Chapter 423 The combat experience is truly unique!

Because it is just a demo, there are not many monsters in the game, only three different monsters.

In addition to the previous fashion dolls, there are also butler dolls wearing gentleman tuxedos, and larger beast monsters.

The butler doll is roughly the same size as the fashion doll, but the attack action module is slightly different.

The beast monster looks like a creature between a bear and a wolf, with black and gray hair all over its body. Its behavior pattern is very different from that of the doll, and its movements are more intuitive.

However, its powerful domineering body and extremely impactful moves still make it a very difficult elite monster to deal with.

Qiu Qinghong experienced the rest of the combat system in depth, such as adjusting his doll transformation, trying other weapons, and testing the functions of the doll prosthesis. For example, after using a flame enchanted weapon, it can cause obvious damage to the beast monster.

More hair means weaker fire, which is already the default unspoken rule of the game.

As for the doll, attacking with the flame attribute has little effect, and using the electric attribute is obviously better.

Qiu Qinghong noticed that there are also different attack attributes in the game. For enemies with different resistances, choosing different attack attributes can often achieve twice the result with half the effort.

For example, flames can make enemies burn, which is very effective against long-haired monsters; puppets are afraid of electricity; large monsters are weak to bleeding; acid can accelerate the erosion of puppets' bodies and cold weapons; and the blasting attribute may cause some enemies equipped with large hot weapons to explode, etc.

Most of these different attack attributes come from the character's puppet prosthesis, and of course some are completed through special props.

Because the game is still in the demo stage, all these props that were originally to be obtained during the game process are given to players.

After Qiu Qinghong tried them all, he handed the game controller to others to experience, with a slightly complicated expression.

"Well... in terms of the quality of the game, of course there is no problem at all.

"It's this combat experience, how to say it...

"It's very consistent with the style of Against Heaven, very, unique!"

It must be said that Qiu Qinghong's speech is indeed quite emotionally intelligent.

There is definitely no problem with the quality of the game. Although action games themselves require more accumulation, Nitian has made many action games before and has many successful experiences. Of course, there is no problem in the technical reserve.

But is this combat system exciting? That's not the case.

Qiu Qinghong vaguely felt that Nitian obviously knew how to make the action system good and make players happy, but they deliberately didn't do that.

It's like a test paper. It's not easy to get full marks, but it's also not easy to get zero marks.

If you can accurately avoid all the correct answers, it means you really have something.

The combat experience of the demo of "Blood of Lies" is like this. Nitian knows where the players' pleasure points are, but they just deliberately scratch the surface around the pleasure points, which is annoying.

Take the GP system in this game for example. It stands to reason that GP is a major pleasure point for players, and most games will try to shorten the pre-shake time of GP as much as possible.

For example, "Ascension" does this. Players only need to press the defense button when the attack is about to hit themselves to achieve the effect of GP.

In some other action games, even if they worry that GP is too powerful and make some weakening, there are still some traces to follow.

For example, add a relatively fixed pre-swing to GP, or add a preparatory action to GP, but you can wait for a while during the preparatory action.

Or GP is very simple, but the benefits of GP are lowered.

For example, GP cannot directly cause the boss to be stiff, but only reduces the toughness bar. The stiffness will only appear after the toughness bar is completely reduced.

But "Blood of Lies" obviously adopts a completely different approach. Not only is the GP timing of each weapon completely different, but there is also a very long pre-swing action, which obviously maximizes the cost of players' practice for the GP operation.

The same is true for part destruction. According to normal game design, part destruction is only enough for monsters, so that players can feel refreshed when destroying monster parts.

As for arranging part destruction for players?

The player is already as fragile as a piece of paper, and with the damage to the parts, it is very likely that the player will be lame even though the health bar is still there. All kinds of performance will be greatly reduced. If you think about it in the player's shoes, how irritable it will be?

As for other mechanisms in this game, such as the lying mechanism that has not yet been produced but is in the design plan, Qiu Qinghong always feels that there seems to be something else here.

Although it seems to be a more interesting mechanism at first glance, it should also give players more choices, but it always feels that there seem to be some hidden pits, which can only be realized when you really experience it.

At this time, the second employee who tried the game has also put on a mask of pain.

"Mr. Wei, the current difficulty of this game... is it too outrageous?

"Can the players really accept it?"

Wei Chengjie was silent for a moment, and didn't know how to answer for a while.

Is the difficulty outrageous?

Of course it is outrageous!

As the producer of Against Heaven, how could he not know how abnormal the difficulty of this game is?

But the difficulty can't be changed, because it was decided by President Li and approved by President Gu. Even if it needs to be adjusted, it can only be adjusted upward.

Thinking of this, he could only cough twice: "The difficulty is indeed more challenging, but considering that the difficulty of "Ascension" did not cause trouble to players at the beginning, I think "Blood of Lies" should be no problem.

"As an action game, we still have to constantly provide players with new high-difficulty challenges! Otherwise, they can easily pass the level, wouldn't they feel that the game is a loss.

"Besides, the scientific research ability of players is terrible. Now we are helpless, maybe the players can solve it with a little research."

Qiu Qinghong was speechless for a while, but he had to nod: "Okay, President Wei, let's determine the workload..."

Although everyone was a little confused by the demo of this game, after all, the entire studio was equivalent to being sold to Against Heaven at this time, and there was no right to make any suggestions on how to develop the game.

They can only strictly follow the design plan given by Nitiantang and do their own part.

However, whether this game makes money or not has little to do with them. If they make money, it is better, maybe they can get some bonuses. If they lose money, it doesn't matter, they can make money regardless of drought or flood.