news

How could a game that combines social interaction, puzzle solving, and combat be so fun?

2024-07-22

한어Русский языкEnglishFrançaisIndonesianSanskrit日本語DeutschPortuguêsΕλληνικάespañolItalianoSuomalainenLatina

ox.

As the ninth art, video games have always carried the unattainable dreams of players. For example, traveling the world with a sword, or sword and magic. Although these themes appear in many categories, action-adventure games are the most popular among them. Because the gameplay that combines combat and puzzle solving will bring the most layered process to the players of Generation Z, which links each process of the game together and implements it meticulously from beginning to end.

To this day, I still remember the first time I played the "Tomb Raider" and "God of War" series as a child. The oppressive sense of survival and the confusing but not brain-burning puzzles were there.



In fact, as the earliest and largest game category, adventure games have always been committed to bringing players a comprehensive hexagonal gaming experience. Making the battles relaxed and tense, so that players can take a breath between solving puzzles, is the most distinctive feature of this type of gameplay.

Think back to the classic game series you have played before - "The Legend of Zelda", "Uncharted", "Silent Hill", and the just mentioned "God of War" and "Tomb Raider", etc. They all have the same characteristics. But unfortunately, the excessive dimensional expansion of action-adventure games has undoubtedly greatly increased the production cost of the game. Thinking about how to combine the two gameplays is much simpler than focusing on a single element. This makes action-adventure games increasingly rare in the current market, and the ones that players can remember are all produced by well-known large companies.

Therefore, in such a regrettable era, the emergence of "The Legend of Sinterklaas" is particularly surprising, which has led many media to compare it to "The Legend of Zelda" - of course, this does not mean that the quality of the game is comparable to the classic 3A masterpieces, but its pure adventure genes can allow players to experience exactly the same gaming experience.



When I first entered the world of "The Legend of Sinterklaas", I was surprised that the game set the world view as the reverse time travel to another world that is more popular in Korean comics - it is not that the player enters an unknown other world, but that there are countless wonderful dungeons surrounded by mysteries around a small town in Austria.

Reverse time travel is not common in action-adventure games, because realistic elements may make those fantasy elements seem out of place. However, as themes such as reverse time travel gradually become popular, the psychedelic effect of the collision between reality and fantasy has begun to become a new favorite in contemporary art, allowing players to enjoy the wonderful chemical effect of the superposition of modernization and mysticism at the same time.

When I stood in the Alps, behind me was a modern urban town, and in front of me was the entrance to a dungeon with an uncertain future. If I took a step back, I could enjoy the cinema and sauna, and if I took a step forward, I could bravely enter the dungeon and maze to find treasures. This strong sense of contrast made me feel inexplicably excited.



In the world of "The Legend of Sinterberg", the player will act as a tourist, a social figure struggling in modern society, and an apprentice who has just arrived in Sinterberg, enjoying his own life in the small town.

This is very important. What I mean is that "The Legend of Sintberg" is not one of those bitter adventure games with urgent main quests. Here, you just happened to come to a somewhat strange town at the crossroads of life. But before the fantasy world begins, you don't have a grand mission, nor is there any inevitability of fate. It seems that it is not impossible to continue to be an ordinary person. Even if you are tired in the middle of the adventure, you can still choose to stop and rest. This kind of free and refreshing light adventure experience is very useful to me.

If you are addicted to the game's American comic book style outlined by rough lines, you can even hang out in the modern city and look forward to an encounter, living a luxurious life of going to nightclubs to party after waking up, instead of taking risks in the dungeon.



However, let’s just treat this encounter as a foreshadowing. I would rather talk about the action-adventure side of “The Legend of Sintberg” first.

I have said before that the experience of "The Legend of Sinterklaas" is quite light. This does not mean that the game lacks depth, but the main theme of the game is much more harmonious than those orthodox scripts about saving the world. The inexplicably appearing dungeon maze did not destroy the original order of the surrounding towns, but instead became a local tourist attraction. The dungeon portals are check-in destinations for adventurers, and the theme park-like Alps even have professional tour guides to show the way for travelers.

It is so fantastic that such a formalized dungeon exploration appears in the real world. When playing "The Legend of Sintberg", I never felt the oppressive atmosphere, as if treasure hunting and exploration were a part of daily life. The game uses secular rules to subtly transform the cognition beyond common sense into a reasonable existence, leaving out unnecessary conflicts and hostility, leaving only the fun of exploring the unknown.



This changes the core driving force of the game from conspiracy mysteries to the pure satisfaction of the player's own curiosity, allowing players to devote all their efforts to exploring this mysterious theme park.

The map of Sintberg is centered on the Alps and is divided into four major regions, with a total of 25 dungeon copies. The game also gives players a stamp album, and every time a dungeon copy is successfully conquered, a stamp symbolizing qualification will be stamped on it.



It is worth mentioning that these four major areas correspond to four major themes, and each theme has its own exclusive magic in its own area - it can be used for both combat and puzzle solving. The game is committed to creating a self-consistent linked dungeon so that combat and puzzle solving will not be separated or abrupt.

"The Legend of Sintberg" connects the two most important elements of adventure games with each area's theme, and as players continue to push the process forward, new themes will become variables in the gameplay, constantly introducing new mechanisms for combat and puzzle solving, keeping the process fresh.



For example, in the first chapter of the game, bomb magic and chain magic are the first moves that players acquire.

In combat, blasting magic can summon bombs to cause group damage. In puzzle solving, summoned bombs can smash roadblocks and open up a path for your adventure.

Of course, sometimes the puzzles of Sintberg still require some "wild ideas" similar to those of The Legend of Zelda. For example, the bomb itself has mass, and when facing a trigger mechanism, it can replace the player to occupy the slot to activate the door lock switch. Or in a seesaw mechanism, it can become a heavy weight to pry the other end of the scale.

