末日边境 Doom (2016) was one of the most successful relaunches of a major franchise alongside Assassin’s Creed 2 and Resident Evil 7. It brought the series, and FPS design, back to the basics with one of the purest examples of the genre in a long time. d OOM(2016)是一个主要的专营权一起刺客信条2和生化危机7.它带来了一系列的最成功的重新推出的一个 ,和FPS设计,回归基础,在很长的体裁最纯净的例子之一时间。 The follow-up, Doom Eternal, isn’t just a bigger-budget sequel. In some important respects, it’s a complete inversion of Doom’s design. This is a game you’re going to either love or hate. For what it’s worth, I loved it. 后续的《 毁灭战士永恒》 ( Doom Eternal )不仅仅是预算更大的续集。 在某些重要方面,这是Doom设计的完全颠覆。 这是一款您会爱或恨的游戏。 对于它的价值,我喜欢它。 Doom Eternal is, in a sense, a remake Doom 2. The demons have taken over Earth, and it’s up to the Slayer (AKA Doom Guy) to wage a one-man war against hell. The first thing you will notice is the story because the game hits you over the head with it. 从某种意义上说, Doom Eternal是翻拍的《 Doom 2》 。 恶魔已经占领了地球,由杀人者(又名《毁灭战士》(Doom Guy))与地狱展开一场单人战争。 您会注意到的第一件事就是故事,因为游戏用它打了您的头。
In the previous game, the story simply served as a backdrop for the Doom Guy to rip and tear across Mars. Here, the developers have taken extreme lengths to build an entire narrative around the game. You are no longer just a Space Marine, but part of an ancient race of protectors with their own history and lore of fighting the demons. Even weapons like the super shotgun and chainsaw now have lore about why they are there. Codex entries are filled with technobabble and information that most of you will never care about.
在上一游戏中,该故事只是《毁灭战士》在火星上撕裂的背景。 在这里,开发人员竭尽全力围绕游戏构建完整的叙述。 您不再只是太空海军陆战队的一员,而是拥有自己的历史和与恶魔作战的绝大部分保护者的古老种族的一部分。 甚至连超级shot弹枪和电锯之类的武器现在也对它们为什么存在感到绝望。 食典条目充满了技术泡沫和您大多数人都不关心的信息。
There were more and longer cutscenes in the first mission of Doom Eternal than I think there were in the entirety of Doom (2016). Getting past the story, you will find that this is not the same Doom as the last game.
《 毁灭战士永恒》的第一个任务中的过场动画比我认为《 毁灭战士》 2016年的全部更长。 获取过去的故事,你会发现,这是不一样的厄运的最后一场比赛。
杜马瓦尼亚 (Doomavania)
Doom was a game that pulled off a mastery of its core gameplay loop and bringing the player into a sense of flow. This was achieved by removing a lot of the “fluff” of modern shooters. With Doom Eternal, that flow state has been completely reworked along with the pacing of the game.
《毁灭战士》是一款精通其核心游戏玩法循环并带给玩家流畅感的游戏。 这是通过消除许多现代射手的“绒毛”来实现的。 借助《 毁灭战士永恒》 ,游戏的节奏已完全重新设计了游戏流程状态。
You are not just armed to the teeth with guns anymore, but a full armament of killing that you will need to learn. Glory kills — finishing off enemies to gain health — return, but now you have a suit-mounted flamethrower, grenade launcher, and the chainsaw has been given an upgrade.
您不仅不再用枪武装到牙齿,还需要学习全套杀伤力。 荣耀的杀戮-消灭敌人以获得健康-返回,但是现在您有了安装在西装上的喷火器,榴弹发射器,并且电锯得到了升级。
To recover your health, ammo, and armor, you will need to make use of glory kills, chainsaw kills, and flamethrower kills, respectively. While there are still supplies on the map, there are far fewer compared to the last game. Each one of the game’s massive levels will introduce at minimum one new addition to your abilities — a new movement tech, new weapon, or some new power, that must be integrated into your routine.
