Chapter 264 No update today
Chapter 264 No update today
Featured System
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Game mode
Game Mode (2 pictures)
The game’s combat mode is divided into two difficulty levels: casual mode and challenge mode. The casual mode focuses on the plot experience and can only be enabled in the main storyline. The combat difficulty is relatively low, which is suitable for casual players. The challenge mode is a mode that emphasizes both the plot and the combat. When advancing the main storyline, the combat difficulty is relatively high, which is suitable for players who seek challenges. In addition, there is also a plot focus mode in the game, which is used to immerse yourself in the plot, including the main storyline and other important plot content. After entering this mode, the player’s actions will be restricted, and the acceptance and delivery of some commissions may be restricted, so you need to choose carefully. If you do not enter for the time being, you can continue to act freely [45].
Combat system
The energy of the agent will gradually accumulate. The agent can accumulate energy when performing normal attacks, dodging counterattacks, and sprinting attacks on the enemy. At the same time, breaking resource boxes and defeating enemies will drop ether energy materials, and picking up energy materials can also increase the energy of the entire team. When the enemy is attacked, the imbalance value will accumulate. When the accumulation reaches 100%, the enemy will fall into an "imbalance state", during which it cannot move and the damage it receives will increase [18].
Basic combat
Normal Attack & Special Skills
Combos & Finishing Skills
Dodge & Substitution
Support skills
The agent has seven attack methods: normal attack, sprint attack, dodge counterattack, special skills, combined skills, finishing skills, and support skills. The specific contents are as follows:
Normal attack: Click the normal attack button to launch a normal attack. Some agents can launch a derivative move by long pressing during the normal attack combo.
Sprint attack: When the agent keeps running for a while or dodges forward, it will enter the sprint state; in the sprint state, the agent moves faster and will launch a sprint attack when tapping the normal attack. Some agents can block incoming bullets in the sprint state.
Dodge Counterattack: Click the Dodge button to initiate a dodge, which will give you an invincible effect during the move. Dodge when the agent is about to be attacked to trigger the ultimate dodge, and then quickly use a normal attack to initiate a dodge counterattack with a heavy attack effect.
Special Skill: Click the Special Skill button to activate the Special Skill. The Special Skill has a heavy attack effect. When the energy accumulation exceeds a certain limit, the Special Skill will be strengthened. At this time, the Special Skill button and the energy value will light up. Click the button to consume energy to activate the agent's enhanced Special Skill.
Linked Skills: When there are two or more agents in the team, hitting an unbalanced enemy with a heavy attack can trigger a linked skill. Before the countdown ends at the bottom of the screen, click on any agent's avatar on the left or right side to activate the linked skill of that character. When the team is fully staffed, hitting an unbalanced ordinary enemy can trigger a linked skill once, an elite enemy can trigger it twice, and a leader enemy can trigger it three times in a row.
Finishing move: Attacking enemies, using combo moves, dodging counterattacks, and triggering support assaults can all accumulate noise value. When the noise value reaches 1000/2000/3000 points, the noise level will be gradually increased in the order of [Noise]/[Special]/[Extreme]. When the noise value accumulates to 3000 points, the finishing move button will light up. At this time, the finishing move can be launched and the noise value will be cleared.
Support skills: When the current agent is knocked away, the support skill windows of other characters in the team will be triggered. At this time, switching agents can trigger the hit support. Hit support has a heavy hit effect. Switching agents instantly before some of the enemy's attacks (prompt color: gold) hits, the new agent will consume support points and initiate extreme support (parry support or evasion support). After triggering extreme support, clicking the normal attack or special skill button will connect to the support assault. Within a certain period of time, the extreme support can be triggered up to three times in a row. When the support points are insufficient, the agent who switches to the next agent will automatically initiate an extreme dodge. Players can also replenish support points by launching a combo skill [18].
Hollow System
Hollow Exploration (4 photos)
The player's exploration in the cave will be presented in the form of controlling the royal Bomb - Assistant No. 1 Ies to move on the TV array chessboard. After entering the cave, the commissioned target will be displayed in the upper left corner of the chessboard. The menu option next to the target can view the observation tasks of this commission, as well as some missed messages. In addition, the chessboard will also display the Minghui backpack, current location, message pop-up window, Bomb plug-in, erosion symptoms, pressure value, backpack & resources from left to right. Cultivation materials will be automatically stored in the player's backpack when they are obtained. Players can view all acquired cultivation materials in the backpack.
