The camera cuts back to the commander, whose gaze is fixed on his old partner who has accompanied him in battle for many years. A slight smile plays on his lips, and a complex emotion flashes in his eyes.
"Old friend, long time no see."
"Commander, the base vehicle has been unlocked, and the armory is ready."
The military officer stepped forward, his tone tinged with apology and helplessness.
"But that's all I can do. From now on, you'll have to rely on yourself."
The commander glanced at the officer and patted him on the shoulder.
"Hehe, I'm not just myself."
After saying this, the commander glanced at the humanoid figure behind him.
Let's go home.
~~~
The entire transition animation was very eye-catching, and it almost immediately brought the emotions to the right place.
Huang Wenfeng, a veteran player, was also filled with emotion at this moment.
"This is the taste! It's perfect!!"
Before the storyline of Girls' Frontline 2 was revealed, there were rumors that the story took place ten years later, with the androids having established their own lives and the commanders being ousted from the military...
Now look at this, is it even possible for a human brain to come up with such a ridiculous plot?
For a sequel, it's not that you can't adjust the player's identity, or even put the player in a crisis, but for a game...
The main storyline must have a core objective.
For example, the core objective of "Girls' Frontline 2" is for the protagonist to drive a base vehicle, lead a humanoid uprising, fight his way back to the Federation capital, uncover the truth, and seize that bird's nest position.
This goal, though "clichéd"
However, "clichés" can be changed through plot and details.
Conversely, let's look at a counterexample.
The previous life of Yu Zhong was involved in the exile 2.
Many people believe that the biggest problem with the main storyline of Exile 2 is that it sets the timeline ten years in the future and leaves the Commander penniless.
actually not.
These two settings are somewhat absurd, but essentially, like the assassination of the commander in Girls' Frontline 2, they are putting pressure on the protagonist.
After all, without applying pressure, it would just become a routine simulation management game.
At most, it can be said that the main storyline of Exile 2 puts too much pressure on the characters, and the premise itself is completely untenable and even insults to one's intelligence, which is why it has aroused such resentment.
But to be honest, the biggest problem with the plot of Exile 2 is not these two settings.
The biggest problem with Exile 2 is that the main storyline has absolutely no objective...
Players have no idea why they are wandering along the way, where they are going, what they are going to do, or whether what they are doing will have any impact on the world.
The only thing that could be called a goal was to take in the other androids that we hadn’t seen in the past ten years, but even with this goal, we ended up with a psychic idiot who had a brain injury and was living his own life.
It's no exaggeration to say that the entire plot of Exile 2 is a series of mistakes that violate every possible law and every basic common sense principle.
Chapter 647 Base Vehicle
Following the PV featuring the base vehicle, the demo fully showcased the base vehicle's capabilities.
In fact, the gameplay of the base vehicle is the same as the base gameplay of the previous Girls' Frontline, where each character has their own movement route and trajectory.
Players can move freely inside the base vehicle and interact with the characters.
but!!!
"This is totally 3D!!! Is it that amazing!?"
Yes, just as Huang Wenfeng shouted, although in the previous official announcements many people were saying that the biggest highlight of this generation was the addition of complete base interaction.
But when you actually enter the game, you start playing from a third-person perspective.
It's still very surprising.
The interior space of the entire base vehicle is designed with great care, from the command room to the dormitory, from the armory to the lounge area, every area is full of details.
Walking inside the base vehicle, which also has a sci-fi theme.
So playing it feels somewhat similar to the Starship Railroad space station.
However, unlike the space station in Starship Troopers, the base vehicle doesn't have as many useless scenes piled up; instead, it focuses more on the accumulation of details.
Players can move freely inside the base vehicle and explore every corner.
Huang Wenfeng first entered the command room, which is the location of the bridge.
This location is very familiar to almost every "Girls' Frontline" player. Now, this familiar place has been transformed from an anime background into a real, interactive location for experts.
The bridge, located at the front of the base vehicle, is a spacious and bright space.
Huge glass portholes occupy a large area, and through the windows you can even see the scenery constantly passing by. In the setting, since this is right after the war, there are still a lot of uninhabited areas in the wild.
The base vehicle travels through these areas, but that's just the setting. In reality, this scenario uses a "circular" map design commonly found in games.
In other words, the base vehicle is actually moving around in a circle, creating the illusion that the base vehicle is always in motion. When the external scene needs to be switched, the entire map is switched directly.
Of course, players don't need to know how this effect is achieved; what they experience is simply realism.
The game time is currently in the early morning.
Sunlight streamed through the windows, bathing the entire bridge in a warm glow.
There is a seat in the center of the bridge.
After Huang Wenfeng sat down, the scene in front of him was exactly the same as the scene in Girls' Frontline 1, except that this time, he could control the camera to move around freely.
You can even zoom out and pan downwards, sweeping over 95% of her beautiful thighs and under her skirt...
cough cough...
In short, once players sit down in this location, a controllable holographic screen will pop up in front of them, displaying the current map, mission objectives, and enemy distribution in real time.
