World Boss Echoes lvl 55 Gameplay | Wuthering Waves

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#Wutheringwaves #projectwave Wuthering waves cbt 2 live stream

Wuthering Waves ! brought to you by Zoxaskun

Wuthering Waves is a story-rich open-world game with a high degree of freedom. You wake from your slumber as a Rover, greeted by an expansive new world filled with novel sights and newfangled tech. We've still waiting for a official release date but where going to be keeping up with the news of what content is instore!

#Wuwa
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Disclaimer* this isn't all the bosses just the ones i needed to farm but this can give you an idea of how the game progressive gets more challenging giving bosses more hp, more moves, etc. Hope you enjoy!

Zoxaskun
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Hopefully you can showcase Hologram bossfights once you're fully built. Goodluck!

averageYTviewer
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Nahh that thundering Memphis is actually crazy fr, im watching and don't even know what the next move will be

josephobi
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🌸 My Criticisms of WuWa: 🙏 1. The standard difficulty of battles *in the main story* is far too low. Even Honkai Star Rail's standard difficulty is not as low. HSR offers lengthy boss fights to enjoy in the main story. Deaths can be seen early on if your team comp is bad and you don't know what you're doing.

HSR offers a decent challenge and fun boss fights from the start. It doesn't hide fun challenges behind a mode (MoC) exclusively. Challenge is spread out throughout the game, which pressures people to invest in grinding out characters, watch guides, and consider spending money on powerful limited characters.

Wuthering Waves is severely lacking fun challenges in the early campaign of the game.

It's not entertaining to experience nor watch a streamer skip story and destroy bosses in a few seconds. You might as well not stream or make videos of anything that doesn't involve echo hunting or playing in the optional end game modes. It removes entertaining content from WuWa that Honkai Star Rail actually has because HSR's dev team knows how to pace challenges throughout their game properly and make it difficult enough for older teen and adult audiences.

Since Wuthering Waves ' hype revolves around its combat (and by extension: the challenging fights it offers), I am hoping Kuro Games takes inspiration from the biggest, most popular, most mainstream open world ARPG that exists: Elden Ring.

People would assume, on paper, that a difficult game can't top the charts nor be mainstream (enjoyed by normies / casuals), but Elden Ring did just that. And I believe the Shadow of the Erd Tree DLC will remind people of that again.

Does Wuthering Waves ' campaign need to be as difficult as Elden Ring? No. But I don't believe it would fail for doing so. Elden Ring's mainstream and financial success proves that.

I truly believe that for a game that boasts high adrenaline combat as its main selling point, it is extremely counter-productive to hide all sense of challenge and difficulty behind an optional mode or behind an end game that you have to spend hours of grinding to get to.

Most people will not be that patient.

I really think Kuro Games would stand out more from Genshin and pull in non-gacha players as well, if they just provide a high adrenaline combat experience from start to finish -- instead of shoving it into the endgame as if they're ashamed of it.

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🙏 2. Incorporate gameplay as a part of the storytelling.

The fancy cutscenes for Crownless and Scar don't mean anything if my immediate encounter with them amounts to being an "EZ clap".

Those boss fights were the literal definition of talking big first and getting knocked tf out afterwards. It doesn't set a good first impression of the characters and it makes the cutscenes feel less meaningful since it contradicts the narrative that the actual gameplay portrays.

Cutscene: "This is really strong."
Gameplay: "This is extremely weak and didn't even last a minute."

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🙏 3. The story writing has potential, but needs help.

I know some people are saying story doesn't matter to them. But I'm one of the players who views story as an important part of the gameplay experience.

It's one thing if it's a fighting game. But if it's an RPG with cutscenes I have to watch, I want it to be worth it. Spamming skip in a game doesn't feel good.

Furthermore, Honkai Star Rail taught me the importance of a good story in a gacha. I would have quit the game long ago.

The reason why I'm still playing and still care about pulling characters is because of how good the story is and the strong impressions the characters have left on me through that story.

As important as combat is, story is important too. Especially if you're talking about casuals. A casual who doesn't care about the gameplay, has nothing else to care about other than the story and characters.

In advance, props to the best-selling author of the Mistborne series: Brandon Sanderson, for putting his lectures free online for me to learn from. He's a master storyteller and will be working together with From Software on a future game.

I will be using what I learned from him to express my problems with the story.

If I could send all of Brandon Sanderson's lectures or just link his youtube channel to Kuro Games, I would.

Kuro Games' writer.... has talent. There are certain things that he / she is doing well. I think people are underestimating how great the story can be.

