边疆3评论:一个漂亮的'射击'好时间

2019-09-25 463
“我Moze。我杀人是为了抢东西。和乐趣。”短暂的停顿之后,莫兹以一种更加低沉的声音继续说道:“还有正义之类的东西。”《Moze》(我最喜欢的角色)中的这句话描述了我为什么喜欢玩《边境地带3》。就像上面所说的,我们必须承认边境地区不仅仅是抢劫和枪击,即使这不是我们来到这里的主要原因。
上周我写了我在最初20个小时的游戏中对《边境3》的第一印象。我涵盖了视觉风格和核心游戏玩法,以及故事的开头。在完成了主要的故事之后,我当时提到的大部分内容仍然适用。今天我们将结束对边界的回顾,因为我们要超越表面,深入挖掘边界的好与坏。
写作:变速箱的人格分裂
《边境地带3》的写作陷入了一场身份危机的拉锯战。一方面,Gearbox软件想要变得不具攻击性,甚至采取了一些进步的措施。《Gearbox》试图为《Borderlands 3》创造一个包容性的演员阵容,众多的女性角色就是他们努力的证明。它们甚至还有非二进制字符,这在一般的电子游戏中很少出现,更不用说强盗射击类游戏中通常较弱的故事情节了。
另一方面,《边境国度3》仍然试图坚持《厕所幽默》的风格,以及《边境国度3》所建立的粗俗行为。我喜欢一个好屁笑话一样的家伙,但除非你的听众是一群五岁,就走进房间,大喊大叫,“猫粪farty裤子”并不足以让一个大型掌声(也许)和一遍又一遍地做像边境3变得有点无聊。如果要将这些笑话阉割到这个水平才能让它们留在游戏中,我认为《边境地带3》没有它们会更好。为了保持这个系列的标志性幽默,编剧们只需要用一点机智和细微的差别就可以用一个更有结构的笑话和妙语来取代过去那些公然带有攻击性的影射。
幸运的是,蹩脚的笑话并没有真正影响故事的发展。在这个过程中,我遇到了许多有趣的角色,包括主要故事和支线任务。令人生厌的哗众取宠的戏谑让位于(谢天谢地)与故事主角特洛伊(Troy)和蒂里尔•卡里普索(Tyreel Calypso)之间令人生厌的互动。这些现场直播的精神病双胞胎一直在那里传递着你能想象到的每一个邪恶恶棍的比喻。这是一个相当可预测的来回,但这足以鼓励我坚持到最后的故事。在这些场景中没有一个跳跃按钮,所以即使我想避免这个故事,我也无法避免。
枪战:像黄油一样光滑,像苏格兰威士忌一样坚硬
对于外行人来说,《边境地带3》的枪战和我们在之前的版本完全一样。虽然可能不会有任何革命性的变化,但有一些明显的升级。最值得注意的是枪战的流畅性。从臀部射击到向下瞄准范围的转换是一种流体运动,就像重新加载和切换到提供它的武器的另一种射击模式一样。自动后坐力和爆发力武器感觉良好,并匹配子弹跟踪你的目标。瞄准镜狙击后重新训练你的视野,开始很快,然后当你接近初始射击点时,速度会变慢,有效地让你在不完全重置目标的情况下进行后续射击。流畅的动作不仅仅是瞄准目标。当你快速跑进滑梯时,滑梯的运动有重量和速度。地面的坡度会改变滑梯的长度,你甚至会以慢步的速度滑出滑梯,这让你重新开始冲刺。同样的效果也用于跳跃和攀墙。
太阳出来了,枪出来了边境3有超过10亿支枪!好吧,我们都知道大多数枪只是一堆随机的修改器,但武器的数量和类型是惊人的。所有这些武器都可分为六类:手枪、散弹枪、smg、突击步枪、狙击步枪和重型武器。我们也有九个制造商,每一个都带来了他们自己独特的风格的武器。就像鲜奶油和圣代冰淇淋上的樱桃一样,《边境地带3》以令人恼火的武器(与动作技能有关的属性)和每个人在游戏结束时都要为之奋斗的独特传奇武器在军备竞赛中拔得头彩。
甚至在你开始狩猎传奇武器之前,你就已经拥有了丰富的武器设计。我这里说的不是统计数据,而是实际的武器艺术本身。枪的设计是美丽的艺术作品,其形式往往符合功能。在光谱的一端,你有雅各布人的武器,他们的基本,甚至质朴的设计搭配着简单的公式,大子弹加上大伤害等于巨大的乐趣。在另一端,你拥有未来派的马里万武器,可以为每一枪充电,造成巨大的元素伤害。无论制造商,当你看到一个紫色或橙色辉光在你的战利品堆,你知道你是在一个款待。
UI:美丽是肤浅的
枪战可能很精彩,枪本身也很好看,但我不能对UI说同样的话。UI是我在Borderlands 3中最不喜欢的部分。不,最不喜欢的太好了。首先,小地图和完整地图都不能完成任务。像缩小和缩小这样的基本功能在小地图上是缺失的。小地图的目的是让你了解你的环境和你需要去的地方,但边境3小地图放大到目前为止在你迅速失去追踪你的位置,我经常检查主地图让我的轴承。打开主地图也好不到哪里去。您可以放大或缩小,但导航地图是缓慢和笨拙的。更糟糕的是,它代表了世界的垂直性。没有任何标识符提醒您梯子或其他垂直转换的位置。能够旋转和调整地图的角度是有帮助的,但还不足以帮助您找到正确的方向。
UI的其余部分也好不到哪里去。对于完美主义者来说,成就页面是一个重要的目录,它隐藏在星系地图的屏幕中,我甚至有四天没有意识到它的存在。我希望看到的其他基本功能,比如比较武器,都很麻烦,而且就像地图一样,导航起来比实际需要的还要困难。大多数游戏都会将鼠标悬停在你的物品清单上,然后弹出一个比较窗口。在《边境地带3》中,比较武器的唯一方法是首先点击你所装备的武器,然后在你的库存上方盘旋——非常笨拙,经常会导致不小心交换装备的武器。
