From May 25th, Hoyo Bus, ‘Collapse: Star Rail’ will be the second CBT. Unlike other ‘collapse’ IP works that have been based on real-time action, we have attracted users’ attention by adopting a turn-based SRPG that has never been tried on Hoyo buses.
In addition, it was also noticeable that SRPG, which supports mobile-PC cross play, was a stage clearing method, and adopted the open world like a console package game. As Hoyo buses have already successfully built open world RPGs as ‘Wonshin’, some people speculated that it might be a type of collapse and SRPG.
Unlike the first CBT, which has been released for about a week, the second CBT has not specified the end date. Even in the previous ‘Wonshin’ global CBT, I have received feedback while testing it for some time, so it can be understood in that context. In particular, it is not a stage clear, but an open world method, this time, the stage is a huge ‘universe’, so I think it will require more feedback from users.
Aside from this and other stories, the most curious thing is whether it is similar to Wonshin or not. Whether it’s good or not, or a dislike, it’s true that Hoyo Bus’s previous work, ‘Wonshin’, has had a great influence on the genre of multi-platform open world games that are compatible with mobile. So I have no choice but to be conscious.
In conclusion, it is still in the test stage, but the BM and level design design are familiar if they have been ‘original’. However, the rest is close to the feeling of transforming the classic JRPG with the open world combat. In the meantime, I would like to solve the ‘collapse: starrail’, which is gradually disclosing the information from the second CBT, but the official information is gradually released.
※ This experience is a PC version
JRPG SRPG, how to put a huge universe in a limited space
Galaxy trains, space stations, and devices to add convincing to the composition of only some space of the planet
In recent years, the open world is mentioned a lot of works that go around Simron without any constraints, so they are naturally reminiscent of that kind of work. Hoyo bus’s previous work ‘Wonshin’ was also such a type. However, the collapse: Star Rail is a bit different. Open World is right, but it’s not a seamless.
Unlike the previous work, the reason why the Simry Open World is not adopted is because it is a huge space that is difficult to contain if the stage of the collapse: Star Rail is as set. ‘Collapse: Star Rail’ is guessed in the title, the main material is the galaxy train between the stars.
In detail about the worldview, the collapse: The universe in the worldview of the Star Rail has a transcendent being called ‘Aans’. Those who traveled freely throughout the world had various influences in various places. Among them, ‘Aans of Dummy’, which turned out that the current universe is an error, sows the cause of the disaster of Stellaron. As a result, several planets arise, and many of the galaxies of the galaxies come to collect the Stellaron and prevent him.
Of course, the forces of the ruin with Stellaron are not still, so they often distract the collected Stellaron or not to collect Stellaron. Some of them come to regain Stellaron, which is stored in Herta’s space station, but Stellaron Hunters ‘Kafka’ and ‘Eunrang’ use their hands in advance to raise the forces of ruin. I can. The carrier is a pioneer who will be the user’s alter ego.
▲ The forces of ruin are in the space station where Stellaron is stored.
The pioneer, who opened his eyes, meets tourists who pioneer while investigating the planet on the galaxy train, including Mar. 7th, and Dancheong, who have been supported to prevent the ruin. The main content of the collapse: Star Rail is that the pioneer who lost his memory accompanies the secrets of Stellaron in his body and their journey to pioneer the galaxy to dig into the secrets of his past and galaxy.. In other words, it’s not about one continent scale, but the main background of the game is the galaxy, various planets and space stops.
In the current CBT, the planet has not yet come out, but anyway, it would have been difficult to implement all the backgrounds as a psychological as the planet is not the continent. So this time, we showed a limited world that clearly drawn the boundaries for each field, and proceeded with optimization to illuminate only the central section in the story. And it was a storytelling that it would be persuasive, rather than traveling freely and leaving for the next destination.
This trend comes to mind, using extremely limited resources, and JRPG, a model case that contains the maximum story and the world. In recent years, it has been a bit different, but since the time of its time, JRPG has been a struggle to contain as many stories and elements as possible in limited space. JRPG has pursued a turn-based turn-based turn system that reduces real-time elements and exchanges workshops in order to squeeze the maximum strategy in limited fields and combat resources, and add complex rules to it. It’s the beauty of. Instead, in the field, as much as possible to reduce variables, errors, and leaks as much as possible, it is impossible to move or access. The many puzzles in the field are not hidden everywhere, but just at least as much as they need.
