中国应当复仇_我们需要带有战争阴影的复仇女神系统的更多游戏

中国应当复仇

Enemies who remember. And are worth remembering.

谁记得的敌人。 并且值得记住。

That’s what Monolith’s game set in the Lord of the Rings universe promises you. An experience that Shadow of War handily delivers. An elaborate game of chess where you infiltrate an interwoven Uruk hierarchy to gain dominance over Mordor, one region at a time. At first, it sounds like a typical open-world action-adventure title. Kill, grind, repeat. But that’s until you meet the barely-men in metal. Each one of them is equipped with unique traits. And an arsenal that would make a troll blush.

牛逼 Hat在指环王宇宙的承诺,你的主坝段什么的游戏设定。 战争阴影可以轻松提供的体验。 精心制作的国际象棋游戏,您可以渗透到交织在一起的Uruk等级中,从而一次占领一个地区的Mordor。 起初,这听起来像是一个典型的开放世界动作冒险片头。 杀死,研磨,重复。 但这要等到遇到金属方面的裸手。 他们每个人都有独特的特征。 还有一个使巨魔脸红的武器库。

Nothing will be forgotten.

什么都不会忘记。

So goes Monolith’s promise. One that gives every Uruk in a sea of faceless grunts a name. No two encounters are the same. Neither are any of the Uruks you’ll face in Shadow of War’s sprawling open world. The sense of awe and wonder that these unique confrontations possess is almost magical in scope. While it’s no silver bullet, it lends Mordor a sense of inexplicable charm and grandeur. Developers are no less than magicians today, weaving intricate systems together so that all you see is the rabbit jumping out of the hat.

Monolith的承诺也是如此。 一个在不露面的咕unt声中给每个乌鲁克人一个名字的人。 没有两次遭遇是相同的。 在《战争阴影》庞大的开放世界中,您将不会遇到任何Uruks。 这些独特的对抗所具有的敬畏和惊奇感在范围上几乎是神奇的。 虽然这不是万灵丹,但它使莫多(Mordor)拥有莫名其妙的魅力和宏伟感。 今天的开发人员不亚于魔术师,他们将复杂的系统编织在一起,因此您所看到的只是兔子从帽子里跳出来。

As someone who has lived and breathed in countless fictional realms over the years, I know that explaining the technicalities behind said magic hat might take away from that sense of escapism. But this exercise merely serves to demonstrate the simplicity in so complex an undertaking, one that other AAA titles could learn from.

作为多年来在无数虚构世界中生活和呼吸的人,我知道解释魔术帽背后的技术细节可能会摆脱这种逃避现实的感觉。 但是,这项练习仅是为了证明这项复杂工作的简单性,其他AAA职称也可以从中学习。

Here are the building blocks behind one of the best gameplay mechanics in recent memory.

这是最近记忆中最好的游戏机制之一的构建基块。

Shadow of War Talion
Talion can raid fortresses with his trusty Uruks by his side. Source: Monolith.
Talion可以与他可信赖的Uruks一起突袭要塞。 资料来源:Monolith。

涂黑的拼图 (Blacked-out puzzle pieces)

When you head out into the first region, the hierarchy of Uruks in the game is first hidden in shadow. While you can play a game of Who’s That Pokemon? with it, the silhouettes merely exist to prod you along an exploration course. Your map will be filled with their gnarly faces and their weaponry soon enough, but what’s more interesting are the relationships they share with other pieces on the board. It’s almost like a match of Minesweeper, a world opening up to you slowly, then all at once.

当您进入第一个区域时,游戏中Uruks的层次结构首先被隐藏在阴影中。 虽然您可以玩“神奇宝贝谁”的游戏 有了它,剪影的存在只是在探索过程中刺激您。 您的地图很快就会充满他们的粗糙面Kong和武器,但是更有趣的是他们与董事会其他成员之间的关系。 这几乎就像一场Minesweeper的比赛,一个慢慢向您敞开的世界,然后一次打开。

You can use this knowledge to your advantage, either to set up an ambush or to cut the head of the snake.

您可以利用这些知识来发挥自己的优势,例如进行伏击或切割蛇头。

发现之旅 (A voyage of discovery)

Encountering Uruks in Shadow of War’s massive sandboxes is an event that’ll happen more often than you think. The desolate swamps and lush jungles are infested with their ilk. And in the event that one of the weaker scum gets your throat, they’ll be promoted to a captain, giving them some sweet loot and a spot on the Uruk chessboard. Other opportunities in the world present themselves to you by means of randomized interrogation or investigation events. Frisking a lowly Uruk for information uncovers more of the puzzle pieces.

