"If this is a game of conscience, the first echelon of public beta will definitely be in the future." "It is recommended to walk slowly, otherwise you will miss a lot of details" "The connection of skills is smooth enough, and the movements are powerful enough."
In the comment section of "CoA" on TapTap, almost every item can be seen by players who have experienced the first test for the praise of this product everywhere, and try to involve some small flaws such as "the current content is small" and "optimization needs to be improved", but the first test can achieve such quality, which makes most players give 5-star scores without hesitation.
"Crystal Core" is an ARPG action mobile game developed by Chaoxi Guangnian. It has obtained the version number in July this year. It is more likely to be launched this year, so it has attracted much attention from the industry. After the actual experience of game daily also found that it does have the opportunity to become a representative self-developed product of Chaoxi Guangnian .
Magic and machinery coexist. "Crystal Core" constructs a unique punk world.
The world view of "Crystal Core" is that the ancient continent split into many floating islands due to the explosion of the core of the "Pillar of the World". The first mechanical revolution appeared, and airboats connected the islands, and the world is currently in the transition stage to the magic revolution. What promoted this revolution was the "magic crystal mine" formed by the radiation of the "Pillar of the World". The "crystal core" suspected to be fragments of the "Pillar of the World" triggered struggles in various places.
Based on this worldview, "Crystal Core" creates a concept of magic punk.
On the one hand, magic energy is gradually permeating all aspects of society, and you can see the map scene with a very different feeling of difference in magic and machinery, ancient ruins and modern cities; on the other hand, because of the competition between open and dark, even the most developed Rhine City has various dark sides, and danger has penetrated from the city to villages and towns.
We (players) were born from the relatively peaceful Rumi Village, helping the blacksmith to find her missing daughter. As a result, we found that she had become an infected deteriorator and could not be saved and could only kill her, and then we began to find the source of the special potion that caused her changes. After entering Rhine City, the little girl who sold medicine met the Orphan Gang and followed the clues to dig out the dark web of underground evil forces.
From the specific experience, "Crystal Core" was smooth in the early stage, and it did not make people clearly feel the unreasonable plot (at the beginning, the Game Daily thought that the plot would forcibly save the blacksmith's daughter). The map of the way and the new forces were presented as the story unfolded. It can make Game Daily's MMO players who are used to skipping the plot and urgently pushing the level are also willing to spend some time to understand the plot, which is enough to see the production team's "making stories".
The gameplay of "Crystal Core" is relatively clear. PVE includes plot book promotion, elite challenge (BOSS), field battles and team challenge BOSS, PVP includes the Arena Challenge Cup (challenges 3 BOSSs respectively, and cannot recover blood), black street training ground (practices combat skills), individual/team qualifying competition, and PVX includes collection, cooking, finding treasure chests, taking photos, etc.
It is worth noting that the gameplay and worldview are also more deeply bound. In addition to the ranking competition and team challenge BOSS, they are basically based on plot design. For example, the Arena Challenge Cup originated from the Gladiator's Gladiator King's Gladiator performance.
3 "fantasy-level design". What truly makes "Crystal Core" competitive is the action experience
If it is just the experience mentioned in the previous article, "Crystal Core" can only be regarded as a pretty good "regular" product. Although the world view is quite special, it is not without substitutes. What truly makes "Crystal Core" competitive is its action experience.
Game Daily believes that the highest evaluation of an action product is "smooth". This is not about optimization, but about skill connection. "Crystal Core" can deserve this evaluation.It is not like some products relying on hitting fixed frames to highlight the sense of impact, but it focuses more on the "feeling" that action enthusiasts like to rely on impact sound effects, lens vibration, skill special effects changes, and impact performance. Cool skills, scene destruction, and combo numbers further enhance this experience.
Some people also mentioned that the visual effect of dodging is not obvious, the key position and size are not used to it (in fact, it has the function of autonomous adjustment, which may not be discovered by the player), but it is already considered the T1 level of the action mobile game experienced by the Game Daily.
Of course, in addition to this general judgment angle, "Crystal Core" has its more core action experience competitiveness:
There will be a contradictory problem in doing action mobile games. On the one hand, players hope that the operation is simple enough, and on the other hand, they hope that there are enough skills to replace to make combos. Correspondingly, the R&D team needs to have enough professional skills, and the second is to operate the roulette and switch easily. The design idea of "Crystal Core" is a double cooling roulette.
