刺客信條編年史俄羅斯 操作玩法點(diǎn)評游戲設(shè)定
- 來源:楓葉憐憫
- 作者:姜汁可樂
- 編輯:ChunTian

刺客信條編年史俄羅斯 操作玩法點(diǎn)評游戲設(shè)定
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ASSASSIN'S CREED CHRONICLES: RUSSIA REVIEW
《刺客信條編年史:俄羅斯》評測

來源:IGN
作者:ZACHARY RYAN
翻譯:Колчаk(HAMAGAME搬運(yùn)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(gè)分支。這款橫向卷軸潛行游戲在本質(zhì)上顯然是一款《刺客信條》游戲,但是它相對于整個(gè)系列是有很大缺陷的并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,并且反復(fù)讓你進(jìn)行無聊的類似于試錯(cuò)法的任務(wù)。游戲里確實(shí)有閃光點(diǎn),但這些閃光點(diǎn)很快被不佳的技術(shù)、瞬間失敗的狀態(tài)以及乏味的關(guān)卡設(shè)計(jì)所淹沒。

Modern History
現(xiàn)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(gè)故事在1918年的十月革命方面并不讓人感興趣,倒是我們的英雄Nikolai Orev做出的離開俄羅斯并在教團(tuán)之外與他的家人開始新生活的嘗試更讓人感冒。他很快現(xiàn)出“灰發(fā)老兵”的原型,而不是在扎根于一段有趣的歷史上升期中創(chuàng)造一個(gè)令人血脈噴張的故事,你僅僅會(huì)在看見他通過上個(gè)任務(wù)在圣殿騎士之前得到伊甸碎片感到興奮,就像之前每個(gè)《刺客信條》游戲一樣。
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》并沒有花費(fèi)任何時(shí)間讓你知道它里面各種讓你搞砸任務(wù)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(zhàn)斗?!孔鳛橐豢顫撔杏螒?,戰(zhàn)斗與潛行和躲藏相比應(yīng)被定義為次要的,但是即使當(dāng)你被發(fā)現(xiàn)并且必須迎頭痛擊敵人時(shí),你也只有一次機(jī)會(huì)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(yuǎn)處射擊的,Nikolai只能在你開始載入界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(diǎn)讓放倒多個(gè)敵人的難度以指數(shù)級(jí)增長。你會(huì)常常發(fā)現(xiàn)你在直面一個(gè)敵人的時(shí)候你背后也有個(gè)敵人。老實(shí)說,躲避機(jī)制偶爾在我想不到的時(shí)候從一顆子彈手上救了我,但是這很笨拙,并且僅會(huì)在一般的時(shí)間里起作用。隨著游戲進(jìn)程深入,我發(fā)現(xiàn)我越來越不擔(dān)心格擋和躲避,并且?guī)缀踉趹?zhàn)斗中全部依靠蠻力,因?yàn)楣羲坪醣确烙煽俊?/p>
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(fā)現(xiàn),對吧?不幸的是,潛行部分也不盡人意。大多數(shù)任務(wù)都注重潛行部分,說實(shí)話,很多時(shí)候只與一個(gè)敵人接觸這點(diǎn)很聰明。開發(fā)者Climax Studios把傳統(tǒng)的刺客技巧設(shè)定勉強(qiáng)塞入這款2D平臺(tái)游戲的程度是公認(rèn)的令人印象深刻。你可以躲藏在各種物體的后面或者里面,藏匿尸體,用槍分散警衛(wèi)的注意力,用煙霧彈或者充電的抓鉤。每個(gè)地區(qū)都像是一幅透視畫,你可以四處調(diào)查場景并且以此策劃來盡可能地到達(dá)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(shí),背景偶爾夠棒,值得去欣賞。戰(zhàn)火所致的殘?jiān)珨啾谶€有莫斯科鍍金的宮殿看起來并不像一本水彩畫本,美術(shù)團(tuán)隊(duì)?wèi)?yīng)該因?yàn)樗麄儗δ苤噩F(xiàn)那個(gè)年代標(biāo)志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(dāng)瞬間失敗的情況被扔進(jìn)了游戲,這些美麗的潛行部分墮落成試錯(cuò)風(fēng)格的游戲體驗(yàn)致使許多《刺客信條編年史:俄羅斯》的最好的部分被淹沒。游戲中經(jīng)常沒有明顯的暗示你如何溜過一些守衛(wèi)的情況,因此我被迫故意采取一種用不同方式使任務(wù)失敗來排除無效的東西,并希望能偶然發(fā)現(xiàn)正確方法。最后,每次潛行遭遇都感覺像個(gè)沒設(shè)計(jì)好的沒有線索的謎題,這剝奪了我能夠在其他游戲中獲得的解決一個(gè)極其棘手的困難或者十分復(fù)雜的部分的樂趣。

Wasted Youth
被浪費(fèi)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(zhàn)斗和潛行任務(wù)都在第二個(gè)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(gè)會(huì)讓人“一見鐘情”的角色,在一次與伊甸碎片一同出現(xiàn)的遭遇中,Anastasia學(xué)會(huì)了刺客之道。她的技巧設(shè)定與Nikolai相比提供了更多的變數(shù),盡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.
使她與眾不同的是她的Helix能力。這些技能根深與《刺客信條》的知識(shí)中并允許Anastasia在藏匿點(diǎn)之間逐步前進(jìn)、從時(shí)間和空間上清除敵人的尸體。她能更流暢地通過區(qū)域,并且在游戲后期的任務(wù)中你可以在這兩個(gè)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(wù),令人失望的是這些任務(wù)很少并且是不連續(xù)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(gè)角色都不能讓你從過度困難、重復(fù)、令人抓狂的無盡跑路的部分中獲得樂趣?!窟@些任務(wù),盡管看起來很美,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(wù)因?yàn)樵愀獾募夹g(shù)和令人發(fā)瘋的難度使本可以很令人興奮的一系列挑戰(zhàn)化為泡影。
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戲的進(jìn)程中缺少方向。你經(jīng)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(shí)嘗試著快人一步。一遍又一遍地,我發(fā)現(xiàn)我在同樣的地方因?yàn)闆]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后重頭再來一遍。
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(yuǎn)景圖的原因,感覺起來好像第一次跳躍或者躲藏的地點(diǎn)能起作用在前四次嘗試中,但會(huì)在第五次第六次嘗試中導(dǎo)致瞬間死亡,然后會(huì)在第七次不明所以地完美生效。這點(diǎn)反復(fù)破壞著本應(yīng)讓這些部分很好的步伐和節(jié)奏。

The Verdict
結(jié)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(guān)卡到笨拙的戰(zhàn)斗和平臺(tái)。少數(shù)時(shí)間它的透視畫般的謎題和Helix能力只讓這款橫版卷軸的續(xù)作游戲在相比之下讓人感覺更糟糕。
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