Page 101
Page 101
William knew from the login screen that it was going to be an MMORPG where you automatically fight monsters and level up, so he didn't even bother to look at it.
William is almost sick of these kinds of games.
Next, next
Galaxy Paradise: Explore, a roguelike game.
Hmm? A roguelike game!
On the pure black surface, a spark landed in the center of the blackness, and then exploded with a bang, as if iron sparks had ignited the black curtain, leaving behind the burning logo.
Spark Technology
The logo, which appeared within seconds, quickly caught William's attention.
After seeing so much cringe-worthy stuff, even a simple logo animation is enough to make you breathe easier.
interesting.
Upon entering the game, like Zhou Shenlin, William was quickly drawn in by the game's smooth tutorial.
After quickly completing the tutorial, William didn't rush to continue the mission. Instead, he picked up the paper and pen next to his computer.
Unlike Zhou Shenlin, William is, after all, a professional.
To be honest, William has played quite a few games and watched a lot of tutorials.
His first encounter with "Galaxy Paradise" still felt refreshing.
Although it's just a few minutes of beginner tutorial, it integrates almost all the operation guidance into the gameplay without feeling abrupt at all.
It allows players to become familiar with all the buttons simply by intuition.
The way the tedious button-mashing tutorial is integrated into the gameplay is something William has seen before, but he's done it so naturally.
Not much indeed.
And it's not just about guidance.
The art style of Galaxy Park: Discovery is also commendable.
Both the characters and the scenes feature very natural transitions in light and shadow and color.
The grass, rustled by the wind, and the exposed stone slabs on the ground, were lush and vibrant, a delightful sight.
The anime-style character models paired with the initial scene make viewers feel as if they have stepped into the animation.
In addition, the development team clearly put thought into the character's movements; the protagonist doesn't just stand there blankly when the player isn't controlling the character.
Instead, there are idle animations, and sometimes the protagonist will bend down to check the debris on the ground and some speech bubbles will appear, showing the protagonist's love of exploration.
Countless details, when combined, ultimately create a beginner tutorial that provides players with an incredibly smooth and enjoyable experience.
This first impression was impressive enough for him, especially after playing so many trashy games.
William began to take it seriously.
Everything that had just happened told him that this game was anything but ordinary.
Because it's a 2.5D action game, the overall controls are very simple, requiring very few buttons compared to most other 3D action games.
This is an advantage, as it helps attract more less hardcore players.
Use the mouse to control movement. Clicking the left or right mouse button is a normal attack, holding it down is a charged attack, and SHIFT is for dodging. Different click combinations will trigger different attack skills.
This is considered an advanced tutorial. The development team has created a graphical beginner's guide here, rather than a simple text explanation.
Controlling the character to follow the stone path, William soon saw the fork in the road. The two paths were very distinct in style: one was a wooden suspension bridge, and the other was a grotto.
It's clear that the scenes that follow the two paths are different.
William chose the wooden suspension bridge. The view behind the bridge was significantly larger than the area in the tutorial, and the environment was also different.
Although the grass was still green, the monsters lying on the ground in the distance eating human corpses and the blood and limbs scattered everywhere on the ground were a stark contrast to the surrounding landscape.
These details all tell the player that this place is dangerous and that you have already left the starting area.
Chapter 132 You actually have a gun?
The speech bubbles appearing above the characters' heads also indirectly prove this point.
I feel these monsters are difficult to deal with; perhaps I should go around them.
William did not heed the protagonist's advice. On the contrary, from the moment he got the longsword, he had been wanting to slay a monster and try it out.
Controlling the character forward, the monster wasn't as strong as expected. A few satisfying combos, and the silver-white longsword slashed across the goblin-like monster, leaving traces of brownish-red blood.
The perfectly timed animation feedback made William feel like he was that peerless swordsman, each strike piercing flesh.
William nodded, his actions perfectly in line with the instructions.
This made me give the game an extra point in my opinion.
As William continued to delve deeper, some interesting details and settings gradually unfolded.
First is the game's equipment system.
The sources of equipment in Galaxy Paradise: Discovery are divided into three parts. One part is map elements, such as the beginner sword pulled from the ground in the tutorial, and the club taken from the monster tent after killing a monster.
Even tree branches that break during combat can be obtained by interacting with certain materials on the map.
Secondly, there are the treasure chests in the game, which can yield equipment of different levels, and that's a classic feature.
The last one is what William finds most interesting about the entire equipment system.
Those are the monster's equipment.
Throughout the game, monsters drop equipment in a way that is basically what you see is what you get; that is, the equipment a monster is wearing will be the same equipment it drops.
For example, at the beginning, you'll find a wooden spear similar to the one used by goblins. You'll always get a spear after killing a monster, but the quality will be different.
This setting essentially adds a safety net to the game's equipment roguelike system, while also complementing another system where characters have different attack and combo methods for different types of weapons.
The combination of the two systems adds a lot of fun to the game.
William enjoyed using the enemy's weapons after defeating them.
