After several tests and long-term warm-ups, Naraka: Bladepoint mobile game finally officially opened for public testing on July 25th.
A few days before the official launch, the number of pre-orders for the whole network of the game has exceeded 40 million, and after the service was launched today, it immediately jumped to the first place on the IOS free list and the third place on the best-selling list, which is basically in line with everyone's high market performance expectations for this work.
The enthusiasm of users is obviously also very high, and many players get up early in the morning to grab the UID - the last product that caused such a grand occasion was miHoYo's "Jeopardy Zero".
When it comes to the foundation of this game, that is, the commercial success of the Naraka: Bladepoint PC version, it is enough to go down in the game industry record for success stories. The sales volume of the game during the buyout period reached 20 million last year, and after the switch to free operation to attract more users, the product was able to further explore new possibilities.
Recently launched linkage new hero "Zhang Qiling"
In my opinion, the success of Naraka: Bladepoint is truly something to remember. No matter from any point of view of the buyout system and action competition categories, this is a unique product that is difficult to be replicated in the domestic market. But will the launch of the mobile game version be a crucial move?
Although it is a natural choice for many products to switch to free and mobile. But to be honest, there has been a lot of debate on propositions such as "whether mobile can replicate the competitive core of strong operation" and "whether this category can attract new users on mobile" - many people don't believe that this is a mobile-friendly product form.
Thousands of hours of PC game players expressed disbelief
On the other hand, although the mobile game version has benefits and functions such as binding an account to obtain resources and inheriting some skins, it is still two games with independent progress. Therefore, there are also many old users who have resistance to mobile games, such as "encroachment on limited operational resources" and "using terminal game players to attract traffic".
Let "Dawn of the Stars" come to the next level!
And as a fan of martial arts themes who loves to eat and play, a light eternal calamity fan who has long said goodbye to the ranking and only dares to play the battle of the leylines, the appearance of the mobile game version makes me feel "I can do it again". Perhaps, from an awkward perspective like me, which is between a newcomer and an old hand, I can better see the opportunities and challenges of Naraka: Bladepoint mobile game.
The depth is still there after simplification
I hadn't participated in the previous testing and offline trials of Naraka: Bladepoint mobile game, so this initial experience was quite fresh. After carefully arranging a few Chosen People, I can confirm that this mobile game version has completed the basic tasks.
The degree of restoration of the game is so high that it basically reconstructs the content of the terminal game version to the mobile phone without cutting. Whether it is the beginner's guided level at the beginning or the map atmosphere and gameplay experience in the game, it is the same as the terminal game version. For PC game players, there is indeed no threshold to enter the fried fish directly.
Of course, the specific operation still needs to be greatly simplified.
Like many chicken games on mobile, Naraka: Bladepoint mobile simplifies a lot of "corners" of operations. For example, the automatic pick-up of items, replenishment of supplies, the hook that is easier to aim, the automatic recovery of durability when switching weapons, and even the design of automatic pathfinding and auxiliary combat are all expected and easy to "spoil" people.
When these operations are simplified, it mobilizes the rhythm of a single game, and the high-intensity deathmatch of ten minutes or so after the extreme compression of the development and running stages is still very attractive to me.
As for the presentation of the "rock-paper-scissors" game system that players are most worried about, I think it is acceptable.
As we all know, the most appealing thing about Naraka: Bladepoint is the seemingly intuitive but extremely profound and changeable move counter-restraint mechanic. The restraint cycle of white basic attack, blue charged supremacy and red vibrating knife, the move mods of different weapons and cheats, and the skills and mechanisms of each hero jointly build an action competition framework with a low threshold for understanding but a lot of practical variables.
In order to adapt to the shortcomings of the mobile touch screen operation, which is inherently few buttons and does not feel solid, Naraka: Bladepoint mobile game chooses to put almost all the main combat operations on a turntable on the right side of the screen. Hold down the turntable and slide in the corresponding direction to the left and right, up and down, you can directly release the dragon, vibrating knife, dodge and other actions, although it takes a certain amount of practice to get used to, there are also mistouches, the embarrassment of pressing at the critical moment, but it is also a practical plan that can be achieved at this stage.
As for the combos that require players to "rub out" in the terminal game version, the mobile game will definitely not be able to copy it. The concept and expressiveness of combos are still there, but the amount of operations and the logic of operations have been simplified to a more intuitive sequence of keys. Even if you don't mind, you can configure combos in the settings and release them with one click in the battle.
