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Terrible vast mysterious sea, golden abyss

15 years old, it was really shocking to see the demonstration of the golden abyss for the first time. At that time, I had not been exposed to the mysterious sea series, but I just thought I could play such a game on the handheld! At that time, in my mind, psv, in today's words, had won. But the development of things completely surprised me. I really can't imagine, what's so picky about being able to play this game on the handheld? Why do people tend to evaluate it more generally? I didn't understand this problem until I had psv: "Sometimes, listening to other people's advice is really enough."

It is reasonable to say that there is a big scene interaction, and the scene complexity is ok. It is also an action shooting type, and the gameplay is also done by the host. Ip is still a signature series like Mystery Sea. This game really shouldn't be bad. However, if a game like Hollywood blockbuster wants to sell well, the game manufacturer must have the mentality of serving the players well, but unfortunately, all aspects of this game are struggling. This book on thunder can be said to be a model in a masterpiece game and a textbook case. Next, we will go to a specific website.

First of all, the three-dimensional sense of the golden abyss game screen is really poor. This poor impression comes from the following aspects: 1 The resolution of the game is low, and there are too many real-screen dogs. There is almost no reflection on the characters, and the clothes, fabrics and even skin texture are all black and flat. 3 The scene has a poor sense of clutter and layering, the dark parts of the picture are used a lot, and the bright parts are overexposed a lot. Coupled with a lot of color repetition in the game, it is easy to appear visual fatigue. All these make the quality of the whole game obviously ok, and it seems that it can be played to 20 1 1. But the feeling of painting style is very uncomfortable. You can say that the picture quality is good, but it is really heartless to say that all the scenes are beautiful.

Second, the experience of playing is poor. Obviously, the Golden Abyss has proved to us with its own actions that the hard-core tps shooting game is really not suitable for handheld devices like psv. As the first escort masterpiece, he first exposed the most fatal shortcoming of handheld devices: the rocker is not good. I believe that players with psv must understand how bad the joystick of psv is. It really can only shake, not press. But the experience of the joystick is closer to the player's joystick. And it can only shake at a very, very small angle. This causes players to press the joystick to the end most of the time when aiming at the enemy, and then wait for the angle of view to follow before letting go. Not how much you pushed or moved. This is very fatal to the shooting game experience. It may not be as comfortable as psp putter in damping feeling. Throughout the psp career, the number of fps or heavy shooting games is also pitiful. Psv is not very successful in shooting, but it expects a shooting-oriented game to support the scene. This is not only a wrong decision to promote the machine, but also limits the play of the golden abyss itself. Let it lose the most basic experience advantage of a shooting game.

What is even more frightening is that the indiscriminate use of the touch screen function by the game is further hurting the player's experience in the case of poor shooting feel. We have reason to say that Golden Abyss is a game that doesn't need any touch elements at all. Perhaps Sony was really stimulated by nds's amazing touch screen. It adds touch to climbing, deciphering, fighting and games. However, the increase of these touch elements can not get rid of the current situation of "touching for the sake of touch".

For example, the ps5 handle can be said to be the biggest selling point this time. The experience of adaptive triggering is amazing. Many players still say that this thing will only be used in single-player mode, and multiplayer games must be closed. Because I feel that although I have increased my on-the-spot experience, I may be distracted or not adapted to multiplayer games because of the increase in experience, thus losing the game. From this example, we can see whether adaptive triggers can really bring such negative effects in multiplayer games. But the result of victory is more important than the icing on the cake experience. A new function that can be icing on the cake, not to mention the touch system that gilds the lily.

In fact, for the touch screen, when the player first comes into contact with this game, at most, he will simply draw a line on the touch screen with the tutorial. After losing its freshness, it will soon return to the traditional key operation mode. I dare not use it in the face of the enemy's intensive fire siege. Moreover, whether it is the holding posture or the more precise operation of the key itself, the touch screen is not suitable for the tense operation scene. And more often, players need to switch back and forth between keys and touches.

But it is understandable here that it is the masterpiece of Party A after all. It always plays a propaganda role, and the characteristics of psv are implanted in mysterious waters. On a large scale, this is a propositional composition given by Sony's father. As an outsourcing manufacturer, I can accept it in this proper way to complete the terms of Party A's father. However, it is really a naughty operation to add touch screen operation to the game in the form of QTE in melee combat.

The whole process of QTE is to hit the opponent with the keys first, and then enter the slow-motion mode at the specified time. At this point, the player's right hand needs to leave the key area and quickly slide the screen within the range specified by the screen according to the prompt in a limited time to complete the final action and defeat the enemy. Then the right hand returns to the normal button area and continues to fight. This is really a failed design.

Because in the player's primitive consciousness, sneak attack or fighting in the third-person shooting game must be a tactic with high returns under the right conditions. Therefore, it requires players to approach slowly before approaching the enemy, and can't shoot until the last moment. The high return is reflected in saving bullets, which can quickly solve the enemy without disturbing others.

Touch screen QTE can be added to such a perfect process link, and it will be delayed. While the appearance frequency is still so high, the action module is also very repetitive. Players must also respond at critical moments. It is also necessary to accurately slide the screen, so that the benefits of sneak attack and combat melee can instantly drop to freezing point. , this level, it is better to get chug directly. Moreover, the key operation and the touch screen itself have a large span. If it is a puzzle game or a casual game, it is not bad, but it is not bad for exciting action games. I really don't understand, because as long as the producer has played this game from beginning to end, he should know how uncomfortable it is.

