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With the advent of OTS-14.
"Could it be Girls' Frontline 2?!"
All the media staff got excited, taking pictures and typing away in their notebooks.
Many of them couldn't even wait for the video to end before eagerly sending out the information.
The comments section was flooded with messages.
The players were thrilled, and the demo on the big screen continued.
OTS-14 stepped forward and opened the door to another room. The roof of this room had been destroyed, and a rectangular metal pillar stood in the center of the room.
The pillar was stuck in the floor; it was clear that it had fallen from the sky.
OTS-14 gently tapped the pillar, then took out a small cube that emitted a dim red light, and then shone the light on the rifle left and right.
The video feed started moving.
OTS-14 slowly walked out of the dimly lit room, at which point the screen lit up completely.
The world behind the door stunned everyone.
It was a world of white.
The sky was covered with dark clouds, and snow was falling continuously.
The original streets, buildings, and trees are now reduced to ruins, a desolate scene.
Some intelligent machines are patrolling in the distance.
Snowflakes fell on these ruins, as if draping the land in a white mourning garment.
OTS-14 looked at the scene before him and pressed the button on his headset.
"Commander, I have withdrawn the target."
Hiss, hiss...
With a crackling sound of electricity, a familiar voice appeared beside me.
"Good, you're not hurt, are you?"
Upon hearing this voice, OTS-14's expression softened instantly, and her voice became gentler as well.
"Thank you for your concern, I am not injured, Commander."
"That's good. Be careful in the Dark Zone. The support team is nearby. The enemy will receive the signal soon. Meet up with them first."
"Yes!"
"Keep in touch..."
Chapter 365 Stitching Isn't Just Blindly Stitching
After a dialogue that provided some background information...
Screen switching.
Amid gasps from the audience, the cutscene ended, and the big screen displayed the actual gameplay.
The actual gameplay is a classic TPS perspective.
The character in the center of the screen is no longer OTS-14, but has been replaced by the more familiar 95.
From a third-person (TPS) perspective, 95's silhouette looks very slender.
In addition, the default skin for level 95 is a white dress with black stockings.
Goodness, that's really good.
As the 95 started running, even more players exclaimed, "Wow!"
Many games, especially traditional design games.
For example, in various battle royale games, manufacturers often release a lot of suggestive female skins in order to make money.
However, these women's skin often has a major pain point.
Although the skin is that of a beautiful girl, the walking and running frames are still those of a male character.
And so, that's how it ended up.
It looks incredibly beautiful on the shopping mall interface.
In actual combat, he straddled the ground with his legs spread wide, walking with an incredibly rough gait; it was simply unbearable to watch.
However, this problem obviously does not exist at Xinghuo.
Taking the 95-meter dash as an example, it looks quite impressive.
Whether it's the hem of the skirt, the black stockings, or the details of the hand holding the gun, everything is fantastic.
Furthermore, the running sequence also revealed that 95 is a tactical doll rather than an ordinary girl.
For example, in the scene where 95 is running on the street, he can easily perform many elegant parkour moves when he is climbing over obstacles.
From this running section.
The visuals are quite stunning.
There are many shooting games that use cute girls in suggestive poses to make money.
But still the same sentence.
Most of the companies that release anime girl skins aren't actually making money; they're scamming people.
They have the inclination to create skins and the audacity to sell them, but not the inclination to create a matching skeleton.
On the contrary, the new game, Battlefront Girls, is built from the ground up as a shooting game featuring beautiful girls, including engine rendering, character skeletons, dynamic models, and even lighting effects.
All of these elements are designed around how to portray the characters and the worldview.
A framework built from the ground up will naturally produce a different effect.
Currently, games with this kind of setting do exist, but they are very few, and there are practically none that can be considered successful.
Even if we extend the timeline to later generations, only "Sword Star" counts as one, and Chen Bai counts as half.
The success of "Sword Star" proves that this type of game can be successful.
This also proves that in this world, being aroused is a positive buff.
A touch of astringency won't negatively impact sales; on the contrary, it can boost them.
