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A 3D reinterpretation of Dungeon Fighter Online? 'Overkill' is more than that

Dungeon & Fighter reinterpreted in 3D, 'Project Overkill,' was showcased for the first time at G-STAR 2024. After the teaser release in 2021, videos were shown at G-STAR, but this time, users finally had the opportunity to directly experience the quality.

 

 

There have been efforts to implement the unique belt-scrolling action of Dungeon & Fighter in 3D, but there were several limitations to satisfying fans' expectations. However, 'Overkill' raised expectations with just the teaser, and the actual product met at the G-STAR site made us think about possibilities beyond a simple 3D reinterpretation of Dungeon & Fighter, even in the early stages of development.

 

게임명: Project Overkill

장르명: Action RPG

출시일: TBD

시연 버전: G-STAR Demo Build

개발사: Neople

서비스: Nexon

플랫폼: PC, Mobile

플레이: PC

 

 

Arad More Vividly Captured in 3D

Fundamental Controls, Development, and Quality Production

 

 

This demo build was a version playable for up to 30 minutes, and you could experience the Weapon Master and Nen Master classes. After selecting each class, the game proceeded by choosing one of two options: a scenario dungeon that progresses according to the story, or an elite dungeon that challenges bosses.

 

The scenario dungeon of 'Overkill' begins 14 years before the original Dungeon & Fighter, starting in the Merveille Hamlet. The reason the user visited there was to investigate the anomaly in their body and to greet the new member of the Adventurer's Guild, and to find the magician Estelle. The Merveille Hamlet, where the adventurers arrived by airship, is the hometown of the Arle Knights, but they were suffering from attacks by Kobolds and Trolls, whose frequency of appearance had suddenly increased. In addition, as unidentified monsters appeared and heightened the sense of crisis, Priest Order priest Cassano and the volunteer fire brigade showed a non-cooperative attitude, reluctant to external intervention.

 

The development method of the story to investigate this was not significantly different from the existing Dungeon & Fighter. Some of the stage order that is played according to the user's choice was also implemented. If you trust Pirolo, a village boy who became close to Estelle, you will join Estelle first and proceed from the Breezy Slope stage, and if you choose to trust Cassano, you will go to Arle Hill first and then to the Breezy Slope stage.

 

▲ Adventurers who arrived in Merveille Hamlet to find the magician Estelle

 

▲ They enter the chapel to investigate Estelle's whereabouts and inquire

 

▲ The stage order and story production vary depending on the choices

 

When you select an option and enter the stage, the familiar belt-scrolling action for Dungeon & Fighter users is implemented in 3D, and a structure unfolds where you defeat Kobolds and Trolls while advancing. The level section started from level 12 and was open to level 15, and the basic skills of each class were unlocked accordingly. If you were already a user who had played the existing Dungeon & Fighter, the skills were familiar, so it was not difficult to connect combos.

 

However, as the battle progressed, it showed that it actively utilized what was possible because it was '3D'. Usually, 2D belt scrolls, especially games worked on with dots, do not actively utilize diagonal structures. It is possible, but it costs a lot of resources and costs, so they are reluctant to use it except where it is really needed. In 'Overkill', I was able to realize that there are no such restrictions in 3D.

 

Not only can skills that originally did not allow diagonal movement go diagonally, but also the feeling of accurately aiming and hitting an enemy in the diagonal is somewhat different from the original. In addition to that, a function that separately indicates the direction the character is looking at was implemented, perhaps considering the process of approaching a large number of enemies and firing flashy skills. In addition, in the demo build, you could experience not only skill combos, but also a system that reduces the incapacitation gauge, then slams the monster by holding X or pressing CC to incapacitate it, and connects it to an EX skill.

 

▲ The unique speed and combo action is preserved as it is

 

▲ After incapacitation, slam and finish with EX skills

 

The battle system is only open up to level 15, and systems such as equipment enhancement are all closed, so it was difficult to guess how this part would be implemented at this stage. In online RPGs, the end ultimately comes down to how to refine the character's specs, but Overkill still has a long way to go to discuss that part.

