《天外世界》是一款第一人称射击游戏,提供近战和远程战斗

2019-10-22 2481
这可能让人难以置信,但几乎就在9年前,《新维加斯》于2010年10月19日上映。尽管它的技术成长的烦恼,它仍然保持最好的3d辐射游戏的标题在我的书。然而,电子游戏的世界已经发生了变化,说实话,新维加斯早在那时就已经是一所老学校了。因此,我对外部世界的期待中夹杂着某种担忧,即这个概念在多大程度上适用于现代标准。这种担忧在某种程度上是合理的,因为外部世界确实在创新理念和机制方面没什么可提供的。尽管如此,这并不妨碍它成为一次多彩的、兼收并蓄的外太空之旅。
一种似曾相识的感觉
与放射性尘降物的相似之处比比皆是。甚至我们的英雄的背景故事都不止一个。在另一个时间线上,地球在外太空建立了殖民地。这些任务基本上是由有影响力的大公司资助的这些大公司也组成了这些殖民地的政府。一个这样的殖民地就是制度的宁静,公司通过“董事会”来统治。你在一艘巨大的殖民地船上醒来,却发现自己和其他殖民者一起冬眠了70年,因为有些地方出了严重的问题。你的救世主,被通缉的科学家菲尼亚斯·威尔斯博士,只有足够的资源来唤醒你。他告诉你,第二艘殖民船的旅程没有任何问题,同时殖民了整个系统。出于某些原因,尽管委员会没有兴趣试图唤醒你船上的乘客。你即将发现的原因。
 
也许只有我一个人被关起来,然后进入一个与此同时不断前进的世界,听起来很熟悉。避难所,殖民地飞船-有什么区别。放射性尘埃的一个不同之处在于它的技术水平。毕竟,外部世界不会把你限制在一个行星上,而是整个太阳系。令人着迷的是,黑曜石是如何设法从另一个时间轴上延续了复古未来主义的破旧和笨拙的面貌。我喜欢这两款游戏的一个基本主题是愿望与现实之间的巨大差距,无论是在社会福利、结构还是技术可靠性方面。这通常与黑色幽默相结合。事情很少像在宁静的广告中宣传的那样。
开发潜在的故事
黑曜石对典型的反乌托邦提出了一个有趣而务实的观点。它不是一个在历史上某个时刻篡夺权力的神秘的老大哥,没有人能再记得了。相反,公司是控制一切的,因为毕竟没有它们,整个企业就不可能开始。因此,大多数居民没有理由质疑他们权力的合法性。
不幸的是,广泛的世界建设的潜力仍然没有得到充分利用。作者从一开始就很清楚公司是邪恶的。时期。如果你没有足够快地理解这个事实,他们会让几乎每个角色在对话中背诵一些公司口号,让你理解它,因为他们有这样做的法律义务。虽然这是一个有趣的想法本身,它是一个典型的非微妙的方式画东西的黑色和白色。特别是在主要故事中,道德灰色地带的空间很小。在不破坏任何细节的情况下,因为这在最初的几个小时内变得很清楚,你可以与威尔斯博士一起工作,试图唤醒其余的殖民者,或者你可以为委员会工作。至少你可以让双方都高兴一段时间,这样你就可以推迟做出最后的决定。
 
然而,董事会显然是邪恶的,在我看来,没有内在的动机让主角为他们工作。现实地说,选择他们的阵营只能是出于玩家的好奇或者是想成为坏人的想法,但对我来说,这将会抹杀任何剩余的沉浸感,尽管我有时会在有可信理由的情况下喜欢扮演坏人。总的来说,故事主线仍然很浅显——这与《辐射》系列的另一个相似之处。
探索的自由
在大量的支线任务中,你可以发现写作的强大之处,而这些支线任务几乎没有什么值得期待的地方。复杂的任务结构,多样的解决方案,不同任务的交织以及从中获得的信息给了我一种前所未有的自由感。即使我采取的行动可能不符合预期的探索步骤的顺序,这也是没有任何问题的。如果我的角色已经提前知道了事情,总是有逻辑对应的对话框选项。在极少数情况下,一个任务因为我的行为而失败,原因总是可以理解的。与《辐射:新维加斯》相比,这是一个巨大的进步。
尽管任务结构可能是开放的,但在它们的核心中我很早就注意到某种“背叛者模式”。它基本上涉及一个派别或人告诉你对另一个敌对。当你和目标交谈时,它会告诉你他们的故事,然后你可以决定帮助哪一方,或者你甚至可以找到一个折衷方案。虽然这在许多其它游戏中也被过度使用,但一旦我在外部世界中看到它,我就再也看不到它了。这是无处不在。从积极的方面来看,许多这种二元选择具有持久的影响。尽管它们可能是二元的,但它们包含了许多次要的派别,不太容易被黑和白分开,导致了非常艰难的选择。
一般来说,自由是你的宁静之旅中非常重要的一个方面。虽然没有巨大的开放世界,但在不同的星球上有几个广阔的区域。任务和战利品等在每个角落,探索是使外部世界有趣的一个重要部分。包括所有我能找到的支线任务,我花了将近40个小时去完成它。开发人员并没有预先定义你必须访问不同地方的真正顺序。只有很少的人是有故事情节的。不过,就难度和项目级别而言,至少隐含了一个逻辑顺序的概念,这个概念也得到了故事事件的支持。
失去平衡?
