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老套俗旧的平庸之作?远古战争国度IGN评测

时间:2013-08-04 编辑:第四软骨鱼

 

 

这些日子以来,《远古战争国度(R.A.W)》设计师们的心中一定期盼着,他们开发出来的这款游戏,能够依赖游戏中数量繁多、携带宝藏的地窟爬行者,再掀ARPG类型游戏的复古浪潮。但从严格意义上来说,《远古战争国度(R.A.W)》就是一款沿袭幻想大陆这种老套设定的砍杀类游戏,就是捧新瓶装旧酒。在游戏中,您将取得对普甲战士、巫师和游侠的控制权,通过您鼠标的点击下令,您所操控的角色都能在形形色色适合矮人居住、人族生存精灵繁衍,以及随处可见的蜘蛛栖息的土地上尽情杀戮。

The creators of R.A.W. – Realms of Ancient War – must’ve been hoping their game would saddle along nicely beside the many loot-based dungeon crawlers leading the resurgence in the genre these days. R.A.W. is a throwback, an old school hack-and-slash cast strictly in the mold of a fantasy setting. You’ll take control of the standard warrior, wizard, or rogue as you click and kill your way through a series of lands populated by dwarves, humans, elves, and spiders. Spiders, seemingly, live everywhere.

 

和许多ARPG游戏一样,职业技能对应着您PS3手柄上的四大方向键,三角键的作用是使用药瓶补血回魔,交互类动作(如交谈、攻击等)则依靠右摇杆。在您所扮演的英雄能力中,还有一项传奇元素能量槽,(集满后)它能快速地对大批、强悍的敌人造成重创,但由于受到游戏平衡性的制约,它经常无法集满,以致于能够使用的机会并不多。随着游戏的进程,等级得到提升,当然,每升一级,技能树可用的技能点就会加一 —— 但玩家别对角色个性化抱什么期待,也不必专精于单项状态(或技能)的等级深度。

Classes play about as you’d expect, with skills mapped to your four face buttons, health and mana potions to triggers, and interactions to bumpers. There’s a unique element in the ability of your hero to possess large, intimidating foes for a quick rampage, but it’s not used often enough to be a true boon to the gameplay. Leveling allows for progression, of course, with a single point from each level mapped to a skill tree – but don’t expect individual stat level depth when it comes to character customization.

 

虽然看起来像暗黑破坏神,但玩起来却完全不像。

Looks like Diablo. Doesn't play like it though.

 

缺乏角色自定义是《远古战争国度(R.A.W)》面临的最大缺陷之一。不管您的战士挥舞的是斧头还是剑,它们都没有实质上的区分。毒系伤害和火系伤害呢?看起来也相差无几。即使在游戏的过程中,您身上的装备不是要靠放大镜头才能加以辨认,就是毫无优势或亮点可言。放大镜头时,服装细节的表现上也是极为匮乏。

It’s that lack of customization that’s one of the biggest issues with R.A.W. Whether your warrior is wielding an axe or a sword, there's no real difference.Poison damage or fire damage? It didn’t seem to matter much. Even your gear won’t stand out with the camera zoomed to a playable, but decidedly distant vantage point. The ability to zoom is sadly lacking.

 

由于挡架、闪避及做出任何一个避开敌人的狂暴一击等动作选项都缺失的缘故。因此,您会发现自己哪怕是一名经验老道的探穴高手,在游戏中的死亡次数也多得超乎寻常。除了死亡高频率现象,对应的“灵魂石(重生石)”系统对每一等级的重生使用次数也有所限制(如果突破次数限制,您的冒险旅程记录和所获得的战利品都将被一并移除。),这更会让您叫苦不迭。在《远古战争国度(R.A.W)》中,一旦您发现迷你地图(或者任何区域地图)不见了,那您离晕头转向也就不远了。

Also missing is an option to block, dodge or do pretty much anything to avoid being pummeled relentlessly by mobs. For this reason alone you’ll find yourself dying far more often than you’d expect, even as a seasoned dungeon-looting vet. Combine the frequency of death with a “soulstone” system to limit your attempts per level (using all of them wipes all progress and loot you’ve acquired) and you’ve got a recipe for disaster. Your frustration will approach headache proportions when you notice that a mini-map (or any map at all) is missing from R.A.W.

 

没重生石了,又被如此规模的敌兵围攻?还是快逃吧。

No soulstones and a mob this size? Run.

 

游戏要价为1200微软币,就战役长度来看似乎合情合理(加上练级的时间,打到最终BOSS大概需要12个小时),其中还内含了趣味横溢对抗地窟爬行者的区域合作模式,不过该模式有个难点:即地窟爬行者会不断重生。在游戏过程中,你会发现地窟爬行者这里也有,那里也是,不绝不尽,数量令人称畏,几乎涵盖了《远古战争国度(R.A.W)》的每处角落。游戏的缺陷除了玩法老套外,最致命的是感受不到ARPG所特有的那份原始独韵。《远古战争国度(R.A.W)》需要更多深度,更人性化的设定以及更多符合现代游戏中地窟爬行者的设计风格改进,(只有这样)才对得起您投入于游戏中的时间。

The game has an asking price of 1200 MSP, which would seem fair considering the length of the campaign (around 12 hours with some time for grinding levels) and the included local co-op, which is always fun for dungeon crawlers, but here’s the rub: dungeon crawlers are having a resurgence. You’ve got no shortage of them out there to play and many, or truthfully most, surpass R.A.W. in nearly every way. The game is a throwback to the old-school, but sadly, it’s gone so far back it feels prototypical. R.A.W. needs more depth, customization, and many more of the advances made in the modern trends of dungeon crawler design to be worth your time.

结论

THE VERDICT

除了贪婪无比的地牢爬行者大军外,游戏也反映出了很多问题,必须全部加以改善。这款游戏似乎让人感觉是在复古,有宁缺毋滥之势。但由于特点缺失,设计糟糕,战利品毫无“刷”点,都足以成为您舍弃《远古战争国度(R.A.W)》的理由。

With enough issues to dissuade all but the most gluttonous of dungeon crawler junkies, this game seems to think that old school just meant less is more. It isn’t. R.A.W. will likely turn you off with missing features, awkward design choices, and loot with no luster.

 

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