Slay the Spire

异度3恶心过之后我打开PS5从游戏库里翻了一个以前下过的Slay the Spire出来玩。这是个roguelike的牌组构建游戏,十分短小精悍。跟大多数roguelike一样,一开始会觉得很难,但摸到门道过了初始的坎儿之后就乐在其中了。Slay the Spire的基本系统是比较常见的,每轮摸牌靠能量值打出手牌。熟悉一下其他要素很快就可以入门打到个几十层,也就是每次run都还比较长有个半小时以上了,不至于有刚开头就挂了的挫败感。

虽说入门容易,但通关并不是很容易。我用起始角色Ironclad试了挺多次都没通,于是试了一下解锁的第二个角色,发现能弃牌好强,试了两三次就通关了,然后用第三个角色,发现玩一堆球更强,一次就通关了。。然后回来打Ironclad又试了好几次才通。最后用新角色watcher打了几次通关顺便通了隐藏boss。感觉试试不同的角色是有好处的,可以从不同角度考虑这个系统。这些角色的差异还是很大的,每个角色有自己的牌组和特殊的系统。

作为一个有丰富技能的战斗游戏,自然是有build的。如果打不过去的时候查一查总结各种build的文章是会有些启发。我觉得Slay the Spire平衡性做得还不错,没有很简单无脑两三张牌就无敌的build,都是要每次选牌的时候配合自己手上的relic和已有的牌组仔细考虑的。

作为一个roguelike,永久强化也是一个要点。给的太多会让游戏变得太简单无聊,给的太少又有可能造成游戏过难,或者消除了养成的乐趣。Slay the Spire永久强化的形式是解锁一些稍微更强力或者更复杂的牌,而这些牌也是要在爬塔过程中随机抽到的并不是一定能拿到。所以总体来说这个永久强化还是比较subtle的。

个人感觉Slay the Spire的复杂度控制得不错,一次比较好的run后期往往有一排十几个relic和三十几张牌的牌组,需要考虑的信息组合很多,如果再去认真看抽牌堆和弃牌堆的话更是可以算到天荒地老。当然既然是PVE并不会算得那么认真,但相对比较容易算的部分也是可以算到有一些快感了。

最后我要说这游戏要买的话不是很推荐PS的版本,电视上看字儿看久了有点累。。可能PC版或者iPad版会更好一些。

Xenoblade Chronicle 3

想了一下还是用这个游戏的英文名做标题好了,因为中文名“异度神剑3”听起来实在太二了。台湾译法异度之刃还好一点。但总的来说这是个渣作。。捏着鼻子玩完的那种。

异度算是个老系列了,我从PS时代就听过但从来没玩过。前一阵子有点游戏荒又想找个日式RPG来玩,阴差阳错就选了这个刚发售评价还不错的异度3。

这个游戏的优缺点都很明显。最主要的优点是可能是人设和世界设定,属于那种看设定图好像很好玩的类型。男女角色画得都很不错,还有大大小小各种高达。世界风光画得也很棒,即使在Switch的渣画面上也能看出气势。声优也很专业。音乐更是达到了有点抢戏的地步,很多场景的配乐都让人有点“这是要怎样”的夸张感。

然而这些优点我都并不是很在乎。

缺点就真的是一箩筐了:

  • 故事莫名其妙。开头看起来很有意思的设定到最后给我的感觉是彻底瞎编圆不回来了。。
  • 战斗没深度。复杂是复杂,无数个系统扔给玩家。但只要等级够了随便平砍就能过。。就没有什么研究的动力了。加上战斗画面花成一片看不太清东西,动作打击感也是若有若无。真的让我觉得不值得研究。
  • 跑腿任务太多太无聊。我做了一些普通任务之后就悟了,开始只做关键任务。
  • 整个游戏太长,n多殖民地,每个殖民地都是大同小异的一套剧情但是有乌央乌央巨多的人跟你对话。我狠狠的克服了一番自己的对话强迫症才继续推下去。幸好有导航可以跟着导航走不会迷路。
  • 道具也是,满地捡东西一开始觉得挺好玩,后来发现全都是垃圾啊。连名字都透着一股垃圾感,我甚至怀疑这些莫名的道具名字都是自动生成的。

总之这是个大粪作,千万不要被外表迷惑,不要碰。

Jasper and Banff

翻过The Notch的那一刻,我突然明白接下来在山脊上漫步的几个小时会是我几个月里最快乐的一段时间。有了这种觉悟,就会对徒步的时光更珍惜一些。

Day 0

这次旅程从大清早赶飞机开始。听说今年夏天的航班问题特别多,还好我们纽约直飞卡尔加里的航班很准时的抵达了。落地出关一切顺利。第一感觉就是机场的人好少,遇到的人也好像都很chill。拿到车,一路开赴Jasper。