显然,自由使平衡变得复杂。我的经验是,随着我的性格和同伴的进步,这变得越来越容易。在某些时候,我甚至不再需要参加战斗,因为我的同伴们足够强壮,有足够的能力独自完成这项工作。与《辐射》相似的是,角色系统包含了一些技能,你可以随着等级的增加而增加,以及一些每隔几级就会解锁的额外津贴。你的同伴,你可以同时在你的队伍中有两个,有一个类似但简化的系统。他们只有三个关键技能可以在技能检定上给你加分(比如开锁或说服)。
每一个都提供了一个特殊的能力,你可以在战斗中触发。你也可以告诉他们攻击哪个敌人或者守住某个位置。除此之外,它们的行为完全自主,这取决于它们的行为设定。《天外世界》提供近战和远程战斗,是一款第一人称射击游戏。因此,角色扮演元素有时会让人产生依恋感。举个例子,如果目标很好,我用远程武器消灭对手是不成问题的,即使我在那个领域几乎没有技能点。他们只是减少了摇摆,增加了重击的机会。
关于平衡的另一个问题是整个项目系统。对我来说,很难找到一个清晰的逻辑来判断一种武器是否比另一种更好。有些DPS指标显示某些类型的武器从一开始就比其他类型的武器差得多,这将使它们变得毫无用处。与此同时,有项目水平和销售价值完全矛盾的迹象。不管怎样,这都不重要,因为有足够的钱你可以修补武器(升级它们的等级)到荒谬的伤害范围。把它们交到你的同伴手中——至少在“正常”难度下——所有的问题都解决了。
如果你仍然有困难,总是有所谓的战术时间扩张(TTD),一个慢动作功能,你可以在战斗中短暂激活。事实证明,被冷冻了70年对你的大脑有积极的影响,现在你对时间的感知方式不同了。除了正在进行的严重的枪击和谋杀,它不会是《辐射:新维加斯》的精神继承者,如果没有一些疯狂的空间的话。因此TTD并不是唯一一个你可以访问的奇怪工具。还有一个全息裹尸布,允许你在收集身份证后带上某些身份证。然而,最奢侈的工具可能是科学武器。这些独特的武器很难获得,每一种都有特殊的功能。我个人最喜欢的当然是收缩射线和精神控制射线。
团队中没有“我”
很明显,为了让你的同伴在群体效应的传统中感到有活力,你付出了很多努力。这些共性很难被忽略。毕竟,在外部世界,你也可以拥有一艘宇宙飞船,并拥有最多6名船员。不幸的是,对我来说,这根本行不通。我从未有过任何亲密感,甚至与我在其他类似经历中所体验到的感觉相近。在这六个角色中,我只喜欢海盗医生埃莉。在我看来,这有几个原因。首先,讨论的深度不够。顺便说一下,对于其他对话框也是如此。书中有很多聊天的角色,但他们很少说特别有趣的话。
给你一个不现实的行为的例子,基本上所有的伙伴加入你的团队心跳,即使你是一个完全陌生的时刻。之后,唯一的联系发生在他们各自的任务线中。然而,即使完成了这些任务,除了大量的经验点之外,也没有真正的奖励。虽然对我来说没有浪漫的可能性是完全可以的,但我至少希望有更多的对话,或者对我的主角有一些行为上的改变。但这是不可能的,因为当没有什么可以开始时,也就没有什么可以改变。
总的来说,这不仅适用于同伴,其他角色也很难像对待一个真实的人一样对待我的角色。在我看来,其他角色之间的关系比我的英雄之间的关系更可信。大多数时候,我觉得自己像个多余的人,只是在那里观察和解决别人的问题。这也可能是缺少指导的原因。在对话中,没有一种动态的摄像机跟踪可以使外部世界变得更像电影。这是外部世界感到真正过时的方面之一。除此之外,几乎没有任何过场动画。你永远不会看到你自己的角色,除了在库存窗口和你的英雄保持沉默,而其余的演员是充分发声。
情人眼里出西施
从技术角度来看,外部世界绝对不是一个看客,至少在PS4上不是,我在PS4上测试过它。细节的层次,纹理和动画都在ok -ish的范围内,但仅此而已。它以丰富多彩的、充满爱意的艺术风格和对不同世界的大量创造性和多样性的设计来弥补这些不足。而且,即使在普通的PS4(不是专业版)上,我也没有经历过帧掉落,但在传送后我遇到了一些加载缓慢的纹理。说到远程移植:改变位置后的装载时间——例如当你离开你的船时——在所说的常规PS4上花费50秒。因为这是您经常做的事情,所以这些加载时间会阻碍流的产生。
在控制方面,Obsidian为控制台找到了一个很好的解决方案,尽管这种观点受到了过于简单的战斗系统的支持。有些菜单还是有点复杂。就我个人而言,我在控制方面最大的问题是掠夺一些较小的物品,比如弹药。一段时间后,以他们为目标去接他们成为了一项相当乏味的任务。至少在PS4上,我只遇到了一个主要的bug。我的游戏崩溃了一次,显然的结果是,当我回到船上时,其中一个同伴总是被重置。虽然这并不会破坏游戏,但它仍然让这个角色变得毫无用处。
结论
最后,我享受了40个小时的外太空之旅,尽管有时旅途会很颠簸。尽管如此,这个有趣的世界是在这里建立起来的,它给人的感觉是在这条路上还有很多未开发的潜力。类似缺陷影响系列——也就是一个主要的故事,不过是一个框架维系的沙箱游戏和相应平淡的角色——阻止它获得一个地方的名人堂roleplaying-shooters质量效应。
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原文:
