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刺客信條編年史俄羅斯,操作玩法點評遊戲設定

刺客信條編年史俄羅斯 操作玩法點評遊戲設定

今天爲大家帶來的是刺客信條編年史俄羅斯操作玩法點評遊戲設定,一起來看看吧!

ASSASSIN'S CREED CHRONICLES: RUSSIA REVIEW

《刺客信條編年史:俄羅斯》評測

刺客信條編年史俄羅斯 操作玩法點評遊戲設定

來源:IGN

作者:ZACHARY RYAN

翻譯:Колчаk(HAMAGAME搬運組)

校對:fisher

Assassin’s Creed Chronicles: Russia is a dichotomous affair from the outset. This side-scrolling stealth game is very clearly an Assassin’s Creed game in more than just name, but it lacks much of what works well in the full-fledged entries in the series and manages to retain much of what doesn’t.

《刺客信條編年史:俄羅斯》是本章的一個分支。這款橫向卷軸潛行遊戲在本質上顯然是一款《刺客信條》遊戲,但是它相對於整個系列是有很大缺陷的並且沒做到它想保持的很多要素。

ACC: Russia arrives devoid of any compelling characters, and repeatedly subjects you to tedious trial-and-error missions. There are moments when it truly shines, but those are quickly eclipsed by uneven mechanics, instant fail-states, and bland level design.

《刺客信條編年史:俄羅斯》缺少吸引人的角色,並且反覆讓你進行無聊的類似於試錯法的任務。遊戲裏確實有閃光點,但這些閃光點很快被不佳的技術、瞬間失敗的狀態以及乏味的關卡設計所淹沒。

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Modern History

現代歷史

The story is less interested in the October Revolution of 1918, and more on our hero Nikolai Orev’s attempts to flee Russia and start a new life outside the order with his family. He falls squarely into the “grizzled veteran” archetype, and instead of delivering a politically charged story rooted in one of the most interesting historical uprisings, you’re simply charged with seeing him through his last mission and recovering a Piece of Eden before the Templars do, just like in every Assassin’s Creed game before it.

這個故事在1918年的十月革命方面並不讓人感興趣,倒是我們的英雄Nikolai Orev做出的離開俄羅斯並在教團之外與他的家人開始新生活的嘗試更讓人感冒。他很快現出“灰髮老兵”的原型,而不是在紮根於一段有趣的歷史上升期中創造一個令人血脈噴張的故事,你僅僅會在看見他透過上個任務在聖殿騎士之前得到伊甸碎片感到興奮,就像之前每個《刺客信條》遊戲一樣。

Russia wastes no time in introducing you to its numerous ways to fail a mission. Firstly, 【despite being a Master Assassin, Nikolai has very little health and he’s not worth much in a fight. 】As a stealth game, combat is supposed to take a back seat to sneaking and hiding, but even when you’re spotted and must engage enemies head on, you’ve only got one chance to get it right. Regardless of whether enemies are swinging swords, pounding him with clubs, or shooting him with rifles from afar, Nikolai can only withstand one or occasionally two hits before you’re staring at the loading screen.

《刺客信條編年史:俄羅斯》並沒有花費任何時間讓你知道它裏面各種讓你搞砸任務的路線。首先,【雖然Nikolai是一名刺客大師,但他只有極少的生命值來支撐一場戰鬥。】作爲一款潛行遊戲,戰鬥與潛行和躲藏相比應被定義爲次要的,但是即使當你被發現並且必須迎頭痛擊敵人時,你也只有一次機會來搞定。不管敵人是揮劍的還是用棒子打人的或者是用步槍在遠處射擊的,Nikolai只能在你開始載入介面前承受一次或者偶爾兩次打擊。

This makes taking on multiple enemies exponentially more difficult. You’ll regularly find yourself with your back turned to one enemy while engaging another. To be fair, a dodge mechanic occasionally saved me from a bullet when I least expected it, but it was clumsy, and only worked half of the time. As the game progressed, I found myself worrying less about blocking and dodging, and mostly trying to brute-force my way through combat segments, as attacking seems more reliable than any defensive maneuvers.

