《命运2:暗影要塞》的最新精彩内容回顾

2019-10-09 1510
五年的存在,六大零售版本,无数的季节性和DLC内容下降,和一致的沙箱更新,以及穿过强国发行商动视暴雪的分裂,这将是一个轻描淡写地说,Bungie一直字面和隐喻月球并返回球队的命运。在这篇评论中,我们将研究《命运2:影守》的内容,并回答我们对游戏的第一印象中提出的一个问题:回顾《命运》的未来吗?
在《命运宇宙》的最新版本中,“Shadowkeep”带领玩家重返月球表面,重访故地,特别是在蜂巢入侵和克罗塔摧毁守护神部队期间失去的殖民遗迹。一波又一波的蜂房从深处冒出来,还有一个不祥的深红色塔尖。你被派去充分的先锋力量,以削弱他们的队伍,并在前守卫和猎人,厄里斯Morn的帮助下,识别活动的突然复苏。
你在月球表面下发现的东西远比蜂巢甚至克罗塔本人更可怕:一艘神秘的金字塔船一直萦绕在你崩溃的幻象中,是黑暗的预兆……旅行者最大的敌人之一。在它重新觉醒的影响下,你们过去的噩梦显化回到现实中,当你们寻求这艘船可能持有的答案时,它更萦绕着你们。这些噩梦必须再次被消除。
这个故事是通过一系列的叙事任务来完成的,这些任务将会让你收集装备来减轻金字塔之船的影响,同时也会教你一个暗影要塞的终极游戏活动机制:噩梦狩猎。在这些噩梦狩猎中,你将从命运和命运2中找到敌人。这并不像用子弹填满他们那么简单;每一个boss都是通过一系列的阶段被击败的,这些阶段需要你去杀死梦魇特别版,并穿插着它们的真实世界副本。噩梦单位会掉落一个不稳定的精华增益,增加你对噩梦单位的伤害,持续15秒。冲洗,起泡,喷雾,重复,你将用你的光消除这些过去的阴影。
在所有这些关于噩梦的讨论中,Shadowkeep的基调比过去的许多故事要黑暗得多。蜂房与黑暗的联系,以及它们对黑暗的贪婪需求,只有在月球表面下这个它们痴迷的物体再次觉醒时才会得到加强。从大气的氛围和配乐到故事本身,Bungie是拥抱一些更奇怪的元素,他们的宇宙凝视其最黑暗的深渊。它是有效的,但它有效是因为它所建立的基础。
月亮总是命运1号中最黑暗的设定之一。在传说中,它是宇宙中最大的悲剧之一的发生地,也是许多旅行者的先驱们失败的原因。像骨头圈、地狱之口、深红色要塞和世界之墓这样的地方,这个场景可能会让人觉得更多的是厄运而不是命运。(这并不是一件坏事,命运也从前面提到的射击者那里借用了新的终结招式系统。)Shadowkeep巧妙地捕捉了孤立的黑暗,同时在那些潜伏在你视野之外的事物中制造一种恐惧感。
随着故事制作的发展,《命运2:暗影要塞》为玩家提供了一些非常强大的回报时刻,尽管它们对新玩家来说可能没有那么重要。从范围上看,《使命2:暗影要塞》的故事使命比《被遗忘者》要短一些。我在6小时内完成了它。然而,它比过去任何情节或季节性的叙事内容都要长。这就是我很矛盾的地方,我不知道这是不是命运向前迈出的积极的一步。这里是原因:
对我来说,在想要更多的故事和想要从叙述中得到解决之间总是存在着一种张力。Shadowkeep并没有这样做,而是在活动结束时制造了更多的紧张感——这应该会让我恼火,但当我看到Bungie计划发布的内容时,反而让我充满了期待。我们刚刚进入永恒的季节——内容包含在基础零售版本的Shadowkeep中——它已经在为故事情节播下了一个延续。这很可能是Bungie吸引玩家注意的一种方式,同时也提供了新的情节。这让我想知道没有赛季通行证的玩家能够体验到多少叙事的延续?时间会告诉我们。
这就是我回到我在第一印象中问的问题:回顾未来的命运吗?是的,没有。
是的,因为有更多与过去的联系需要修补,有更多的故事线索需要解决。例如,自从拉斯普金和安娜布雷从我们的战争意识运动中重新联系在一起后,来自钢铁崛起的湿婆危机现在结束了吗?或者,我们在《奥西里斯的诅咒》中与奥西里斯和萨吉拉的合作将如何影响我们在《黑色花园》中对抗恶灵的能力?它会有任何影响吗?