 

However, from the beginning, I could feel the ambition of the developers to show more than just implementing Dungeon & Fighter in 3D. I could see the details of wanting to make full use of the advantage of being able to actively utilize XYZ to show the worldview of Dungeon & Fighter in a different way with a more immersive stage structure and production.

 

Dungeons that move vertically rather than horizontally to avoid trolls rushing across the wheat field, or showing the process of Kobolds following and joining from the previous section in the side paths in various camera angles on the curved slopes, etc. There were attempts to add immersion by actively utilizing what is possible in 3D in the short demo. Of course, since it is still the beginning of the story, this production is not flashy enough to catch people's eyes. However, it was impressive that the transitions between battles were implemented naturally without feeling cumbersome. Even though the tone is slightly different from the cartoon rendering of the subculture game that is popular these days, it is combined with graphics that have definitely improved the quality, so I am already looking forward to seeing what it will show at the climax of the story.

 

 

 

▲ Attempts to construct the stage by making full use of the advantages of 3D were evident

 

▲ More other jobs... no, bring them all quickly

 

 

'Overkill' Felt Too Short in 30 Minutes

First Public Release at This G-STAR = One of the Works to Try

 

The elite dungeon that could be played in addition to the scenario dungeon was a dungeon that showed a little of its beginnings. This is because you could see more clearly the flashy appearance scenes of the bosses, as well as various productions released in 3D. The elite dungeons released in this demo build were two types: 'Pierced Earth' and 'Execution Ground of Judgment', and each dungeon had normal and hard difficulty levels. In Pierced Earth, you will face Beron the Piercer, and you need to chase Beron, who stabs a lightning-covered spear in eight directions and moves vertically and horizontally, and put in combos and sometimes adjust the pace by pulling out.

 

In the Execution Ground of Vengeance, Isabel of Vengeance appears as an intermediate boss, and if you jump up the railing placed between the walls, you will meet Judge Cassano. Isabel of Vengeance requires a sense of grabbing the deal angle while avoiding the fireballs with a little guidance function and various floor skills by moving around. Also, Isabel often floats in the air, so it was fun to use aerial and jump-possible skill combos.

 

▲ In the elite dungeon demo

 

▲ Pierced Earth where Beron, who pours out fast and threatening attacks with spears and electricity, awaits

 

▲ Isabel, who flies around and continues to lay out tricky floor skills

 

▲ You could play in two places: the Execution Ground of Judgment, where Cassano, who is relatively easy to avoid but has heavy hits, awaits

 

On the other hand, Cassano was heavy, so it was difficult to cancel or incapacitate attacks, and although the attack was slow, it was powerful and had a wide range. So, I played by adjusting the tempo by calmly cutting it down and then putting in a big hit, and I could feel the fun of offsetting and receiving it with a guard or Nen Guard for each class.

 

Already, 'Dungeon & Fighter' has established itself as the original, as well as 'Dungeon & Fighter Mobile', which has been re-implemented to suit the mobile environment. I was worried about whether 'Overkill', which seems to show a similar style to that, even though it has been newly refined in 3D, would be able to show that much potential. However, after tasting it with a build that can be played for about 30 minutes, the anxiety disappeared. It preserves the good points of the original and does not damage the feeling as much as possible, but actively utilizes what is possible in 3D, and attempts to show the immersion that only 'Overkill' can show were evident.

 

There is still a long way to go, but I think 'Overkill', along with 'Kazan', will be enough to show a new look of Dungeon & Fighter. In particular, unlike 'Kazan', which has already undergone a technical test, Overkill is the first public release, so it seems that it is one of the works that should be reviewed at the G-STAR site.

 

▲ I'm looking forward to when I can experience that part that hasn't been opened yet

웹진 인벤윤서호 기자
2024-11-14

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