Mindscape International, 1990
MS-DOS, Amiga 和 Atari ST
Mindscape International, 1990
MS-DOS, Amiga and Atari ST
困俘(Captive)是一款实时科幻游戏,你的角色醒来后发现自己被囚禁在某个未知的地方。而你唯一的希望就是远程控制四个机器人前来寻找你并帮你逃出生天。
本作有着高自由度的角色自定义系统,所有机器人的身体部件(手、胳膊、腿、脚、胸部和头部)都可以拆分,每个部件也都都有属性、能耗以及功能,比如说如果机器人的头部受到损伤,那么,所显示给玩家的游戏画面也会变得扭曲。
Captive is a real-time sci-fi blobber where your character wakes up imprisoned somewhere unknown. Your only hope now is to remotely control four droids, who must find and liberate you.
The droids are highly customisable, as they have detachable individual parts (hands, arms, legs, feet, chest and head), each with its own stats, energy cost and utility. For example, a droid with a damaged head will display distorted graphics to the player.
《困俘》的主要内容很大程度上依赖于程序化随机生成。在开始游戏后,玩家首先需要驾驶宇宙飞船前往星图上的某颗星球,然后着陆,找到敌人的基地,进去后找到太空探查器并摧毁其发动机,最后尽快逃出这早已化为“地狱”的基地以免被卷入爆炸之中。而游戏的目标就是重复上述过程十次以上,最终让你重获自由。
即使你通关之后,你完全还可以一遍又一遍地重新体验这款游戏。不同的地图种子所带来的是数以百计的基地地图以及千奇百怪的关卡,这可以确保玩家的每一次体验都会不同。当然,福祸相依,一旦你理解了游戏是如何构建关卡甚至谜题的,你就会意识到它其实是多么的简单和重复。
我小时候玩《困俘》时并没有感到枯燥,而让我能坚持玩下去恰恰是每个基地关卡你都能见到新的东西、新的怪物、新的墙壁图案,更多的武器、新的身体部件以及那巧妙的升级系统。想想当时第一次打到第十一关以及找到能让游戏变得简单的玩法时是多么的兴奋,然而没过多久一切就开始显得枯燥乏味了。
作为续作的《解放:困俘 2(Liberation: Captive 2, 1994)》确实是款有野心的游戏。本作中你将再次操纵四个机器人,你也必须前往一座暗藏杀机的未来城市并调查一宗谋杀案。这座城市是一个包含商店、图书馆、办公室、房屋等建筑的广阔开放世界。游戏还具有全 3D 图形、可定制的用户界面,并引入了与 NPC 交谈的能力,追求更多的和平方法。
不过,就像上一作那样,它的主要游戏内容依旧是程序化生成的,再加上巨大的城市,游戏的野心很容易让人敬仰,但由于游戏规模太大,而又缺乏引人注目的手工制作内容,所以它的愿望很难完成。
Captive relies heavily on procedural generation. When you start the game, you first have to fly with a spaceship to one of the planets on your star map, land, locate an enemy base, enter, locate a space probe inside the base, destroy the generators and then run like hell. If you don't manage to get out in time, you'll die when the base explodes. The goal of the game is to do this ten more times, allowing you to free yourself.
If you succeed, you get the chance to start over again, and again and again. Hundreds of bases with countless procedurally generated levels, all sprung from the same seed to make sure every player sees the same sets of levels. This is both the game's greatest strength and weakness. Once you understand how the game constructs levels and even puzzles, you'll realise just how bare-bones and repetitive it is.
Playing Captive as a kid, that didn't bother me. What kept me going was seeing something new every base. New monsters, different tile graphics, more weapons, body parts and ingenious tech upgrades. That first run with 11 bases is quite fun and has enough to offer to overcome the simplistic gameplay. But after that it gets tedious.
The sequel, Liberation: Captive 2 (1994), was truly ambitious. Once again in charge of the four droids, you have to investigate a murder cover-up in a futuristic, hostile city. The city is massive – a sprawling open world with shops, libraries, offices, houses, etc. The game also featured fully 3D graphics, a customisable UI and introduced the ability to talk to NPCs, pursuing more peaceful approaches.
Still, just as with the first game, most of it was procedurally generated and, combined with the insanely large city, made for a game easy to admire for its ambition but hard to finish due to sheer size and lack of compelling, handcrafted content.