在发行后各游戏网站普遍不高的评分之后(基本上没有超过8分的),国外玩家也纷纷发表了自己的一些不满
以下仅摘录一段较长较详细的玩家评论(由游侠网网友richthofen翻译)
原文在译文后附上
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我知道写这篇东西是在找喷,不过我只是看下不同的玩家的想法,他们怎样相反地争论。下面是我对HGL的评论
打上“来自大菠萝原班人马”的市场旗帜后,不管评论怎么说,HGL都很可能成为一个相当成功的游戏。然而,如果你客观点地看下这个游戏,这是个确实很平庸的游戏,就像我想讨论的。
可玩性/游戏构成 6.5/10
HGL游戏的基础结构是fps和rpg的混合。基本元素就是击杀怪物取得宝物,这点是没有问题的。由于最近fps游戏取得了大量的进步,实在很难抬高这个游戏。怪物几乎没有AI。一旦它们看见你,基本就是笔直地走过来。他们不会撤退并聚集更多的兵力来攻击,他们不会夹击,他们不会利用地形躲藏。因此这游戏就是个磨盘,怪物就是一堆草料来让你升级的,所以杀死他们没有本质上的满足感。以farcry作例子,这游戏比较老了,但是敌人的AI给你一种战栗的危险感,使得你在探索这个岛屿时确实要非常小心。
深度 2/10
额,这个是HGL的阿击利四之踵。这游戏就像ParisHilton那样浅薄。在D2里,有N多完全不同的角色你可以创建。很多玩家同种职业也有很多不同的角色,每个特点都不同每个角色都能玩的投入。HGL的技能树让人不满不比D2的水平高,而D2那游戏已经有8年了!为什么新作出来的一个游戏,角色的深度还不如上个世纪的游戏?
HGL,你可以随意的加点加任何技能你想试验的,而你的人物不会比那些精心设计发展路线的角色差多少。总的来说,没有一个技能在本质上能够改变你这个角色作战的方式。也许能改变射击距离,或者攻击到更多的怪物,但是在不同技能分支上看不出明显的区别。
技能的选择是多样的。但是,使用哪个技能作为你的主要攻击,在本质上没有创造出不同的配点方式。这只是意味着用不同的方法杀死怪物而已。在WOW中,举例说,战士有怒槽,盗贼是能量槽,法师是魔法。因此他们打法完全不同。就不是用不同技能打死小兵那么简单了,每个职业都是完全不同的。另一个职业差别的例子是团队要塞2,那游戏中,每个职业都有机会杀掉其他任何职业,只要玩家有足够的技能。
但是玩家们仍需要用不同的方式来完成。在HGL里只有3个角色,肉搏、远程、宠物大师。我可以对此还可以深入解释非常多的东西,但我想你们能明白我的意思。
武器是很正规的,就是在一个标准fps游戏里你能期待出现的。不过没有那种子弹打墙壁会反弹的武器或效果。
事实上,技能、武器、职业、怪物的AI都很浅,HGL苦于缺乏多样化的游戏方式,给玩家很少的空间去采用人物们独特的战斗策略。
外观/产品价值 4/10
随机生成的迷宫。第一个问题是你为什么需要一个随机的迷宫?这会改变你玩游戏的体验吗?是不是这样你就不能记住一个场景的地图了?有很多理由去需要一个随机生成的迷宫,但是你要意识到这也意味着这么作也是有利有弊。
关键在于,你更想要的是:能生成一个方形的场景,偶而出来个三角形的,或者一个手绘的挤满房间、柱子,怪物充斥其中的场景,这营造出气氛、经常和激动。只有随机化能做到这点,但我感到HGL这点上不足,缺乏一个很好的场景设计。
此外,故事没有意思,不吸引人。没有一个剧情点上,你会感到“哇!之后会怎么样?”无聊的剧情里绝大部分就是对话,已经大大超过了4th wall(这是啥东西??)(这对喜剧来说是很棒的,但对严肃的游戏来说很不合适)。的确是有那么很少几个有趣的NPC,有意思的对话。但总体来说,你发现你大部分时间都是乏味地跳过剧情(老外也这样吗。。。)在伤口上撒把盐,剧情就是一条线的。NPC有很多话说时,你还必须狂击鼠标来完整看看他们所有的文字。幸运的是,剧情不是人们玩这些游戏的原因。然而,这却是衡量一个游戏能否成为经典的要素。
画面/动画 6/10
我观点上,画面不是非常重要的,对这类游戏来说。我是对那些对该方面感兴趣的人来说下。这游戏画面看上去落后了2年。我没见过今年发布的游戏中像HGL这样是3A期待值的,画面看上去有那么差的。怪物的动画总体上看还不错,但是剑挥动的动画看上去很傻很不真实。有时会卡住人也是问题。
技术上来说,这游戏和现金其他游戏比采用的阴影较少。不显示出动态光影,没有HDR,没有区域的层次深度之类的。这些都是现在阴影技术中广为人知的。每个搞这个的人都知道怎么弄。
纹理解析度看上去也很低。走近人物、东西或者生物看,看到的就是丑陋的色块的混合。
还好,在游戏的默认亮度下,已经隐藏了大部分的次要画面,所以在normal设定下,你也不会去注意那么多。
声音 6/10
我不知道怎么用基础原理来解释这点。音乐是OK的,但多数人不会去注意。怪物的声音很像怪物,不同武器的声音就像你预期的。
然而,你讨论的是降临在London的地狱。那就应该有气氛和紧张的音乐。远处应该不时传来尖叫声。在完全废弃的地区,应该听到刮风那种没有生命气息的嚎叫。玩家玩到下个场景时,声音基本是被忽略的,HGL仅仅做到了最最皮毛的部分。
重新玩的价值 4/10或者9/10
为了鼓励玩家们玩下去,通关一次后有个困难模式。再打下去还有更高难度,如果你付钱的话。还有6个职业,尽管玩上去本质区别不大,但你想都试试的话还是不同的。每个职业在一定等级后才能练一些技能,这也是玩下去的动力之一。
“重玩价值”可能真的会分割玩家群。以“体验”为目的的玩家不会喜欢这个游戏。玩过5~10年游戏,期待一个革命的玩家不会喜欢这个游戏。想要创造独特配点人物,让这些人物按自己设计有完全不同打法的人,不会喜欢这个游戏的。
有基础的fps元素就行,不考虑游戏深度、不关心各种复杂人物配点,这些玩家应该会反复玩这个游戏。
总结 6.5/10(非平均的)
