[Experience] 'Arckeland', which was finished in the first CBT, would it be attracted to SRPG charm
On the 16th, the first CBT of the new SRPG 'Parkland' was over. The CBT was a relatively short period of time, but I was able to experience most of the content in the game.
Auckland received a lot of attention in that it is a new work of Sizing Games. This is because there is a history of rebirth of Languid, a classic SRPG fan, in a modern style. If you do not forget the charm of the emotions and turn-based battles of the time, you will have no choice but to pay attention to the next work naturally. Moreover, the expectation is inevitable because SRPG is not a genre that is often released.
What was the first CBT of Parkland, which was expected by many SRPG fans? I would like to talk about the honest testimony of the game that I have experienced during the CBT period.
The first thing that caught the eye in Auckland was beautiful 3D graphics and art. Although I saw a bit of game information, I felt the actual gameplay graphics showed the latest game. If you think of Languish Mobile, which was 2D graphics, it was clear to see.
The advanced graphics had a great influence not only in the story but also in battle. I thought the characters' movements, combat motions, and skill effects and directing were better than a console game. In game optimization, the situation may vary from device to device, but I think there is room for improvement later as it is still CBT.
One of the things I noticed in this CBT was that Auckland was a game that was introduced as an original IP, unlike the existing Languid Mobile. Various heroes appear in line with the new worldview and depicts a complex relationship between good and evil. Perhaps because of the original IP, the story has been emphasized by the trailer several times in the Being Games.
This game is a game that follows the main story to the last, so it is a very high-level axis. In addition to the interests of the main story, the characteristics of the characters should be used to make the character's charm and possess desire.
When I first played the game, the story was quite fun. It made a cut scene in about 10 seconds to make it easier to understand the main flow, and thanks to the brilliant visual beauty, it was also good to see. But the more the game continued, the more interesting disappeared and some boredom began to settle.
The biggest regret is that the story delivery is not smooth. There are a lot of lines of the characters, but is it not too much? I didn't want to read it, and there were many questions left because there were a lot of sudden development. I felt like skipping episode 3 in the first episode of the drama. The translation, which feels somewhat hard, was one of the factors that adds to the disappointment.
However, there was some foundation in detail, such as Languish Mobile. For example, in addition to the main story, there was a glimpse of the character's narrative and thoughts. This includes the boundary of the past of a particular character, a relationship system where you can talk with the characters you have in the campsite, and the knowledge system that solves the flow of the main story into a light dialogue.
All of these content is associated with specific rewards, so it was naturally recommended for rewards. In other words, accessibility was good. If you have a variety of devices so that the user is not uncomfortable, but you can feel the hidden charm of the character, you will not be able to use it because it is good because it is good.
Meanwhile, the main content was a little unlocked depending on the progress centering around the main story. The main story did not consume a separate physical strength. Instead, we have limited the integration level and the level of boundary progression at a certain stage, so that you can't play from beginning to end. In addition, the main story that was cleared once could not be re-challenged, so it was impossible to repeat through the main story.
Therefore, in order to proceed with the limited main story, the additional content that was unlocked had to be fostered, and the integrated level was needed. Unlike the main story, which had no physical consumption, this additional content consumed physical strength, and the higher the content, the more physical strength was needed. There are many places to use, but the amount of stamina filled every hour is fixed, so it was a system that suppresses play time. After all, you need to choose and concentrate.
Most of the content was closely related to fostering characters. For example, the boundary of the first unlocked level was able to acquire the sculpture of the main character Sambaing, and the sculptures were able to raise the character rank and the grade.
In addition, there were a lot of content that would help to foster characters, such as equipment enhancement materials, character characteristics, dungeon secret boundaries to obtain runes, and knights, which are a kind of indifferent content.
The character development had to be done not just by raising the level, but also to unlock the basic stats and skills through the characteristics. SSR grade characters also had to pay more attention because they also had a dedicated SSR weapon, and if you use runes, you can achieve greater growth.
Among them, the characteristics came as a system that differentiates others from other people in fostering characters. If the character achieves a certain level, you will get one special goods, and you can consume it and select one of the passive or active skills. Through this, I had some framework for fostering characters according to my strategy and use. The feedback from the characters and growth of the characters is clearly felt, so it is a game that tastes good.
If you organize the flow of content in the CBT, you will be able to proceed with the main quest, but if you get a restriction, you consumed your stamina and proceeds with the subquest or additional content. If you have finished all the main quests, you are likely to proceed in the direction of fostering various characters while enjoying additional content like a typical bonsai game.
If you have enjoyed Languish Mobile, this content flow of 'Auckland' will be very familiar. This is because most additional content is made similarly to Languish Mobile. Therefore, if you think about the precedent of Languish Mobile, most characters will be able to nurture most of the characters. There are autos and clearing systems that will reduce the time of repeat play, so I think the time spent on repetition play is relatively short.
The last is the testimony of the most important battle. Auckland was developed as a SRPG genre like Languid Mobile. One difference is the presence of the soldier system. Auckland does not receive combat power correction by soldiers, but only the character's performance is important.
The advantage of the disappearance of the soldier system is that the battle has changed more intuitively. Languish Mobile, the fewer soldiers in the battle, which is a decline in combat power. If you have 1000 combat power at 100%, 60% will give you 600 combat power. Therefore, I had to make a strategy by adjusting not only the disease but also the physical strength.
Parkland, on the other hand, disappeared, and the difference in combat power due to health disappeared. Even if your stamina drops to 60%, your damage is still 1000. As a result, the damage to the enemy and allies has made it easier to control the priority of the battle with accurate attack power. It is also that autoplay has become much easier as the strategic elements decrease.
However, it may have helped us in convenience, but it has been a disadvantage in terms of convenience. As it is simpler, the system that can be called a strategy has been reduced. The system, which can be seen as a strategic element in Auckland, was safe to say that there is no difference in damage due to damage.
Many turn-based strategic games naturally dissolve strategic elements such as increasing damage by terrain, increasing damage caused by high lows, and increasing damage caused by side and rear attacks. Unlike the action game that fights while moving in real time, the turn-based game is a static game, so without these power elements, gameplay can come in boring. It's not just a battle that depends on combat power, but a big advantage of a turn-based strategy game.
But Parkland did not have this strategy. In other words, if you were careful, you could easily win without thinking. If you have a high combat power, you can win lightly by turning autoplay, and even if you have some difficulty, you can solve it by playing manually when you turn the auto moderately.
There is a limit to the platform, so it would have been burdensome to put a serious turn-based strategy like a PC or console game. Also, as mentioned earlier, if you enter the second half of the play, you have to focus on fostering characters through repeated play. As it is a SRPG with a high barrier to entry, I think it might have put a lighter strategy than the existing Languish mobile to increase accessibility.
But considering the fun of strategies that can only be felt in RPGs, this system is somewhat unfortunate. Of course, the CBT stays in the early days, so if you go in the middle and second half, another strategic element can come out.
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