Playing the Country of Wind " Country of Wind " is like enjoying an animated movie. The prominent feature of this picture is that there is a lot of light and shadow on beautiful pixels, and the use of a lot of animation to make the world dynamic: when the character walks through the grass, the grass on both sides will be separated, and the light emitted after the mushrooms will illuminate the surroundings. Even NPC passers-by have rich animations to express their emotions in dialogue, making the overall view of the picture "eye-catching" and comfortable.
Many details will also make players feel that this world is alive. Many NPCs who seem to be passers-by have names and surnames, and will constantly "update" their own dynamics according to the progress of the story. If you chat with NPC frequently, you will find that everyone's stories and worries are constantly evolving, and some even lurk with clues related to the main line.
Any description of "The Country of Wind" will destroy the plot experience, so only the most basic content is mentioned here. The story takes place in a post-apocalypse world. A taciturn uncle and a white-haired loli boarded a train to the east of the world for some reason, and gradually came into contact with the customs and customs at the end of the world. The structure of the story is like a road film. During the journey, we keep going to new places, knowing all kinds of people, and gradually discovering the truth of this cruel world.
game has a strong plot driving sense. Basically, most of the time I follow the main line, and there is not much content on the sidelines and free exploration. The entrances of many areas are blocked before the plot develops to a certain extent, and the process is relatively linear to a certain extent.
There are two protagonists in the game, Uncle John and the little girl Shan. The two have their own emphasis in the battle. The male protagonist uses physical weapons such as pans and hunting rifles, focusing more on causing damage. Although the heroine's ability cannot cause damage, it has a strong auxiliary effect and can temporarily control the enemy or restore the team's health. The two protagonists can actively split operations according to the situation, and in some processes, the puzzle of being forced to cooperate separately will arise. The battle and puzzle solving parts of the
game are closely integrated, and a large number of monsters are required to be dealt with in the puzzle solving. Of course, the game is not difficult to fight and the supplies are sufficient. Even after death, you can go back to the current scene immediately and reopen quickly, which is very friendly to the action of the bitter hand.
In the exploration and puzzle part, there is a bit of a 2D Zelda feeling. Players can use bombs to blow up hidden walls, open treasure chests, or activate key mechanisms, and there will also be anime and sound effects that have strong visual sense. However, the map structure of the game is very simple and there are not many forks. Most areas can be fully explored at first glance. There is no large maze that requires frequent round trips during the process, and there is no place to go if you need later ability. The overall design of puzzles focuses more on "finding the key to open the door" and various mechanisms that test reaction and speed, and there are not many brain-burning puzzles.
As the process progresses, new props and skills will be upgraded, but the overall combat rhythm is relatively monotonous. Many times, the male protagonists only need to clean up the monsters scattered on the map one by one, and there are not many variables. Of course, the game's boss battle is very excellent, and each boss has a completely different mechanism. Some of them need to make good use of the scenario mechanism, while others also need to take the position and operation, which is quite challenging.