这游戏,是一个非常浅的大菠萝+fps的产物。两者间的联姻很不幸地在两个方面都没有深入下去。在最近的fps游戏中你期待的那种怪物AI、环境气氛,在这游戏完全缺乏。人物的配点方式和个性化方案难以置信的浅薄。你总是觉得你的人等级升高后不像你期待的那样。别紧张,这在HGL很正常,因为没什么会让你兴奋的。如果你喜欢不动大脑地杀戮,你也不会真正地考虑其他东西,那这游戏很适合你。反过来,如果你喜欢一个游戏,能让你探索不同的战术,有很好的剧情,或有满足感的游戏经历,去找其他地方吧。
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原文:
I know I'm inviting a lot of flames with this, but just seeing what different people think and how they'd argue conversely. Here's my review of HG:L
Hyped up with a marketing campaign of "from the creators of diablo", Hellgate London will probably be successful no matter what any reviewer says. However, if you look at the game objectively, it's a truly mediocre game as I'm about to discuss.
Gameplay / Game mechanics- 6.5/10
The fundamental game mechanics of HG:L is fps mixed with rpg. In terms of the basics of shooting monsters and picking up loot, there's nothing wrong. With fps games having had so much development lately, it's pretty hard to screw this part up. The monsters have almost no AI whatsoever. As soon as they see you, they essentially bee line straight for you. They don't retreat and gather more forces to attack you, they don't flank you, they don't pop in and out of cover. Thus, the game is truly a grind, since the enemies are simply fodder for you to level up and offer no intrinsic entertainment or satisfaction from killing them. Take far cry for example; it's considerably old but the enemies' AI offers a thrill of danger and you really need to be careful how you explore the island.
Depth - 2/10
Yup, this is the Achilles heel for the game. The game is as shallow as Paris Hilton. In Diablo II, there were a multitude of very different characters you could build. Many people even had multiple characters of the same class, all spec'd differently and each character would get playtime. In HG:L the skills are uninspired to the point that they are beneath the level of even Diablo II, which was released 8 years ago! Why does a game that was just released have even less character depth than a game released almost a decade ago?
In HG:L, you can play the game and willy nilly assign points to whatever skill you want to try out at that instant and your character won't really be any weaker than one who meticulously planned his character's development. In general, there's no skill that fundamentally changes the way your character plays. It may change the range of their attack, or allow you to hit multiple monsters, but there's nothing there that really distinguishes subclasses from one another.
