Page 933
Page 933
All humanoid robots must be brought under government control, have their memories erased, and be replaced with less intelligent, non-autonomous smart chips before they can continue to be used.
This bill immediately sparked a huge discussion in human society.
Supporters argue that machines pose too great a threat to humanity, with the world's population now less than 20% of its peak size, and almost all survivors being young people.
In such a situation, humanoid intelligence is indeed a threat.
However, there are also opponents, led by the commander, who believe that humanoids cannot even be called human partners, since over the years, humanoids have become part of human society.
Moreover, once the humanoids are freed from firearms and return to human society, they will not pose a threat. On the contrary, their existence can accelerate the reconstruction of humanity.
Furthermore, a commander who was originally uninterested in politics has made it clear that he will run in the next election.
Once the commander decided to run for election, as a true hero, almost all media outlets gave him a 90% chance of winning, while some even went so far as to give him 100%.
Against this backdrop, the current ruling party decided to eliminate this biggest opposition leader physically.
Of course, these plot points and settings are not simply thrown at the audience from the beginning, but are given to players in later side quests and even some props, such as newspapers.
Furthermore, the depth of the entire plot is not as simple as it seems.
During the tutorial to rescue the commander, players will encounter "omnics" that should have been destroyed, after which the commander will give his deduction.
"I suspect that those currently sitting in power are not human..."
This is where the entire story of "Girls' Frontline 2" begins.
In short, the whole process can be described as the Commander's Counterattack.
It's called a counterattack because the commander was away from the political center on vacation.
In addition to a completely upgraded storyline, the gameplay has also been iterated. The gameplay is based on the turn-based strategy gameplay of "Girls' Frontline: Companions" with some changes, or it could be described as XCOM-like.
In the past, many players believed that the strategy game genre was not suitable for anime-style games because strategy games take too long and are not suitable for today's fast-paced world.
In fact, this reason only requires a little thought to realize that it is complete nonsense.
Strategy games aren't impossible to pause from the start. No matter how long a game of strategy game is, can it ever exceed the time limit of the Mijia no-skip mode?
Including the main storyline and side quests of Mingchao, which one of them doesn't have a story length of at least an hour?
Therefore, the strategy game mechanic has never been the reason for the failure of "a certain" game.
For example, in its previous version, Girls' Frontline 2, even after significantly reducing and simplifying the strategy gameplay at its launch, it was still praised by many as "very addictive."
Therefore, the strategy of using battle flags was never the reason for the game's popularity.
It's not fun at all.
The reason why anime-style strategy games are not fun is that, as a strategy game, they rely heavily on "flags," or characters. Influenced by the Xiaomi three-piece set in the past, most anime-style strategy games have broken down the characteristics of the characters into monetization points.
Naturally, it's not fun to play.
Chapter 645 Gameplay
The first tutorial mission in "Girls' Frontline 2" basically explains the turn-based strategy gameplay of "Girls' Frontline 2".
The overall gameplay logic is consistent with "Girls' Frontline: Companion". Even the various skills of 95 are slightly modified based on "Girls' Frontline: Companion".
The differences between it and "Girls' Frontline: Together" are mainly concentrated in three aspects.
Firstly, the map is fully 3D, and the scene details are richer, basically on par with XCOM 2, and even better in terms of 2D rendering.
Secondly, the game's entry barrier has been lowered by adding a "time rewind" system, also known as a "undo" system, to the missions. In addition, the game has undergone many other detailed optimizations.
For example, a player's attack on an enemy has a 100% hit rate, but when an enemy attacks a player, there is a certain chance of missing, depending on the player's agility attribute.
In fact, the reason why some players find strategy games boring is that many designers have been lazy in terms of scene maps and mission design.
Strategy games are not simply about drawing a map, placing some enemies, and then letting players arrange their pieces.
Those who have this kind of thinking will definitely end up with something that looks like... well, you know.
In fact, while each map in "Girls' Frontline 2" has a certain degree of randomness, some core and key locations remain unchanged.
When designing a map, designers prepare at least two or three "solutions".
The first method is the standard solution, which is the most mindless: just attack any enemy you see. This method should be able to help players with normal character levels.
The second approach is the advantageous solution, which involves players using a little strategy and employing basic logic such as attacking from a high position, counter-attacking, and coordinated shooting to make it easier to advance.
The third type is a special solution that requires players to find some hidden details, such as towers that can be raised and lowered, or oil barrels that can be detonated.
In addition, to cater to the most casual players, the game has also launched an auto-battle mode.
In this mode, it's basically the same as Auto Chess.
It's important to note that different solutions yield different rewards in the game.
Because the game has an in-game rating system, in auto chess mode, the fixed rating is C, which means you can only get the standard 100% reward.
Players who engage in normal combat will receive at least a B or A reward, resulting in an overall reward increase of 10% to 20%.
Above that are S and SSS ranks, where the rewards increase by up to 150%.
Simply put, casual players, those who just want to complete the story, can go for full auto, but they will receive far fewer rewards.
For players who want to challenge themselves, the game also provides sufficient limits.
Thirdly, the battle maps in "Girls' Frontline 2" are relatively large, and the main storyline is presented in real time during map actions.
For example, the beginner quests begin.
In the first phase of the demo, players control a four-person squad consisting of the Commander, 95, Springfield, and HK416 to hold out for six rounds.
The background setting of this plot shouldn't be overthought, because the scene is set in the commander's villa...
Moreover, it's a retirement villa.
So, why are there humanoid figures in the commander's villa?
During the defense process, there are some interactive elements in the demo. For example, after repelling the first wave of enemies, the camera zooms in, and the commander glances at 95.
They will say the previous sentence.
"This scene feels so familiar..."
This scene is certainly familiar, because the opening tutorial mission for Girls Frontline: Companions was also about defense and counterattack.
Many 2D strategy games from the past had a strange point: despite having exquisite in-game models, such as Girls' Frontline 2, these exquisite in-game models were never used at all.
The dialogue is just character art with dialogue boxes, and there's no in-game animation. Even if you copied more from XCOM 2, you could add a few more random shooting shots.
For example, when a character is crouching behind cover and shooting, you could easily show a shot of the character from behind so the player can appreciate their beauty.
But it just wasn't there; the entire panning shot was from a top-down perspective...
However, in "Girls' Frontline 2", Lin Li made full use of the game's art resources, adding more in-game performances and interactions.
The character moves and shoots, each time with a different camera angle, allowing players to appreciate the character's actions and postures from various perspectives.
In addition, when characters are behind cover or moving, there are some random action details, such as peeking out to observe or adjusting their posture, which can make the battle scene more vivid.
The game's story presentation also almost entirely utilizes real-time battlefield rendering.
After the first half of the game's cutscene, in the second half of the tutorial, the system will teach players how to disarm on the battlefield.
This battlefield disarming system comes from Girls' Frontline: Companions.
The general logic is that, in addition to using their own weapons, players can also control the enemy weapons used by their characters. This setting would be similar to what you'd find in a 2D game from the previous era.
It's practically impossible, because if enemy weapons could be used, it would mean that even low-star characters could potentially achieve an SSS rating through this method.
However, Spark's monetization logic has become completely clear after several years of operation. To put it bluntly, it's about selling Super VIP, which is essentially a monthly card.
Spark has even recently begun a gray-scale test of the "Super Monthly Card".
This "Super Monthly Card" can be understood as Xinghuo's XGP. As long as you buy the "Super Monthly Card", you can get an extra "Super Monthly Card" gift pack in these games.
This gift pack contains fewer items than a regular monthly card, but it covers more games.
The "Super Monthly Card" is currently undergoing gray-scale testing and the feedback is quite positive. For heavy and medium spenders, this monthly card is like a high-value package.
For low-spending players, this item may not be as cost-effective as a monthly pass if you only play one game, but its cost-effectiveness increases dramatically if you play two or three games.
