The cornerstone of 'Chosun Cyberpunk' I want to boast about
'San Navi' is finally released. It is a work that is expected to be an attractive game that has not been seen before by adding Korean colors to the worldview of cyberpunk dystopia. I thought I was waiting for a long time when it was released, but when I looked back, it was only a year after the news that I signed a publishing contract with Neowiz in early 2021. As I experienced the open builds, I kept my expectations, and I felt that I waited longer than any other game.
You can buy a mountain butterfly on Steam, but the launch version is still an early account building. The first content to the ending was not completed, and the volume was about 3 hours based on difficulty. It was hard to say that it was never satisfactory, but it was a building that was concentrated for the official release, which was filled with all three hours of volume. After playing the current released volume, we looked at what is the charm of this game, and what is the unfortunate point that I want to be filled in the 'official launch' build later.
Game name : San butterfly Genre Name : Action Adventure release date : 2022. 06. 21 Review : 1.0.9 | Developer : Wonder Potion Service : Neowiz Platform : PC Play : PC
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Now I can say, This is K-cyberpunk
Sanabi Early Access Build is the story of entering Margo Electronics, which is located in the center of Magosi after the battle with the first boss, the first boss, and the first boss, the mechanical earthworm 'execution order' after the external part of the game, which is the background of the game. there is. In fact, the only part of the second CBT build is the second boss and the Chapter 3, which is the second boss and chapter 3, but the journey from the reach of this place will also lead to the official version that will be released later. I could check it.
San Navi is a work that stands out in many ways to capture Korean colors in the cyberpunk worldview. Just looking for many Korean elements in the game, you can feel the fresh fun that you couldn't taste when playing games or action adventure games with other cyberpunks. When talking about cyberpunks, one of the representative images described, the white makeup 'Geisha', instead of the 'Geisha', the advertisement of the right young bride appears, or the sign with Korean is covered with the city. The character with a military captain appears.
It is noteworthy that the elements that add to these Korean feelings are not just showing them, but also carefully applied to each small place. In fact, while playing the game, the contents were so colorful that it was hard to find the same sign. It would be a visual that would never have been drawn unless it was the hands of Korean developers.
Normally, the image of Korea in the game was often expressed in a few signs of awkward Korean writings and rustic fonts that seem to be seen only in the US Korean town, but if you look at Korean butterfly filled with Korean elements full of sincerity. As a Korean gamer, I can't help but be excited. It's not a waste of the evaluation of 'Chosun Cyberpunk'.
The reason why I introduce the Korean part of the game several times is that these factors help to immerse the players more immersed in the game. The welcome Korean dubbing that can be seen in foreign games is also used in this context.
The medieval fantasy and the future world, which are often appearing in the game, have no choice but to be a vague imagination, no matter how nicer and colorful it is drawn. However, in the mountain butterfly, the elements that anyone can sympathize with are described throughout the gameplay, so they will be able to immerse themselves in the imaginative future city, Margoshi, and the protagonist who explores them. This is also a strength that only Korean gamers can enjoy in a game called Sanabi.
Wire action using the essence of 'San butterfly', using the chain arm
Another feature of 'San Navi', which is different from other 2D action adventure games, is in the wire action using the main character's chain arm. The chain arm is a clear means of transportation to help you quickly cross the platformer terrain in the game, and is also a powerful weapon that can hit most enemies with a blow. Battle and movement operations using the chain arm add a sense of speed to the game and allow you to experience stylish action. It is also an attractive point to be able to manipulate most of these wire actions with a mouse.
In the Early Access Build, a new 'chain cold' manipulation was added to the wall by quickly winding the chain arms connected to the terrain. The new manipulation adds a sense of operation in a platformer part with various obstacles and complex terrain. At first, it may feel somewhat complicated, but the operation itself is so simple that anyone can get used to it quickly.
Even if the chain arm is difficult, you don't have to worry. This is because the difficulty system system is applied in four stages from easy to very difficult, so that anyone can enjoy the mountain butterfly, including those who are not familiar with the platformer action game. In easy difficulty, you can enjoy a comfortable game that is like an invincible cheat that does not die, and in very difficult, you can enjoy game play, which is a hardcore that dies even if you damage it once.