Okay, I know it's going to be spurned by the players, but the amazing thing is that even if it's simplified to this point, I think the fun of Naraka: Bladepoint mobile is still online.
Because although the amount of control in the game has been greatly simplified, the whole process of spotting enemies, judging distances, and guessing moves at close range has been completely preserved. How to maximize the release of damage, how to open up the position at the right time, the entry point in group battles, and the timing of the release of skills...... This kind of fast-paced judgment in a short period of time is enough to fascinate people.
The double knife can move and charge, which is quite easy to use
You say it's simple.,It's really simple to operate.,A rookie like me with a foundation in terminal games can also play a lot of sassy operations.,But it's really simple...... When I encounter an opponent who reacts faster than me and understands mechanics better than me, I can't beat it or can't beat it - the core of Naraka: Bladepoint is no less competitive.
For example, when I played "PUBG" on Steam, I was abused, but when it comes to "Peace Elite", I don't talk about killing all sides, at least I can continue to grow through continuous killing. Because compared with the chicken on the PC side, in order to adapt to the mobile terminal, "Peace Elite" has greatly reduced the operation and awareness requirements of shooting accuracy, shooting techniques, battlefield perception, firearm assembly and other dimensions.
However, Naraka: Bladepoint mobile game, as an action category, relies on the technical power of this era to optimize the operation while completely retaining the core of the competition even on mobile phones: this is still a game that requires a lot of practice and time to precipitate game understanding in order to be cool in the long run.
So I think if you're a new player who is interested in keywords such as martial arts and action competition, but really doesn't have a computer, it's perfectly fine to try it from Naraka: Bladepoint mobile game. At least at the level of feeling the "fun of people-to-people games", there will not be much missing.
Some "hidden dangers" that affect the popularity of the game
If the core gameplay of Naraka: Bladepoint mobile stands, will it "make history" like the PC version, or will it just be reduced to a ported work?
To put it more bluntly: can it attract more new players and more users who have not been exposed to the genre before? I think there are still some hidden dangers at this stage to achieve a sufficiently hot market performance in the long run.
The first problem is the core difficulty of competitive games, and the difficulty of entering the pit will definitely increase with the passage of time.
After several years of operation, the level difference between players has basically been set, and new players will inevitably go through a painful process of being fried when the fries are fried. In this world, if the knife is not hard enough, the game experience will definitely be discounted. No one likes to be abused in failure, but if there is no consciousness of constantly practicing knives and lowering their posture to learn team battles, how can they sharpen their knives?
"When the kid brother gets stronger, he has to quit the pit"
The paradox in this is that no matter how easy to use and fair competitive products are, they will form entry barriers after they are operated to a certain extent. You can't just force players who have practiced thousands of hours to speak martial arts, after all, fried fish is also part of their gameplay experience?
And because Naraka: Bladepoint mobile game retains the core of the competition intact, even if everyone can temporarily "peck at each other" at the starting line due to the simplification of operations and the influx of a large number of newcomers, I believe that the gap will definitely slowly increase after a few seasons.
This undoubtedly requires manufacturers to give some feasible solutions in the long-term operation in terms of matching mechanism, guiding player growth and overall atmosphere creation. It seems like it's going to be a bit hard to do anything about it at the moment, but with the mobile version of the game that is geared towards a much larger user base, I think it's hard to ignore the potential problem.
The ideal state is, of course, that everyone is motivated to practice hard. At present, it is definitely the best time to enter the pit of the "Naraka: Bladepoint" mobile game, let's practice first, friends, and you can fry fish in a year.
Cherish every victory at this stage
The second is the arrangement of benefits and treasure chest extraction.
In addition to battles, the characters and weapon skin assets in the warehouse can be said to be the content that Naraka: Bladepoint players care about the most. Previously, the promotion of "102 treasure chests will be given away from the open beta, and there is a probability of getting a new god product appearance when you open the box" is still quite attractive to players. Not to mention whether you can play for a long time, let's smoke a wave of boxes first.
However, judging from the feedback from today's major communities, many players are quite dissatisfied with the design of 200 draws to produce red skins - I said how dare I send 100 draws, it turns out that 200 draws will trigger the guarantee! The standards for PC game users to review the mobile game version are relatively strict, and in this situation, the hat of "ugly appearance" must be worn.
