作者nemesisred (某踢西)
看板PlayStation
标题[情报] IGN Splinter Cell: BlackList Review
时间Sat Sep 7 15:49:12 2013
终於硕毕啦!
回到家之後,在这一阵子的废人生活中玩到一款十分好玩的续作
(要知道废人如现在的我对游戏可是十分挑剔的)
翻了一篇Review给大家参考。
原文网址
http://ap.ign.com/en/review/8464/splinter-cell-blacklist-review
原文作者
Ryan McCafferey
网志版,里面还有过去的翻译文章
http://nemesisred.blogspot.tw/2013/09/ign-splinter-cell-blacklist.html#more
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Hanging from a ledge on a balcony, I pressed the Back button on the Xbox 360
gamepad and grizzled superspy Sam Fisher drew an armed guard closer with a
whispered a come-hither taunt. Decision time: do I toss an incendiary grenade
at his feet and watch the flesh cook off his bones? Tear gas him and then run
up and slit his throat? Simply aim my pistol at his face and paint the wall
with his brains? Nah, I'm an old-school Splinter Cell purist, so instead I
tapped the X button. Fisher reached up, grabbed the bad guy by the shirt, and
hurled him over the edge to the concrete below. No one heard. That rush of
having so many tools to choose from and the intoxicating freedom to execute a
plan as I saw fit is the biggest part of what makes Splinter Cell: Blacklist
the best game in the series since 2005』s Chaos Theory.
Very obviously an olive branch to hardcore series fans like me who were left
dismayed by the franchise's action-heavy pivot in 2010』s Conviction, Blacklist
gets stealth right. (In Conviction, scenarios like the one described above
don't happen and features include built in a win button called Mark and Execute
that kills up to four enemies instantly with no stealth or aiming required.
Facepalming in your living room is optional.) Blacklist still has the auto-kill
move, but it returns Fisher to his rightful place in the dark – though yes,
there are some daytime missions. The forgotten Splinter Cell element of
verticality is back, too, with ample ceiling-mounted pipes to shimmy along and
ledges from which to dangle above bad guys – all the better to rain down a
beating. Levels are laced with air ducts aplenty to crawl through and multiple
paths to explore, all of which combine to form a sublime stealth sandbox.
我轻按了Xbox 360上的Back键,
画面上两鬓已然斑白的Sam Fisher大叔就从窗缘上朝下面的武装士兵轻声地嘲讽
"靠近一点啊,你脸红啦?"
"过来啊,让我看看!"
当士兵因为听到声响靠近後,接下来就是选择的时候了;
我应该朝他脚下丢一颗燃烧手榴弹然後看他烧得连骨头都不剩吗?
或是扔催泪瓦斯让我有时间靠近并亲手绞了他的喉?
还是乾脆直接朝他脑袋开一枪让他的脑浆同时存在於脑壳中以及後面的墙壁上?
噢不,身为一个《纵横谍海》系列的老玩家,比起以上这些选择,我只轻按X键,
就看到Sam将这个可怜虫从楼上扯了到楼下的水泥地上,没有其他人会发现。
(注:在游戏中这算是击昏,但是这样真的不会把人摔死吗?)
