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European and American modern

Afterglow of Doom”, a shooter with a scrappy theme

It has always been one of the subjects that European and American game companies are keen on, like Bethesda’s “Fallout” series, 4A Studio’s “Metro” series, including Ubisoft’s “Total Blockade” series, which are all This is one of the more famous works under this theme.

Such a title has a certain degree of awareness in China and has many loyal players, but domestic developers or studios rarely dabble in it. Afterglow” is the beginning, but is it a good beginning?

First of all, in terms of mechanism, the game has set up a “power system”. Electricity is the core resource of the post-apocalyptic world, and this aspect really captures the doorway of the post-apocalyptic resource scarcity, if the power resource is put into the post-apocalyptic world, it is indeed very scarce and very useful. For the “power system” game adapted to a number of ways to obtain.

Charging pile, the main source of electricity, players close to the charging pile to obtain power to complete the charge.

Solar power, outdoor exposure to sunlight, automatically obtain power every once in a while.

Defeat the enemy, automatically extract power from the enemy’s backpack.

In other words, the core of the post-apocalyptic theme – resources – is found in “Afterglow of Doom” at the mechanic level. Electricity, like bottle caps in Fallout and warheads in Metro, is the embodiment of post-apocalyptic resources, even more directly and importantly.

On a dynamic level, because the game focuses on PVP, it is more important to be on the deployment of resources rather than designing the difficulty curve like a non-networked single-player game.

The approach chosen for “Afterglow” is that the power system plays a different strategic significance and strategic role in the first, middle and later stages of the game respectively. Exactly how to operate, this aspect of the game revealed content is still too little, this can only be directly felt during the game test. However, we can feel that the production team understands the “post-apocalyptic” theme very thoroughly, and knows how to show the different roles of resources in the case of resource scarcity, resource satisfaction and resource surplus. This is also the dynamic core of many post-apocalyptic games.

Another mechanism of dynamics is the “outside nurturing”. The game’s explanation of this proper noun is –

Out-of-game development consists mainly of character, gun, and vehicle proficiency levels to improve their abilities and unlock their skills and appearance, as well as various materials obtained through the game and put into building their own homes and team territories. Whether it’s proficiency or materials for homes and territories, the better the performance and ranking in the main mode, the greater the reward.

To put it bluntly, it is the matching mechanism. That is to say, the game matchmaking mechanism is likely to be based on the degree to which players are raised outside the game. This aspect is also the pain point of matchmaking games – the problem of matching. Of course, I believe that the game’s matching mechanism is not only this, after all, there are the kind of resources not to raise, specifically in the new area of the abuse of newcomers, this aspect needs us to do after the launch of the game to observe.

In the gun level, the game also designed the mechanism of weapon customization. This aspect is also more in line with the setting of the world view of the wasteland, transformed into a variety of weapons to reflect the shortage of resources, as well as highlighting the personality of the player.

In the third point of MDA “aesthetics” perspective, the game according to the above can be self-consistent mechanism and dynamic, and finally present a post-apocalyptic world. At the same time, with the support of UE4, the game boldly adopts mobile and PC dual-platform release, which can also see the production team’s confidence in the art level and optimization level.

At the same time, the game also has a carrier system, the jet system and many other aspects of the game’s art performance. Of course as for the “jet”, this in the post-apocalyptic world view slightly abrupt elements, need works how to show, but also need to release more information production team.

For the sake of more players to join, the game’s overall art reflects the color, not like the European and American post-apocalyptic games that version of gloomy, but also understandable. There are many spoofs in the game, especially the “blue duck” in the PV is very conspicuous. After all, whether in reality or in the post-apocalyptic world, the search for happiness is very important.

In short, “Afterglow of Doom”, a very rare post-apocalyptic FPS in the domestic market, does have a lot of ambition. Although there is not much information about “Afterglow of Doom” except for this UOD presentation, but through what has been revealed so far, or the engine used, under the MDA framework, the game has reached a certain degree of self-consistency in terms of mechanics, dynamics, and art – the post-apocalyptic post-apocalyptic survival flavor is immediately thickened.

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