战争阴影中巨大的沙箱中遇到乌鲁克人的事件比您想像的多。 荒凉的沼泽和茂密的丛林中充斥着无数的沼泽。 而且,如果其中一个较弱的败类获得了您的喉咙,他们将被提升为船长,为他们提供一些甜蜜的战利品,以及在Uruk棋盘上的位置。 世界上其他机会都是通过随机询问或调查事件向您展示的。 翻腾低矮的Uruk以获得信息,可以发现更多的拼图碎片。

Knowing an Uruk’s strengths and weaknesses could mean the difference between an assassin and an annoyance.

知道乌鲁克人的优缺点可能意味着刺客和恼火之间的区别。

Understanding fully well that death is the single most frustrating part of a game, giving failure a face and a jagged smile makes for a whirlwind of an emotional relationship. The very personification of your mistakes taunts you and even learns from its mistakes, becoming immune to abilities if you spam them on a single foe.

充分理解死亡是游戏中最令人沮丧的部分,给失败赋予一张面Kong和一个参差不齐的笑容,可以带动情感关系。 错误的个性化表现会嘲笑您,甚至可以从错误中汲取教训,如果您对单个垃圾邮件发送垃圾邮件,则可以不受干扰。

The best part? It could be anyone. Any Uruk minding his business could be promoted to nightmare fuel.

最好的部分? 可能是任何人。 任何乌鲁克(Uruk)介意从事其业务的人都可能被提升为噩梦的源头。

Image for post
Regions present new playing fields. Source: Monolith.
地区呈现出新的竞争环境。 资料来源:Monolith。

与附近的Uruks一起扮靓 (Play dress-up with your neighborhood Uruks)

Every Uruk you come across in Shadow of War has been procedurally generated in-game. What this means is that everything from an Uruk’s attire to his strengths and quirks is picked from a pool of assets at random. The combinations this entails are remarkable enough to seem like entirely cohesive characters themselves, replete with unique personas.

您在战争阴影中遇到的每个Uruk都是在游戏中按程序生成的。 这就是说,从Uruk的着装到他的长处和怪癖,都是从资产池中随机抽取的。 这种组合非常引人注目,以至于看起来自己像是完全具有凝聚力的角色,充满了独特的角色。

While the endgame of its predecessor began to tear at the seams, Shadow of War doubles down on what sets the Uruks apart from each other. Voices, tribes, and a healthy second serving of fresh traits and abilities make for an enticing entourage of distinct Uruk war chiefs.

当其前身的残局开始破裂时,战争阴影使Uruks彼此分离的原因加倍。 声音,部落以及新鲜的特质和能力的健康补充,吸引了众多不同的Uruk战争首领。

V字仇杀队 (V for vendetta)

As the rain strikes on the broken cobblestones, I leap from ledge to ledge in silence. None of the Uruks have spotted me and the war chief I’m hunting shouldn’t be too hard to pin down. Just as I close in on his bodyguard, I spot a familiar face. Didn’t I kill him already? His charred skin is the only reminder of the history we shared. I notch an arrow, thinking that cutting my old friend down would make things easier. Unfortunately, Talion isn’t the only character who levels up in Shadow of War.

当雨水袭击破碎的鹅卵石时,我在寂静中从壁架跃升到壁架。 乌鲁克人都没有发现我,而我正在寻找的战争首领也不应该太费劲。 当我接近他的保镖时,我发现了一张熟悉的面Kong。 我不是已经杀了他吗 他焦黑的皮肤是我们分享历史的唯一回忆。 我开了一个箭,以为砍掉我的老朋友会让事情变得更容易。 不幸的是,Talion不是唯一一个在《战争阴影》中晋升的角色。

The Uruk grabs the arrow mid-flight, only to turn towards me as though he held a mosquito.

乌鲁克(Uruk)在飞行途中抓住了箭,只是向我转过来,好像他拿着蚊子一样。

His grin glistens like rain on stone. It turns out that my old friend was now impervious to ranged attacks, a trick the meaty warrior must have learned when he was supposed to be dead. Uruk grunts chant the war chief’s name as he joins his bodyguard’s side, ready to duke it out. Again, his conversation springs from one of three options: a general rebuke based on his class and tribe, a situational remark, or a retelling of the uneasy past you’ve shared with him.

