"Road to Survive" under the Dark Nest
After the success of the two plots of "Warhammer: The Plague in the Apocalypse", Fatshark Studio (hereinafter referred to as Fatshark) chose to continue to focus its new work on the world of "Warhammer". However, this time, they moved the story background from "Middle Warhammer" to "Warhammer 40K", which is "Warhammer 40K: Dark Tide" (hereinafter referred to as "Dark Tide").
This article is a B test of "Warhammer 40K: Dark Tide" and does not represent the final quality of the game.
Still powerful protagonist
In the empire's nest world, the rebellious 6th Mobian regiment tried to occupy the place and dedicated it to the evil god Nurg. As criminals of the Imperial Inquisition, the protagonists need to pick up weapons and redeem themselves and this scarred planet through constant battles...
I have to say that both the previous "The Plague in the End of Times" and the current "Dark Tide" reveal a strong atmosphere of despair. The ruined nests are all under the lower level, and the chaos signs and almost endless enemies everywhere are declaring that the world is on the verge of destruction.
Signs of corruption and depravity can be seen almost everywhere
. The protagonists' identity of the criminal, the background settings that need to be perfect when creating a character, and the NPC's extremely contemptuous attitude towards players in dialogue also show the grand and sad world view of "Warhammer 40K" from another aspect: Although every ordinary person involved in the battle has his own background and story, in the war across the interstellar world, everyone is actually cannon fodder that can be abandoned at any time...
Since there is no Chinese in the B test, I cannot accurately understand these carefully designed game settings and dialogues. The sense of substitution of the story has been weakened a lot
However, in actual games, the player's combat power is far more than the level of "cannon fodder". This B test provides four professions: Veteran, Crazy, Oglin and Psychic. Similar to "The Plague of the Apocalypse", these four characters have different expertise and positioning. Oglin, who has a huge body, has become an excellent pioneer in the team because of his sufficient health and the charge move that can knock down all enemies; and the psychic who can cast psychic energy and instantly heavy armor monsters have become the well-deserved "elite killer" in the team...
Through the combination of talents and skills, these characters can also expand into different schools. For example, if you use laser guns by default, veterans who are good at long-range point killing can transform themselves by pointing out the talent to replenish the number of grenades at levels 10 and 15, becoming a clever expert who can output a large amount of AOE damage from grenades at close range.
is similar to "The Plague of the Apocalypse". Every time the character upgrades to five levels, he will get a talent point
. At the level of level mechanism, "Dark Tide" is basically the same as most similar games. Players can select the difficulty in front of a special task terminal and match teammates to carry out tasks. As for the mission goals such as killing bosses, starting the machine, and recycling items, I can also find a shadow in the previous "Road to Survive" games.
Although the character's talent and level flow are somewhat similar to "The Plague of the Apocalypse", they still play their due role in "The Dark Tide". While strengthening the character, talent and skills also complete the task of expanding the gameplay. The level process that has little change will not make players who have played the "Road to Survive" work feel strange. The "grass" process of manipulating characters with different abilities passing one level after another and fighting a path through the enemy's heavy siege has become my core experience in "Dark Tide".
"The Plague of the End of the World" enhanced version?
Although at a glance, there are many shadows of "The Plague in the Apocalypse", with just a few hits, you can quickly get the difference between "Dark Tide".
First of all, the changes in the enemy. In addition to the traditional combination of "Corpsy Tide + Special Feeling", Fat Shark has added more types of elite monsters and groups of long-range enemies in the game.The Oglin Elite Monster holding a shield or heavy weapon can absorb a lot of damage while causing high output; if the sniper behind the front line is not dealt with in time, their precise shooting and good damage will put the team at a huge risk of losing personnel; while the patrol team composed of machine gunners and guards is different from the brainless corpse group, they will look for cover after the battle and wait for an opportunity to shoot the player. The new "suppression" effect added by
further amplifies the threat of these new enemies. After being shot, the player will be shot with a brief movement and a camera shake effect. This effect may seem inconsequential, but in actual combat, long-range enemies will focus on players. If they are not cleaned up in time, continuous suppression will make players lose the ability to move and dodge when facing the corpse group, and the violent shaking of the camera also makes it almost impossible to pull out the gun and counterattack.