为了恢复健康,弹药和装甲,您将需要分别使用荣耀杀,电锯杀和喷火器杀。 尽管地图上仍然有补给,但与上一场比赛相比,补给很少。 游戏的每个大关卡都会至少为您的功能引入一项新功能-必须将新的移动技术,新的武器或某种新的力量集成到您的常规中。
From a level design standpoint, Doom Eternal does feel a little bit behind its immediate predecessor. The level design stretches outward and pushes the player through various set pieces. Arena combat is still first and foremost, but there is a larger focus on platforming compared to the first game. At times, Doom Eternal feels more like Super Mario or the Prince of Persia than an FPS. Thankfully falling into pits is not an instant kill, but if you are not up on your platforming skills, these sections may be more difficult than the demons.
从关卡设计的角度来看,《 毁灭战士永恒》的确比其前身有一点点落后。 关卡设计向外伸展,推动演奏者穿行于各种固定装置中。 竞技场的战斗仍然是头等重要的事情,但是与第一款游戏相比,它更注重平台化。 有时, 《永恒 的命运》比FPS更像是《 超级马里奥》或《 波斯王子》 。 值得庆幸的是,进入陷阱并不是立即杀死敌人,但是如果您不掌握平台技能,那么这些部分可能比恶魔更难。
But when it comes time to enter the arenas and fight, Doom Eternal makes the most controversial changes.
但是当需要进入竞技场并进行战斗时, Doom Eternal会做出最具争议的变化。
有思想的人的暴行 (Thinking Man’s Rampage)
I am going to say something now that will probably not make a lot of sense yet: Doom Eternal is more of an action game than an FPS.
我现在要说的话可能还没有多大意义:《 毁灭战士永恒》更多是一款动作游戏,而不是FPS 。
Doom was praised for its return to a streamlined FPS experience and it was all about tuning out everything else and focusing on the gunplay. Every weapon did “damage” — shotguns did a lot of damage at close-range, your rifle does it at long-range. If you wanted to play through the game using one or two weapons, you were free to do so, for the most part.
《毁灭战士》因重返精简版FPS体验而受到赞誉,而这全是为了调整其他所有内容并专注于枪法。 每把武器都会“损坏” — shot弹枪在近距离会造成很多伤害,而步枪在远距离会造成伤害。 如果您想使用一种或两种武器来玩游戏,那么大部分时间您都可以自由进行。
Doom Eternal is nothing like that; playing it like Doom will end in failure every time. This relates to the changes to enemy designs. There are essentially three kinds of enemies that you will be fighting. Fodder enemies who will always be in arenas that can be killed easily to regain supplies. Grunt enemies that are the common imps and soldiers that distract you from the real threat — the heavy demons. Demon health and overall abilities have been given a major upgrade, with the majority having a primary and secondary attack.
永恒的末日就是这样。 像《 毁灭战士》那样玩,每次都会失败。 这与敌人设计的改变有关。 实际上,您将要与三种敌人战斗。 饲料敌人将永远处在竞技场中,可以轻易杀死以重新获得补给。 常见的敌人是咕enemies的敌人,而真正的威胁则是使您分心的士兵-恶魔。 恶魔的健康和整体能力得到了重大提升,其中大多数具有主要和次要攻击能力。
On the higher difficulties, the demons can rip and tear through you just as easily as you can do it to the fodder enemies. Defeating these enemies rely on exploiting new weak points. Arachnotrons can unleash an explosive barrage from their tail unless you destroy it. Cacodemons are weak to grenades which set them up for a follow-up glory kill. With the lower ammo pools, you need to be aware of major threats and have the ammo on the right gun to finish them, or quickly get away and find an enemy to chainsaw for ammo.
