Chereads / We will start by healing the player / Chapter 149 - C149: Others Make a Trip Together, We Fence Each Other

Chapter 149 - C149: Others Make a Trip Together, We Fence Each Other

Many players like Song Ren prefer the lone wolf approach.

Initially, some players showed interest in Divide, but the high threshold for two-player gameplay led many to adopt a wait-and-see approach. However, they soon discovered something remarkable through live-streaming platforms, video platforms, and player communities: this game is entirely different from last year's overcooked, also by Chen Xu.

The first striking difference lies in the game's scope. Although the cartoon art style and two-player cooperation initially gave the impression of an indie or low-budget game, Divide turned out to be on par with high-budget masterpieces in both size and content.

Moreover, the promotional trailer released earlier by Chen Xu wasn't an exaggeration. Every feature showcased in the trailer was faithfully translated into gameplay. The varied scenes, special abilities tied to each setting, and cinematic animation performances make the game feel like an interactive movie.

In terms of player experience, the Divide also stands apart. Unlike Overcooked, which began with excitement but often spiraled into frustration and arguments, Divide exudes warmth. This stems from the nature of its gameplay.

While Overcooked emphasized cooperative synchronization, any failure in coordination often led to blame. Without restraint, such situations easily escalated into arguments. In contrast, Divide combines puzzles and operations, creating an environment where clumsy players can laugh at themselves rather than pointing fingers.

If one player is stronger while the other struggles, the split-screen mode provides a clear view of where mistakes occur. This setup encourages guidance and teamwork instead of finger-pointing. Identifying the problem fosters constructive interactions, deepening bonds, friendship, and trust.

The game's plot and level design further enhance the experience. The inclusion of a playful Book of Love character keeps things lighthearted, often diverting players' frustrations toward itself and away from each other. With a common goal, arguments naturally give way to collaboration and laughter.

After the game's release, live-streaming platforms were flooded with content from streamers who played Divide during a gaming lull. Their laughter and camaraderie made the game irresistible, compelling even hesitant players to purchase it.

As for lone wolf players looking for a teammate? They'll have to cross that bridge on their own!

Naturally, I wandered through major game forums and communities to find it.

For a while, the forums were flooded with similar posts seeking companions:

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"Looking for a friend who can stay online for long hours, someone with a good temperament, to play Divide with me!"

"Gender doesn't matter—just someone patient and available to team up. I'll focus on the game; you focus on being awesome!"

"The game's on me, the snacks are on you. Let's team up this weekend. If interested, DM me!"

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Initially, many players couldn't enjoy this game because they had no one to play with. But the temptation of the game encouraged them to seek playmates.

That's when it hit a lot of us: we weren't the only ones playing solo. Many others shared similar experiences—being unable to find a partner for various reasons.

Suddenly, the loneliness started feeling less heavy.

But something didn't sit right with many players. A peculiar trend emerged in the forums: players who raved about their Divide experience were almost always paired as male-female duos—not married couples, but boyfriends and girlfriends.

Yet, most of the players actively seeking teammates? They were just groups of guys.

So, while others enjoyed a cooperative journey, these all-male groups turned their Divide sessions into sparring matches.

Whether it's a harmonious two-person adventure or a chaotic all-male team, one thing stood out: everyone marveled at the game's brilliant level design.

With every plot progression, the content grew richer. The game wasn't just about levels—it offered countless mini-games and a variety of gameplay modes.

Each theme introduced special props. For instance, after completing the big tree level, Mei and Cody were captured by a space gorilla and transported to a cosmic setting.

Here, they received new tools: Mei got antigravity boots, while Cody was equipped with a belt that could expand and shrink. Together, these props created a magical, dreamlike experience of space and time manipulation.

The story took a more emotional turn as their adventure progressed. Cody and Mei, now dolls instead of humans, struggled to accept their predicament.

They wanted to ask their daughter Rose how they could return to normal. But to their dismay, Rose couldn't see or hear them.

Cody speculated that Rose's tears had enchanted them and transformed them into dolls. He believed that if they could make her cry again, they might turn back into humans.

This idea brought them into conflict with the Space Monkey. The Monkey, determined to protect Rose, exclaimed, "You'll only make her cry!"

To prove his point, the Space Monkey even played a tape recording.

Even to make Rose cry, Cody and Mei teamed up and decided to head to their daughter's toy castle.

Their plan was to destroy her beloved toy, hoping it would make her cry.

"Why are these parents doing this? It's too much!" Wang Han exclaimed after returning home from a hot pot dinner. She was playing Divide and couldn't help but react to the storyline.

"Destroying their daughter's favorite toy and making her cry so sadly, combined with the earlier performance of the space monkey—this is just too ironic," she added.

"In terms of the plot, though, it makes sense," Zhang Yi responded, scratching his head. "I mean, after turning from a human into a doll, trying to talk to their daughter, and getting no response—it's understandable."

"That's true." Wang Han thought for a moment and then nodded in agreement.

"But communication is really the key," Zhang Yi said thoughtfully. "This actually reminds me of my childhood. I had collected so many cards back then, and my mom sold them all as scrap. I cried for such a long time!"

"Wow, that's awful!" Wang Han replied sympathetically. "I had a happy childhood. My parents would never throw away my toys."

"That's the importance of communication and mutual understanding," Zhang Yi concluded with a sigh.

"Absolutely," Wang Han agreed.

"By the way, make sure you never throw away my figurines or models!" Zhang Yi teased with a grin.

Wang Han gave him a look.

"Oh, so that's what you're getting at!"

"Come on, when have I ever thrown away your figurines? I even bought you glass cabinets for them!" Wang Han retorted, clearly annoyed.

"Okay, okay, relax!" Zhang Yi quickly changed the subject with a laugh. "Come here and watch how this level progresses. Check out the plot!"