凡人修仙传jar_凡人的贝壳无法逃脱灵魂般的阴影
凡人修仙傳jar
Mortal Shell is the latest attempt to try to take the Soulsborne crown. Hitting many of the same notes as Dark Souls, it’s actually what Mortal Shell does differently that makes it worthy of further discussion. However, this is a game that also makes the mistake of trying to fix what isn’t broken.
中號(hào) ortal殼牌是設(shè)法采取Soulsborne冠的最新嘗試。 擊中了許多與《黑暗之魂》相同的音符,實(shí)際上是《真人外殼》所做的不同,因此值得進(jìn)一步討論。 但是,這是一款也會(huì)犯錯(cuò)誤的游戲,試圖修復(fù)未損壞的內(nèi)容。
Source: My PlayStation Wallpapers.資料來(lái)源:我的PlayStation壁紙。The story finds the player in control of a faceless husk in a mysterious land. In order to survive, you’ll need to take over the bodies of four different dead characters and explore the game world as them. Mortal Shell wastes no time in providing a different experience from Dark Souls, beginning with its combat. Unlike other “soulslikes”, you aren’t free to create your own custom character with different skills, weapons, and armor. Instead, you’re limited to one of four “shells” and one of four different weapons at a time. Each shell is graded in terms of health, stamina, and resolve (which is used for special attacks).
故事發(fā)現(xiàn)玩家控制著一個(gè)神秘土地上不露面的外殼。 為了生存,您需要接管四個(gè)不同死亡角色的尸體,并以此探索游戲世界。 從戰(zhàn)斗開(kāi)始, 真人外殼便毫不猶豫地提供了與《 黑暗之魂》不同的體驗(yàn)。 與其他“靈魂樂(lè)”不同,您不能隨意創(chuàng)建具有不同技能,武器和裝甲的自定義角色。 相反,您一次只能使用四個(gè)“炮彈”之一和四個(gè)不同武器之一。 每個(gè)外殼根據(jù)健康狀況,耐力和決心(用于特殊攻擊)進(jìn)行分級(jí)。
Weapons can be upgraded to do more damage and each one has a special move that can be unlocked by finding its respective item in the world. Speaking of world, Mortal Shell is smaller compared to other soulslikes, clocking in with three dungeons to explore from the game’s central, swampy hub.
武器可以升級(jí)以造成更大的傷害,并且每個(gè)武器都有一個(gè)特殊的舉動(dòng),可以通過(guò)在世界上找到其各自的物品來(lái)解鎖。 說(shuō)到世界, 《真人外殼》比其他類似靈魂的實(shí)體要小,它排著三個(gè)地牢,從游戲的沼澤中心探索。
Progression has also been streamlined when compared to its inspirations. Your resources are tar (aka souls) and glimpses that are locked to the shell you’re using at the time. You earn tar by killing enemies and using items, while glimpses are rarer and can also be earned through items. Each shell has a basic perk tree on which you can spend tar and/or glimpses to unlock new abilities. My main was Tiel, who could be upgraded to have infinite running and enhanced poison damage.
與靈感相比,進(jìn)步也得到了簡(jiǎn)化。 您的資源是tar(又名靈魂)和瞥見(jiàn),它們鎖定在您當(dāng)時(shí)使用的外殼上。 您可以通過(guò)殺死敵人和使用物品來(lái)賺取焦油,而瞥見(jiàn)則很少見(jiàn),也可以通過(guò)物品來(lái)賺取。 每個(gè)殼都有一個(gè)基本的特權(quán)樹(shù),您可以在上面花焦油和/或瞥見(jiàn)來(lái)解鎖新功能。 我的主力是鐵,可以升級(jí)為無(wú)限奔跑并增強(qiáng)毒藥傷害。
Source: Pixel Magazine.資料來(lái)源:《像素雜志》。Combat in Mortal Shell is slower compared to other soulslikes. You have access to both light and heavy attacks as well as a parry. The game’s one unique mechanic is the ability to harden your body into stone. If you do this, you’ll become immobile but this action will also negate the next attack that hits you.
