贪婪之秋
GreedFall

Spiders, 2019
Windows, PS4, Xbox One

Spiders, 2019
Windows, PS4, Xbox One

我总是觉得每发布一款新的游戏,Spiders 工作室都能提升他们的制作价值以及游戏机制,但同时也会损失一点他们的自我。虽然他们的游戏总是有着 BioWare 工作室的影子,但真正让他们之前的游戏脱颖而出的是一种重视剧情呈现的方法,他们以此来描写那些更细微或是更模棱两可的背景设定。因此,他们的故事可以针对更加私人的冲突进行描写,或是寻找一些别的大公司会一笔带过的主题。

接着 Spiders 就发布了《贪婪之秋》(GreedFall),一款致力于填补 BioWare 最近留下的空缺的游戏——很多人对此表示满意,但我仍觉得有所缺憾。不管是从 BioWare 的叙事规模和角色塑造上来评价,还是从 Spiders 引以为傲的魅力点来评价,这款游戏似乎都缺少了一些暗黑风格。

I've always felt that, with each new game, Spiders heightens their production values and tightens their gameplay mechanics, but also loses more of themselves. While they've always drawn a respectful influence from BioWare, their previous games stood out by taking their presentation-heavy approach into smaller or more dubious settings, lessening the scope to focus on more personal conflicts or tackle subjects that bigger companies paint in broad strokes.

Then enters GreedFall, a game seeking to fill the void left by BioWare's recent absence – a job which it has done well for many people, but one that I found to be lacking, both in BioWare's scale of presentation and sharp character writing, and Spider's charming – if sophomoric – darker tone.

战斗非常的魂类,不过只有近战武器是这样的,枪械武器无视了很多战斗机制。

The combat is very Dark Souls-inspired, but only if you play melee, as guns allow you to ignore most mechanics.

虽然《贪婪之秋》提供了很多故事选项,但最大的决定因素还是取决于你完成了多少那种重复的支线任务,以此来取悦派系和同伴。

While GreedFall offers some story choices, the biggest one is whether you’ll do all its numerous and repetitive side-quests to please factions and companions.

《贪婪之秋》有着三个受现实历史启发的派系,他们共同殖民了一座名叫提尔· 弗拉迪(Teer Fradee)的岛屿。这个岛屿混合了美国、爱尔兰与澳大利亚以及别的国家的元素,复刻了这些国家在地理大发现时代的风格。

在游戏的设定中,这个岛屿的征服者都有着魔法。因为一场神秘且看似超自然的瘟疫,每个人都在寻找解药,在这过程中互相使绊子。游戏中关于殖民主义、政治斗争以及身份认同的问题都被刻意回避,而着重强调了一个环保主义的故事,最后使其显得既主题分散又非常荒诞。

同样的话也能用于评价游玩体验上。游戏的核心还是战斗系统,你一直与两个同伴一起战斗,同时还可以暂停游戏来评估情况。角色成长系统还是那熟悉的战士/法师/盗贼搭配,但是职业设置非常的不平衡,导致玩家最终都是根据游戏难度来进行选择,失去了个人表达的空间。而且,这些选择对游戏中除了战斗以外的其他因素一点影响都没有。游戏带有另外一套天赋系统,如魅力与勇气,这些天赋可以用于对话系统中,但最终其用途却显得很无关紧要,只能决定你和多少敌人战斗或是拿到的战利品丰不丰富。

游戏叙事也没好到哪里去,因为玩家选择的后果并不是很显著,毕竟大部分时候你就是提尔弗拉迪小岛上的工具人。更糟糕的是,《贪婪之秋》里决定游戏重大抉择的依据是你完成了多少支线任务,而不是在不同派系中选择不同的立场。

因此,整款游戏就像一个“科学怪人”,从不同的游戏种类中缝合了不同的元素——这也是 Spiders 工作室的通病。在《贪婪之秋》中他们将游戏打磨得质量更高了,因此市场反馈也很不错,但在这个过程中他们依旧丧失了那种说不上来的神髓[1] ,而那些神髓才是让其游戏具有潜力的因素。

GreedFall follows three historically inspired factions as they colonise the island of Teer Fradee, a land mixing elements of America, Ireland, Australia, and others on its quest to create an all encompassing pastiche of these places during the Age of Discovery.

It then gives the conquistadores actual magic and everyone is tripping over one another in the hunt for a cure to a mysterious, seemingly paranormal plague. The questions of colonialism, politics, and identity are gradually dashed in favour of a largely environmentalist tale which winds up no less unfocused and absurdist.

Something which can also be said of the gameplay. The core is an action system where you fight alongside two companions and can pause to assess the situation. Character building features the usual warrior/mage/rogue trifecta but it is so wildly unbalanced in favor of ranged options that it turns the choice into one of difficulty selection rather than player expression. And none of these choices affect anything else except combat. There is a separate system of talents such as charisma or vigor that get checked in dialogue or for doing feats but they are more or less irrelevant, mostly boiling down to if you fight less mobs or get a bigger loot.

Things are no better in narrative terms, as there is little payoff or consequence, the vast majority of time you are the errand boy of Teer Fradee. This is made worse by how GreedFall presents major story choices based on how many side-quests you finish, instead of whatever limited stances you can take along the way.

Thus, the game feels like a “Frankstein's Monster” cobbled up from different genre tropes and player expectations – a sin also present in Spider's previous games. In GreedFall they managed to present a higher quality of polish and the market rewarded them, but in the process they've also lost that “je ne sais quoi”, which made for a great underdog.

__________

1 译者注:这里原文是 je ne sais quoi,是一个法语句子,直译为“我也不知道是什么”,在英语中其指代一种说不上来的好东西。

GameDB 相关游戏: 贪婪之秋

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