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[Experience] Feeling like a fairy tale in old memories

  • Game name: Making Mobile

  • Genre: MMORPG (Mobile)

  • Service / Developer: Nixon / Defeat

  • Yo: 'Making Mobile', which has returned to a graphic than when it was released in G-Star, will showcase the 20-minute G-Star 2022 content. Visitors choose one of the four basic classes, so you can get a glimpse of the early part of the game through the quest.

It's been about five years since the first announcement in 2017. The appearance of Making Mobile has changed every year, and it has been a long time since it is forgotten in the heads of some gamers. Although he reported his survival in the Nixon showcase last year, it was not enough to fill the fans' curiosity.

At the G-Star 2022 offline site, Making Mobile has developed further and returned to graphics and prepared to demonstrate the general visitors. As shown in the publicity video, is Making Mobile keeps the adventures and healing emotions that the original work has been presented? At least I have experienced a demonstration version, I want to say that it is 'passing' confidently.

The G-Star 2022 demonstration build of Making Mobile was created in consideration of the structure of 'demonstration', which experiences the game within a limited time, and then plays the game from the beginning. When you start the demonstration, select one of the characters with several jobs, and if you play according to the direction the game tells you, you can naturally reach the end of the prepared content.

In this process, 'Touch' stands out for all users looking for G-Star to leave the demonstration with a slightly different experience. One example, the pre-made characters, which can be found on the first start screen, are randomly changed every time they start the game. Therefore, everyone who enjoyed the kite can play the same job, but each one is to play his own game using a different character.

'Customization', which decorates your own character, was the core of the original Making. For Millions who do not even yield a single color code to dye a single dress, there is a lot of room for demonstration builds that are not supported by customization. Randomly created characters have their own meanings in that they can get a glimpse of customization in the game that will be released later without giving users the permissions of customization.

Another thing, if you played the original 'Making', it may be awkward to see the character selection window where the characters are divided by job. In the original, you can get a job title depending on the field you invested intensively, but there was no 'fixed' role somewhere.

If there is no significant change from the version confirmed through the demonstration to the launch, the presence of a fixed job is likely to be the most characteristic difference from the original. In the demonstration version, I was able to play and play jobs that use familiar skills in the original work, such as warriors, archers, and wizards. The most prominent of them was the job of Healer. I remember that there was no noticeable technology in the original.

Of course, at the time of 'Making', where various talents such as puppet companies, ninjas, and divas were created, the number of classes supported in the demonstration version may seem insufficient. However, since Making Mobile is a new story that begins with the first story of Making, I think it is a job distribution of the right difficulty for existing fans and those who play new Making.

If you choose a character and start a full-scale demonstration, you will face the first fans in the famous space where you meet NPC 'NAO' in the game. After checking how the battle of Making Mobile progresses, the eyes are opened through a series of events, and the quest is closed around the village, and the beginner's dungeon 'Alba Dungeon' is cleared. Conclude.

Why

What was noticeable during the demonstration of 'Making Mobile' is a combat style that is different from its unique graphics, directing, and original work. In addition, if you have the experience of playing the original, I think you will be able to feel the nostalgia in the appearance of a slightly different appearance.

Although it has been released through various kinds of trailers, Making Mobile has adopted a cartoon rendering graphic with pastel tones. The detailed details of the structure may seem to be more omitted than the original, but personally, I was impressed with the fairy tale story that the original IP was presented.

The fact that the production through the cut scene appears from the beginning of the demonstration is different from the past 'Making', which also conveys a magnificent feeling. Making Mobile, which was not easy to experience in the original, is a huge dragon that attacks Na ozone (where you meet NAO), or a scene where the exterior walls of the dungeon collapse when entering the Alba Dungeon.

The Making Mobile's graphics can be compared with the original. Any gamer who has played the original is a village of Millions who are familiar with Erin.

The appearance of 'Trigonal' in Making Mobile and the layout of the building showed the difference from the original in some details, but in some details. For example, there is a minor difference that the location of the inn, which had to be lowered between the grocery store and the grocery store, was transferred to the cathedral. In addition, it is expected that the regions that are originally located in the south of the village moved northwest of the map, so that the regions that will face the game will have some differences from the original.

The quests that can be played in the demonstration version are composed of the main character arriving at Trigonal, greeting the villagers, and experiencing various contents. For example, if you collect eggs around the cathedral and bring it to a grocery store, you get a sandwich. It is not yet known how far the original life content will be applied to mobile, but at least you can collect eggs.

In addition, if the player wants, it can explore the village and interact. It was also possible to get an item by hitting the streetlights, and when I sat in the campfire, I confirmed that the food was shared. Using the sheet music in the bag, it was possible to play on the spot. The community elements were also alive, including dancing with dance commands.

The end of this demonstration ends with the clearing of 'Alba Dungeon' by the NPC you met at the inn. All quests are like a mobile game these days, and automatic movement to the destination, and the battle is also automatically supporting the surrounding monsters.

Skills were able to use their own technologies for each job, but the skills that were famous in the original were not only possible, but also the new skills were checked. For example, archers can use Arrow Revolver, and when playing as a wizard, the original works such as chain Lightning and Fireball are used to collect paper pages and use the techniques you used to learn.

Perhaps many fans waiting for Making Mobile are the most curious aspects of this battle. In the case of existing Making, it was characterized by a combat design based on a kind of 'rock-paper-scissors' rules that overcome the smash, the defenders beat, and the smash beat to defend. In addition, the number of technologies used in many situations has increased, and it has built the fun of Making.

'Making Mobile' seems to have pursued more common battles than this form of rock-paper-scissors. The part that needs hard control to fit the mobile platform seems to be excluded, and it was a form of battles that avoided the blankets caused by enemy attacks and used skills to damage the enemy.

Of course, the frame is, it does not mean that there is no characteristic of the game. Although it is not a rock-paper-scissors structure, there are technologies that have the power to knock down or blow off the enemy in the Making Mobile. Using these technologies, it is called 'brake' to break down the enemy's attitude, and it was possible to make higher damage by linking the technology that inflicts powerful damage when the enemy had a brake state.

I was able to play only the beginner dungeon 'Alba Dungeon', so it is still judged to see what kind of battle of the game will flow in the future. However, the impression I played through the demonstration was a simple but fun combat form, and I felt that this simplified battle would be suitable for playing games for a long time on the mobile platform.

If you summarize the testimony of 'Making Mobile' confirmed through this demonstration, I would like to say that it is a game that reproduces the memories of gamers in the past. Unlike now, the memories of those days, when they were able to hold a heroic story in front of the village bonfire, even though only one golem was held in Kinda.

Of course, there are many things that the game has not yet shown, and there is no concern. What kind of development will be made after the launch? Can I scroll to enchant scroll by throwing the Fox Hunter Staff from the Alba Dungeon? And what happens to the whereabouts of the 'craft' that has been notorious for users in the original?

In this demonstration version, which did not have to worry about the above, the nostalgia for the 'Making' IP and the beautiful atmosphere of pastel tone are well conveyed. By 2023, which is scheduled to be released, it is unknown how much more tests will be conducted in the future, but I look forward to seeing it as a 'healing game' that keeps the fairy tale emotion. Like the original Making.

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