Square Enix, 2008
Windows, Xbox 360, PS4, Switch 等
Square Enix, 2008
Windows, Xbox 360, PS4, Switch, etc
从多方面来讲,《最后的神迹(The Last Remnant)》可谓是 Square Enix 的“处女作”。这不仅是他们第一次使用虚幻 3 引擎,也是制作人高井浩(Hiroshi Takai)首次带队制作游戏,同时也是他们第一款为了西方用户市场而设计的大型 RPG(事后证明这是徒劳的,因为西方玩家并不买账)。结果就有了这款被部分核心缺陷给耽误了的独特 JRPG。
游戏设定所在的幻想世界划分为多个围绕着“神迹”(Remnants)而建立的城邦,而所谓的“神迹”则是各种拥有强大力量的神秘古代文物。“神迹”的大小和形状均有不同,从手中的小型武器到巨型的高塔、怪兽乃至武装兵器都算在其中。并且它们一次只能和一个人绑定,而这个人通常是每个城邦的统治者。
The Last Remnant was a first for Square Enix, in many ways. It was their first game using the Unreal Engine 3, director Hiroshi Takai's first time at the helm, and their first big RPG designed from the ground up to appeal to Western audiences (which didn't work, as reception in the West was lukewarm). The result is a highly unusual JRPG with some key flaws that prevent it from reaching greatness.
The game is set in a fantasy world divided into city-states, all of which were built around Remnants, mysterious ancient artefacts that hold great power. Remnants have different shapes and sizes, going from small hand weapons to colossal towers, monsters and weapons. They can only be bound to one person at a time, usually the ruler of each city.
故事要从双亲都是“神迹”学者的拉修塞克斯讲起,他的妹妹遭到了绑架,在寻找她的过程里,拉修发现自己被卷进了一场政治斗争当中,他在探究真相的同时还结交了许多同盟。与传统 JRPG 的故事一样,这个故事很俗套,不过配角倒还不错。
不过可别被迷惑住了,战斗才是本作的重头戏。《最后的神迹》的战斗系统作为游戏卖点的同时也是其最受争议的部分。因为玩家要控制的不是单个角色而是整个“军团”(unions),每个“军团”最多由五个角色单位组成,军团和单位的数量会随着故事的发展而增加,直到每场战斗最多可以出战五个军团和十八个单位。
每个军团的血量、属性和技能全部取决于它的阵型和构成的角色单位。相较于直接选择攻击方式,你可以下达“使用魔法!”(Use magic!)、“治疗你自己!”(Heal yourself!)、“冲锋!“(Charge!)等指令,然后军团中的单位才自行决定采取怎样的行动。
游戏中有着许多隐藏的细节,如战斗等级、士气、贡献度和隐藏属性等,但这些细节设定都没得到明确的说明。这让战斗从一开始便人为地变得复杂起来,不过一旦上手便会其乐无穷,尤其在临近结尾时的大规模战斗更是如此。
本作有着诸多支线任务、挖掘和锻造的玩法要素、随机出现的特殊怪物、富有挑战性的可选战斗和一些游戏难度曲线的陡然攀升,它们可能会迫使玩家去反复地刷任务,可事实上你会因此吃到苦头。因为一旦你超过某一阈值时敌人的难度便会随着调升,而且有些敌人会变得非常强大,以至于几乎不可能被战胜。
因此《最后的神迹》有着一个很好的切入点——你最好完成所有的支线任务并且尽量追求其出色的可选战斗,但过多地刷任务或是失衡的角色培养都会破坏掉游戏的乐趣。能够耐下心来学习游戏机制的 JRPG 玩家将会在长度约六十到一百小时的游戏体验中领会到那份独特的战斗系统、出色的配乐以及精美的画面。
The story begins with Rush Sykes, the son of two Remnant scholars, having his sister kidnapped. In his quest to rescue her, Rush finds himself in the middle of political struggles, uncovering several mysteries and makings allies in the process. It's as bad as the typical JRPG story, but with a slightly better supporting cast.
But make no mistake – battles are the focus here. The Last Remnant's combat system is the game's high point – as well as its most divisive aspect. Instead of individual characters, the player controls “unions”. Each union can have up to five units, and the number of unions and units grows as the story progresses, up to five unions and 18 units per battle.
The HP, stats and skills of each union depend on its formation and the units comprising it. Instead of directly choosing attacks, you give general orders like “Use magic!”, “Heal yourself!” or “Charge!” to each union, and its units then decide how to act.
There are many nuances like Battle Rank, morale, engagement and hidden stats, all of which are poorly explained. This makes combat artificially complicated at first, but it becomes rewarding once you mastered it, especially the large-scale battles near the end.
The game has many sub-quests, crafting, mining, random unique monsters, challenging optional battles, and sudden difficulty spikes which may lead players to grind, but you're actually punished for it. Enemies scale up after you pass a certain threshold and some can grow so powerful as to become near impossible.
As such, The Last Remnant has a sweet spot – you should do all the side-quests and pursue its excellent optional battles, but grinding or min-maxing too much can spoil the fun. JRPG fans with the patience to learn its mechanics will have a good 60-100 hour experience with the game's unique combat system, great soundtrack and beautiful art.