仙五重大優缺分析-下 - 仙劍奇俠傳
By Belly
at 2011-07-11T11:04
at 2011-07-11T11:04
Table of Contents
【音樂】3/10分
相較前代那麼多經典音樂而言,我非得打那麼低的分數不可。前代的音樂主
要是旋律明顯、容易記憶的「立體配樂」,例如蝶戀、各代主題曲。而這代
音樂比較多都是「平面配樂」,用來襯托氛圍,感覺空靈縹緲,例如蜀山、
鎖妖塔、祭都。旋律模糊,搭上落落長的地圖的確有催眠之效。但有個小優
點,是把前代的戰鬥音樂拿來改編,同時也讓玩家回顧前代的光輝。
我發現仙劍團隊似乎一直有個詭異的堅持,除了劇情搞神秘、盡量和歷代保
持很大的距離之外,連音樂也堅持不沿用。事實上沿用也是可以的,省卻研
發旋律的成本,又可回顧前代經典的好樂。用仙五這樣中國式的氛圍配樂,
毫無記憶點可言,這和仙一每段音樂都刻骨銘心的優點背道而馳。
【戰鬥】9.5/10分
這一代的戰鬥系統沒話說,esc狂按,但這也是彌補法術動畫做太長的缺失。
另外有個缺點是,失去了仙四可以聯合多位敵人一起戰鬥的特點,失去練功
的快感。
【迷宮】5/10分
中段在寶箱給予地圖,而且迷宮都是「一死一活」的雙岔口設計,很簡單。
不過缺點是地圖做太大,即使簡單但長路漫漫使人眼痛腳痠。
【場景】9/10分
很多場景都比照現實大小去打造,這次把場景動畫也結合了,例如蜀山的飛
鶴御劍。看到場景那麼精緻,有點令人嘆惋,劇情組辜負了美術組的用心,
劇情很薄弱的話,其實也無心去看那麼美好的風景。如果肯把畫面技術的努
力用在劇情的身上,才能守住根本。仙一有些場景很醜,仙四場景也比不上
仙五,但玩家最後會記得它們。因為它們的劇情使人動心。
【符、鼎、合】4/10分
1、貼符系統還不錯,但我還是比較喜歡仙四的注靈。在戰場上看到身上有靈
氣和陣法在動,感覺挺酷。
2、神農鼎的系統設計得很小家子氣,誰稀罕那一點額外的藥品bonus加成?
3、合擊也很小家子氣,非得三人連成同一塊時間條又要達到氣的限制?想當
初仙一想合擊就合擊,誰理你時間條?加上什麼滑鼠按鈕傷害加成就更無意義。
【小遊戲】8/10分
仙四的小遊戲有畫龍點睛的作用,是因為搭在適當柔順的劇情曲線。仙五的小
遊戲也不錯玩,鏡子、棋盤都很創新,可惜搭在枯燥的劇情就顯得沒什麼效果。
--
總體而言,等了那麼多年,還是等到一個不算成功的仙五,雖然畫面和戰鬥都
有長進,但最根本的劇情還是很單薄。我寧願要畫面像DOS那麼陽春、戰鬥
和法術都很精簡,劇情簡單但感動人心。也不要什麼都華麗就是劇情很貧脊的
仙劍。
--
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