However, this holographic screen is mostly for decoration.
To truly understand this information, it's more convenient to access the UI interface after clicking, but these details can clearly make players more immersed.
The details of the bridge don't stop there. In front of the bridge, there are several humanoid figures operating each device, from communication terminals to monitoring screens, from data processors to tactical analyzers.
"The attention to detail is just too good!"
After Huang Wenfeng sighed, he turned around and interacted with 95. Since there was no plot or daily events at this time, the dialogue options were relatively simple.
"Did you find anything?"
"Do you need my help?"
Is there anything I haven't done yet?
"Would you like to come to my lounge for a coffee?"
Logically, Huang Wenfeng really wanted to choose the fourth option, but he chose the third option first.
"There's nothing to do for now. I've already sent notifications to the other androids; they'll contact us soon..."
In "Girls' Frontline 2".
The game has already completed about thirty usable dolls in the current demo stage. The reason for this production volume is largely due to the use of some art assets from "Girls' Frontline: Siege".
Why is it borrowed?
The reason is that although "Girls' Frontline: Siege" also uses 3D modeling, its characters are set during the Omnic War, while the timeline of "Girls' Frontline 2" has already moved to the post-war period.
Therefore, many details of the costumes for human figures will definitely need to be changed.
However, these basic art elements, including combat animations and gun shooting frameworks, saved a lot of time in the development of "Girls' Frontline 2", and allowed the game to have more than 30 main characters created during the demo period.
However, these characters did not board the ship directly.
In Girls' Frontline 2, there are three ways to obtain characters.
Firstly, in the opening tutorial missions, the three characters selected by the player will automatically join the party. Normally, these three characters are a fixed trio: 95, HK416, and Springfield.
However, if the player has played Girls' Frontline 1.
Players can then choose three characters from their character pool that have been sworn in, meaning they can obtain a maximum of three gold characters.
The second way to obtain it is by doing "rescue" missions, which are usually tied to the main storyline or major side quests.
According to the setting, during the commander's leave, the other androids did not all stay with him, but were dispersed to various places to help humanity rebuild.
Now, the commander needs them.
The Earth Federation would naturally try to prevent them from returning, and the game features a dedicated rescue mission for this, or it could be interpreted as a separate storyline for each character.
Because the rescue map for each character is designed individually.
The last one is the regular gacha pull, but after pulling a card, players will not directly obtain the character; instead, they will receive "character" clues.
You still need to complete the relevant tasks before you can bring the girl home.
Since there is still no constellation system and the character pool is not very deep, even for ordinary players, achieving full character collection is not too difficult.
On the contrary, the "Gunsmith" system in Girls Frontline 2 is something that requires a bit of grinding.
After all, each gun has quite a few accessories.
These accessory slots will be unlocked as the character levels up, and the quality of the accessories will be randomly picked up in battle or obtained through gacha pulls.
It's a system where you can get high-attribute accessories if you want to grind, or you can just spend money if you don't want to grind.
This is a typical example of Spark's paid subscription model.
Chapter 648 The Three Pieces of Gentleness
Just as Huang Wenfeng was studying the role system, suddenly a voice came from WA2000, who was controlling the radar.
"Enemy tracks detected ahead!!"
The environment on the bridge begins to change; the lights turn red, alarms sound, and the holographic projection on the tactical table switches to a real-time combat view.
In addition, Huang Wenfeng also noticed that when the alarm was sounded, the androids would quickly enter combat mode.
"The immersion is incredible!"
This kind of dynamic gameplay and presentation actually tests the production team's control ability. If it is well controlled, it can create a sense of immersion; if it is not well controlled, it can easily backfire.
After all, players hate trouble.
Therefore, when designing all dynamic missions, Spark will increase the rewards of the corresponding combat maps for these random dynamic missions by 1 to 2 times.
It will also remind players when entering battle that the drop rate of rare equipment is increased in that level.
In this way, when players see dynamic quests, their first reaction will naturally be excitement.
~~~
"This is a normal defensive annihilation mission, it looks pretty easy."
Huang Wenfeng was unaware that special missions would yield higher resource rewards; he was simply excited by the novelty and clicked on any mission he saw.
Then enter the battle map.
This is the first real battle map in the demo. The map is relatively large, much larger than the mini-garden version map in Girls' Frontline 2.
The map design in "Girls' Frontline 2" mainly revolves around four aspects: defense, offense, rescue, and special objectives.
Take defensive annihilation as an example.
In this type of map, the enemy will take the initiative to attack. In such cases, the terrain's elevation differences, the mutual cover and firing between characters, and even the use of character skills are all important factors.
This should be taken into consideration.
Taking the current map around a dirt road as an example, the enemy's attack routes are mainly concentrated on two paths: one is to advance directly from the small road in front, and the other is to outflank and encircle from the hills on the flank.
"There are more enemies in front, but the terrain is open and suitable for long-range fire suppression; although there are fewer enemies on the flanks, the terrain is complex and they are easy to be ambushed."
Huang Wenfeng didn't actually know much about battle flags.
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