Chapter 515: Evaluation

⏱ ~3 min read

Chapter 515: Evaluation

Overnight, this magical handheld console seemed to have swept through domestic gaming and tech media, with all kinds of information bombarding the public like a frenzy.

At first, only one or two tech media outlets on video sites had news about this handheld, and they generally took a pessimistic view. But later on, a large number of digital enthusiasts and gamers were saying that the Switch's sales would continue, but it definitely couldn't reach the level of Nintendo's in the previous timeline.

However, even the current sales figures were enough to leave domestic players and gaming media utterly stunned.

The number of pre-orders for the second batch of handhelds had already exceeded 100,000. After Chen Mo announced that this console would be integrated with the Thunderbolt Game Platform, people generally had more confidence in the future game library of this device.

This was also one of the advantages of Chen Mo choosing to build his own distribution channel. Everyone knew that Chen Mo had many great games in his hands. If he ported a few of them to this handheld, there would be no shortage of games to play, so there was no need to worry about getting bored with the console quickly.

It wasn't until now, after the sales numbers came out, that many gaming media outlets began to seriously analyze the reasons for this handheld's success.

The gaming channel of Skyline Network even published a lengthy game review.

"The Switch can run large-scale games at a stable frame rate in both handheld and console modes, which already surpasses many smartphones currently on the market."

(This data is fabricated; for the actual figures in reality, you can look them up on Baidu yourself.)

"In the end, the reason is that the Switch is a dedicated gaming machine."

"In other words, as a compromise between the PC and smartphone ends, the Switch balances both performance and portability while significantly lowering the price. Seemingly squeezed by both PCs and smartphones, it has managed to carve out a path—something that everyone had overlooked before."

After the release of *Super Mario Odyssey*, many gaming media outlets also began reviewing the game.

"When it comes to open worlds, it seems like the concepts of open world and sandbox have already become cliché. But there are very few games that truly excel at creating an open world. Formulaic worlds can no longer satisfy the needs of today's players, who have lost their initial sense of novelty for open worlds."

"However, after seeing *Super Mario Odyssey*, the reviewer feels that the joy of open worlds has been reignited. Yes, today I must sing high praises for this game."

"According to designer Chen Mo, this game is not a level-based game but a series of boxed worlds where players embark on adventures in many distinct and diverse realms. The game's actual plot is actually very simple: it's the story of defeating the big demon king and rescuing the Bitch Princess."

"Of course, the real content of the game lies not in the story but in the collection and puzzle-solving. Here, I really want to say something controversial for Chen Mo: this is the most fun game I've ever played when it comes to collection and puzzle-solving—bar none!"

"The adventures hidden in the corners are bizarre, numerous, and staggering, including complex and novel gameplay like running after musical notes, unlocking mechanisms, jumping, racing, grabbing coins, jump rope, remote-controlled cars, puzzles, and more. These test the player's skills and imagination from various angles, and many of these activities are even more interesting than the main storyline."

"Moreover, during the puzzle-solving process in some game worlds, the protagonist seamlessly transitions from 3D to 2D levels through pipes, which feels incredibly shocking. I really don't know how the designer came up with this idea."

"This game has a massive amount of hidden content. Of course, don't be intimidated by the word 'hidden.' In fact, the process of finding these hidden elements is very smooth. Thanks to the game creator's clever guidance and certain patterns, some seemingly unreasonable details no longer feel so mundane."

"We can gain a sense of achievement from noticing anomalies, thinking about them, and then solving the puzzles, feeling smug about our excellent intelligence. Of course, all of this must be credited to the game creator, thanks to Chen Mo's superb level design skills."

Genius remembers this site's address in one second.