巫魔天境(Witchaven)并不是一个成熟的 RPG 游戏,——它实际上是一个带有一些 RPG 元素的第一人称射击游戏(或更确切地说,是一个砍杀游戏)。游戏中有不少这样的元素,例如经验值、等级提升、武器磨损、不同种类的盔甲、法术、陷阱、秘密和其他好东西。游戏中有五种不同的药水可供玩家收集,还有各种战斗技能和实用的法术可供学习。然而,玩家并不能创建角色,游戏也没有提供和 NPC 的互动或者需要玩家做出选择的内容——只能选择游戏的血腥程度和难度。
Witchaven is not a fully fledged RPG – it's a first-person shooter (or rather, hackand-slasher) with RPG elements. There are quite a few of those elements: XP, levelling up, degrading weapons, different types of armour, spells, traps, secrets and other goodies. There are five different types of potion to collect, various combat and utility spells to learn. But there's no character creation, no NPC interaction and not a single choice to be made – besides gore and difficulty levels.
你扮演的角色是骑士格隆多瓦尔(Grondoval),一人成军,并要被派去打败邪恶的女巫伊尔维林(Illwhyrin)。杀死巨魔、小鬼和其他敌人会让你升级并变得更加强大。更高的等级同时也意味着更低的武器磨损和获得更强力法术的机会——而你正好需要这些去打败伊尔维林。
说到击败敌人,你需要思考并运用战术,否则被击倒的就是你了,这也正是《巫魔天境》如此令人无法自拔的原因。在游戏的前期,你的战斗往往是近距离的,但你很快就会发现,武器的磨损再加上时不时的误操作会使得你陷入一种极其危险的境地。值得庆幸的是,大多数低级怪物和玩家一样可以受到地形造成的伤害,所以巧妙地利用环境的优势可以让你更快结束战斗。
在游戏后期和难度更高的环境中,你会发现你的重要补给,比如药水、卷轴、甚至是武器变得更难获取了。虽然说不准,但你很可能会在最需要它们的时刻发现这些补给已经被用光了。其中一个例子就是当你好不容易飞入一个布满陷阱的走廊时,正好发现自己的法术卷轴都用完了,而眼前竟是一条死胡同(并且你好久没有保存游戏了)。但如果你足够节俭,你就仍有机会在弓箭的帮助下杀死敌人并穿过这个死胡同——只要你提前留好了足够的量。
游戏仍有一些缺陷(主要是稀烂的控制系统和室内糟糕的视觉设计),但巧妙的物理运用和吸引人的战斗都为这个游戏加了不少分。举个例子,比起直接用“核爆”(Nuke)法术摧毁敌人,当你利用环境打败敌人之后往往会获得更多的成就感。
《巫魔天境》在如今看来已经是那个时代的特定产物了。在那个时代,当《毁灭战士(Doom)》和《毁灭巫师(Hexen[1] )》火起来的时候,每个游戏制作者都想从其中分一杯羹。令人遗憾的是,它在 1996 年发售的续作里拓展的内容的几乎都是其缺点:《巫魔天境 2:血仇(Witchaven II: Blood Vengeance)》那灾难般的控制系统让这个游戏几乎无法被正常游玩。
You play as knight Grondoval, a one-man army sent to defeat the evil witch Illwhyrin. Killing trolls, imps and other enemies will make you level up and become tougher still. Higher levels also mean less weapon corrosion and access to more potent spells and you will need those to be able to defeat Illwhyrin.
Talking about defeat: the need to think tactically or die is exactly what makes Witchaven so compelling. In the beginning, combat is mostly a close-quarters affair, but you will soon find out that the combination of degrading weapons and imprecise controls makes it an especially dangerous one. Thankfully, most of the minions are just as susceptible to terrain-induced damage as you are, so using the environment to your advantage will end many fights early.
In later levels and at higher difficulty, you'll find fewer potions, scrolls and even weapons, and chances are that you will run out of essential supplies at the most unfortunate moment. Discovering that you have no spell scroll left when the trapped corridor you reached by flying turns out to be a dead end (and you haven't saved in a long while!) would be an example. But if you were a little thrifty yourself, you might still be able to cross the corridor with the help of your bow and arrows – provided you saved those up.
There are a few shortcomings (mainly squishy controls and visually poor interior design), but the game scores with its clever use of physics and gripping combat. Defeating foes with environmental help is even more rewarding than using the ‘Nuke' spell.
Witchaven stands today as a product of its time, when games like Doom and Hexen were kings and everyone wanted a piece of the pie. Too bad that its 1996 sequel expanded primarily on the shortcomings: Witchaven II: Blood Vengeance suffered from horrible controls that rendered it nearly unplayable.
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[1] 译者注:《毁灭巫师》第一代的正式名称应为 Hexan: Beyond Heretic