Chapter 229 - Yan Zhenyuan’s Thousand Hells (1/2)

It had been nearly four months since Yan Zhenyuan started working on a VR version of Diablo.

Although Emperor Dynasty Entertainment tried to keep everything to themselves, it was inevitable that the news would get out.

Of course there were many rumours, nobody could tell which was true or false.

Yan Zhenyuan’s VR game was called Thousand Hells with an original IP. Rumours has it that a deal was made with a popular web novelist to release a novel by the same name at the same time.

This game had strong ties to Buddhism, and had a similar style to Asura from Chen Mo’s previous life.

Thousand Hells was based in a world of eternal darkness filled with demons. Various demons from the thousand hells broke their seal and invaded the human world. The player plays the role of the six realms as they enter the depths of hell to banish countless demons, reestablishing the seal, saving the human race.

Thousand Hells had six different classes, or the six different realms, heavens, demigod, humans, animals, hungry ghosts, and hellspawn.

Just like Diablo, all the classes were damage dealing classes with different methods of dealing damage.

Heavens was similar to holy magic, an embodiment of holiness.

Humans were similar to hunters or assassins, which was the hero who represented humans.

Animals should shape shift into beasts similar to druids, but their different forms were all mythical creatures.

Demigods were similar to berserkers to barbarians, violent and had great survivability.

Hungry ghosts were similar to necromancers with the ability to summon demons to fight by their side.

Hellspawn were similar to Warlocks with control over dark magic, based around damage over time and negative effects. It was different from heavens as it represented a part of hell that stood by humans.

The classes in Thousand Hells were well designed, as it manages to incorporate the six realms deep into its design while bringing out the uniqueness of the different classes.

Most importantly, the six classes all had inspiration from classes in Diablo. The demigod for example took some inspiration from Barbarians in Diablo.

With a successful PC game like Diablo as reference, the chance of Thousand Hells succeeding would be much higher as it minimised the risks.

Based on the current available information, Thousand Hells did an impeccable job in terms of its packaging.

In terms of the gameplay, as Thousand Hells was still in its early stages, there hadn’t been much leaked regarding gameplay other than the basics.

The players would play as the embodiment of the six realms as they fight their way into hell, killing waves upon waves on enemies to seal the demons away, returning peace to the humans.

This was similar to Diablo 1 where the players fight their way into hell.

Each level of hell featured a relatively large procedurally generated map, so was the entrance to the next level, which required exploration to find.

There were differences in art style from floor to floor, fire, ice, mirrors, knives, blood…

Of course there wouldn’t be a thousand different themes in a thousand different levels, the themes would have to be reused for a certain amount of levels.

Similar to Diablo, there were horrifying elements such as execution, climbing up mountains of blades, pots of boiling oil and other hopeless elements.

(Of course this game was rated 18+)