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『Wo Long 2』は、“化勁でほぼあらゆる攻撃に対処できるため、戦闘が単調になる”という前作ユーザーからの声を受け、新システムを導入。 平山正和Pは、単純に難度を上げるだけでは、結局プレイヤーは化勁で対処するだろうと考え、化勁以外の能動的な選択肢を増やしたと説明している。 GNNの試遊レポートでは、一部の攻撃を通常の化勁で対処できる一方、氣勢を消費して敵を大きく吹き飛ばすアクションも確認された。さらに、ジャンプしながらボスのブレスや火球を捌き、空中の敵を地面へ叩き落とすアクションも紹介されている。 詳細:
473,001 görüntüleme • 2 ay önce •via X (Twitter)
10 Yorum

やっぱ単調って意見多かったのね。もっと酷いSEKIROなんていうゲームもあるけど、あっちはファンが盲目だからな・・・

Wolongは戦闘で疲れているのかそれ以外で疲れているのかわからないけどとにかく疲れるゲームでイマイチだった

Very relieving to hear that. My biggest gripe with the first game was definitely the over-reliance on deflecting. Excited to see what other options we are given!

Fallen dynasty WO LONG 2????😯Wow thanks for showing me this. now i have to follow. i beat the first game

My biggest concern is how they "balanced" the weapons and elements. 99 metal should not be weaker that 20 water. Or they nerf the the guding blade charge martial art but buff the spear version which did the exact same thing with more hyper armor. Deflect wasn't the problem.

So he is the prince of persia lol

I found the way deflecting and the counter attack work in the first game is what made it fun.

More options risk overwhelming the core loop. Does adding systems ever fix a mechanic that’s too dominant, or just mask the problem?

Combat systems should "borrow" heavely from combat sports. Well why do you think boxers don't just stand there waiting for a parry ? The anwsers are there, you just need to gamify-it.

So y'all just solved the problem of players parrying everything with...adding more things that's functionally a parry?
