java 伊甸园
I was obsessed with Mega Man Battle Network as a kid. Mega Man satisfied the frenetic whimsy of my attention at an early age. The series was filled with games that were fast, fun, stylish — and most importantly, cool. My brother and I lost countless hours on the ultra-hard difficulty of the Mega Man games. Instead of giving up when we encountered impossible bosses, instant death spikes, and maddening levels, we pushed onward, the delicious prospect of victory a reward we demanded above all else.
小时候, 我 迷上了《洛克人之战》网络。 洛克人从小就满足了我的疯狂关注。 该系列充满了快速,有趣,时尚的游戏-最重要的是很酷。 我和我的兄弟在《 洛克人》游戏的超难难度上损失了无数小时。 当我们遇到不可能的上司,即时死亡尖峰和令人发疯的水平时,我们没有放弃,而是继续前进,获得胜利的美味前景是我们要求的最高奖励。
When Mega Man Battle Network released, it did so with mixed reviews. A strange mash-up of the Mega Man formula and the RPG genre, Battle Network also introduced a deckbuilder aspect — battle chips, a way to construct a deck filled with recurring skills and abilities that would refresh at the onset of every new battle. This curious customization awarded limitless opportunities for how each battle would play out and spurred a new obsession. Combined with a local multiplayer that allowed my brother, my friend, and I to pit our best decks against each other, Mega Man Battle Network was the summer game for six years…and a game that would eventually fade into obscurity.
当《 洛克人之战》网络发行时,它的评论不一。 Battle Network奇怪地融合了Megaman公式和RPG风格,还引入了一个甲板建造者方面-战斗筹码,这是一种构造甲板的方法,其中充满了反复出现的技能和能力,在每次新的战斗开始时都会刷新。 这种好奇的定制为每场战斗的进行提供了无限的机会,并激发了新的痴迷。 结合允许我的兄弟,我的朋友和我互相对抗的本地多人游戏,《 Mega Man Battle Network》是长达六年的夏季游戏……而该游戏最终逐渐淡出了人们的视线。
Last summer, Slay the Spire released on the Nintendo Switch. A unique indie RPG, Slay the Spire combined the best aspects of the procedural dungeon crawler and a deckbuilder to create a deeply satisfying experience. You begin every run of the game by choosing one of three (now, four) characters to play as, special classes that begin with specialized decks. As you conquer rooms within the dungeon and slowly conquer randomized enemies on your way to each of three boss fights, your deck evolves based on factors of randomness and your own choosing. Each run of Slay the Spire is unique and complex, making the game deeply replayable. I have spent over 150 hours on the game and still haven’t beaten the true last boss once — but it doesn’t matter. The joy in the game is not in beating it, but by becoming better in every run and pursuing that elusive perfect deck.
去年夏天,《 杀戮之塔 》在Nintendo Switch上发布。 《 Slay the Spire》是一款独特的独立角色扮演游戏,结合了程序性地牢爬虫和甲板建造者的最佳方面,创造了令人深感满意的体验。 您可以从三个(现在为四个)角色中选择一个作为特殊类(以特殊套牌开始)来开始游戏的每次运行。 当您征服地牢中的房间并在征服三名boss战斗的途中缓慢征服随机敌人时,您的牌组会根据随机性和您自己的选择而发展。 每次《 杀戮尖塔》的运行都是独特而复杂的,使游戏具有很高的可重玩性。 我已经在游戏上花费了150多个小时,但仍然没有一次击败过真正的最后一位老板-但这并不重要。 游戏的乐趣不是击败它,而是在每次运行中变得更好并追求那种难以捉摸的完美套牌。
![Image for post](https://miro.medium.com/max/9999/1*Qpbmn0jj0rN6p1D6HhMXnQ.png)
进化 (An Evolution)
Genre is an interesting thing, especially in video games. Genre itself exists only a selling point, a system of intentionally objective labels that try and quantify your tastes to specific salable items. In video games, genre evolves over time due to the popularity of specific gameplay implements, and often time these elements join together in chimerical harmony, such as “Metroidvania.”
