龙之信条2:激动人心的冒险等待着

《龙之守护者2》 构建在其前身独特元素的基础上,利用令人惊叹的RE引擎重新设计,提升了其最优良的特质

龙之信念2是该系列基本原则惊人的翻新。

第一次踏入龙之信念2广阔的开放土地时,我与我的三名同伴一起,跟随线索寻找一名失踪的小男孩,据称被一群狼带走。 🐺 当我追踪这条线索时,我和我的团队打败了一群贼匪,穿梭于女妖之间,发现了宝藏,并在悬崖边与一只巨大的巨魔战斗,最终导致其坠入海洋而亡。 😱💥

这些事件都与彼此无关,也与引发这段旅程的失踪男孩无关。相反,这些不同事件的线索自然地出现,为龙之信念2的世界设定了基调。这个期待已久的续作是一个巨大的开放土地,在每个角落都潜藏着各种大小的危险,而无论你的任务是什么,都有可能被独眼巨人扭转你最好的计划,把你扔进海洋中。 🌊🚫

龙之信念2的精髓

根据我在预览活动中玩的三个小时,龙之信念2在很大程度上延续了12年前第一款游戏所取得的一切成就。这是一个开放世界的奇幻角色扮演游戏,混合了酷炫至极的动作战斗,以及巨大的神话怪兽,其中独特的玩家创造的随从伴侣系统作为核心。 🗡️🐉

🎥 查看《龙之信念2》的游戏预告片:视频 🎥

走出维尔蒙德(游戏的两个主要地区之一)的草地开阔地,探索和抵挡巨兽的感觉与第一款游戏相似,但由于其技术和视觉的完善,这一行为焕发了新生命。当穿过广阔似乎永无止境的开阔区域,来到村庄,感受到熙熙攘攘的居民生活时,有一种密度和细节感。这些过渡过程中没有加载时间,虽然这在许多游戏中已成为常态,但进入城镇时有一种有机感,尤其是当考虑到游戏没有快速旅行时。在经历了与一只巨大狮鹫的搏斗后,发现自己不得不步行返回最近的城镇时,甚至没有加载屏幕的喘息时刻,这种体验让人身临其境,也让人惊悚。🏰😱

导演愿景:写实主义与幻想相遇

在那时,我想起了自2012年首部《龙之信念》发布以来游戏界发生的很多变化。我们见证了两代主机的发布,科技有了极大的改善,像《侠盗猎车手V》、《巫师3》和《荒野之息》这样的游戏改变了我们对开放世界的看法。与《龙之信念2》的导演Hideaki Itsuno交谈时,我问道,在过去的十年里是否有什么影响到这部续作,他的回答实际上是他自己作为《鬼泣5》导演的工作。

“通过《鬼泣5》,我们面临了一个挑战,看看我们能让一个动作游戏看起来有多写实,”Itsuno桑说。“因此,尝试将动作游戏中的写实主义提升到何种程度,获得那种体验,获得反馈-这对我们在《龙之信念2》中的追求产生了实际影响。”

这体现在游戏中。在我与游戏的时间中,我体验了新的职业(职业)“神秘戟手”-一个魔法/近战组合建造。每个动作展示,无论多么夸张,都因世界的真实反应而感到扎实,但同时也保持了那种像《鬼泣》那样的夸张动作感,让我的角色在空中做出炫酷的翻转。可以说,我在做这些事情时感到非常酷,尤其是与我的随从并肩作战,他们也在做出自己酷炫的动作。✨🥳

随从的回归:你值得信赖的伙伴

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Pawns, as they were in the first game, are the game’s unique and standout feature. They are user-created companions that can be traded online between players. By visiting a Riftstone, you can send your own pawns into the rift, where they await being pulled out and used by other players on their own journey. The benefit of using other players’ pawns is that they will carry over items, or even hints and information from other players’ worlds. That remains the same as it did 12 years ago, but this time pawns are far more than mere NPCs who assist you in battle, as they also act as a means to navigate you around the world itself. 🤝🚀

Rather than cluttering your screen with waypoints, pawns now help guide you to your next objective. With no set direction on what to do or where to go for my preview, I allowed my pawns to point me in the direction of a quest we were on, physically stopping and pointing things out in the environment, or waving me in the right direction to come and follow them. This led to a natural flow in my adventure that didn’t feel weighed down by map navigation and menu screens. While you won’t be building intricate emotional bonds with your pawns like Baldur’s Gate 3’s companions, they’re far more lively than in the first game, chattering among themselves and talking about other masters they adventured with. They also still create a sense of teamwork despite being a single-player game. In a post-Souls world, where summoning other players to assist you in battle has become something of a norm, pawns feel like they could have been a gateway to introducing multiplayer into the Dragon’s Dogma mix. But for director Itsuno-san, he was firm on tailoring an experience to a singular player. 🎮🐾

“The thing is, I want to provide the players the most fun experience, whether that’s multiplayer or single-player,” he said. “But in my case, I just wanted to make something that was specialized and focused on single-player and that would deliver the best possible experience by being single-player. I’m sure that we could also have done something that was exclusive for multiplayer and tried to provide the best possible experience for multiplayer too. The one thing that I wasn’t sure of is, well, if we do something that is single- and multiplayer, then both experiences can be good. But I’m not convinced that you can really provide the best possible experience that has both elements.” 🤷‍♂️