而这些使用多元工具来达成多种不同计画方向的玩法是继《纵横谍海-混沌理论》之後,
该系列作最令人感到醉心的自由玩法,也使本作成为系列中的佼佼者。
本作向硬蕊玩家如我示好的意图十分明显,
因为我们在2010年的《纵横谍海-断罪》中被吓怕了,这才不叫匿踪游戏。
《纵横谍海-黑名单》玩的才是真正的匿踪。
(在《断罪》中,上述多重选择的情况根本不会发生,只要按一个叫做标记处决的钮之後,
系统就直接帮你搞定最多四个敌人,不用匿踪,也不用瞄准。当然,如果觉得无聊,
你也可以自己玩一个"在萤幕前表示无奈"的动作。)
《黑名单》也保留了上述的自动杀敌系统,但是至少不是这麽无双。
系列作中原本被遗忘的三维垂直玩法也又回来了,
玩家可以利用在墙壁和天花板上的水管移动到好的位置,或是垂挂在墙壁突出的边上,
伺机一个一个搞定敌人。
场景中也有许多的通风管让你可以行动,所以有许多中路径来完成目标。
所有以上的要素结合成了《黑名单》这样的优秀沙盒匿踪游戏。
Of course, it's expected that a Splinter Cell game should give us a quality
stealth experience, but what's really impressive is that if you want to play
Blacklist the way we were forced to play Conviction, you can. Between its fluid
aiming and excellent camera controls it serves as a capable shooter. Silenced
pistol shots to the face drop targets with a satisfying 「Tss-eew,」 while
shotguns thud rounds into bad guy chests with authority. On a related note, one
particular twist in the campaign (you'll know it when you get there) feels more
jarring than refreshing, but is mercifully short and still able to be played
stealthily.
We're effectively incentivized to play and replay in different ways by a
post-mission scoring system – another feature clearly inspired by Chaos Theory
– that tracks everything you do and credits you points in one of three
categories: Ghost (non-lethal stealth), Panther (lethal stealth), or Assault
(loud and lethal), each with associated achievements/trophies.
当然,我们本来就期待《纵横谍海》系列会带给我们良好的匿踪游玩经验。
不过如果你想要用那种我们在《断罪》中被强迫游玩的方式进行的话,本作也能做到。
在流畅的瞄准和运镜之间,本作在动作游戏之外也是一款很好的射击游戏。
用灭音手枪颜射一个敌人後我们会得到一个很爽的"咻!噢!",
或是也可以用散弹枪一枪轰爆敌人的胸膛。
说到这个,在单人游戏中的某一段会有一段"转换"的小插曲(你到了那边就知道了),
其实比起感觉有新意,这段让我感觉有点不合谐。
不过所幸这段很短,而且还是有可能匿踪游玩。
(注:这里讲的是玩到某一关会变成第一人称视角)
我们也会因为任务结算的得分而持续的玩,这个功能明显也是来自《混沌理论》,
在得分画面,系统会计算你做的每件事来计算你的得分,并分成三个分类:
鬼魅(不杀人匿踪)
猎豹(杀人匿踪)
突击(不匿踪硬干)
每一个都跟奖盃有关。
This multi-prong approach to level design is half of what makes Blacklist both
a phenomenal stealth game and a smooth action one. The other half is the
character customization, which allows you to spend cash earned by executing
stealthy tasks (like stashing enemies in dumpsters) to specialize Fisher's
gadget and weapon loadout to suit your play style. I made a full Ghost variant,
decked out with non-lethal gadgets like sleeping gas grenades, sticky shocker
proximity mines, and a crossbow that flings disabling darts, but there's plenty
of deadly equipment available as well.
It'd be a better system if cash weren't handed out quite so generously.
Particularly if you mix a few of the co-op missions in with your campaign
playthrough, you'll almost always be able to take the exact loadout you want
into any mission. If it's not going to make us choose between gear and make
sacrifices based on budget, why have an economy system at all? Considering that
this is a fairly easy campaign by classic Splinter Cell standards (even played
on Perfectionist mode) it could've used that extra element of making tough
choices.
这种在任务中的多路线选择也是之所以本作同时可以是一个非凡间谍游戏和动作游戏的原因
之一。
另一个原因是在於脚色的客制化,
你可以花游戏中赚到的现金来特化Sam身上的道具或是装备,使之更接近你所喜欢的玩法。
以我来说,我的装备都以鬼魅型来特化,比如说睡眠瓦斯,人员震撼地雷,
以及一把装载有能使人员晕眩箭矢的十字弓。
不过其他还有许多有杀伤力的装备武器供玩家选择。
如果系统所提供的金钱不要成长这麽快会好一点,
特别是如果你在跑主线时偶尔去玩其他co-op任务,如此你几乎可以想买什麽就买什麽。
如果玩家不需要根据预算来决定哪个部分需要被牺牲,那干嘛要有这个"经济系统"?
