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comes from a small studio that is unknown and is another brand new IP. The 2019 adventure game "The Legend of the Plague: Innocence" has achieved good sales and reputation after its release, which can be said to be a dark horse work of that year.
"The Legend of Plague: Innocence" is set in 14th century Europe and tells the story of a sibling who faces natural disasters and the threat of the Inquisition, flees all the way and starts revenge.
game concreteizes the " Black Death " that ravaged Europe at that time, that is, " Plague ". The bacteria that were originally invisible and intangible turned into a group of rats that covered the sky and the sun, which could instantly devour humans and even annihilate the entire town. The only weakness of the rat group is fire and light, and this setting also constitutes an important part of the gameplay. In addition, the adventures of Amisia and Hugo in "Innocence" are also a major highlight of the game.
Three years have passed in a blink of an eye, and Asobo Studio has brought the sequel to this work - "The Legend of the Plague: Requiem".
"Requiem" takes over the plot development of "Innocence". As the curse on his younger brother Hugo deteriorates again, the siblings have to embark on a journey again to find the island in his dream. According to legend, there are methods that can unravel Hugo's curse, and they will also usher in new enemies and challenges...
More excellent picture performance
The full-scale upgrade of the game screen is the most obvious change in "Legend of Plague: Requiem". The graphics quality, material texture, and light and shadow effects of this work have been greatly improved, and the shaping of characters and scenes is more realistic and delicate. In addition, the overall art style of the game also has a certain difference from the previous work.
The story stage of "Requiem" moved from Aquitaine to the famous tourist destination Provence. Compared with the previous work, it is a concentrated portrayal of the gloomy and depressing atmosphere of the town under the rat group. This work adds many beautiful and magnificent natural scenes, and also shows the hustle and bustle of several towns. These areas are mostly presented to players in a fresh and bright tone style. When you control the protagonist Amisia and others to wander in it, you can experience the relaxation and comfort that you did not have before.
▲It is natural to mention Provence that lavender
and there must be shadows under the sun. Behind the noisy and prosperous market is an abandoned arena that has already suffered from rats, like a purgatory on earth; the beautiful and peaceful port town will be razed to the ground by the rats in an instant... These are in sharp contrast with the beautiful scene mentioned earlier, which is enough to bring strong impact and contrast to players visually and psychologically.
As for one of the selling points mentioned in the previous publicity - "the number of rats on the same screen has increased significantly." I can only say that the number of "spending" rat groups in the game has indeed reached a very large scale. But there are too many, and most of the scenes where rat groups appear are dark, and it is dark at first glance, making it difficult to see the dynamics of the mice clearly. It is actually difficult to experience the "rat-crowded" feeling of fear that makes people's scalp numb. Although the game contributes many shocking rat group escape battles and cutscenes, the expressiveness of the rat group is still somewhat worse than the final boss battle of Vitalis.
In addition, this game supports ray tracing, but the advanced version we experienced has not yet opened the ray tracing function, and it needs to wait until the game is officially released.
From the previously officially announced recommended configuration, it can be seen that the hardware requirements of this game are relatively high. This time we experienced it in an RTX 3080+2K resolution environment, and most stages of the game can maintain operation of around 55 to 60 frames. However, in many scenes with more firelights and other scenes with more special effects, the frame rate will drop sharply to around 40 to 50 frames, which can clearly feel the lag, and the optimization performance is not particularly ideal.
A fuller process and richer play experience ①
The process time of "Requiem" has been expanded to about 18 to 20 hours.Compared with the previous generation or the current similar plot adventure games, the content volume is still relatively fulfilling.
"Requiem" basically continues the gameplay mode of the previous generation. The overall game still adopts a linear process, and most of the weaknesses of rat groups and human soldiers also follow the previous settings. However, with the addition of some new elements, the actual gameplay experience of this game is much richer than that of previous generations.
is the first step to shape the scene. The scene scale of this game has been further expanded, the terrain structure is more three-dimensional and well-connected, and the number of sneak and pass routes that players can choose has also increased.
