Home News Ghost of Yotei Will Be Less Repetitive Than Tsushima

Ghost of Yotei Will Be Less Repetitive Than Tsushima

Author : Harper Update:Jan 07,2025

Ghost of Yotei Will Be Less Repetitive Than Tsushima《对马岛之魂》的续作《幽灵:夜啼》似乎要避免其2020年动作冒险游戏所受到的严厉批评,开发商Sucker Punch承诺将“平衡”其开放世界游戏玩法的“重复性”。

《幽灵:夜啼》承诺玩家“自由探索”

《对马岛之魂》粉丝强烈批评游戏重复性

Ghost of Yotei Will Be Less Repetitive Than Tsushima在接受《纽约时报》采访时,索尼和开发商Sucker Punch透露了他们为《幽灵:夜啼》准备的内容,这款《对马岛之魂》续作将围绕其新主角阿津的旅程展开。创意总监杰森·康奈尔表示,《幽灵:夜啼》的另一个新方面是开放世界游戏玩法的重复性降低。

“制作开放世界游戏的一个挑战在于,一遍遍地做同样的事情会让人感到重复,”康奈尔告诉《纽约时报》。“我们希望以此为平衡点,并找到独特的体验。”此外,康奈尔还证实,与前作不同,《幽灵:夜啼》将允许玩家“除了像武士刀这样的近战武器外,还可以掌握枪械”。

尽管《幽灵:夜啼》的前作在Metacritic上的评分为83/100,但对其游戏玩法的批评却异常严厉。“在13世纪武士的世界中,这是一次称职但肤浅且过于熟悉的尝试,试图复制《刺客信条》风格的开放世界冒险,”一个评论网站上的评论写道,另一个评论则与之相符,指出该游戏“本可以缩小规模或采用更线性的结构”。

Ghost of Yotei Will Be Less Repetitive Than Tsushima粉丝们也评论了《对马岛之魂》明显的重复性,这略微损害了这款原本令人惊艳的动作冒险游戏体验。“《对马岛之魂》很漂亮,但极其重复且枯燥,”一位玩家评论道,“问题是它很快就变得重复了。整个游戏中只有5种敌人。有持剑的家伙、持剑盾的家伙、持枪的家伙、大块头和弓箭手。”

Sucker Punch似乎打算解决可能导致《幽灵:夜啼》失败的问题——其前作广受批评的重复性——以及提升开发商认为是该系列标志性的电影风格和视觉效果。“当我们开始制作续集时,我们首先问自己的问题是‘幽灵游戏的DNA是什么?’”创意总监内特·福克斯在采访中说。“这是关于将玩家带入日本封建时代的浪漫与美丽之中。”

2024年9月State of Play发布会上宣布,《幽灵:夜啼》将于2025年某个时候登陆PS5。正如Sucker Punch高级传播经理安德鲁·戈德法布在最近的PlayStation博客文章中所说,这款游戏承诺让玩家“自由探索”夜啼山的美丽景色,并“按照自己的节奏”进行游戏。
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