Game Design: It is Very Simple For You To Fill In?

Chapter 627 Break the curse of not being able to count

The map design of this generation of Dark Souls shocked people all over the world.

Even IGN was not stingy in sending its praises.

[Breaking has created too many surprises. The map design of Initial Fire has reached its peak and reached new heights! 】

[Dark Soul has left a lot of influence on the gaming industry since it was first launched, and it has continued to give it unnecessary and repeated praise over the past few years. 】

[Today, Black Star’s curse of not being able to count “2” is broken, and a legend is created! 】

In their unstinting praise, they exaggeratedly stated that even if the old thief himself made another game, it would be difficult to surpass the map design of Initial Fire.

After the players saw this news, they also gave it a thumbs up!

‘Hahahaha, it’s so true that I can’t count “2”. ’

‘If you can’t surpass the past, then counting “2” has no meaning. ’

‘Capcom: What about us? ’

‘When you see the old thief counting “2”, it means that the game will reach its peak again! ’

‘For better scenery, keep moving forward! ’

Yinzi was live broadcasting, and at this time he had arrived at the sick village.

"The old thief has grown up and learned to count "2", right, but Zelda will never be able to count "2"."

He waved his hand and fought again with the unrealistic fans on the barrage.

"You see, even in Dark Souls, the gameplay will always be the routine of the soul-based boss, and the story is also the desolation that is the symbol of the soul-based system." He carefully analyzed the reason why Zelda definitely couldn't count "2".

"The breakthroughs made by the old thief in Dark Souls were mainly used on the map."

"What about Zelda? The most classic thing about it is not the map, but the gameplay, the puzzles, and all the fun in the game!"

It's because of this that he thinks Zelda's number "2" is the most impossible thing.

He looked at the sick village in front of him. If there was the most despairing part in the game, the sick village would definitely be at the top!

When he reached this point, his heart was overwhelmed by the helplessness of being in a dangerous and unknown environment.

When he got here, he had given up hope of returning to the safe zone.

The home-like fire-passing sacrificial site has become a distant memory.

This is also the reason why everyone praises the map. When most people face an empty plain, their hearts will not be disturbed, because they only need to open their legs to reach it.

But on the vertical map, if you stand casually on the edge, what lies in front of you is an abyss with no bottom.

In the human subconscious mind, the world is flat, and the extension of the world on the vertical scale is almost negligible compared to other horizontal scales.

Therefore, when faced with things with a magnificent vertical scale, such as mountains, cliffs and even skyscrapers, they will be amazed and shocked.

However, when people actually stand on the edge of the abyss, they are faced with trembling hands, a chill on their backs, and weak legs.

The game constantly guides players to challenge the limits of their understanding of the edge of the world. When players go up from the Fire Sacrifice to the Street of the Immortal, and when they climb up to the bell tower and ring the first bell, all they can see is an endless sea of ​​gray clouds. The eyes are full of confusion.

But in the game, the real adventure begins with downward exploration.

When the sky on the lower level of the Undead Street becomes narrow, an inconspicuous small door appears in the player's eyes. After opening it, it begins to lead the player to the lower level.

That is, the sewer system of the entire immortal neighborhood,

However, this claustrophobic and damp sewer is not the lowest level of the game. Players go down a little bit and are horrified to find that the shot in the sewer is the upper entrance to the sick village at the lower level.

The light perception of the sick village is extremely low, and there is a depressing atmosphere everywhere you enter. The map is composed of village buildings one after another. The road ahead is winding and winding, and from time to time there are terrains that are so narrow that it is easy to fall.

If suffering is an inescapable part of the Souls series, then Sick Village is like a physical and mental attack on players at the same time.

"This map is really annoying! The old thief's malice is almost full here!"

The things in the sick village are all very disappointing.

Some villagers here, in order to share the pain of the witch, voluntarily endured the curse and became horrific deformities.

They carry an egg behind their backs, and there is a big bug hidden inside. When they encounter a hostile person, they will break out of the egg and release parasites to the enemy, and the parasitized person will turn into another terrifying appearance.

There is a strange-looking dark red insect living on the wall of a drainage outlet in the middle of the sick village. Its constantly wriggling tentacles make people feel inexplicably nauseated.

If they didn't want to get a spell called [Inner Potential] here, no one would want to come here.

"This is really an obsessive-compulsive disorder!" Yinzi wailed in pain.

The map here is complex and dark, with many single-plank bridge-style roads. There are also monsters that plant poisonous arrows on the road, as well as various monsters hidden near ladders and beside tile jars.

The most troublesome thing is that the bonfire is really hidden!

This means that the cost of dying once and running the map again will be unacceptable.

Constantly running the map, constantly entering into pain.

Knowing that the road ahead is dangerous, we still have to walk in and feel the fear of the unknown.

‘Just one word, practice cooking more! ’

‘Is it difficult to be in a sick village? When I return to the sick village now, it’s like going home. ’

‘Isn’t this just a matter of having hands? ’

‘The ancient city of Sain is more uncomfortable than this. ’

‘Oh, I have to practice again. ’

‘Sick Village is not difficult. ’

‘It’s enough to die dozens of times. ’

Seeing the words of the barrage, Yinzi broke his guard on the spot, "Okay, okay, my thighs were swollen after being abused in real life. People on the Internet told me that I have to practice again."

"I'm going to randomly select a water friend now. Come on, play the game in front of me. Let's see where your game progress is."

He immediately caught a water friend in the barrage who said that he could do it if he had some hands.

‘Since the boss wants to see it, I will offer my hand. ’

With that said, he shared the screen with Yinzi.

When Yinzi saw his game map, he immediately cut off the shared screen. This person's game progress was much greater than his.

This is the case with the sprouting game. After you have worked hard to pass a map, and come back here again, you will find that the things that once bothered you are so simple.

After completing this difficulty, coming here will feel like going home.

"Okay, it's okay."

I thought the barrage was all about harsh words, but I didn’t expect that if I randomly picked one, it would turn out to be a real expert?

The completion rate of the game is not high, and even fewer people have reached the sick village.

How come anyone who randomly picks one is a master?

Exploring deeper into the sick village, the dilapidated smell of death becomes even stronger.

At the very bottom of Sick Village, players are greeted by a muddy and desolate poisonous swamp, filled with giant mosquitoes, leeches and other disgusting and deformed creatures.

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