Pluto_Shi
蓝星打牌王委员会终身名誉会长
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洋大人说是好游戏那才是真正的好游戏
洋大人说是好游戏那才是真正的好游戏
1UP对雷骑士的评测
Previews By Nick Des Barres 12/26/2008 In-depth impressions of the offline portion of Level-5 and Sony's giant robot/fantasy RPG!
As I sat down to write this preview, I reflected on the influence a major critical entity can have. In the case of White Knight Chronicles, my preconceived notions were strongly colored -- stained, really -- by a damning 29/40 review from Famitsu. The score seemed shockingly low, especially for a game coming from a major advertiser like Sony. Even the generally horrible Infinite Undiscovery did better (32/40), while the unfairly maligned The Last Remnant did much better (38/40). More alarmingly, Level-5's own disappointing Rogue Galaxy was considered the superior game (36/40). In short, I was expecting a disaster.
作者在坐下玩雷騎士物語之前就被法米通的評分影響, 以為雷騎士是款比 無盡探險(Infinite Undiscovery )還要糟糕的遊戲
White Knight Chronicles is anything but. I don't get the feeling the game is a vibrant masterpiece -- not yet, anyway -- but it is certainly superior to Infinite Undiscovery, and corrects most of the problems with the deeply flawed Rogue Galaxy. Although WKC will turn out to be enjoyable comfort food for JRPG fans in whatever state it arrives on Western shores, a few simple tweaks here and there could improve it dramatically. I hope this preview will serve to highlight some of the niggling interface problems I encountered in WKC -- those little issues that all too often find their way creeping into otherwise highly polished Level-5 games.
但在玩過之後, 作者認為, 雷騎士物語雖然稱不上是曠世的傑作, 但是無疑的 要比無盡探險優秀許多. 雷騎士物語可以是西方愛好JRPG玩家在商品架上的 好選擇, 但是如果能修正一些LV5作品常常都會出現的小毛病, 那整個作品就 會有戲劇性的進步.
Despite how Sony has promoted WKC since its announcement at Tokyo Game Show 2006, it is an MMORPG at heart. Indeed, online adventuring is ostensibly half the game: The giant robot fantasy you've been seeing images of for two years, or "Story Part," is but a one-player experience built on a foundation clearly erected to serve the "Live Part," a Final Fantasy XI-lite four-player online RPG. (I say "ostensibly," as it has been impossible to play WKC online since its release two days ago; more below.) To serve the Live Part, the game presents you with an incredibly elaborate character creation mode as soon as you complete the five-minute, 2GB install necessary to play the game. Level-5 president/evangelist Akihiro Hino has said he expects gamers to spend two hours crafting their avatar before the game even begins, and in my case that turned out to be accurate: After an evening spent coaxing nine pages of sliders ranging from ear curvature to nasal-labial trough ratio, I ended up with an unnervingly accurate 3D representation of myself -- faithful down to slightly asymmetrical eyes. When all is said and done, WKC may be best remembered for this feature; I'd be fully comfortable calling WKC's avatar editor the most advanced in gaming history. Indeed, it makes the character creation modes of titles like Oblivion and PlayStation Home look laughable in comparison.
雷騎士物語的本質(heart)是款跟FF11類似的MMORPG, 因為在 主選單上, 單機模式(STORY PART)和線上模式(LIVE PART)是並立的, 證 明了雷騎在線上的比重比一般JRPG要接近MMORPG. 在花了5分鐘安裝2G 大小的資料之後, 進入創造玩家分身的模式, 作者認為這是遊戲史上最進步 的分身創造編輯器. 雷騎的分身編輯器, 會讓 HOME 和 Oblivion (上古捲軸4) 相形失色.
Once you're satisfied with your in-game persona, the one-player Story Part begins (you aren't able to access any online functions until you've advanced a few hours into the campaign, which serves to act as a tutorial for the various game systems). Your avatar turns out to be a mute employee at the hero Leonard's liquor shop, where you are both tasked with retrieving a shipment of wine for the Princess Shizuna's coming of age festival. By nightfall, the low-born Leonard has finagled his way into the royal palace, an event which -- wouldn't you just know it -- happens to coincide with an enemy invasion led by a menacing Black Knight. Soon the Princess is kidnapped, and her father the King of Valandor killed...but not before Leonard makes a pact with a suit of ancient, sentient armor lying beneath the palace, granting him the ability to transform into a 30-foot-tall robo-knight. All this before the opening credits!
接著就進入遊戲, 這邊是一些遊戲序章的劇情描寫, 為了沒玩過的板友, 我就跳過不翻譯了.
