
As an experienced evaluation player who has been in the chess game circle for many years, I actually really want to talk about this game. Many people may have never heard of it, and may even think that war chess has been eliminated by the times. But what I want to say is that the quality of this game itself is not bad, and it can even be said to be a conscientious work in the same category. So why didn't it take off? I think it can be analyzed from several dimensions.
In terms of graphics, it uses a 2D hand-painted style, which is not exquisite, but it is good in that the characters and unit details are very careful. The battlefield map also has a good layering feel and doesn't feel cheap. However, compared with the high-gloss special effects and 3D modeling of current mainstream mobile games, it does lack a bit of visual impact. For players who only pursue graphics, this may dissuade them.
In terms of gameplay, its core is war chess + character development. The conflict between arms, the influence of terrain, and the combination of skills are all very solid strategic elements. The plot is also very complete, not the kind of mindless mowing, but with a complete world view and character arcs. This is actually very suitable for players who like to watch plots, especially if you are a history or romance lover, you can find a sense of immersion similar to watching a drama. But here's the problem - War Chess itself is a slow-burning game, with a game starting in half an hour. There is no automatic battle or double-speed function, and the pace is too slow. Nowadays, most people play games to have fun. This kind of game that requires brainpower and time is naturally not mainstream.
In terms of krypton gold, this game can basically be completed with zero krypton. There is no forced card drawing, generals and equipment can be accumulated slowly through dungeons and missions, and the character development curve is relatively smooth, so there will be no chance of getting stuck without recharging money. This is considered very conscientious among various mobile games nowadays. But this also means that it can't make money, and developers don't have enough resources for promotion and long-term operations, so it will die quickly.
The social system is relatively weak, and is basically a stand-alone mode with online archives. There are no guild battles, no rankings, and no online confrontations. Although this avoids the urge to get mad, it also reduces a lot of interaction and stickiness between players. In the mobile game market, social networking is an important part of maintaining activity. Without it, it will be difficult for games to go far.
Taken together, the quality of Zhanqi Tianxia is there, but it is understandable that it is not popular. It is too retro and old-school. It is almost a mobile version of the mobile version of the ten-year-old game Zhanqi. It does not capture the fragmented and fast-paced characteristics of the mobile version. In addition, there is almost zero publicity and distribution, and many potential players have no chance to come into contact with it. For hardcore war chess fans like us, it is a treasure; but for the general public, it is a good drama that has been silently neglected.
If you are a friend from the film and television area and don't mind spending time using your brain, this game is worth a try because it tells a complete and unconventional story about troubled times. But don't expect it to be as popular as "Glory of Kings" - its fate is destined to be niche and silent. 📉