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action shooting Storage: 1.15 GB Time: 2024-01-20
Software introduction: pubg subway escape is a unique, exciting and interesting online multiplayer shooting mobile game. The game background is set in a cold city. Players...
The new "Surnan Clash" gameplay in "PUBG Metro Escape" triggered controversy about plagiarism from "Escape from Tarkov".
1. The core of the dispute: accusations arising from similarity in mechanisms
1. High overlap between blockade area and evacuation mechanism
The core gameplay of "Escape from Tarkov" revolves around the "blockade zone". Players need to carry equipment into high-risk areas, collect supplies and successfully evacuate to gain profits. If you fail, you may lose all your equipment, forming a "high-risk, high-reward" gambling experience. "Sulnan Conflict" also sets up a similar blockade zone scene. Players need to complete the collection of supplies and evacuate within a limited time. The equipment drop mechanism after failure is highly similar to "Escape from Tarkov". For example, both use random extraction points, equipment value thresholds (for example, the blocked area of "Dark Zone Breakout" requires equipment worth ≥30,000 Coins), and a dynamic safe zone shrinking design.
2. Convergence of resource management and tactical strategies
Equipment and material system: "Escape from Tarkov" emphasizes the realism and differentiation of equipment (such as bullet type, armor level), and players need to match equipment according to mission requirements. "Surnan Conflict" also introduced a similar accessory modification system and tactical props (such as flamethrowers, invisibility serum), and the material distribution strategy (such as concentrated refresh of high-value areas) is consistent with the "high-risk, high-return" logic of "Escape from Tarkov".
PvPvE mode: Both involve a mix of players versus AI enemies. For example, the "Rogues" and "Leader Troops" in "Escape from Tarkov" will actively attack players, while the new mutant BOSSs (such as Variant-F, Baimon) in "Surnan Conflict" also have complex attack modes and hatred mechanisms.
3. Map design and scene restoration
The maps of "Escape from Tarkov" (such as "Coastline" and "Lighthouse") are based on real ruins environments, emphasizing terrain utilization and tactical depth. The foggy port map of "Surnan Conflict" adds zip lines, stairs and other fast-moving facilities, and sets up complex bunkers (such as bridges and rivers), which is highly similar to the map design concept of "Escape from Tarkov". In addition, the "shabby train area" introduced in "Surnan Conflict" contains NPC merchants who need to use specific currencies to trade, which has obvious commonalities with the "flea market" mechanism of "Escape from Tarkov".
2. Response from players and community
1. Player accusations and public opinion fermentation
On Douyin, Reddit and other platforms, a large number of players pointed out that the core mechanism of "Surnan Conflict" is exactly the same as the "Blocked Zone" of "Escape from Tarkov". For example, some players commented on Douyin: "Isn't this just a reskin of Tarkov? Even the design of the extraction point is exactly the same." Some technology enthusiasts have further fueled the controversy with comparison videos showing similarities in UI layout (such as equipment bars, map markers) and combat rhythms between the two.
2. Questions about originality
"PUBG Subway Escape" has previously been accused of borrowing from "Dying Light" for its "zombie gameplay", and the plagiarism accusations of "Sulnan Clash" have intensified players' concerns about its originality. A player posted on Reddit: "Subway Escape seems to be copying the successful elements of other games rather than creating new content." This doubt is also reflected at the commercial level - although the sixth anniversary version of "Peace Elite" has launched a number of new gameplay methods, players are more concerned about the plagiarism controversy of "Surnan Conflict" than the "innovation" officially promoted.
3. Official response and industry background
1. Developers’ silence and strategies
As of May 2025, Krafton (PUBG developer) and Tencent (Peace Elite operator) have not officially responded to the plagiarism accusations. However, judging from the update strategy of "Peace Elite", it has frequently launched "Takov-type" gameplay (such as "Subway Escape") in recent years, which may be aimed at attracting hard-core players by integrating popular elements while avoiding the risk of direct infringement. For example, "Sulnan Conflict", while retaining the core mechanics, added differentiated content such as zombies and weather systems in an attempt to differentiate itself from "Escape from Tarkov".
2. References and controversies within the industry
"Takov" gameplay has become a new trend in shooting games. Competing products such as "Dark Zone Breakout" and "Firefly Assault" have all innovated based on "Escape from Tarkov", and leading products such as "Peace Elite" and "Tianya Mingyue Dao" have also introduced similar models to expand their user base. This phenomenon has triggered discussions on the legal definitions of “playstyle borrowing” and “plagiarism”. Although gameplay mechanics are difficult to obtain copyright protection, similarity of specific elements (such as UI design, mission structure) may still constitute infringement. For example, Krafton sued NetEase over the map layout and item design of Knives Out, and eventually reached a settlement.
The plagiarism controversy of "Sulnan Clash" is essentially a game between gameplay reference and originality. Although "PUBG Metro Escape" is similar to "Escape from Tarkov" in some mechanics, it attempts to achieve differentiation by integrating elements such as zombies and weather systems. In the future, developers need to find a balance between "market catering" and "original protection", while players should remain rational and judge the value of games based on actual experience rather than labels.
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