It might be hard to believe, but it’s already almost exactly nine years ago that Fallout: New Vegas was released on October 19, 2010. Despite its technical growing pains, it still holds the title of the best 3D-Fallout game in my book. However, the world of video games has moved on since then and to be honest, New Vegas was already kind of old school even back then. Therefore my anticipation for The Outer Worlds was mixed with certain worries how well the concept would translate to modern standards. Worries that were justified to some extent, since The Outer Worlds indeed has little to offer in terms of innovative ideas and mechanics. That doesn’t prevent it from being a colorful and eclectic ride through outer space though.
A feeling of déjà vu
Similarities to Fallout can be found plentifully. Even the backstory of our hero rings more than one bell. In an alternate timeline, Earth has founded colonies in outer space. These missions were basically funded by big influential corporations which also form the governments in these colonies. One such colony is the system Halcyon, were the corporations rule via “the board”. You awaken in a huge colony ship, only to realize that you have been in hibernation for 70 years along with the rest of the colonists because something went terribly wrong. Your savior, a wanted scientist named Dr. Phineas Wells, had only enough resources to awaken you. He tells you that the second colony ship made the journey without any problem and indeed colonized the system in the meantime. For some reasons though the board has no interest in trying to awaken the passengers of your ship. Reasons that you are about to find out.
Maybe it’s just me, but being locked away and then entering a world that has moved on in the meantime sounds awfully familiar. Vault, colony ship – what’s the difference. One difference to Fallout is for sure the technological level. After all, The Outer Worlds does not limit you to one single planet but a whole solar system. It’s fascinating how Obsidian nevertheless managed to carry over the shabby and clunky look of the retrofuturism from an alternate timeline. A basic theme that I love about both franchises is the huge gap between aspiration and reality, both in terms of the social welfare and structure as well as the technological reliability. This is often combined with a dark sense of humor. Things are hardly ever as they are advertised in Halcyon.
