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Ghost: Repetitive Mechanics Haunt Iki Island

Author : Liam Update:Dec 17,2024

《幽灵:与四国岛不同,幽灵:夜啼将减少重复性》

Ghost of Yotei Will Be Less Repetitive Than Tsushima
《对马岛之魂》的续作《幽灵:夜啼》似乎将化解其2020年动作冒险游戏所受到的一个严厉批评,因为开发商Sucker Punch承诺要“平衡”其开放世界游戏玩法的“重复性”。

《幽灵:夜啼》承诺玩家拥有“探索的自由”

《对马岛之魂》因重复性而受到粉丝的强烈批评

Ghost of Yotei Will Be Less Repetitive Than Tsushima
在接受《纽约时报》采访时,索尼和开发商Sucker Punch透露了他们为《幽灵:夜啼》准备的内容,这是一部以其新主角阿津的旅程为中心的《对马岛之魂》续作。创意总监杰森·康奈尔表示,《幽灵:夜啼》的另一个新特点是开放世界游戏玩法的重复性降低。

康奈尔告诉《纽约时报》:“制作开放世界游戏的一个挑战在于,一遍遍做同样的事情的重复性。我们想以此为平衡点,并找到独特的体验。”此外,康奈尔还证实,与前作不同,《幽灵:夜啼》将允许玩家“除了像武士刀这样的近战武器外,还能掌握枪械”。

虽然《幽灵:夜啼》的前作在Metacritic上的评分为83/100,但对其游戏玩法的批评却非常尖锐。“在13世纪武士的世界中,这是一次称职但肤浅且过于熟悉的尝试,试图复制《刺客信条》风格的开放世界冒险,”一个评论聚合网站上的评论写道,另一个评论也一致认为,这款游戏“可以受益于更小的范围或更线性的结构”。

Ghost of Yotei Will Be Less Repetitive Than Tsushima
粉丝们也对《对马岛之魂》明显的重复性发表了评论,这略微损害了这款本来令人惊艳的动作冒险游戏体验。“《对马岛之魂》很漂亮,但非常重复且乏味,”一位玩家评论道,“问题是,这一切很快就变得重复了。整个游戏中只有5种敌人。有剑客、剑盾手、矛兵、大个子和弓箭手。”

Sucker Punch致力于解决可能导致《幽灵:夜啼》失败的问题——其前作广受批评的重复性——并提升该开发商认为是该系列标志性的电影风格和视觉效果。“当我们开始制作续集时,我们首先问自己的问题是‘幽灵游戏的基因是什么?’”创意总监内特·福克斯在采访中说。“它是关于将玩家带入封建日本的浪漫和美丽之中。”

《幽灵:夜啼》于2024年9月的State of Play上公布,将于2025年在PS5上发布。正如Sucker Punch高级传播经理Andrew Goldfarb在最近的PlayStation博客文章中所说,这款游戏承诺让玩家以“自己的节奏” “自由探索”夜啼山的美丽。
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