So when this scene appeared in front of the players, especially those who enjoy risqué anime and manga, the cheers at the scene were incredibly enthusiastic.
Online, many people pause the chat with only one sentence per second.
Then it's not hard to understand.
Of course, while the "sexy" effect is a positive buff, it's not the core element.
After all, even the most explicit game can't compare to a porn game.
Fun is the core of a game; erotic content is just a tool to attract players to pay.
If making money were just about sex, then Illusion wouldn't have gone bankrupt.
So, after showcasing the game's visuals and character models, 95 arrived at a villa following the map's guidance, which then triggered the storyline.
In the story, she met OTS-14.
At this point, OTS-14 had already reunited with his two teammates, WA2000 and Suomi.
"Everyone's here, let's go. I'll lead the team this time."
The next segment has no plot; it's purely a gameplay montage demonstration.
First, there's a map. The location of the player-controlled humanoid is marked with a circle that's very familiar to Battlefront Girls players; it's an element from the map in the Battlefront Girls game itself.
The evacuation zone is drawn in the upper left corner of the map.
See this evacuation zone.
Many players at the scene had already made the connection to Tarkov.
However, the gameplay shown in the demo is quite different from that in Tarkov.
First of all, the map doesn't look empty at all.
Whether it's Tarkov or PUBG, the game maps usually feel very empty, but in the demo, the map was filled with omnics.
Players start from one end and travel to the other.
The actual combat footage often features very chaotic and large-scale scenes.
A large number of humanoid androids kept pouring in. Amidst the hail of bullets, the bloodthirsty androids kept moving forward. Judging from these few shots, it looked more like a survival journey with both beautiful girl and enemy mods installed.
But you could say this is a path to survival.
The humanoids also provided a lot of support.
One moment they call in a base vehicle to unleash a barrage of artillery fire, the next they pick up cluster bombs from the ground and throw them into the monster horde, which explodes and knocks down a whole bunch of them.
A moment later, they called in an airborne turret, and it started rattling.
It gives off a feeling of unparalleled female warriors on the front lines.
With the addition of some skills, it looks a bit like COD.
But you could say it's COD.
The video also shows scenes of looting rooms, and even the core gameplay involves finding valuable items on the map and bringing them back to the base vehicle.
This is another typical Tarkov playstyle.
In addition, some observant players have noticed that the monsters seem to have levels and drop items, which gives it a similar feel to The Division.
Even the feature of being able to pick up enemy weapons to attack, which was present in "Girls' Frontline: Companions", has been retained.
There was a scene in the demo where 95 took down a mini-boss wielding a laser weapon, then picked up the laser weapon and fired two rounds.
Only after the AI weapon was locked did 95 stylishly discard the laser weapon and switch back to his own.
This whole set of relatively fragmented edits came after the actual footage.
The players went absolutely crazy.
Although this game seems to have many elements stitched together, it doesn't stop it from being very fun.
In fact.
When the game was first conceived, it wasn't that complicated.
The numerous stitches are not stitched for the sake of stitching.
There are two types of so-called stitching games.
One type is sewing for the sake of sewing.
These kinds of games are mainly for hype, they don't care about anything else, they just haphazardly create something. Such games are either overly ambitious or they attract some curious players at launch but quickly become mundane.
The other one.
It's about stitching things together for the sake of their core gameplay, like the so-called Frankenstein's monster that became a huge hit in later generations, which is Paluparu.
Although it may seem like a patchwork, it has its own core gameplay.
The same applies to Spark's demonstration.
It looks messy.
But the gameplay is very clear.
In short, it's a grind-heavy version of PvE Tarkov.
The core appeal of the game lies in collecting resources in a world surrounded by enemies and bringing them back to the base.
This strategy needs to work.
Most importantly, the items that players collect must be valuable enough, or rather, useful enough. Otherwise, like the items in the Genshin Impact world, there may seem to be a lot of things to collect, but who would bother to collect them?
Chapter 366 Core Gameplay
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