Play Game of Life
Chapter 135 This game also has cats! (one more)
At the same time, other game anchors on various platforms are also suffering.
Although their personalities are different, and the level of playing games is also very different, but in front of "Walk with Darkness", they present a situation of "all beings are equal".
Those anchors who run fast are often timid and frightened to perform abnormally;
Those courageous anchors, who are not good at parkour skills, always fail at key links and start all over again;
The very small number of anchors who have no shortcomings, are fast and courageous, have to bow down under the first kill and dynamic difficulty.
That's the beauty of dynamic difficulty: it ensures that all players get a similarly difficult challenge. It will not let rookie players get stuck for too long, nor will it make it too easy for expert players to pass the level.
Soon, all kinds of desperate screams from the anchors sounded in the various live broadcast rooms.
"Damn, this place looks like there is no road at all, right? Can you really climb over it? Don't lie to me!"
"Help! It's moving!!"
"Where should I run, hey, which way did I come from! Where's the yellow paint! Help!"
"There's a dark corner in front, hurry up and hide, it should be safe... Fuck, the wicked designer stuffed a zombie here! No virtue!"
"Father Hunter, let me go! No—!"
"...Fuck me, I'm back at the garbage mountain again! Is the designer of this game attacking personally? Implying that I'm actually a piece of garbage?"
After the initial experience of scaring urine + breaking defenses, players quickly discovered that "Walk with Darkness" is completely different from other horror games.
First of all, this thing can't resist, can't fight, but it can't die, the main skills are to avoid and climb walls.
At the beginning, many players thought that it was a good thing not to die, but they soon realized that they were wrong.
Some players wanted to try to drag the zombies forward, but soon found that it didn't work at all.
Because zombies will continue to attack the player, bite and drag, on the one hand, the player has to bear huge psychological pressure and the pain allowed in the game mechanism, and on the other hand, the body will be seriously slowed down.
The level difficulty of this game is inherently high, many places require parkour or rock climbing to pass, how can it be possible to drag a zombie to pass?
Neither physically nor mentally.
Players can only resist desperately, such as kicking away zombies, and then dodge in circles, leaving behind to continue the game process.
And after canceling the death mechanism, players can't play around anymore.
If there is a death mechanism, then there must be an automatic archive mechanism.
Many players give up resistance when they encounter zombies, die at the speed of light, and then restart after loading the file. This is also an escape mechanism.
However, "Walking with Darkness" has neither death nor automatic saving. Players are useless when encountering zombies. They can only find ways to overcome difficulties, which to a certain extent helps to enhance the horror experience.
The fear of high-altitude parkour, the fear of irresistible enemies, the fear of being unstoppable... These factors add up to each other, making this game an unprecedented horror experience for players!
In addition, since zombies and hunters are more mobile than players, players must consider route planning and make good use of obstacles in the scene to get rid of these enemies, which also puts forward higher requirements for players in terms of skills .
Secondly, the night vision device and lighting system make the rules of the game completely contrary to ordinary people's intuition.
It is human nature to yearn for the light and fear the dark, and most of the previous horror games were also designed with this idea.
For example, put the entire game scene at night or in a dark room, where various monsters lurk in the dark, and these monsters will temporarily retreat in sunny places, allowing players to get a moment of respite...
Of course, this kind of design itself is fine, but if it is done too much, it will be a bit aesthetically fatigued.
Moreover, in order to maintain a sense of tension and horror in many games, there are almost no bright scenes in the game, and the whole process is dark. The later the game process is, the more serious this problem is.
The lack of light-to-dark transitions in scenes can easily cause players to feel numb and fatigued, which is why the experience of many horror games in the later stages of the process plummets.
"Walk with Darkness" made a setting that is completely contrary to human nature: zombies are full of power in the sun, but gradually lose their physical energy in the dark.
Therefore, for players, they must forcibly correct their instinctive thoughts. They are more likely to encounter danger in bright sunny places. Instead, they have to hide in the darkness that seems to be full of dangers.
At this time, if one or two zombies who have lost their power suddenly move in the dark, it will bring double shock to the player.
The night vision device is also a classic design in the prototype game "Escape". Under this mechanism, the chemical reaction is produced very well.
Finally, the punishment mechanism in Walking with Darkness is completely different from other horror games.
The punishment of other horror games is deduction of blood and death, but the punishment of "Walk with Darkness" is to fall off the platform and lose a certain amount of game progress.
This punishment mechanism is very similar to "Overcoming Difficulties with Cats", and it will bring huge frustration to the player.
But that frustration is a quality of the game itself.
For the players, in repeated falls, they climbed the same route repeatedly, becoming more and more familiar with the route, even as if they were going home, this is their own strengthening.
And this feeling of becoming stronger will also bring a huge sense of accomplishment to the player.
In addition, this mechanism also allows the game to have a strong program effect. The anchor breaks the defense and the audience enjoys watching it, which can also make it spread quickly.
Fueled by various factors, "Walk with Darkness" can almost be said to have swept across the world in a very short period of time, from being unattended at the beginning, to the soaring popularity of the official strong drainage, and then to the viral spread caused by its own characteristics. The live broadcast room of major platforms!
This game can't teach the anchors how to write the word "death", but it can let them count how many stars there are on the garbage mountain.
...
As the game progressed, players were surprised to find that the initial game experience was just an appetizer.
The following levels are heavier than each other!
After the player has mastered the basic climbing skills, the level design begins to become unrestrained and unreasonable.
All kinds of long levels that require continuous parkour, rock climbing, route selection, and stealth continue to torture players.
However, these levels are designed very cleverly, and will not bring too much frustration to the player.
For example, the system calculates that the farthest the player can jump is more than three meters, then the jumping distance at the end of a series of exciting chases will be set to less than three meters, which will always be slightly lower than the player's ability .
However, during the intense and exciting parkour process, players will inevitably make mistakes. Once they fail to jump over, they will not feel that the game is deliberately targeting them, but will only feel that they have performed abnormally, and it will be no problem to do it again.
In addition, there are more and more famous scenes in the game.
For example, the zombies here will search the cabinet and open the cabinet door to forcefully pull the player out;
Zombies will linger in the place where the player last disappeared. Many players mistakenly think that the monster will leave after hiding for a while, but after waiting for a long time to go out, they directly bump into it, and the shock is doubled;
In the early days, players will encounter some friendly NPCs at the bottom. They either help the players in terms of mechanisms, or encourage the players in words. As a result, these people often receive their lunches quickly and die miserably;
During the game process, the player will also be tortured by some perverted lunatics, have their nails pulled out, and so on.
Of course, the pain sensation in the VR game cabin is strictly controlled, and the pain itself is actually indifferent, but this immersive feeling still makes players break their defenses one after another.
It's scary!
And the players were very surprised to discover one thing.
This game seems to be "all beings are equal", no matter what kind of anchor is playing, it is very difficult!
Obviously, this is where dynamic difficulty comes into play. It not only put an end to the pretending of some master players, but also prevented some rookie players from being persuaded to quit.
Everyone was unable to extricate themselves in the atmosphere of terror.
Players all sighed, the first part of the game mechanism is already so rich, will it be boring later? Will there be any new mechanism?
As a result, they were surprised to find that there really were!
This game also has cats!
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