enemy. As a result, the importance of playing wild seems not to be reflected. Of course, maybe we can't use the traditional MOBA thinking to measure the tactical changes of endless hegemony.
3.3D Vertigo Effect Should Open God's View?
The addition of 3D perspective not only brings great possibility in the visual experience of the game, but also provides practical feasibility in controlling the possible appreciation of Gank. However, the dizzy effect brought by the 3D effect has also caused troubles to some players, especially those who are not adapted. So, for the integrity of the game, should we introduce the traditional perspective of God? Provide one more visual choice for players to decide freely!
Finally, talk about the shortcomings of endless hegemony.
1, network instability affects the game experience.
Judging from the current test situation, the network problem has always been one of the problems that test players spit out the most. Players often disconnect while playing, which brings great experience harm to players, and I am no exception, although the official has always said that it is being solved urgently.
According to the analysis of enthusiastic players, network problems may be caused by the inability of some models to adapt in this test. Then expect the public beta to be completely solved. After all, a smooth network is the basic guarantee of any game.
2, the 3D effect is too good, which will bring temporary dizziness.
The highlight of Endless Hegemony is the 3D effect. When the player experiences the game, the vision of the character can be 360? There is no dead angle rotation, but it will have a short-term dizziness effect for players who are not adapted to 3D effects, and it will also increase the difficulty of operation! Players who don't operate well in this way will not find the southeast, northwest, let alone look at the mini map.
In addition, in the process of playing Gank in a team, it is a nightmare for players who have not adapted to the 3D effect, because they may not be able to predict the direction of skill release and the position of characters at all, and many people will die in the disorderly arrows. But for players who are used to 3D effects, 3D operation is absolutely like running water!
3, the defensive tower is too fragile, wearing a meat bag ADC three strokes two towers
In the process of pushing the tower, it is easy to find that the attack effect of defense is not as strong as that of traditional MOBA game, although it is also a tower-pushing game. It is very easy for a character to drop a defensive tower every second when he wears the Three Gods. Basically, he relies on his own skills, the protection of shields and the drive of small soldiers.
Of course, at present, such a broken defensive tower may be based on the consideration of testing, and the reinforcement situation after public testing is unknown.
Summary: At present, Endless Hegemony has not been publicly tested, so should we continue to subvert the tradition of drastic innovation or maintain the original MOBA tradition? We will wait and see, only expecting it to be fun by walking up a flight of stairs.
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