這點讓放倒多個敵人的難度以指數級增長。你會常常發現你在直面一個敵人的時候你背後也有個敵人。老實說,躲避機制偶爾在我想不到的時候從一顆子彈手上救了我,但是這很笨拙,並且僅會在一般的時間裏起作用。隨着遊戲進程深入,我發現我越來越不擔心格擋和躲避,並且幾乎在戰鬥中全部依靠蠻力,因爲攻擊似乎比防禦更可靠。

So don’t get spotted, right? Unfortunately, the stealth segments aren’t particularly wonderful either. Most missions are focused on a sneaking segment and, to be fair, there are sometimes genuinely clever and engaging ones. It’s admittedly impressive just how much of the traditional Assassins’ skill set developer Climax Studios was able to cram into the structure of a 2D platformer. You can hide behind or inside of objects, stash bodies, and distract guards using guns, smoke bombs and and an electrified grappling hook. Each area is laid out almost like a diorama, you can survey the scene around you and plan accordingly to try and reach your objective as efficiently as possible.

所以說,不要被發現,對吧?不幸的是,潛行部分也不盡人意。大多數任務都注重潛行部分,說實話,很多時候只與一個敵人接觸這點很聰明。開發者Climax Studios把傳統的刺客技巧設定勉強塞入這款2D平臺遊戲的程度是公認的令人印象深刻。你可以躲藏在各種物體的後面或者裏面,藏匿屍體,用槍分散警衛的注意力,用煙霧彈或者充電的抓鉤。每個地區都像是一幅透視畫,你可以四處調查場景並且以此策劃來儘可能地到達你的目的地。

And the backdrops are occasionally gorgeous to look at. The war-torn buildings and gilded palaces of Moscow look like something out of a watercolor pop-up book, and the art team should be applauded for their clever use of backdrops that recall the iconic propaganda of the era.

同時,背景偶爾夠棒,值得去欣賞。戰火所致的殘垣斷壁還有莫斯科鍍金的宮殿看起來並不像一本水彩畫本,美術團隊應該因爲他們對能重現那個年代標誌性的畫面背景的精妙的使用獲得大家的掌聲。

When instant-fail states are thrown into the mix, however, these beautiful stealth portions are reduced to trial-and-error style of gameplay that cripples many of ACC: Russia’s best segments. Frequently, there’s no clear indication of how to sneak past certain guards, and I was forced to adopt a method of purposely failing missions in different ways to eliminate things that didn’t work, hoping to stumble across the right path. In the end, each stealth encounter felt like a poorly designed puzzle without clues, and that robbed me of much of the joy and vindication that I would feel finishing a particularly difficult or perplexing segment in most other games.

但是當瞬間失敗的情況被扔進了遊戲,這些美麗的潛行部分墮落成試錯風格的遊戲體驗致使許多《刺客信條編年史:俄羅斯》的最好的部分被淹沒。遊戲中經常沒有明顯的暗示你如何溜過一些守衛的情況,因此我被迫故意採取一種用不同方式使任務失敗來排除無效的東西,並希望能偶然發現正確方法。最後,每次潛行遭遇都感覺像個沒設計好的沒有線索的謎題,這剝奪了我能夠在其他遊戲中獲得的解決一個極其棘手的困難或者十分複雜的部分的樂趣。

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Wasted Youth

被浪費的青春

Both combat and stealth missions are improved upon by the second playable character, the young Duchess Anastasia Romanova. Not unlike Assassin’s Creed Syndicate’s Evie Frye, Anastasia is an instantly more likeable character, and after an encounter with a Piece of Eden, Anastasia learns the ways of the Assassins. Her skill set offers more variety than Nikolai’s, despite having fewer weapons at her disposal.