At the same time, this work provides a large number of level scenes with different styles, from villages, castles, camps to coasts, foothills, and caves, which bring certain differences in both visual and exploration experience.
During the exploration process, Amisia will cooperate with Lucas, mercenary Arnold, smuggler leader Sofia and others in the previous work. In addition to plot scenes, these characters can also provide assistance in infiltration and combat through their own abilities.
As an alchemist apprentice Lucas can use charming powder on the fire source, thus disrupting the opponent's vision so that he can't move. The prism in Sophia's hand can be used to burn grass to attract enemies or refract fire to disperse the rat group...
Combined with the special abilities of their companions, as well as gradually unlocked props and systems, each chapter has different theme elements and gameplay, which can keep players fresh enough. But relatively speaking, the AI logic problems and bugs of companions have become more.
In addition, Hugo, the younger brother who was dubbed "the oil bottle" by players in the previous work, awakened his ability to control the rat group. Hugo can not only share the senses with the mice to locate and mark the enemies, but also directly direct the rats to attack.
Use the rat group to kill the originally difficult enemies in seconds without any effort. Of course, this powerful attack method is indispensable for various restrictions. Hugo will increase the pressure value when controlling the rat group. When excessive use causes the pressure value to rise, it will be backfired by the rat group.
And Hugo cannot move during the startup process, and can only control a small number of mice at a time. Therefore, players cannot use this ability to drive all the rat groups in the scene to skip the related puzzle content.
▲Rat Group Perspective
In terms of environmental puzzle solving, "Requiem" has not made much changes. The main idea is to light up the light source and disperse the mice. At the same time, a certain number of institutions and facilities will be interspersed, and the protagonist and his companions need to cooperate to open up channels.
However, as mentioned above, the scene scale of this work has been further expanded, and many areas occupied by human soldiers and rat groups appeared in the process. Players need to spend more energy to observe and plan routes, and use the props in their hands to deal with them.
The use, harmony and upgrade of weapons and props in "Requiem" basically follows the old logic. Players can collect materials to make items such as ignition agents, Yuanji, etc., and use them to create ignition fire sources, disperse and attract rat groups, and restrict soldiers from moving.
With the unlocking of props and items, players can handle the situations of soldiers and rats blocking the road. Most of the time, they can be determined based on the amount of various resources in their hands. However, there are often scenes in the game where the environment settings are complex. Players need to frequently switch equipment and props to deal with the enemies and puzzle elements that appear. At this time, it is easy to be in a hurry and use the wrong props.
A fuller process and richer play experience ②
The combat mechanism of the game is similar to the previous generation. Amisia cannot use catapult to directly solve those human soldiers wearing helmets and armor. In this work, the number of soldiers wearing helmets has increased further, and the behavior patterns of hostile soldiers have more uncertainties. They will change their patrol routes due to the death of their companions, the player's actions and attractions.The original layout is likely to be completely ruined due to an unexpected change by a soldier. Therefore, how to avoid or eliminate them is a major problem that tests players.
▲The enemy prompts in the game are not particularly clear, and it is easy to "hit a ghost around the corner"
▲Depending on the situation, soldiers sometimes deliberately search for grass or under cars or tables. The melting agent and drug used to deal with armored soldiers before
were all deleted in "Requiem", replaced by new equipment and props such as tar, knife, crossbow .
tar can turn the surface of an area into combustible, and can also be used to spread fire, drive away mice on a large area or burn enemies to death, and sometimes it can have miraculous effects. However, tar must be basically put in a jar and thrown out to play a role. It is useless to directly hit the enemy with a catapult or a bare-handed throw. There are several similar confusing designs in the game
. For example, arrows can directly shoot the enemy, but after applying ignition agent, it will only cause ignition and hardness for a certain period of time, and will not be able to kill the enemy, and the effect will be weakened. Moreover, the introduction and tutorial of props did not explain this, which could easily cause trouble to players.