So if you approached ‘Collapse: Star Rail’ from the point of view of the collapse of Wonshin+Turn-in, it’s probably a bit embarrassing. First, press the space bar and say “What?” And unlike the original god, which was able to walk around with a seamless, except for the laminated cancer or Yeonhagung Palace, it is inevitable to see the composition of the other area every time through the warp and loading. However, if you have done a package JRPG several times, I wondered if it would be a familiar sense.
The skill configuration is similar to the original god, but when you dig into the battle, you will be faithful to the JRPG play that selects actions in consideration of debuffs, buffs and enemies. Especially in some elite monsters and bosses, those elements are noticeable. In the midst of behavioral pharmaceuticals and other patterns, it was necessary to connect between characters to avoid the pattern, or to destroy other enemies to connect patterns or the part to activate the pattern first. And in order to efficiently destroy the weaknesses, I had to go into a party for each property. In addition to the start of the battle, we also added the strategy of starting the battle more advantageously by using ‘secrets’ for each character.
In addition, the combat skill is not a mana for each character, but a battle skill gauge is shared by the party. If you use the combat skill gauge, you can only attack unless the gauge is full, because in the boss battle, it is divided whether you are easily cleared or difficult depending on how you use the combat skills according to the boss’s pattern.
Of course, compared to a classic JRPG 1: 1, the current collapse: Starail’s combat style, pattern, and debuff and buff connection are not so complicated and dense. If you do a preemptive attack, you can grab the Sunton and take a surprise factor, but it is also equipped with another basic, but unless you sell some bosses, you are still the second CBT, and if you look at the overall shape, you can see the overall shape Rather than adding a turn-based, it was a feeling that it was designed in that direction, which is a strategy and a different feature of the Hoyo Bus, like a classic JRPG.
The reason why Wonshin has no choice but to see the star rail
It’s not confirmed yet, but it’s a skill configuration that looks similar, level design, routine, BM
Nevertheless, the opinion that ‘collapse: Star Rail’ is similar to the original god has no choice but to come out at this time. The combat method is different and the field is not a seamless, but if you look around the composition, the traces are seen everywhere. Although I explained before, I was familiar with the user who had already been in the skill of the skill. There are three types of regular attacks, combat skills, and gauge, and the combat UI window is similar in the current CBT stage.
And the design of content and level design that gradually unlocked while playing was similar. In terms of fostering characters, the details are different in detail, but the details of the weapons, destiny, and relics were clearly seen. In order to break through a certain level or more, it is similar to increasing the difficulty of the world first, and then going around the field to farm the breakthrough or going to a specific dungeon.
Strictly speaking, these factors are not just ‘Wonshin’. Mobile collection type RPG is a routine that is adopted by default. However, the case of solving it in the open world is not so much except for ‘Wonshin’, so it naturally came to mind. Moreover, rather than getting finished products from field exploration, it is more likely to be a structure that is used and used after obtaining ingredients.
Another reason is probably BM. It’s hard to talk about BM because the store is not completely open yet, and it’s a CBT stage. However, if you look at BM’s convenience, it’s natural to be conscious. This is because the material is accumulated by the goods that are accumulated by repeating the drawing and drawing of the mixture of light chu and the characters several times.
Of course, it’s still a CBT stage, so it’s unknown how it will change in the future. Although CBT has been accepted as a preliminary inspection to see the market reaction just before its launch, the original CBT was originally a process of checking the limited users in advance, receiving feedback and checking the development direction.
And if you think that ‘tracks’, which are likely to be substituted for ‘characteristics’ in the original, are not a level up after farming, but the nodes are combined, but it is a process of finding the suit that suits you while changing the previously proven framework. Unlike other works of Hoyo Bus, which had no automatic battles and repetitive battles, this time I put automatic and repeated battles.
Attempts to change the experiments from the previous works and to inspire personality
Secondary CBT experimenting with various elements such as logite, puzzles, and reinterpretation of’Turn ‘
Anyway, as well as ‘collapse’, ‘Wonshin’ is based on real-time action, so this work, which suddenly introduced a turn system, seems unfamiliar to fans. It’s more likely than real-time action, and it’s somewhat different from what fans expect on Hoyo buses. It’s nice to challenge a completely new area, but I’m worried that I will be hastily challenged without the accumulated know-how.
