Chinese Video/Computer Games

Tam

Brigadier
Registered Member
19 million views on YouTube alone.

Unlike a common trope, this trailer from AFK Journey didn't end happily.



The music is incredible and if they did a series on this it can lend itself to an animation style like Arcane's.






Japanese voice overs recently added.



This game is good if you don't like an anime themed visual style, or if you like a more traditional RPG style of play instead of an ARPG.
 
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bd popeye

The Last Jedi
VIP Professional
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Yin Kai (R) adjusts his movements under the instruction of a motion capture crew member at a workshop in Shenzhen, south China's Guangdong Province, Aug. 28, 2024. Considered China's first homegrown high-cost, high-volume, high-quality stand-alone title, "Black Myth: Wukong" is deeply invested in the usage of cutting-edge motion capture technology to incorporate real-world martial arts into the game. (Xinhua/Mao Siqian)

BEIJING, Aug. 26 (Xinhua) -- Light attack, heavy attack, dodge, immobilization, and transformation... as millions of "Black Myth: Wukong" players fight their foes with unrestricted combos of skills and abilities, many may wonder how these eye-dazzling moves were made possible.

Considered China's first homegrown high-cost, high-volume, high-quality stand-alone title, "Black Myth: Wukong" is deeply invested in the usage of cutting-edge motion capture technology to incorporate real-world martial arts into the game.

Through the technology, the actions of professional stuntmen dressed in customized suits with reflective points are recorded from all angles, processed into virtual data and finally presented on in-game characters.

Yin Kai, hailing from Shandong Province, is among the game's motion capture crew. He undertook the majority of the action work for the game's protagonist, a monkey character based on the classic Chinese novel Journey to the West.

"Many people have a childhood dream to become the Monkey King. As I trained in the martial art that uses a monkey-style staff, I accepted the job offer right away," Yin was quoted as saying in a feature story released by China Media Group.

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Yin Kai works at a motion capture workshop in Shenzhen, south China's Guangdong Province, Aug. 28, 2024.(Xinhua/Mao Siqian)

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Yin Kai (R) and a motion capture crew member watch the replay at a workshop in Shenzhen, south China's Guangdong Province, Aug. 28, 2024.(Photo by Yu Huan/Xinhua)

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Yin Kai (L) adjusts his movements under the instruction of a motion capture crew member at a workshop in Shenzhen, south China's Guangdong Province, Aug. 28, 2024. (Photo by Yu Huan/Xinhua)

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Yin Kai (C) communicates with motion capture crew members at a workshop in Shenzhen, south China's Guangdong Province, Aug. 28, 2024.(Xinhua/Mao Siqian)

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Yin Kai works at a motion capture workshop in Shenzhen, south China's Guangdong Province, Aug. 28, 2024.(Photo by Yu Huan/Xinhua)

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A crew member adjusts the motion capture devices for Yin Kai at a workshop in Shenzhen, south China's Guangdong Province, Aug. 28, 2024.(Xinhua/Mao Siqian)
 

GZDRefugee

Junior Member
Registered Member
Now that I've had some time with Black Myth: Wukong, I really like the game. It's not perfect but a pretty damn well made game.

There can still be some improvements made to the core combat though. I'm not talking about variety but the feel. Some basic combos have too many animations per player input. Big hits aren't satisfying due to lack of hitlag. When I charge up a heavy and land it, have the animation pause for a frame or two to really sell the impact.

Sometimes, I feel like I'm fighting the camera more than the bosses. Especially when bosses are tall or use vertical movements/space. Makes reacting to some moves difficult when camera is stuck in the guy's asscrack. Solution is to have the camera pull back for large bosses or windups. When that happens, I just spam Cloud Step to avoid. Cloud Step is OP, no explanation is needed.

Overall 87/100
 

no_name

Colonel
Some basic combos have too many animations per player input. Big hits aren't satisfying due to lack of hitlag.
Especially the third phase of a light attack that transitions to a heavy one with all the twirling. But I feel it's deliberate to make you be careful with your timing. The heavy attack do take too long to charge for boss fights. I usually do two light attack press then press heavy, it gives you a lesser heavy attack that only use one instead of all focus pts but is quicker to animate through.

I think it's actually a good choice to have no blocks and instead forces you to dodge all attacks. It fits with the style of a nimble monkey character that is wukong and make the fighting more intense.
Solution is to have the camera pull back for large bosses or windups.
I noticed they do try to take a bit of burden away from you by soft locking your camera view to the boss so you can't turn away from him and accidently lose him in your picture, which is different when you are facing lesser enemies, because there can be more than one of them so sometimes you do want to change your view focus. Also in some instances such as when a boss leaps at you the camera auto shift up so he remains in your view which reduces work of you having to move the character and camera view at the same time.

Camera view is mostly a problem when you are blocked inside a small area with a large boss probably because there are logic constraint set to prevent camera position from being placed inside in-game obstacles. Pulling the camera too far away makes it more difficult to judge your hit distance and also the size of the arena which typically have stuff like hills/buildings around it will limit how far back the camera can pull.

Also the jump+light attack followed by dodge is very useful for whittling down boss health during the first stage of the fight without too much risk to yourself.
 
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jli88

Junior Member
Registered Member
Some upcoming Chinese games that I could find:


  1. Phantom Blade: Zero
  2. Where Winds Meet
  3. Ballad of Antara
  4. Wuchang: Fallen Feathers
  5. Project the Perceiver
  6. Lost Soul Aside
  7. Bustling World: Personally very excited to see this, it's literally based on a Chinese painting!

These are just some of the ones that I am personally anticipating. There are a lot more in the pipeline, but I am listing the ones that are set to release in the west, in english, are major titles with at least some western following and anticipation.
 
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proelite

Junior Member
Some upcoming Chinese games that I could find:


  1. Phantom Blade: Zero
  2. Where Winds Meet
  3. Ballad of Antara
  4. Wuchang: Fallen Feathers
  5. Project the Perceiver
  6. Lost Soul Aside
  7. Bustling World: Personally very excited to see this, it's literally based on a Chinese painting!

These are just some of the ones that I am personally anticipating. There are a lot more in the pipeline, but I am listing the ones that are set to release in the west, in english, are major titles with at least some western following and anticipation.

+Mechabreak.
 
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