Here we bring you a detailed guide on the setting introduction and gameplay analysis of "Evassing Assassin Returns". It is a problem that many players encounter. Let's take a look at the specific steps to complete it. There are quite a lot of new gameplay and contents recently released in this game, and many new players have joined. This site also has other strategies for this game, which are all problems that players often encounter, including mission strategies, game strategies, etc. The legal tutorial is very detailed and helps players better play the game and experience the content.
"Evasive Assassin" begins with the memories of a "Brigadier General" who retired from the army and his daughter.
The daughter in the dream lived with him in a quiet and peaceful valley. Every day, his life was to play with the little cotton-padded jacket and play various house games. That day, everything changed, and the name "Shanna Fei" "The terrorist attack took away his daughter and all his hope of living.
Before that, he spent every day hunting for "Sannafei", but this mysterious dragon disappeared until one day it seemed that he finally found himself in a place called "Magu City" The traces were revealed, so the "Brigadier" airdropped to the cyberpunk-style Magu City with the help of his former comrades. At this time, Magu City's 3 million people disappeared, and the members of the city's controller "Magu Group" were ordered to commit suicide. The only things that greeted him here were the ubiquitous killing robots, the drill robots that turned the city into ruins, a mysterious girl Jin Mary, and Shanna Fei who didn't know where she was. The journey of revenge is still ahead. The road begins here...
As a platform jumping game, the first attractive feature of "Evasion Assassin" is the powerful hook system: you can quickly hook up on some walls to complete swings, sprint swings (can complete upward sprints at corners), quickly pull and release the rope, Flip and switch sides, etc.
The first impression people give is probably: Spider-Man? However, the actual experience is still quite different, because using the hook stretch can also complete the "flash" kill. "Evasion Assassin", as its name suggests, is a game with a high proportion of combat content. It is not unusual to add combat elements to the platform jumping gameplay, but combining rope pulling and killing into one is indeed quite fresh and quite It's a refreshing experience - just imagine that there is no way out while dancing, but a soldier hovering in the air provides a "flash past" foothold. You kill him with your hook, and then use his The corpse has completed the "jump" and reached the next place where it can "claw". Isn't it a super cool experience? Then this process may be included in multiple killable enemies and complex jumping scenes.
Therefore, many steam reviews mention "Katana Zero". In terms of the exhilaration of fighting, the two are indeed similar. This "blink" fighting style also makes it different from "Rusted Moss". The same is true A game that includes dancing and combat content means that you can use space more freely, and it also gives BOSS more room to design - the Digger in the lower city, Justice in the business district, and a certain avoidance at Magu headquarters. The spoiler characters all completed impressive boss battles.
However, as a super-powerful machine, the price is probably in the middle and later parts of the game. It almost starts with escaping from the watch of factory inspectors. "Evasion Assassin" makes me who thought "I can do it again" in the first half realize again "I am a human being". Jumping Color Pencils”.
The game can be roughly divided into areas: Xiacheng District, Business District, Factory, and Magu Headquarters. The difficulty of the first area, Xiacheng District, is quite friendly, but the second area, the Business District, appears from both the area and the platform. Many new difficulties - there are large red areas in the area, and you will be shot once you enter. There are a large number of temporary rail platforms on the platform. Players need to carry this platform and flexibly flip up, down, left, and other positions to avoid the red area and finally reach the destination.
Then - the combat content mentioned before still exists, but because of the coverage of the red area, it is not as brainless as before. These contents will gradually increase in size in the future - the red area will also have its own moving track, or it can continue to zoom in and out.
There are types of enemies in the battle that cannot be executed. Our only chance to kill them is to use the hook to "transpose" the enemy to hit the red area and be killed. In fact, I feel that the design is a bit over the top, especially since it cannot be executed in the air. You must seize the precise opportunity to move it to the moving route in the red area. Once it fails, it will slowly return to its original position. This makes the parkour feature "refreshing" in the early and mid-term. Cease to exist.
Moreover, the battles in the game are basically "close the door and beat the dog". Such battles may require you to face multiple enemies that cannot be executed in the same area several times. If you make a mistake midway, you will need to repeat this somewhat torturous process, because The save points in this game are quite far apart.
However, when the players woke up from the nightmare of red light + invincible monsters in the second half of the business district, they did not expect that the big one was yet to come - a large number of rays and rotating plates that needed to be used to block the rays were added to the factory area, as well as a large number of presses The valve that is opened within a limited time after the switch is opened. "Limited time" has become the key word in this part. In the second half of the entire factory, various dances need to be completed within a time limit under the watchful eye of the BOSS:
You can choose easy in the game difficulty and "skip classes" in the previous process without losing blood. However, in this part, you can only suffer through the backboard and take the missed classes again, but actually I don't like it very much. Such a setting is because the game's narrative reaches this point, the mystery is about to be revealed, and the story is reaching the most touching part. I believe that all players are eager to watch the plot quickly, but this part The long, low-error-tolerance jump is undoubtedly a kind of torture for players who want to watch the subsequent plot.
So - actually it is important to persist to the end! Otherwise, we won’t be able to get the ending!
Fortunately, after the game entered Magu's headquarters, although new mechanisms such as the power-charging SHIFT displacement rail car were added, it did not add too long and complicated jumping music, but focused more on the narrative.
The final story is deeply touching - at the beginning, I actually questioned whether the memories of getting along with my daughter in the early stages of the game were too long, and whether it would be redundant to insert two "tutorials" in this part and the army part, but I want to solve the puzzle. The moment I opened it, the unexpected but reasonable result still made people cry.
A person will die three times in his or her life, death on the physical level, death on the social level, and the death of the last person who remembers you. However, the "unforgettable" life and death may be a trauma that everyone cannot avoid, "Evasion Assassin" "The story may have been immersed in hate, but it ended with love in the end. That love comes from the person who will always remember you, that love comes from the memories you have with him bit by bit, from you both Evidence left in this world.
This is the third wall that "Evasion Assassin" broke. It made me feel the warm memories tingling in my heart in front of the screen, and it also left a story worth recalling and unforgettable for a long time.
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