在更高的难度下,恶魔可以像掠夺饲料敌人一样轻松地撕破你。 击败这些敌人需要利用新的弱点。 除非您将其摧毁,否则蛛形龙可以从其尾巴释放出爆炸弹幕。 枪手的手榴弹很弱,这使他们准备了后续的光荣杀戮。 在较低的弹药池中,您需要意识到重大威胁,并用正确的枪支将弹药完成任务,或者Swift逃脱并找到敌人用链锯进行弹药。
The inclusion of a dash cements the action game overtones in Doom Eternal. You may be fast, but the enemies and their attacks are faster. To stand any chance of winning on the higher difficulties, you’re going to need to know how to push into groups to finish off enemies for health and ammo, while doing your best to stay mobile and never get locked down.
包含破折号巩固了“末日永恒”中的动作游戏泛音。 您可能速度很快,但是敌人及其攻击速度更快。 为了获得在更高难度上获胜的任何机会,您将需要知道如何组队为健康和弹药消灭敌人,同时尽最大努力保持行动能力,永远不会被束缚。
Every fight in the game turns into a crazy free-for-all of dashing, chainsaws, grenades…and of course, killing. If Doom gave the player the power fantasy of the Doom Guy, Doom Eternal gives it to the demons and challenges you to step up. The demons can be an absolute pain to fight if you ignore their weaknesses and the strengths of your weapon mods.
游戏中的每场战斗都变成了疯狂的免费物品,包括破折号,链锯,手榴弹……当然还有杀戮。 如果《 毁灭战士》为玩家带来了《毁灭战士 》的力量幻想,那么《 毁灭永恒》将它带给了恶魔,并挑战了你一步。 如果您忽略了恶魔的弱点和武器改装的优势,那么恶魔的战斗绝对是痛苦的。
Speaking of weapons mods, the upgrades, runes, and weapon mastery challenges make their return, along with a bevy of collectibles to display in the new “Fortress of Doom” that is either the cheesiest thing you have heard today or the most awesome.
说到武器改装,升级,符文和武器熟练的挑战又回来了,还有一系列收藏品将出现在新的“毁灭堡垒”中,这要么是您今天听到的最俗气的东西,要么是最令人敬畏的东西。
Doom Eternal’s core gameplay loop elevates the design further than Doom ever did, but it may not be what fans want.
《毁灭战士永恒》的核心游戏循环比《 毁灭战士》更进一步提升了设计水平,但这可能并不是粉丝想要的。
掠夺者恶作剧 (Marauder Mishaps)
Fighting the enemies in Doom Eternal was a challenge on nightmare difficulty, but it was not that extreme for me, and that is not meant to be bragging, but more about what Doom Eternal is at its core.
在《 Doom Eternal》中与敌人战斗是一场噩梦般的挑战,但这对我而言不是那么极端,这并不意味着吹牛,而是更多关于《 Doom Eternal》的核心内容。
This is a game that requires you to be constantly thinking about how you are fighting. You cannot turn off your brain and enter a state of flow as easily as in Doom; there is just too much going on in combat for that to work. Doom Eternal’s focus on action makes it in my opinion the most progressive FPS in terms of mechanics I have seen in some time.
这个游戏要求您不断思考自己的战斗方式。 你无法像Doom一样轻易地闭上大脑,进入流动的状态; 战斗中有太多事情要做。 在我看来, Doom Eternal对动作的关注使其成为一段时间以来我所见过的最先进的FPS。
You cannot play Doom Eternal the same way you would other FPS titles. I know this comparison is old at this point, but this is the Dark Souls of the FPS world, except here, you are meant to be fighting crowds of enemies at once. Playing Dark Souls, while you are free to experiment with builds and weapons, you still must play by the rules of the enemies.
您无法像其他FPS游戏一样玩《 毁灭战士永恒 》。 我知道这一点比较古老,但这是FPS世界的“ 黑暗之魂 ”,除了这里,您本应立即与众多敌人作战。 玩《 黑暗之魂》 ,尽管您可以自由尝试建造和武器,但仍然必须遵守敌人的规则。
Some enemies are all about dodging around them, others are about parrying and counterattacks. The point is that you are given a collection of tools, and it is up to you to make the most out of them in a situation. One of the big points I had to adjust around was using the flame belch to get more armor which in this game is basically a second health bar for enemies to go through. Just adding that additional piece to the routine caused me trouble until I got used to it.
