Light of Hope in Despair This Is My War DLC Kids review

    When it comes to the most successful game of the year, The Witcher 3: Blood & Wine has no doubt taken the lead, selling 10 million units without encryption, enough to go down in history. CDPR has also become one of the most well-known developers in the world with this work, and their next work will be a "cyberpunk" work, that is, "Cyberpunk 2077".

    Coincidentally, Polish developer 11bit also wants to develop a punk genre "Frost punk", and it happens that 11bit core members come from CDPR. Of course, this is a relatively distant history, so I won't go into details here.

    CDPR is known for its "conscience of the industry", and 11bit is also known for its "conscience". Of course, not only do they release games that take care of their players, like The Witcher 3 with a free version of Conscience, they also make games that question the conscience of every player.

    11bit's famous game is the independent game players will not be unfamiliar with "This is my War", the game was released in 2014, soon caused a sensation, the PC version of the release of two days to recover the production cost, steam platform praise rate of 95%, annual revenue as high as $20 million (about 120 million yuan) and so on.

    The excellence of the game is not much to be interpreted, and soon after the official profit of the game, it cooperated with the war children's public welfare organization, and invested part of the game income into the relief of war orphans, which can be said to be no longer conscience.

    The game launched the new DLC "Children" on the 12th of this month, the site is also timely to start the game, bring this DLC evaluation, but also hope that players can start the legitimate version, 25 yuan price is not excessive, and the cooperation with public welfare organizations is still continuing, players buy the game to get profits will still help the war children.

    introduction

    Not making too many changes to the game is a normal DLC, the gameplay of the game has not changed much, such as the character in the basic building still exists, the original cleaning method is still applicable, the construction of the shelter program does not need to change too much can also be smoothly played down.

    But the inclusion of children does become a highlight of the game, and the core idea of the game has signs of migration, that is, from struggling to survive to living with hope.

    If you have never felt hope, then you need to get started with this DLC.

    If you have never felt despair, you will know it when you fail at the game!

    New element

    First of all, if you want to add a new element to the game, it is a test of the producer's skills, and if you do well, the game will naturally be well received. If it is not done well, it will have a ripple effect causing players to doubt the strength of the production team, affecting subsequent works.

    For example, in Hearthstone, Karajan's New Adventures, the entire production team was ridiculed by the Internet after a priest "purged" a card, had to apologize, then recruit members, and invited Lifecoach to visit the team in order to get fresh blood.

    Adding elements is even more difficult in This War of Mine, because the characters are the core element of the game, and all emotions, actions, and decisions must be completed through the characters in the shelter.

    Join a child, careless operation will lead to the failure of thought expression, the loss of the game's core value of thinking about human nature, the game will become meaningless.

    Children's emotional expression is artificial and not real enough, which will also cause players to doubt the theme of the game, thus playing a negative effect.

    At this point, 11bit handles very well, and they mainly introduce children's mechanisms from three aspects: dialogue, play, and education.

    Dialogue is a part of the game itself, and its main purpose is to encourage each other when they are feeling down, so as to keep going. Once the member's emotional breakdown, it will cause a series of negative effects in the refuge, which has a great probability of causing the game to fail, and this is also applicable in DLC.

    Play is a new system, children are prone to depression, once the shelter is attacked, they will feel sad, play can solve children's emotional problems to a certain extent. At the beginning of the map, two children's play areas will be added, "Doodle" and "jump square", and players can also make swings and jump ropes to let children play and improve their mood.

    Education is also a new system, because children do not have the ability to operate at the beginning, cooking, water production, mousecatching are unable to operate, players can demonstrate once through education, children will have the corresponding ability, but there are still some can not be unlocked, such as brewing, the details are still very in place.

    Dialogue

    The first is the dialogue system of DLC.

    At present, the author has not introduced children through the form of system help, mainly through the start of the game interface to select the version with children to enter the game.

    The game introduces only three children, a girl Karina, a boy Ivano, and a girl Iskara.

    Karina is a war orphan who gets lost with her parents during the war and is saved by Zarata and Emilia.

    Ivano is with his elderly grandfather, and their start in the winter is very difficult and requires a very skilled master to survive.

    Iscarra and Christos are a father and daughter, and Christos is a "determined father" who takes a lot of emotion out of killing soldiers, but is more satisfied when he kills prisoners to save others. So I tried the Karina gambit.

