
Let me first talk about why I want to talk about this topic today. Recently, Three Kingdoms strategy games have become popular again. As a free product on the 5.0 platform, "Guild Wars" has suddenly become a hit in my circle of friends. As a game reviewer, I definitely can't just watch the fun, I have to try it myself before I can speak. I played a total of more than ten hours in the past three days. From building the city to participating in the national war for the first time, the overall experience was a bit complicated. Today, I will talk about why it has the potential to be popular from the four dimensions of graphics, gameplay, krypton gold, and social interaction, and whether it will follow the footsteps of "Liangliang".
In terms of graphics, to be honest, "Battle in the Royal City" gave me a little surprise. I have seen many mobile games with the theme of the Three Kingdoms. Many products from small manufacturers would like to have the word "cheap" written on the startup screen. However, the main city scene of this game is very detailed. You can feel the texture of the bricks on the city wall, the fluttering flags on the school field, and even the color differences caused by the changes in the four seasons. Although the battle scenes are not the type of full-screen special effects bombing, the feedback of arrow rain, stone throwing, and troop collisions is well done, making it feel immersive. However, one thing to say is that there is still a gap compared with the Three Kingdoms strategy masterpieces at the PC game level. The UI icons in some scenes still feel a bit familiar. I hope they can be optimized in the future.
In terms of gameplay, the core framework of this game is actually the familiar COK-like formula of "building a city - upgrading technology - training troops - fighting national wars", but what surprised me was that the rhythm was well adjusted. The resource acquisition in the early stage is very smooth, and you will basically not be kept waiting. The task guidance is also clear, and novices can figure out what to do in ten minutes. The general training system is a highlight. Each hero is not only used to build up combat power, but also has clear unit adaptation and skill linkage. For example, if you put a charging general in the cavalry, the output effect can be significantly improved. The placement of buildings in the city can also be adjusted freely. Players who like to "farm" can tinker with their own layout, which is very friendly to strategy players.
Let's talk about krypton gold. The goal of the game is to operate for free, but in actual experience, it is indeed a routine operation of monthly card plus gift pack. I specifically checked the general that comes with the first deposit, and it can be exchanged for it later through the Merit Store, so it doesn't count as a reward. But the upper limit of daily stamina is really stuck. If you want to maintain the rhythm in the early and mid-term, if you don't take a few stamina pills, you will be thrown away by active players, which is a bit painful. But generally speaking, zero krypton players can still compete in national wars and mixed rankings if they have an active guild. They belong to the type of "you can become stronger by spending money, but you can still play without spending money".
The social dimension is where I think this game is most likely to become popular. The vitality of the Three Kingdoms strategy game has never been in a single player, but in a group of people fighting for territory and honor on the same map. "Battle in the Royal City" has made great efforts in this regard. The national war system will be started on time at 8 o'clock in the evening. The hostile relationship between the three countries is very clear. After a national war, hundreds of grievances can be made on the World Channel. The gathering instructions, reconnaissance intelligence, and gathering battle reports in the guild are all very smooth, and there are built-in voice-to-text and battle report screenshot sharing, so you don't even need to leave the game.