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After holding back for five years, Tianmei finally showed her feet

Game Grape 2024/09/12 21:40

Text/Qiuqiu

After experiencing the first test of "Counter War: Future", I feel that Timi finally remembered that this game has the first two words.

For a long time in the past, although "Counter War: Future" has maintained the rhythm of publicity, both officials and players have focused more attention on high-concept art and Chinese science fiction themesPVE gameplay ......Not to mention, "Counter War: Future" was the only game product to win the "Science Fiction Cultural and Creative Award" at last year's World Science Fiction Convention.


Many people can see that although "Counter War: Future" has a solid artistic foundation and a magnificent goal, it always feels that something is missing.

Until the game's official first test this time.

From the gameAt the beginning of the PV, classic content such as the Zerg, Devourer, Storm Mecha, Dr. Z, Hunting Ground Zombie, Southern Cross and other classic content familiar to old players of "Counter War" emerged one after another, causing many players to cheer: "This is what "Counter War" should have", ".This is the right taste", "I've been waiting for more than ten years", "Ye Qing Hui".



Although the game data of "Counter War" is rarely released, it is Tencent's first self-developed gameFPS, the most popular domestic PVE shooting game of the year, I believe that many post-90s and post-00s have heard of it and experienced it - the theme song of the same name of the game sung by Zhang Jie "Counter War" can be said to be no less than " The phenomenal music of The Lonely Brave.


And when the familiar music, settings, characters, weapons, and monsters are injected into Counter War: Future one by one, I think we get to see the game in its full form for the first time.

01

Highlight the counter-warIP post,

Have they figured out science fiction?

The last time "Counter War: Future" was tested in a small area, the production team lamented that the game released less content at that time, giving people the impression of a wasteland world and SOC (survival building game), they said that the game will continue to revolve around space, sci-fi, Mecha and other core keywords are constructed, hoping to present a real Chinese sci-fi flavor.

Indeed, the game in the last round of testing was dominated by the main map, and its disaster theme, alienated monsters, and fantasy art style all made users feel the wasteland of the game at the first time.

Game grapes, After holding back for five years, Tianmei finally showed her feet

But in my opinion, with the addition of classic elements of the Counterwar IP, the game has completed a new round of construction in terms of theme and content, making Counterwar and sci-fi the main tone of the product, and forming a unique concept and style.

Game grapes, After holding back for five years, Tianmei finally showed her feet

First of all, in this test, "Counter War: Future" has greatly inherited and expanded the world view of the Counter War IP, making the most sci-fi "time and space travel" a clue to connect the different worlds of mobile games.

Players can enter different time periods and worlds through the "Time and Space Sand Table" scene similar to the Time and Space Authority, participate in the campaign, complete missions, and correct history...... various classic hunting ground copies of the "Counter War" terminal game will also be presented in this form.

Game grapes, After holding back for five years, Tianmei finally showed her feet

For example, as soon as you enter the game, players can feel the emotional voice that goes straight to the soul: "You have entered the current game voice", which is equivalent to meeting a long-lost fellow in a foreign country for old players.

Game grapes, After holding back for five years, Tianmei finally showed her feet

The novice level of the game is also familiar to old players, in addition to the regular shooting experience, we can also experience driving spaceships, mecha and other content - I have to say, after 11 years, the scene shaping and visual performance of the Star Sea Insect Shadow in the counter-war have reached a new stageThe animation of the boss "Eater of Dark Tides" is full of oppression, and it's hard to imagine that this is a quality on mobile.

Game grapes, After holding back for five years, Tianmei finally showed her feet

The classic copy of the terminal game Metropolis has also been recreated through the "Time and Space Travel" in 2031. Players can encounter the outbreak of corpses caused by the jade agent here, feel the oppression of the classic zombie crisis in the terminal game, and the new visual and combat experience brought by the iteration of the mobile game.

Game grapes, After holding back for five years, Tianmei finally showed her feet

Dr. BOSS Z's performances and skills have also been upgraded with innovation

The revival of this copy has been supported and recognized by many players, who said that the mobile game not only touched the classics of the past copies of "Counter War", but also brought innovative upgrades in terms of quality details and combat experience, and hoped that more classic content would appear in the mobile game in the future.



With the opening of the metropolis, I believe that the classic hunting ground modes such as Dark Easter, Phantom of the Jungle, Sakura City, and Lost in the Snow that players are looking forward to, and even more diverse mecha battles and tower defense battles, can be reborn in the mobile game - at least for now, we can see that there are the Southern Cross ruins that players are looking forward to in the main map, and there are mecha battles under research in the content preview. Tower defense battles and other gameplay.