有些敌人全是躲避他们周围,有些则是招架和反击。 关键是要为您提供工具的集合,这取决于您 在某种情况下,充分利用它们。 我必须调整的一大要点是使用火焰束带获得更多的护甲,在这个游戏中,基本上这是敌人可以通过的第二条健康之门。 只是在日常工作中增加了额外的内容,直到我习惯了它,才给我带来麻烦。
This comes to a head at the point where a lot of players threw their hands up in disgust: fighting the Marauder.
在很多玩家厌恶地举起手来与抢劫者战斗时,这一点到了头。
Marauders are enemies who counter every attack with a shield and the only way to do damage is to stun them before they attack and then hit them with heavy attacks. Suddenly, every one of your tools outside of the specific ones that affect them is useless.
掠夺者是可以用盾牌对抗每次攻击的敌人,造成伤害的唯一方法是在攻击前将其击晕,然后用重击对其进行打击。 突然地,除了影响它们的特定工具之外,您的每一种工具都是无用的。
For me, that means nothing — I played Sekiro: Shadows Die Twice, I know what it means to fight an enemy a specific way.
对我来说,那没什么意思-我玩过《 Sekiro:Shadows Die Twice》 ,我知道以特定方式与敌人作战的意义。
毁灭战士v毁灭战士 (Doom v Doom)
With all that said, it is time for the big question: Which Doom is better? Doom (2016) was a game that knew what it wanted to be. And it knew what it did not want to be. It executed on both fronts about as flawlessly as possible.
综上所述,现在该是一个大问题了: 哪个厄运更好? 毁灭战士(2016)是一款知道自己想要成为什么样的游戏。 它知道它不想要的。 它在两个方面都尽可能完美地执行。
Doom Eternal is not as perfect. Information overload can quickly take a hold with everything that the game wants the player to process at once. I wish some of the tells around enemy spawns and item reloads were a little more pronounced. Sections that restrict the player’s movement (and those annoying tentacles) break the flow of the game. Then there’s the progression system on top of progression system approach that still feels a little weird for a Doom game while still being required at the higher settings.
永恒的末日并不完美。 信息过载可以Swift搁置游戏希望玩家立即处理的所有内容。 我希望敌人产卵和物品重装方面的一些提示更加明显。 限制玩家运动的部分(以及那些令人讨厌的触角)破坏了游戏的流程。 然后是在渐进系统方法之上的渐进系统,对于Doom游戏仍然感到有些奇怪,而在更高的设置下仍然需要它。
However, in terms of moving the needle forward on FPS design, Doom Eternal is a masterclass in that regard. As someone who is more at home with the constant on the fly thinking in action games than prone shooting, Doom Eternal clicked for me very easily. I have talked about before on one of my dream concepts: A Dark Souls-inspired FPS and Doom Eternal’s design feels like the perfect foundation for that.
但是,就推动FPS设计的发展而言, Doom Eternal在这方面是大师级课程。 作为一个在动作游戏中经常思考而不是俯卧拍摄的人,《 毁灭战士永恒》很容易为我点击。 我之前曾谈过我梦dream以求的概念之一:《 黑暗之魂》启发的FPS和《 毁灭战士永恒》的设计感觉就像是实现这一目标的理想基础。
I hope that developers took notes on Doom Eternal’s gameplay loop and feel, as it really shows that there is more possible in the FPS genre besides just throwing numbers on guns.
我希望开发人员在《 毁灭战士永恒》的游戏循环和感觉上做笔记,因为它确实表明FPS类型除了将数字丢在枪口之外还有更多可能性。
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如果您喜欢本文,请考虑加入 Game-Wisdom Discord频道 。 它向所有人开放。
末日边境
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