Game Entertainment Empire

Chapter 1201 I will inherit your will and live well

Even though he was in the game, Chen Xu could feel his heart beating thumpingly at this moment.

The whole person was frightened.

Because the previous brother sacrificed himself to feed a tiger, Chen Xu also escaped temporarily.

Although there is no direct horror scene.

For example, in "Resident Evil" and "Escape", there is the kind of door-to-door kill and first sight kill.

And there are no scary monsters.

But the sense of oppression brought to Chen Xu by "Dead by Daylight" is no lower than that of these horror games.

When playing "Escape", the most fearful thing is that the battery in my hand has not been backed up, and the camera's power is about to run out.

The most feared thing in "Resident Evil" is the sound of the tyrant uncle's leather shoes. Similarly, the most feared thing in "Silent Hill" is what is behind the fog.

In "Dead by Daylight", the butcher who may appear at any time replaces these factors and becomes a new sense of oppression.

The only thing that made Chen Xu feel more comfortable was that he could see other teammates through the presence of X-rays.

This told him that he was not alone.

After deliberately going around a few times, Chen Xu secretly breathed a sigh of relief when he found that the butcher was not chasing him.

It was not discovered in the game before, but now Chen Xu has discovered it.

Although it is the mansion in "Resident Evil", it is actually different.

Probably to better match the asymmetrical gameplay of "Dead by Daylight".

In the map of Mansion, there are a lot of debris in places like corners and intersections, which can be used as natural traps for survivors to block the butcher's progress.

At the same time, the map of the entire game is also a foreign mansion that players are familiar with.

But in fact, the internal rhythm has also undergone some micro-processing.

For example, individual channels are connected to each other.

At the same time, there is also a scene channel interconnection.

This kind of through-type design extends in all directions,

Mainly to strengthen survivors.

After all, if the original map model is followed, the Butcher's advantage will become very large.

Because in this case, there are very few paths that players can choose.

Such a phenomenon often occurs.

The butcher behind him chased him wildly, and the player ran and came to a dead end, shouting that the sky should not respond and the earth and the earth would not work.

Therefore, on the map, it is more of a through-type design.

"Brother, if you insist on running with me, you will die!" After breathing a sigh of relief, Chen Xu wanted to find another teammate to join him.

After all, he always felt a little unsafe by himself.

With the violent storm outside and the silence of the mansion, he always had the illusion that he just had to pass the corner ahead.

It was as if the triangle-headed butcher was waiting for him.

So finding a strong and powerful teammate is the best choice.

As for the partner, he thinks that the international friend with Russian nationality should be quite good.

In his impression, the Russian players all had vodka in hand, plus wrestling with big brown bears in the snow.

At first glance, he looked like a real man. Maybe if he met the butcher, the other party would rush up and fight with the butcher, and then he would be able to take the opportunity to escape.

Looking at the X-ray, there are two other teammates who are obviously searching in the mansion, as well as a teammate lying on the ground in the distance and squirming a little.

Chen Xu looked at his Russian friend.

As for the teammates who have entered a dying state?

I will inherit your will and live well.

Since it is a VR platform, players will have a strong sense of immersion.

And the operating mode is still the brain-computer interface operating mode.

Therefore, Yang Chen and his Nebula Games team also made some modifications to the game settings.

For example, in the game, survivors have these states.

Healthy, injured, dying, dead.

There is nothing good to say about the state of health.

In the injured state, after the player is attacked by the Butcher, an additional skill will be triggered, which can greatly increase his speed in a short period of time.

But then its speed began to decrease significantly and slow down, just like the W acceleration skill of the steam robot in "League of Legends".

At the same time, in the injured state, the player's blood will also be reduced when taking action, and the butcher can be tracked through the blood.

If you are attacked by the Butcher again while you are injured, you will fall into a near-death state.

In this state, the player can only crawl slowly.

Unless teammates come to the rescue.

The Butcher, in this case, cannot continue to attack the dying player.

At the same time, after the Butcher causes damage to the same player, he will no longer be able to obtain points from that player.

At the same time, human players have another mode of score judgment.

If the butcher next to the dying player never leaves, the dying player will receive an additional score bonus.

Even if you are killed by the Butcher in advance, as long as the team wins, you can already add extra points in the end.

The main purpose of this is to minimize the phenomenon of butchers guarding corpses.

The hide-and-seek gameplay of "Dead by Daylight" itself makes it difficult to avoid the situation of guarding corpses.

Because the game itself is a mode, it is destined that some players will do this.

Directly prohibiting it, this is obviously impossible to do.

After all, from a certain perspective, a mode like corpse guarding can actually be regarded as a method of game strategy.

Just like in "PlayerUnknown's Battlegrounds", sometimes after killing an enemy teammate, he deliberately fails to make up for it.

Just to wait for others to rescue teammates and achieve a fishing situation.

But in terms of gameplay and mechanics, "Dead by Daylight" and "PlayerUnknown's Battlegrounds" are different.

So basically, we should start with a content reward in the game.

The Butcher guards the corpse, and there is no additional benefit. At the same time, the survivors' teammates are not interfered by the Butcher, and they can quickly complete the task and complete this game.

It won't cause too much procrastination, such as making a game boring and long.

At the same time, the player who was guarding the corpse helped the team win faster, even though he was the first to fall.

But it also delays the butcher for a while, and you will get additional points as rewards.

Of course, in order to prevent players from deliberately engaging in such actions, in addition to players reporting such operations, the game also has its own set of data formulas for processing content in this area.

Try to let the butcher deliberately guard the corpse as much as possible to make it less likely to happen.

In addition, Yang Chen also dealt with the bloody areas in the game.

For example, Yang Chen and his team deliberately did not create the bloody animation effects after the Butcher attacked humans.

In the game, after the player controls the Butcher to attack the survivors, a less realistic action effect will appear.

This is also to reduce the level of blood in the game, as well as the level of violence in the game itself.

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