A game idea is always presented before and after, and the latecomer is always not so lucky. Even if it is slightly different, it will be criticized unless it is too novel, too wide, and can block the mouth of the upper half of the bottle.However, for such an independent studio, tolerance is magnified to a certain extent, and there is new meaning. If it is colored, it will receive attention and support. And “Giant Hunting” is such a game, although there is a lot of slots in all aspects, but considering the problem of EA, the author expressed understanding. As a whole, the work is quite satisfactory. If you add the problems of crowdfunding and production team, you can still look forward to it

Prey for the gods.

“Giant Hunting” won more support and attention when it landed on the crowdfunding platform Kickstarter in 2016. The original target of $300,000 exceeded 70% after the end, reaching 150% of the $500,000. This is undoubtedly a great encouragement for No Matter, who has only three support. The scene of the whole game was set as the ruins of civilization wrapped in winter, and the dressing of the boats and protagonists in the beginning of the CG proved that this is a Viking woman who is not afraid of the cold. There is no detailed animation introduction, no thick narration with magnetic sounds, and everything is just the snow and the wind. Although it has been raining during this time, from the CG to the operational mode, the chill of the whole game is really enough through the headphones and the display screen, and the initial impression of modeling is also excellent

Climbing has freedom and the operation is not complicated.

Unlike other games of the same type, “Giant Hunting” shows a combination of gameplay and product details in EA. For a game that is not a general-purpose unbounded role-playing system, the degree of freedom of the game is subject to certain restrictions, so the point of judging the good or bad is: the degree of freedom of the character’s operating system setting. The action of this operation is extremely simple. Except for the equipment shortcuts of “1, 2, 3, 4” and the mobile buttons, there are only four buttons “Space”, “shift”, “LB” and “RB”.Compared with the series of creative operations such as “Wanda and Colossus”, such as bounce, hanging horse, and spotlight, there is still a distance. “Zelda: The Wilderness” is not to mention. However, in view of EA’s sake, the button system does not make too many personal evaluations for the time being. The degree of freedom of operation of this work is still high from the three points of the game, things, characters and objects. Whether it is a totem of fire, a broken wall, a broken city pillar or a snow-capped cliff, such as a mage or a giant scorpion, you can catch it. As long as you grasp it tightly, you can hold it to your physical strength or chill. The heart fell down

The environment is effective and survives harder.

All said: The heights are not overwhelming, the heights of “Giant Hunting” are indeed the same, and the different environments generated by the changes of time also have a huge impact on the character’s living conditions and physical ability. In different regions, the difference in snow thickness causes the speed of the character to travel differently. Although the “Shift” sprint can increase the efficiency, the effect is not obvious. However, the setting of the snow also provides a perfect solution for the “path finding” problem. In this work, the feet and the body will form a different shade after the snow, and the problem of the direction of the map will no longer be a problem. In addition, due to the weather caused by the temperature difference between day and night, the character’s physical survival system also makes the player’s game experience more realistic, and it is more difficult to grasp the game’s rhythm in a short time, but this will also be explored to the experience. The frontier allows the player to have a curious look at this winter without the spring, summer and autumn seasons

Speaking of the physical survival system, you have to mention that in “Giant Hunting”, the player has four life indicators that must be paid attention to at all times: hearing, energy, vitality and endurance. We can maintain the health of these four indicators by picking trees and fruits, collecting wood and animal skins and other resources in the ice and snow world, and the setting of life indicators is certainly not the only thing. The environmental factors in the previous article have greatly affected them. The night’s stormy snow and the icy ice sea… When the environment is limited, when the mouse can’t control the character’s walking flexibly, the indicator drops sharply, the line of sight is blurred, the tinnitus gradually sighs, and the breath In a hurry, the body and the four corners of the screen freeze together until it finally falls. Perhaps this time we realized that the damage caused by operational battles is terrible in the face of ever-changing nature

Items are durable, and the puzzle is mediocre

In the environment and climbing process, solving puzzles and finding and acquiring treasures should be two interesting points. The puzzles in “Giant Hunting” are not very obvious. Cliffs, caves, corners and other old-fashioned hiding points can always give players some surprises. However, throughout the game, items other than the equipment will be refreshed after the character dies or the game is reset. Since the game has a small map in the current version and it is easier to run the map, in the map joint between the island and the island, the player can easily brush the props that he needs. This should also be such a game. One of the inevitable problems in the EA testing process. However, perhaps the developers are always familiar with their own products. The difficulty in the “mystery” gameplay will always make some puzzles temporarily hug the player’s brain. Although the background of the winter makes the quality of the game improve, this more conventional puzzle setting still needs to be broken

The work should be a harder place in the setting of the equipment system. In Wanda and Colossus, because of the different functions of the equipment, the durable setting no longer exists, and in the “Zelda: The Wilderness”, in order to express the realism of the virtual world, “endurance” was naturally moved. On the stage, but in many weapons and equipment, the special attribute of “never wear” is always a powerful equipment that players consistently pursue. These lengths are different, and each characteristic setting is integrated into the “Giant Hunting”, but it becomes a more hard core. In this work, although the weapon has a grade difference, but the higher weapon also has the word durability, and the “permanent” attribute disappears. So when the durability setting is combined with the survival setting, the difficulty of the Boss battle will naturally increase. This situation is manifested in the final battle: no chance of mistakes, or a successful recovery of the Holy Spring, or A failure fell high and was unknown. The difficulty of this type of game will always increase in the last part of the index, which is closely related to the player’s heart flow, but this is another topic

It is easy to get hurt, no damage.

The current version has a total of 5 Boss for the player to conquer, and in the course of the battle, the boundaries between “no injury” and “injury” are blurred, which is also related to personal operation problems after the increase in freedom. The increase in freedom is always accompanied by an increase in realism, and a better sense of reality makes the character’s action characteristics infinitely close to the real person, and naturally the same in the performance of the injury. This improvement is evident in the battle with the “Giant”. “Treading”, “squeaking”, “squatting”, “crashing”… These exclusive Boss skills can cause damage to terrain and architecture, and our small Viking woman has a large area of contact in the process of approaching or avoiding. “No injury” has become “injured”, and the three life indicators have dropped instantaneously, and the action has slowed down and the difficulty has risen. Therefore, in this work, the blurring of this limit is too real, the damage judgment is very tough, and the movement is difficult. Therefore, it is easier to do this in the difficulty level of the Boss combat phase. After repeated trials and proficiency, as long as you grasp it and grasp it, everything is not a big problem

To sum up.

Overall, the results of this EA test are acceptable, with details, civilization, and innovation, but with the optimization, the transition of the damage boundary, and the short story, the result can only be quite satisfactory. It seems that the cost of 500,000 knives has not played the biggest value. Of course, the limit of the number of production teams is also a fatal problem, and the score of 6.5 points should be matched. Considering the EA test, I don’t recommend everyone to start, you can look forward to the performance of the follow-up official version, hoping to bring a refreshing feeling


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