What was the appeal of choosing that genre for HoYoverse? Turn-based RPGs aren’t always the most popular choice among players these days. Instead, we will let players interact with NPCs, scenes, mechanism of mazes, and so on through carefully-designed maps, so that players have a sense of exploration and participation. Last but not least, interaction with the game world does not rely solely on the UI, nor does it rashly spread a large map with automatic pathfinding. With the above mechanics, players may develop different strategies prior to each fight. So for the maximum effect players will need to switch characters accordingly. Meanwhile, each character has been given a different Technique with different exploration or combat effects. Players can use path planning, enemy encounters, line of sight avoidance, and other actions to gain the upper hand. We've also put forth a lot of effort in creating dynamic experiences in the maze exploration and puzzle-solving features. Second, our experience in Action RPGs also helps to spice up the turn-based combat system. In this Closed Beta, you will be able to see more details and dynamics through the actions, camera angles, special effects, on-hit feedback, and ultimates when characters unleash melee attacks. Honkai Star Rail Team: As a whole, Honkai: Star Rail hopes to add more thrill and immersion to turn-based strategy by incorporating 3D performance, maze exploration, as well as some action RPG elements.įirst of all, in terms of storytelling, we've built an immersive experience through the use of 3D game graphics and cutscenes paired with a rich variety of environments, action sequences, character expressions, and camera design. Are there any gameplay elements in Honkai Star Rail you can talk about now that the team is really proud of? Why if so?
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