这天一路不时有小雨,倒是很适合开车。很快开到Banff区域就有大片壮丽的山景映入眼帘,加上缭绕的云气,让人心旷神怡。中途经过Banff的时候我们绕进去看了一下想买点东西,被小城的繁忙程度吓了一跳,居然是个停车位都不好找的地方。赶紧掉头出来继续向北。

Banff和Jasper之间的Icefield Parkway一段风景十分壮阔,可以看到很多雪山和大片的冰川。这儿也冷得要命,下车拍照的几分钟都快要被冻傻。

当晚开到小镇Jasper投宿。相比Banff而言Jasper才是期望中的山景小城的样子。吃了顿还不错的希腊菜,店家的屋里有很多树和绿植,我们坐的位子就在一棵树下,还蛮有意思。不过也看到一只小老鼠在植物中间出溜过去。。

Elden Ring

刚刚白金Elden Ring,真神作!把开放世界动作RPG的门槛提高了一大截。

Elden Ring我是拖到五月初才买来开始玩的。一个原因是二月份有我更想玩的三角战略,而我玩游戏一般是一个一个来,不太并行;另一个原因是我对魂系游戏一直印象不佳,之前几作试过一点都觉得没必要的折磨玩家,战斗也是鼓励谨慎不够豪放。所以我对Elden Ring其实并不像魂系粉丝那么期待,基本上是抱着试试的心态玩一下。不想玩了几小时之后就进入了欲罢不能的状态。两个月下来玩了139小时,终于通关+白金。

Elden Ring跟之前魂系最大的不同点就是开放世界。这也是最大的优点,对玩家友好度上升了几个级别。因为这相当于内建了一个简单模式:遇到打不过的boss和迷宫只要跑去别的地方遛一遛把级别练高,基本就可以轻松过关。而Elden Ring的内容又是多到发指,无数大大小小的迷宫密密麻麻散布在巨大的地图上。一个说法是觉得已经走过的地图已经是一个正常3A游戏的体量了,然后发现这才是整个游戏的三分之一。个人觉得是比较准确的一个描述。超多内容带来的好处就是练级这件事并不需要去反复刷同样的东西。虽然网上有总结很多刷级别的地点,我个人整个游戏打下来从来没感觉到有找地方反复刷级的必要。想升级的时候总能找到之前还没去过的迷宫和支线来打。加上Elden Ring里面即使是打低等级的迷宫也是需要警惕阴人的杂兵和机关,以及被三五杂兵包围即使等级高个几十级常常也难逃一劫。于是就很难得的使得这么一个超长的游戏全程精彩毫无尿点。

我这次绝大部分时间都是用strength/endurance build打的,拿最重的盾,穿最重的甲!这一作的盾真的很好用,对我来说是个很大的加分点。开始用大盾之后打杂兵超级省心,举着盾等杂兵砍上来然后反击就是,不需要抓时机回避。我个人并不介意打boss的时候练练回避,但你让我清杂兵也要到处滚来滚去我就觉得有点累了。后期我发现用长枪可以举着盾的同时戳之后感觉跟拿到了一个作弊码似的。。。所有的invasion类型单挑立刻都变得超级容易,无脑戳戳就过了。

说到作弊码,我也很喜欢Elden Ring给很多boss设计了特效克制手段这一点。比如Margit和Mohg的shackle白送你两次大硬直,Mohg最后的吸血大招也有一个克制的道具。打大蛇进门就给你一杆特效长枪,升级之后秒杀boss都看不到它出招。这也是开放世界RPG的妙处,既可以和boss死磕来练习技巧,也可以走走支线拿到秘密道具来智取。还有一些boss虽然厉害但是有弱点可以利用,比如最强的女武神吃bleed和rot,Black Blade Kindred灵活无比但是容易被打硬直,龙神呼风唤雨但是体积巨大。用上玩家研究出的“cheese”武器和招数基本就可以轻松过关。需要respec的时候果断respec就是。虽然有人可能觉得用cheese手段有失武德。但我觉得只要不是用bug的话都是fair game,如果设计者觉得这方法有问题会patch掉的。

玩Elden Ring的时候一个问题是看不看攻略和怎么看攻略。个人的感觉是攻略是一定要看的,因为这游戏含糊不清的东西太多了。。有兴趣优化的话几乎一定要查攻略来搞清各种武器技能魔法的说明,boss的数值之类的。另外太多支线和物品不看攻略自己找的话都需要太多工夫了。当然看攻略的一个问题是会大大削弱探索感。我试过照着攻略一步一步去打迷宫或者走支线,会觉得自己像是个跑腿的。个人觉得对迷宫比较好的折中方案是自己先打,然后查查攻略看有没有漏掉什么重要的物品。Boss也是,自己先打,搞不定再看攻略。我查攻略90%以上都是在查Elden Ring wiki,推荐两个很有用的页面:Recommended Level by LocationStats

