[Danpyeong] 'Core Keeper', a game that reminds us of the fun of selling the ground

Game Name : Core Keeper Genre Name : Mining Sandbox Adventure release date : 2022.03.08 Review : 0.4.3 (Early Access) | Developer : Pugstorm Service : Fireshine Games Platform : PC Play : PC

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Should Related Links: Metacritic page / Open Critical Page

If you were boring for more than three hours in the game, would you believe it would be fun. It was not a special technology or movement to sell the ground, but it was a simple way to just click with the mouse cursor in the direction you want to dig. However, the simple but strangely addicted act of leaving my own traces on the walls and dark maps that collapsed in line with rhythmic pickaxe gradually drowned into the game.

After waking up late, the game play time had passed for dozens of hours. Corekeepers are not fighting with brilliant action, nor are they a game of high quality 3D live-action graphics. It's just a sandbox survival game that explores unknown underground world. But what did it feel so fun?

Common games continue to inject goals so that players can continue to play games. It is usually provided in a quest format, and it is intuitive, such as going to a specific area and catching a monster or obtaining any item. Complete your goal to provide the right reward, and the player feels a sense of accomplishment in the process. However, if the same goal continues and similar rewards continue, the satisfaction of accomplishment will gradually decrease and eventually lead to the drop in the game's interest.

One of the reasons why the corekeeper was interesting was that these goals were not forced to inject them from the game, but to build them themselves. For example, in the beginning, there is no equipment, so there is nothing to do except selling the ground. If you dig slowly with bare hands or wooden pickaxes, you can naturally think that slime and mushroom humans want to be threatened and die countlessly.

The map, reflecting the underground world, is dark enough to be unable to see if there is no light. At first, you can't see anything, so you may question the ground itself. It's like a marathon that can't be seen in the finish line. But as soon as you get to know the existence of a ore that shines faintly in the dark, the ground is no longer meaningful, but a means of gaining powerful equipment.

The pleasure of collecting copper ore hard and wearing copper armor for the first time is still unforgettable. If you think about it now, it looks unpleasant, but at the time, the slime was no longer scary because of the confidence that you got copper armor and copper sword.

If you make a copper set and walk around the map, you suddenly think that way. What is the next ore? And if you wander around the map enough to complete the copper set, you will find a different land of soil and colors at the start point. And there is a more powerful monster that makes slime trivial like an ant snot.

Core Kipper's gameplay continues to repeat this flow. It targets region B with ore obtained from area A and is again attacking Area with ore obtained from region B. In the process, the player aims to be stronger by the player himself, and repeats exploration and battle, gaining a sense of accomplishment. This play is possible because the level design of the game is very detailed so that the player can become more powerful.

By the time I felt that I was somewhat powerful, I felt satisfied, I placed a new environment, more powerful monsters and boss monsters on the map, and when I felt that everything was over, I showed another unknown continent. It lights up the adventure psychology of.

In addition, the player feels strong enough through these activities. In other words, every time I go beyond the steps to provide feedback as much time and effort I invested in the game, enemies in the previous steps can be easily caught, or to provide new tools to increase convenience. If you play the game to some extent, you will be able to create an automated machine, which makes it possible to enjoy a different convenience.

The more time you spend time in the game, the more powerful characters and the convenient survival environment are the driving force that allows you to play the game for more than 20 hours, even if you can't just taste it. When it was first released in March with an early access, it did not support Korean and the content was not high, but in just five months, new regions, bosses and items were added, and Korean language support was made. It was.

If you are looking for a game that you can enjoy alone or with your friends, it is recommended to try the corekeeper without hesitation. According to the developer, it is being developed at the end of this year, and the official version will add more stories and various contents including endings, so it is not bad to buy it in advance and try it after the official launch.

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