Soldak Entertainment, 2010
Windows, Linux 和 Mac
Soldak Entertainment, 2010
Windows, Linux and Mac
2007 年的时候,Soldak 发行了《危险深渊(Depths of Peril)》。这是一款动作类 RPG,在游戏里你需要在领导一个野蛮人聚落的同时猎杀怪物,保护自己的小镇以及和其他 NPC 派系斡旋。
这是一款有着动态世界的游戏,但同时也是一款节奏很快的游戏,时常要考验你的多任务处理能力。你但凡有一点没做好的话,聚落中的一半人都会死,而另一半则会在你出去打怪的时候被抢劫。
试图改良老配方的 Soldak 推出了《丁神的诅咒(Din's Curse)》,一款忠实地继承了老派 roguelike 游戏风格,同时与《暗黑破坏神(Diablo)》很相似的游戏。《丁神的诅咒》的操控也很像《暗黑破坏神》,使用了同样的通过颜色来区分品质的搜掠模式,同时游戏里还有一个很倒霉的城镇,建造在有着多层结构的地牢之上。但《丁神的诅咒》和《暗黑破坏神》相比有一个核心的区别:你所保护的城镇充满活力,其中的 NPC 也都是一个个鲜活的个体。
Back in 2007, Soldak released Depths of Peril, an Action RPG where you led a barbarian tribe and had to not only kill monsters, but protect your town and deal with other NPC factions as well.
While it was a dynamic game, it was also a fast-paced multitasking challenge. Miss one tiny bit, and half of your tribe would dead with the other half being raided while you're out hunting savage monsters.
Seeking to improve upon this formula, Soldak created Din's Curse – a faithful heir to old roguelikes, married with Diablo. The game controls like Diablo, uses the same coloured loot system and also has an unfortunate town built over a multi-level dungeon. But there's a key difference – the town and NPCs you must protect are all active, evolving entities.
城镇的市民会运用你捐赠的物品,会购买物品、欠债、和别人吵架(甚至动手杀人),被怪物所杀,死于饥饿或者直接逃走。他们同样也会发布任务,从一些个人的打杂事物——比如送包裹和收集原料——到一些帮助整个城镇发展的任务——比如招募新的铁匠,杀死怪物首领以及找到可用的水源等等不一而足。
如果小镇里所有的关键 NPC 都死了的话,这个小镇就完蛋了。不过你的整个游戏还没有完蛋,你还是可以去拯救别的小镇。
游戏里的怪物也并不是静态的,它们也在活动,有着自己的目的和盟友。骷髅怪和僵尸会很合得来,但它们见不得地狱犬,见到便格杀勿论。怪物也会升级和积攒实力,最终地狱犬甚至能升级到不死的境界!游戏里的 Boss 更是离谱,他们会招揽下属来攻击你的城镇,建造邪恶的物品以及积攒起自己的下属,而这些下属也会分散到各处做同样的事,给地牢增添人口。
所以在游戏里你可能会要去猎杀一个凶恶的兽人法师,然后立马回城去阻止来自地牢内部向你小镇发起的入侵,并且查清楚是谁在城里建起的这个怪物传送门;同时你也要和有罪的市民战斗,帮助有疾病的人,最后再去摧毁之前那个兽人法师在你走的时候建造的可以控制天气的机器。
现在你应该明白这游戏大概是怎么一回事了。《丁神的诅咒》里永远都有事让你去办。不过,不像《危险深渊》,你可以全权自定义游戏体验。
你才是那个设定游戏任务节奏,地牢的深度,以及怪物的等级的人。你可以让游戏更简单一点,把城镇入侵模式关了;或者也可以硬核一些,把所有事情加速,给怪物加技能或者是限制你自身的一些技能。
总而言之,《丁神的诅咒》是一个很有意思的动作 RPG 和 roguelike 游戏的结合体。如果你可以接受它那过时且原始的画面和中规中矩的界面的话,我发自内心地推荐这款游戏。
Citizens will use equipment that you donate, buy items, go into debt, argue (and kill) each other, be killed by monsters, die of starvation or simply flee. They will also offer quests – from personal favours like delivering packages and gathering ingredients to helping the town by recruiting a new weaponsmith, killing a monster leader, finding water, etc.
If all key NPCs die, it's the end of your town. But not of the game – you can try to save another town.
Monsters aren't static either – they are all active, with their own agenda and allies. Skeletons will get along with zombies, but will kill hell dogs. They will level up and grow in power, and the hell dogs can later arise as undead! Bosses are even worse: they gather minions to attack your town, build nasty things and raise their own minions – which then scatter and start to do the same, repopulating the dungeon.
And so you might be hunting a nasty orc mage then have to immediately return to town to stop an invasion from the dungeon depths, find out who built this monster gate in the city, fight the guilty citizen, help others with their health issues, then be asked to destroy a weather machine that the aforementioned orc mage has built while you were gone.
You get the picture. Din's Curse always have something for you to do. But, unlike Depths of Peril, you can fully customise how you want to play it.
It's you who sets the pace of quests, dungeon depth, amount and level of monsters. You can make the game easier, disabling town invasions altogether, or make it much harder, speeding things up, buffing monsters or handicapping yourself with restrictions.
All and all, Din's Curse is a fascinating mix of Action RPG gameplay and roguelike dynamics. If you can handle its crude, dated graphics and the mediocre interface, I wholeheartedly recommend it.