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刺客信条编年史俄罗斯 操作玩法点评游戏设定

时间:2016-02-15 18:38:07
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刺客信条编年史俄罗斯 操作玩法点评游戏设定

今天为大家带来的是刺客信条编年史俄罗斯操作玩法点评游戏设定,一起来看看吧!

ASSASSIN'S CREED CHRONICLES: RUSSIA REVIEW

《刺客信条编年史:俄罗斯》评测

来源:IGN

作者:ZACHARY RYAN

翻译:Колчаk(HAMAGAME搬运组)

校对: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.

《刺客信条编年史:俄罗斯》是本章的一个分支。这款横向卷轴潜行游戏在本质上显然是一款《刺客信条》游戏,但是它相对于整个系列是有很大缺陷的并且没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.

《刺客信条编年史:俄罗斯》缺少吸引人的角色,并且反复让你进行无聊的类似于试错法的任务。游戏里确实有闪光点,但这些闪光点很快被不佳的技术、瞬间失败的状态以及乏味的关卡设计所淹没。

Modern History

现代历史

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.

这个故事在1918年的十月革命方面并不让人感兴趣,倒是我们的英雄Nikolai Orev做出的离开俄罗斯并在教团之外与他的家人开始新生活的尝试更让人感冒。他很快现出“灰发老兵”的原型,而不是在扎根于一段有趣的历史上升期中创造一个令人血脉喷张的故事,你仅仅会在看见他通过上个任务在圣殿骑士之前得到伊甸碎片感到兴奋,就像之前每个《刺客信条》游戏一样。

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.

《刺客信条编年史:俄罗斯》并没有花费任何时间让你知道它里面各种让你搞砸任务的路线。首先,【虽然Nikolai是一名刺客大师,但他只有极少的生命值来支撑一场战斗。】作为一款潜行游戏,战斗与潜行和躲藏相比应被定义为次要的,但是即使当你被发现并且必须迎头痛击敌人时,你也只有一次机会来搞定。不管敌人是挥剑的还是用棒子打人的或者是用步枪在远处射击的,Nikolai只能在你开始载入界面前承受一次或者偶尔两次打击。

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.

这点让放倒多个敌人的难度以指数级增长。你会常常发现你在直面一个敌人的时候你背后也有个敌人。老实说,躲避机制偶尔在我想不到的时候从一颗子弹手上救了我,但是这很笨拙,并且仅会在一般的时间里起作用。随着游戏进程深入,我发现我越来越不担心格挡和躲避,并且几乎在战斗中全部依靠蛮力,因为攻击似乎比防御更可靠。

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.

所以说,不要被发现,对吧?不幸的是,潜行部分也不尽人意。大多数任务都注重潜行部分,说实话,很多时候只与一个敌人接触这点很聪明。开发者Climax Studios把传统的刺客技巧设定勉强塞入这款2D平台游戏的程度是公认的令人印象深刻。你可以躲藏在各种物体的后面或者里面,藏匿尸体,用枪分散警卫的注意力,用烟雾弹或者充电的抓钩。每个地区都像是一幅透视画,你可以四处调查场景并且以此策划来尽可能地到达你的目的地。

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.

同时,背景偶尔够棒,值得去欣赏。战火所致的残垣断壁还有莫斯科镀金的宫殿看起来并不像一本水彩画本,美术团队应该因为他们对能重现那个年代标志性的画面背景的精妙的使用获得大家的掌声。

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.

但是当瞬间失败的情况被扔进了游戏,这些美丽的潜行部分堕落成试错风格的游戏体验致使许多《刺客信条编年史:俄罗斯》的最好的部分被淹没。游戏中经常没有明显的暗示你如何溜过一些守卫的情况,因此我被迫故意采取一种用不同方式使任务失败来排除无效的东西,并希望能偶然发现正确方法。最后,每次潜行遭遇都感觉像个没设计好的没有线索的谜题,这剥夺了我能够在其他游戏中获得的解决一个极其棘手的困难或者十分复杂的部分的乐趣。

Wasted Youth

被浪费的青春

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.

战斗和潜行任务都在第二个可玩角色——年轻的公爵夫人Anastasia Romanova身上有所提升。不像《刺客信条:枭雄》中的伊薇弗莱,Anastasia是个会让人“一见钟情”的角色,在一次与伊甸碎片一同出现的遭遇中,Anastasia学会了刺客之道。她的技巧设定与Nikolai相比提供了更多的变数,尽管在使用她的过程中拥有的武器更少。

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.

使她与众不同的是她的Helix能力。这些技能根深与《刺客信条》的知识中并允许Anastasia在藏匿点之间逐步前进、从时间和空间上清除敌人的尸体。她能更流畅地通过区域,并且在游戏后期的任务中你可以在这两个角色间切换来揭开谜题或者互相开门。这些是《刺客信条编年史:俄罗斯》中最好的任务,令人失望的是这些任务很少并且是不连续的。

【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.

【但是这两个角色都不能让你从过度困难、重复、令人抓狂的无尽跑路的部分中获得乐趣。】这些任务,尽管看起来很美,但也代表了《刺客信条编年史:俄罗斯》能提供的最糟糕的部分。这些任务因为糟糕的技术和令人发疯的难度使本可以很令人兴奋的一系列挑战化为泡影。

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游戏的进程中缺少方向。你经常被有些东西所逼迫向前,比如一系列爆炸,或者有辆跑得比你快的坦克,所以你常常在跳跃和躲避障碍的同时尝试着快人一步。一遍又一遍地,我发现我在同样的地方因为没有提示下一步往哪儿走而不停奔跑,只有被超过或者被炸飞然后重头再来一遍。

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.

控制方面在这些部分也感觉乱糟糟的。不管这是奔跑速度或者远景图的原因,感觉起来好像第一次跳跃或者躲藏的地点能起作用在前四次尝试中,但会在第五次第六次尝试中导致瞬间死亡,然后会在第七次不明所以地完美生效。这点反复破坏着本应让这些部分很好的步伐和节奏。

The Verdict

结论

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.

《刺客信条编年史:俄罗斯》在很多层面上让人失望,从扁平的角色到模糊的瞬间失败的关卡到笨拙的战斗和平台。少数时间它的透视画般的谜题和Helix能力只让这款横版卷轴的续作游戏在相比之下让人感觉更糟糕。


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