Discussions about Iron Man on the Internet instantly went viral. This work under the guise of a "time-travel game" had sparked a big discussion about the "time-travel experience" among players.
Many players who had purchased Iron Man posted on the Internet to discuss their experiences with the game because they found that there were many obvious differences between this game and the previous next-generation VR games!
"This suit is so cool! Can I bring it to the seaside mansion to play by myself? "
"The game is so cool, but it's a pity that it's only a little over six hours. That's a pity. To be honest, I'm not that motivated to pass the second round. The main selling point of the game is the coolness. It's cool to study the suit, it's cool to fight, and it's cool to pick up girls. Oh, that affectionate kiss with Lil Chili, I'm so drunk … "
"I think the game length is okay. I don't mind playing a few more rounds of such a cool game. But I'm a little dissatisfied that there are a few combat scenes. "
"This is similar to Detroit: Mortal Change. It's not mainly about combat. Combat is just one of the aspects of this game. The other content is also very fun. Awards, speeches, fighting senators, racing, and even the parts where I make my own suit and learn to fly were very fun. "
"The part where I make my own elements was also very exciting! I'm still struggling with how to solve the problem of Palladium Poisoning. The puzzle-solving content is not complicated, but it's very dramatic! "
"I also experienced the F1 car, and the suitcase version of the suit. It's a f * cking genius design!"
"The last super long battle that lasted nearly half an hour was so cool! First it was the air chase, then the robot battle, and finally the super big boss was killed together. It was done in one go! "
"Yes yes yes, I think so too! And the 'experience mode' that was activated after the first round was even more awesome. "
"Yes, after playing the experience mode, I realized that I was still too conservative. When faced with the beautiful female reporter, Christina, I only chatted with her for a while and then let her go home. But Tony just said 'I want to have a few sleepless nights with you' and went home. Sure enough, even if I'm given billions of dollars, I'm still a loser …"
…
The "experience mode" that players were discussing was a new game mode that could be chosen after the first round.
In this game mode, the player would completely surrender control of the body and let Tony Stark complete the entire plot. Players could choose to experience it in the first person, or choose the cinematic perspective to enjoy a VR movie automatically edited by the system.
In this mode, Tony Stark's personal charm was completely revealed, and it was an eye-opener for the "conservative" players.
Of course, this kind of experience was enough. Players still preferred to play as Stark as they wanted, or in other words, be themselves in the world of "Iron Man."
While marveling at the high degree of freedom in the Iron Man game, players also discovered that the NPCs in this game were different from other games.
In battle, the enemy would fight in a completely unexpected way.
For example, at the checkpoint of fighting the terrorists alone, there would be individual terrorists who would shoot at the beginning. Then, there would be terrorists who would hide behind cover, take hostages, or simply run away …
The mission goal of this checkpoint was to eliminate all the terrorists and destroy all the weapons. Therefore, if there were terrorists who drilled into the corners, it would often be very troublesome.
Moreover, when the players pulled out the terrorists who were trembling in fear from the corners, some would tremble in fear, scream, and some would just shoot like crazy. Everyone had different reactions, and it was very realistic.
Every time the players entered this scene to fight, they would almost always encounter completely unknown situations.
If the combat module was not enough to highlight the uniqueness of the NPCs, then the other parts of the plot outside of combat made the new NPC intelligence system even more outstanding.
Talking to reporters at press conferences, arguing with senators at the Senate Armed Services Committee, flirting with beautiful girls at parties … The biggest feature of "Iron Man" compared to the previous games was that players would no longer passively let the character speak, but would truly become the character and communicate with the NPCs.
And the reactions of the NPCs were completely at the level of a real person. Some people even tried to insult Christina or forcefully kiss Little Chili at the beginning. The former resulted in Christina's harsh sarcasm, while the latter caused Little Chili to deliberately distance herself from Tony for a long time. It was only in the middle of the plot that their relationship gradually eased up.
Even the different wording of the player's words could cause different reactions from the NPCs. Sometimes, the NPCs could even hear the sarcasm in a deliberately harsh tone!
The players finally understood why it was called a "transmigration game", because the experience was indeed no different from transmigration!
Vision, hearing, touch, taste, movement, language, and feedback from the surrounding environment …
These factors were too perfect. What the players did in the real world was also the same in the virtual world. This was "transmigration".
The last obstacle of the VR game, "dialogue", was also overcome.
Of course, it might not be appropriate to call it the "last obstacle", because from the current game content of "Iron Man", this "transmigration game" still had a heavy shackle, and that was the story line.
As introduced before, "Iron Man" is essentially a box game. In each small plot, the player seems to have a high degree of freedom, but in fact, they still can't deviate from the main line of the entire plot, and they can't do whatever they want.
But that was understandable.
First, this was only the initial form of "transmigration game". It was a bold attempt, and there was still room for improvement in the future.
Second, there was an irreconcilable contradiction between the story line and freedom to a certain extent, and it was impossible to balance everything.
If a very exciting story line was prepared for the player in advance, then the player must not deviate too much, or they would not be able to experience the excitement of the story line.
Therefore, every genre of game had its own limits, and there was no such thing as a game that was all-encompassing and perfect.
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