是的,前方的路因新光而回头看。全新的监护人需要经历的噩梦与Crota冲突,我们的集体失去Cayde-6或者当Taniks Andal Brask死亡,重温航天器发射场这一切开始的地方,再一次,让“一个人的一小步,人类的一大步”在月球上。
然而,我也对这个想法说不,因为命运不能总是停留在过去。过去有很多令人惊叹的时刻,但任何游戏都必须成熟起来,以免被时间的推移和观众变化无常的注意力所侵蚀。怀旧可能会有递减的回报,而且只对那些有怀旧之情的人有效。
暗影要塞所做的就是在这三点之间走一条微妙的线,它让经验丰富的玩家产生怀旧之情,让他们回到我们的老地方,同时以我们曾经征服过的敌人的形式,将新玩家带到我们的“老地方”。
现在,这并不是说故事执行得很糟糕,或者设置不值得回到。投入到第一个任务中是迄今为止我所经历的命运运动中最强烈的介绍之一。与先锋队一起对月球进行全面进攻的战斗捕捉到了一个令人难以置信的英雄时刻。然后就是那个角落!当我第一次转过那个拐角,看到那艘金字塔船时,它简直让我窒息。我不得不停下来,接受我刚刚看到的,以及我即将经历的故事的含义。
这将是整个竞选过程中许多类似的时刻中的第一个。即使是延续到永恒的季节,也感觉像是叙述的自然进展。
虽然我可能会对如何处理叙述中的个人感受感到矛盾,但我并不会对全系统范围内的生活质量提升感到矛盾。
季节性的进展让每一关都感觉很有价值,同时又不会让人觉得很无聊。新的季节性物品和装甲2.0系统为玩家提供了一种获取额外奖励的新方式,让他们不用花几个小时去寻找正确的随机点数就能玩自己的游戏。Quests选项卡取代了pursuit选项卡和管理奖金的旧库存系统,并提供了一种易于访问的方式来跟踪进度。有新的武器机制,让你比以前更深入的定制,如津贴,让你通过沉重的掩护或错开敌人。噩梦打击现在可以通过配对活动,打开了一个全新的水平的挑战群众。第一季的内容,永恒的季节,保持新鲜的新Vex入侵活动,随着一个延续的竞选叙事,和公共事件,以反击成群的Vex在月球表面。
这些改进加上新增加的光使这一版本的命运是最容易访问的版本的游戏的所有类型的玩家,无论是经验丰富的或返回,休闲或硬核。这对于《命运》的未来非常重要,因为它倾向于作为一款动作MMO第一人称射击游戏。这些改进(大部分)都非常棒。我在生活质量方面最大的抱怨是,升级到杰作的状态感觉就像在命运1的困难时期的一次挫折——除非你在资料片下降之前囤积了材料。这感觉就像它站在与Shadowkeep的新玩家入口点的冲突。
结论
《命运2:影子堡》代表了Bungie自90年代末的马拉松和神话时代以来,第一次回到自助出版的美丽新世界。这是一个惊人的进步!
新的游戏机制提供了更深入的定制,玩家微调他们的监护人到他们的最终版本的怪物狩猎机。将生活质量的提高与现代射击游戏中最激烈的枪战联系起来,这可能是《命运》迄今为止最好的版本。
重返月球是一个步骤,虽然它大量借鉴了过去,创造了一种重温熟悉的东西,但演变。这个故事有点短,创造了更多的松散的结尾,而不是把它作为一个整体的叙述,它有一些令人难以置信的令人满意的时刻,这是完美的扩展,支付了多年的等待。
《星门》的基调概括了命运的故事所要传达的全部内容:一个光明与黑暗的故事,一个用不正当手段获得的权力诱惑与通过纪律和奉献赢得的权力诱惑的故事,一个用哪怕是最小的一线希望拼凑起来的绝望的故事。
我们期待看到他们如何继续充实的命运,因为它成熟的超越季节的不死。《走出大门》,《命运2:暗影堡》建立在Bungie传奇的故事情节和游戏玩法的结合上,在过去的基础上进行改进,同时展望未来。
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原文:
With five years of existence, six major retail releases, numerous seasonal and DLC content drops, and consistent sandbox updates, as well as walking through a split with powerhouse publisher Activision, it would be an understatement to say that Bungie has been both literally and metaphorically to the moon and back with the Destiny franchise. Within this review, we will be examining the content of Destiny 2: Shadowkeep with as few spoilers as possible along with answering a question raised within our first impressions of the game: is looking back the way forward for Destiny?