Wonder Potion, a developer of San Navi, has been working on the difficulty level of the game, from the first test to the early account. This seems to have been considered to be able to follow the 'story', which is divided into action parts and becomes another attraction of the game. Difficulty divisions of the Early Access Build are contributing enough to allow anyone to play the game, as the developer intended.
If you adapt enough to Sannabi's wire action during the game, you can test your own chain arms in the next time. It is a typical form of checking the fast maneuverability by continuing to run away from the upcoming enemy, and the boss evangelism that requires accuracy, which targets the weaknesses of the enemy that is partially exposed, also appears. The only weapon used is the chain arm, but each of them requires a different way of attack, so it is a good configuration to judge the skill. Since then, 'Speed Run', which can be said to be a second-only mode, can be challenged to the limit of chain arm manipulation ability.
In the end, the developer Wonder Potion melted the wire action, which was rarely seen in other 2D platformers, and succeeded in solving it so that anyone could enjoy it. If you are tired of shooting a gun and swinging a knife every time, I think you can enjoy the fun of fresh action and manipulation in a completely different form through 'Sanabi'.
San Butterfly, K Cyberfeng's 'completion' one step more
It is clear that mountain and butterfly is a game full of satisfactory parts, including the visuals of the cyber feng and the unique chain arm action interpreted by the developer in Korean style. But at the same time, there are some parts that feel unfortunate. The first of them is a button action with some unclear meaning.
In Sannabi, QTE directs appear at the moment of finishing the enemy in the boss. The dramatic scenes that cannot be drawn by the general chain arm action and the player appears to have been inserted to the player to be immersed in it, which is not doing my role in the current build.
I try to convey a dramatic atmosphere with a dynamic camera production and background music that heightens tension, but I don't feel enough to finish the struggle after a struggle with the enemy. The button input is simple, and even if the player hits the button hard, it feels less likely to reflect the movement of the character character, and most of all, there is no penalty for failure, so there is no tension.
The representative one is QTE in Justice, the boss of Chapter 2. It's only a 'tea bagging' to do QTE to an enemy who has already lost his prejudice and shows a willingness to counterattack. Rather than forcing QTE, it is replaced by a cut scene that suits the situation, and at least as it was drawn in the 'Execution Command' boss, it seems that the player will be able to immerse themselves in the situation.
The second unfortunate thing is the battleship part that feels more and more monotonous. As mentioned earlier, the protagonist of Sannabi fights with only one 'chain arm'. There are several ways of applying them across three chapters, but in fact, the other combat parts, except for the platformer section, feel like repetition of the same catch action.
Of course, 'catching action' is also likely to expand. In fact, the battle that throws an untreated enemy into a trap in the second chapter requires a different way from the previous battle, which was killed by any enemy. It's a good idea to look forward to what new battles in the third chapter, which have not yet been disclosed, can give.
The third unfortunate thing is the use of BGM. The current mountain butterfly choses to use the minimum resource in various ways. In fact, it is thought that the three music that fits the different situations and moods of 'peace', 'normal' and 'emergency' will continue to repeat. It is contrasted with some of the recent indie games that insert all different songs into each map and put the number of original BGM as a strength.
Of course, if a good BGM is placed according to the situation and effectively used, the small number of songs is not a disadvantage. However, in the current build of San Navi, BGM is often exposed. This problem appears to be caused by the completely distinction between 'Platformer Action Part' and 'Story Part', and these distinctions appear quite often throughout the game. A typical example is that when you chase a powerful enemy, you will continue to increase tension, and the BGM is turned off when you chase. Every time this experience is repeated, the player feels like the game's tempo is cut off.
On the contrary, in the game, the rapid BGM conversion, which seems to be turning off, is often used as a directing for story delivery. In this necessary part, it is necessary to think more about how to use the BGM, which can be used in the necessary parts, but does not feel as if the tempo of the game is cut off during the screen switching.
In addition to playing the game, 'mouse
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