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To be honest, the development of the mobile game market in recent years is really impressive. I have been playing it since the Symbian era, and watching mobile games develop from a simple Snake game to various 3A masterpieces now, an old player like me sometimes misses the pure joy. But having said that, the experience improvement brought by technological progress is also real. Just like the game I want to talk about today, "G Sandbox: Hatred 2". Although the pixel style seems a bit retro at first glance, when you play it, you will find that this is exactly an interesting trend in the current mobile game market - users have an increasingly strong demand for freedom and creativity.
To be fair, I have been playing sandbox games for more than ten years. From the earliest mobile version of Minecraft to various imitators, there are not many that can really calm me down. But this "G Sandbox: Hatred 2" does have something. It does not take the big and comprehensive route, but better combines the core of the sandbox - free creation and the excitement of combat. There are many types of weapons and props in the game, there are more than one or two types of maps, and the enemy designs are also differentiated. For players who like to mess around, this is like a digital Lego. Moreover, the developer is Hainan Star Jump, which is a relatively low-key team in China but has been polishing this type of product. It can insist on the free model and does not charge money. To be honest, it is quite rare in the current environment where various in-app purchases are rampant.
From an industry perspective, I think sandbox mobile games are undergoing a transformation from "blind accumulation of content" to "precision service". In the early years, many sandbox games gave you a bunch of blocks and tools when they came out. They seemed free, but novices had no idea what to do. And "G Sandbox: Hatred 2" actually provides players with a "semi-finished stage" through the combination of maps, enemies and weapon systems, where you can play freely without getting lost. This idea is actually a bit similar to the popular "Egg Party" and "Mini World" in recent years - platform-oriented, creative-oriented, low threshold, but more of a hard-core combat experience. The free model is also the first step to attract users. If you can keep updating in the future and make money from skins or map editors, it will be healthier than selling values ​​directly.
Finally, let's talk about my personal feelings. When playing this game, I always think of those small pixel games written in Java in the Symbian era. Although the graphics are simple, the feeling of "picking up the phone and playing it all afternoon" is particularly pure. Nowadays, the game graphics are better and there are more ways to play, but there are really not many that can make people calm down and ponder over and over again. "G Sandbox: Hatred 2" has regained a bit of that flavor - it doesn't force you to spend money or lose money, it just allows you to be a "destroyer" or "builder" in a pixel world, and you can be as happy as you like. For players who like to create freely, especially veteran players, this cup of "pixel tea" is worth trying. 😌
(On a side note, many sandbox mobile games now focus on online play, social interaction, and ranking, but this one is still focused on single-player experience, which I think is cleaner. When you want to purely relax, this kind of game is much more comfortable than those that force you to add friends and compete in rankings.)