與其他靈魂人物相比,與真人殼的戰(zhàn)斗較慢。 您可以同時(shí)受到輕度和重度攻擊以及招架。 游戲的獨(dú)特機(jī)制是將您的身體變硬為石頭的能力。 如果這樣做,您將無(wú)法移動(dòng),但此操作還將使下一次打擊您的攻擊無(wú)效。
You don’t have access to block, but the hardened mechanic is still effective. Because you can use it at any moment of your choosing, slower weapons are able to shine, because you can harden mid-swing, take a hit, and then continue your attack while the enemy is stunned. In terms of health recovery, there are only a few ways of finding health in normal circumstances: you might find consumable health items in the world, but you can also use your party to trigger a riposte. Parrying in this way requires a single bar of resolve, which further limits how often you can heal. Due to the open nature of the game, enemies don’t grow progressively stronger — everything stays at similar power levels. Each dungeon is aesthetically and architecturally different.
您無(wú)權(quán)阻止,但強(qiáng)化的機(jī)制仍然有效。 因?yàn)槟梢噪S時(shí)選擇使用它,所以較慢的武器就可以發(fā)光,因?yàn)槟梢杂不虚g揮桿,進(jìn)行打擊,然后在敵人昏迷時(shí)繼續(xù)進(jìn)攻。 在健康恢復(fù)方面,在正常情況下只有幾種方法可以找到健康:您可能會(huì)在世界上找到消耗性的健康用品,但您也可以使用您的一方來(lái)觸發(fā)回教。 以這種方式進(jìn)行招募只需要一個(gè)決心,這進(jìn)一步限制了您可以治愈的頻率。 由于游戲的開(kāi)放性,敵人不會(huì)變得越來(lái)越強(qiáng)大-一切都保持在相似的功率水平。 每個(gè)地牢在美學(xué)和建筑上都是不同的。
Another key difference is that items have a familiarity rating that grows the more you use these items. If you max out the familiarity on a particular item, you’ll get more lore from it, along with a boosted effect when used. Some of the consumables are very powerful. For example, in one case you’ll gain health if you’re hit while being hardened. You might also gain attack and defense bonuses, and more.
另一個(gè)主要區(qū)別是,物品的熟悉程度會(huì)隨著您使用這些物品的次數(shù)的增加而增加。 如果您最大限度地提高了對(duì)特定項(xiàng)目的熟悉程度,則可以從中獲得更多的知識(shí),并在使用時(shí)增強(qiáng)效果。 一些消耗品非常強(qiáng)大。 例如,在一種情況下,如果您在堅(jiān)硬的過(guò)程中被打中會(huì)獲得健康。 您可能還會(huì)獲得攻擊和防御加成,以及更多。
In summary, then, Mortal Shell’s MO seems to be all about taking the soulslike formula and stipping it down as far as the developers could. But this approach may not lead to the fulfilling experience that fans have come to expect from the genre.
總而言之,那么, Mortal Shell的 MO似乎就是要采用類似于靈魂的公式,并盡可能降低開(kāi)發(fā)人員的負(fù)擔(dān)。 但是這種方法可能無(wú)法帶來(lái)粉絲所期望的充實(shí)體驗(yàn)。
Source: The Escapist.資料來(lái)源:逃避現(xiàn)實(shí)主義者。What really separates Mortal Shell from other soulslikes on the market is its length. Compared with every other game in the subgenre, this is by far the shortest (again, it consists of three dungeons with their respective bosses, and a single hub).
真正的Mortal Shell區(qū)別于市場(chǎng)上其他靈魂人物的是它的長(zhǎng)度。 與該子類別中的其他所有游戲相比,它是最短的(再次,它由三個(gè)帶有各自上司的地牢和一個(gè)中心組成)。
There is something intimate about Mortal Shell, thanks to its slower combat and smaller world. I must admit, I did find this appealing. However, when compared with other soulslikes — especially in terms of design and world-building — Mortal Shell struggles. Enemy behavior is very basic and is only built on a few obvious patterns. Because there’s no formal leveling or progression curve, you can easily run past almost any encounter and it won’t impact the direction of the game. In this sense, Mortal Shell is perhaps a better option for speedrunners than soulslike fans.