But there are basic storytelling mistakes happening. Kuro seriously need to consider bringing someone with more knowledge behind the craft of storytelling to help them.

🌸 *Here's a list of some basic storytelling mistakes:* 🌸

🔹️ No clear motivation for the protagonist. Just constantly reacting to stuff.

🔹️ Nothing clear to define what genre of story you're trying to tell.

Honkai Star Rail's story is a sci-fi fantasy space epic, like Star Wars, that revolves around galactic warfare. Genres are mystery, action, war, sci-fi, fantasy. They conveyed that really well from the beginning. What type of story is Wuthering Waves'? I have no real clue.

There seems to be a dark mystery involved (which I really like a lot). But I still don't have a good idea of how to summarize or pitch the story.

🔹️ Gameplay doesn't support the cutscenes

Again, the story (through cutscene) promises a strong menacing intimidating being as your enemy. The gameplay contradicts that "promise" by making the boss fight super easy -- ending in a matter of seconds. Why even make the boss fight happen?

🔹️Use player-driven discovery for your storytelling.

"Player-driven discovery" is the name of the technique that Elden Ring uses to convey its story and lore. Look into incorporating that into the game to fuse open-world exploration with a narrative experience.

🔹️ Dialogue Bloat

Real people have a habit of reiterating points and explaining it. Do not make your characters talk like real people. Make someone say something once and in a clear manner. If the player missed it, they have a reason to go back and read it in a log.

I loved Scar's scene. But even he kept repeating certain statements over and over again.

For example: "Things are not as they seem. You don't have a clear picture. There's a lot you don't know."

I literally just said the same statement 3 times in a row, but with different words. This is fine in the real world. But in entertainment media like books, movies, and games, people are less tolerable and it amounts to being dialogue bloat.

🔹️NPCs are pawns. Don't let them hog the spotlight.

Whether it's in books, movies, or video games: the extra cast member needs to say their one line and get off the stage. A problem I'm already noticing in the CBT2 is that you have all these cool characters, but you give lengthy lines to random bland NPCs.

A bland NPC should never be on screen for too long. If you need an NPC for something in the story, limit their screentime as much as possible. Make sure their lines are short, clear, and direct.

If you want a recurring NPC to help move the story, don't make that NPC look bland. Give a proper character design to retain visual interest and curiosity-- even if you're not planning on making the character pullable in the gacha. If they have to be on screen regularly, make them look good or interesting in some way. Elden Ring NPCs are a good example of this.

🔹️Heroes (both the protagonist and the party members) are only as great as their villains.

The antagonist makes the protagonist (got that from Brandon Sanderson). Scar looks cool, but he's more like a misunderstood character that we're temporarily clashing with. He has not committed a grand atrocity to solidify him as a villain.

There currently is no well-defined, intimidating, menacing, threatening, evil villain to carry the story. Crafting a good villain is an art form in itself. This is where I'd say "just watch a Brandon Sanderson lecture to figure out how".

🔹️Promises and payoffs are not utilized properly.

Brandon Sanderson said it best. Good storytelling is a matter of making a promise to the audience (that's how you build expectation) . And then either meeting or surpassing expectations.

That's how mysteries, thrillers, & horrors work for example.

Present a scene that promises something bad will happen to a character.
Meet or surpass expectations by making the next scene show something even more horrible.

This is also the concept of foreshadowing.

The opening cutscene of Wuthering Waves was perfect.

It promised a supernatural element to the story by presenting (what looked like) a space goddess.

It promised a beautiful open world adventure by showing a gorgeous scene of the landscape.

It promised some form of mystery (that things will not be as they seem) by showing the Rover staring at the world upside down. And they followed up on that promise with Scar tying to get the Rover to question the reality he's been presented so far.

The writer of this game has some respectable skill. And I appreciate how they don't seem to be afraid of telling a story about death and possibly even showing blood in the game. The gacha gaming scene lacks a good dark story.

It could be due to a lack of voice acting, but I think they need to have an expert re-evaluate certain things with the story and incorporate basic writing principles.

If they can't afford to hire such an expert, they should just watch Brandon Sanderson's youtube writing lectures.

What Kuro has now, shows that Wuthering Waves' story certainly has a ton of potential to be great.

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I wasn't officially a part of CBT2 so I can't send any of these critiques to Kuro Games.

If it's not too much trouble, 🙏 I'd appreciate it if you or anybody else seeing this (who has CBT2 access) could.
Thank you.

hisui
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more and more its starting to remind me of monster hunter but the characters in this game are like the weapons from monster hunter...i dig this especially with a crazy move set, timing, open window attacking, stuns and stun locks as well...hell yea!

chrisunknown