有人先玩過魂一再去玩魂三而感到失落的嗎 - Steam
By Valerie
at 2021-07-03T23:33
at 2021-07-03T23:33
Table of Contents
※ [本文轉錄自 C_Chat 看板 #1Wu6wjCb ]
作者: callingfrom (白爛豬) 看板: C_Chat
標題: [討論] 有人先玩過魂一再去玩魂三而過失落的嗎
時間: Sat Jul 3 22:05:28 2021
趁著Steam這次特價買了魂三來玩,
結果玩的一半就玩不下去了,原因是我在魂三得不到在魂一有的"沉浸感"。
在魂三一進傳火祭祀場,就看到防火女、還有賣東西的、還有鐵匠。
WTF!這些NPC在魂一都是要一步一步探索才會遇見的,
結果魂三在遊戲一開始就一股腦兒丟給你。
我當然知道這是為了玩家方便設計的,但這就跟一般快餐遊戲的設計思路一樣阿。
然後魂三相對線性的地圖設計也是讓它不像魂一那樣有沉浸感的原因之一。
在魂一不論是從不死鎮教區坐電梯到傳火祭祀場的震撼,
還是可以從不死鎮上層直接可以"跳"到底層的驚艷,這種令人讚嘆的無縫地圖設計,
在魂一裡比比皆是,讓遊戲裡的世界更令人信服。
而魂三就跟闖關遊戲一樣,一關接著一關,每一關都有著隱隱的割裂感。
在故事邏輯也是。在魂一真的會讓人覺得你是被賦予了傳火的使命在羅德蘭探險。
(當然傳火是陰謀還是陽謀全憑個人的理解。)
而魂三故事的動機一開始就很牽強。
因為火不夠燒了,所以叫已經被燒過的薪王起來再被燒一次?永動機?WTF!
還有就是魂三對畫中世界的世界觀拓展,暗示了一幅畫就是一個平行宇宙的概念。
這本來是沒什麼問題,問題是你在魂一裡已經安排了大樹洞跟灰燼湖這樣的地方啊!
魂一的世界暗示了一棵樹就是一個平行宇宙,
羅德蘭也只不過是某一棵樹上所長成的世界罷了。
所以是畫大於樹還是樹大於畫,到底?
總之魂三跟魂一的世界觀有太多無法自圓其說的地方了。
尤其是魂一的世界過於完整,讓魂三的世界觀相較之下太多漏洞。
最後是NPC的安排比較。在魂一裡每個NPC彷彿都有靈魂,都有自己故事,自己的冒險,
都獨立於玩家之外,與玩家處於平等的關係。
而玩家只不過是羅德蘭的眾多冒險者之一罷了。
太陽騎士、洋蔥騎士、白教聖女...等NPC,
當你深入他們的故事,你真的會替他們感到惋惜、憐憫、憤怒。
而魂三的NPC大多數就好像為了服務玩家而存在。
再舉個例子,在魂一你可以選擇不救防火女,甚至殺了防火女;
在魂三防火女就玩家們的女僕一樣,供人使喚,沒有自己的靈魂。
就我而言,魂三唯一勝過魂一就是Boss戰的設計。
但在我玩過魂三之前已經玩過隻狼,喜歡打Boss我還不如去打隻狼。
甚至我認為隻狼沉浸感跟地圖設計是可以比肩魂一的。
(血源沒玩過,因為沒有PS4。)
總之推薦想入坑魂系列的人的建議;想體驗史詩級的藝術作品就從魂一下手,
想要體驗遠超過市面上遊戲的遊戲性與打擊感的動作遊戲就選魂三。
當然我個人還是推薦從魂一入門,
現在有Remastered版,畫面其實沒比現在的3A作品差多少。
引用一下國外一個Youtuber對魂一的評論,我覺得很有意思。
"魂一是遊戲精神最接近初代塞爾達傳說的遊戲。"
(這句評論出來的時候曠野之息還沒發售。)
--
作者: callingfrom (白爛豬) 看板: C_Chat
標題: [討論] 有人先玩過魂一再去玩魂三而過失落的嗎
時間: Sat Jul 3 22:05:28 2021
趁著Steam這次特價買了魂三來玩,
結果玩的一半就玩不下去了,原因是我在魂三得不到在魂一有的"沉浸感"。
在魂三一進傳火祭祀場,就看到防火女、還有賣東西的、還有鐵匠。
WTF!這些NPC在魂一都是要一步一步探索才會遇見的,
結果魂三在遊戲一開始就一股腦兒丟給你。
我當然知道這是為了玩家方便設計的,但這就跟一般快餐遊戲的設計思路一樣阿。
然後魂三相對線性的地圖設計也是讓它不像魂一那樣有沉浸感的原因之一。
在魂一不論是從不死鎮教區坐電梯到傳火祭祀場的震撼,
還是可以從不死鎮上層直接可以"跳"到底層的驚艷,這種令人讚嘆的無縫地圖設計,
在魂一裡比比皆是,讓遊戲裡的世界更令人信服。
而魂三就跟闖關遊戲一樣,一關接著一關,每一關都有著隱隱的割裂感。
在故事邏輯也是。在魂一真的會讓人覺得你是被賦予了傳火的使命在羅德蘭探險。
(當然傳火是陰謀還是陽謀全憑個人的理解。)
而魂三故事的動機一開始就很牽強。
因為火不夠燒了,所以叫已經被燒過的薪王起來再被燒一次?永動機?WTF!
還有就是魂三對畫中世界的世界觀拓展,暗示了一幅畫就是一個平行宇宙的概念。
這本來是沒什麼問題,問題是你在魂一裡已經安排了大樹洞跟灰燼湖這樣的地方啊!
魂一的世界暗示了一棵樹就是一個平行宇宙,
羅德蘭也只不過是某一棵樹上所長成的世界罷了。
所以是畫大於樹還是樹大於畫,到底?
總之魂三跟魂一的世界觀有太多無法自圓其說的地方了。
尤其是魂一的世界過於完整,讓魂三的世界觀相較之下太多漏洞。
最後是NPC的安排比較。在魂一裡每個NPC彷彿都有靈魂,都有自己故事,自己的冒險,
都獨立於玩家之外,與玩家處於平等的關係。
而玩家只不過是羅德蘭的眾多冒險者之一罷了。
太陽騎士、洋蔥騎士、白教聖女...等NPC,
當你深入他們的故事,你真的會替他們感到惋惜、憐憫、憤怒。
而魂三的NPC大多數就好像為了服務玩家而存在。
再舉個例子,在魂一你可以選擇不救防火女,甚至殺了防火女;
在魂三防火女就玩家們的女僕一樣,供人使喚,沒有自己的靈魂。
就我而言,魂三唯一勝過魂一就是Boss戰的設計。
但在我玩過魂三之前已經玩過隻狼,喜歡打Boss我還不如去打隻狼。
甚至我認為隻狼沉浸感跟地圖設計是可以比肩魂一的。
(血源沒玩過,因為沒有PS4。)
總之推薦想入坑魂系列的人的建議;想體驗史詩級的藝術作品就從魂一下手,
想要體驗遠超過市面上遊戲的遊戲性與打擊感的動作遊戲就選魂三。
當然我個人還是推薦從魂一入門,
現在有Remastered版,畫面其實沒比現在的3A作品差多少。
引用一下國外一個Youtuber對魂一的評論,我覺得很有意思。
"魂一是遊戲精神最接近初代塞爾達傳說的遊戲。"
(這句評論出來的時候曠野之息還沒發售。)
--
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