Untapped story potential
Obsidian draws an interesting, pragmatic take on the typical dystopia. It’s not a shadowy big brother that usurped power at some point in history that nobody can remember anymore. Instead, corporations are in control, because after all without them the whole venture would not have been possible to begin with. Therefore, there is no reason for most inhabitants to question the legitimacy of their power.
Unfortunately, the potential of the extensive world building remains mostly underused. The writers make it very clear from the very beginning that corporations are evil. Period. If you didn’t get that fact quick enough, they will make you understand it by letting almost every character recite some corporate slogans during the dialogues, because they are legally obliged to do so. While this is a funny idea by itself, it is exemplary for the unsubtle way of painting things black and white. Especially in the main story there is little space for moral gray areas. Without spoiling any details, since this becomes clear in the first few hours, you can either work alongside Dr. Wells in his attempt to awaken the rest of the colonists or you can work for the board. At least it is possible for you to keep both parties happy for some time, so you can delay your final decision.
With the board being so clearly evil however, in my view there is no intrinsic motivation for the main character to work for them. Realistically, choosing their side can only result from the player being curious or entertained by the idea of being the bad guy, but for me that would have killed any remaining immersion, even though I sometimes enjoy the play the baddie when there is a believable reason. Overall, the main story remains rather shallow – another parallel to the Fallout series.
The freedom of questing
The strong suit of the writing can be found in tons of side quests that leave little to be desired. Complex quest structures, multiple solutions and the interweaving of different quests and the information gained there gave me a feeling of freedom that is seldom matched. Even if I acted in a way that might not meet the expected order of quest steps, this was resolved without any problems. If my character already knew things in advance, there was always the logical corresponding dialog option. In the rare case that a quest failed because of my actions, the reasons were always comprehensible. This is a big improvement compared to Fallout: New Vegas, where quest lines could easily bug out for the same reasons.
As open as the quest structures may be, in their core I noticed quite early a certain “turncoat pattern”. It basically involves one faction or person telling you to act hostile towards another. When you then talk with the target, it tells you their side of the story and you then can decide which side to help or maybe you can even find a compromise. While this is certainly overused in many other games as well, once I saw it in The Outer Worlds, I couldn’t unsee it anymore. It was everywhere. On the positive side, many of these binary choices have lasting consequences. Even though they might be binary, they involve a lot of secondary factions that can’t be divided as easily in black and white and lead to really tough choices.
Freedom is in general a very important aspect of your journey through Halcyon. While there is no huge open world, there are several spacious areas across different planets. Quests and loot wait at every corner and exploration is a big part of what makes The Outer Worlds fun. Including all side quests that I could find, it took me close to 40 hours to complete it. There is no real order predefined by the developers in which you have to visit the different places. Only very few are story-locked. Still, in terms of difficulty and item levels at least implicitly there is apparently a certain idea of a logical order that is also supported by the story events.
Out of balance?
Obviously that freedom complicates balancing. My experience was that with my character and my companions progressing, it became increasingly easier. At some point I didn’t even have to participate in combat anymore, because my companions were strong and competent enough on their own to handle the job. Similar to Fallout the character system involves skills that you can increase with each level up as well as certain perks that unlock every few levels. Your companions, of which you can have two in your party at the same time, have a similar but simplified system. They only have three key skills which give you a bonus on skill checks (like lockpicking or persuading).
Each of them offers a special ability that you can trigger during combat. You can also tell them which enemies to attack or to hold a certain position. Besides that, they act completely autonomous, depending on their behavior setting. The Outer Worlds offers melee and ranged combat and is gameplay-wise a first-person shooter at heart. Therefore the roleplaying elements feel attached at times. For example, with good aim it was no problem for me to eliminate opponents with ranged weapons even though I had almost no skill points in that area. They only reduce the sway and increase the chance for critical hits.
