●10974 7 3/20 nemesisred □ [推薦] IGN上古卷軸online初玩評論 中文翻譯
文章代碼(AID):
#1HIRMjSm
作者: nemesisred (某踢西) 看板: C_Chat
標題: [推薦] IGN上古卷軸online初玩評論
時間: Wed Mar 20 21:12:10 2013
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原文網址
http://tinyw.in/sNC8
話說前陣子開放close beta申請,
官方還要求玩家寫"為什麼我們要給你CB資格呢?"心得。
我寫了一大段洋洋灑灑的跨文化交流,卻依然連感謝信都沒有
真是讓人十分桑心。
如果有哪位板友有申請到帳號真心想借來玩玩(′・ω・`)
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The Elder Scrolls Online Just Might Be Awesome
Turns out it's not so bad if other people live in your Cyrodiil.
嗯...《TESO》大概會很好玩吧。
-- Cyrodiil中有其他活人好像也沒想像中這麼糟
Just to get it off my chest,
let me count the ways in which Elder Scrolls Online isn't like Skyrim,
Oblivion, or Morrowind
– the series' most recent (and famous) entries.
Merchants don't have limited supplies of money,
and you don't trudge along as though you're carrying the world once your bags
are filled.
You can't attack friendly NPCs, and the folks you can kill don't drop the
exact items they were wearing.
Elder Scrolls Online lets you rummage through most crates and collect items
such as skill books,
but you can't physically pick them up and drop them at your leisure.
Role-play lovers, despair: you can't sit in chairs.
Most heartbreaking of all, you can't revisit low level zones and still
find a challenge even at the highest levels.
That's already a pretty hefty grab bag of caveats that may turn off a chunk
of the Elder Scrolls fanbase,
but it's a testament to the quality of the work that ZeniMax Online has done
here
that I felt as though I was playing a genuine Elder Scrolls release
nevertheless.
先讓我發洩一下,讓我數數《TESO》中有多少東西是跟最近的《上古》系列,也就是五代
《天際》、四代《湮沒》、三代《晨風》,所截然不同的。
1.
商人帶的錢沒有上限
2.
你包包滿了之後就不像單機作品一樣彷彿帶著全身家當一般上路冒險
3.
你不能攻擊友好的NPC
4.
而且殺怪的掉寶跟他身上穿的沒有關係
5.
雖然你還是可以到處挖寶箱、蒐集一些例如技能書那樣的蒐集品,
但是你卻不能"物理性"的把這些玩意撿起來
6.
最為角色扮演玩家扼腕的:不能坐在椅子上
7.
最令人心碎的:就算你是在最高等的那些地區中,你也無法在回到(在最高級區域中)
的較低區域後,仍感挑戰性。
我想以上這一狗票的條目就已經足夠讓其中一些《上古》系列的粉絲駐足不前了。
雖然如此,ZeniMax Online目前所完成的遊戲質量已經可以讓我感覺我是真的在玩《上古
》系列作品了。
They certainly get the ambiance right,
beginning with my arrival on the parched island of Stros M'Kai via a ship in
the vein of Morrowind,
as well as in the countless NPCs I encountered with fully voiced choice-based
dialogue options.
Moments of beauty were many, particularly when I made my way to the leafy
orcish island of Betnikh around level 5.
The serene interface recalls the immersive simplicity of Oblivion's display
of health, magicka,
and stamina, although number-conscious MMO veterans can activate a more
cluttered interface by
clicking the Alt button.
What little I saw of crafting – cooking, specifically – involved a system
of experimentation
similar to that found in Skyrim. The questing, too,
went far beyond throwaway text to justify killing the pirates of Dwemer I
encountered;
at times it affected the development of my own story progression. In one, for
instance,
I helped rescue a thief named Jakarn from prison and then recapture his
stolen gem,
only to find a grumpy orc named Moglurkal waiting outside the dungeon for us
and demanding
the return of the jewel. In contrast to other MMORPGs, I had the option to
lie about having the jewel,
and I took it. Had I not, I wouldn't have seen Jakarn popping in to help me
and give me new quests on Betnikh.
