Home News Ghost of Yotei Removes Monotony from Tsushima

Ghost of Yotei Removes Monotony from Tsushima

Author : Carter Jan 03,2025

Ghost of Yotei Will Be Less Repetitive Than Tsushima备受期待的《对马岛之魂》续作《幽灵:夜啼》有望解决前作饱受诟病的重复性问题。开发商Sucker Punch承诺将“平衡”开放世界游戏中的“重复性”。

《幽灵:夜啼》承诺玩家“自由探索”

《对马岛之魂》因重复性问题受到玩家强烈批评

Ghost of Yotei Will Be Less Repetitive Than Tsushima索尼和开发商Sucker Punch在接受《纽约时报》采访时,揭露了他们为《幽灵:夜啼》所做的准备,这款《对马岛之魂》续作将围绕其新主角阿津的旅程展开。创意总监Jason Connell表示,《幽灵:夜啼》的另一个新特点是开放世界游戏玩法将减少重复性。

Connell告诉《纽约时报》:“制作开放世界游戏的一个挑战在于,一遍遍地做同样的事情会让人感到重复。我们想对此进行平衡,并找到独特的体验。” 此外,Connell还证实,与前作不同,《幽灵:夜啼》将允许玩家“除了像武士刀这样的近战武器外,还可以掌握枪械”。

尽管《对马岛之魂》的前作在Metacritic上的评分高达83分,但对其游戏玩法的批评却十分尖锐。聚合网站上的一个评论写道:“这是一次称职但肤浅且过于熟悉的尝试,试图在13世纪武士的世界中复制《刺客信条》风格的开放世界冒险。”另一个评论则表示,这款游戏“本来可以缩小规模或采用更线性的结构”。

Ghost of Yotei Will Be Less Repetitive Than Tsushima玩家们也对《对马岛之魂》明显的重复性表示了不满,这略微影响了这款原本令人惊艳的动作冒险游戏体验。“《对马岛之魂》很漂亮,但非常重复且枯燥,”一位玩家评论道,“问题是它很快就变得重复了。整个游戏中只有5种敌人:持剑者、持剑盾者、持矛者、大块头和弓箭手。”

Sucker Punch试图解决可能导致《幽灵:夜啼》失败的问题——其前作广受批评的重复性——并提升开发商认为是该系列标志性的电影风格和视觉效果。创意总监Nate Fox在采访中表示:“当我们开始制作续集时,我们首先问自己‘幽灵游戏的DNA是什么?’ ”“它关乎于将玩家带入日本封建时代的浪漫和美丽之中。”

2024年9月State of Play发布会上公布的《幽灵:夜啼》将于2025年在PS5平台上发售。正如Sucker Punch高级传播经理Andrew Goldfarb在最近的PlayStation博客文章中所说,这款游戏承诺让玩家“自由探索”夜啼山的美丽景色,并“按照自己的节奏”进行游戏。
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