Tip: This article will contain some spoilers, it is recommended to play the game before watching it. To be honest, there are many Chinese folk custom puzzle games, but there are really few that have attracted such phenomenal popularity as the "Paper Wedding Dress" series.
Players’ requirements for a game are nothing more than two things: an interesting story and interesting gameplay;
"Paper Wedding Dress" is unique in the track of "interesting stories", but without the plot, it is difficult to evaluate the fun of its core gameplay. To put it more seriously: Paper Wedding Dress without the gameplay is a top-notch VNG. The paper wedding dress added to the gameplay can only be 1+1<1.
Sesame and watermelon seeds
It is understandable that thriller games pursue visual impact. For those with weak psychological endurance, the screen full of colorful ghosts can indeed create a good game atmosphere. However, this series has already reached its fifth installment. It would be helpful to try some new expression techniques. Wouldn't it be better?
For example, "Journey to Suzuya" is also a metaphorical black story. Makoto Shinkai's method of expressing folk culture is very careful. The three-legged stool actually reflects the refugees who lost their limbs in the 311 earthquake. This expresses that although Although he has flaws, he can still have the courage to face life like Souta.
Of course, the different styles of the works, the vastness of the fields they cover, and the differences in experience, age, and realm of the authors must also be taken into consideration. Sometimes it is difficult for us to tell whether the style remains unchanged or the original intention is not forgotten.
Uncle Monster understands the difficulty of making money for a free game, but sometimes sacrificing the positive feedback brought about by gameplay in order to let players watch ads may not be worth the gain.
From the design of the classic "Machina Machina" and the recently popular "Ghost Conspiracy", we have seen that excellent puzzle-solving games need to rationalize all puzzle-solving processes.
There are some deliberate or perfunctory puzzles in this game from the second chapter to the last chapter. For example, the patterns on the floor are too abstract and there is too much content separated from the related puzzles, making it easy for players to get stuck for a long time.
When I get stuck and click on the ad, I always have a sense of déjà vu as if I am playing "Sheep". It is not that there is something wrong with my operation, but that the mechanism will definitely make you get stuck.
The most severe thing about the entire "Infernal Dream" that left me feeling disconnected was that the QTE at the end actually had back-swing. It was the first time in Uncle Monster's life to play a QTE with back-swing.
Break out of the cocoon to become a butterfly
Although there are many scenes of Jump Scare and the heroine's big white legs, Uncle Monster believes that these are not what most players care about most.
This work uses "a blockbuster sequel + classic theater + triangle relationship + the core of the series Zang Suzu Village" as an introduction to a thriller adventure that is intertwined with emotions and weirdness, and brings out the behind-the-scenes truth that paved the way for the second part...
Although the cleansing of the mastermind behind the scenes gives people a sense of déjà vu like the scene where Ellie and Abby forgive each other in "The Last of Us 2", and even the weird parts are barely explained scientifically, the well-rendered atmosphere is still enough to keep players focused. On suspense.
When the epilogue is over and the backs of the male and female protagonists of the third "Yuanyang Debt" and the real protagonists of the entire series appear in the Easter egg part, I believe that most players will still be able to solve puzzles even if they are frustrated. Continue to support the next work after it comes out.
Regarding the content of the script, it is difficult to write about emotions, and it is even more difficult to write about suspense. Emotion plus suspense - it is even more difficult, but the excellent plot of this work convinces players with logic.
"Unbreakable Dreamland" successfully filled the hole of "Zangling Village" in about 7 hours of game time, and then dug a bigger hole.
The space is limited, so there is no need to say much about the success of the script, but many people may have a question: This game has no operations, no autonomy, and even requires solving unreasonable puzzles to torture myself, so why don't I watch it?
Although Uncle Monster would like to say that the sense of immersion in the game is much higher than that in the series, the gameplay of this game is indeed suspected of lowering the overall level of "Infinite Dreams"; an excellent puzzle game needs to implement the character image, action, psychology, etc. As for the gameplay, we use delicate design to allow players to empathize with the game, rather than cutting puzzles and stories from a God's perspective.