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To be honest, I have been playing mobile games for more than ten years, starting from Snake and Thunderbolt in the Symbian era. Watching mobile games evolve from pixel blocks to today's ray-tracing rendering, I feel a little emotional. Recently, a friend recommended this "Hot-Blooded Qin", saying that it is a legendary mobile game with free gold. I was a little immune to this "999 for one knife" routine, but I couldn't stand it and he forced me to get an activation code, so I tried it. After playing it for a few days, it made me want to talk about some changes in the current mobile game industry.
I'm not bragging, but in the current mobile game market, major companies are trying to improve the graphics, IP, and draw cards, and players are exhausted from chasing the progress. An old player like me misses the days when "you rely on your face to get equipment, and you rely on your brothers to defeat BOSS". As for the game "Hot Blooded Search for Qin", to put it bluntly, it is a classic legendary framework, but it has made subtractions in the details: free automatic recycling, full screen picking, knife cutting, and even automatic hang-up upon launch. If you don't have time to do manual operations, you can still accumulate good equipment by hanging up. This reminds me of the time I played "Enodia" and "Chaos Rings" on Symbian ten years ago. Although the graphics were simple, the game was solid and there was no need to calculate the cost-effectiveness of recharging.
But having said that, this kind of "free gold, free whoring" gameplay actually reflects an obvious trend in the mobile game industry in the past two years: players are becoming more and more disgusted with the crude logic of "krypton gold makes you stronger", and instead begin to accept the light mode of "gan can make up for lessons" or even "hang up and play". Games like "Hot Blooded Qin" essentially superimpose the retro gameplay with the "lowering liver and reducing krypton" design of modern mobile games. The developer Hainan Surfing Game chose to go in this direction, probably because it saw the strong demand among veteran players in the legendary market segment for "reliving classics without burden".
Of course, the graphics and special effects cannot be compared with those of UE5 masterpieces, but to be honest, the "artifact system" and "cutting special effects" in the game are quite interesting, the skill lighting effects are not eye-catching, and there are not many lags when playing Sabak when there are many people. As an old player, I think the biggest highlight of this game is the confidence that it “doesn't force you to recharge” - the charging mode says 0, and there is indeed no mandatory payment entrance, and not even the first recharge gift pack pops up. This is a breath of fresh air in today's mobile gaming environment.
However, I also have to remind friends who are new to the game: This kind of game is essentially a value-driven legendary variant. In the later stage, you will definitely have to fight for equipment and levels, but the advantage is that free players can also accumulate counterattacks through time. Is it considered “good news for casual players”? I guess it varies from person to person. But at least it allows me to see that in the mobile game industry, there are still some developers trying to return to the original intention of "gaming for fun".
By the way, I heard that the company Hainan Surfing Tour has made several small games before, and this time it is a trial of cross-category. If "Hot Blooded Qin" can be successfully run, it may lead to a small wave of "retro legend + zero payment", which can also be regarded as a lesson to those big companies: sometimes, what players want is not so complicated, just "enjoyment without spending money". 😌
Okay, as a ten-year-old player, that's all. Brothers who feel the same, welcome to talk about those good games in your memory that are "not forced to play".