遊戲氛圍是滿滿的《上古》味,
遊戲是由我從Morrowind中的河流坐著船到Stros M'Kai中一座荒蕪的島上,
當然我身邊有著許多NPC,對話也是有著許多選擇支的全語音內容。
遊戲中不乏美景,特別是當我大概在等級五,前往Betnikh中一座綠樹蔭蔭的獸人島的時
候。
這種深沉的安寧感讓我想到《湮沒》中的那份簡約卻又令人神往的生命力、魔力、以及活
力;
儘管玩家大可以按Alt來讓畫面變得更雜亂。
製造系技能,特別是烹飪,有著像《天際》一般濃濃的實驗味道。
任務系統也是一樣,完全不是那種一次跟你講一堆屁話結果只是要你殺幾隻怪那樣;
而是你的進度會影響整個環境的變化。
打個比方,我從監獄中救了一個叫做Jakarn的賊子,拿回他幹走的寶石,
最後發現在副本門口有隻叫做Moglurkal的凶狠獸人,命令我們把珠寶還給他。
與其他MMORPG大相逕庭,在本作中我可以選擇謊稱我沒有拿珠寶。
如果我沒有選擇說謊的話,我就不會在Betnikh看到這個賊子給我新任務了。
My four or so hours of hands-on gameplay in ESO brimmed with moments like
these,
and the choices felt much more meaningful than the simple light/dark options
of
Star Wars: The Old Republic.
Even better, you don't have to worry about your punky leveling buddy forcing
story decisions
on you that you don't want to make.
I saw this most prominently when a colleague I was grouped with made
different
decisions as to how to handle a poisoned ship captain;
I gave her an antidote and let her live, she let her die.
But even though we were grouped and in the same room, I saw events unfold
differently,
and later, the captain came to my aid when I needed her help.
I'm looking forward to seeing how it unfolds throughout the whole game,
as I found that ESO offered a rewarding single player storyline that never
comes close to ditching social elements so vital to MMOs.
In fact, with open mob tagging, shared servers, and spell combos that require
two or more players, it promotes it.
我在《TESO》的四小時遊戲中充斥著以上這種經驗。
而且我所能做的選擇比起Star Wars: The Old Republic裡面那種非明即暗的選項來的有
意義許多。
甚者,你不用擔心跟你組隊的人為了讓你們劇情同步而強迫你選擇你不想選的選項。
在我跟一個同仁組隊的時候,我們對於要怎麼處置一個中毒的船長有著不同的處理方式。
我給她一劑解毒劑,讓她存活;而我同仁卻眼睜睜看她死掉了。
但是雖然我們依然是在同一間房間組隊,卻有不同的境遇。
那位我救的船長當我遇到危險的時候出手救我。
我很期待這些不同的境遇在全遊戲中的出現。
我也發現《TESO》對於單人的故事線對MMOs是無比的重要,但是卻又不會因此讓人失去想
要組隊遊玩的慾望。
事實上,一些拖火車、技能連段等需要多名玩家完成的小技巧又讓單人故事線更好玩。
The combat feels very much like what you'd find in an Elder Scrolls game;
the bad news (particularly for melee-oriented players) there is that means
it's subject to the series' signature stiff animations.
But here's the thing – I felt as though I was actually hitting stuff.
Playing with a sword and shield,
I reveled in the familiarity of using my left mouse button to both block and
bash for spell interrupts,
and immediately found myself holding down the right mouse button for power
attacks and merely clicking
it for lighter ones. It's fun, but I was dismayed to learn that I couldn't
play Elder Scrolls Online as
I usually play Skyrim – specifically, as a stealthy archer who whips out
either daggers or
swords in close quarters.
I could use the bow (although the arrow's trajectory looked more like I was
tossing it than firing it),
I could sneak by pressing Control (although stealth bonuses,
I'm told, won't unlock until I've leveled medium armor a ways),
but I still found myself frustrated when I couldn't whip out my sword when my
quarry finally reached me.
For that, I was told, I'd have to wait until level 15 when weapon swapping
unlocks.
戰鬥的感覺就跟你平常玩《上古》一樣,
壞消息是(特別是對近戰玩家)這表示戰鬥會受限於這一系列作向來有的僵硬動畫。
但是呢,打擊感還是十足。
我玩劍盾,發現我沉醉於按著滑鼠左鍵來格檔或是做盾擊來斷法,
然後按滑鼠右鍵來強攻擊。
超好玩的兒,但是我有點失望的發現我不能像玩《天際》一樣的來玩《TESO》。
像我就算是練弓手,在匿蹤近戰的時候我還是會使用匕首或是劍。
在《TESO》中,雖然我也可以按ctrl匿蹤,雖然我也可以用弓來背刺,
但是我還是很失望的發現我要到15等才能換弓以外的武器。
The concept could work well, particularly since a new action bar pops up
every time you equip a new weapon,
and Elder Scrolls Online's take on this mechanic offers a far greater range
of customization
than what you find in Guild Wars 2's similar interface. Indeed, there's
another reason why
I'm looking forward to trying it out in the future. By far the biggest
announcement of the day is that
Elder Scrolls Online will feature first-person combat after all, and while my
experience with
it was limited to watching a minute-long video of an early build set in a
graveyard,
I loved what I saw, particularly for the promise it holds for archery.
