has an internal taste.
To be honest, when I first heard that the IP of Devil May Cry was going to be licensed for derivative works, I was skeptical, especially since it was still a mobile game. You need to know that many of the previous end games and stand-alone mobile games are slightly meaningless works. RPG and SLG can also turn around. If a hard-core ACT is a one-click combo, a 999 knife, then the server has to enter the coffin. .
And the production of Fang Yunchang Games is a very young game company. So far, it has embarked on the road of IP authorization plus action games. The fineness of this work will largely lay its foundation in the industry and the player community. Word-of-mouth image, there is reason to believe that they will never be sloppy on such an important matter.
With quite contradictory prejudices, I tried this "Devil May Cry Mobile Game" during the elite evaluation on the 17th to the 19th, and the result was really unexpected. To describe it abstractly, "Devil May Cry-Battle of the Peak" (hereinafter referred to as the Battle of the Peak) is the kind of mobile game that makes players say "what, do it with your heart and do it well".
The login interface is a common LIVE 2D, which is relatively convergent but very suitable
第一图片
First, let’s forcefully summarize the overall picture material and art style of "The Battle of the Peak" Mainly from the 3rd, 4th and 5th generations of "Devil May Cry". Specifically, the UI style with broken glass, gold and blue as the main visual is obviously from the 5th generation; the wild Dante image who is allergic to the vest comes from the 3rd generation; the first three chapters have a lot of scenes such as European streets, Catholic churches, etc. The artistic inspiration is obviously from the 4th generation, etc., in short, it is a familiar taste.
Basic UI vision
Church level screen
Spirit
da0a Everyone knows that the "Devil May Cry" series has always been distinguished from other ACT games by extremely gorgeous performances and battles (not counted by Sister Bei). The arrogant and unruly temperament is restored between the cut scenes and the actions of the characters. Especially important. At this point, the content I have experienced so far is less flavorful, but it is understandable. After all, there are several action games that can do the gorgeous opening of "Devil May Cry 3", such as motorcycle climbing towers. Normal people really can't think of it.There is a cutscene, and it is very handsome, but it is more of the kind of "one sword seals the throat" style of neat and handsome, a bit less "bells and whistles" noisy and restlessness, but still that sentence, style preference Different people have different opinions on this kind of things.
Please make up the upgrade screen by yourself
Put aside subjective feelings, "The Battle of the Peak" has indeed reached a high level in terms of sound and image performance, and has jumped out of some realistic 3D hands. You are very easy to fall into the awkward circle. During the game, you will not feel jumpy because of the greasy style and poor modeling texture.
There is nothing weird about
in terms of visual and auditory senses, it is as close to the original style as possible, whether it is the series of ancestral "rigid" mirror games or violent heavy metal music. Telling players that we are doing "Devil May Cry".
as Devil May Cry
As a "Devil May Cry" mobile game, "The Battle of the Peak" must be composed of two subjects that are completely different and even contradictory to some extent. Before I came into contact with this game, I was very curious about how Yunchang handled the blood relationship between "Devil May Cry" and mobile games.
My personal conclusion is that as far as the previous experience is concerned, the value, level design, and action system of "Devil May Cry" are more intense.
First of all, since it is "Devil May Cry", the shock and motion system must be inevitable. In view of the fact that things like hand feel are very abstract, I hope I can try to explain it clearly with concrete concepts.
"Please choose "
" according to the actual situation. In terms of the sense of percussion, the "Peak Battle" has done a very good job, including the monster's hard and straight when attacking, and the classic melon-style brushing sound effect. , The flashing feedback of the hitting part, the fuzzy and jittering mirror movement according to the current attack action intensity, the appropriate picking and flying distance, etc., can guarantee the smooth flow, without any form of stiffness and drag. Even some very strange places have been retained, such as the traditional performance that has always been in the series, using high-frequency attacks to cause monsters to shake at high speed.
捅得很爽
The refreshment provided by the excellent hitting feeling also gives the whole action system a place to rest. "The Battle of the Peak" does have a fairly mature action system, but there is no doubt that the action system of "The Battle of the Peak" is streamlined compared to the series, as does Capcom's own 4th generation transplant. The focus is not on simplifying this fact, but on how to simplify and how to simplify. I can only say that Yun Chang's cut is just right, which makes me, an ordinary passerby fan, very comfortable.
First of all, like almost all mobile ACTs, the joystick of "Primary Battle" basically does not participate in specific moves. The special skills that were originally required to be played with the joystick, such as the pick and thrust, are now changed to a separate move button and combo follow-up, which means that combo basically only needs to focus on the right thumb.