他的笑容像石头上的雨一样闪闪发光。 事实证明,我的老朋友现在不受远程攻击的影响,这是这位多肉的战士在死时必须学会的技巧。 乌鲁克(Uruk)咕gr咕the,他加入了保镖身边,准备将其杜绝。 同样,他的对话源于以下三个选择之一:基于他的阶级和部族的一般性斥责,情节性言论或重述您与他分享的不愉快的过去。

A brush against a villain that would serve as a momentous set-piece in any other game is now a curated experience that is as common as rainfall in Shadow of War.

现在,用刷子刷小人将在其他任何游戏中扮演重要角色,如今已成为一种策划的体验, 与《战争之影》中的降雨一样普遍。

Shadow of War Fortress Uruk
Fortresses let you engage in Uruk-on-Uruk combat. Source: Monolith.
堡垒使您可以参加乌鲁克在乌鲁克的战斗。 资料来源:Monolith。

没有你就可以前进的世界 (A world that progresses without you)

Most open-world games revolve around the actions of your protagonist and come to a standstill if you aren’t actively engaged in a particular region. But that isn’t how the matter is handled in Shadow of War. Even death has consequences.

大多数开放世界游戏都是围绕主角的行为展开的,如果您没有积极参与某个特定区域,它们就会停滞不前。 但这不是《 战争阴影》中处理问题的方法。 甚至死亡也有后果。

Don’t worry, you get to keep your loot.

不用担心,您可以保持战利品。

Time doesn’t stand still when you’re killed in action. Uruks fight among themselves and vie for a higher rung on the ladder even as you whittle down your foes in another region. When you return, don’t be surprised you spot some new faces calling in the shots. These outcomes that arise without you raising a finger to serve as a ripe location for side-quests. But these quests matter more than the fetch-quests of old.

在行动中丧生时,时间不会停滞不前。 乌鲁克人相互斗争,在梯子上争夺更高的梯级,即使您在另一地区猛击敌人也是如此。 当您返回时,不要惊讶地发现镜头中出现了一些新面Kong。 这些结果无需您伸出手指就可以作为副任务的成熟位置。 但是这些任务比旧的获取任务重要。

That’s because their actions have consequences. Just like yours do.

那是因为他们的行动有后果。 就像你一样。

国际象棋棋子(主要是您)竞标 (Chess pieces that (mostly) do your bidding)

While using Uruks as mind-controlled slaves rings the wrong bells in the representation department, it serves as a brilliant vehicle for the player to personally have a stake in the world. A mechanic that is as rewarding as it is empowering, you can possess weakened Uruks, provided you’re at the right skill level. Allied Uruks level up just as you do by performing quests and dueling with fellow Uruks. They engage in combat off-screen, lobbing axes and tossing heads without waiting for your participation, keeping things chaotic and unpredictable. Enemies scale in such a way that ever-evolving Uruk captains are never reduced to one-hit cannon fodder. Fret not, the game lets you develop at a faster rate to reward your efforts.

当使用Uruks作为受精神控制的奴隶时,会在代表部门打出错误的钟声,它是玩家亲自参与世界事务的绝妙工具。 如果您的技能水平合适,那么既有能力又有能力的机械师可以拥有虚弱的Uruks。 通过执行任务并与其他Uruks决斗,联盟的Uruks可以像您一样升级。 他们无需等待您的参与就可以在屏幕外进行战斗,鼓动斧头和甩头,从而使事情变得混乱和不可预测。 敌人的规模如此之大,以至于不断发展的Uruk船长永远不会沦为一击大炮的饲料。 不用担心,该游戏可让您以更快的速度发展,以奖励自己的努力。

This grounds you in the world and makes you invest in non-playable characters in ways hitherto thought impossible. You’ll be able to actively take part in their growth, be it via hunting raids or territorial clashes. But remember, betrayal is a common occurrence. And so is resurrection.

这使您立足于世界,并以前所未有的方式投资于不可玩角色。 无论是通过狩猎突袭还是领土冲突,您都可以积极参与他们的成长。 但是请记住,背叛是经常发生的事情。 复活也是如此。

Uruks that weren’t put down right return with a vengeance.