這個概念其實可以是不錯的,
特別是在我每次裝備新武器之後一個新的動作條跳出來的時候。
而《TESO》把這個機制延伸到不只是像GW2那樣的介面客製化。
目前《TESO》最大的消息是你可以進行第一人稱戰鬥,對於弓箭手而言這更加令人期待。
Alas, one reason why the first-person perspective sounds enticing is that
I never really warmed to the appearance of the Breton I chose out of the
three available races
from the Daggerfall Covenant (along with orcs and Redguards).
His muddy features suggested he'd be far more at home in Oblivion than
Skyrim,
but I nevertheless appreciated the way I could make the most minute
adjustments to everything
from his build to how he squints.
Elsewhere, the freedom of development was well-suited to my fairly rushed
playthrough to level 7.
True to Elder Scrolls (particularly before Skyrim), the three available
classes of Dragonknight, Sorcerer,
and Templar were more like suggestions than set-in-stone templates,
and I appreciated the ease with which I was able to transform my Sorcerer
into a bow-wielding,
medium armor-wearing ranger. If that isn't Elder Scrolls, I don't know what
is.
另一個第一人稱視角如此誘人的原因是因為在我選種族之前,
沒有人跟我講我Breton這種族竟然長這樣XD。
幸好我可以微調他的長相。
我在大概玩到七等的時候,也有感受到腳色發展的自由度。
《上古》系列遊戲中通常開頭的職業選擇都是參考,
而我也因為我可以把我的法師練成拿弓的中甲射手感到很開心。
這不就是很明明白白的《上古》味嗎?
It's too early to make judgments, but even in its current form,
I could see myself logging into ESO regularly to satisfy my personal craving
for more Elder Scrolls content.
I'm also happy to see that the design so far seems focused on exploration and
questing rather than grinds.
There are no raids, after all – "That's not Elder Scrolls," says Game
Director Matt Firor –
but there are four-man dungeons and three-faction open PvP with sieges in the
beleaguered province of Cyrodiil.
From the live dungeon run I saw, they play with a dynamism akin to what you
find in Guild Wars 2
but with a welcome degree of control, springing Elder Scrolls Online's
embrace of the so-called trinity of heals,
DPS, and tanks. 」Dark Anchors」 – a dynamic grouping component – also open
from Molag Bal's plane of Oblivion,
but in all honesty, they bore such a striking similarity in both concept and
appearance to Rift's titular
rifts such that I worry they'll get old fast.
現在要下結論還太早,不過就算是以現下的完成度,
我也會時常登入去見見更多《上古》的風采。
我很樂見現在的設計是著重於探索和解任務,而不是打卡上下班。
沒有raids,
"(有raid)那樣就不是上古了啊,"製作人Matt Firor如是說。
但是有四人地下城和三方開放PvP場所,以圍城戰的形式。
對於地下城,玩起來就跟GW2地下城的感覺相似。
《TESO》有鐵三角的概念,你也可以跟Dark Anchors(動態組隊的夥伴)(NPC?)組隊,
但是老實說這些概念似乎有點太過相似,以至於可能會很快就老梗掉了。
For all the risk that an MMO presents for a franchise that's been rock-steady
in its adherence to the MSORPG
(massively single-player role-playing game) discipline, I'll say this about
ESO:
I wanted to keep playing. I wanted to find out what lay at the end of an
unmarked riddle quest
I'd found in a half-buried treasure chest, and I wanted to find adventures
lay in wait in the alleys of
Daggerfall.
All this is but a scratch of what I encountered in Elder Scrolls Online over
four hours of gameplay,
and if ZeniMax can maintain that drive to keep exploring up to and past the
level cap of 50,
their creation might just be worthy of the Elder Scrolls title after all.
對於一個在單機RPG遊戲上已經堅不可破的系列跨足MMORPG所冒的諸多風險而言,我會有
下面的評論。
我想繼續玩
我想繼續探索在一些謎題之後我可以找到什麼寶物
我想看看Daggerfall裡面到底有什麼冒險等著我
而我在四小時的遊戲中所看到的不過是九牛一毛罷了,
如果ZeniMax可以讓我們保持這種心情一直到滿等50等,
那麼這一切就值了◎§上古卷軸§◎這個名號。
--
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推 babylina:所以任務改變環境和後續是用鏡像系統嗎? 03/20 21:15
推 Yanrei:那一格我直接空白XD 03/20 21:15
推 kaj1983:蠻好奇戰鬥系統好不好玩,期待中... 03/20 21:18
→ nemesisred:不知道是月費制還是買斷制 03/20 21:19
推 xxx60709:所以解毒那是有兩個中毒船長!? 03/20 21:20
→ nemesisred:我猜他應該是鏡像的意思吧,放他死的話以後就不會出現 03/20 21:22
推 hollynight:既期待又害怕受傷害 03/20 22:43
推 oscarss07:看來評價還不錯喔 03/21 00:11
推 art1:GW2正式開賣前的評價也很優 03/21 07:41