当 D.W. Bradley,《巫术(Wizardry)》五到七代背后的设计师,离开 Sir - Tech 成立自己的公司 Heuristic Park 后,他做的第一件事便是先发制人地发布了《巫师与战士(Wizards & Warriors)》,回应即将推出的《巫术 8》。
两款游戏在许多方面都十分相似——都有强大的、基于职业的传统角色构建系统,充满可探索地牢的开放世界,各种任务,各种可互动的角色,以及回合制战斗。差异之处十分细微,但细节决定成败。
《巫师与战士》有着出色的地牢关卡,其中一些可以说是游戏史上的设计巅峰,当然也远比《巫术 8》的地牢优秀。很多关卡都设计巧妙,令人难忘,其中最受欢迎的有巨蛇庙(Serpent Temple)、史鲁根堡(Shurugeon Castle)和鼻涕魔巢穴(Boogre Lair),玩家可以在此上演一次惊险刺激的越狱行动。
战斗是回合制和即时制混合的,同样比《巫术 8》冗长繁琐的全回合制战斗优秀得多。在敌人的回合,玩家也可以自由行动。对于所有无法忍受《巫术》冗长战斗的人来说,《巫师与战士》都能让人耳目一新。
游戏最失败的设计是世界结构。《巫师与战士》的世界是大型的、非线性的,玩家可以自由探索想去的区域——然而游戏不让你自由。大片的区域要随着主线剧情推进才能开放,这一机制类似《侠盗猎车手(Grand Theft Auto)》;与《巫术 7(Wizardry VII)》完全的开放世界相比,这点是很大的退步。
另一个主要问题不在于游戏本身,而在于如何让它在现代电脑上运行。玩家需要进行多次操作,其中包括重新编码视频文件。游戏确实急需重置。
When D.W. Bradley, the architect behind Wizardry V-VII, left Sir-Tech and formed his own company, Heuristic Park, the first thing he released was Wizards & Warriors, his preemptive response to the upcoming Wizardry 8.
Both games are very similar in many ways strong, traditional class-based character building, an open world full of dungeons to explore, quests to perform, characters to interact with and phase-based combat. The differences are in the details, but those details are what make these games.
The game's dungeons are excellent, some of the best ever designed and certainly far better than any in Wizardry 8. There are so many memorable and cleverly designed areas, some favourites being the Serpent Temple, Shurugeon Castle and the Boogre Lair (which features a thrilling prison breakout).
The combat, a mix of turn-based and real-time, is a fantastic answer to Wizardry 8's unbearably cumbersome, fully turn-based phase system. You can freely act or walk around and enemies' turns will happen concurrently. For everyone who's ever gotten frustrated with Wizardry's painfully slow battles, Wizards & Warriors will be a revelation.
The most frustrating quality of the game is its world structure. The game presents large, non-linear areas that the player is free to explore as they want until you end up where the game doesn't want you yet. Wizards & Warriors gates off huge areas until you've progressed far enough in the story to enter them, similar to how the Grand Theft Auto games play, a big step back from Wizardry VII's fully open world.
The other major issue lies not in the game itself, but in the difficulty in getting it to run on modern computers – several steps are necessary, including re-encoding its video files. It begs for a re-release.
无论如何,《巫师与战士》拥有出色的战斗和关卡设计,令人满意的等级和角色定制系统(为什么不多点游戏学一学它这样通过完成任务来获得进阶职业的设定?),引人入胜、充满奇想的世界,以及迷人的角色。游戏质量至少绝对不会低于隔壁。
不要因为《巫术 8》吸引了所有的关注就忽略了《巫师与战士》——要知道,这款游戏出现的频率可绝不算低!
Regardless, with great combat and level design, a satisfying class and character customisation system (earn advanced classes by performing quests why don't more games do this?) and a compelling, whimsical world with charming characters, it's at least as good as its nearest neighbour.
Don't overlook Wizards & Warriors just because Wizardry 8 gets all the attention – you'll be surprised at how frequently Wizardry gets shown up!