Crossbow is the upstart weapon added to this game. The range is long enough to shoot any enemy in helmet armor when hitting the keys of the torso.
In addition, the crossbow also has a feature that it can shoot arrows on wooden pillars and boards in the scene. It can also disperse and attract mice with ignition agent and primordial energy. And the arrows that hit objects will always exist, so in some scenes, the crossbow is more practical than the catapult rope or jar. The number of arrows obtained by
crossbow is relatively limited and cannot be used as a main weapon in the early and mid-stage period. But when players point out the crossbow's expansion and recovery skills, they no longer have to worry about the inventory of arrows. It is entirely possible to lure the enemies one by one and shoot them, and then retrieve the arrows on the corpse and use them repeatedly. In this way, the difficulty of players' infiltration in the later chapters will be reduced a lot.
As for Xiaodao, it is one of the few props in the game that can be used to directly kill enemies. Players can use a knife to kill their opponents in seconds when they are sneak attacks or are attacked.
However, the number of knives obtained is smaller than that of arrows. Usually, only 1 to 2 can be found in each chapter, and they are consumable props. Therefore, it is more like the "talisman" and "resurrection coins" in many action games, and is an insurance mechanism that is used to protect your life when you are forced into a desperate situation.
▲The knife is sometimes used to pry open a special workbench
▲ Another prop is similar to the knife. Its function is to disperse the rat group when surrounded by a group of rats.
In this game, Amisia's own functions have also been enhanced. She will no longer die immediately after being attacked by the enemy once. In addition, players can use special actions to "take the enemy first" to temporarily control the enemy.
However, the annoying mechanism for forcing the performance to be triggered after being attacked still exists, and "first strike to fight the enemy" requires a long press to trigger it. If the reaction is not fast enough, it is still easy to be knocked down. Overall, players still seem very passive when facing melee attacks. When they are reluctant to use a knife, they will mostly choose to escape and keep a distance.
"Requiem" also added a new growth system, which is similar to a proficiency mechanism. The game will increase the corresponding abilities experience based on the player's actions, and new abilities will be unlocked when the threshold is reached. For example, eliminating the enemy through combat will increase the experience of fighting ability, and synthesizing props will increase the experience of actuariality, etc. As far as my personal experience is concerned, the presence of this new system is really weak. Experiences in the two abilities of prudence (sneaking) and fighting (combat) cannot be obtained at the same time, so the ability to pass the level in one week can basically only be upgraded to one full. The unlocking ability is mostly icing on the cake, which is basically optional from the perspective of passing the level.
▲The experience growth of stealth seems to be quite harsh. I have battled and killed enemies in most levels in the process, so the experience of stealth has only increased by about 1/3 when I pass the level.
The text instructions in the game are relatively simple. Relevant prompt information is often displayed through dialogue between characters. Some of the dialogues are not clear in meaning, while others cannot be viewed repeatedly.
On the other hand, many corresponding plots require players to go to the specified position before they can be triggered, and these "specified positions" do not have any pattern or highlight prompts, and the trigger judgment range is very small. The above problems lead to the game's performance in process guidance, and players will also experience some levels of stuck.
The plot is smooth and smooth and smooth. Although the process of this work has increased significantly, the control of the narrative rhythm is still smooth and smooth. Moreover, the script arrangement is relatively independent and complete. The growth process of Amisia and Hugo, the connection between learning to the rat disaster, and the relevant information about Makura will also be gradually revealed to players in the plot. Among the important characters of
, Lucas, who appeared in the previous work, is not very old but calm in the face of things, and is still a very likable character. Sofia, who is skilled in dealing with things in life, often acts as a "confidant sister" to help Amisia solve her problems. Arnold, who is a tough guy, also has an unknown past... The protagonist Amisia is more sharp in image and style than her previous work; and the awakening of her younger brother Hugo's ability to control the rat group and subsequent changes are also a major highlight in the plot.
Overall, "Requiem" continues the previous settings and modes, and the graphics and gameplay performance have also been greatly improved. Players who like the previous work should not miss it.