However, as I played the second CBT, I felt that Hoyo Bus is incorporating the know-how accumulated in various events in various events in accordance with new forms. The most representative case is the simulation universe, one of the main contents. It is a hard-to-challenge content such as a spiral scripture, and it is a content that goes to clear the boss of the highest floor by obtaining buff cards or bizarre objects every time you go to each floor or when you get loot.
It is said that it is similar to the spiral, and of course it is not available, and it is necessary to overcome the difficulties by using only the buffs or bizarre effects or the characters of the character. Moreover, the buff that appears is randomly comes out every time, and the number of exchanges is limited, so you have to choose carefully. In addition, some high-grade buffs may be synergistic depending on what kind of card you choose before, so you need to count the capital.
The content that causes random, buffs and debuff situations is the content that Hoyo buses were presented several times in Wonshin. So I saw a well-designed design according to the new framework called In Counter-turn-type RPG. In addition, in order to prevent the clear clearing with the commonly referred to as the reputation, the factor that stimulates the need for challenge is also added, such as the difficulty of difficulty in connecting to the player level.
On the other hand, for users who are not used to turn-based games, the special kills have been supplemented by the friend’s turn even when the turn of the character is not the turn of the character. So, in a tic fight or a decisive moment, the turn calculation is twisted, reducing the impossible situation as much as possible, and when you get used to it, it collects the special moves and gauges, and creates a strategy and strategy that clearly clears the main pattern of the boss in advance and easily clears the main pattern of the boss at once. It became.
Another ambitious work of Hoyo Bus, ‘Collapse: Star Rail’, what will it look like this time?
It’s still in its early stages, but I can see the commitment of Hoyo buses that make up the familiar elements in high quality.
However, it is still unknown how these elements have been appealed to the existing fans and other users as the IP called ‘Collapse’ is combined. It is a pounding for fans to see the new appearance of the characters who appeared in the collapse 3rd, such as Welt, Himeko, Jerre, and Brona, but it is another story.
It is also good to support Korean dubbing, graphics and directing, but if you don’t follow the play pattern or speed you expect from the IP, you will have to feel unfamiliar. In addition, since the collapse of 3rd, which is one of the best and colorful actions among mobile ARPGs, it was a collapse that adopts a rather static turn system: a community response to Starail.
Furthermore, the turn-based turn-based character growth is important because it cannot avoid enemy attacks and actively respond. Naturally, the artifact farming routine becomes more important and the stress is more severe. From the point of view of the mobile RPG, it’s only natural, but it’s a bit different as the package game ‘Open World’ is added.
So in the current secondary CBT, it reduces the consumption of behavior and adds 20 more behaviors from the beginning, adding automatic and repeated battles from the beginning to reduce the annoyance of farming. In addition, we increased the amount of goods by increasing the rewards of the weekly quests and exchanging coins from the simulation universe to the item at the Herta store.
In addition, ‘homework’, main quests, and subquests alone have been previewed everywhere to fill the lack of stories. However, it is still early to evaluate the completeness at this stage because it is still implemented by talking with a character with a text message and interacting with the character through the substory.
It was still in the early days of the test, but the more the current collapse: Star Rail was in the early stages to focus on combat, playoutine and UX. The graphics of the character’s mouth are not moving, and the graphics with the know-how of the Hoyo bus are definitely excellent, but I felt that the details are still being trimmed by the background except the character. In addition, we have been developing games that exclude automatic and repetitive battles, and this time it seems to be the key to how to create a new routine unless it includes it.
The current collapse: The first impression of Starrail is not something new, but I think it is an intermediate process of reinterpreting the grammar of existing package games and mobile games in hooyo buses. In this stage, it is different from the model that the model is a classic JRPG or SRPG, not a real-time action game or adventure game that the model has been referred to.
However, do you have to believe that the familiar framework has been raised to high quality, and the quality of Hoyo buses that have been enhanced while servicing, and the basic framework itself is well equipped. Of course, there are still a lot of spaces, but I’m looking forward to seeing how the Hoyo bus will be trimmed and the potential will be fully shown after the test is over.