DNF soul-like action RPG "Kazan" Chinese version trial: Explore the new universe of DNF, hard-core challenges of endurance management and combat rhythm

DNF soul-like action RPG "Kazan" Chinese version trial: Explore the new universe of DNF, hard-core challenges of endurance management and combat rhythm

Автор : BitTopup | Опубликовано в : 2024/12/16

DNF soul-like action RPG "Kazan" Chinese version trial: Explore the new universe of DNF, hard-core challenges of endurance management and combat rhythm

At the beginning of December, we were officially invited to try out the soul-like action game "Kazan" based on the DNF world view at the DNF Carnival. I believe I don’t need to introduce more about this game. Different from the previous Cologne exhibition, this time we experienced the trial version of the Chinese version. (The gif in this article is taken from an overseas public trial demonstration)

This game belongs to the DNF IF universe. Just like its name, the game is based on the original DNF world view, but it does not copy the previous context of the original version. Instead, it is a work with a new plot direction based on the above world view setting. . "Kazan" tells the story of what would happen if Kazan was not betrayed by the emperor and died, but continued to live. Players will play Kazan and embark on a journey of revenge against the empire to uncover the hidden conspiracy.

At the beginning of the trial, General Kazan, who was labeled as a rebel in the original game, accidentally escaped while being escorted on a carriage (it seemed to have a familiar sense of déjà vu). Players learn basic operations under the guidance of Ghost Blade, including movement, camera operation, attacks and actions, etc.

Art style—animation rendering restores DNF atmosphere

The art style of the game is relatively unique. "Kazan" does not use a realistic painting style to depict the deep and dark themes unique to Souls-like games like most other Souls-like games. Instead, it adopts an animation rendering style that is closer to the original work. Combining animation-style characters with realistic natural landscapes, such as the snowy mountain environment at the beginning of the trial version, it restores a delicate and fascinating world for players. I believe that many players who have been exposed to DNF games will have a strong sense of substitution. feel.

Basic operations—the threshold for getting started is not high, but endurance management is the key.

In terms of operation, "Kazan" does not have a particularly high threshold to get started. The basic operations of the game are similar to many Souls-like games currently on the market. Players who are familiar with this type of game can get started in a short time. The game is divided into light attacks and heavy attacks. Heavy attacks can be charged, and light attacks and heavy attacks can be combined to create different combo effects. At the same time, the character can dodge, block, perfectly block (precision defense), and in some cases can also block and counterattack.

Crucially, players must carefully manage their character's stamina during the heat of battle. This key resource not only drives the character's attack actions and skill release, but also supports the execution of various special operations. Although stamina regenerates naturally over time, it can be quickly depleted when performing skills or engaging in high-intensity combat. Therefore, players need to carefully weigh the timing and frequency of using skills in each battle to ensure that they have enough stamina at critical moments to turn the tide of the battle or deal with emergencies.

Combat rhythm - passive blacksmithing + proactive attack, strong sense of rhythm

The main mechanism of the game is to add additional action elements to the original traditional soul-like gameplay. The game's combat experience focuses on creating an exciting thrill through changes of pace. Players must master the physical consumption combat system and capture the best opportunity to attack by carefully observing the enemy's physical condition. As players become familiar with the combat mechanics, their sense of rhythm between attack and defense will be improved, making attack movements more fluid, which in turn brings a deep sense of satisfaction and pleasure. To put it simply, it can be divided into "passive striking + proactive attack".

In the BOSS battle, the highlight of the game, monsters will frequently launch fierce attacks, and players need to flexibly use two strategies of avoidance and blocking to deal with them. As a game that focuses on hard-core action experience, "Kazan" particularly advocates the use of precise blocking to resolve most of the enemy's attacks. Perfect blocking (precise defense) only consumes very little stamina. At the same time, the sonorous sound produced by the collision of weapons is not only full of rhythm, but also a good grasp of the rhythm, helping players to become familiar with and predict the enemy's attacks more quickly. Attack mode.

In addition to stamina, characters also have resources called "fighting spirit". These "fighting spirits" will gradually recover after attacks and successful blocks, providing players with the motivation to launch special skills. For example, in the trial version, players can experience the forward charging skills of quickly rushing to the enemy's side, the back-circling skills of flexibly going around the enemy's back, and the high-damage continuous slashing skills after causing the enemy to stun, etc., in " "Get beaten" adds more viewing and "active attack" space to the battle.

Buff effects and abnormal status

The trial version also restores some status effects in the original work. For example, the BOSS in the snow mountain map will have a freezing debuff when attacking. If the debuff bar is full, the character we control will enter a frozen state and his movements will become sluggish. It's harder to dodge enemy attacks. Some enemies' attacks have burning debuffs, and the character we control will enter a state of continuous blood loss under abnormal conditions. on the contrary. The game also gives players a wealth of coping strategies. By using various consumables, players can add diverse attribute effects to their weapons, allowing them to adopt more flexible tactics when fighting against different enemies.

About difficulty

Hardcore Souls-like games always cannot avoid the topic of difficulty. Judging from the experience of the trial version, the difficulty of "Kazan" cannot be said to be very easy. Even though the basic operations are relatively simple and easy to understand, under the pressure of actual combat, it is still difficult to balance various factors and make the optimal response, and it will take some time to adapt. But fortunately, the difficulty provided by the game is gradual, and the monsters' moves are traceable. It is not a mindless increase in damage or an ultimate test of human reaction speed. And judging from the current trial level, it still provides a certain error tolerance. For example, the blood volume in the game can not only be replenished through consumables, but also special drugs can be used to convert "fighting spirit" into the character's blood volume, further reducing the The threshold for newbies to play.

Regarding some areas of the trial version that can be polished and improved

As for some points in this trial that can be polished and improved in the future, for example, the stamina bar in the trial still has a relatively large restriction on the character's mobility. A set of moves can basically clear the stamina bar, which has a great impact on the entire battle. Rhythm will still have an impact. Fortunately, we learned from the development team that the current trial version is still relatively early content. In the full version of the game, the stamina bar will be improved in the middle and later stages due to the improvement of attributes brought by equipment and so on.

In addition, I have to mention that the monster hatred in the trial version is a bit ridiculous. Even if you have been running for a long time, you will still see seven or eight monsters following you when you turn around, especially if you have physical strength. With these restrictions, players who like to sneak around the map and avoid monsters may cry.

Finally, the benefit of perfect blocking (precise defense) under normal circumstances is that it consumes very little stamina, while counterattack can only be done under certain circumstances. It can only be said that the benefits provided are there, but not much. Moreover, after a BOSS battle, players have to pay attention to many factors. While they are highly focused on observing the BOSS's moves, they also have to take time to pay attention to the character's health bar, endurance, fighting spirit, consumables, abnormal status, move CD, etc. , leading to a strong sense of fatigue in the BOSS battle. If certain sound effect prompts can be set for these elements, the player does not need to be distracted, but can focus on the battle itself, and the experience should be better.

Conclusion

Because this trial is just a small slice of the entire game, the focus is still on showing players the core combat gameplay. We still don’t know how the plot of this work will unfold and which characters will appear in the follow-up. This work inherits the rich plot and world view of the original work, while making bold innovations and attempts in combat system, art style, etc. "Kazan" will be officially released on March 27, 2025. The Chinese server has officially opened reservations. Players can visitOfficial websiteOr search "Kazan" on WeGame to make a reservation.

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