The third is its plot. In fact, after many years, I can't remember too many threads of this plot. But what I will never forget is that the first psv game I played started with a story, which made me travel with a guy who could see at a glance that he was a bad guy and would definitely swim against the current. Although the flashback at the beginning of the story tells us that he will betray us. But shouldn't you portray this person as harmless or even kind in the early stage of the story? Even if you don't intend to make any turning point, at least you should arouse the curiosity of the players. Why did he betray it? But you let such a bad guy appear at the beginning of the story, even a little obscene. It really makes players even have no desire to know him. Even at the beginning of the story, it is affecting the player's mood to continue the game. This is really beyond the imagination of a mature screenwriter.

Then the heroine of the game arrangement. First of all, the heroine is not beautiful at all. Although it seems that there is a task to find dad. But apart from confirming that there were some ups and downs after his father's death, everything else was dull from beginning to end. No matter how she saved Drake, or the feelings she showed for Drake, she really couldn't see enough in front of the "main palace" of the official story and couldn't compare with it at all. In this way, standard ordinary appearance, standard skill and ability, standard pacifists are not good at using weapons. Standards will never betray the protagonist Drake. How do you expect players to be interested in everything related to her?

So, the whole story becomes, in the early stage, I have to partner with a very annoying guy, and in the middle stage, I have to help a woman who has no characteristics, no sense of existence and affection to find traces of her father. The annoying guy betrayed us as always. Ordinary women can't afford any ripples, and the story can't go on completely. What should we do? It's okay. You can have Uncle Sullivan back. So the old partner came back. Mysterious sea area 2 "wonderful" replica!

When a game gives the player a power problem (plot), then when the player ignores the plot and tries to have a good time, he finds that its operation (joystick) is also problematic, and then the novel place, which should be the novel highlight of the mobile phone, is not novel, but becomes cumbersome (touch). We don't say that some people hate this game because of these reasons, but it is absolutely true that it can't get a good evaluation among a large group of people for these reasons.

Finally, the final conclusion of this work is that, as an excellent work with Douban score of 7.8, even the official Collection of Naughty Dogs Drake didn't take him to play with it, which became a black history. As a masterpiece of psv, it has not completed the mission entrusted by Sony.

Of course, objectively speaking, this book still has advantages. First of all, at this node around 20 1 1, it is very rare to be able to play such a game on the handheld, and it even smacks of dimensionality reduction. Then there is the game's touch screen decryption system, because the touch itself is more suitable for touching, touching and other delicate operational tonality, so the experience brought by touching is not bad in terms of rotating mechanism and checking items. It's just a pity that I didn't give full play to the spirit of Lao Ren in this work, otherwise the interest of this work will be greatly improved. But I don't know how many people, like me, feel really good when they touch the screen to clean it up a little. Alice doesn't mind wiping things spotless. Even though the game has been reminded, I am still willing to do it in the end. This part is one of the few impressive positive experiences in this book.

Then there is the plot. Although this book does tell a story similar to Deep Sea 2, it is too quiet and there is no big suspense. But isn't there that sentence? How can there be a depression without mountains? When there are no high mountains, it is always a platform road. Let you walk straight on it for hours, and suddenly you will find it very novel to see a small puddle. So it was in this experience that when you saw the woman finally take up the gun and commit suicide, no matter how Drake persuaded her, she refused to let go, which was somewhat touched. Although as a player, I want to say that I have almost finished playing, but I can still insist. You really don't have to go this far to break the ring.

Uncle Sullivan once again gave Drake everything he needed when he was most helpless. It is also a little stir on the basis of understanding the original work.

But unfortunately, these advantages are not enough to offset other shortcomings of the game. But we don't deny that psv was able to play such a game at that time, which was already wonderful. But just like Sony can draw cakes for psv and play metal gear 4. Many things should pay attention to expectations. Psv itself positions the player as a device that can play host masterpieces on the handheld. This expectation will also offset the amazing feeling when players experience this game. At the same time, even if we are sure that The Golden Abyss is a bold touch screen attempt. Admit that its quality is above average, or even barely classified as excellent. However, the continuous decline caused by the inability of the overall ecology of psv to continue to exert its strength also makes the result of this pioneer's brave attempt look like a joke. But even if the ecology of psv is not so bad, it continues the flowers at the end of psp. The level of the golden abyss can only be counted as one of many flowers, far from delicate and charming.

Summary: One or two shortcomings can be the reason why some individual players hate a game. But when the shortcomings are fatal enough to spread across all dimensions of the game experience. It will make players feel at a loss. From which angle to experience the game, you will feel estranged or uncomfortable. It will also greatly challenge the patience and endurance of players. At this time, just playing console games on the handheld can't save you. After all, how can you lower the latitude? The player is still playing the game itself. Host-level games will naturally come up with host-level requirements. In this way, the failure of the Golden Abyss is nothing to regret. In the final analysis, it is only a product of special circumstances, and further extension can also be tried as one of the victims of the war between Sony and Nintendo.