[After playing the game] Between "Soul-like" and "Action-like"...Which one?

2024.10.11 오전 10:54
On August 20, China's first Triple-A game, "Black Xinhua Okong," was released. There was no pre-launch experience, and there were only trailers and screenshots four years ago, so global gamers were half excited and half worried. However, it hit the global game market with 10 million copies sold in three days after its launch, sold 20 million copies in a month, and recorded about 3 million concurrent users based on Steam. Although more than 90% of sales are known to be in China, it is a high number considering that it is a single game. On the other hand, the "metacritic" score, which evaluates the game, is currently 81 points, not high compared to the sales volume. Armed with skills and combat systems, which are the characteristics of Souls, high-level boss battles and action adventures, I checked the game from the standpoint of clearing the first round.
Background graphics and boss design covering Chinese classic beauty


From the opening, the production company showed the intention of overwhelming the huge-sized enemy forces, 'King Sacheon,' 'Rangjin-gun,' and 'Cheonjeong-gun.'

The game, which was produced against the backdrop of the narrative of China's Western Korean War, consisted of a total of six chapters and expressed China's oriental beauty as much as possible. It clearly reflects the characteristics of each region, including the forest "Heukpungsan Mountain" where Gwaneum Seonwon is located, Hwangpungryeong, a desert area, "Soseocheon Stream" in the winter forest background, and "Hwahyalsan Mountain," where the fire continues to burn. In particular, if you do a "left-handed line" where you can get skill points through meditation in a specific area in each rainy season, you will be able to see the magnificent view along with the tranquil music you will hear in the temple, which will give you a feeling of healing and silence at the same time. In addition to the magnificent background graphics, the design of monster and boss characters was made to live up to their individuality. Each boss was impressed with the concept suitable for the chapter and various designs that applied animal features such as dragons, tigers, and horses.
Pleasant action, a sense of attack, and a quick development.


Damage is concentrated on a five-stroke strong attack, so there are many cases where you are forced to connect a strong attack.

There was also a debate about the sense of hit. I don't use guns and knives, which are weapons in other games, I use dull clubs made solely of wood and iron. He felt dull when hitting, but he complied with the club hit he felt as he progressed. The combo, which is started with a weak attack, demonstrates a strong attack at 5 strokes, and can demonstrate a strong attack through separation. The feeling of a strong attack or a charge strong attack was exhilarating, but it was regrettable that there were many situations in which they had to press the avoidance to avoid the opponent's attack with a combination of up to four shots for a strong attack. In addition, there are clubs that can raise the charge gauge to the limit, and "bingi-sul" attack methods that can be transformed through the absorption of mixed bag by killing monsters. The above attack method was not far behind other games. It was so pleasant that I felt like I designed the battle for the sense of hitting such as strong attack, charge attack, and ice medicine.
The center of the action game, various skills and specialized skills.


You can grow through a variety of skill trees such as techniques that improve the basic performance of the character, Bongsul, stunts, and transformation.

One of the characteristics of the game is the unique skill of "fastness". There are a variety of skills that are helpful in killing bosses and enemies, such as "stopping" that pauses opponents, "stopping" that leaves an afterimage to become transparent, "rock body" that resembles Faring, a special feature of soul, and "authentic transformation" that summons several of Son Oh-gong's alterations. There is also a skill tree to raise the skill level of each skill, so I can take advantage of the boss battle by raising the skill suitable for the battle in consideration of my battle style. In addition, passive ability can be obtained when configuring set items. These characteristics become a key to easily solve the high-level boss battle called soul. The boss battle, which is already known to be difficult, can be cleared without difficulty as it is spread out through various skill trees, legal reports, and transformation. There are many interesting elements, such as oriental aesthetic backgrounds and actions, various skills and items, but there are uncomfortable or weak parts.
Every map has transparent walls...a restriction on one's degree of freedom


Even these low stone walls that look like they can cross cannot be blocked by a transparent wall.

As you explore the map, you will find several paths, and the map that seems to be able to cross into the background is also blocked by a transparent wall. This is a mystery for a game that advocates an open world. In particular, there was an ironic situation in which they fell on a cliff between transparent walls, entered other roads, and were pushed back by the transparent wall in the corner during the boss battle. What is unique is that there are cases where you fall while moving forward expecting a transparent wall. The ambiguity that distinguishes the expedition area is regrettable.
Wide map without meaning, less reward for time.


The map is too wide to explore meticulously and there are few rewards.

There are no maps and compasses that are important for exploration. As a result, there are many meaningless places when exploring the entire map, and certain maps are desolate open spaces with many similar parts and no major buildings to use as milestones, so users who enjoy without targeting them spend a lot of time on this part. There is a disadvantage of having to thoroughly search for a wide map as important items and bosses are hidden in the story development.
From boss to boss, tired of infinite boss rush


Sub quest boss 'Bupan', looking at successive boss battles and scales creates pressure.

Except for the very beginning, all maps are stories for 1:1 boss games. In addition, there are elite monsters that pay "honbaek," and treatment is as difficult as regular bosses. If you explore the map, you can raise skill points with experience points obtained by dealing with various monsters, but there are not many basic monsters to focus on, and you have to keep fighting boss to develop the story. This development builds up continuous pressure and fatigue on the user.
A familiar but unknown Western game.



If you kill the final boss every season, you will express a narrative containing the contents of each chapter along with an animation illustration. I know roughly about the adaptation of the classic novel called "Seoyugi," but there are so many things I don't know that I have to learn the detailed story of Seoyugi separately. It would be interesting for users who are familiar with and well aware of the contents of the Western game, but it is very difficult to understand the contents for users who are not and especially Western users. There is a lack of learning to follow the story, and the pressure is caught up in the constant boss battle and eventually turns into a trance.



The story of "The Black Myth" revolves around "Cheon Myung-ja," a descendant of Son Oh-gong, against the backdrop of the Chinese folk tale "Seoyugi." To Son Oh-gong, who refused to live in heaven at the beginning of the game, Heaven sent Yi Langjin, Sacheon, and a military to defeat Son Oh-gong. Son Okong is defeated and sealed with stones after a fight, but just before it is sealed, the body is scattered around the world, and the body is a follow-up story in which the descendant, the heavenly ruler, visits and experiences the journey of Son Okong. There are many users who hesitate to purchase because many of the public opinion say that the game is difficult, but there are builds and skills to fully solve all boss battles. It is worth noting that the tension of soul and the cheerful battle of action adventure were properly produced by utilizing their strengths. As it is China's first Triple-A game, it is expected to remain a game that will continue to be talked about in the global game industry as the Chinese game industry's launch to the global market.


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