不要让我开始任务跟踪。在一款专注于在每张地图上分配支线任务的游戏中,你是如何在任何时候都只能追踪一个任务的呢?随着故事主线任务的突出显示,即使你不知道你做了,你也很容易通过支线任务。唯一的选择是频繁地从一个任务切换到另一个任务,或者在完成地图上的主要任务后返回一倍。第三种方法,也是我经常使用的一种方法,就是跳过任何支线任务,并将它们保存到主故事完成之后。
UI唯一的希望是HUD占用的最小屏幕空间。在枪战中,屏幕上唯一的元素是你的健康和盾牌栏在左下角和你的枪和弹药计数器在右边。典型的无用的小地图占据了右上角,在战斗中,它实际上是一个方便的工具,可以帮助你找到下一个受害者。屏幕中间唯一的东西就是你的准星,它给你留下了一个大屏幕,你可以看到所有美丽的爆炸和身体部分在空中飘过。
游戏结束后
由于一些玩家在《边境地带2》中投入了数百或数千小时的时间,Gearbox软件在未来几年将面临一项艰巨的任务,那就是让金库猎人保持忙碌。我能够在不到40个小时内完成故事模式,对于一个强盗射击者来说,这是相当长的时间。如果我没有像以前那样跳过那么多支线任务的话,可能会花费更长的时间,但至少我可以回到混乱模式中完成它们,在那里它们将被提升到我的水平,并获得等量的战利品。
尽管我在整个故事的旅途中找到了所有的Typhon日志,但我还是有一些哗众取闹的东西要找,还有无线电发射塔要去。接下来,我们要重新审视和解读埃瑞德符文,同时还要面对大量的挑战,才能达到第5级。所有这些剩菜剩菜会让我忙一阵子。这些都是一个和已完成的项目,我不会试图复制的其余三个字符,但变速箱给了大量的东西吃我的空闲时间。
对于那些不想升级所有其他角色,但仍然想重温故事的玩家来说,这里有一个真正的金库猎人模式。简单地说,你保留所有的技能点和装备,回到游戏的开始。会有更高的几率出现凶猛的敌人,即使是普通的咕哝也会增加生命值和伤害。增加的难度奖励你更好的战利品和增加的经验增益。
如上所述,您也可以尝试一下Mayhem模式。完成故事后,所有三个残害等级(毫无想象力地命名为残害1、2和3)都被解锁。大混乱模式不仅仅是像真正的地下金库猎人那样给坏人更多的生命值和伤害输出。这里真正的挑战来自于添加到每个区域的修饰符。伤害模式增加一个对你和你的敌人的加值和减值。这些包括诸如削弱或增强某些武器类型或对某些伤害类型有抵抗力的敌人。当你进入一个区域时,其中一些修饰符会被随机使用,这使得接下来的战斗变得更加难以预测和困难。每一级的混乱都会增加挑战,但也会将奖励提升到天文数字的水平。准备好在混乱1中试水一段时间,因为你装备了更强大的传奇,并获得你的最后几个技能点,当你爬到50级。
完成这个故事也打开了守护者等级,边境3版的过去的坏蛋等级。每次填充新添加的守护XP栏时,您将获得一个令牌,该令牌可以在三个统计行中使用。添加一个点数将会为你的角色添加一些额外的属性,并且某些里程碑(10个标记花费在一棵树上,15个标记花费在一棵树上,以此类推)将会给予额外的奖励。总共需要225个代币才能填满这三行代码,这又给了我们一个在未来几周或几个月里埋头苦干的理由。
你不是一个人就像我的《边境地带3》一样,我在这里一直等到多人模式结束。虽然有些地下金库猎人可能更喜欢和一群朋友一起玩故事模式,但我选择了独自一人的路线。选择是你的,但关键是变速箱工作室给了我们这个选择。单人模式和多人模式在整个故事模式中都运行良好。独自陷入混乱也是可以做到的,但我和其他人一起在混乱模式中度过的那一点点时间,对我来说更有意义,因为每当我倒下的时候,有更多的手在那里,让我那可怜的屁股重新振作起来。在任何情况下,多人游戏总是会给游戏内容增加一些寿命,无论这意味着你需要获得更多角色升级的帮助,还是为了完成你的完美构建而连续数小时折磨boss,《边境国度3》都包含了这一点。
最终的想法简单地说,《边境地带3》的故事情节很震撼。当然,在某些地方文字有些单薄,UI也可以做得更好,但是改进的枪战却弥补了这一点。我把大部分时间都花在了Moze身上,在故事进行到一半时,我还在Amara和Zane身上玩耍,他们每个人都给这场战斗带来了自己的味道。有一些平衡问题需要解决,但更紧迫的优先事项将是尽快消除bug和修复烦人的技术问题(请先从PC上的视频问题开始)。
我也很高兴Gearbox工作室通过提供真正的Vault Hunter, Mayhem模式和有趣的多人游戏动作为最终的游戏磨合做好了长期的准备。Gearbox已经宣布了第一个免费的DLC活动血腥收获,将于10月发布,另外一个免费的内容更新和第一个付费的DLC已经计划好了。季节性内容是一种很好的方式,可以让我在更大的持续更新之间从事一些新的工作。
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原文:
"I'm Moze. I kill people for loot. And fun." After a short pause and in a more subdued tone Moze continues, "And justice and stuff." More than anything else I could come up with on my own, that line from Moze (my badass mech driving, grenade throwing favorite character) describes why I have enjoyed playing Borderlands 3. And just like the quote above, we have to acknowledge that there is more to Borderlands 3 than just looting and shooting even if it's not the primary reason we are here.
Last week I wrote about my first impressions of Borderlands 3 during my first 20 hours of gameplay. I covered the visual style and core gameplay as well as touching on the beginning of the story. After completing the main story, most everything I mentioned at that time still holds true. Today we are going to wrap up our review of Borderlands 3 as we go beyond the surface and dig deeper into the good and bad of Borderlands 3.
Writing: Gearbox’s Split Personality
The writing in Borderlands 3 suffers from an identity crisis tug of war. On one hand, Gearbox Software wants to be inoffensive and even makes a move to be a little progressive. Gearbox have tried to create an inclusive cast for Borderlands 3, and the numerous female characters are a testament to their attempt. They even have non-binary characters, something rarely addressed in video games in general, let alone the often weak story lines in the looter shooter genre.
On the other hand, Borderlands 3 still tries to stick to the toilet humor and rude behavior the franchise was built on. I like a good fart joke as much as the next guy but, unless your audience is a bunch of five year olds, just walking into the room and yelling, "Poopy farty pants" isn't enough to get a large applause (well, maybe) and doing it over and over again like Borderlands 3 does becomes a little tiresome. If neutering the jokes down to this level was required to keep them in the game I would posit Borderlands 3 would have been better without them. To keep the franchise's trademark humor the writers merely needed to use a little wit and nuance to replace the blatantly offensive innuendos of the past with a more structured joke and punchline delivery.
