
I'm not going to brag about it, but as a veteran who has been playing since the Saipan era, I have seen too many so-called “domestic 3A mobile games” reach their peak as soon as they are launched, and they don't even bother to maintain their servers three months later. But this "Interstellar Jump" made me a little confused - it was actually made by Chongqing Diansou? It's actually free? 😳
Let's talk about the part that moved me the most. Do you know the HomeWorld series? When I played "Homeworld" on PC, the feeling of commanding a fleet in a deep universe and slowly advancing while listening to background music is still unforgettable. And "Interstellar Jump" actually got the official authorization from Queen Fiari, and they were the original members of the MOD team that year. This is not just a waste of money to hang up an IP name, but to take the feelings of veteran players seriously. A 300,000-word plot plus 30 minutes of CG cutscenes is a bit "going against the trend" in today's fast food era.
But it is precisely this "counter-trend" that makes me want to talk about the development trend of mobile games.
What is the market buzzing about right now? Open world, card drawing, daily tasks, social kidnapping. Going online every day is just like going to work. It's not complete unless it drains the players' energy. To be honest, I'm tired of the kind of "electronic job" with a screen full of red dots and a bunch of limited-time activities. The rhythm of "Interstellar Jump" is obviously prepared for veteran players - it pays more attention to the development of long-term fleets and strategic matching. Cross-server alliance battles are wheel battles, not mindless combat power crushing. What is important is troop formation and resource scheduling. Thousands of warships were fighting online at the same time, and the scene really felt like the war at home.
I think mobile games have actually been quietly diversifying in the past two years. On the one hand, there are increasingly heavy numerical krypton gold, and on the other hand, there are works like "Interstellar Jump" that are willing to concentrate on the world view, plot, and hard-core gameplay. Although it may not be as good as the graphics performance of those major manufacturers, it is comfortable to play without the pressure of being forced to take out your wallet. The charging mode says 0. I have been playing for a few days and I have not been bombarded by pop-up gift packages. This is very rare in domestic mobile games.
Of course, it's not without its shortcomings. For example, the novice guidance is a bit rough, the UI is not friendly to players with small mobile phone screens, and the server occasionally freezes when there are too many people. But considering that this is a MOD team that transformed into a mobile game ten years ago, and it can achieve this level, I think it is worth giving a chance.
Finally, let's talk about something emotional. Back then, I was playing the Java version of StarCraft on a Symbian machine, with only a few pixels on the screen, and I still had a lot of fun playing it. Nowadays, the performance of mobile phones is a hundred times more powerful, and it can carry more and more pictures and gameplays, but many manufacturers have forgotten the original excitement of the game. "Star Jump" reminds me of that night when I repeatedly studied the strategy for the installation package of dozens of KB. The universe is so big, someone has to look up at the stars. 🌌
If you are tired of playing those skin-changing cards, you might as well try this one. Not to brag, it may not be the most perfect, but it is definitely the most "game"-like game. I hope that domestic hard-core science fiction can go further on the road of mobile games.