The middle of the first row is to pick up, the second row to the right is the sprint key arrangement can be set
Considering that the virtual joystick does not have the sense of position of a physical body after all, it needs to be determined to pull Errors are more likely to occur in the positive and negative directions, and the experience is relatively negative. Players who have played PS2 action games through mobile phone emulators should experience this. In this respect, I agree with this simplification. As for whether the simple button design will make the input of the game simple and brainless, the answer is no.
Strictly speaking, the "Devil May Cry" series itself is not an ACT. "The Battle of the Pinnacle" retains the basic betting and charging operations, and the game also encourages players to enter clean keystrokes in its deep design, rather than pressing frantically. Several flat land combos with high damage values basically require certain input accuracy.
I liked stab bursts when I played the 4th generation. Although it is not practical, it is cool.
such as "Million Piercing", the profit of short bursts is fluctuating. If you press A directly after picking, you will miss a certain amount of damage because the monster’s position is too high. If you press A after picking a few seconds after picking, you can make sure that all the stabs hit the enemy. If the card is tight, pressing too slowly will turn into a normal attack.
"Millions of thorns" is to press A and pause for a while to continue to input A to generate derivative changes, the input window is much looser. Of course, players who have played Devil May Cry should be familiar with these two combos.
The initial 16 moves of the Rebellious Great Sword are all unlocked and can be switched at will and substituted into combo
"Pick up and fly" as a popular take-off action for royal air combat, it is a typical long-press accumulating action , And in this "Battle of the Peak", you can also derive more combat skills in the air by long pressing. In view of the intensity of the level I have played so far, the use of accumulating skills on the ground without field control is basically equivalent to suicide, so I am going to talk about air combat and accumulating together.
The electric fan is very handsome. I have to admit it.
From the perspective of the rebellious sword, ebony and white ivory combo I have played, the basic continuous technique in the air is flat A. Substitute the rhythm of the charged attack. The derivation can be generated by long pressing the A button and the shooting button. The two derivation skills respectively cover the upper and lower attack areas, and are accompanied by a certain amount of time in the air. However, in the process of a jump, the two accumulating skills are stuck in the air. The attributes are only once,To prevent players from stagnating in the air without brain accumulation.
Speaking of staying in the air, "The Battle at the Peak" naturally also has the traditional performance of the Devil May Cry series-Step Step, which is the Enemy Step for Jump Cancel. This system is "Ace Combat" Core. The principle of JC is very simple. It is to take off again by stepping on the enemy, refreshing the number of times that the second jump and the above-mentioned energy storage skills are stuck in the air to achieve infinite float.
The JC option of the skill interface is on the second page.
Due to the special power-storing design, in the "Primary Battle", the infinite float seems very close to the people. JC in the series requires players to pay attention to the position of friend and foe at any time, and to hit the buttons with a specific rhythm to achieve. In the "Primary Battle", the ability to accumulate power in the air can reserve enough time for JC to achieve simple infinite combos relatively easily.
On the one hand, the alternating rhythm of accumulating and pressing the keys is slower than simple continuous pressing and easier to adapt; on the other hand, "Peak Battle" adopts a relatively loose pre-input mechanism, and input the keys slightly in advance or Accumulation will not affect combo.
However, the looser input judgment is also a double-edged sword. A long input window will make the previously entered commands continue to take effect. Sometimes you want to stop or change your posture, but you will still stick to the move.
Similarly, the skill input window behind the sprint is a bit too long. The melee action approaching the enemy after sprinting is often judged as a stab, and then the enemy is pushed out of the attack range again. These input rhythm issues need to be polished, and maybe the button window can be tightened a little bit.
Swordsmanship is fast. I cut this picture several times.
here, basically all the right-handed operations of the game come to an end. There are fewer tasks on the left hand side, but more important.
The first duty of the left hand is to mock! As the soul of the series, the importance of this action is self-evident. The second is to control the joystick. Although there is no combo, it does not mean that the joystick can be idle. In fact, survival depends largely on the joystick operation of the left hand.
Here we need to transition from the action system to the overall value and level design, and the combination of the two is often the difficulty of the game. So is "Battle of the Peak" difficult? Hard, at least for players like me, really hard. In most cases, I have to use babble swordsmanship to avoid monsters and adjust positions.
Cut and hide while standing, and lose blood quickly
The first two chapters, according to the normal intensity, it is basically impossible to clear the level without thinking, and it is basically impossible to pass the level without thinking in the third chapter. The promotion of attributes will cause serious injuries even if you are not paying attention. Of course, there are also some problems with the perspective setting of "War on the Peak" in this regard.
