Having experienced one map, Wang felt unsatiated.
In "Spirit Vessel", scenes were no longer merely settings; every object within them could be interacted with and destroyed.
Of course, Fang Cheng Studio's previous games had this habit, but for some reason, this feature was particularly prominent in "Spirit Vessel".
Reflecting on the related feelings, Wang realized this sense came from the most visceral experience of destruction.
Throughout the whole process, he was using the Mecha to destroy the environment up close; the sound effects and dust from the destroyed objects were right in front of him, making the sense of destruction especially pronounced.
Even without doing anything else, just this function alone made Wang feel like he could play the game for a very long time.
With a single punch, the landscape reversed, the stars shattered; what young man wouldn't adore this surging feeling?
Starting a new game, Wang chose the ocean surface.