Chapter 358 Basic Settings (900 Months)
The volume of "Star Tinder 2: Rebellion" is completely planned according to the conventional 3a masterpiece. Its story span is very large. From the construction of the planetary engine to the full launch of the planetary engine, players can see different changes in the entire planetary surface in the game.
The earliest planet was covered with red soil. Zergs were active underground and might drill out of the soft sand at any time, catching players off guard. When they looked up, they could see the huge planetary engine as huge as a mountain range under construction;
But in the later stage of the game, after the planet's engine was started, the planet was getting farther and farther away from the stars, and the temperature on the surface dropped sharply. When you return to the surface, you will see a scene of ice and snow. The dry ice formed by carbon dioxide covers the entire ground. Only the temperature around the planet's engine is higher. The light blue particle tail flame ejected from the planet's engine illuminates the sky, and the whole world undergoes earth-shaking changes.
The reason why such a huge time span can be completed is because the character played by the player has experienced hibernation and wakes up in the future with special tasks. He must stop the spaceship sect and allow the third phase of the Star Fire Plan to proceed smoothly.
At the same time, as a 3A masterpiece, "Star Tinder 2: Rebellion" also has many large-scale scenes. The styles of these large-scale scenes are completely different and the gameplay is also different. Some scenes are linear levels, while some scenes are added with some open world elements.
These scenarios include: conventional surface (red and brown plains before planetary engines start, deserts), Zerg nests (dark underground), spacecraft inside (severely damaged spacecraft), snowfield surface (after the star engine starts, carbon dioxide in the air pre-cools and freezes over the ground), planetary engines, space inside (repaired spacecraft, flying in space), space.
In these scenes, the regular surface and the snow field surface are semi-open scenes. Players can search freely in these two scenes to experience some side plots, while the other scenes are mainly plot-driven and have a more compact rhythm.
The semi-open world scene is not to forcefully extend the player's game time, but just to allow players to learn more about the details of the world.
In terms of difficulty, "Star Fire 2: Rebellion" is not a purely cool game. In most cases, players are in a state of lack of supplies and must strictly manage supplies. The lack of supplies will bring players a sense of anxiety, which is consistent with the background of the game itself. In the story of "Star Fire", humans want to escape the threat of star helium flash and devote all their planetary engines to build, and they are in a state of lack of supplies.
Of course, there are also some specific plot scenes that allow players to enjoy themselves, such as when players drive mechas to fight the Zerg army.
In addition, the game content is highly consistent with the GS1 simulator device, and the control of UI is also very restrained. For example, when opening the map and task description, an interface is not directly popped up and a special display screen is taken out; the number of bullets will be displayed on the gun simulator; when opening the backpack, there will be a process of taking the backpack and opening the backpack.
At the same time, the protective suit worn by the character may be damaged and needs to be repaired with special repairs. Some special props need to be recharged after the energy is exhausted...
In short, the ui in the game will be hidden as much as possible, and eliminate those conspicuous ui as much as possible without affecting the convenience of the game, giving players a better sense of substitution.
In addition, after the full-view display and the GS1 simulator are combined, some information will be displayed in a three-dimensional way, such as the minimap of the current scene, the status of the mecha when driving the mecha, etc., further simplifying the ui content on the main display screen, allowing players to get a better immersive experience.
At the same time, as a FPS game, in addition to having rich scenes, "Star Fire 2: Rebellion" also has a complete combat system. In different scenes, players will encounter different enemies, and there are two main enemies: humans and Zergs. Humans are mainly rebels. These rebels use the same weapons and equipment as the protagonists, and are smarter; while Zergs have generally low IQ, but they have more numbers, and different types of Zergs have their own characteristics.
For example, you may encounter huge thunderworms in the wild. This kind of behemoth is usually dealt with by mechas. The protagonist can only hide carefully when encountering it. Once discovered, he will die. Sometimes he will encounter sandworms that can drill into the ground. They will feel the vibration of the ground and then suddenly emerge from the sand underground, catching the player off guard. There are also the most common worms, which are similar in size to wild dogs, but they are very flexible and move in groups, which will be very difficult enemies for players.
When dealing with different enemies, players can choose different methods.
In "Star Fire 2: Rebellion", players can use many different weapons and equipment. These weapons and equipment are related to the weapons of "The Legend of the Armor", and they also have different categories such as shotguns, heavy machine guns, sniper rifles, submachine guns, etc. At the same time, players can also collect accessories to upgrade these guns.
In this game, players can feel the pleasure of shooting, but they must carefully plan the materials they have.
Players can also exchange materials collected in the scene for different resources such as bullets, protective clothing, accessories, etc., or purchase some targeted props.
For example, self-explosion insects that live underground all year round, these insects distinguish the enemy by sound. Once they find the enemy, they will rush up and automatically explode and spray corrosive acid. For players, once the protective suit is corroded by the acid, it is difficult to survive in a harsh environment.
Players can use special tracer bombs to deal with these self-destructing insects. The self-destructing insects will emit a light green fluorescence in the dark environment. They often lurk in groups on the walls of the Zerg nest. As long as a tracer bomb is thrown over, these self-destructing insects will be killed by strong flashes and cannot self-destruct and produce corrosive acid.
Of course, in addition to these advantages, a highlight of "Star Tinder 2: Rebellion" is that it relies on the original work of "Star Tinder".
The story of "Star Fire" has a long span and the scenes are very grand, but the original work is a strategy game after all, and it is much worse in expressiveness in large-scale war scenes.
In "Star Tinder 2: Rebellion", the game changed from a strategy game to a FPS game. Players can experience the entire process from a first-person perspective, which greatly improves the picture expressiveness.
Chapter completed!