The perspective of the game is too close to the characters, and there will be a lot of blind spots in the battle. Please refer to the new "God of War" for details, and "Primary Battle" has no indicators for enemies and attacks from behind. The actual experience is that unless I control all the enemies or all the enemies are in the visible range, I can't output it properly. I can only babble the swordsmanship and catch a single set.
The remote enemies mixed in the strange pile are placed whether it is very deadly
In addition to the simple numerical value and monster configuration, some levels also bring a certain degree of combat to the battle. Variety. Including the use of a small spinning top to open the ice wall, playing roulette to cancel the monster's rigid straight, jumping snowballs and so on.
Yes, I'm afraid that the player will quickly return the confirmation time
Maybe for an undead person Impossible mission
I believe that under the high ceilings brought by the above action systems, some high-level games can pass the level without injuryIt should be similar to drinking water, and the distinction is also a reflection of the depth of a game system. "The Battle of the Pinnacle" has depth, and unlike any other type of mobile game, his depth is carved into the genes of the "Devil May Cry" series from the beginning, rather than staying in the increasing value in the later stage. among.
as a mobile game
Being in a highly competitive market, "The Battle at the Peak" naturally cannot escape the user habits and the orientation of the established model. Although not many, some of the mobile game mechanisms that should be available are still inevitable. Here I will probably share with you, everyone can rationally criticize the merits and demerits.
The player's main level in the game is actually the office, Dante is one of the operable protagonists, and other characters will join afterwards. It is known that the next character to unlock is Letty.
corresponds, in the game the player mainly promotes the level of the firm. Its specific function is to provide players with bonus red soul rewards after clearing levels, and as a rhythm controller for unlocking subsequent levels.
In addition to the basic experience rewards given by the main line, additional experience points need to be provided through daily and weekly activities, side missions and story review missions. Generally by the end of Chapter 3, the experience given to the player by the main line cannot keep up with the need to start the subsequent plot missions. At this time, the game will also guide the player to conduct a plot review battle to gain more experience.
真贵
Demon Hunter, Weapon and Demon Book are the three base points for the numerical enhancement of this work. The three options can be used to strengthen Dante’s own attributes and enhancements. Weapons and strengthening the role of the enemy are not complicated overall.
If these values are not increased all at once, the impact on the actual battle will never reach the point where the values collapse. Numerical adjustments are also what the players want, and you have every right to upgrade only the minimum attributes to increase the challenge of the game.
This picture contains all the elements of this game as a mobile game
Signing in daily life is not to say, just treat it as a welfare. What makes people feel the most mobile game is the out-of-box system of "War of the Pinnacles". To say that these weapons have an impact on the balance of the game, it can only be said that at least it is basically not in the early experience.
30 issued a guarantee
Dante’s original primary and secondary weapons, rebellion and black and white double guns, are epic weapons, stronger than general merchandise. As for the legendary weapons, there are only 4 in total. The action modules of all weapons of the same type are the same, and there are no additional active skills. It is more like a skin with various special effects for the weapon in your hand.
It is worth noting that each weapon actually has different attributes, especially the "Primary War" introduced subdivision attributes such as critical strike rate, elemental attack, and enemy specialization. There may be situations where weapons are particularly effective in fixed levels.
That’s right, it’s all here.
There are more fixed things like character fashion, I won’t go into details, mainly divided into two types: hairstyle and whole set of clothes. It seems that the possibility of additional attributes has already been hinted.
All in all, based on the current experience, "Peak Battle" as a numerical control of the mobile game does not have a greater impact on the fundamental of the game-the action system. It is more important to improve stickiness and extend the game. Players who question the basic task of life, questioning that "Battle of the Peak" is a "pay to win" Krypton mobile game can relax.
last
The action system of "Devil May Cry-Battle for the Peak" has really been polished to perfection, and it does not lose other ACT mobile games on the market. At the same time, it does make the taste of Devil May Cry , The distance is perfect in the feel, and only a few judgments and input window adjustments. Even by the standards of major manufacturers, such high-quality end game adaptations are rarely seen.
To a certain extent, the emergence of "Peak Battle" reflects the increasingly strong content and quality orientation of domestic mobile games, both for player experience andIn terms of the industry environment, this is a very benign change, and I sincerely hope that this game can be respected as it deserves.
and the way to express respect is very simple-after experiencing it, give him a rational evaluation.