多虧了它較慢的戰(zhàn)斗力和更小的世界,所以《真人外殼》有一些親密的地方。 我必須承認(rèn),我確實(shí)覺(jué)得這很有吸引力。 但是,與其他類似靈魂的人相比,尤其是在設(shè)計(jì)和建造世界方面, 凡人殼掙扎。 敵人的行為是非常基本的,僅建立在一些明顯的模式上。 由于沒(méi)有正式的水平或進(jìn)度曲線,因此您可以輕松跨越幾乎所有遭遇,并且不會(huì)影響游戲的方向。 從這個(gè)意義上說(shuō),比起靈魂般的粉絲, 真人快車對(duì)于速跑者來(lái)說(shuō)可能是更好的選擇。
World travel can become repetitive if you don’t use the fast travel items to save time. I did like the idea of “the fog” (which activates once you’ve beaten a dungeon); the world grows darker and fills with different tnemies. Under these circumstances, it’s possible to find new loot until you return to the dungeon’s item to the hub.
如果您不使用快速旅行項(xiàng)目來(lái)節(jié)省時(shí)間,那么世界旅行可能會(huì)變得重復(fù)。 我確實(shí)喜歡“霧”的想法(一旦擊敗地牢,它就會(huì)激活)。 世界變得越來(lái)越黑暗,充滿了不同的抱怨。 在這種情況下,有可能找到新的戰(zhàn)利品,直到您將地牢的物品返回到中心為止。
The way lore is dished out with items isn’t ideal. This is because you need to consume multiple “copies” of an item to learn about its lore. That makes it tougher to appreciate and understand the world of Mortal Shell. And as with other soulslikes, I hope you aren’t expecting an easy-to-understand finale.
用物品拋出絕殺的方式并不理想。 這是因?yàn)槟枰褂靡豁?xiàng)的多個(gè)“副本”來(lái)了解其知識(shí)。 這使得人們更難以欣賞和理解“ 真人殼”的世界。 和其他靈魂人物一樣,我希望您不要期望一個(gè)易于理解的結(jié)局。
Ultimately, this is the first game in this genre from developer Cold Symmetry. In reality, it has a great foundation. It just lacks the refinement and growth that other established franchises have achieved. It’s important to stress that this game does more things right than it does wrong, and I’d certainly play a sequel if the developers go down that route.
最終,這是開(kāi)發(fā)商Cold Symmetry開(kāi)發(fā)的第一款游戲。 實(shí)際上,它具有良好的基礎(chǔ)。 它只是缺乏其他既有特許經(jīng)營(yíng)所取得的完善和增長(zhǎng)。 需要強(qiáng)調(diào)的是,這款游戲做對(duì)事情多于做錯(cuò)事情,如果開(kāi)發(fā)者順其自然,我當(dāng)然會(huì)扮演續(xù)集。
That said, if you’re looking for a great soulslike, Mortal Shell doesn’t quite hit the mark. But if you’re looking for a good game in general and you don’t mind a limited length, then Mortal Shell makes for a good diversion.
就是說(shuō),如果您正在尋找一個(gè)偉大的靈魂人物,那么真人殼并不十分理想。 但是,如果您總體上在尋找一款出色的游戲 ,而又不介意篇幅有限,那么Mortal Shell可以帶來(lái)很好的轉(zhuǎn)移效果。
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如果您喜歡本文,請(qǐng)考慮加入 Game-Wisdom Discord頻道 。 它向所有人開(kāi)放。
Game-Wisdom. It has been revised and published at SUPERJUMP with permission.Game-Wisdom上 。 經(jīng)許可,已在SUPERJUMP上進(jìn)行了修訂和發(fā)布。翻譯自: https://medium.com/super-jump/mortal-shells-cant-escape-the-soulslike-shadow-58ce206f67f0
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