没有放下正确的回报的Uruks复仇。

Shadow of War Talion Uruk
Uruks in the distance. Source: Monolith.
远处的乌鲁克人。 资料来源:Monolith。

创作您的作品 (Create your set-pieces)

Speaking of chess pieces that listen to you, friendly Uruks let you devise large-scale assaults on enemy fortresses to take down warlords. These conflicts are seamlessly connected to the story, letting narrative-driving characters join the hunt at no risk. These characters won’t get killed, which means that the open-ended nature of your Uruk expedition is kept safe from the overarching narrative and vice versa. This marks a significant departure from games that only let you bring run-of-the-mill troops devoid of a personality to a fight. They’re expendable.

说起听您说话的棋子,友善的Uruks可以让您对敌人的堡垒进行大规模的进攻,以击落军阀。 这些冲突与故事无缝地联系在一起,让叙事驱动角色毫不冒险地加入了狩猎。 这些角色不会被杀死,这意味着您的Uruk探险活动的开放性不受制于总体叙述,反之亦然。 这标志着与仅允许您将缺乏个性的普通部队进行战斗的游戏大相径庭。 他们是消耗性的。

But the Uruks you’ve raised like your children are far from disposable.

但是像孩子们一样养育的乌鲁克人远非一次性的。

This means that you’ll pick your battles. Not only will your skills restrict you, so will the Uruks in your control inhibit your expansion plans. And the ever-shifting tide of war can tip to the other side in the event of betrayal or worse, assassination. Losing an Uruk becomes a tangible loss: it’s almost like you’ve lost a friend.

这意味着您将选择自己的战斗。 您的技能不仅会限制您,而且您掌控的Uruks也会抑制您的扩张计划。 如果背叛或更严重地发生暗杀事件,那么不断变化的战争潮流可能会推向另一端。 失去Uruk会带来明显的损失:就像您失去了一位朋友一样。

A powerful impetus to keep your troops alive.

强大的动力使您的部队保持生机。

Image for post
Source: Monolith.
资料来源:Monolith。

每个人都需要克星 (Everyone needs a nemesis)

Shadow of War uses the same cause and effect system that games have delivered for decades. But its peers have only focused on the present. And on the effects rather than the causes themselves. What Monolith does differently is that they account for a larger reality, one crafted by miniature Uruk brushes instead of wide protagonist strokes. They’ve fashioned a template that no game has implemented in the past. Open worlds filled with exotic vistas and lush environments are ripe for this kind of experimentation. The Nemesis system fits like a glove onto countless established franchises.

战争阴影(Shadow of War)使用与游戏数十年来相同的因果系统。 但其同行仅关注当前。 而不是原因本身。 Monolith所做的与众不同的是,它们占据了更大的现实,这是由微型Uruk画笔而非宽广的主角笔触制作而成的。 他们设计了过去没有游戏实现的模板。 进行此类实验的成熟世界充满了异国风情和郁郁葱葱的环境。 Nemesis系统像手套一样适合数不清的已建立特许经营权。

Think of a ruthless bandit ecosystem in Far Cry or Fallout. A complex political hierarchy where grunts grow into targets worthy of assassination in an Assassin’s Creed or a Grand Theft Auto entry. Or a sci-fi kaleidoscope of alien species employing customized armies as they grapple for galactic domination à la Mass Effect.

想想《 孤岛惊魂》《辐射》中残酷的强盗生态系统。 复杂的政治等级制度,在刺客信条侠盗猎车手入口中,咕gr声成长为值得暗杀的目标。 或者是一类外星人物种的科幻万花筒,他们使用定制的军队来争夺银河系的“ 质量效应”

Countless characters with their own stories and motivations. Intricate lore that is procedurally generated for the first time. Satisfying encounters with layers of intrigue and excitement that players can tell each other about. Bosses are no longer faceless entities with a mean streak. Even the weakest of foes are saved from their cardboard cutout fates. A true living and breathing world that responds to your touch. And thrives without it.

无数角色拥有自己的故事和动机。 程序首次生成的复杂知识。 玩家可以互相讲述有趣的刺激和兴奋的相遇。 老板不再是刻薄的连环面Kong。 即使是最弱小的敌人也可以从纸板切口的命运中解救出来。 一个真实的生活和呼吸世界,可以回应您的触摸。 没有它,就可以壮成长。

The possibilities are endless once more.

可能性再无止境。

翻译自: https://medium.com/super-jump/we-need-more-games-with-shadow-of-wars-nemesis-system-4b823726232c

中国应当复仇

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