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战斗力 鹅
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本帖最后由 acg_s1 于 2022-3-11 20:32 编辑
Elden Ring maintains the nail-biting combat and air of mystery that has distinguished From Software's Soulsborne games, but it's elevated to new heights by the studio's interpretation of what an open-world game can be. Having brought down Godrick, the breadth of the world--and the way in which From Software has applied its signature style to an open world--was on full display, reinforcing how insignificant I really was and driving home the magnitude of the task that still awaited me.
Elden Ring is From Software's crowning achievement in world design--epic in scale and scope. But what makes it special isn't just how visually stunning it all is, or that its open-world is vast, rich in detail, and teeming with possibilities. Instead, it's how the studio has applied its own esoteric design principles to deliver an experience that feels fresh, elegant, and uniquely From Software. The game's core pillars are built on the same strong action and role-playing foundations as previous titles while offering more freedom to explore than ever before. Elden Ring is an open-world game entirely in a category of its own. That delicate orchestration of highs and lows and the build-up and release of tension that From Software has mastered, coupled with the thrill of freeform exploration and discovery, is an intoxicating cocktail of game design.
A key part of From Software's design ethos is to strip down to the essentials, and in Elden Ring that process strengthens exploration and discovery, the heart and soul of the experience. The studio's games typically give the player very little while asking a lot, and Elden Ring is the most obtuse and demanding of its games so far. This is largely because everything you've come to expect from modern open-world games is absent; for instance, there's no map until you find an item that reveals the topography of a region. Even then, the points of interest in that region aren't marked until you've been there and seen them. There is no minimap, just a compass to show the cardinal directions and any waypoints you've placed.
Freeform exploration isn't completely new and the proverbial elephant in the room in that regard is The Legend of Zelda: Breath of the Wild. It's easy to draw comparisons between Elden Ring and Nintendo's acclaimed open-world Zelda, but what sets the two apart is a greater sense of authorship around the things you can stumble upon in the Lands Between and an overall cohesion between the open world and these activities. Elden Ring is seamless, whether you're delving into a cliffside cave or breaching a massive castle front, and in spite of the vast diversity among these locations. Although there are occasional breaks to make a transition, these are just for a few specific set-piece locations that are elaborate dungeons with ambitious design ideas--think of it as going from Hemwick Charnel Lane to Cainhurst Castle in Bloodborne.
In a genre that has become wrought with bloated and over-designed games, Elden Ring is defiantly contrarian in almost every way. Its commitment to design by subtraction and to placing the responsibility of charting a path through its world entirely on the player makes it stand head and shoulders above other open-world titles. Elden Ring takes the shards of what came before and forges them into something that will go down in history as one of the all-time greats: a triumph in design and creativity, and an open-world game that distinguishes itself for what it doesn't do as much as what it does.
有的人要打靶子批评法环的作为开放世界不合格,我琢磨着论坛里也没人单纯吹法环的开放世界的,这靶子还是从媒体评测来的,但比如我摘录的gamespot的评语里也写得明明白白,这是个fs风格鲜明的开放世界,它自身的内容和它跟其他开放世界趋异的地方加在一起让这个游戏具备设计上的创造力。 |
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