Game Entertainment Empire

Chapter 1109 Who said this game has no in-depth content?

Sometimes all players need is an inspiration.

"All-Star Smash Bros." has just been launched, and most players have basically played a rough idea of ​​the game, and have basically no understanding of the core system in the game.

With this challenge event, players instantly saw the differences in "All-Star Smash Bros."

It's not that it's invincible. In fact, these AIs are only slightly stronger than ordinary players.

Because strictly speaking, the content displayed by this AI is not content for ordinary players to play.

It shows the high-level operations in the game and gives players an idea.

Although combos are not possible in "All-Stars Brawl", its pursuit system and unique game attack mechanism allow players to find its core skill points.

Just like games like Minesweeper, FreeCell, and Lianliankan, they actually have their own skills.

After the AI ​​revealed some features in the game, some of the more hard-core players in "All-Star Smash Bros." instantly gained new inspiration.

Whether they are foreign or domestic fighting game masters, they are instantly attracted by the operations in the game.

This is a completely different experience from traditional fighting games.

In traditional fighting game battles, you basically attack while standing on the ground, and there is no so-called terrain killing.

In addition, the defensive moves can defend against any skill, and the price is only a small loss of blood volume.

But in "All-Star Smash Bros." these methods are completely unworkable, because constant defense will deduct the parry value, including when being attacked by the enemy, and the circle representing the parry value will gradually become smaller.

This makes the game itself closer to offense, rather than defensive counterattack.

In addition, there is a throwing skill function in the game, and pure defense can only lead to death.

In addition, it is the effect of the game's moves.

Among them, Link can be said to be the most entertaining fighter in "All-Star Smash Bros."

Why?

Because its large number of skills can perfectly carry out a set of chain combinations,

When the enemy is floating in the air, use long-range bows and arrows to attack, and bombs placed in advance can attack or return to the battlefield.

Compared with traditional fighting games, "All-Star Smash Bros." is a bit more enjoyable to watch.

Because in "All-Star Smash Bros.", players are encouraged to attack, while in traditional fighting games, the high benefits brought by defensive counterattacks encourage players to defend and then counterattack.

Coupled with the "All-Star Smash Bros."'s ground-attack mechanism, experts prefer to engage in constant duels on the edge of the cliff.

Like the Street Fighter master Umehara Daigo in the dream memory, he used ken to cancel and block Chun-Li's 17 consecutive hits, and finally turned defeat into victory with a trace of blood.

Why wonderful, why classic?

It's very simple, just because of turning defeat into victory.

For example, in "League of Legends" and "DOTA", the mutual destruction of bases and the ultimate comeback are the biggest charms of these two games.

The same is true for fighting games, hope in desperate situations.

And this is perfectly presented in "All-Star Smash Bros.", and this mechanism is even part of the gameplay of the game itself.

You can get a glimpse of it from the plot of Star of Light. In a desperate world, Kirby rescues all the imprisoned heroes, and then saves the Nebula game IP world.

In actual battles, there is no health bar design, coupled with the anger value design, this means that the enemy is not knocked out of the field by you, and what you gain is only an advantage, not a victory.

This situation will lead to a result, that is, the masters will continue to pull the battle line to the edge of the field and engage in fierce confrontation.

Ordinary players do not have the psychology and skills of masters, but they still maintain a sense of expectation for the follow-up of the battle.

Because he always has a chance to make a comeback.

Putting aside third factors such as scores and wins and losses, it can be said that no player likes passive defensive counterattacks.

They don't attack just because passive defense can bring them far more benefits than active attack.

But if this benefit requires players to take the initiative to attack, then the experience brought by the game will be completely different.

Of course, this is based on the fact that both parties are of equal level.

Not to mention that in "All-Star Smash Bros.", novice players have no gaming experience at all when they encounter experts.

Because this is universal in any game.

In "League of Legends" and "DOTA", a rookie met a professional player. He was killed 10 times in the middle and was pushed to level 4. When someone was passing by the river to see you doing a last hit, a skill took you and the soldiers away.

In the one-on-one mode in "Battlefield" and "Call of Duty: Modern Warfare", you didn't even see anyone when you came out, and you were defeated by the master in seconds.

Also in "World of Warcraft", a level 20 novice in the new alliance was directly beaten to death by a level 60 tribe in the wild. Is this an experience?

Some hard-core fighting players originally had some doubts about "All-Star Smash Bros.", but with the content displayed by the AI, a new world opened up for them in an instant.

The official forum of "All-Star Smash Bros." exploded in an instant.

"Damn it! There is such an operation? I'm shocked!"

"Link's return is so awesome. He can even use a bomb to complete a rocket jump back!"

"And Pikachu, the air circulation company is so ruthless!"

"This is a completely different fighting mode framework. It moves the battlefield from land to air. The fastest way to win is to fight others on the cliff. It's high risk and high reward."

On the forum, some fighting game fans were also excited.

It’s not that All-Stars has no depth, it’s that they simply haven’t understood the core mechanics of the game.

They are still looking at and playing this game based on their experience with previous fighting games.

And "All-Star Smash Bros." itself completely simplifies or even cuts out some things in the original traditional fighting game, which naturally makes them feel that the game is too simple.

But now let's take a closer look. The combat mechanism of the game "All-Star Smash Bros." is not only not simple, but also quite hardcore.

Psychology, reactions, and on-the-spot operations are all covered.

If a game like this can be said to have a combat system that is not deep enough, then almost no other game can be said to be deep enough.

