最近、黒神話悟空がかなり人気です

Is there anything to play?

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The device is not good, bought it but didn’t use it.

I’ve reached chapter 4 now. Some parts of chapter 3 have severe frame drops.

Most of the technology is used directly with native UE5, and peer testing shows the optimization is indeed slightly less.

I personally feel that the game department prioritizes art over technology? In the actual gameplay, the air walls greatly affect the experience, and there were a few instances of getting stuck on the walls.
But the scanning precision is truly impressive :rolling_on_the_floor_laughing_kissing_heart:
I’ll go to Shanxi for a trip during the National Day holiday.

Black Myth has sold over ten million copies, and the domestic single‑player market can truly be called a blue ocean. Congratulations!

As an ordinary, casual console player, here are my thoughts on Black Myth.

First, I don’t find Black Myth’s art beautiful. Good game art should be an art form that abstracts the beautiful parts from the overwhelming details of reality and then presents them in the game. In real life it’s hard to achieve a scene in two steps, but a good game environment can, through design, direction, music, etc., create a condensed scenery that feels like a dream. I watched the opening segment where the player fights Yang Jian closely; the Flower‑Fruit Mountain looks like a pile of rocks and trees. Such a mountain, if placed in reality, would not even qualify as an xA tourist spot, which somewhat lowers the aesthetic of the Great Sage. In addition, during the battle a close‑up is given to Yang Jian’s zombie‑like jade face, reminding me of the complexity of facial modeling mentioned by “g‑guy” in a previous discussion… a monkey‑face monster doesn’t hit the uncanny valley, and as for human faces, it’s better to avoid close‑ups.

Now about the script. In that same massive battle, Yang Jian curses a dog in front of a legion of heavenly soldiers, then curses his own allies—truly a nepotistic, clueless scion of the Jade Emperor, exuding a kind of clear‑minded stupidity. The story basically consists of fighting upward all the way; in short, the heavenly bureaucracy is rotten, the myriad gods and Buddhas are evil, a single stick swings everything, and “my fate is my own, not heaven’s.” When did this rebellious narrative become popular? Between rebellion and obedience, there must be third, fourth, and nth paths to explore. Rebellion is fun to play, but turning off the console plunges you back into endless ordinary pain. If the protagonist’s chosen path can give us a solution, a new perspective, then the game can escape the cage of art and graphics. Years later, even if the graphics are of a previous generation, the game’s ideas can still feel fresh.

Finally, the gameplay. Online rumors describe Black Myth’s gameplay alternately as “souls‑like” and “God‑of‑War‑like.” I watched combat videos and found that the monkey‑head’s staff moves consist of only one set of animations. In combat, monkey hits monkey, monster hits monster, and there’s very little feedback in the animations. Perhaps because domestic players still mainly use keyboard + mouse on PC, controller vibration feedback isn’t emphasized; some platforms even lose vibration entirely. A shame! In combat presentation, bigger enemies don’t automatically mean better spectacle. Presentation is the culmination of game art—effects, music, animation, cinematics, cutscenes, optimization, etc. A shortfall in any area is obvious. Domestic games may still have a long way to go here.

Despite these shortcomings, Black Myth’s biggest success is proving the potential of the domestic single‑player market. Hopefully investors won’t replace one wave of “Genshin‑like” open worlds with another wave of “Black Monkey‑like” souls‑action titles. The single‑player market can’t rely on a single genre; a flourishing variety of Chinese games is what players truly want.

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The Black Myth development team is far smaller than that of AAA games, so many bugs are not surprising. Achieving a roughly AAA‑level art quality while maintaining narrative integrity is already

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Can’t understand the plot, spend the whole battle in prison, gua sha always ends up killing, too lazy to learn combos.

I think it’s a terrible thing that Black Myth assumes you already know Journey to the West. Even most Chinese people only watched Journey to the West as kids; hardly anyone remembers those monsters now… They could clearly explain the plot in dialogue, but they insist on putting it in a little encyclopedia essay, and no one wants to read that… I also don’t like games that embed too much traditional culture; even in Japanese games I’m most annoyed by the constant references to all sorts of allusions… It’s not that you can’t talk about traditional culture, just don’t assume the player knows it and then make it a riddle… As for the art, I don’t care, it’s fine… As for combat, unless it’s PvP I’m too lazy to study combo strings like in The King of Fighters… Just consider it supporting domestic games; after playing this one, at least I can pretend to understand Journey to the West later.

Getting lost isn’t really a problem for me; I actually quite enjoy wandering around, exploring maps and browsing various resources. Anyway, just follow the right‑hand rule, Eulerian order, DFS and that’s it.

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Saw a viewpoint: Black Myth assumes that everyone has read not Journey to the West, but Wukong Chuan (《悟空传》) :anguished:

The first one to take the college entrance exam, and the grades are pretty good :blush: