然而,如果面对随机敌人总是要进行长时间的策略战斗就会使人很厌烦,《巫师神冠》提供了一个新颖的“快速战斗”选项——让游戏托管完成所有战斗,你只需监视你的队伍状态,在必要时下达快速撤退指令就可以了。
缺点是人工智能不会像一个像样的玩家那样进行战斗——它尤其不擅长使用魔法,这导致胜利的成本变高。但真正的问题是,如果你跳过了战斗,游戏就没有多少实质性内容可玩了。
《巫师神冠》最大的问题在于背景的限制。根本就没有足够的领域去探索,这就没法体现通过游戏所花费时间的价值。一旦你清除了城市的新手村部分,就没有什么可探索的了,而北部的森林和南部的废墟又有着难以击败的敌人。
所以你会花大量的时间在你已经清理过的地方跑来跑去,试图吸引游荡的小怪来获得一些获得的技能点和物品来出售。《巫师神冠》需要你花费不知道多少小时的磨砺,才可以提升你的角色,使之能够继续前进。
However, if fighting long tactical battles against random hordes of enemies gets tiresome, Wizard's Crown offers a novel “Quick Combat” option – the game does all the fighting, you just monitor your party status and order a quick retreat if needed.
The downside is that the AI won't fight as well as a decent player – it's especially inept with magic, leading to some costly victories. But the real issue is that if you skip combat, there isn't much game left.
The biggest problem with Wizard's Crown comes from how limited the backdrop is. There simply isn't enough territory to explore to justify the amount of hours it takes to beat the game. Once you clear out the beginning portion of the city there is nothing left to explore, but the northern woods and southern ruins have enemies too tough for you to defeat.
So you will spend a large amount of time running through places you've already cleared, trying to attract wandering monsters for a few earned skill points and items to sell. Wizard's Crown requires ridiculous hours of grinding so you can eventually improve your characters enough to move on.
它的续作《永恒之匕(The Eternal Dagger, 1987)》试图通过引入一个更大的世界地图来解决这个问题,地图上的地形类型多种多样,甚至还增加了一些谜题。不幸的是,它还增加了一个新的疲劳系统,有着更多的微观管理和更长的旅行时间,要求玩家更加耐心。之前就挺复杂了现在搞得更复杂,这是它相较于前作的一个退步。
有一说一,我真的不能向新玩家推荐《巫师神冠》,尤其是当金盒子系列已经具有它大部分优势,还能带来更好的体验。不过,《巫师神冠》在我心中永远有一个特殊的位置。
在我儿时,我父亲给我买了一款雅达利 PC 版的游戏,但那时我游戏的进程并没有打多远。2015 年,我在临终的父亲床边照顾他好几天。当我通关游戏时,我给他看了《巫师神冠》的终结画面,问他是否还记得为我买过这款游戏,他给了我一个温暖的微笑。几天后他就与世长辞了。
所以,虽然我不把它推荐给别人,但我并不后悔我花费在《巫师神冠》上的时间。再次谢谢你,父亲。
The sequel, The Eternal Dagger (1987), tried to fix this by introducing a larger world map, with varied terrain types and even adding puzzles. Sadly, it also added a new fatigue system, more micro-managing and longer travelling times, demanding even more patience from players. More complicated than complex, it was a step back from its predecessor.
I really can't recommend Wizard's Crown to new audiences, especially when the Gold Box games took much of what was good here and made for a much better experience. Still, Wizard's Crown will always have a special place in my heart.
When I was a tween, my father purchased an Atari PC version of the game for me, though I was unable to get far in it back then. In 2015, I was watching over my dying father during many long days alongside his bed. I showed the Wizard's Crown end screen to him when I beat the game and asked if he remembered buying the game for me and he gave me a warm smile. He was dead a handful of days later.
So although I can't recommend it to others, I have no regrets over my time with it. Thanks again, Dad.