I Developed Battlefield to Drive Players Around the World Crazy

Chapter 296 What is the new work of the old thief?

In terms of game mechanics alone, the gameplay mode of "Rainbow Six: Siege" is not complicated.

Still no different from mainstream FPS.

Divided into attackers and defenders, which are refined into three different modes: hostage mode, bomb mode and guard mode.

Among them, hostage mode and bomb mode, as the name suggests, is to rescue hostages or defuse bombs.

As for the guard mode, it is actually a point-taking mode, where players on each side occupy an area to determine victory.

As for the follow-up arms race based on the event version, Chen Xu is not ready to join in the first version.

Of course, in addition to the three basic modes, there is also a special mode in the game.

That is the terror hunting mode, which is mainly to train novice players to be familiar with the game mode.

Players can deal with AI terrorists of different difficulty levels alone or in teams.

At the same time, the name was changed directly and it became a real training ground, including the levels and enemies in it were also redesigned.

For example, the classic self-destructing big brother was deleted in subsequent versions.

For this model, Chen Xu is also prepared to keep it.

And it can also expand the gameplay of PVE11, such as the white mask in the game and the related world view, as well as the introduction of the operator can be put into it.

In addition to this piece, the remaining more complicated place, that is, the design and construction of the map.

It can be said that the essence of the game "Rainbow Six: Siege" is not the number of technical equipment carried by the operators, nor the marksmanship in the game.

The map is the essence of this game.

Because the so-called tactics are carried out around the map.

In the previous life, many players said that 500 hours of entry, which made many newbies tremble, although it is an exaggerated statement.

But a qualified operator who wants to play a map and don't go to the back to find a strategy.

It takes at least a few hours to basically figure out a map, and only figure it out.

Because this game's requirements for marksmanship are not as high as other FPS.

What's more important is a familiarity with the operator's skill mechanism, how to use props, and the map.

If you are not familiar with maps, there is often a situation:

Who am I? Where am I? Who is hitting me? Why is someone behind me? Who killed me?

Even abruptly turned "Rainbow Six: Siege" into a horror game.

This is caused by unfamiliarity with the map.

As a game, it is obviously impossible to be the same as the real counter-terrorism.

Therefore, in the game, a large number of obstacles such as walls, planks, and even floors can be destroyed.

And once it is destroyed, a new offensive route or a gun point will appear.

The attacker can use the props in his hand to forcibly destroy obstacles, and attack the opponent by surprise in unexpected places.

Similarly, the defender can also take advantage of this feature to open the channel first to expand his vision.

Or hide in a small room and use the dragon scales to completely seal it off.

Of course, this is strongly not recommended unless certain maps are specified.

In addition, the attackers also have two unmanned reconnaissance vehicles, which can enter the house to observe the situation and collect intelligence through the gaps under the planks and the ventilation ducts.

The defender can obtain the camera field of view in the building and observe the information of each area.

It can be said that from the beginning of the game, both sides will fall into a stage of information collection and psychological game.

So why is this game so demanding to be familiar with the map.

It can be said that understanding the structure of a map is the entry point for this game.

Secondly, in terms of action details, because it is given priority to the training of troops.

Therefore, the game will also add some richer content at that time.

Time is advancing day by day, and the project of the army is already being finalized.

At the same time, the FPS games on the other side of Big Goose Games and Phoenix Games have also begun to make wind.

Obviously they all have the same idea, that is, while providing the army-specific version, they will develop their own projects along the way.

Because the engine of the three cooperation is quite powerful this time, and at the same time, it is mainly based on the rich details of simulation and stacking.

The idea here in the big goose game is very simple, that is, be hard.

Expand the map, and at the same time make it a "Battlefield" style mode with realistic details.

This is also a practice mentioned in the Nebula game before.

As for the information released by Phoenix Games, it is quite satisfactory.

Make a realistic FPS confrontation game, and then add some stand-alone plot content to improve the story and force of the game.

But it is obviously still dominated by multi-person confrontation.

And that's an orgy for many fps players.

Although "Battlefield" and "Call of Duty: Modern Warfare" are still the two most popular FPS games.

But I have to say, everyone is already a little tired of playing.

Now there is a brand new FPS game, and it is still a big production, which naturally makes players excited.

But for the player group, they are more curious about Chen Xu.

Compared with the other two that have already started to promote the warm-up, there is absolutely no 110-point movement in Nebula Games!

"Speaking of which, the big goose and the phoenix are already warming up, what is the old thief doing?"

"Yeah! Isn't this a Call of Duty or Battlefield sequel?

"It doesn't feel like it. From the data, it was developed to provide the army with an engine for training. It is mainly based on hard-core realism and simulation. These two series should be more of a cool direction.

"Did the old thief not do it? It doesn't make sense!'35

"Speaking of hardcore, realistic, I'm suddenly a little scared, the old thief won't come out with an FPS soul-based game at that time, right?

"I don't think it's possible. After all, how does the FPS soul system do it? You can't let the player dodge bullets, but if you don't dodge bullets, isn't the AI ​​just locking the player for seconds? If you make an RPG, wouldn't it be driven by numerical equipment?"

"That's right, you can rest assured when it comes to the soul system. The old thief never likes to struggle with numerical values. What he prefers is to use the level design to torture us. FPS is naturally not suitable for the mode of law ring and black soul. .""

Online players are talking a lot, but they also have the same opinion.

That's Nebula Games, and there should be projects going on.

After all, every time Nebula Games has a project in development, it is basically this silent mode.

But guessing is guessing, this kind of performance without any news still makes them unbearable.

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