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Nexon’s new work, First Descendant, was more comprehensive than expected


▲ Representative image of the “First Descendant” (Photo provided by Nexon)

Among the upcoming Nexon Games releases, the one that is receiving the most attention is probably the third person shooter “First Descendant”. Some of the home games are a very unknown genre, and it is also thanks to the excellent quality of the previously released videos. In particular, domestic and foreign players are showing positive reactions to the video and are not hiding their expectations.

Game Mecca has tested this game, which can be said first of all the ambitious work of Nexon Games. The first impression I got from a short comedy was that the foundations were very solid. This means that the basics of a root shooter are already well established. Of course, as it is in the testing phase, there are still a lot of points that need to be touched if we go into the details such as the hitting feel, the level design and the boss model, but we were acknowledged that the development of the game was progressing. very good .

▲ First descendant official trailer (Video source: Official YouTube of the game)

Root shooting that combines science fiction and fantasy

As mentioned above, First Descendant is a third person shooter genre game. The atmosphere of the game is a combination of science fiction and fantasy, and while highly developed magic and science are used as skills, modern conventional weapons such as shotguns, launchers and shotguns also appear. As the center of the story and the heir destined to save the world, players must defend the continent of Ingris from invaders.

All missions in the game are multiplayer. All field missions are supported by individual progress to group play, but in raids four players work together to attack. In particular, boss raids come prepared with various enemies and difficulty levels and are conducted in order to analyze patterns and attack weak points such as MMORPGs.

▲ A dark world view that combines science fiction and fantasy (Photo: Nexon)

There are also various characters that appear. Each character has four skills appropriate to their class: throw grenades, use freezing magic, and form barriers. In particular, one of the four abilities is a definitive concept, so his power is very strong, but he has a long cooldown. As a weapon, you can equip 3 pistols and various auxiliary attack methods among various weapons such as an assault rifle, beam rifle, missile launcher, shotgun and hand cannon.

Basic perfection that has already surpassed Anthem

First Descendant has all the basics of the third-person root shooter genres like Warframe and Anthem. On the field, enemies that appear in swarms are beaten one by one with a pistol and bullets and stamina are provided with the items left behind by captured enemies. Guns have ranks and their skills change accordingly. As in any shooting game, enemies can hit a vital spot to inflict a critical hit. I’m not kidding, all these parts worked very well for the first test as well. That might be a fun analogy, but Anthem ran smoother than when it was officially released.

▲ Characters with various classes and abilities appear (Photo courtesy of Nexon)

A unique feature of this game can be found in the grappling hook. Many route shooter games allow you to fly or improve your jumping power with a jetpack to create a fast-paced, three-dimensional battle scene. This game uses a grappling hook. If you use it correctly, you can climb high places or dodge powerful attacks from enemies.

For reference, this grapple works on the same principle as the Overwatch Widowmaker hook, so it requires aiming and, when used on a straight wall, uses inertia to allow it to stay in the air for a long time. It can also be used twice in a row, which greatly helps the player’s maneuvers. Except for the double jump in the game, it is the only way to dodge the enemy’s melee attack, so it must be used strategically. However, like Halo Infinite, it’s impossible to lure or attack enemies using a hook.

▲ The grapple is the identity of this game (Photo: Nexon)

The high-difficulty multiplayer is also attractive

The boss fight also gave the impression that the frame was very well established. In the game, you can enjoy a total of 5 boss raids and you can meet three bosses of different difficulty between them. Each boss had a very different method of attack. Debaucher gains a shield from the spore when he takes more than a certain amount of damage and enters an invincible state, so it was important to get into the shield and quickly explode the spore.

Basically, when conducting a group game, communication with allies was very important. To activate the boss’s stiffness it is necessary to properly focus the destructible part, and it is necessary to break through the aggro and save the allies when the team members are lying down. In particular, it is very important to save allies through communication, as you can see the mission failure message as it is when the casualty count is accumulated 3 times as Monster Hunter. Voice chat was also essential to properly distribute the falling stamina pool by catching various mobs appearing in between.

▲ The difficulty of the raid with a giant boss is quite high (Photo: Nexon)

Even if it wasn’t a boss, active communication was essential for team play. This is because there were a lot of elements to connect attacks in the game. For example, if I throw a grenade that combines multiple enemies into one, another user launches a powerful splash attack or another crowd control. There are also runes that deal additional damage to enemies captured by ice or poison, so connecting with allies attacking the elemental was a shortcut to completing the mission easily.

Thanks to the overlap of these various elements, the battle went on with a lot of excitement, and the speed was also excellent. They required both very three-dimensional movement and quick aiming, such as aiming at the enemy without even looking at them for a moment, running away with a grappling hook to avoid large attacks, and reacting to changes in enemy models. However, the enemy’s judgment on headshots is quite generous, and the stash is also slightly reduced, so it’s hard to take it out, but dying easily doesn’t happen often.

▲ Mission success is difficult, but death is rare (Photo courtesy of Nexon)

There are still many areas that need to be perfected.

What was missing was found in the details rather than the structure of the game. Variety and sound, boss strategy and unnatural movements. Considering it is a trial phase, it is acceptable to some extent, but because the completion of other parts is so high, it was a particularly noticeable drawback. In particular the feeling of hitting the shotgun was very disappointing because the sound did not come out correctly.

On the other hand, the often unreasonable part of the game stood out. When you reach the target spot after inserting the grappling hook, it jumps up even if you don’t want to, but during this time you are attacked by the helpless enemy. This also caused inconvenience to the game as it was the same when driving on the ground to dodge left and right. Seems to have made super jumping easier by mixing grapples and jumps, but that was just an inconvenience. Also, playing alone, there are so many enemies that it is difficult to handle alone, and the mission fails because time passes without dying, or when the tank hero expands the barrier, the boss attack becomes useless with one shot, etc. It seemed

▲ Barriers are frank, but there are many cases where they are mana (Photo courtesy of Nexon)

I can expect a little more

Although First Descendant is still in development, it has perfectly implemented the basics of the root shooting genre. In addition, it has its own personality in the visuals and boss raids. If you pay more attention to every corner of the game and craft it well, chances are you’ll be able to achieve the level of perfection that many fans have been expecting.

▲ You can expect a little more than expected (Photo courtesy of Nexon)

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