Golden Member
|
My desire to jump back in really speaks to the shift in Isaac's perspective this time around. Some fans threw hissy fits when Visceral said that there'd be more action in Dead Space 2, but it works and I love it. Isaac feels like a badass here, and he should. He's fought these monsters before and he's used these weapons before. The first game was a scared engineer tossed into hell. The second game is a guy who's lost everything to these monsters and really has nothing left to lose so hell yes he'll put his life on the line and shoot out an airlock if it means killing seven Necromorphs at once. Isaac is stronger here and I feel stronger playing as him.
我希望以Isaac的觀點來詮釋故事經過的願望在這次得以實現,
當設計小組說在DS2中會有更多情節分段,有些人發出異聲,
但結果是成功的,我愛死了。Isaac像個壞蛋,他本應如此。
他在之前已經幹掉太多怪物,使用各類變態武器,在一代是一個心存恐懼
的工程師被丟入地獄,二代則是一個已經失去所有東西的傢伙拿他的生命
當賭注,不顧一切找生路,縱使這代表他得一次幹掉7隻怪也不足為奇。
Isaac比以前更強壯了,我在扮演他的過程中能明顯感受到。
If you're truly devoted like myself, there's even a mode known as "Hardcore," and it's nothing less than sadistic. The enemies are at their toughest, the supplies are limited, there are no checkpoints, and if you die, you restart from your last save. Oh, and you can only save three times in the entire game. That's crazy talk, but damn, do I want to do it.
如果你和我一樣對此game那樣投入,遊戲中還有”Hardcore”模式,
這模式本身就是一場夢魘。怪物強到爆表,物資匱乏,
沒有任何儲存點,如果你死掉,你就必須從上次儲存的地方開始,
對了,你總共只能儲存3次,真的很瘋狂,但是,我想嘗試。
As much fun as all that is, the "go here and do this" structure does hamper the overarching story. The part about Isaac wrestling his demons is awesome, but the narrative driving the search for the Marker is a bit flat in comparison. Different characters are just popping up to tell you to go there and do that. I wouldn't have a problem with this structure if it ended with Isaac learning something or maturing as a protagonist, but we never get that moment where he takes charge of his own fate. He's always being pushed somewhere by someone.
雖然此game充滿樂趣,但”到某處做某事”的機制卻對精彩的故事內容造成影響。
Isaac對抗自己內心惡魔的部分很棒,相比之下,尋找Marker的過程就顯得
平庸無奇。不同的角色出現後告訴主角去哪裡、做什麼事。如果說主角從
這些東奔西走的過程學中到一些東西或者更加成長,我倒沒什麼意見,但事實是
主角對他的命運前途仍舊茫然不知,他總是被人吩咐到哪裡做什麼事。
Another stumble is multiplayer. I've played all of the game's five modes/maps, and none of them did anything for me. Players are broken into two teams: the humans have an objective and the Necromorphs are out to stop them at all costs. As a human, I'd run to an objective, hold out for as long as I could, and then get killed. As a Necromorph, I'd hope my minimal amount of damage dealt killed a weaken opponent or set the kill up for a friend. The pacing and vague objectives really didn't equate to fun. This isn't want I want out of a Dead Space experience.
另一個遺憾之處是多人連線部分,我已經玩遍所有五個模式及地圖,
感覺空空如也。所有玩家分兩組,扮演人類那組有一個目標要達成,
怪物那組不計一切代價要阻撓人類達成目標。身為人類,我必須衝到目標處,
奮力死守,然後被幹掉。身為怪物,我會希望我的攻擊能殺死一個被削弱的人類,
或者設定標示讓其他隊友來完成。這樣模稜兩可定位薄弱的目標實在無法
和”樂趣”兩字扯上邊,這實在不是我想要的DS多人連線之體驗。
|