For free-to-play players who originally had no intention of spending money, this Super Monthly Card offers even better value for money. Although it provides fewer resources than a regular monthly card, the experience is much better than playing for free.
~~~
That seems to have gone a bit off-topic.
In summary, the gameplay of "Girls' Frontline 2" caters to both story-driven players and those who prioritize difficulty.
In terms of plot, the main storyline of "Girls' Frontline 2" is relatively clear.
In the storyline, when the commander discovers that someone is trying to harm him, his first reaction is not to run away, but to fight back.
Chapter 646 Teaching Again
However, as mentioned before.
After Victory Day, the player-controlled commander chose to retire to the countryside, so he is currently in Italy, which is quite far from the political center of the Earth Federation.
Furthermore, after discovering that the Commander had escaped and had not died in the attack, the Earth Federation government immediately fabricated a story, packaging the attack on the Commander as "an omnic abducting the Commander and modifying his body."
While mourning, they showed the public the skeletal remains of the omnics in the commander's villa, as well as a large number of facilities and drugs that appeared to be "body-modifying" devices.
"The great hero commander did not give up until the very last moment. He destroyed at least thirteen Omnics, but in the end he still could not hold on."
"This is a disgrace to humanity, and we will definitely investigate it to the end."
"We don't know what the remnants of the omnics have done to the Commander, but I swear! We will definitely rescue the Commander!"
Beginner quests complete.
In a military camp, the camera focuses on the commander and local military officers watching the evening news together.
On their desk, there was also an administrative order.
"I'm sorry, Commander, although I trust you, Italy can't withstand another war right now."
"Ah... I understand you, but I want what belongs to me back, is that okay?"
"Of course, Commander."
The second part of the story consists of two acts.
The first act is a counterattack by the Earth Federation, which defines the protagonist as someone who has been kidnapped and modified by omnics. At the same time, it orders all soldiers to no longer obey the commander's orders, and defines the protagonist as an enemy of humanity in internal military documents.
[Given the Commander's intelligence, if he truly leads the omnics, it will be a catastrophe for humanity. Therefore, for the sake of humanity's future, if we encounter him, we must kill him and let the Commander's soul rest in peace. I believe that if the Commander still has his own consciousness, he would agree with our actions.]
The core of this document also clearly outlines the beginning of the entire "Girls' Frontline 2" storyline.
Its core storyline remains the struggle between machines and humans.
However, unlike "Battlefront Girls," which takes a war perspective and depicts large-scale battles between omnics, "Battlefront Girls" is different.
In Battlefront Girls 2, the focus is more on small-scale battles, which is why the second game uses a turn-based strategy mode. However, although the battles are small-scale, it does not mean that there are no large-scale battles.
The gameplay demo continues to play.
After the attack, the player, as the commander, initially contacted the troops stationed outside the city and asked them to prepare military aircraft, as he wanted to return to the federal capital.
He personally caught the traitor.
To the commander's surprise, the military officers outside the city hesitated.
This also made the protagonist realize that times have changed, and it is no longer a world where any human has a clear enemy.
Indeed, no matter where you are, enemies hidden in the shadows are always harder to deal with than enemies in the open.
Realizing this, the commander then opted for a less desirable option, requesting that the army commander unlock the base vehicle's permissions. Based on the commander's prestige, the local officers agreed.
The armory was unlocked, allowing the commander to retrieve the base vehicle.
There's not much to say about the plot of this whole scene, but there's one scene that's really touching.
That is, when the protagonist, along with three humanoid figures in the villa, slowly opened the warehouse door, the heavy metal door emitting a deep rumble, and sunlight streamed into the warehouse through the widening gap in the door, illuminating the long-dormant base vehicle.
It sat there quietly, its body still gleaming with a cold metallic luster, as if time had not left many marks on it.
However, those tiny scratches and wear silently tell of its past glory and the traces of battle.
Immediately afterwards, the base vehicle's engine emitted a deep roar, and the lights on the vehicle turned on one by one.
chsdbacks