The Deadly Antidote game is an action-adventure game. In the game, the player plays the role of a female reporter who is looking for an antidote to the plague in a post-apocalyptic world. You will break through layers of obstacles in the game to find the truth behind the zombie plague. , and at the same time, you have to fight various zombies and find antidotes to the virus.
1. The sense of punching to the flesh gives players a more realistic combat experience;
2. Rich character styles allow players to choose in the game;
3. A variety of enemies will launch various attacks on players.
1. In addition to the operation, I care more about the story. I suggest that the poster does not need to benchmark and think more about Licking in Biochemical 2, Chasing in Biochemical 3, and Triangle Head in Silence 3;
2. To be honest, I don’t expect or even want to see these so-called references in domestic games, such as the zombies of Resident Evil, the rice dumplings of Silent Hill, etc.;
3. The essence of classics is creation. This is difficult, but it is wonderful. The background story is more important. The answer to the continuation of the fifteen-part biochemical series is story.
1. Have you considered the positioning of the game? How to classify them after they are put on the shelves? World War Z, the same carnage as the road to survival?
2. The operation doesn’t look like it, it looks more like Resident Evil, so is it a decryption type? It's not like it's only targeting zombies, shooting and survival horror? How to price if the positioning is not done well?
3. Black Mythology has Eastern mythology and the golden IP of Sun Dasheng. The first generation of Sun Dasheng who made trouble in heaven went out of the country. It has been 60 years now, right?
1. Independent horror games can actually use more psychological horror routines, and use background sound effects and the atmosphere of closed scenes to deepen the psychological pressure of players and appropriately reduce the frequency of monsters;
2. When similar monsters appear too frequently, players will have a sense of numbness. Grasp the frequency of monsters' appearance, and when the atmosphere is reached, the monsters will appear more fearful to the players;
3. It is highly recommended to refer to the overall shaping of Eclipse Mask in the Zero series, which should be regarded as the pinnacle of psychological horror games.