Guacamelee

前天意外发现的好游戏一枚。译名为“墨西哥英雄大混战”。这名字是两个词儿合出来的:Guacamole是一种很常见的墨西哥风味的酱,牛油果为主料调制的;melee是近身混战的意思。

刚开头一看是很典型的横版动作游戏,空中地面的招数都很简单直接,combo起来挺流畅,觉得有点像胧村正或者Castle Crasher。双打设计的不错,可以像Wii马里奥那样变气泡。接下来打着打着发现还有些跳台子的成分,有些地方还有点意思。再接下来发现有各种小隐藏房间需要用特殊能力或者一些复杂的操作开启,就是跟恶魔城或者银河战士那样的开地图。作为一个给人期待并不太高的Indie游戏,给人的渐入佳境感还是很不错的。

打到后期会发现这游戏有些隐藏关的跳台子部分很变态的难。真的很变态。。。先是Tree Top的那关,我retry了几小时才过去。然后今天通关之后遇到另外一个隐藏关我试了一小时觉得毫无希望。如果你看这个视频的话可以注意第四小段那数十个只有一个身位宽且不停闪的小台子。。。如果动作或者平台游戏苦手的话建议这类隐藏关看看就算了。。。

正常通关的流程还是不难的,尤其是双打可以互相救所以战斗几乎都没难度。除了最终boss retry了几次之外前面都打得很顺。游戏里面的对话普遍都很爆笑。Steam上的黄金版(包括一组隐藏挑战)售价15块,相当对得起这10小时的流程。有条件local双打的话强烈推荐。

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.

Gears of War: Judgement

最近两作CoD和GoW3玩得都有些兴味索然,感觉好久没玩到好的FPS了。看到这次的GoWJ评价很好就预订了,通了单人战役,果然相当不错。个人感觉可以算是现在最好玩的科幻系FPS游戏。我基本上一直喜欢GoW胜过CoD,朝兽人身上倾泻子弹和爆头如爆西瓜比打那些只能挨个三五枪的纳粹和恐怖分子好玩多了。。

本作虽然是一个资料片但是剧情长度很有诚意。除了一个Judgement的剧情之外还附加一段Aftermath的短篇去补完3代的剧情。总共玩下来游戏时间应该在20小时以上,比最近那些一个周末甚至一天就能通的FPS“大作”要好得多。

游戏保留了GoW系列的绝大部分枪械和其他武器。新加了Markza/Breechshot这个系列,手感和音效都很赞,比传统狙击枪Longshot实用不少。Sawed-off shotgun也是这一作可以经常找到的暴力霰弹枪。总得来说比GoW3里面大部分时候都拿着Lancer或者Hammerburst要好玩得多。

敌人方面多了一种拿着Breechshot,会狂暴变身的敌人。变身之后就会冲来冲去只能打头。Normal难度下不是什么大问题,随便霰弹枪轰一轰或者丢个手雷就完事儿。说起来这代的normal难度貌似就是偏简单,前作中比较棘手的敌人比如全身钢甲拿两把手枪的家伙我到通关就见到了一两次。这游戏对大多数玩家来说重点还是在网战吧。于是看来又要买Gold member给微软送钱了,nnd

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DmC: Devil May Cry

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新鬼泣一个周末就通了,流程略短于预期但也还好,毕竟这游戏重玩度比较高。可能因为我玩的是Devil Hunter难度所以基本上跟割草一样就通了。通关之后回去看了看难度设置才意识到Devil Hunter估计是Easy,Nephilim才是Normal。。总的来说评价跟我在demo时候的感觉差不多,10分满分的话可以算是8.5分。动作设计,场景,音乐,可玩度都很好,画面我觉得还好不过估计有人会感到不适,Boss战是比较弱的一环。

本作相比前作来说最大的特点是很大的加强了多武器combo的系统。我觉得在鬼泣1~4里面混合多种武器的combo算是比较高阶的打法,键位上设置在十字pad就决定了设计动机不是让玩家在一套combo之中频繁切换。而本作用RT和LT来处理,就使得战斗中三种武器变得很顺畅。大范围快速攻击的天使武器,慢速重攻击的恶魔武器,平衡实用的大剑,三套招式混合起来,对于轻度玩家来说可以轻松玩出比以前多得多的花样。在我看来,本作就是凭这一点才能称为『新』DmC,而不是DMC 5。

本作跳台子的份量挺重,甩锁链飞来飞去这系统已经在近年来的动作游戏里用烂了。本作再接再厉搞了两种锁链,于是有些隐藏关都变成纯跳台子的关了。。还好,比Mario还是简单很多。

这一代的女主角是个搞街头涂鸦的烟熏妆萝莉。。性感指数大约是0。说起来鬼泣前几代女主角还是比较有话题的,但到四代就变得基本没有存在感任由大叔和小伙搅基。这一代则是翻出兄弟戏码,剧情老套得可以。哎反正这游戏的剧情也就是随便看看,主要看点是那些奇葩的装逼桥段。属于树木大于森林的类型。

这年头好玩的动作游戏已经不多了。这次这一代DmC值得珍惜,嗯。

————-以下剧透—————

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Mark of the Ninja

说起来忍者印记(Mark of the Ninja)这游戏是在等新DMC的这几天闲得无聊,翻了一遍2012年的游戏找出来玩的。等游戏的时候通常就很想玩游戏,就好像吃大餐之前得来点餐前面包先垫垫。。这次找到的这个很赞,算是撞到宝了。

这是一个相当纯粹的2D潜入游戏。潜入游戏的基本要义就是:趁敌人看不见你的时候溜过去or捅死他。就这一点来说2D就可以做得足够好玩了,而3D只是画蛇添足。再比如稍微进阶一点的吸引敌人注意,飞檐走壁之类的特殊移动方式,其好玩之处都是建立在让玩家能够有掌控全局的感觉之上的。在这一点上我觉得2D胜过了3D。忍者印记这游戏里漂亮的声音标识和视线标识都让人觉得很清楚于是可以花心思去整敌人;相比之下3D游戏里用来标记视线的『光锥』和难以完全避免的蹩脚操作,都让玩家觉得自己是在和系统搏斗。。北野武说3D电影只适合用来拍爱情动作片,我觉得游戏方面也是差不多的道理,3D操作的方式可以做跳台子可以做砍怪兽,但潜入还是免了。

忍者印记这游戏比较鼓励杀人,每杀一个有几百分,而整关不杀人才有3000分奖励。所以说是潜入其实更像暗杀。一路杀干净也挺爽,来回逛的时候不用再躲来躲去。各种暗杀技能也满酷的。道具除了基本的手里剑之外,分成distraction和attack两类,相当丰富。游戏后半段开始加入很多解密要素,推箱子开灯扳机关之类的。整体来说节奏掌握得不错,整个游戏过程中不时感觉有新东西出现,酣畅淋漓。游戏能做到这一点就堪称佳作了。

作为一个STEAM上卖15$,XBox Live Arcade上卖1200点的小品级游戏,忍者印记的画面音乐关卡设计各方面都可以称得上十分精良,玩起来也非常好玩。强烈推荐。

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