考虑到本作对於《纵横谍海》系列的标准来说算相对容易(就算是最难难度),
这个"经济系统"应该要用来增加玩家选择装备上的迟疑才对。
(注:个人建议可以从倒数第二难度开始玩)
Still, the equipment helps boost Blacklist's gameplay to highpoints in the
tense moments when quick thinking gets you out of a jam. For instance, at one
point I was be about to be discovered by a Heavy foe (an armored brute immune
to sticky shockers and gas grenades and is only vulnerable from above or
behind) closing on my cornered position. I switched to my sticky noisemaker
gadget and tossed it behind the Heavy; when he turned to investigate the
strange noise I was able to sneak up behind him and choke him out, avoiding a
noisy confrontation.
The campaign only stumbles in a few areas – spots where we're so outnumbered
that it's clear the designers intend for us to use Mark and Execute in order to
thin the herd. Completing them non-lethally is an exercise in frustration for
Ghost players, though it can be done. Fortunately, these moments are few and
far between, and most are friendly to all styles of play.
这些装备系统确实增加了本作的可玩性,特别一些装备可以让你脱离险境。
举例来说,某次重装士兵就快要发现位於转角处的我了。
(免疫於人员震撼弹和催泪瓦斯,唯一的弱点是从後面来或是从上方来)
我将副装备转换成噪音器并且丢到他的後面,当他一个转身调查噪音来源,
我便有时办法摸到他身後并把他打倒,避免了一场腥风血雨的发生。
整个剧情模式只在几个地方会卡卡的,
也就是那些制作者明显刻意要让你使用标记处决的场合。
对於坚持使用鬼魅方式通关的玩家这是十分麻烦的,虽然也是有办法不被发现。
所幸这些场合并不多,而且久久出现一次。
除了这些场合以外,其他场合都适合三种游玩方式的进行。
Between those missions, Fisher's airborne base of Fourth Echelon operations is
cleverly used as the game's menu. You can walk around the aircraft, talk to
your team members – all of whom have new things to say after each level – and
see your stats on in-game monitors. If only it were all easier on the eyes.
Any character not named Sam Fisher is rather ugly, with very little facial
detail and awful hair. That just can't be ignored in the plentiful pre- and
post-mission cutscenes, most of which suffer from rampant distracting screen
tearing in the 360 and PS3 versions and framerate stuttering on the Wii U
(Speaking of the Wii U, you're able to quick-select gadgets and weapons on the
GamePad. It's quicker than the "hold the D-pad" method required on the 360 and
PS3). Out on missions the environments look adequate, but Blacklist fails to
impress, let alone dazzle.
At least it can claim story superiority over the rest of the series.
Blacklist's terrorism-in-America plotline is grounded enough to be believable
and its villains developed and human enough to not seem cartoonish. It uses
Splinter Cell's continuity to great effect as well, bringing back characters
and story threads from Conviction in a way that strengthens Fisher's
motivations.
在任务和任务之间,Sam的空中基地也被很好的运用。
你可以在飞机里走来走去跟队员聊天,所有人在一个任务结束之後都有新消息告你知。
这些成员也会在任务进行中观测你目前的周遭和身体状况---但愿它们都很正常。
不过除了Sam以外的角色建模都颇为粗糙,这在任务前後的动画中展现的十分明显。
这些动画在360和PS3版本中时常出现画面撕裂,在WiiU版本中则会侦数不稳。
(讲到WiiU,玩家可以直接使用手把的萤幕来选择不同道具,
比较起其他版本的"按着类比再转"来的方便许多。)
至少在系列中本作的故事算是不错的。
本作中的"美国有恐怖分子喔(・∀・ )"主线中的反派角色刻画得不错,至少不会看起来很
滑稽。
本作也好好的利用了系列作先前的角色来增加Sam进行任务的动机。
It's difficult to understand the motivations behind the quasi-reboot of Sam
Fisher himself, though. Oh, he's still Sam, and nothing about his character's
backstory has overtly changed. But veteran voice actor Michael Ironside is
gone, taking his distinctive baritone and sarcastic wit with him. In his place
is a rather generic 「I'm the boss」 take on Fisher that's gone from grumpy to
full-on angry and whose tension with his crew isn't nearly as interesting as
their fraying emotions with each other. By the story's climax, nearly everyone
is angry at each other, but they're forced to work through their frustration
for the good of the mission. It's a rare case of character relationships
successfully complement the drama of a video game plot.