In this latest major installment of the Destiny universe, Shadowkeep takes players back to the surface of the moon to revisit old haunts, specifically, the ruins of colonization lost during the Hive’s incursion and Crota’s devastation of Guardian forces. New waves of Hive are emerging from the depths, along with an ominous, crimson spire. You are sent in with the full measure Vanguard strength to thin their ranks and discern the sudden resurgence of activity with the help of former Guardian and Hunter, Eris Morn.
What you discover below the surface of the Moon is far more terrifying than the Hive or even Crota himself: a mysterious pyramid ship that has haunted your visions of the Collapse, a harbinger of the Darkness… one of the Traveler’s greatest foes. Under the influence of its reawakening, nightmares of your past manifest back into reality, haunting your every more as you seek the answers that this ship might hold. And these nightmares must be put to rest once more.
This story is played out through a series of narrative missions which will have you gather gear to mitigate the influence of the pyramid ship as well as to teach you one of the Shadowkeep’s end game activity mechanics: Nightmare Hunts. Within these Nightmare Hunts, you will track down enemies from Destiny and Destiny 2. It’s not as simple as filling them with bullets; each boss is defeated through a series of phases which require you to kill nightmare special adds interspersed with their real-world counterparts. Nightmare units will drop an Unstable Essence buff which will increase your damage against Nightmare units for around 15 seconds. Rinse, lather, sprayer, repeat and you will extinguish these shadows of the past with your Light.
With all of this talk of nightmares, Shadowkeep has a far darker tone than many of the stories of the past. The Hive’s connection with the Darkness and their ravenous need to pay tribute to it have only been enhanced by the reawakening of this object of their obsession under the moon’s surface. From the atmospheric ambience and soundtrack to the story itself, Bungie is embracing some of the weirder elements of their universe to stare into the abyss of its darkest reaches. And it works… but it works because of the foundation it is built on.
The Moon was always one of the darker settings from Destiny 1. It was the site of one of the great tragedies of universe in the lore and played host to the unmaking of a great number of heralded champions of the Traveler. With locations like the Circle of Bones, Hellmouth, Crimson Keep, and World’s Grave, this setting might feel far more Doom than Destiny. (This is not a bad thing, Destiny did also borrow its new Finishing Moves system from the aforementioned shooter.) Shadowkeep masterfully captures the isolation of darkness while creating a sense of fear in the things lurking just outside of your vision.
As story-craft goes, Destiny 2: Shadowkeep delivers some exceptionally powerful moments of pay-off for players who have been along the journey for a while, though they may not be as significant to new players. From a scope perspective, the story mission of Destiny 2: Shadowkeep is a bit shorter than Forsaken. I completed it somewhere around the 6 hours mark. It is, however, longer than any of the episodic or seasonal narrative content of the past. And this is where I am very conflicted over whether or not this is a positive step forward for Destiny in moving the story forward. Here is why:
For me, there is always a tension between wanting more story, but desiring resolution from the narrative. Rather than doing this, Shadowkeep builds more tension at the conclusion of its campaign - which should irritate me, but instead, as I look at the content calendar Bungie is planning on delivering, it makes me expectant. We are just stepping into the Season of the Undying - content that is included with the base retail version of Shadowkeep - and already, it has been seeding a continuation to the narrative plot. This very well could be Bungie’s way of holding the attention of its player-base while delivering new plot along the way. It makes me wonder how much narrative continuation will players without a season pass be able to experience? Time will tell.
And this is where I come back to the question I asked in my first impressions: Is looking back the way forward for Destiny? Yes and no.