Players do not accept the 200 draw guarantee
As a product that is deeply bound to the terminal game, the early reputation of the Naraka: Bladepoint mobile game is likely to be driven by veteran players. At this stage, the double-end compensation policy and the design of the commercial level are always pulling the nerves of old users. If it's hard to satisfy these fans who have been supporting them for years at the level of spending money on services, it's hard to say what impact they will have on newcomers entering the pit.
Fortunately, there is still a lot of room for the government to operate in terms of business design and asset inheritance. The current 2.5x rebate on the first charge and the dual-end appearance sharing mechanism are also accepted by players. In the long run, I think there is still a lot to be done to keep the mobile games in a more reasonable commercial construction for each other.
It is a good way to rely on account asset inheritance and paid benefits to let mobile games drain each other
Finally, there is how much appeal this category has on mobile.
One of the great strengths of Naraka: Bladepoint is that there are no competitors, and this advantage seems to hold true in the mobile market so far. But the key is that it is still unknown how much user group this work can expand and which user groups it can reach. I know that many of NetEase's products can only make achievements after a period of development and exploration, just like its trump card product "Egg Boy Party", which has also gone through a considerable period of iteration of the operation model and marketing style before it has achieved its current results.
However, relatively speaking, the mobile game of Naraka: Bladepoint is obviously narrower and more provocative on mobile, and there are still many variables whether it can carve out a path like the terminal version.
In short, Naraka: Bladepoint mobile game is definitely a product worth paying attention to this year, it has a sufficiently differentiated and solid gameplay core, and also has the intention and attempt to open up a new user base, which provides a very key node for the future direction of this track.
Is it really the only one?
I love Naraka: Bladepoint mobile Slogan - action competition, this is the only one.
This slogan is concise, intuitive, atmospheric, and smooth, and the pride and confidence unique to the leader are indeed reassuring.
I'll admit that Naraka: Bladepoint has its originality and track leadership, but it's clearly being challenged more by its positioning.
This year, Tencent's "Glory of Kings: Dawn of the Stars" "Star Soul Battlefield" suddenly came, and it was already clear that it was going to compete with "Naraka: Bladepoint" for turf. In particular, the act of inviting "Meteor Butterfly Sword" to the platform and making Meng Xing's soul a linkage character in the promotion is a naked "provocation" to the core legitimacy of "Naraka: Infinite".
If most players were still on Naraka: Bladepoint's side and despised the imitators who came after them, it may be starting to change a little now.
Some people think that the mobile game "Naraka: Bladepoint" is actually not ready yet, and it was rushed to serve it after being shot by "Dawn of the Stars". Some people have also experienced the two works, and really analyzed the differences in the operation of the two, and gave the view that "Dawn of the Stars" may be more suitable for the public.
"Dawn of the Stars" is more likely to become a hit?
There are many similar arguments on the Internet, and many of them are "angry words" by old fans of "Naraka: Bladepoint". But the reality is that Naraka: Bladepoint mobile has been put on the table, and the challengers are still hiding in the future.
Some people feel that "Dawn of the Stars" is too scared to launch at the same time, but they also have the advantage of continuing to observe the trend of the "Naraka: Bladepoint" mobile game market and make corresponding changes. Some people think that the mobile game "Naraka: Bladepoint" will be launched first, and it is very likely that it will rely on the full help of NetEase's family bucket to completely monopolize this track.
The first strike, the first strike, whether to control or be controlled by others, can only say that the battle situation is ever-changing, and it will have to come back for dozens of rounds.
The linkage of "Egg Boy Party" has been arranged
Epilogue:
Friends who have read Mr. Gu Long's Xiao Li Flying Knife series of novels should know that the big guy who ranks first in the rivers and lakes is often in the most dangerous situation.
Just like the old man of Tianji, who ranked first in the weapon spectrum, faced off against Shangguan Jinhong, who ranked second, everyone thought that the final victory could be decided before the move, but Xiao Li Tanhua said in one sentence: If you have been the number one person in the world for too long, you will lose because of concerns about challenges.
If you want to copy it, copy it well
When the brave meets on a narrow road, can the action competition track survive one, two or more? Will the pioneers and pioneers win everything, or will the latecomers and imitators open up a different situation? Let's stay tuned while honing our vibrating skills.