Before entering the hole, you can preview the time required to complete the commission and view the ether activity of the target hole on the HDD commission interface. In a hole with low ether activity, actions will not increase the team's stress value. In a hole with medium or high ether activity, exploring paths, entering battles, obtaining bells/gear coins/dinnies, etc. will all increase the team's stress value by a small amount. At the same time, there are also safe areas in the hole that relieve the team's stress value. Exploring this area can reduce the stress value.
When the stress value reaches 100, random erosion symptoms will appear and the current stress value will be cleared. Erosion symptoms will have a certain impact on the player's combat and exploration. Players can view details in the Erosion Symptom column on the board page. Erosion symptoms will have a certain impact on the player's combat and exploration. Players can view details in the Erosion Symptom column. After five erosion symptoms appear, the increased stress value during exploration will be converted into a percentage of the agent's health. If the health value is too low during combat, the exploration will end directly [23].
Mission system
Time period system (3 photos)
The time period system of New Eridu divides the player's day into four active time periods. In different time periods, the player's schedule will also be different. Players can switch to the schedule interface in the upper right corner of the rope net to view the current time period and the corresponding schedule. Different commissions usually have different requirements, which are reflected in different types of commissions in the schedule. [Combat] [Fierce Fighting] [Pulling] commissions require players to command agents to fight in the void; [Exploration] commissions involve more puzzles in the void; [City] commissions do not require going to the void and can be completed in New Eridu [36]. All commissions involving voids require the use of the HDD system. Combat, Fierce Fighting and Pulling commissions will be classified into the [Combat Commission] interface, Exploration commissions will be classified into the [Exploration Commission] interface, and commissions related to the main story chapters, regardless of type, will be classified into the [Story Commission] interface [74]. Some commissions can only make progress after advancing the time period. Hanging out in the arcade, resting on the sofa, and completing commissions in the HDD can all advance the time period [36].
HDD Commission
Achievement system
Achievements (5 photos)
The achievements in the game are divided into three categories: life, tactics, and exploration, which are further divided into several subcategories. Life achievements are divided into Lido Journey, Ropemaker Business, Agent Trust, Phaethon Chronicles, and Agent Secrets; Tactical achievements are divided into Hollow Zero, Combat Skills, Hostile Targets, and Combat Achievements; Exploration achievements only have the Hollow Exploration Guide [52-61]. In addition, video game stores have independent achievements, and the arcade games "Snake vs. Snake" and "Soul Eater 3" have their own exclusive milestone achievements [62]. Achieving achievements will earn you film rewards.
Buddy System
Bomb is a widely used personal smart device. In daily life in New Eridu, players can also encounter Bombs of various forms and uses [42]. Ies is the player's assistant No. 1, who has always served as Phaethon's "stand-in" in the void [33].
Bomb Partners (4 photos)
Unlike Ies, which provide exploration gains to players, Battle Bombs will fight alongside players in the void [33]. Battle Bombs need to use Bomb Tickets to tune into the "Bomb Frequency Band" to obtain [34]. As one of the partners fighting with the player, Battle Bombs have unique skills. In addition to launching active skills to support agents in battle, some Battle Bombs also have additional "Bomb Link Skills". After the agent triggers the Link Skill, click the corresponding Battle Bomb avatar during the countdown to activate the Bomb Link Skill. The Bomb Link Skill will not occupy the number of triggers of the current Link Skill, and has a cooldown time, and cannot be launched continuously for a period of time [27]. Although Battle Bombs cannot be modified, they can be upgraded using the Bomb Program. After the Battle Bomb reaches a certain level limit, the system of the Bomb can be optimized by consuming Ether Solution. Repeatedly obtained identical Bombs will be automatically converted into logic cores. Players can consume Bomb Logic Cores to update the core of the Bomb and enhance the skill effects of the Bomb [33].
When exploring Hollow Zero, players can obtain help from Bombs in the form of bells. [43] Players can invite up to two Bombs to join their team, and they will assist the player in battle. [35]
Management system
Video store management
After completing the main line commission prologue, players need to reorganize the video store to increase income to subsidize the family. Before starting business, players need to choose the store's promoter. After reaching the target customer flow, they will receive a small amount of additional income when the revenue is settled the next day. Propaganda work will reduce the promoter's mood. When the promoter's mood becomes irritable, he can no longer help with the business. In addition, players also need to select recommended videotapes that match the current popular themes and put them on the shelves to start business. The lower left corner of the business interface will display the hourly Dingni income and customer flow, so that players can understand the popularity of the videotapes. When the matching recommended videotapes cannot be found, players can upgrade the video store to obtain more themed videotapes. After reaching a certain rope net level and completing the corresponding tasks, the store can be upgraded. In addition, players can also obtain videotapes by completing some branch commissions, opening small car cars in the block, and other ways.