Another issue regarding balancing is the item system as a whole. For me it was very hard to see a clear logic on how I could determine whether one weapon was better than another. There are DPS indicators according to which certain weapon types are way worse than others from the very beginning, which would render them useless. Meanwhile, there are item levels and sale values completely contradicting that indication. Either way it doesn’t matter too much because with enough money you can tinker weapons (upgrading their level) into absurd damage spheres. Put them in the hands of your companions and – at least on “normal” difficulty – all problems are solved.
If you still have difficulties, there is always the so-called Tactical Time Dilation (TTD), a slow motion feature that you can activate briefly during combat. Turns out, being frozen for 70 years damaged your brain in a positive way and now you perceive time in a different way. Next to all the serious shooting and murdering going on, it wouldn’t be a spiritual successor to Fallout: New Vegas if there wasn’t room for some craziness. Therefore the TTD is not the only weird tool that you get access too. There is also a holographic shroud that allows you to take on certain IDs after you collect ID cards. Still, the most extravagant tools are probably the scientific weapons. These unique weapons are hard to get by and each of them has a special function. My personal favorites are definitely the shrink ray and the mind control ray.
There is no "I" in Team
There obviously has been put a lot of effort into making your companions feel alive in the tradition of Mass Effect. The commonalities are hard to miss. After all, in The Outer Worlds you too get to own a spaceship and collect a crew of up to six members. Unfortunately, for me it simply didn’t work. There was never any sense of bonding that came even close to what I experienced in other similar experiences. Of the six characters I only really liked Ellie, the pirate doctor. In my view, this has several reasons. To begin with, the discussions are just not written with enough depth. That is, by the way, also true for other dialogs. There is a lot of text from a lot of chatty characters, but they rarely have to say something particularly interesting.
To give you an example for unrealistic behavior, basically all of the companions join your team in a heartbeat, even though you are a total stranger to them in that moment. Afterwards, the only bonding that takes place happens during the quest line that each of them brings along. Still, even after completing them, there is no real reward for doing so, besides a ton of experience points. While it’s perfectly fine for me that there is no possibility of romance, I would at least expect some further dialogues or some change of behavior towards my main character. That’s not possible though, because when there is nothing to begin with, then there is nothing to change.
In general, and again this is not only true for the companions, it hardly felt like other characters were treating my character like a genuine person. It seemed to me that there were more believable relationships between the other characters than with my hero. For most of the time I rather felt like an extra, only there to observe and to solve the problems of the others. This might also be for reasons of missing directing. In dialogues there is no sort of dynamic camera tracking that could make The Outer Worlds so much more cinematic. This is one of the aspects where The Outer Worlds feels truly dated. On top of that, there is hardly any cutscenes at all. You never see your own character except in the inventory window and your hero remains voiceless, while the rest of the cast is fully voiced.
Beauty is in the eye of the beholder
From a technical point of view, The Outer Worlds is definitely not a looker, at least not on the PS4, which is the platform that I have tested it on. The level of detail, the textures and the animations are all in the range of okay-ish, but nothing more. It makes up for these shortcomings with a colorful and lovingly art style and a lot of creativity and variety in the design of the different worlds. Also, even on a regular PS4 (not Pro) I experienced no frame drops, but I encountered some slow loading textures after teleporting. Speaking of teleporting: The loading times after changing the location – for example when you leave your ship – take up to 50 seconds on said regular PS4. Since this is something that you do quite regularly, these loading times hamper the flow noticeable.
In terms of controls, Obsidian found a good solution for consoles, although this perception is favored by the rather simplistic combat system. Some of the menus are still a little bit complicated to work through. Personally, my biggest problem with the controls was looting some of the smaller items like ammunition. Targeting them to pick them up became quite the tedious task after some time. At least on the PS4 I encountered only one major bug. My game crashed once and apparently as a result one of the companions always was reset when I returned to the ship. While this is nothing game breaking, it still made that character de facto useless.
Conclusion
In the end, I enjoyed the 40 hour ride through the The Outer Worlds, even though it was sometimes a bumpy one. Still, with the interesting world that was built here, it feels like there was left a lot of untapped potential on the road. Flaws similar to the Fallout series – namely a main story that is little more than a frame holding together the sandbox that the rest of the game is and correspondingly flat characters – prevent it from earning a place in the hall of fame of roleplaying-shooters next to Mass Effect.
 
 
 
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