Fortunately, the lame jokes don't really impact the story. Along the way I met a lot of interesting characters in both the main story and side quests. The annoying banter by Claptrap takes a back seat (thankfully) to the obnoxious interactions with the protagonists of the story, Troy and Tyreel Calypso. These live streaming psychotic twins were there to consistently deliver every evil villain trope you could imagine. It made for a rather predictable back and forth but it was enough to encourage me to stick with the story to the end. There wasn't a skip button during these scenes so I couldn't have avoided the story even if I wanted to.
Gunplay: Smooth Like Butter, Hard Like Scotch
To the uninitiated, Borderlands 3 gunplay is exactly the same as we had in its predecessors. While there may not be any revolutionary changes there are some obvious upgrades. The most notable is just how smooth gunplay feels. Transitioning from hip fire to aiming down scope is a fluid motion as is reloading and switching to an alternate fire mode on weapons that offer it. Recoil on automatic and burst fire weapons feels good and matches the bullet tracking on your target. Retraining your sights after firing a scoped sniper shot starts quickly and then slows as you near the initial firing point, effectively allowing you to make a follow-up shot without fully resetting your aim. The smooth movements go beyond just targeting. When you are sprinting and drop into a slide there is a weight and speed to the motion. The slope of the ground changes the length of the slide, and you even come out of the slide at a slow walking speed, making you reinitiate a sprint. The same type of effects are used in leaps and wall climbs.
Suns Out, Guns OutBorderlands 3 has over one billion guns! Okay, we all know that most of those guns are just a bunch of random modifiers but the sheer number and type of weapons is amazing. All of those weapons fall into six categories: pistols, shotguns, SMGs, assault rifles, sniper rifles, and heavy weapons. We also have nine manufacturers, each one bringing their own distinct style to their weapons. Like whipped cream and a cherry on top of a sundae, Borderlands 3 tops off the arms race with Annointed weapons (attributes tied to Action Skills) and the unique Legendary weapons everyone spends their end game time farming for.
Even before you start hunting legendary weapons you are treated to a cornucopia of weapon designs. I'm not talking about stats here, but the actual weapon art itself. The gun designs are beautiful works of art whose form often matches function. On one end of the spectrum you have Jakobs weapons with their basic, even rustic, design paired with the simple formula of big bullets plus big damage equals giant fun. At the other end you have futuristic Maliwan weapons with the ability to charge up each shot to deliver massive elemental damage. No matter the manufacturer when you see a purple or orange glow in your loot pile you know you are in for a treat.
UI: Beauty Is Skin Deep
The gunplay may be fantastic and the guns themselves are a sight to behold, but I can't say the same about the UI. The UI is my least favorite part of Borderlands 3. No, least favorite is too kind. To start off, both the minimap and full map don't get the job done. Basics like zooming in and out are missing on the minimap. The whole purpose of a minimap is to allow you to get a glimpse of your surroundings and where you need to go, but the Borderlands 3 minimap is zoomed so far in you quickly lose track of you location and I constantly had to check the main map to get my bearings. Opening up the main map isn't much better. You are able to zoom in and out but navigating the map is slow and clunky. Even worse is its representation of the verticality of the world. There isn't any identifier to alert you to where ladders or other vertical transitions are positioned. Being able to rotate and angle the map helps but doesn't go far enough in helping you find your way.
The rest of the UI isn't any better. The achievement page, an important catalog for completionists, is hidden away in the galaxy map screen and I didn’t even realize it existed for four days. Other rudimentary functions I expect to see, such as comparing weapons, is cumbersome and, like the map, more difficult to navigate than need be. Most games will pop up a comparison window by hovering your mouse over an item in your inventory. In Borderlands 3, the only way to compare weapons is to first click the weapon you have equipped and then hovering over your inventory - very clunky and often results in accidentally swapping equipped weapons.
And don’t even get me started on quest tracking. With a game that is so focused on dishing out side quests on every map, how is it that you can only track a single quest at any given time? With the main story quest highlighted it is very easy to pass by side quests without even knowing you did so. The only options are to frequently swap from one quest to another or double back after completing the main mission on a map. The third option, and one I used way too often - was just to skip any side quests and save them for once the main story was completed.
