
To be honest, I was stunned when I saw this game. The theme of cultivating immortals, the integration of three sects into one, and the sect in the sky. This setting looks like a domestic fairy tale at first glance. Take another look at the charging model: 0. Good guy, are there any domestic immortal-cultivating games that don't charge money? My first reaction was: Is this another reskin of a web game that's trying to sell itself for money? Anyway, let's go down and give it a try, and I was a bit surprised when I got into it.
I don't want to brag about how awesome it is, after all, it can't be compared with those big 3A games, but there is one thing I particularly want to talk about: this game allows me to regain the immersion I had in the stand-alone era. Do you know that for those "immortal cultivating" online games on the market now, when you enter it, you will automatically find your way and fight monsters automatically, the pop-up window for recharging is ancestral, and the plot is just a dispensable background board. What does it look like to play? It's like working for an emotionless system.
Alien Beast Qingtian is not like that. The plot of the nine-hundred-year sealing of Jumang at the beginning of it actually tells a good story. As an ordinary disciple, you start from going down the mountain to slay demons. Every step is driven by the plot, the environment and atmosphere, and the feeling of "I am alive in this world." You don't need to form a team with anyone, you don't need to rush for events, and you don't need to get up at three in the morning to defend the world boss. You are a cultivator, walking alone, fighting alone, and becoming stronger alone. This is what fucking immortality is, and cultivation of immortality is inherently a lonely thing.
What is the most essential difference between stand-alone and online games? The design logic of online games is to always have something to do, to always be one step closer to becoming stronger, and to always have someone else better than you. The stand-alone game, or the stand-alone experience of Alien Beast Qingtian, allows you to experience a world and let you personally understand the past and present of this world. The pace is slow, but every step is steady.
Of course, that's not to say it's perfect, the screen modeling is indeed lagging behind, and the action system is not smooth, but these do not affect the core experience. It reminds me of the days when I stayed up late playing Legend of Sword and Fairy Tales and Ancient Sword and Fairy Tales. At that time, there were not so many PVP, guild battles, and card drawing pools. It was just about experiencing a story. The feeling that Alien Beast Qingtian gives me is that someone really wants to make a game of cultivating immortals that can be played, rather than making a game of cultivating immortals that can collect money.
To be honest, I dare not say that it will last forever with 0 charges, but at least now it is full of sincerity. If you are tired of those "immortal cultivating worlds" that ask you to top up money and get you into fights all day long, and want to quietly be a casual cultivator and experience nine hundred years of grudges, the Five Elements Formation and the sect floating in the sky, then it won't hurt to try Alien Beast Qingtian.
Single-player games are poetry, and online games are business. Alien Beast Qingtian prefers the former, even though it was born in an era where everyone wants to make money. Okay, that's it, I still have one demon to kill, so I'll leave first.