New lead actor Eric Johnson can't really be blamed for Fisher's shortcomings.
He's saddled with a mediocre script, and in fact his only real crime is being
miscast. He sounds 30 because he is (34, technically), despite Sam Fisher being
depicted as a mid-to-late 40s combat veteran with graying temples and a
daughter in her 20s. When Fisher's on the phone with her, it just
sounds...wrong.
我们很难了解Sam Fisher这个角色"准重制"的动机为何,
虽然这个角色依旧是叫做Sam,角色的背景也相同。
不过Sam招牌的嗓音个性却随着老牌CV Michael Ironside的离开而成绝响;
取而代之的是一个性格乖戾而且独裁的新Sam Fisher。
到了剧情的高峰时,每个成员都因意见不合生彼此的气,
不过为了任务他们还是得继续走下去。
在电子游戏情节中很少看到这样角色关系和剧情相辅相成的例子。
(注:其实reviewer这句话没有什麽特别的意思,
因为跟游戏进行其实没什麽关系,也没有因为角色关系产生的剧情分歧。)
其实我们也不能把新Sam角色演出上的短处全部怪罪到新的CV Eric Johnson头上,
毕竟他也只是按照剧本演出,他唯一做错的地方就是被错置位置了。
Eric的声音听起来就像是三十路
(硬要说的话,三十四岁),
不过Sam在设定上应该是四十後半,还有个二十几岁的女儿。
所以当在本作中听到Sam和她女儿通电话,就听起来有点...不太好。
Natrually, in Blacklist's riveting pair of multiplayer modes all character
concerns go out the window. The 14-mission cooperative campaign is practically
another game's worth of content unto itself. (Technically only the four Briggs
missions require two players. The rest can be tried as solo challenges if you
like.) More Splinter Cell is always appreciated, though it's strange that these
are all designed in such as way that active cooperation is almost entirely
optional.
Only once – when my partner and I had to simultaneously shimmy up pipes on
opposite-facing buildings in order to coordinate a synchronized dispatching of
snipers in windows who would've blown the opposite spy away had either one of
us faltered – did I feel like I was truly cooperating with my partner. The
rest of the time it felt like more of a two-player mode than a co-op one,
though in Blacklist's open-ended playground it's still a treat to tag-team a
group of bad guys. Yes, there are buddy moves like a boost and dual breach, but
it's nothing like the tight-knit teamwork required in Chaos Theory's
groundbreaking co-op mode.
很自然地,本作的多人模式和角色就没什麽关联。
游戏中除了主线,另外还有十四个两人合作任务,这几乎是一款游戏的份量了。
(技术上而言只有四个Briggs给你的任务是一定需要两名玩家进行,其他你可以选择单挑。)
能纵横愈多的谍海当然是愈好,不过一个合作模式却几乎不强迫合作是我觉得奇怪的点。
在我和我朋友合作游玩时我只有一次感受到合作的感觉,
就是当我和他在同一栋建筑的不同侧同时想要攀爬上去攻坚楼顶的狙击手的时候。
其他时候我只感觉这是一个"两个玩家在同一个游戏中各干各的"的模式。
虽然在本作中的开放空间要连袂
(ㄇㄟˋ)出击打倒一团敌人还是不太容易。
没错,游戏中是有共同破门或是协力攀爬,
但是还是远远不及《混沌理论》中的紧密团队合作。
(注:合作模式中有生存二十波的任务,我觉得还满刺激的。)
Perhaps recognizing this, the designers split Blacklist's multiplayer missions
into batches of three or four, with each set assigned by a different member of
your Fourth Echelon team and reflecting that person's play style. Charlie's
quartet of scenarios are a Horde mode in which you must survive wave after wave
of progressively more difficult opponents, while Grim's ops are pure ghost jobs
that are failed if you're spotted. I much prefer the latter myself, though I
appreciate the variety. Even the Charlie missions are a hoot to tackle in
different ways – non-lethally one time, then guns-blazing another. The only
mission that falls flat is the second of Briggs' set, which devolves into an
exact rip-off of Call of Duty: Modern Warfare 2』s classic AC-130 Spec Ops
mission where one player rains missiles from above and the other tries to
survive on the ground. We've just seen that one too many times, and it's a
misfit in a game that's supposed to be about stealth.