Game grapes, After holding back for five years, Tianmei finally showed her feet

The more shocking Southern Cross in the mobile game


New ways to play in the future

I have to say that through the sci-fi theme of time and space, the mobile game is not only compatible with the original world view of the terminal game of "Counter War", but also greatly expands it, so that many old players feel friendly and has the characteristics of the counter-war content, through self-consistent logic re-presented - compared with complete inheritance and blind innovation, "Counter War: Future" has taken a more stable path after a deep understanding of the IP core.

Secondly, during the experience of the mobile game, I could feel the production team's understanding of science fiction and Chinese aesthetics.

For example, the mobile game "Counter War" pays tribute to a lot of classic sci-fi content, such as zergs, mechas, human armor, space elevators, ...... And they are very clear about the essential difference between science fiction and fantasy, and most of the non-realistic content has layers of logical cohesion and theoretical basis: the symptoms of the disease are similar to rabies in reality, the birth of zombies and the influence of the jade agent have a whole set of rigorous theories.

Game grapes, After holding back for five years, Tianmei finally showed her feet

The mecha of "Counter War: Future".


In terms of Chinese aesthetics, in addition to the macro Chinese scenes of shops, pharmacies, maintenance centers, and hotels, there are also details, the menu of the barbecue restaurant will be changed in a unique way of alteration by the Chinese, and there are children wearing two-barrel/four-barrel hoods among the patients, which is suspected to be a tribute to "Let the Bullets Fly".



The alteration of the menu makes you smile

Game grapes, After holding back for five years, Tianmei finally showed her feet

Two-cylinder and four-cylinder

In general, through the sci-fi theme, while maintaining the original high-concept art and high-quality style of the game, "Counter War: Future" kneaded the world view, theme, narrative and copy content of the Counter War IP into a new mobile carrier, and refined and innovated according to the current player's experience, so that players can understand and watch it coolly.

02

What are you playing against the war?

In addition to the content and art, "Counter War: Future" has also undergone a "major renovation" at the gameplay design level.

At the character level, in addition to the basic shooting experience, the main gameplay of the game is the construction of the genre with equipment as the core: in this test, the game provides 19 weapons, 4 skill mods, and 83 matching devicespiece core(armor), 47 weapon plug-ins, ......The combination of these contents can affect the effect of skills and change the game experience.

Game grapes, After holding back for five years, Tianmei finally showed her feet

weapons and their inserts

For example, weapons are divided into 10 types such as rifles, machine guns, and rocket launchers, and similar to the terminal game of "Counter War", the characteristics and skills of each weapon are different:

The civilian artifact "Thunder 999" in the terminal game is characterized by fast rate of fire, no need to reload, unlimited bullets (a large number of bullets in some modes), and the mobile game inherits and upgrades this feature of the weapon, in order to show that there is no need to reload, the mobile game also cuts off the reload button of the weapon, and changes it to continuous shooting overheating, However, the rate of fire drop caused by overheating can also be reset with Action Skills.


Game grapes, After holding back for five years, Tianmei finally showed her feet"Thunder 999" in the PC game (top) and mobile game (bottom)

There are also hot animation performances after overheating

More classic weapons such as Death Hunter and Hurricane Hammer in the terminal game have also shined again in the mobile game through attribute upgrades, plug-in assembly, etc., allowing players to get a more refreshing and smooth experience.

Moreover, compared with the differentiation of guns in the terminal game, the mobile game also adds a new specialization of skill modules, adding a richer combat experience to players.

For example, at the beginning, the skill module "Touch of Thunder" equipped by the player had two active skills, "group and single", which made the module useful in many scenarios: when a large wave of monsters came in, you could first clear the field with range skills, and after being close to the monster, you could summon thunder and lightning to deal high damage to the enemy, so as to achieve the purpose of burst output.

Not to mention anything else, just the visual performance of the heavenly god thunder and the instantaneous effect feedback it brings have made many players fall in love with this genre.

In addition, there are ice skill mods for control, skill mods for auxiliary defense, ......These mods can be upgraded into different branches, bringing different skill effects.

Defense Skill Mods and Upgrade Branches

You can see that "Counter War: Future" focuses more on genre building and strategy selection than marksmanship.

Players can even turn on the auto-fire setting while fighting, focusing on how to clear monsters more efficiently, seize the opportunity to release skills, and dodgeIn terms of strategic confrontation content such as boss skills - in order to strengthen this, the game greatly reduces the player's numerical pressure through the cultivation system, as long as the cultivation is done properly, the player can also use different weapons alone, and easily clear the multiplayer dungeon.

When it comes to the multiplayer dungeon experience, the game also reproduces the terminal game dungeon metropolis in this test.