戰鬥和潛行任務都在第二個可玩角色——年輕的公爵夫人Anastasia Romanova身上有所提升。不像《刺客信條:梟雄》中的伊薇弗萊,Anastasia是個會讓人“一見鍾情”的角色,在一次與伊甸碎片一同出現的遭遇中,Anastasia學會了刺客之道。她的技巧設定與Nikolai相比提供了更多的變數,儘管在使用她的過程中擁有的武器更少。

What sets her apart is her Helix abilities. These skills are rooted in Assassin’s Creed lore and allow Anastasia to phase unseen between hiding spots, and to erase the bodies of her foes from time and space. She can move through areas much more fluidly, and late-game missions see you switching between to the two characters to solve puzzles and open doors for each other. These are by far the best missions in ACC: Russia, and are disappointingly few and far between.

使她與衆不同的是她的Helix能力。這些技能根深與《刺客信條》的知識中並允許Anastasia在藏匿點之間逐步前進、從時間和空間上清除敵人的屍體。她能更流暢地透過區域,並且在遊戲後期的任務中你可以在這兩個角色間切換來揭開謎題或者互相開門。這些是《刺客信條編年史:俄羅斯》中最好的任務,令人失望的是這些任務很少並且是不連續的。

【Neither character can salvage any joy from the overly difficult, repetitive, and infuriating endless runner segments, 】though. These missions, while beautiful to look at, represent the worst that ACC: Russia has to offer. They take what could have been a series of exciting platforming challenges and ruin them with poor mechanics and insane difficulty spikes.

【但是這兩個角色都不能讓你從過度困難、重複、令人抓狂的無盡跑路的部分中獲得樂趣。】這些任務,儘管看起來很美,但也代表了《刺客信條編年史:俄羅斯》能提供的最糟糕的部分。這些任務因爲糟糕的技術和令人發瘋的難度使本可以很令人興奮的一系列挑戰化爲泡影。

What’s frustrating here is the lack of direction in these sequences. You’re usually being pursued by something, like a series of explosions, or a tank that moves faster than your character, so you’re constantly trying to stay one step ahead while leaping and ducking obstacles. Over and over I found myself running to the same spot with no indication of where to go next, only to be run over or blown up and do it all again.

令人感到挫折的是在遊戲的進程中缺少方向。你經常被有些東西所逼迫向前,比如一系列爆炸,或者有輛跑得比你快的坦克,所以你常常在跳躍和躲避障礙的同時嘗試着快人一步。一遍又一遍地,我發現我在同樣的地方因爲沒有提示下一步往哪兒走而不停奔跑,只有被超過或者被炸飛然後重頭再來一遍。

The controls also seem to go haywire in these segments. Whether it’s a result of the speed or perspective, it seemed like a jump or hiding spot that worked on the first four attempts led to instant deaths on the fifth and sixth runs, only to inexplicably work flawlessly on the seventh. It repeatedly undermines the pace and rhythm that could have made these segments great.

控制方面在這些部分也感覺亂糟糟的。不管這是奔跑速度或者遠景圖的原因,感覺起來好像第一次跳躍或者躲藏的地點能起作用在前四次嘗試中,但會在第五次第六次嘗試中導致瞬間死亡,然後會在第七次不明所以地完美生效。這點反覆破壞着本應讓這些部分很好的步伐和節奏。

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The Verdict

結論

Assassin’s Creed Chronicles: Russia disappoints on multiple levels, from a flat main character to unintuitive insta-fail stealth levels to clumsy combat and platforming. The few times it nails it with diorama-like puzzles and Helix powers only serve to make the rest of this side-scrolling spinoff look even worse by comparison.

《刺客信條編年史:俄羅斯》在很多層面上讓人失望,從扁平的角色到模糊的瞬間失敗的關卡到笨拙的戰鬥和平臺。少數時間它的透視畫般的謎題和Helix能力只讓這款橫版卷軸的續作遊戲在相比之下讓人感覺更糟糕。


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