It's the long-awaited comeback of asymmetrical multiplayer mode Spies vs. Mercs
– last seen in 2006's Double Agent – that's likely to be the most enduring
portion of the powerful Blacklist package. It pits Fisher-esque spies (playing
in third-person view) against slower, well-armed Mercenaries (playing in
first-person). In both the 2v2 Classic mode that mimics the original Pandora
Tomorrow mode as much as possible and the new 4v4 Blacklist version (that adds
customizable loadouts) the cat-and-mouse battles between the diametrically
opposed classes makes for some of the freshest multiplayer in gaming today.
You're wholly dependent on your partner in Classic, though the larger player
groups in Blacklist mode invite welcome chaos as the spies try to hack the
terminal and the mercs try to stop them.
UbiSoft大概把这些多人任务分成几种分类来满足各种玩法的需求,
比方说Charlie的任务就是在一个开放空间中存活几十波敌人的攻势;
Grim给的任务就是纯粹为鬼魅玩家设计的,只要被发现就算任务失败。
我个人喜欢後者,但是我也很高兴游戏有这样多元的设计。
说起来其实Charlie的任务也就是使用各种方法个别击破,
这次可能不杀人一个一个击晕通关,下次可能带重武器硬干。
唯一做坏的就是Brigg的第二个任务,是我们会在COD中看到的典型AC130任务;
一个玩家在AC130上炮轰,另一个在下面龟。
这种玩法其实也已经是老梗了,而且这跟本游戏向性不合,本游戏应该要围绕在匿踪上阿。
另一个不对称式的多人模式"间谍对佣兵"是从2006年的《纵横谍海:双重间谍》而来,
这大概是本作最耐玩的模式。
模式中玩家可以分别扮演间谍
(第三人称视角)或是重武装士兵
(第一人称视角)来互相对抗。
在从《纵横谍海:潘朵拉计画》而来的2v2或是新的4v4模式
(都可以自定义装备)中,
间谍和士兵两个截然不同职业的追逐战着实令人耳目一新。
在经典2v2中,你和你的队友只能彼此依靠;
但是在新的4v4中,一堆玩家瞎搅和也造成很有趣的混乱局面。
All in all, though, the new Spies vs. Mercs is not quite as good as its
progenitor because it lacks some of the more inventive features. For instance,
neither team has gadgets that enable them to listen in on the voice chatter of
their rivals, nor can the spies grab mercs from behind and taunt them over the
mic, but it's an impressive modernization. It plays much faster than ever –
spies can slit the throats of their foes with a run-by tap of the X button,
for example – and most if its game modes are home runs. Team Deathmatch is the
exception to that. It allows you to have spies and mercs on the same team, but
it's both unappealing and confusing since you'll have a tough time deciphering
who's a friend and who's a foe. Uplink, on the other hand, is where the mixed
teams shine, as tug-of-war control points organically funnel all of the action
to one hotspot, and here cooperation between classes allow for more creative
and intelligent strategies. I'm going to be playing this for weeks, if not
months, just as I did in Pandora Tomorrow and Chaos Theory.
