Game 1: Once in a Blue Moon II

460 Words
"Neiko" Naika exclaimed happily. "I know we've already been doing this before, but all of this run, jump, wall-run, slide, backflip, other maneuvers are quite the thrill on your own account!" Neiko rolled his eyes and handed out a change for the customer in front of him. "Come on, sis. Don't hype me up and make me regret letting you go first". "Didn't mean to. I guess we can talk about it later when it's your turn" she laughed. "I didn't know how bizarre this game is from the get-go", She thought to herself after logging in. In the character creation screen, specially in most MMORPG'S, players should have the freedom to develop their characters however they wished, but here, they didn't even let Naika create a character, let alone choose the element for it. Instead, she was asked to answer numerous questions, then the lines of codes created a character for her based on her responses. [MMORPG - Massively Multiplayer Online Role-Playing Game ] Of course, It let her make some preferential changes, but Naika refused to as she was already satisfied with the outcome. A violet-themed character wielding two short swords with the wind element. She ran through the tutorial and quickly comprehended the maneuvers, then it wasn't long until she was reminded why the game was called Windbreakers through how rapidly she has to tap on different keys on her keyboard to perform her desired actions. Abilities also triggered not by key binds but by action sequences. For example, one would press a button to cast a skill in many games, but in Windbreakers, you have to dash backward-> right click-> left click to spew a fireball as an attack. There are no key bindings except for using your ultimate ability, which is different for each player. Ultimate abilities, or simply, "Ults" or "Ulties", can be set to one key decided by the player. Somehow like in real life, the environment is weaponizable. Climbing trees give more accuracy and sight over the field but gives your location out in the open, thus raising accuracy but lowering defense. Staying near a wall lessens enemy routes from where they come from, but you lessen your escape routes as well. There are also ways to reduce your chances of getting CC'd. Hiding in the bushes grant camouflage and even the bodies of water hinder anything that moves, which includes hostile projectiles. TLDR? The realistic effects of surroundings are also important during combat. [CC - crowd control; gamer term for impairments (eg, rooted, stunned, slowed, etc)  TLDR - Too long, didn't read;] This game was created for creative and competitive play. And based on the developers, "The most important stats in the game is within the players themselves". [Stats - in-game attributes; e.g. STR means strength, pertaining to how much damage a character can deal per hit]
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