Chapter 321: 204 Too Awesome (Second Update)_2
Chapter 321: Chapter 204 Too Awesome (Second Update)_2
And the fourth mode of the game was PVP mode.
This mode would be launched last, and players who had gone through the first three modes would have fully mastered the effects of the mechas and chips in the game, after which it would be time for the crazy slaughter.
This segment was what Fang Cheng Studio excelled at the most.
With “Quiet Cultivation” as the foundation, the cool mecha battles would become even more intense and visually appealing. Furthermore, due to the mecha force fields, players’ combat strategies would tend more towards close-quarters combat, and the sheer physicality of the fights was sure to please the players!
After getting everything ready, Wang Xiaoying finally started preparing for the game’s marketing and operation.
The first step was to advertise on Game Inn.
Game Inn had already become one of the top gaming information platforms in the country, with numerous game manufacturers setting up shop and establishing their official accounts there.
Every game had its chance for free promotion, and the site’s administrators would use big data algorithms to identify the target audience and accurately push the game to them.
On this platform, as long as it was a game, there was a chance for it to stand out.
Just as Wang Xiaoying was ready to take a lead and get ahead of “Fallen Mecha”, Druid Entertainment suddenly put out a message:
“After careful consideration, we have decided to release ‘Fallen Mecha’ ahead of schedule.”
The Steam platform immediately featured the download page for “Fallen Mecha”, and console platforms also listed the product, with a normal edition priced at 198 and a deluxe edition at 328, which was normal for a AAA title but considered high by domestic gamers.
However, the price was manageable. The die-hard fans of Druid Entertainment would make purchases, but the reason behind the game’s early release was puzzling.
Game delays are common and reasons include, but are not limited to, producers absconding with funds, programmers deleting the game database after not getting paid, and bosses getting arrested after partying just before the game’s release.
Compared to these, discovering a fatal bug or something of the sort actually wasn’t too bad.
But early game releases weren’t necessarily a good thing. The most likely reasons were that the game’s funds had dried up and they urgently needed cash, or perhaps the game’s quality was poor, so they wanted to release it early to save on development costs and clear the way for more promising games in the future.
Of course, it was also possible that Druid Entertainment felt the game was already fun enough, so releasing it early wouldn’t be an issue, and letting gamers experience the charm of our mechas sooner rather than later was pretty great.
No one knew what Druid Entertainment’s actual considerations were, but as a result, the two games ended up clashing head-on.
One was the trial version of “Spirit Vessel” from Fang Cheng Studio, currently with only two modes open, and the core gameplay not yet developed.
The other was the established game developer’s “Fallen Mecha”, with a trial version that was incredibly enjoyable, a final version that might have flaws, but still filled with anticipation.n/ô/vel/b//jn dot c//om
Both were in the sci-fi, both featured mechas, and upon hearing the news, the gaming media felt as if they were witnessing a clash between the old guard and the up-and-coming challenger, and they began fiercely competing from the get-go.
From the current situation, the contest wasn’t an equal one.
“Fallen Mecha” was Druid Entertainment’s work to turn the tide after many years, infused with the hard work of many professionals, and it was bound to be fun.
Whereas, “Spirit Vessel” was just a demo, and the time it encapsulated wasn’t the same, so it could only be deemed as having potential for the future.
In fact, “Fallen Mecha” had received good reviews, even though there were some small bugs after entering the game, and the promised ten maps had been reduced to six.
The number of weapons and mechas had been scaled back, but most of it was still within an acceptable range.
Moreover, the producer stated on Twitter that these issues would be addressed in updates, and that all future resources in the game would be free except for the battle pass.
This honesty alleviated the players’ dissatisfaction, and IGM, a professional game testing platform, awarded it a high score of 9.4, which was quite impressive.
Domestic live streamers got their hands on the game as soon as possible and later expressed that it was outstanding.
The game’s modeling was excellent, effects of various mechas were truly remarkable, and Druid Entertainment had even creatively incorporated skill settings into the shooting game, making it more than just a plain shooter; it was an innovative game akin to Dota.
Compared to the trial version, the character design and intensity of the battlefields were elevated, and the game’s optimization had improved a tier, significantly reducing its data size. The minimum system requirements were also lowered quite a bit, further broadening “Fallen Mecha”‘s sales on the PC platform.
On the first day of its release, “Fallen Mecha” was pursued by tens of thousands.
Streamers broadcasting “Fallen Mecha” emerged like bamboo shoots after a rain, and almost overnight, the platform of BiliBili was dominated by “Fallen Mecha”. Skilled players started live streaming “Fallen Mecha” gameplay, while those less adept shared videos from overseas professionals.
At this time, just a little association with “Fallen Mecha” could bring a decent profit, prompting many game streamers to switch over to this game.
A regular game studio would normally avoid this time to not go head-to-head with the competition, but Fang Cheng didn’t care about that at all.
He didn’t care how strong the opposition was; he just wanted to let people know that building puppets was a lot of fun.