Yes, because there are more connections to the past that need to be mended and more story threads that need to see resolution. For example, is the SIVA crisis from Rise of Iron now over since Rasputin is reconnected with Anna Bray from our work in the Warmind campaign? Or, how will our work with Osiris and Sagira in Curse of Osiris impact our ability to fight the Vex in the Black Garden? Will it have any impact whatsoever?
Yes, the way forward is looking back because of New Light. Brand new Guardians need to experience the nightmares of our conflict with Crota, of our collective loss of Cayde-6 or when Taniks killed Andal Brask, to revisit the Cosmodrome where it all started, and the once again, make “one small step for man, one giant leap for mankind” back on the Moon.
However, I also say no to this notion as a complete way forward because Destiny cannot always linger in the past. There are a lot of amazing moments in the past, but any game must mature lest it be eroded by the movement of time and the fickle attention span of its audience. Nostalgia can have a diminishing return and only really works on those who have something to be nostalgic about.
What Shadowkeep does with all of this is that it walks a delicate line between these three points by giving seasoned players the nostalgia of going back to our old haunts while rehashing or introducing new players to our “old haunts” in the forms of our once vanquished enemies.
Now, none of this is to say that the narrative is poorly executed or that the settings are not worth returning to. Dropping into that first mission was by far one of the strongest introductions into a Destiny campaign I have experienced. Fighting alongside the Vanguard in a full on assault on the Moon captured an incredibly heroic moment. And then there was THAT corner! When I turned that corner for the first time and saw the pyramid ship, it stole my breath. I had to stop to take in what I just saw and the implications of the story I was about to experience. While this would be the first of many moments like this throughout the campaign. Even the continuation into the Season of the Undying felt like a natural progression of the narrative.
While I may be conflicted over my personal feelings in how narrative is being handled, I am not conflicted over the system-wide quality of life enhancements Destiny 2: Shadowkeep bring to the table.
The seasonal progression makes each level feel rewarding without being terribly grindy. New seasonal artifacts and Armor 2.0 systems give players a new way to access perks, empowering them to play their way without hours of searching for the right random roll. The Quests tab takes the place of the both the Pursuits tab and the old inventory system of managing bounties and provides an easily accessible way to track progress. There are new weapons mechanics which allow you to deeper customization than before, such as perks which allow you to punch through heavy shielding or stagger enemies. Nightmare strikes can now be accessible through Matchmaking activities, opening a whole new level of challenge to the masses. The first season of content, Season of the Undying, keeps things fresh with the new Vex Incursion activity, along with a continuation of the campaign narrative, and public events to fight back droves of Vex across the surface of the Moon.
These improvements along with the addition of New Light make this version of Destiny one of the most accessible versions of the game to all types of players, whether seasoned or returning, casual or hardcore. This is incredibly important for the future of Destiny as it leans into its identity as an action MMO first-person shooter. And these improvements are (mostly) fantastic. My biggest complaint in the quality of life department is that leveling gear to Masterwork condition feels like a setback in difficult to the Destiny 1 era - unless you stocked up on materials before this expansion dropped. This feels like it stands at odds with Shadowkeep’s entry point for new players.
Conclusion
Destiny 2: Shadowkeep represents Bungie’s first step back into the brave new world of self-publishing since the Marathon and Myth era of the late 90s. And it is an amazing step forward!
New gameplay mechanics offer deeper customization for players to fine-tune their Guardians into their ultimate version of a monster hunting machine. Couple the quality of life improvements with its pedigree for some of the tightest gunplay in modern shooters and this is possibly the best version of Destiny yet.
The return to the Moon is a step that, while it borrows heavily from the past, creates a sense of revisiting something familiar, but evolving. The story is a bit short and creates more loose ends than it ties up for the overarching narrative, it has some incredibly satisfying moments which are pitch perfect for this expansion, paying off years of waiting.
The tone set out of the gate encapsulates the full scope of what Destiny’s story has to deliver: a story of Light versus Darkness, the lure of power ill-gained versus that earned through discipline and devotion, the hopelessness in deep places pieced with even the smallest simmer of hope.
We look forward to seeing how they continue to flesh out Destiny as it matures beyond the Season of the Undying. Out of the gate, Destiny 2: Shadowkeep builds on Bungie’s legendary marriage of storytelling and gameplay, improving upon the foundations of the past while looking ahead to its future(s).
 
 
 
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