体裁是一件有趣的事情,尤其是在视频游戏中。 体裁本身仅存在一个卖点,这是一个有目的客观的标签系统,试图将您的口味量化为特定的可售商品。 在视频游戏中,由于特定游戏性玩法的普及,游戏类型会随着时间的流逝而发展,通常这些元素会以嵌合和谐的方式结合在一起,例如“ Metroidvania”。
One Step of Eden evolved from two very unique prospects: the battle system feels like a galvanized Mega Man Battle Network, and the meat of the game plays like Slay the Spire. This unlikely combination, drafted across years of video game design and player taste, results in a game that is so utterly satisfying that it comes across as the distillation of a long journey. Mega Man Battle Network is no longer doomed to death in obscurity; its unique grid-based card combat feels more alive than ever in One Step From Eden.
《伊甸园的一步》是从两个非常独特的前景演变而来的:战斗系统感觉就像是镀锌的《 洛克人战斗网络》 ,游戏的玩法就像《 杀死尖塔》 。 经过多年的视频游戏设计和玩家品味的考验,这种不大可能的组合使游戏非常令人满意,以至于它经过了漫长的征途。 洛克人战斗网络不再注定要死亡。 它独特的基于网格的纸牌战斗比《 从伊甸园一步》更加生动。
Following methods baked into both games and elevating them both, One Step From Eden is a procedural dungeon crawler with combat so utterly smooth that it felt like a serotonin hit from the start. It presents its gameplay in the simplest possible terms, allowing any player with even a cursory understanding of its predecessors to jump into the action almost immediately. Between each battle you are allowed to select your preferences of card reward, pushing your deck towards its streamlined form as you conquer enemies and bosses on your path toward Eden. Each run of the game is immensely satisfying, the combat frantic and wild but designed to be easily understood. Every death awards new characters, cards, and customization options — and forces the player to want to try again and again.
遵循两种方法中的两种方法并同时提高两种方法, “从伊甸园走一步”是一种程序化的地牢爬行者,战斗极为顺畅,从一开始就感觉像是血清素的打击。 它以最简单的方式展示其游戏玩法,使任何对前辈有粗略了解的玩家都可以立即进入动作。 在每次战斗之间,您都可以选择自己喜欢的卡牌奖励,在征服通往伊甸园的道路上的敌人和头目时,将牌组推向流线型。 游戏的每次运行都非常令人满意,战斗狂热而狂野,但其设计易于理解。 每次死亡都会奖励新的角色,卡片和自定义选项,并迫使玩家想一次又一次尝试。
![Image for post](https://miro.medium.com/max/9999/1*_7qoHkxuvns1-f8mp2rCtQ.png)
Indie offerings like One Step From Eden give me faith for the video game industry in ways so profoundly different from $60 AAA offerings that sometimes I forget that they aren’t viewed as the apex of what this medium has to offer. At a low $20 price tag, One Step From Eden almost feels like a steal, an endlessly playable joyride that also features co-op and PvP.
像《从伊甸园走来的一步》之类的独立产品使我对视频游戏行业充满信心,与60美元的AAA产品有很大的不同,有时我忘记了它们并没有被视为该媒体所提供产品的最高点。 以20美元的低价出售, 从伊甸园出发的“一步”几乎感觉像是在偷东西,是一种无尽的可玩游戏,还带有合作社和PvP。
Its unique aspects, such as choosing whether or not to kill bosses and playing as a huge variety of different characters, push that feeling of unique replayability to dizzying heights. I’ve had a blast run after run, trying my hardest to build a deck that will take me to the end while enjoying the endless depth of the game’s combat. It’s a truly outstanding offering that belongs at home on every Switch.
它独特的方面,例如选择是否杀死老板以及扮演各种各样的角色,将这种独特的可重玩性推向了令人眼花height乱的高度。 我经历了一次又一次的爆炸,尽我最大的努力建立了一个甲板,将我带到了尽头,同时享受了无尽的游戏战斗深度。 这是每台Switch都拥有的真正出色的产品。
翻译自: https://medium.com/super-jump/one-step-from-eden-7e8c66bd97d1
java 伊甸园