    After an attack, Karina became sad, at the beginning of the construction of the shelter, the author did not talk to Karina, after arranging some play activities, there is no further. In response, Karina felt very frustrated, "Why does no one want to play with me?" Did I do something wrong?"

    It is true that in the war, people are too busy to worry about themselves, and where to ask the children's mood is good and bad, but these two questions are still very painful.

    Karina's red dress is very eye-catching, which is also the dress on the cover of DLC, which reminds me of the famous movie "Schindler's List", the movie also has a little girl in red, she is the only color in the whole movie, and also the key to Schindler's psychological transformation. When Schindler and his mistress were playing, they accidentally saw the massacre and saw the little girl running helplessly.

    When Schindler saw her for the second time, her body was already decomposing, and he also accused the Nazis of cruelty and raised his butcher's knife to the children.

    Because I did not pay too much attention to Karina's emotions, after Karina collapsed, the author chose to start over and enter the Iskara line.

    The picture shows the conversation between father and daughter, at first it was only Ixcarra and Christo. With children unable to go outside, Christo must go out every night to find supplies, which means that Iskara must stay home and face the burglary of the bandits.

    Every day when Christo came home, Iskara would run from afar to call for her father. And it was her greatest wish that the adults should not go out at night and not leave her alone in the house.

    But what about adults? In the middle of a war, when a little girl is alone at home and meets a gang of bandits, it's hard to imagine a happy ending for her.

    The reason for the hope is the tension shown by the new characters such as Ixkara.

    On the one hand, when you're out searching for supplies, you think about the fact that you have a child at home, and when you're facing a crisis, you think about the fact that you have a child at home, and you have to overcome everything, and you have to survive. The aforementioned dialogue of asking dad to hug and so on, although it is only simple verbal communication, it also shows endless emotion: I need you, you can't leave me.

    I haven't tried what the consequences of killing my father were, because that, for me, was really a disaster.

    play

    Play, as a new addition to the system, can be said to provide vitality to the entire shelter.

    The original shelter was a shelter for people struggling to survive, busy, sleeping, and occasionally listening to music, smoking and drinking coffee, but it was more difficult to do so under the poor economic conditions.

    Children join, every day you can see her jumping up and down, swing, jump rope, graffiti, etc., and occasionally sing "twinkle, twinkle, twinkle, head full of little stars."

    On the one hand, you will feel the childishness of children, but you will also feel that life is not so desperate, at least children can not see the evil of this world, they have not been polluted by the world, and what you have to do is to maintain their purity, help them survive, as long as they still exist, the world has hope.

    In addition, today's children, living conditions are extremely superior, mobile phones, flat panels, TV, is the standard configuration of most families, playing games feel not strong enough is a normal phenomenon.

    And war children, a swing, a jump rope, or a simple doodle, a jump square can make them happy.

    When the radio has become a hard to obtain equipment, the war children's play has a sense of simplicity, the luxury life so that most of the modern children have lost the active nature, immersed in the virtual world or the cheerful gray Wolf, there is a tendency to inherit the house.

    The same play, I saw more "human nature" from the innocence of war children.

    The education system is not complicated, such as cooking, just click on the education below to let children come to learn to make, and then children can master this skill to help adults make daily supplies.

    The significance of this is that, on the one hand, children will not become a burden on the shelter and cause the player's solution to have a negative effect; On the other hand, the growth of children is actually a symbol of hope, they are gradually growing up, gradually mastering some skills, gradually helping adults to share their worries, rather than being a burden to adults.

    In fact, education also gave the author a lot of hope, because the author had a childhood experience of cooking, adults are often not at home, to live only their own to feed themselves.

    And constantly mastering life skills and growing up is the only way to usher in hope.

    The children in the game are very sensible, but any education will not violate the will of adults, and today's picky, picky, privileged children have a great difference, give me a lot of emotion.

    Life is the first teacher of life, sheltered by parents under the wings of the young eagle, when can learn to fly?

    In general, the whole DLC still maintains the consistent human nature of the ontology, but it brings a different game experience than the ontology.

    When playing the ontology, the author really survived to the end, the driving force of the game to the author is to look at the end and "escort" the role to the end.

    When playing DLC, I often think of the children in the shelter, and the goal is to build a better shelter and give them a better haven.

    When I played the game, I saw the cruelty and ruthlessness of war from the body, but I felt the completely opposite light of hope from the DLC.

    I also hope that this hope can bring you to be moved, in your cloudy sky, sprinkle a ray of bright light.

    No introduction yet....

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