Obsidian Entertainment, 2016
Windows, OS X, Linux
Obsidian Entertainment, 2016
Windows, OS X, Linux
在这个以奇幻的青铜时代为背景的游戏中,邪恶的一方成为了赢家,本作沿用了备受青睐的无限引擎 RPG 模式[1] 。游戏中的凯洛斯(Kyros)帝国征服了整个已知世界,而玩家扮演的角色则是其帝国中的一位命运绑定者[2] (Fatebinders),其任职包括外交官(diplomat),刺客(assassin),将军(general),法官(judge),冒险家(adventure)等十多种。
背景故事便决定了该作是一个比其他奇幻类游戏有着更复杂的故事梗概的游戏,但是如此与众不同的游戏背景便需要佐以更与众不同的游戏玩法。在人物背景部分,主角被刻画成了一个活的传奇人物。随后游戏便展示了其主要游戏内容:收集物品,组成队伍,还有杀死敌人们。
Evil has won in this fantasy bronze age game that iterates upon the esteemed formula of Infinity Engine RPGs. The empire of Kyros has all but conquered the known world and the player serves as one of his Fatebinders, a mix of a dozen different roles from diplomat to assassin to general to judge to adventurer.
The premise represents a clear desire to explore more complex scenarios than most fantasy games but different themes require different gameplay experiences to fully shine. During the past-shaping text introduction, the protagonist executes feats that paint them as a living legend. But afterwards, the game reveals its core gameplay of looting crates, getting companions and killing scores of foes.
经过一番新手指引之后,你便迫不及待地想要去处理一些实际的事情,像是资源问题,外交问题或者是战斗问题,而并非是很多人以为的低级 RPG 类核心内容。
侵略者这一身份显得略乏新意,但是游戏中却也不乏亮眼之处。比如审判因为反抗性暴力错杀了一名士兵的同龄人。玩家可以忽略这一点,出于忠心严惩他们,或者帮他们钻一下法律的空子。这种时刻只不过是其庞大对话树中再普通不过的一部分而已,但是却展示了《暴君》(Tyranny)中的各种事件样本。
但是因为声望系统的完善,这种事情反而显得有些让人失望。声望系统会根据派系不同以及个人差别给出各种不同的奖励反馈。无疑,本作也有一些很重要的选项,但是这些文本并没有表现的选项本身有多重要一样。很多时候你甚至会陷入一种对“坏人”的刻板印象,而这些成见则反过来体现了在暴君统治下平民的悲惨生活。
游戏剩下的部分非常无聊,这都要归咎于其少得可怜的敌人种类和敌人那超长的血条以及能力的重复度。但是游戏却不乏一些有潜力的部分,比如新颖的施法系统。玩家在游戏中寻找符文便能组成法术,但是却没有能够让人耳目一新的遭遇战。
最后,无限引擎一般做奇幻游戏比较好,但对于《暴君》这种政治和征服类的游戏则缺乏一些政治要素。在这种以搜刮和战斗为核心的游戏中也没有多少政治矛盾留给玩家扮演的命运绑定者。
With such an intro you would expect to solve issues related to logistics, diplomacy or battlefields but instead the core of the game is the usual low-level RPG tropes most have come to expect.
The more interesting aspects of being an occupying force are sparse, but there are moments that shine such as the trial of one of your peers that killed soldiers engaging in sexual assault. The player can ignore this, condemn them out of loyalty or help them wiggle out via legal loopholes. This moment is just a bog-standard dialogue tree at its heart but it showcases the types of situations that should have defined Tyranny.
This is all the more disappointing since the reputation system is worthy of praise. It tracks multiple factions and individuals with all kinds of modifiers as rewards. There are impactful choices to make here, no doubt, unfortunately the writing is not up to snuff to make them feel meaningful. The vast majority of the time you engage with “badass” fantasy stereotypes which in turn paints over the more uncomfortable civilian situations relating to mass subjugation that naturally arise from the premise of Tyranny.
What is left is a game with a pitifully small enemy variety and whose battles become aggressively boring due to the large health pool of enemies and the repetitive nature of the cooldown-based abilities. And yet again, the potential is there: the spellcasting system is actually novel; modular spells are created via runes the player finds throughout the game but the encounter design to make this system shine just isn't there.
In the end, Infinity Engine games were, generally, fantasy adventures done well. In comparison, Tyranny is a game of conquest and political intriguing done badly. No number of peripheral changes will placate the discord between the creative vision behind the Fatebinder role and the loot & kill type of core gameplay.
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1 译者注:无限引擎是 Bioware 开发的 2D RPG 引擎,该引擎诞生出不少经典之作,当时那几年被称为 RPG 的又一个黄金年代。
2 译者注:命运绑定者可以理解为是暴君凯洛斯的执法者以及审判官。