01
Yesterday, "Dark Zone Breakout: Infinite" was finally announced to be finalized, and the public beta of all platforms will be launched on 29/0. The teahouse was also invited to the press conference in Shanghai to try out with the media, anchors, military bloggers and other enthusiasts from Tiannan and Haibei to get a glimpse of its beauty in advance.
4月初的上海經歷了一輪降溫,午後時分的風還帶些蕭瑟的涼氣,人們需要裹上一層外套才出的了門。然而,在我剛剛踏進試玩現場一瞬間,一股熱浪便席捲而來,伴隨著此起彼伏的吶喊和幾十台機器發出的嗡鳴,場面一下子火熱了起來。這時,一聲尖叫突然吸引了全場的目光。
"Ahhhhh Let you grab my bag, hahahahaha, you see I'm out of stock! ”
I arrived a little late, and there was no room for dozens of trial seats in rows and rows of demo seats, and two of my friends and I were jokingly trying to find a three-person row to form a team together, but we could only wait for the machine to be idle like many people.
In the process of waiting, I found some familiar faces - Yu Shuang, Guan Zeyuan, and many familiar dark zone anchors. I came to the seat of Colonel Guan and saw that he was changing the gun interface and playing happily, and several planning teachers guided him.
"This AKM's magazine, 50 rounds should occupy 0 grids, and it is not easy to stuff into the bomb hanger, and the current mainstream is this 0 round drum."
I was dazzled by the complexity of the interface — a gun had more than a dozen notches, each with a choice of accessories ranging from a few to a dozen, many of which I had never heard of before, and some of the parts were in conflict with each other. As you can imagine, for most novice players and arcade FPS players, this kind of gun interface requires a learning curve, but once you get the hang of it, the highly realistic and diverse accessories should be able to do a lot of tricks with a gun.
02
After waiting for almost an hour, I finally found an empty machine and started today's trial tour. First of all, I would like to introduce my personal FPS "resume" - I am a familiar player, but I am not a hardcore player, and I have not been exposed to hardcore FPS.
In the first game, I chose the TV station with the difficulty of the blockade area, and players who are familiar with the mobile game should know that this map is small in scale and is dominated by guns. From the moment I got started, I found that there was a noticeable sense of lag in the movement of the characters and the interaction of the scene, the tone of the scene was dark, the painting style was extremely realistic, and the feel of the guns was not the crisp feel of arcade FPS, but the heavy mechanical texture.From this, I came to the preliminary conclusion that Dark Zone: Breakout should be an FPS game with a focus on immersive experience, not a traditional arcade game.
As the battle progressed, I discovered more details to corroborate it - the character's health is calculated by part, the character needs to eat and drink, and the effect of throwing objects is more realistic(For example, a grenade can cause long-lasting tinnitus, and the effect is comparable to that of a stun grenade), the recoil of the firearm is more pronounced,(It will feel that the assault rifle is better to use with a single shot than a burst shot)The magazine does not show the number of bullets, but needs to be manually checked and reloaded one by one, just like hardcore FPS.
In addition to the character itself, the impact of the environment is also very large, such as when rainstorms and typhoons come, the trajectory of bullets will be affected, and the character's state will drop faster. All this feedback told me one thing: you're not Superman, you're just an ordinary soldier who could be eliminated at any moment.
At the press conference that followed, Executive Producer Dave's explanation basically confirmed my feelings.The three main features of Dark Zone Breakout: Infinite are immersion, freedom, and excitement.In these three points, immersion and stimulation are mutually causal.
Take my own trial experience as an example,You've had a good harvest and you're ready to evacuate, but it's raining, your headset is filled with the sound of wind howling and raindrops, your arm is broken, your surgical kit is exhausted, and the sound of painful wheezing stimulates your nerves, and at this time, the spare magazine has been empty after the fierce battle, so you can only stop and start manually reloading one by one, "Kata Kata", praying that no one will take the opportunity to sneak attack. In this series of sounds, your adrenaline rushes wildly, every weed in front of you shakes like someone is shooting, and every sound in your ears is like the footsteps of an enemy.
In my experience so far, I've only experienced it in a hardcore military game like Arma3 – the thrill of extreme immersion. Dark Zone Breakout: Infinite has succeeded in bringing such an experience to players.
03
In the late stage of the trial, I spent a lot of money to set up a full suit, ready to enter the most difficult enhanced blockade area to find out, after entering the game, I habitually opened the map to check the location of the withdrawal point, but after reading it, I was so scared that I turned my head to confirm whether it was a strengthened blockade. The reason is that there are actually four evacuation points! Generally speaking, it is impossible to have an unconditional withdrawal point under high difficulty, but "Dark Zone Breakout: Infinite" has really been made.
At this time, I am reminded of the complaints of netizens before - saying that the game of "search and withdrawal" "can't be searched, can't be played, and can't be withdrawn". "Dark Zone Breakout: Infinite" obviously took these three spit points as targets and put forward solutions in a targeted manner. The addition of evacuation points just mentioned is one of them.
In addition, the increase of field resource points and the increase of item explosion rate on the whole map solves the problem of not being able to find them. I didn't quite feel it, though(All the energy is on fighting),But when I was resting, I caught a glimpse of a game played by my friend in the seat next to me, and two high-value backpacks were red, which I thought might be enough to tell(Actually, I was a little red-eyed at the time)。
The solution to "can't beat" is to reduce the number of players in each game, optimize the spawn point, and prevent players from raising Gu from each other. Since there were not many real players during the trial, I didn't directly perceive this, but when I saw the spawn point moving line chart on the big screen, I did test it in my brain.
04
The trial session lasted for four hours, and the enthusiasm of the players on the scene was high throughout the whole process, and many players were even immersed in the battlefield of Carmona during the press conference. At present, "Dark Zone Breakout: Infinite" will be another masterpiece of Tencent on the "Search and Withdrawal" track, compared with another game, the two do not belong to the same track in the strict sense - one focuses on immersion, the other focuses on coolness, and basically eats most users of the track. It seems that Tencent's position in the field of shooting games will become more difficult to shake with the open beta of "Dark Zone Breakout: Infinite" No. 29.0.