The production team of "Serial Scavenger" did not make the mistake of "designing an all-round character". The killer's design weakness is also obvious - for example, he does not have other gameplay that can "strategize", and this is an experience that every other character can pr

2025/04/2901:21:36 game 1521

"Serial Scavenger" production team did not make the mistake of "designing an all-round character". The killer's design weakness is also obvious - for example, he does not have other gameplay that can "strategize", and this is an experience that every other character can provide to the player.

The production team of

Big brother Bob followed the "acceleration" ability of the previous work and fine-tuned it into a very cool "bloody", able to play a superb "blood waltz" in a pool of blood; the eldest girl LeTi and Wen can graffiti a sentence on the floor "Fuck the policeman's family", Wuneng fiddled, parkour made the police stare; the geek girl Viper is a standard tactic, except for anyone who can guess "break into various equipment to attract the attention of the police", he can also appear in the ventilation duct with a petite figure.

The murderer could only chop the body up, throw out the debris of the body and knock the police unconscious, and then stuff the fainted police into the surrounding wooden boxes, large trash cans and other "police detention centers", giving the police a solitary confinement that ends when the inspection station is completed.

OK, it sounds really great. There is nothing to say about how to play

The production team of

. In addition to special levels, the completion goals of each level are basically the same. Anyway, it is to clean up the three elements of "body, syndrome, and blood".

If there is any difference between it and other similar RTT games, it is that the characters in "Serial Scavenger" basically have no "skills" compared with veteran IPs such as "Bounty Hunter" and "Shadow Tactics".

The "skill" here refers to "active skills", the kind that requires control of the release time - each character in the serial scavenger does have its own characteristics, but it belongs to a certain "passive skills". Because there is no "active skills" and there is no "consumable prop" design on the map, the pressure of strategic play in this game design basically gives the map design.

The production team of

Because the difficulty of the level basically follows the principle of "step-by-step", as the level reaches the later stage, the design sense of "floor" becomes more and more obvious. By adding interactive mechanisms between "floors" similar to "aborted corpse", coupled with character switching and "sweeping", the experience of some levels is really refreshing.

In addition to "floor", you can also copy many focal planes in this work. For example, the blind spots in the enemy's vision are synchronized to "open and close the door" or something. After these operations are implemented, the feeling of pleasure is similar to "The Incredible Thieves", and the method is a bit similar to "Empty House". However, it doesn't matter whether it is reasonable or not. If reasonable, a large number of police officers at the scene turned a blind eye to the bodies and evidence.

Compared with RTT's works that have classic levels such as shadow tactics and bounty hunters, "Serial Scavenger" is not as good as the old predecessors in terms of gameplay. But while having shortcomings, many long-term plans have been successfully set up. For example, those off-line, interesting, high-quality soundtracks interspersed in the game, drugged animation performances, and story endings with a strong style of gangster movies in the last century.

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