During the videotape business, customers would sometimes come to the counter to ask for advice. After helping them find satisfactory videotapes, some customers would be willing to promote the store. At the same time, after the relationship with the agent reaches a certain level of trust, the agent may also be willing to help the video store promote itself [45].
Game Soundtrack
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OP
Come Alive
[Introduction] "Zero" OP
[Release date] June 2024, 6
【Lyrics/Composition】Philip Strand, Lei Sheng
【Arrangement】Thunder
【Songs】
1. Come Alive
2. Come Alive (Instrumental) [39-40]
EP
"Zero Zone-BITE! Bite Force"
【Introduction】Elian EP
[Release date] June 2024, 7
【Lyrics】Jacob Crooked、Peter Sierzput
【Composition/Arrangement】Thunder
【Singer】Lei Yuxin
【Songs】
1. BITE!
2. BITE! Bite force (accompaniment) [65-66]
Configuration requirements
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Project
device
Equipment type
PC
iOS
Android
Recommended configuration
[Processor] 7th generation Intel Core i
【Memory】8G memory
[Graphics card] NVIDIA GeForce GTX1660 and above
【Model】iPhone 11Pro and above
[Processor] iPad is equipped with A13 and above processor
【Memory】4G memory
[Processor] Qualcomm Snapdragon 888, Dimensity 8200, Kirin 9000
【Memory】8G memory or above
Supported Configurations
[Processor] 5th generation Intel Core i
【Memory】8G memory
[Graphics card] NVIDIA GeForce GTX970 and above
【Model】iPhone XS and above
【Processor】iPad is equipped with A12 and above
【Memory】4G memory
[Processor] Qualcomm Snapdragon 855, Dimensity 1200, Kirin 990
【Memory】8G memory or above
System Requirements
Windows 10 64-bit and above, DirectX version: 11.1 and above
iOS 14.0 and above
Android 11.0 or Hongmeng 4.0 and above
storage
57G of free space needs to be reserved (an additional 58G of storage space needs to be reserved during the decompression process)
26G free space required
20G free space required
References: [46]
Honor record
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时间
Offer
Organizer
Awards
2024
2023 Weibo Game Awards
Sina Weibo
Weibo's most anticipated game of the year [24]
2024
2023 TapTap Annual Game Awards
TapTap
Most anticipated game by players [32]
Weibo's most anticipated game of the year
Game review
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By blending early 2000s nostalgia with a stylish future, Zone Zero creates a unique world that’s easy to immerse yourself in. Exploring New Eridu and getting to know a fascinating cast of characters both in and out of combat is an exciting journey that keeps me playing for hours. While the gameplay isn’t as deep as the games that inspired it, and the hacking and puzzle-solving aspects slightly affect the coherence of the experience, with its refreshing, accessible combat and plenty of fun daily activities, I can always quickly change my mood and be drawn back into the fascinating cultural atmosphere of Zone Zero. [47] (IGN review)
ZetaZero uses a mix of cartridge futurism and 90s nostalgia to create fluid, responsive combat, but it is also constrained by the HoYoverse's built-in krypton gold card drawing system. [48] (PCGamesN review)
Despite these complaints, version 1.0 of Zone Zero is still another solid entry in the HoYoverse portfolio, and with the addition of new agents and story missions, it is easy to see its potential. Unfortunately, in the early chapters of the game, almost all missions (including puzzles and combat) are completely lacking in meaningful challenge, which overshadows the highlights. But because the direction of all aspects of the game is interesting and dynamic, the current gaming experience is still excellent. [49] (Gamespot review)
"Zero" retains classic elements from the past while incorporating a sense of future technology, creating a unique and attractive world. The game has rich plots, interesting characters, and exciting missions waiting for players to explore. For players who like action games, "Zero" is undoubtedly a game worth trying [50]. (Zhongguancun Online Review)
Looking at the performance of "Zero" from its first test to the present, apart from the "brand" blessing, its unique style and tonality are also very attractive to players. Whether in terms of combat, art, or content, what "Zero" wants to show is inconsistent with the impression of "miHoYo games" in many people's minds. In other words, "Zero" can be said to be a unique existence among the miHoYo games currently on the market [51]. (Review by Gamerstar)
Entry Atlas
RPAGF