Compared to the combat and puzzle-solving gameplay that are each independent of each other, the adventure game aspect of "The Legend of Sintberg" is obviously much higher in dimension, self-consistent and not abrupt, and these puzzles are not a linear superposition of complexity, but a leap forward in mechanism.



For example, in the second theme world, the difficulty of the game is rising steadily, and the number of enemies is also increasing. In order to deal with stronger enemies, the characters will naturally obtain new spells - large wind spells that can summon tornadoes.

Use tornadoes to blow away all enemies and call the wind and rain on the field. "Legend of Sintberg" always introduces some new tricks to the battle.

Interestingly, starting from the second theme world, some enemies have learned field magic that can pollute the terrain. It is obviously not easy to avoid these poisonous pools, but when you think of the tornado that can blow the enemy away, do you have a new picture in your mind?



If it can blow away enemies, it can also blow away players. A tornado that can be freely controlled will lead the character to places that are otherwise inaccessible.

From this, you can easily imagine that the dungeon copy in the second theme world will definitely revolve around ground spike traps and cliffs, and the tornado that can create displacement and stay in the air is the key to solving the puzzle.

Due to the particularity of the puzzle gameplay, it is difficult for me to tell you in detail how to complete "The Legend of Sintberg", but some of the design ideas can be used as a reference.

The game does not simply create a combat system and embed a puzzle process into it, but connects combat and puzzle solving together through the magic system to create a self-consistent themed level. This trick alone has four major themes, eight magics, and 25 dungeon copies, providing players with a large amount of satisfying and creative adventure.

In addition to magic, the game also has combat skills, teleportation, transportation, RPG and other different gameplay elements waiting for players to discover, which will become a continuous driving force for the process. No matter how cunning adventure glutton you are, you have to admire the exquisite design of "The Legend of Sintberg" - this is not limited by the sluggish adventure game market, but "The Legend of Sintberg" is worthy of the banner of adventure games.



However, this is not all of "The Legend of Sintberg". It is indeed a standard action-adventure game, but the self-consistent combination of puzzle solving and combat is far from enough in this era. Therefore, it also introduces social gameplay for interacting with NPCs, which is the encounter mentioned above.

"The Legend of Sintberg" is not a purely linear level design. Players do not need to guard the dungeon from dawn to dusk every day like a slave. Opening the game means entering the dungeon, and closing the game means exiting the dungeon. This would seem too tricky.

To this end, "The Legend of Sintberg" has carefully planned the player's daily schedule - players who get up during the day can trigger the main storyline, have a cup of morning tea with friends they met in the city, listen to the latest anecdotes, and learn about the city's current situation.



Of course, this is not necessary. Players can devote themselves to the dungeon and become a qualified black slave with no leisure time.

But it's obviously not a one-day job to conquer a dungeon, and it's not uncommon to spend a few days conquering a dungeon. Occasionally, some dungeons have locked collection elements, such as a lost key, which requires the help of residents in the town to complete the collection.



In this way, timely return and combination of work and rest are the true meaning of playing "The Legend of Sintberg".

When the player finishes the adventure and returns to the town successfully, the night will enter free time. You can go to the nightclub to dance, go to the spa to steam the sauna, and go shopping in the supermarket to buy some handy weapons. Although it is a bit weird to buy fantasy weapons in the supermarket, it doesn't seem to be a big problem.

What else? Hardware stores, furniture factories? In the real world, there are only supermarkets, not adventurer guilds.



It is worth mentioning that if the player happens to meet a specific NPC at a specific location, they can make friends with them and have breakfast together in the morning. These specific NPCs can even provide players with help in adventures - combat skills, attributes, and equipment are all possible. This allows social gameplay to not only satisfy the emotional value of players, but also provide appropriate positive feedback for the main theme of adventure.

But if you are a lone wolf player with a strong sense of self-esteem, you can completely give up the opportunity to socialize, go home, watch TV, and end a day's adventure.



If you often play JRPGs, you will find that this gameplay is somewhat similar to the "Persona" series. There is also a similar process arrangement in "Fire Emblem: Three Houses".

But compared to these games, "The Legend of Sintberg" seems to be more light, and does not require strategy and points. Because of its action-adventure game characteristics, it ensures that the game will not rely too much on the development of numerical values, and the real-time combat also ensures that players can rely on operations to make up for the lack of some numerical values.

In other words, the lightness here refers to the weight of the content, not the volume and depth. "The Legend of Sintberg" has very high-quality content, but it is still easy to play without investing excessive energy and perseverance. Players only need to enjoy the creative ideas without being overwhelmed by the tight process.

This appropriately light adventure experience has won praise from my media colleagues and we indulge in it willingly.



This is also the essential reason why many media are willing to compare "The Legend of Sinteborg" with "The Legend of Zelda" - they are both adventures that belong entirely to the player, and whether it is when to start or when to stop, it all depends on the player. Even if you don't follow the established process of the game at all and skip some of the game's arranged links, it is completely feasible in the game.

"The Legend of Sintberg" provides a comprehensive one-stop experience of social interaction, combat, and puzzle solving. Players can decide which part they want to delve into, or which part they fall in love with during the adventure. These are all true feelings of the adventure chapter.

Obviously, "The Legend of Sinterberg" is a rare hexagonal warrior in recent years. It not only inherits the gameplay dimension of action-adventure games, but also follows the excellent NPC plot interaction of JRPG, and feeds back the action-adventure gameplay. This makes the game have the widest audience group in this category. It can be said that as long as you are a loyal fan of electronic games, then "The Legend of Sinterberg" is worth a try. This is the charm of the fusion of gameplay and the essence of adventure games.