总的而言,新的间谍佣兵对抗模式并没有如2006年来的优秀,因为其缺乏更多创新的元素。
比方说两方都没有那种可以监听对手声音位置的道具,
间谍也不能从背後抓住佣兵後再从麦克风讲垃圾话
(XD)。
游戏进行的十分得快,比方说间谍可以在跑动间连按X键来割喉,
而大部分的模式除了小队死斗之外都是抢旗。
同队中也可以同时有间谍和佣兵,但是对上的时候很难分辨哪些是同队哪些是敌队。
抢点模式也把战区缩减为某一些热点,也把两个职业中的合作性发挥的淋漓尽致,
也有许多创意战术可以玩。
我大概会玩多人连线好几个月,至少也是好几个礼拜,
就像我在《潘朵拉计画》和《混沌理论》多人连线模式中所做的那样。
THE VERDICT
Splinter Cell: Blacklist is a sweet middle ground between the Panther-like
action of Conviction and the Ghost-like stealth of Chaos Theory. The delightful
improbable success of this compromise is a testament to game design that always
has choice in mind. It's well worth replaying the campaign with an alternate
playstyle, a different set of preferred gadgets, and/or on Perfectionist mode.
And, like the series' Chaos Theory peak it can't help but be compared to,
Blacklist's also packing a pair of multiplayer modes that could stand proudly
on their own. Splinter Cell is back on the right shadowy track.
9.2 AMAZING
Multiple-choice gameplay rooted in stealth plus co-op and the return of Spies
vs. Mercs make Blacklist a great package
+Replayable comapign
+Spies vs. Mercs multiplayer
+Beefy co-op modes
+Great story
-Dated graphics
结论
《纵横谍海-黑名单》是一个介於猎豹型《断罪》和鬼魅型《混沌理论》中的漂亮平衡点。
这个在两种形态下的妥协得到意外的成功,也成为游戏设计中的一个很好表率。
主线剧情值得使用不同游戏方式一玩再玩,或是使用不同功能的装备,
或是挑战最难模式。
最重要的还有可以和系列作的巅峰《混沌理论》相媲美的多人连线模式。
《纵横谍海》正在步向正轨。
9.2 超赞
在匿踪的本质上加上多重通关方法选择,
以及合作模式和间谍对佣兵的经典模式使本作成为一个十分优秀的作品。
+剧情能一玩再玩
+间谍对佣兵的多人对战
+充实的合作模式
+故事不错
-画面过时
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※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 114.45.70.67
※ 编辑: nemesisred 来自: 114.45.70.67 (09/07 16:03)
※ 编辑: nemesisred 来自: 114.45.70.67 (09/07 16:06)
1F:→ littlecore:硬蕊玩家表示 09/07 16:05
2F:推 terryming:推翻译!!我觉得正常难度就很难了,Sam薄皮到吓人! 09/07 16:25
3F:→ terryming:一直卡关很烦,好多支线都破不了,现在主线也卡,晕~ 09/07 16:27
4F:推 Ellomorce:我玩真实觉得还好啊@@ 多试几种过法就可以了 09/07 16:30
5F:→ sillymon:有点像易大师... 09/07 16:37
6F:推 a83a83cjcj:先推一个~~~ 09/07 16:37
7F:推 demon314:单纯过关的话其实还算简单耶我觉得@@ 09/07 16:49
8F:推 howow:好玩 09/07 16:58
9F:→ terryming:可能我把它当成秘境or无间特攻在玩~XDD 09/07 17:00
10F:→ Ellomorce:如果全程要拼魅影不杀人的话就比较麻烦 09/07 17:06
11F:→ Ellomorce:昨天玩合作有个野团队友就这样 我们Retry无数次 09/07 17:06
12F:→ Ellomorce:重点是很多时候偷偷跑过去就好 他就不敢 龟在那边 09/07 17:06
13F:→ nemesisred:AC130、火车那边是不是不可能不杀人/被发现? 09/07 17:13
14F:推 demon314:黑人的第一人称我不知道 但其它关卡应该是都可以不被发现 09/07 17:46
15F:→ Ellomorce:擅用催眠弓、催眠弹还有万能摄影机其实不难 09/07 19:08