Chapter 192 (1/2)

The difficulty of the game is adjusted by Chen Mo, and it will not let the players go through the same way as the previous dark 3.

Although it was a monster without any difficulty, Zou Zhuo felt a little panic when the monster sprang to him.

Along the way, the ogre hunter came to new Tristram and killed the undead monster attacking the town. After that, the ogre Hunter entered the town and began his task line.

The guidance of the game is very good. The small map on the top right of the screen will remind the player of the next place to go, and the task list on the right will remind the player what to do now.

Zou Zhuo began to experience the whole story line of ”Diablo” according to the task guidance.

Soon Zou Zhuo noticed some obvious advantages of the game.

In terms of game quality, the action is smooth and the operation is comfortable. Whether it's the picture or the sound effect, it's a proper and excellent level. As a RPG game from the third person perspective, it even exceeds the RPG game from the first perspective in some aspects.

obviously, Chen Mo's third person perspective is not for ”Concealer”. It doesn't mean that he doesn't reach the level of production in the first person perspective at present, but he finalized the third person perspective from a certain consideration.

In terms of art style, Zou Zhuo was really surprised by the evil Canon style of dark destruction. Chen Mo tried to reproduce the feeling of dark 2, so the whole painting style was very evil, dark and oppressive.

When Zou Zhuo controls the demon hunter to enter the corpse cave, he will feel that the whole scene is sticky with blood.

In some quiet maps, the torch is crackling and burning, and the characters' footsteps are very obvious. The monsters can frighten people. There is always a feeling that this road can not go to the end.

With this style of painting and the complex and changeable random map, the feeling of ”adventure” has been greatly strengthened.

Moreover, Chen Mo continues the shadow and field of vision design of dark 2. When walking in caves, the field of vision will be limited to a very small range. Most areas of the screen are dark, and only the outline of the terrain can be seen vaguely. He has no idea about any monster in those areas.

In Diablo 3, because the players can see the monsters in the whole picture without any pressure, this feeling of unknown is greatly weakened, which makes it a ”can see through” game.

After Chen Mo added the shadow and field of vision back, and cooperated with the design of picture, sound effect and level, Zou Zhuo felt a rush of anxiety and tension in the whole process of the game, but this feeling prompted him to continue playing. He did not have the idea of quitting the game because of this depression.

Instead, I think this game is totally different from those greasy RPG Games on the market. There is no beautiful scene like the playground, no spotless knights with armor, only corpses, skeletons, abscesses and endless despair.

Walking in Tristram cathedral, the ogre hunters are totally helpless, only the silent mercenaries are fighting with you.

(at this point, Chen Mo also follows the design of Diablo 2, basically cutting off all the lines of talkative mercenaries, so that players can better immerse themselves in the atmosphere of terror.)