作为一个怪物猎人系列的老粉丝,我玩Elden Ring的时候会觉得动作设计上有一些怪猎的影响,尤其是看到长枪持盾防御刺的时候感觉好亲切。刚玩的时候觉得动作有点简单生硬不够华丽,不过稍微玩多一点倒也就习惯了。之所以选择strength build拿重武器也是延续了我在怪猎里面的喜好。Elden Ring并不是靠在一个武器上加很多招式来增加复杂度,而是靠繁多的武器种类,技能和法术来组合,相比动作游戏来说更像是个RPG的路子。

Elden Ring作为一个巨型游戏,玩法可以很多。我用strength build一路打过来,对游戏里成堆的魔法几乎都没太用。后期respec体验了一下著名的River of Blood bleed流和吹笛子泡泡浴打龙神。打最终boss又换回了朴实的长枪大盾。二周目换成魔法的话几乎可以当新游戏重打一遍,真的有点博大精深的感觉。等等看出DLC的话再考虑继续吧。

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More on Ark Nova

Since we got Ark Nova two months ago, we have played over 30 games, including some 2-player games. That’s 1 game every other day on average. Considering each game takes 2+ hours, this clearly shows how popular this game has been in our household.

With 30+ games under the belt, I think I can write an in-depth review of Ark Nova with more strategy thoughts.

It’s All About Timing

Ark Nova is a racing game. One player can abruptly end the game and all other players only have one more action. It means you may not be able to spend all your resources or play all the power moves you planned. It sometimes feels cruel. But it’s a great design. It makes each game 2+ instead of 3+ hours. It also makes each game heated from the midpoint. Everyone needs to pay attention to the progress, as any player may start dashing to the finish line at any time, and everyone else has no other options but to follow.

The peculiar condition that triggers ending (Appeal and Conservation markers cross) also means even as the leading player, you’d want to calculate when exactly to end the game. If you have three power moves planned, e.g. play two strong animals and support two conservation projects, you want to end the game right on the 3rd move. Not before, not after. And you want to make sure these three moves are tight, without too many low-return moves in between. It almost feels like 收官 (“play the endgame”) in Go. You can absolutely lose a game with a great start because you mess up the endgame.

At its core, a racing game is about the efficiency of each move. Every player has the same amount of actions so “action” is the most precious resource. The “Coffee Break” mechanism in this game is a great way to disrupt other players’ plans to make their moves less efficient than yours. This gets us to the next point…

Interaction Under the Hood

An early impression of Ark Nova is usually “lack of interaction”. Everyone is building their own zoo happily. Someone got lucky and won. Is that so?

After playing ~10 games, I realized this game has plenty of interaction. It’s just at a deeper level. Taking the Coffee Break as an example, when you find your opponents are low on cash and you have more cash to spend, you may want to stretch this turn so they have to do a few wasted moves to wait for income. When you have sent your associate and your opponents haven’t, you may want to enter break so they waste the opportunity to use associate for this turn. We found ourselves watching the coffee break token much closer when we get familiar with Ark Nova.

The card display and conservation projects are also huge interaction points. Pay attention to other players’ strategies and snap/draw/dig cards they want. Counting other players’ icons and competing for conservation projects. It’s much less likely to win if you ignore other players after everyone knows how to play.

Luck And Balance

As a card-driven game, Ark Nova inevitably has some luck factor. Several new players scored wins at our place. While considering Gaia Project, which has a very low luck factor and is one of our favorites, it’s nearly impossible to win for new players when playing against experienced players. A few strong cards that combo nicely from the beginning can really boost a player’s chance to win the whole game.

But this game’s luck factor can be mitigated by the 6-card display. Experienced players tend to favor getting known cards instead of getting unknown cards from the deck. And we often say you have to find the strategy based on your cards, not find cards based on your strategy. Overall I think Ark Nova has the right amount of luck to give people hope and excitement, without breaking the game.

So what about balance? Are there game-breaking combos? I think there might be, but not too many. Any two cards are fair combos from what I see. And if someone gets three or four cards that exactly combo together… it can be a bit game-breaking but they’d also be really lucky to get the exact three or four from 200+ cards.

I do feel different strategies have some balance issues. For example, I think focusing on small animals generally pays off better than on large animals, because small animals grant you many more icons so you have an advantage in conservation project competitions, and large animals’ benefits are often highly situational and rely more on getting the right cards at the right time. But it could also be me over-indexing conservation projects. Research icon also feels a rather strong strategy as the combo can get pretty wild.

In summary, Ark Nova is a solid game and worth the hype in my opinion. Get one while you can. And play!