The only glimmer of hope with the UI is the minimal screen space the HUD occupies. During gunfights the only elements on the screen are your health and shield bars in the lower left and your gun and ammo counter on the right. The typically useless minimap occupies the top right corner and during fights is actually a handy tool to help you find your next victim. The only thing anywhere near the middle of your screen are your crosshairs, leaving you a wide open screen to take in all the beautiful explosions and body parts sailing through the air.
The End Game And Beyond
With some gamers investing hundreds or thousands of hours in Borderlands 2, Gearbox Software has the daunting task of keeping Vault Hunters busy for years to come. I was able to complete the story mode in just under 40 hours, a decent amount of time for a looter shooter. It could have taken much longer if I didn’t skip as many side quests as I did, but at least I can go back and complete them in Mayhem mode where they will be boosted up to my level with equivalent loot to match.
Even though I hunted down all of the Typhon logs on my trek through the story I do have a few Claptrap pieces to find and radio towers to reach. Then there are the Eridian runes to revisit and decipher along with a huge amount of challenges to grind to level five. All of these leftovers will keep me busy for a while. These are all one and done items that I won’t try to replicate on the remaining three characters but Gearbox has given plenty of things to eat up my free time.
For anyone not wanting to level all of the other characters but still want to run through the story again there is True Vault Hunter Mode. Simply put, you keep all of your skill points and equipment and head back to the beginning of the game. There will be a higher chance of Badass enemies, and even regular grunts will have increased health and damage. The increased difficulty rewards you with better loot and increased XP gain.
As I mentioned above, you can also give Mayhem mode a try. All three Mayhem levels (unimaginatively named Mayhem 1, 2, and 3) are unlocked upon completing the story. Mayhem mode isn’t about just giving baddies more health and damage output like True Vault Hunter does. The real challenge here comes from modifiers added to each area. Mayhem mode adds a pool of buffs and debuffs which are applied to enemies and yourself. These include things such as nerfing or buffing certain weapon types or enemies having resistance to certain damage types. As you pop into a zone some of these modifiers will be applied randomly, making the ensuing fights less predictable and more difficult. Each level of Mayhem ratchets up the challenge but it also cranks up the rewards to astronomical levels. Be prepared to test the waters in Mayhem 1 for a while as you gear up with more powerful Legendaries and acquire your last few skill points as you climb to level 50.
Completing the story also opens up the Guardian Ranks, the Borderlands 3 version of the Badass Ranks of the past. Each time you fill your newly added Guardian XP bar you gain a token which can be spent in one of the three stat lines. Adding a point will add some bonus stats to your character and certain milestones (10 tokens spent in a tree, 15 spent, and so on) will grant additional rewards. It will take 225 tokens to completely fill out all three lines, giving yet another reason to grind for weeks or months to come.
You’re Not AloneJust like my playthrough of Borderlands 3 I have waited here until the end to touch on multiplayer. While some Vault Hunters may prefer to run through the story mode with a group of friends, I took the solo route. The choice is your, but the main point is Gearbox Studios gave us the choice. Both solo and multiplayer modes work just fine throughout the story mode. Entering into Mayhem alone is doable as well, but the little time I have spent in Mayhem mode with others at my side has been a little more rewarding with the extra hands there to revive my sorry butt whenever I go down. In any event, multiplayer always adds some longevity to end game content, and whether that means getting help leveling more characters or grinding bosses for hours on end to get that one special Legendary item you need to complete your perfect build, Borderlands 3 has it covered.
Final ThoughtsSimply put, running through the story of Borderlands 3 was a blast. Sure, the writing was a little thin in some points and the UI could be better, but the improved gunplay more than makes up for it. I spent most of my time with Moze, have Fl4k about half way through the story, and played around on Amara and Zane, and each one brings their own flavor to the fight. There are some balance issues that need to be addressed, but a more urgent priority would be squashing bugs and fixing the nagging technical issues ASAP (start with the video problems on PC first, please).
I have also been pleased with the way Gearbox Studios has prepared for the long haul that is end game grinding by offering True Vault Hunter, Mayhem modes, and fun multiplayer action. Gearbox has already announced the first free DLC event, Bloody Harvest, set to come out in October, with another free content update and first paid DLC already planned. The seasonal content is a great way to keep me engaged with something new in between  the larger persistent updates.
 
 
 
 
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