简而言之,《轨道之下(UnderRail)》就是世纪之交以来所制作的最伟大的 RPG 之一,它为如何制作一个有生命,充满活力的世界建立了教科书般的标准。正如曾经一度流行的老起源系统(Origin Systems)的标语所说:“我们创造世界。”
《轨道之下》作为一款后启示录游戏,多多少少致敬了《辐射(Fallout)》,但是本作也做出了属于自己的风范。
角色系统非常的传统:有七个基本属性;超过 20 种技能,可将它们分为进攻(Offense),防守(Defense),诡计(Subterfuge),技术(Technology)(制造物品),超能力(Psi)(精神力量)以及社交(Social),多样的技能搭配提供了多种不同的过关途径以及游玩风格。
玩家几乎可以创造任何类型的角色:一个身着重甲并且挥舞电能锤的笨蛋;一个偷偷摸摸拿着毒锯齿刀的小混混;亦或者是一个超能力者,能够用念力墙困住敌人,并用念力瘫痪他们的大脑;一个突击兵,拿着可定制的突击步枪,闪光弹或者是手雷一路上神挡杀神佛挡杀佛;一个擅用陷阱,擅长潜行并且会使用无声十字弩把敌人逐一解决的游侠;善于言辞的狙击手;还有更多更可行的组合。
然而,对我来说,探索部分才是这部游戏的精妙之处,房间里面到处都可以互动,从普通的盒子和板条箱到可以用来窥视或者爬行的通风口,可以把门锁撬开,爬梯子或者是揭开隐秘的角落。本作的关卡设计巧妙地运用了错综复杂又互相关联的多层次房间,以及一些有死胡同或是单向通道等特征的地形,如此一来,摸清楚自己的方位这件事本身也成为了游戏的挑战之一。
但是这种挑战也是很值得的,毕竟本作古怪的系统会依据探索和发现隐藏物品来提供经验奖励,从而作为非战斗的经验来源。
UnderRail is, quite simply, one of the greatest CRPGs created since the turn of the century. It exemplifies the concept of building living, breathing worlds, popularised once upon a time by the old Origin Systems tag line: “We create worlds.”
A post-apocalyptic game clearly reminiscent of the original Fallout, UnderRail certainly pays homage, but also manages to stand as its own unique game.
The character system is very traditional: there are seven base attributes; over 20 skills divided into Offense, Defense, Subterfuge, Technology (item-crafting), Psi (mental powers), and Social; and loads of feats tailored for various paths and playstyles.
Players can create just about any type of character: a blockhead who wears tailored heavy armour and swings an electrified sledgehammer; a blaggard who sneaks around with a serrated knife; a psi-user who traps enemies behind force walls and pulps their brains with a thought; a commando who uses his customised assault rifle, flashbangs, and grenades to blast his way out of everything; a ranger who uses stealth, deadly traps, and a silent crossbow to eliminate his enemies one by one; a diplomatic sniper; and many, many more viable combinations.
Yet, for me, the exploration aspect of UnderRail is its greatest achievement. Rooms are packed with interactions, from the usual boxes and crates to vents you can peek or crawl through, locked doors to pick, ladders to climb and hidden nooks to uncover. The game's level design makes clever use of intricate, interconnected, multi-level rooms and terrain featuring dead ends, one-way passages, and so on, in such a way that navigating the environment is a challenge by itself.
It's also rewarding, thanks to the Oddity system, which awards XP for exploring and uncovering hidden items – an alternative non-combat experience source.
《轨道之下》的战斗系统深受《辐射》的启发,采用了回合制,等距以及基于行动点数的战斗系统。这种系统非常简单,但是也充满了挑战性——同时也令人满足。这应当归功于其多样的武器,技能以及敌人。《轨道之下》中的居民有许多独特的技能,玩家必须熟悉这些技能并知道如何应对才能得以生存。我玩这款游戏的时候,一般会谨慎的进入房间,然后往可疑的地方扔一颗闪光弹,然后冲出去,希望这样能找出一些可能存在的潜伏者,并且防止被人背刺。
《轨道之下》也并非是完美无缺的作品,其缺乏复杂的对话树和有意义的选择和结果。尽管如此,考虑到这部作品是由一个人做的,有这些缺点也可以理解。《轨道之下》绝对是一款佳作,CRPG 玩家绝不容错过的佳作。
Heavily inspired by Fallout, UnderRail's combat is turn-based, isometric, and based on action points.
It's simple but challenging – and highly satisfying, thanks to the sheer variety of weapons, skills and enemies. The denizens of UnderRail have many unique tricks that the player must learn to recognise and counter in order to survive. Many times during some of my playthroughs, I'd inch my way into a room, toss a flashbang in a likely direction, then dash back out again, hoping to flush out possible lurkers and avoid being back-stabbed.
UnderRail isn't without flaws, lacking in intricate dialogue trees and meaningful choices and consequences. Still, considering that it was mostly made by one man, these are understandable shortcomings. UnderRail is a massive incline, and no CRPG fan should miss it.