Sometimes all players need is an inspiration.

"All-Star Smash Bros." has just been launched, and most players have basically played a rough idea of ​​the game, and have basically no understanding of the core system in the game.

With this challenge event, players instantly saw the differences in "All-Star Smash Bros."

It's not that it's invincible. In fact, these AIs are only slightly stronger than ordinary players.

Because strictly speaking, the content displayed by this AI is not content for ordinary players to play.

It shows the high-level operations in the game and gives players an idea.

Although combos are not possible in "All-Star Smash Bros.", its pursuit system and unique game attack mechanism allow players to find its core skill points.

Just like games like Minesweeper, FreeCell, and Lianliankan, they actually have their own skills.

After the AI ​​revealed some features in the game, some of the more hard-core players in "All-Star Smash Bros." instantly gained new inspiration.

Whether they are foreign or domestic fighting game masters, they are instantly attracted by the operations in the game.

This is a completely different experience from traditional fighting games.

In traditional fighting game battles, you basically attack while standing on the ground, and there is no so-called terrain killing.

In addition, the defensive moves can defend against any skill, and the price is only a small loss of blood volume.

But in "All-Star Smash Bros." these methods are completely unworkable, because constant defense will deduct the parry value, including when being attacked by the enemy, and the circle representing the parry value will gradually become smaller.

This makes the game itself closer to offense, rather than defensive counterattack.

In addition, there is a throwing skill function in the game, and pure defense can only lead to death.

In addition, that is the effect of the game's moves.

Among them, Link can be said to be the most entertaining fighter in "All-Star Smash Bros."

Why?

Because its large number of skills can perfectly perform a set of chain combinations, when the enemy is floating in the air, you can use long-range bows and arrows to attack, and there are also bombs placed in advance to attack, or you can return to the battlefield.

Compared with traditional fighting games, "All-Star Smash Bros." is a bit more enjoyable to watch.

Because in "All-Star Smash Bros.", players are encouraged to attack, while in traditional fighting games, the high benefits brought by defensive counterattacks encourage players to defend and then counterattack.

Coupled with the aircraft attack mechanism of "All-Stars Brawl" itself, experts prefer to engage in constant duels on the edge of the cliff.

Like the Street Fighter master Umehara Daigo in the dream memory, he used ken to cancel and block Chun-Li's 17 consecutive hits, and finally turned defeat into victory with a trace of blood.

Why wonderful, why classic?

It's very simple, just because of turning defeat into victory.

For example, in "League of Legends" and "DOTA", the mutual destruction of bases and the ultimate comeback are the biggest charms of these two games.

The same is true for fighting games, hope in desperate situations.

And this is perfectly presented in "All-Star Smash Bros.", and this mechanism is even part of the gameplay of the game itself.

You can get a glimpse of it from the plot of Star of Light. In a desperate world, Kirby rescues all the imprisoned heroes, and then saves the Nebula game IP world.

In actual battles, there is no health bar design, coupled with the anger value design, this means that the enemy is not knocked out of the field by you, and what you gain is only an advantage, not a victory.

This situation will lead to a result, that is, the masters will continue to pull the battle line to the edge of the field and engage in fierce confrontation.

Ordinary players do not have the psychology and skills of masters, but they still maintain a sense of expectation for the follow-up of the battle.

Because he always has a chance to make a comeback.

Putting aside third factors such as scores and wins and losses, it can be said that no player likes passive defensive counterattacks.

They don't attack just because passive defense can bring them far more benefits than active attack.

But if this benefit requires players to take the initiative to attack, then the experience brought by the game will be completely different.

Of course, this is based on the fact that both parties are of equal level.

Not to mention that in "All-Star Smash Bros.", novice players have no gaming experience at all when they encounter experts.

Because this is universal in any game.

In "League of Legends" and "DOTA", a rookie met a professional player. He was killed 10 times in the middle and was pushed to level 4. When someone was passing by the river to see you doing a last hit, a skill took you and the soldiers away.

In the one-on-one mode in "Battlefield" and "Call of Duty: Modern Warfare", you didn't even see anyone when you came out, and you were defeated by the master in seconds.

Also in "World of Warcraft", a level 20 novice in the new alliance was directly beaten to death by a level 60 tribe in the wild. Is this an experience?

Some hard-core fighting players originally had some doubts about "All-Star Smash Bros.", but with the content displayed by the AI, a new world opened up for them in an instant.

The official forum of "All-Star Smash Bros." exploded in an instant.

"Damn it! There is such an operation? I'm shocked!"

"Link's return is so awesome. He can even use bombs to complete a rocket jump back!"

"And Pikachu, the air circulation company is so ruthless!"

"This is a completely different fighting mode framework. The battlefield has been moved from land to air. The fastest way to win is to fight others on the cliff. It's high risk and high reward."

On the forum, some fighting game fans were also excited.

It's not that All-Stars has no depth, it's that they simply haven't understood the core mechanics of the game yet.

They are still looking at and playing this game based on their experience with previous fighting games.

And "All-Star Smash Bros." itself completely simplifies or even cuts out some things in the original traditional fighting game, which naturally makes them feel that the game is too simple.

But now let’s take a closer look. The combat mechanism of the game “All-Star Smash Bros.” is not only not simple, but also quite hardcore.

Psychology, reactions, and on-the-spot operations are all covered.

If a game like this can be said to have a combat system that is not deep enough, then almost no other game can be said to have depth.

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