The Thrill of Danger and Exploration

The addition of multiplayer would mean vying for other players’ attention or a lack of focus on a sole objective, and with that in mind, I came to appreciate the pawns more as facilitators within the world itself opposed to filling a void in a single player’s experience. With the lack of fast travel and pawns serving as navigators, the end result is a game that emphasizes natural and seamless exploration. 🗺️👣

There was a moment where I found myself pitted against a giant flaming monster at the bottom of a cave. Playing as the Magic Archer vocation, I kept my distance as I fired off magick arrows while my pawns wailed on its feet to knock it to the ground. It was a vicious creature, flinging my pawns around like they were insects, knocking them unconscious one by one, until one picked up their downed allies and carried them to me to revive, completely on their own accord. It was an encouraging scenario in which these AI-controlled companions were genuinely useful and complemented the flow of the experience in a way that playing with others often can’t, not with any reliability anyway. Pawns enriched the adventure and how the world was traversed in ways playing with another player couldn’t. Also, you can high-five your pawns after a battle and it’s the best feeling. 🕺🤝🔥

That isn’t to say pawns were always reliable. On more than one occasion, a pawn insisted I follow them, knowing the way to my next destination, only to lead me to a locked gate I couldn’t open. Instead, I stood there watching them march in place, face against the wall. It was pitiful. I was assured that the preview I was playing wasn’t the final build of the game, so there’s still time to iron out those scenarios. It was a small hiccup in a world that was absolutely packed with things to get distracted by and lost in, and it took no time to get pulled in 10 different directions. Inevitably, things are likely to go awry now and then even when the game is released. 🤦‍♂️🙄

A World Filled with Vibrant Characters and Stories

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当我探索时,行人会吸引我的注意,告诉我一个故事,告诉我一些镇上的八卦,甚至是一些可以帮助我完成任务的信息。这让整个镇子都有了生机,让人觉得每个人都不仅仅是在填充世界,而是有着自己的日常和去处。就在这段时间里,我了解到了被狼带走的男孩,一颗丢失的宝珠,以及一些在夜晚闪光的花朵。它们并不像明显的任务需要去追随,而是我自己以自己的方式,自己的时间收集的信息,所有这些都被记录在任务日志中,以备以后查看。🏮📜

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当我探索《龙之犬崛起2》的另一个主要区域巴塔尔时,在干燥、被红色洗礼过的沙丘上,情况也是如此。在这里,我体验到了游戏中居民的不同风貌,他们依然争相吸引我的注意,但带有更为敌意的语气和坚毅的感觉。与维蒙德不同,那里住满了人类,巴塔尔则是野兽的国度——类似于《上古卷轴》中的卡吉特的猫族人形生物。巴塔尔展现出一种更为阴暗的态度,贴着山脉的一侧,笼罩在阴影中。可用的任务和故事反映了这种态度,比如那位不愿修理我的剑的脾气暴躁的铁匠,或者那位因为我带着一群随从而与我一对一搏斗的硬汉。😸💪

在我玩了三个小时后,我感觉自己看到了很多,战斗了很多,探索了很多。但我也感到自己几乎还没有触及到《龙之犬崛起2》所提供的所有内容——我从未找到那个被狼带走的男孩。相反,我卷入了另外数十个故事,有些是游戏提供给我的,而另一些则是我自己探索得出的。这就是预览给我的最深刻印象:探险的危险、自由以及在拥有盗贼、僵尸、狼、蜥蜴人、女魂魔、兽人、巨魔和狮鹫(仅在我短暂的时间内见到的几种生物中列举)等密布的世界中时刻准备着杀死我的机遇。这是一个庞大的世界,充满了可能性,我很期待看看它如何将这一切融合在一起。🌎🔥

Q&A

Q: 玩家可以在《龙之犬崛起2》中自定义角色和随从吗?
A: 绝对可以!角色定制是游戏的重要组成部分。玩家可以从各种发型、面部特征、体型等中选择,打造出自己独特的主角。你甚至可以定制你的随从的外观、声音和能力,让它们在随从社区中脱颖而出。

Q: 玩家如何在《龙之犬崛起2》中与其他玩家交换随从?
A: 随从交换系统允许玩家借用其他玩家的随从并在自己的冒险中使用。将你的随从发送到裂缝中,它们就能供其他玩家从他们的裂石中召唤出来。反之,你也可以从裂缝中召唤随从来帮助你完成任务。这是一个分享和体验不同游戏风格和策略的绝佳方式。

Q: 《龙之犬崛起2》中有在线多人模式吗?
A: 虽然《龙之犬崛起2》主要侧重于单人体验,但游戏并未设有传统的多人模式。重点是为单人玩家打造一次定制和沉浸式冒险。然而,随从系统增加了一种独特的社交元素,你可以与其他玩家的随从互动,并受益于他们的共享知识和技能。

最终思考

《龙之犬崛起2》承诺在其广阔的开放世界中提供令人振奋和沉浸式的冒险。游戏玩法、画面和改进的随从系统共同打造出一个充满危险、探索和生动角色的惊人体验。每一步,你都不知道等待着你的是怎样的神话生物或突如其来的事件。这是一个充满可能性和兴奋的世界,我迫不及待地想踏上更多的任务,发现它所隐藏的秘密。🐉🎼

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参考资料

  1. Dragon’s Dogma 2 官方网站
  2. 游戏预告片 – Dragon’s Dogma 2
  3. Dragon’s Dogma 2: 黑暗之旅 – IGN

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