Game development begins with destroying Girls' Frontline.

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Page 86

Chapter 112 Entering the World of New FGO

Wang Jiayi, however, did not follow the others in idly hanging out on various websites.

Instead, they waited for the server to open.

Although he is a player on the Japanese server.

However, the Japanese server also updated its UI and other details today.

Since my other roommates want to play, I naturally want to create another account on the Chinese server.

When the time came...

Without hesitation, I clicked to log in to the game.

After a familiar black screen explodes with sparks, the Bilibili logo finally appears.

For a moment, it was hard to tell what was important and what was not.

Finally, I entered the game interface.

The game started with the familiar prologue, which he had already seen on the Japanese server, so he skipped everything except entering his game ID.

Skip through the chapters, and the prologue is complete.

The first chapter follows immediately.

Following the guide to the first chapter, a dialog box suddenly popped up before entering battle.

Please select the combat module.

Two animated GIFs appeared in the video.

pick one of two.

The left side shows the original battle mode, while the right side shows the new battle mode.

"Holy crap, we can experience the new combat system right now?"

"Huh!? You've already finished the prologue?"

"Really? Wasn't it supposed to be released in November?"

Wang Jiayi shouted "Holy crap!" causing a commotion in the dormitory. Everyone was playing FGO, but the others were new players and were still watching the prologue.

The new combat system is currently in testing and is only available in Chapter 1.

Wang Jiayi checked it carefully again, glanced at the words below the options, and began to relay the message.

"The first chapter has been implemented first, probably to give new players a taste and let them have some fun right away."

After saying that, Wang Jiayi immediately clicked on the new version of the battle.

After clicking, I thought I could happily experience the new battle, so I quickly skipped the story. However, while skipping, Wang Jiayi felt that this part of the story seemed to be longer than the Japanese version.

And then.

An option suddenly appeared on the screen.

[Perform the summoning ritual]

"What? The Japanese version has this option? Or is it a new storyline...?"

Wang Jiayi was a little confused, but he still clicked on the option.

With a familiar summoning formation, a beautiful white figure appeared before Wang Jiayi.

"Holy crap, the Saberlily gift that comes with pre-orders even has a storyline?! Oh my god, why didn't you say so earlier? I skipped it!"

"This character illustration is so beautiful. It still feels like Takeuchi's style, but there are so many more details overall."

Although it was a bit of a shame not to have seen the plot, Wang Jiayi didn't take it too seriously, since he could catch up on the plot videos on Bilibili.

After complaining.

Wang Jiayi admired the card art for a while before officially entering his first battle.

Compared to the Nintendo Direct demo, the new version of the game looks much smoother and is definitely much easier to control than the original.

It's also more responsive.

The characters given in the main story and Saberlily, who is a pre-registration gift, have all had their character art optimized.

It feels like playing a completely different game.

What impressed Wang Jiayi most about the entire combat system wasn't the new combat modes, but rather the combat scenarios located in the upper half of the area.

have to say.

After being refined by Girls' Frontline, Spark Games has developed its own understanding of this type of side-scrolling battlefield.

Take this battlefield as an example.

The first act is set against the backdrop of the burning city of Fuyuki.

The original FGO background was basically just a bunch of low-poly models haphazardly piled up, with a few cheap special effects.

The map lacks detail, and the model is not refined enough.

However, after Spark Games took over, the new scene models completely met Wang Jiayi's expectations for the storyline.

The background is clearly layered, from the shattered road under the character's feet in the first half, to the wrecked taxi on the roadside, and then to the red and blue flashing lights of the police car that appear and disappear intermittently.

Further on was a burning coffee shop. The building had already collapsed, and flames were shooting out of the windows. The signboard had also been mostly burned.

Further away, a typical apartment building in Japan was engulfed in flames, billowing thick smoke like a roaring monster, its blaze particularly glaring and jarring in the quiet night.

Orange-red flames leaped through the window like a horde of wildly dancing demons, while thick smoke from burning electrical appliances billowed out relentlessly.

This is not an isolated case. The sky in the distance, illuminated by flames, and the skyscrapers collapsing all tell you that the entire city is on the verge of collapse.

Wang Jiayi didn't know how to describe this artistic feeling, after all, he wasn't a professional evaluator.

From the player's perspective, it's subjective that this style makes people truly feel like they're on an adventure to save the world.

The background is very detailed. Wang Jiayi even noticed that the fire was not static. In the apartment in the background, the flames gradually spread from the second floor to the roof. The flames swayed in the wind, as if they were trying to compete with the stars in the sky.