However, the skills that are available ARE different. Nonetheless, using a different skill as your main attack doesn't truly make a different build. It just means your killing monsters with a different skill. In WOW, for example, a warrior has a rage meter, a rogue has an energy meter, and a mage has mana. Because of this, they each behave inherently different. Thus it becomes more than just killing mobs with a different skill; each character is truly distinct. Another example of classes being different is Team Fortress 2. In that game, each class has a chance of killing every other class if the player has enough skill, but they still all play different and excel at different roles. The only roles in HG:L are melee, ranged, and pet-master. I could go on and on about this and write essays on the subject, but I'm sure you get my point.
Weapons are decent. They're about what you expect them to be in a typical fps game. There's not really any groundbreaking weapons or effects.
Because of the fact that the skills, weapons, classes, and monster AI's are so shallow, HG:L suffers from a lack of diversity in the game play and provides very little or no room for players to come up with their own unique strategies for their characters.
Presentation / production value - 4/10
This game has randomly generated dungeons. The first question you should ask is why do you want a random dungeon? Is it to change your gameplay experience? Is it so that you can't memorize a level? These are all valid reasons to want a randomly generated dungeon, but you need to realize there's a trade-off by having them.
Case in point, which would you rather have, the ability to have a square level and occasionally a triangle level, or a hand-crafted area full of ambient props and effects with rooms and monsters structured in a way that creates atmosphere, tension, and excitement? Until randomization can do this, I feel that it is a cop-out of good level design, which is exactly what HG:L suffers from.
Furthermore, the story is uninteresting and not very compelling. There's never a point in the story that you feel "whoa! What happens next?" The dialogue is for the most part uninspired and breaks the 4th wall a lot (which is great for comedies, but inappropriate for serious games like this one). There's a few funny NPC's and the occasional witty dialogue, but in general, it's quite bland and you'll find yourself just skipping it all. To rub salt into the wound, the way it's presented is one line at a time. When NPC's have a lot to say, you end up having to mass click if you want to read all their text. Fortunately, story is generally not the reason people play these games. However, its these kinds of touches which elevate a game to one that is remembered and cherished.
Graphics/animation - 6/10
In my opinion, graphics isn't really the important thing in a game like this. I've included this section for anyone who may be interested. The graphics in this game appear dated by 2 years. I haven't seen any other game released this year with a triple-A budget like this one that looks this bad. That said, the monster's animate well in general. However, the sword swinging animation looks awful and very unrealistic. There's occasionally clipping problems as well.
Technically, the game makes little use of shaders when compared to current games. There doesn't appear to be any dynamic lighting, no HDR, no depth of field, etc. All these are current shader techniques that are well known and understood now. Anyone in this field knows how to do this.
The texture resolution also appears low. When moving close to any person, object, or creature, you will only be greeted by a mess of jumbled ugly blocks of colours.
However, with the game's default darkness, it hides most of the sub-par graphics so under normal settings, you probably won't notice that much.
Sound - 6/10
I don't really have much to complain about here in terms of the basics. The music is OK, but most people will probably turn that off anyways. The monsters sound like monsters, and various weapons and attacks generally sound like what you'd expect.
However, you're talking about hell taking over London. There should be atmospheric and ambient sounds. There should be occasional screams in the distance. In completely deserted places, you should hear the lifeless howl of the wind. Sound is often neglected in terms of taking a player's experience to the next level, and HG:L only covers the bare minimum.
Replay value - 4/10 or 9/10
To encourage players to keep playing, there's a hard mode after you've beaten the game once. There's also a harder mode if you subscribe. There's also 6 classes available and although they don't really play intrinsically different, they are different enough that you would probably want to try them all. Each character also has skills that are only accessible at certain levels so there's another motivation to keep playing.
"Replay value" is probably what really separates the market. People who play games for an "experience" will not like this game. People who play games expecting an evolution of things they've played 5 or 10 years ago will not like this game. People who want to build unique characters that play very differently depending on how they've planned them will not like this game.
People who enjoy repetition with very basic fps mechanics and don't care about game depth, deep character building, or presentation will probably enjoy it.
Conclusion - 6.5/10 (not averaged)
This game is the lovechild of a very shallow version of diablo mixed with an fps. The marriage between the two unfortunately brought no depth from either camp. The AI of monsters and environmental ambiance you'd expect from an fps these days is completely lacking. The character building and customization is incredibly shallow. You may even find yourself not really excited when you level up. Don't worry, this is normal in HG:L, as there's not much to be excited about. If you enjoy mindless killing things and you don't really care about anything else, this may be the game for you. On the other hand, if you like games that allows you to explore various strategies, have good story lines, or offer a rewarding game experience, look elsewhere