On the one hand, this kind of reproduction is as big as the backstory, monsters, scenes, and battle flow, and as small as the detailed voice promptsUI layout, and even the kill logo - after playing or seeing it, many players also expressed that they remembered the experience of playing the book that was either enjoyable or painful;


On the other hand, the mobile game also has monster mechanics, offensive routes, and dungeonsThe performance of boss skills and scene performances have been optimized and upgraded.

For example, when the boss gold medal fighter summons rabid dogs, compared with the direct appearance of the terminal game, the mobile game has more animations of him knocking on the dog hole with a steel pipe, and the echo of Bangbang amplifies the ...... of many players' sense of urgency in battleIt can be seen that "Counter War: Future" brings not only feelings to old players, but also a new experience.

Including the main map and time and space pursuit dungeons, the game also provides unique gameplay such as piloting mecha and airdrop support, reducing the pressure on players to clear the level and making them have a more diverse combat experience.

The genre construction + strategic PVE design of "Counter War: Future" can better lower the threshold for players to get started in the short term and attract a wide range of shooting enthusiasts to enter the pit; In the long run, this design is also more friendly to the long-term and commercialization of the game.

What's more, the mobile game builds this new gameplay design through genres, but it better shows the core cool point of the counter-battle PVE strategy confrontation:

In the previous terminal games, everyone held different weapons and played different values, and through mutual cooperation, they cleared the dungeon that seemed to be under great combat pressure;


Nowadays, mobile games provide more differentiated weapons and more diverse genre construction, which seems to be a refurbishment of the gameplay, but it is still the same, and in essence, it still allows players to position more accurately, collaborate more smoothly, and better experience the fun brought by the game - better realize that "this is the counter-war".

03

The war against the enemy is much more than that

Of course, there are many challenges in the current game, including short-term test bugs, imperfect game settings, and occasional inability to teleport ...... large maps due to "being in combat mode". In the long run,Strategic confrontation is also the design idea of many PVE shootersWhat are the other advantages of Counter War: Future?

You may be able to guess a lot of answers: counter-war IP, high-standard art effects, grand sci-fi narrative, differentiated combat experience, ......These may be true, but in my opinion, it is more valuable to make "Counter War: Future" and even this IP continue to developThe persistence, accumulation and attitude of the counter-war team and Tencent.

In the past, the launch of the terminal game "Counter War" may have pinned on Tencent's dedication to domestic shooting games:

At that time, "CrossFire" was a big hit and the "Call of Duty" series had been famous for a long time, but these were the works of overseas manufacturers, and China needed a domestic shooting work with a local flavor, so at that time, "Counter War" thought of a movie linkage with a local flavor; I thought of asking Zhang Jie to endorse and create local pop tracks for the game; I thought of Chinese sci-fi, PVE, and stylization, which many shooters rarely explored in the past, and continued to this day until it became the sentiment of a generation.


The release of the theme song "Counter-War · Ten Years",

Another "sentimental kill" for the player

During this period, the support of "Counter War" users was also indispensable, and when the mobile game was not yet released on a large scale, these users gathered nearly 5 million pre-orders on the official website; After this first test, many old players, old anchors, and enthusiasts have emerged to continue to support the development of this IP.


The return of many old anchors


Therefore, for Tencent, "Counter War: Future" is not only a continuation of the terminal game, but also a way to respond to more user demands and realize the persistence of the production team: for example, players want more sci-fi content, more interesting weapons, and more exquisite graphics, ......These are difficult to make in the "Counter War" terminal game 12 years ago, but not necessarily in "Counter War: Future" 12 years later.

If you think about it, the terminal game of "Counter War" was developed with Unreal Engine 3 at that time, trying to challenge the upper limit of quality, it can be said that the technology at that time limited the real strength of the Counter War IP and limited their exploration of sci-fi masterpieces, so "Counter War: Future" will first challenge higher quality and then return to the IP core...... It can be found that when the production team has accumulated experience in space and Chinese science fiction in mobile games, it is also gradually reproducing it into the "Counter War" terminal gameIP as a whole is constantly advancing.


 During the development of mobile games, terminal games also launched scenarios such as space elevators

As the name suggests, "Counter War: Future" is not a substitute for the "Counter War" terminal game, but a future of the Counter War IP: how to interpret the concept of science fiction with more resources? How to use new gameplay to reflect the core coolness of the game? How to use the new generation of tools, concepts and technologies to inject new life into IP?

This may also be why "Counter War: Future" did not dare to be released easily in the early daysThe reason for the IP content: I am afraid that before I do a good job, I will smash the signboard of the counter-war first.

Now, the presentation of Counterwar IP content on mobile games proves that Tencent and the production team are ready and have sufficient resources and experience to make mobile games a new entrance to the Counterwar universe.

Thinking of this, I can't help but look forward to what content "Counter War: Future" will bring us in the future, so that the counter warWhat is the new presentation of IP?

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