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Chapter 237 - Chapter 237: It Makes Sense, But Something Doesn't Add Up!

Chapter 237: It Makes Sense, But Something Doesn't Add Up!

Not only Eric, but also others like Jane, Lisa, and the rest looked at Alex with the same look. After all, the feeling of déjà vu was simply too strong!

And as everyone knows, Nebula Games' two most important games to date are Dark Souls and Dark Souls: First Flame. As for Minecraft, although it continues to reap sales successes daily, it clearly cannot be considered an important game in terms of scale.

And this game called Monster Hunter: World... look at the bladed weapons setting and the gigantic ancestral dragon. You know, in Dark Souls, bosses are usually huge, designed to give players a sense of pressure. If we add to that the supposed unique action system, everyone thought of a Souls-type series.

"Don't talk nonsense! How can this be a Souls-type game?", Alex shook his head.

This is a unique game. Players will quickly become familiar with the gameplay. It is safe to say that Monster Hunter: World is much easier to start than Dark Souls.

In Monster Hunter: World, players have a variety of weapons to choose from and can create stronger armor and equipment, which can also be improved. Unlike the Dark Souls series, where armor was completely useless against bosses, in Monster Hunter: World, players can forge armor with improved defense, adapt it to monsters according to their specific properties, and even improve it further. In the game, players can also use various items to facilitate hunting, and even have a follower called Palico to help in the battle, Alex explained.

In addition, there is a unique feature in the game: the determination of the quality of the meat and the location of the cuts and blows. Alex looked at the crowd as he explained the relevant characteristics of Monster Hunter: World.

In short, the quality of the meat is a weakness, and different qualities of meat require different attack methods adapted to their specific attributes. The same goes for the parts. By attacking the bosses, players can achieve effects such as cutting horns and tails, and collect the corresponding materials.

"Another aspect is the application of the AI system. Within the game, we need to create a complete ecosystem; not just a simple background image, but a truly interactive world."

"Paralyzing frogs, healing pill bugs, shining wings... all kinds of creatures, plants, and forest environments will influence the hunt. This is a real fantasy world." Alex briefly explained the concepts to the group.

They were all excited. Judging by the scale of the game, it was clear that Monster Hunter: World would be the biggest game they had ever developed.

After listening to Alex's detailed explanation of the game systems, Eric and the others finally understood why he said that Monster Hunter: World was easier to start than Dark Souls.

'It seemed like there was very little malicious content!'.

From what Alex had explained so far, it was clear that Monster Hunter: World was completely different from Souls-type games.

The difficulty of Souls-type games, in addition to the bosses, lies mainly in the maps and the various minions. The traps, the deaths on the map, and even the small combinations of monsters can overwhelm players.

However, in Monster Hunter: World, the map is free of so many malicious traps. Players only have to compete with the boss in a battle of wits and courage. In fact, the traps on the map can even become a weapon to face the boss.

At the same time, to optimize the player's experience, hunters in Monster Hunter: World will not take damage no matter how much they fall. This is much better than the undead.

The AI technology is also incorporated, which makes the game's bosses more dynamic and vivid. This means that each battle could be different. It is more about understanding the monster's attack patterns and then using your own skills and ingenuity to defeat them.

While Alex was speaking, everyone's expressions lit up with a sudden enlightenment. In this sense, Monster Hunter: World is much more intuitive than Dark Souls. However, as Alex continued his explanation, the audience's expressions gradually changed.

At first, Alex briefly introduced the game's monsters: the docile and passive-aggressive Herbivore, the Great Devastator, and the Scrabble, which looked like an ostrich and wielded stones. These were not particularly striking, but what happened next?.

A Thunder Dragon with the power of lightning, a massive and fierce Tyrannosaurus, and an incredibly agile and poisonous Devil Claw.

'Suddenly, something didn't add up!'.

And then there were the Ceratopsians, Rathalos, and Nergigantes. Even without the corresponding stats, just reading the introduction was enough to give you a chill.

After Alex finished explaining the conceptual design, the conference room was silent. Everyone now understood the key characteristics of Monster Hunter: World. In fact, this game is completely different from Dark Souls.

Dark Souls is like going to a massage parlor. The waiter brings you a container with boiling water and you put your foot in it. 'Ouch! It's so hot! I won't wash it anymore!'.

In Monster Hunter: World, it's a container with warm water and you put your foot in it. 'Oh, how comfortable! Technician number 13, that's a great number! Give me a good massage when the time comes. Where is the QR code? Scan it!'.

But as players encounter the Brutalisaurus, the Decapodon, and the Ceratopsian, the game's difficulty suddenly increases. It's like adding boiling water to warm water. The water heats up imperceptibly. And by the time you encounter the female Rathalos, the Nergigantes, the King of Flames, and the other ancient dragons, the boiling water has already been poured. It's boiling!.

At the same time, technician number 13 also came in. He was completely different from the young woman you imagined. Instead, he was a big and strong man.

'Foot massage, right? Close your eyes and feel it!'.

"Alex, is it too difficult?", Eric suggested tactfully.

"How could it be? The difficulty curve is quite reasonable, and didn't the players of the previous Dark Souls always say that they hoped it would be more gradual? You see, I've learned the lesson. Observe the arrangement of the monsters from the beginning, the Herbivore and the Great Devastator, to the later Savage Mandible and Ceratopsus. Everything is step by step."

"And in the game, players have three opportunities. Only after defeating the monster three times will the hunt be considered a failure. There is even a Palico follower. What an intuitive setting!".

"Everything is for the players!", Alex was excited.

"In addition, if you encounter a monster that you cannot defeat, you can call your friends to attack it together. Doesn't this reduce the difficulty?".

After hearing Alex's words, he was silent. What he said makes a lot of sense. I don't know how to refute it.

 

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