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Wuthering Waves vs Neverness to Everness 🎮⚡ Two stunning open-world anime RPGs — but which one looks better? 👀 Here’s a quick comparison! 🔥 #WutheringWaves #NevernessToEverness #NTE

27,981 görüntüleme • 2 ay önce •via X (Twitter)

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GM GM GM! (✿>⩊<)࿔*°💜 ✨𝑨𝒔 𝒑𝒓𝒐𝒎𝒊𝒔𝒆𝒅, 𝑰’𝒎 𝒃𝒂𝒄𝒌 𝒘𝒊𝒕𝒉 𝒂 𝒅𝒂𝒚-𝒐𝒏𝒆 1𝒔𝒕 𝒊𝒎𝒑𝒓𝒆𝒔𝒔𝒊𝒐𝒏 𝒗𝒊𝒅𝒆𝒐 𝒓𝒆𝒗𝒊𝒆𝒘 𝒐𝒇 𝑵𝒆𝒗𝒆𝒓𝒏𝒆𝒔𝒔 𝒕𝒐 𝑬𝒗𝒆𝒓𝒏𝒆𝒔𝒔! 🎬🎧𝗘𝗻𝗷𝗼𝘆 𝘁𝗵𝗲 𝘃𝗶𝗱𝗲𝗼 & 𝘃𝗶𝗯𝗲 𝘄𝗶𝘁𝗵 𝗦𝗲𝗻𝗽𝗮𝗶🌸 🎐✍️Written review🔻 ⛱️Neverness to Everness delivers an electrifying, all-around experience that feels polished and exciting across every aspect. The gameplay is dynamic and constantly engaging, blending exploration with action in a way that always keeps you moving and discovering something new. Combat is fast, flashy, and incredibly satisfying, with smooth mechanics that make every encounter feel powerful and stylish. 🚘Driving is a major highlight, offering a sleek, responsive feel that makes traversing the world genuinely fun. Whether you’re speeding through neon-lit streets or cruising between objectives, it adds a strong sense of immersion and freedom. 💎Graphically, the game is stunning. The world is vibrant and detailed, with impressive lighting and effects that bring every scene to life. Cutscenes are cinematic and beautifully directed, seamlessly pulling you deeper into the experience. 📜The story is intriguing and filled with mystery, supported by high-quality cutscenes that give weight to the characters and their journey. It creates a sense of anticipation that keeps you invested in what comes next. 🎲The gacha mechanics add an extra layer of excitement, giving players the thrill of unlocking new characters and upgrades. It keeps progression feeling rewarding and constantly fresh. 🪩Overall, Neverness to Everness stands out as a stylish, high-energy game that excels in presentation, gameplay, and overall experience ~ definitely a 10/10 game if you love anime universe gacha games! 💽 #NTE #NTECREATOR #nte予告番組 #NevernesstoEverness #GachaGame #AnimeGame #WaifuGame #Gaming #AnimeRPG 🕹️𝑫𝑶𝑾𝑵𝑳𝑶𝑨𝑫 𝑭𝑹𝑬𝑬➤ 💋𝐓𝐇𝐀𝐍𝐊 𝐘𝐎𝐔 𝐒𝐎 𝐌𝐔𝐂𝐇 𝐅𝐎𝐑 𝐁𝐄𝐈𝐍𝐆 𝐇𝐄𝐑𝐄 ~ 𝐒𝐄𝐍𝐏𝐀𝐈 𝐋𝐎𝐕𝐄𝐒 𝐘𝐎𝐔💖

🌸𝐒𝐄𝐍𝐏𝐀𝐈 先輩🍜

302,114 görüntüleme • 5 ay önce

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

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