Naraka: Bladepoint is the surprising new royal battle royale.
Now, the type of Royal Royale has matured and can produce meaningful new changes. I’m not only talking about games that can tick Royal Royale, but also include game ideas that you would not normally imagine as Royal Royale.
Naraka: Bladepoint It is such a game that brings a pleasant surprise and brings melee action combat into the game type. Bladepoint’s movement and traversal mechanism is also new to BR, it is a solid combination of grappling hook action, wall running, double jump and dash.
Bladepoint’s battle seems simple. It seems to be arc-shaped at first, it moves quickly, without an endurance meter, but when you pick up an enemy, its depth quickly begins to show. Ordinary attacks are very fast, and can be combined into a grappling hook action for proper Crouching Tiger, Hidden Dragon action. You can’t stop regular attacks, but you can dodge them. At first glance, this may make it frustrating because it looks like an infinite electric shock, but you are always free to dodge some stamina.
Even better, if you find a window and don’t mind taking risks, you can attack to flesh out a more powerful version to break through your opponent’s basic normality. Charge attacks can also be circumvented, but there is a more satisfactory system that can be mastered in blocks. By properly timing the blocks, you can prevent charge attacks, but landing this particular move will take some time to get used to. This is not a Sekiro-style single button press, it needs to be expected, because you don’t have much control over the animation.
The chaos of Battle Royale and the early scramble for loot and equipment made it difficult for people to appreciate these systems. Bladepoint does have a basic tutorial, but the developers told me that it is working hard to update it to cover more mechanics of the game, which is critical to understanding the nuances beyond the basics of combat.
Naraka: Bladepoint comes from China’s 24 Entertainment Room. This is an experienced team rooted in AAA game development. The main producer of the game, Ray Kuan, participated in the production of the Meteor Blade series. After launching mobile derivatives in 2018, he set out to create something based on his experience in action types, while introducing some new things to players.
The free flow of games and the freedom provided are by no means accidental-sports is one of the main pillars of Bladepoint. During the development process, one of the main goals of the team was to “free up” the players and free them from traditional movement restrictions. I want to say that it has been very successful so far. The 148,000 concurrent players that Beta attracted on Steam this weekend seem to agree.
“The whole team is very excited, we [were] Marketing Director Raylan Kwan told me that it was great to see this.
Before the official Beta release, the developers were particularly worried about releasing another battle royale game in a saturated market, so the team fully hopes that some players will only fire Bladepoint on the premise, but they know that once players try, many of them will Was hooked. 24 Entertainment saw a surprised reaction in player comments on Steam, social media and official Discord servers.
However, being late for phenomena such as Royal Royale has its advantages. Naraka: Bladepoint is a game learned from the failures and victories of other BR games. Compared with Erangel or Verdansk, the competition area is very compact and the competition can accommodate up to 60 players. Similar to other games developed in China, it has no filling phase: players can choose where to spawn in the pre-match phase, know how many others will start at the beginning, and the type of loot they can expect.
In addition to these initial choices, everything that happened in the Bladepoint game has more in common with the most popular BR game. There is a contract system that allows players to play a treasure hunt, or if they feel acrid, they can chase their opponents. A unique mechanism in the team game turns players who died prematurely into ghosts that can be resurrected in one of the many altars. The dead players will be reborn with some basic equipment. They can freely return to their death invisibility and pick up the remaining things. 24 Entertainment hopes to eliminate some of the fear and lack of action that dominated the beginning of the BR game, and encourage players to fight-even with poor equipment-to know that they can always shoot again.
The weapons in the game have durability that decreases with use, whether they are long-range or melee combat. This is a well-thought-out system that can reduce spam and force players to disengage and go through a fairly long (by BR standard) process of sharpening or reloading the animation. Bladepoint is full of such design adjustments. For example, it is not always necessary to treat things, because you can pick up some fruits and eat them to replenish your HP. There are shrines scattered all over the world, which look like part of the landscape, but provide some rewards for the observer during prayers.
And I didn’t even involve character-specific abilities, ultimate skills, or various ranged weapons. At the end of the time using it, I am sure that its mechanism has a lot of depth, and there are many things worth exploring.
But some things still require some work. The net code can be weird, and it is not always clear whether your dodge has an invincible frame, which will cause you to suffer a blow that you should have missed. I have seen players only dodge twice for safety, but this is not ideal. The stun lock is another thing that may cause trouble for new players. This is part of the game. Mr. Guan told me that many bugs have been fixed in the Chinese beta, but the problem is that it is not yet clear how to get rid of combos and repositioning. More detailed tutorials in progress will certainly alleviate some of these problems.
Th is is a beta version. In some cases, there are some inconsistencies with the grappling hook and some floating/loose movements, but the core is still the biggest charm of the game. The battle is so smooth and flashy, in fact, it makes me wonder whether Naraka: Bladepoint has any PvE or single player mode. Guan said that the team is studying the PvE model, and there is more.
I am also curious about the ratio of robots to real players. In the Steam forum and all other places, players have been arguing whether the person they just killed was real or an AI. I have encountered it in the competitions I participated in, which is not entirely surprising.
Kwan was dismissive of the game’s decision when and how long to abandon the robot, but emphasized that this is a skill modifier designed to make it easier for novices to enjoy the morning shift. Presumably, the more you play and the higher the ranking you get, the fewer robots you will see in the game.
Since I played the game, the only other obstacle was its free-to-play style participation and progress system. Of course, there is a battle pass, but you will also find two currencies, various missions and challenges to chase, an Overwatch style clothing menu, and a loot box-works at the top. Considering the loot box, considering that so many games in the industry have surpassed it, which is really surprising, but Guan will not reveal whether you can spend real money on them.
It feels a bit too much, making it look like a free game, but 24 Entertainment confirmed that it will be a premium game and promised to announce the price later. Guan also explained that the details of monetization are not static. Developers are using this Beta version to evaluate players’ reactions to this and other aspects of the game.
Nevertheless, “Naraka: Bladepoint” still introduced a lot of content, even attracted the most tired BR fans, and adjusted enough genres, it is worth experiencing. This summer is coming soon.
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