[Demonstration] 'Ripple Effect', which is a barrage and TPS stomach with cartoon sensibility

  • Game Name: Ripple Effect

  • Genre: Shooting Action

  • Service / Developer: Crest / Outsider Kids

  • Yo: 'Ripple Effect' is a TPS game featuring cartoon-style graphics with cartoon networks or Nickelodeon animations. In the aiming, TPS was used as a TPS, and in the non-disjunction, it was the fun of shooting and rolling by avoiding the enemy barrage.

'Ripple Effect', which participated in G-Star following the BIC, is a shooting game with a cartoon-like shooting game with a thick UI. It is a work that is being developed by the 7-person indie team, Outsider Kids, which is being invested by Smile gate.

The first start is that the spacecraft is unfolded, and this explanation may be a bit embarrassing because the cut scene is close to the top view. However, after the first introduction, the shooting action that goes between the unique TPS and Quarter view will be unfolded from the moment Rose uses the drone before going out of the spaceship.

Ripple

The somewhat unusual thing is that the R key, which is often pressed habitually in the shooting game, was not loaded. And even if the bullet fell, it didn't automatically reload. So at first, I was embarrassed to shoot a gun all the time, but it was a rescue to reload when I went to non-induced state. And because the right mouse right-click was aimed at non-draft, I naturally moved to the button in the mouse.

As soon as the enemy came out, I wanted to shoot it in aiming mode, but the aiming mode moved slightly faster than going slowly in the enemy shooting game. So even though I was aiming mode, I had no choice but to cook in non-finished mode.

Perhaps it's a bit unfamiliar when you first encounter because the existing shooting is TPS, Quarter, Quarter View, and Top View. I want to shoot in a place where the enemy is quickly visible, but I go one step further.

Such doubts had to be released as soon as they came to the field and went through the game. It was because the enemy was not just coming from the front, but it was definitely popping out of nothing, or shooting from the side. When a slower shot like a flight shooting flew and to cope with it, it was mixed like a rail gun, so it was mixed with a ball that was mixed.

Of course, in other Toss, the enemy is not as well as the ambush, but the enemy's attack method of the Ripple Effect is similar to a flying shooter. When I suddenly came out of anytime, when I shot it, I could see the shots that had to be avoided throughout the screen. At the time of TPS, it was as though it was as though it was as thoroughly a wider view of view. The physical strength is also a fatal threat because it dies only if only three is hit by only three.

It was not an unreasonable design because it was not just aiming, non-toned, but not avoiding Warrior, but also avoiding and preventing them. In particular, as the evasion was automatically turned into non-trials, the point of view was reloaded, and the connection operation was naturally connected to the enemy by rolling and aiming at the situation.

And as it was unconventional, it was automatically kicked after a certain period of time, and sometimes it was possible to return to the original. If you can't avoid it, you can defend with shield and wait for your health. Because it is not just a defense because it is a non-loan status, because there was a skill that can only be used in non-unjust situations like grenades. The skill can be exchanged from the point in the middle of the point to the coin obtained from the enemy, and there are also 30 Passives in addition to the active skills, so you can enjoy battle in various styles depending on how you combine them. The weapons are also clear skills and characteristics, and if the enemy is killed with basic weapons, the ball is also supplied.

The boss warfare could only be played in the early boss, which also felt like a barrage element. It's because they are armed with such a pattern that you can see when you suddenly come out of your sight or when you watch the status from the top. Such patterns, like Soul Lake, have a lot of such types that have to react to the speed of paring as nicely. Instead, it was quite good to roll and go into the aiming mode when I learned the timing to some extent.

In addition, the boss had a separate weakness, so if you hit the weakness, you could make it grilled and played it. The weaknesses are clearly revealed, but there are some bosses that do not, so in such a case, you will need a strategy to watch and cope with the aiming mode and non-unjust mode.

Of course, these clues were not shown in the 15-minute demonstration version. In fact, there were no resources to unlock the skills and passives, and it wasn't time to go differently by picking other skills and passives. However, I was worried that it would be dizzy and distracting because the point of time changed frequently, but it was impressive that it was designed well, not just to look unusual.

First, because the view was opened, such as rolling the shots from everywhere, avoiding it, sometimes blocking the enemy, and killing the enemy quickly, and looking for a breakthrough, and the view was opened all over the place. This is possible. So, at some point, I used to come to the back and shoot the tricks, so there was a busy hand that pointed the grenades and quickly overpowered it in aiming mode.

Ripple Effect, which is busy in November to launch early access, can enjoy demo versions in Steam as well as G-Star. As the playtime of demonstration is a very short environment, it is a work that shows its own unique shooting action.

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