It can be said that the increase in ranged enemies has made the original brainless melee gameplay in "The Plague of the World" less "popular" and when it is trapped in suppression, it quickly marked and called teammates to deal with it, which has become one of the most efficient methods. The increase in the reserve and supply of players in "Dark Tide" has made the effect of ranged weapons no longer limited to emergency measures in the face of long-range monsters. Players can now pick up their guns and shoot from beginning to end, instead of worrying about quickly scattering the ammunition like "The Plague of the Apocalypse". The "new" gameplay of using guns to explode the enemy throughout the whole process makes the battle in "Dark Tide" more refreshing.
tagging function can help players easily identify elite monster
In addition to the optimization of combat, Feisha has also improved the acquisition of equipment. As the most direct way to increase intensity, "Dark Tide" has added two stable improvement methods: equipment store and weekly challenge based on "The Plague of the End of the World" unboxing and randomly getting equipment. The equipment store will unlock when the player reaches level 2. In addition to directly spending gold coins that can be obtained in each game to purchase, the equipment store will also regularly refresh players with new weapons that meet their equipment level.
As the equipment store continues to refresh, the equipment store will provide purple-quality weapons
and the weekly challenge that requires level 11 to unlock will reward special tokens that can be consumed at the challenge merchant after the player completes a series of tasks that take several days to solve. In addition to buying random weapons and betting on my own character, I can also spend more tokens to buy purple or even orange quality weapons directly. The addition of the equipment store and the weekly challenge allows players with different "liverness" to get stable improvements and feedback, which really makes me feel much more at ease when playing.
I downloaded, I entered, I dropped
Although "Dark Tide" has made many improvements to the feel and content of the game, it also exposed many problems. I almost tasted the "traditional skills" of fat sharks such as garbled item skills, levels stuck at certain nodes, and game crashes. However, for "Dark Tide", the most obvious and fatal problem lies in the game content - network connection.
As a game that requires full networking, the quality of network connections of "Dark Tide" this time can be said to be very poor. When the server was first launched last Friday, the server crashed for nearly an hour because there were too many players. After entering, although I have always turned on the accelerator, the almost ubiquitous disconnection still makes it difficult for me to experience a complete game: the disconnection will be triggered when wandering around the hall; the connection will occasionally be lost when fighting with the enemy in passionate hands and feet; the most unacceptable thing is to retreat to the selection interface before entering the settlement interface, and the game can be reconnected, but the rewards of the equipment, experience and other rewards you have just made will never come back.
After playing for a night, but the particles were not collected due to connection problems, the novelty brought to me by "Dark Tide" was quickly shattered by the rotten Internet, and I couldn't help but start to worry about the network situation after the game.However, there is still more than a month left before the official release. I hope Fat Shark can repair the server network well and not let this problem that has nothing to do with the game itself become the biggest stumbling block on the road ahead of "Dark Tide".
Conclusion
As the latest work of Feisha Studio, "Dark Tide" has shown players a lot of new content. The new equipment acquisition method can provide stable improvement and feedback to players with different "liverity" levels, and a series of improvements around the battle have further optimized the original refreshing "fighting mice" experience. However, the almost ubiquitous disconnection made it difficult for me to play a complete game, and the overall experience of the game was also discounted.
In short, for players, although the B test is not long this time, it can be considered as a way to understand the solid gameplay of "Dark Tide" in advance and the still-tasting "road to survive" experience. For Fat Sharks, how to solve the problems exposed this time one by one and polish the game at the last moment of its upcoming release may be what they need to pay attention to most at the moment.
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