The story may not be remarkable (being penned as it is by Hino, who "wrote" the wildly incoherent Rogue Galaxy), but the experience it sets up is an enjoyable one. I mentioned that WKC was an MMORPG at heart; that might be too kind. WKC is Final Fantasy XI. The near-identical controls, battles, camera angles, on-screen log, emote commands, macro shortcuts, and design -- extending even to legal action-worthy analogues of FFXI's Hume, Elvaan, Tarutaru, Mithra and Galka races -- nearly convinced me I was living a cruel flashback. FFXI held my life in a death grip for half a decade, but to return to its familiar control schemes was strangely enjoyable. For those who never tried Square Enix's soul-stealing online RPG, its game engine was a brilliant one; you've already experienced a great deal of its influence in FFXII, but it is even more profound here.
雷騎的劇情或許沒有什麼特別傑出的地方, 但仍然值得看看(作者玩的 時候, 雷騎的伺服器還沒開放, 所以是針對故事模式的感想). 另外是, 作者再度 強調雷騎士和FF11的相似性, 無論是操作. 介面. 系統, 根本就是另一款FF11. 他還推薦如果讀者沒試過會讓人沉迷的FF11, 雷騎士物語的引擎很棒, 或是只 玩過FF12的玩家, 雷騎士要比FF12來的深奧
That influence is first noticeable in WKC's vast, wide-open areas, which can take a good 15 minutes to traverse the length of. Cities are completely seamless -- opening the door to a shop or home simply lets you inside, with nary a screen transition to be seen. Environments have a true lived-in quality; there is a sense that the world continues beyond the boundaries your characters can move within, and that it would continue to function whether you inhabited it or not. WKC may not be a technical marvel, but its superb world design can make for the occasionally breathtaking moment, as you crest a rise to see glittering lakes far below, or stop to admire the intricate way a bridge loops back over an area you had been through hours before. Control is also lifted from FFXI, with movement on the left stick and the targeting of enemies, NPCs, and objects accomplished with the digital d-pad. Targeting your own character brings up a list of commands. In battle, you can freely assign individual attacks, weapon skills, and magic commands to a palette of shortcuts -- a concept identical to FFXI's macros, though with somewhat less freedom. Enemies roam on the field, some aggressive, some not, and will link together on sight just as in...yeah, I don't even have to say it anymore. Two areas in which WKC differs significantly from FFXI are its character growth and Combo systems. You have complete freedom to acquire whatever weapon skill, magic, or stat bonus you choose through the use of Skill Points obtained when you level up, and only through the learning of them are subsequent skills unlocked. It's like FFXII's License Board system, though with a less visual implementation. You can also create custom Combos by linking together several attacks via a sub-menu, which are unleashed in battle through a Quick Time Event-like button tapping scheme. Contrary to how they may sound, Combos may be the most enjoyable aspect of WKC's battle system, offering great freedom and accompanied by spectacular camerawork.
這兩段, 作者在舉例雷騎和FF11.12的相似和相異之處, 而這兩款 FF 我剛好都沒 玩過, 怕有翻譯不當之處, 因此略過不翻. 但是值得一提的是, 作者說雷騎士的 城鎮相當大, 要花整整15分鐘才能從頭跑到底, 採用無接縫讀取的設計, 進城鎮 中的商店, 也無需切換畫面.
接著是一些作者認為應該改進的地方
There is no pause function. You're completely out of luck should you need toput the game down for a few minutes during one of the lengthy cut-scenes.
沒有暫停功能
There is no camera recentering function, which can occasionally cause awkward control issues.
沒有鏡頭回正功能
There is no auto-run. For a game so clearly inspired by FFXI, this is an egregious omission. Auto-run was designed so that targeting could be accomplished simultaneously with movement -- something that is virtually impossible in WKC.
沒有 auto-run 功能
There is no quick access to area maps. Although a minimap is always present, the vast areas require frequent calling up of maps buried in the Select button sub-menu.
沒有大地圖的快捷建
Most unfortunately, there is no voice chat -- a complaint voiced by Famitsu and confirmed by the game's manual. In this day and age, there is simply no excuse. I realize Japanese gamers are frequently nervous about speaking online -- during my FFXI days, half my LinkShell members used voice changing software -- but Westerners have no such qualms.
沒有語音交談功能
Despite these issues, my two days with White Knight Chronicles illustrated that highly valid, age-old point: Don't believe everything you read. The game is no disaster, and all its issues could conceivably be addressed with a patch, or eliminated entirely from the forthcoming English version. It is immediately the best RPG on PlayStation 3, a platform that is desperate for a good one. Depending on how much the online mode has to offer, it may even have the potential to be great.
雖然雷騎士有這些缺點, 但是玩了兩天單機模式的作者告訴他的讀者, 不要相信法米通的評論, 這款遊戲並不差, 這些缺點都是可以經由更新 修正的缺點. 他是PS3這個缺乏RPG的平台上最好的RPG, 而線上模式的 成就, 也決定這款遊戲的成就.
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敲不死你终于永远的滚了
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[楼 主]
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Posted:2008-12-28 20:17| |
顶端
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