In particular, after defeating an elite monster, you can often get a very good weapon, making the sense of accomplishment from defeating the elite monster even more fulfilling.
Besides the equipment system, another system in the game also interested William.
That is a belief system.
After entering the third map of the game, players may encounter some abandoned statues of gods, and different gods will grant players different abilities and skills.
There are also connections between the same or different idols, making the entire faith skill rich and diverse.
William's ability to go so far in the first game was largely due to the fact that he gained the power of Thor at the beginning, and all his weapons were imbued with the element of lightning.
The randomized equipment system, the innovative faith system, and the exhilarating combat already surprised William quite a bit, but the more he played, the more interested he became in the game's storyline as the protagonist's dialogue bubbles appeared.
At first, William didn't pay much attention to the protagonist's speech bubbles.
In his view, this is just a common tool to help players immerse themselves in the game and understand its background.
But as the game progressed, William found himself looking at things more and more closely.
Firstly, the main character's speech bubble often contains hidden map information.
For example, the first elite monster William encountered was an orc chieftain. After defeating him, the protagonist muttered to himself.
[Hmm, I clearly remember seeing a bunch of keys on this guy's waist just now. Was I mistaken? Or did they fly off during the fight?]
Following this clue, William searched and indeed found the key in the grass, opening a hidden treasure chest.
When a feature in a game meets a player's needs, the player will naturally notice that system.
The text in the chat bubbles is not the kind of rigid, formulaic writing.
William's simple assessment suggests that there are generally three scenarios for the protagonist's speech in the game.
One type is event feedback, such as seeing something interactive, like when a player finds new equipment or discovers certain items.
The protagonist often says...
[Ah ha, look at this jar, I bet if I kick it, it'll burst out with coins.]
The second type is the development of a worldview, where the protagonist often judges what the world is like based on new things they see.
Just like at the beginning, the protagonist obtained a two-handed sword and therefore judged that the civilization of this world was still in the classical era.
Since the player is also experiencing this world for the first time, just like the protagonist, the dialogues that unfold based on the protagonist's worldview can easily resonate with the player.
The last type is witty remarks, mainly used to relax the atmosphere and make players smile. For example, if there is a campfire on a certain map, the protagonist will say something.
I don't want to be a torchbearer.
These three sections together form the game's dialogue system.
In fact, it did make the whole game much more lively.
Especially after defeating the first boss and entering the second phase map, the new map's world view makes players very curious about the game's storyline.
The second phase map is styled as a large canyon, with yellow soil and rocks dominating the scene.
However, that's not the point. The point is that after William killed a gerbil, he pulled a badly rusted pistol out of the gerbil's hole.
William was shocked.
The protagonist's soliloquy also appears at just the right time.
What is this? A gunpowder weapon from the classical era?
After saying that, the protagonist in the game took the pistol and examined it carefully.
[But the soldiers, monsters, and even signs of civilization I've encountered all indicate that they don't possess gunpowder weapons; at least, their most elite soldiers haven't seen one.]
The protagonist raises his pistol, and the crosshair, common in top-down shooting games, appears in the player's field of vision.
William instinctively clicked the mouse, and then the protagonist in the scene pulled the trigger, but unfortunately, after a crisp sound, the pistol was not fired.
[As expected, I was incredibly foolish to expect gerbils to maintain my pistol. In any case, the existence of this thing clearly contradicts my understanding of the world. Perhaps I should have more respect for it.]
When the pistol appeared, William, who had originally planned to quit the game and write the script, suddenly became interested again. He wanted to see if the pistol could be repaired in the later maps.
As the map progresses, the pistol remains unrepaired, but the protagonist discovers more modern items. Without exception, they are either rusted beyond repair or simply broken pieces.
Just when William thought these modern items were just background elements and wouldn't affect the game, the appearance of an elite monster shattered his illusions, because this elite monster was actually using a matchlock gun.
Chapter 133 One more time?
According to the game's mechanic that weapons are 100% dropped when monsters are killed, William can use firearms as long as he kills a monster.
This is really...
Unfortunately, he never got his hands on the matchlock gun.
"This monster is disgusting; it can even fight in melee..."
Yes, when William dodged the bullets and rushed in front of the elite monster, this humanoid monster, who had just been holding a musket, suddenly pulled out a long spear from behind and stabbed William through the back without warning.
After the character dies, a results window pops up.
It includes game time, number of enemies killed, which gods were worshipped, score, world ranking, and the remaining upgrade elements.
William stared at the black and white screen for a moment, stunned.
"How about... we play another round?"
Strangely enough, after the first battle, William never reached the monster with the musket again, largely because he didn't find any powerful faith items.
William was not too discouraged after dying several times in a row.
After all, he could get a lot of soul points every time he played, and after adding them to his character, he felt that his character was stronger every time he started over.
After dying once again, the familiar results screen did not appear.
Instead, a green glow appeared above the character's head, followed by the familiar protagonist talking to himself.
[Am I already dead? But why?]
The god of life is asking me for a resurrection stone? This doesn't seem like technology from this world...
A pop-up window then appeared, prompting William.
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