However, the details of the background are just right, making you feel at a glance that something big has happened in Fuyuki City and the world is in danger, but without forcibly stealing the spotlight.

After all, compared to the details in the back, the optimized character models in the front row are obviously more attractive. In a real fight, not many people would look at the background details.

These background details are what make the game more enjoyable for players and allow them to immerse themselves in the story.

This is actually very important for a story-driven game.

"Spark Games is still awesome."

The first chapter wasn't difficult, and since Wang Jiayi didn't need to follow the plot, he enjoyed grinding through monsters.

Compared to the original combat, Wang Jiayi's biggest feeling after playing through it was that it was much easier to use.

There was no awkward situation like in the original combat, where killing a monster with a normal attack wouldn't automatically switch targets to attack the next one, instead, it would just keep relentlessly attacking the same dead monster.

The original version of whipping the corpse did have some benefits, but it felt very illogical.

In contrast, the new version of FGO is very smooth and intuitive.

In each section, the monsters and backgrounds will also change.

Unlike the original, the combat footage in the first chapter is almost entirely reused, and the already terrible scenes are shown repeatedly.

Even so, you have to refresh the same scene two or three times before they'll let you get to the next scene. The worst part is that after you refresh several times and finally get to the next scene, you find that it's still the same.

After fighting through the entire series, aside from the monster levels, it felt like the same battle was repeated a dozen times.

It's a bit like screwing in screws in a factory.

The new version is completely different.

The battle background changes constantly with the storyline, and the monsters are not static. Although the battles are all easy, they still feel somewhat novel.

For example, they are both skeletons.

The original FGO game featured the same two actors from beginning to end.

However, in the new version of FGO, there are at least a dozen different types of skeleton soldiers.

Chapter 113 Mihoyo's "Thoughtful" Approach

Although if you look at it carefully, it's basically just melee and ranged combat.

The models haven't changed much, except some have shields, some have axes, and some have swords.

But there's still a sense of novelty.

There are also many subtle changes. For example, the skeletons with axes will perform heavy attacks, which need to be interrupted with skills, otherwise you will be stunned.

Thus, there were also more than a dozen battles.

The original FGO was like a puzzle that you had to solve ten times, while the new battle mode is like having a little surprise every time.

It naturally makes people feel much more comfortable.

After finishing the first chapter, Wang Jiayi returned to the main interface.

The new UI is much cleaner than the original FGO UI.

If it were shown to people in the future.

You'll probably recognize at a glance how similar this layout is to the UI of Return to 1999.

The only difference from Return of 1999 is that the background is not a room but a Roman-style hall.

This corresponds to the plot of Chapter Two.

On the left is a vertical toolbar, from top to bottom showing the character ID and commonly used functions such as email, daily tasks, and inventory. On the right are the main storyline, recruitment, and other functions.

This UI, which was brought back from 23, made Wang Jiayi sigh for a long time.

"They actually added a rate-up banner, and the first character is... Holy Artoria!?"

"The skin system has been implemented too!?"

"There's a beginner banner? Guaranteed 5-star within the first 30 pulls!?"

"Guaranteed pity after 50 pulls in the regular pool!?"

"Is this... still the FGO I know?"

~~~

Under Lin Li's leadership, the launch event for the Chinese version of FGO this time has been greatly improved compared to the previous one.

Spark Games is not DEwork, after all.

In its previous life, DEwork did virtually no work on the launch of the Chinese server, and the few events it did have were mostly organized by Bilibili.

But Lin Li is not DEwork.

He is serious about game development and game revenue.

Once FGO's revenue expands, according to the previous tiered revenue-sharing contract, he will receive a considerable amount, especially after 7 million, where he will basically take all the extra portion.

However, Lin Li's concern for FGO's revenue is not solely based on making money.

This is, after all, a commercial world, not to mention that the Chinese business community still has a particularly strong belief in the survival of the fittest.

If only Honkai Impact 3rd and Onmyoji succeed this October.

That would reduce the influence of Linli in the ACG mobile game industry.

This is a very real situation.

Why did so many manufacturers copy Xiaomi's pay-to-win system in the past, but no one copied the simpler and more direct FGO?

It's actually very simple.

After FGO was popular for two years, it stopped being popular in China, which means that your strategy of relying solely on gacha pulls is not viable.

But in Lin Li's view...

While the original FGO had many weak systems, its gacha system was actually worth discussing.

Lin Li believes that the design of the monetization points in the original FGO is something worth considering.


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