"Fearless Contract Mobile Game" fully reflects the charm of "Tile" on the mobile terminal
For a long time, due to the differences in performance between the device of PC and mobile devices, games often perform much better on the PC than on the mobile device. But this problem does not seem to exist in the Fearless Contract PC games and mobile games. Whether it is promotional video or real-time mobile game screen, the mobile game screen is very restored.
This is due to the game's unique art style, and the hardware performance required for rendering is not high, and the goal of the PC game is to make "Defaultless Contract" run smoothly on most devices.
For many players, the picture is of course very important, but what is more important is the operation experience. Since the control methods of PC and mobile are different, many players are worried about whether they can restore the operation of the PC game on their mobile phones.
After experiencing this trial event, you can feel the efforts made by the project team in this regard. For example, in some hero skills, a release method is designed that is more in line with the mobile terminal. The overall UI design has also simplified the keys, and the operation of the PC game can be achieved with fewer key positions.
Andy Ho gave an example about Jetfeng about the ability to achieve complex operations by mobile games. Jetfeng's E skill may be easier to complete operations on mobile games, because WASD on the PC game requires input and output in two directions, but at present, it is a rocker key that can control more directions. In fact, there are more possibilities and will make it easier for players to release more skills. Similarly, due to the characteristics of the rocker, the operation of rotary jumping may be more likely to be used by players in mobile games than in the PC games, and there are differences in performance in different places. In addition, the game supports custom keys, and players can adjust them according to their needs.
However, as a "end-to-hand" product, the game has also made a lightweight design based on the characteristics of the mobile platform. After all, the experience of a game of 30 minutes for PC games and 30 minutes for mobile games is not the same. The winning conditions for the standard mode of 13 games were reduced to 8 games, and the game's economic system has also been adjusted to certain extent.
At the same time, a certain "assisted aiming" has been added to the mobile game, and players can turn it on or off in the settings by themselves. However, the adsorption of "assisted aiming" is relatively restrained, and as an ordinary player, the author did not clearly feel the adsorption effect.
In fact, Jin Yibo, the publisher of "Fearless Contract: Source Energy Action", revealed that there have been some debates within them whether to make the game easier to add stronger adsorption. But Riot, Photon and they all believe that the core of "The Fearless Contract" is the refreshing operation and the realization of a high sense of competitiveness.
In addition, the mobile game also introduced a very detailed teaching system for beginners called "Warriors Academy", from combat skills such as emergency stop shooting and pre-targeting, to training tutorials for each hero, and then to offensive and defensive points on each map. "Warrior Academy" provides new players with introductory tutorials in every detail. This is also in line with the development concept of "lowering the threshold and restoring the experience" proposed by "Fearless Contract: Source Energy Action".
Optimize the characteristics of the mobile terminal, lower the threshold for players to get started in operation, and at the same time, use a detailed novices teaching system to get started quickly. However, the pleasure of game operation is retained and the competitive experience of the PC game is restored on the mobile phone.