Specifically, the main roulette of "Crystal Core" only has 4 skills + 1 awakening skill, but the team has added the "sub-skill" design, which will share the same button with the main skill. When it is not used, the main skill is displayed. After the main skill is used to enter the cooldown period, it will automatically switch to the secondary skill, and two cooling bars will also appear on the roulette to ensure the player's distinction. That is, after reaching a certain level, players can have 10 easy-to-use skills at the same time in battle.
Take Kamaguchi as an example. Currently, the single-professional skills of "Crystal Core" are about 30. Even if the passive skills are removed, there is enough number for replacement options, so as to ensure that different combos can be made.
Some players only watch the promotional video and have suggested that "Crystal Core" has a clear career division, because in fact, the transfer of jobs in many products will not bring much different experiences, or the difference is too weak. According to the experience of Game Daily, the pre-transfer stage does not take up much time in "Crystal Core". Basically, the conditions can be met on the first day, and the two major directions after the transfer are very different, so the four major professions of "Crystal Core" are strictly speaking, eight major professions.
Take the puppet master as an example (in addition to the character himself, there are also the puppets who accompany him to fight together), and is divided into two major transfer directions: Kamaguchi and Sword Master. The Kamagus takes both offensive and defensive routes, and its skills include shield and attack. During combat, the character and the puppet are both close-fitting output, while the sword servant takes a pure output route. The character's attacks tend to be long-range, which requires the player to have the awareness and skills to wander, and his puppet's close-fitting output to form a linkage effect of skills.
It is worth noting that the two professions of the Puppet Master are also transferred to each other, which means that players can change their style to the game at any time (not during combat).
3, air combat
"Crystal Core" also has a very good performance. There are several designs to achieve this result. First, the release of floating skills is smooth. After multiple jumps, "Crystal Core" will not have obvious stagnation. Some skills can be smoothly connected to ensure aerial combos, movement and dodge for a period of time; second, it will continue to strengthen the players' aerial combat awareness habits, and design some monsters that require air combat to hit in the map; third, the sense of space of skill design. Some boss skills can be avoided through jumping or floating combos (at the same time, some skills are also played from top to bottom, which has a very spatial sense)
In addition, one of the key designs of "Crystal Core" is also a box-style level. Simply put, its effect is that players do not need to load the page to enter the next combat area. You only need to confirm the node position in the map to open the "Next Space".Based on this design, the battle map in the game will have stronger coherence and layering, and it can also avoid the loss of player's sense of combat substitution and achieve the refreshing feeling of continuous immersive combat.
Overall, "Crystal Core" has achieved a high-quality impact, and at the same time has achieved various detailed designs that action players expect.
allows more players to find happiness in "Crystal Core"
In fact, the "Crystal Core" team is meeting the needs of players and allowing more players to find happiness. It not only focuses on action design, allowing high-player and ordinary players to find adaptation ranges, but also covers various designs of the game.
For example, this game encourages social interaction. In team battles, other players' "likes" can be used to redeem some props, which can enhance player communication and bring new interests, but at the same time ensure that players who do not like social interaction can keep up with the progress, and even play it as a stand-alone player. In addition to the plot book, the game also has a very detailed achievement system, which is suitable for players who like to collect.
For example, the "krypton gold" issue that is more concerned by the outside world. On the one hand, this game does not require heavy investment such as drawing cards, and only has a pass, which is less pressure for players. On the other hand, the currency obtained through player transactions can also be used to purchase props in the system mall, ensuring that players can buy what they want without recharge.
In the previous planning interview column, we can also notice that the "Crystal Core" team is extremely concerned about the player's demands. The button position problem mentioned above was added to the first test with the function of custom buttons; the player raised the problem of consuming energy when entering the wrong copy, and the team gave a solution to exit without consuming within a short period of time; and the failure of reinforcement also reduced the penalty.
There is also a conscientious setting that if you need to build a new character in "Crystal Core", the cost will be very low, because the equipment of the other character can be used for other characters in the same account, which allows other accounts to collect equipment that cannot be used and cannot be given up. New characters don't have to worry about the long time they take to form.
Although the game is still in the early testing stage, we can basically infer that its subsequent operations will maintain good development based on the consideration of details by the R&D team.
Conclusion: In the current game market, most products are transitioning closer to the second dimension, and there are only a handful of games that are truly of quality and focus on action experience. The first test of "Crystal Core" was not perfect, but it has won the players' 5 weeks of anticipation because of the action experience. We will wait and see what quality this product will be polished into in the end.