Last of Us

When my friends heard I was playing “Last of Us“, their common question was: “is it really that good”? It’s probably because this game got so much attention and praises. In fact it was all over game medias. After finishing this game my answer is YES. It’s indeed a wonderful game. Probably the best game we’ll ever have on PS3.

Breathtaking graphic details, zombie and apocalypse theme, top-class action engine (pretty much the same as Uncharted), almost perfectly mixed fighting and stealth scenes, “Last of Us” is equipped with all these above. And these points already make this game no less than any AAA level game. However, what makes “Last of Us” really distinguished is its story and the way it tells a story.

I feel like in SFC and PS era, I was often emotionally moved by games. Because at that time the graphics of a game can’t compare with movies. What gamers do was to watch pixelated characters and scenes and read text lines. It’s more like reading a novel and there is a large space for imagination. But since the PS2 era, games have been more and more cinematic. There were games with 15 minutes or even longer opening movies. Big titles (Final Fantasy) brags about the amount of cut scenes and their successes made this a trend.

Gamers like cutscene movies in games, because a game with 30~60 hour length have a much better chance than a movie to build a complete fantasy world. And these movies brought this world to “live” for gamers who have this world in mind. But cutscene movies are still movies. If games want to compete with movies, it’s not enough to only rely on length. Games still need to have attractive stories and engaging scripts. And games must utilize its advantage: interaction. It’s an art to properly putting interaction parts into story scripts, and it’s the uniqueness of games.

Unfortunately in the XBox 360 and PS3 era, I saw the whole game industry desperately lack of good script writers, especially those who are good at writing scripts for games. Shooting/racing/sports games started to dominate screens and great RPG/ACT/AVG were diminishing. In a word, it’s getting boring, and its “art” level is sliding. 10 years ago I was proud to be a console gamer and frowned upon anyone who thinks games are childish. In the past 2 years I was really disappointed about console games available on the market and beginning to think maybe iPhone would actually take over.

“Last of Us” finally shed me some light of hope. The story is comparable with any popular TV shows. If you’re watching Walking Dead, consider this game as a wonderful short alternative. The fighting pace of this game is controlled very well so you can enjoy it with sweat in hands and don’t get exhausted or bored. The voice performance is brilliant and I simply can’t get enough of the girl’s voice.

If I have to pick one bad from this game, its puzzle solving parts are kind of 1990 and a little too much. Well, maybe they were designed just to let Joe and Ellie enjoy more time together.

Uncharted 2通关

借了渣古的神秘海域2来玩,一周多点就通关了。作为PS3上屈指可数的独占大作之一,又被称为TPS(第三人称射击)这个领域的翘楚,我对这游戏期待还是很高的,通关之后总体感觉还是不错的,算得上名副其实。

初上手的时候感觉有点奇怪,好像波斯王子的攀爬+MGS的潜入,不过后面很快变成攀爬+射击,潜入成分可有可无了。游戏里移动基本都是主角像个猴子一样爬墙跳跃,说像波斯其实倒不如说更像战神。射击方面手感还行,准星移动有些慢,相对来说不如GeoW。不过这游戏射击只是一部分,设计思路应该是鼓励运动战,移动和射击结合。另外这游戏的场景是卖点之一,出现了城市雪山森林宫殿等各种场景,描绘得都很漂亮,相比之下人物的建模就比较粗糙了(那个裤子的质感直接让我想到了GTA)。

神海2除了单机部分之外,在线模式也是挺重头的。昨天上去试了试发现玩的人还不少。基本上感觉就跟CS差不多了,不过是基于这个游戏的系统。个人对于射击对战不太感冒,就不评论了。

战神3通关

上个月看到amazon上战神3打折到20$了,就托正要回国的duran带了一个。大概一周多通关了Titan(hard)难度,感觉不错。其实战神1和2的PS3移植版的画面效果就相当不错了,3代作为PS3上的原生作品自然是更上一层楼。

3代的剧情仍然是简单到可以忽略,这游戏就是看大场面大boss大拳头大出血的。3代是一个弑神之旅,加上巨大的泰坦,boss战还是挺给力的。我打的过程中卡得比较久一点的地方是Hades和三头犬+羊头人。最终boss宙斯意外的悲剧,知道窍门的话几乎可以被无脑无限连到死。

3代的血腥度延续了2代的趋势,更为夸张了。好几个boss打败之后都有虐杀的QTE。另外也保留了1代里面经典的OOXX小桥段。这一代的武器设计我觉得比前两代有进步。1代的大刀爽则爽矣,但也就是用来割割草,有难度的战斗还得用回链刃。2代的副武器总感觉有点鸡肋,打normal难度基本想不起来用,偶尔用用也觉得差点事儿招式太少,基本还是老朋友链刃包打天下。3代的三种新武器则明显抢了链刃的风头,尤其是拳套摆明是设计者偏向的武器,于是后半段游戏奎爷一路提着两个水缸大的拳头锤过去,咚咚咚拳拳到肉的手感很爽。不过另外三种武器也颇值得玩味,招式方面也很平等,爱用哪种武器都是可以打出点意思的。

通关之后成就只解了67%,估计再随便玩玩可以多解一些。PSN还是不能用啊不能用。这SONY也太悲剧了。PSN被黑了,折腾了一个月重开,让全体用户重设密码。结果刚重开了一天就说压力太大,要发的重设密码邮件太多发不过来了⋯⋯技术的索尼啊!

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通关之后看了看奖杯设置,发现最难的一个奖杯就是Titan难度通关。于是又玩了几天拿了白金。基本上就是又打了一遍God(Normal)难度,收齐打死那些神掉的东西,穿过迷宫的时候不能死(死了就读档,不能直接restart),还有收集其他一些1000连击,火烧,致盲之类的成就。致盲是最坑爹的,居然必须要蓄力闪才算,于是最后才在无限出小狗的地方解开这个。

Final Fantasy XIII

大概从去年12月份回来开始玩,断断续续玩了三个月终于通关,游戏记录时间59小时,奖杯拿了39%(这游戏给奖杯真够小气的)。

作为从7代开始玩起的FF系列伪fan,这一作我觉得还是很不错的。除去剧情和台词实在是有些无聊不谈,拜PS3机能所赐,世界设定,人设和CG都还是做得很赞的。

战斗系统和游戏中战斗方面的设计个人感觉是数代以来最佳的了,自动选择指令和战斗评价系统使得战斗的节奏很快;战术主要体现在通过全面的敌人信息来安排职业组合,3人小队,6种职业,战术变化数量感觉刚刚好。从头到尾出现的敌人也经常能给人一些新鲜感,不是单调重复。可以说到通关为止我觉得战斗系统得分可以在90以上。

至于本作著名的“一本道”,也就是大部分章节都毫无迷宫分支,我觉得是很好的扬长避短的选择,玩FF的人就不是冲着自由度来的。

不过本作要完美貌似需要反复刷很久金刚龟。。这个我觉得很不靠谱。如果要机械劳动太多次我估计就不搞了。