凡人修仙传jar_凡人的贝壳无法逃脱灵魂般的阴影
凡人修仙傳jar
Mortal Shell is the latest attempt to try to take the Soulsborne crown. Hitting many of the same notes as Dark Souls, it’s actually what Mortal Shell does differently that makes it worthy of further discussion. However, this is a game that also makes the mistake of trying to fix what isn’t broken.
中號 ortal殼牌是設法采取Soulsborne冠的最新嘗試。 擊中了許多與《黑暗之魂》相同的音符,實際上是《真人外殼》所做的不同,因此值得進一步討論。 但是,這是一款也會犯錯誤的游戲,試圖修復未損壞的內容。
Source: My PlayStation Wallpapers.資料來源:我的PlayStation壁紙。The story finds the player in control of a faceless husk in a mysterious land. In order to survive, you’ll need to take over the bodies of four different dead characters and explore the game world as them. Mortal Shell wastes no time in providing a different experience from Dark Souls, beginning with its combat. Unlike other “soulslikes”, you aren’t free to create your own custom character with different skills, weapons, and armor. Instead, you’re limited to one of four “shells” and one of four different weapons at a time. Each shell is graded in terms of health, stamina, and resolve (which is used for special attacks).
故事發現玩家控制著一個神秘土地上不露面的外殼。 為了生存,您需要接管四個不同死亡角色的尸體,并以此探索游戲世界。 從戰斗開始, 真人外殼便毫不猶豫地提供了與《 黑暗之魂》不同的體驗。 與其他“靈魂樂”不同,您不能隨意創建具有不同技能,武器和裝甲的自定義角色。 相反,您一次只能使用四個“炮彈”之一和四個不同武器之一。 每個外殼根據健康狀況,耐力和決心(用于特殊攻擊)進行分級。
Weapons can be upgraded to do more damage and each one has a special move that can be unlocked by finding its respective item in the world. Speaking of world, Mortal Shell is smaller compared to other soulslikes, clocking in with three dungeons to explore from the game’s central, swampy hub.
武器可以升級以造成更大的傷害,并且每個武器都有一個特殊的舉動,可以通過在世界上找到其各自的物品來解鎖。 說到世界, 《真人外殼》比其他類似靈魂的實體要小,它排著三個地牢,從游戲的沼澤中心探索。
Progression has also been streamlined when compared to its inspirations. Your resources are tar (aka souls) and glimpses that are locked to the shell you’re using at the time. You earn tar by killing enemies and using items, while glimpses are rarer and can also be earned through items. Each shell has a basic perk tree on which you can spend tar and/or glimpses to unlock new abilities. My main was Tiel, who could be upgraded to have infinite running and enhanced poison damage.
與靈感相比,進步也得到了簡化。 您的資源是tar(又名靈魂)和瞥見,它們鎖定在您當時使用的外殼上。 您可以通過殺死敵人和使用物品來賺取焦油,而瞥見則很少見,也可以通過物品來賺取。 每個殼都有一個基本的特權樹,您可以在上面花焦油和/或瞥見來解鎖新功能。 我的主力是鐵,可以升級為無限奔跑并增強毒藥傷害。
Source: Pixel Magazine.資料來源:《像素雜志》。Combat in Mortal Shell is slower compared to other soulslikes. You have access to both light and heavy attacks as well as a parry. The game’s one unique mechanic is the ability to harden your body into stone. If you do this, you’ll become immobile but this action will also negate the next attack that hits you.
與其他靈魂人物相比,與真人殼的戰斗較慢。 您可以同時受到輕度和重度攻擊以及招架。 游戲的獨特機制是將您的身體變硬為石頭的能力。 如果這樣做,您將無法移動,但此操作還將使下一次打擊您的攻擊無效。
You don’t have access to block, but the hardened mechanic is still effective. Because you can use it at any moment of your choosing, slower weapons are able to shine, because you can harden mid-swing, take a hit, and then continue your attack while the enemy is stunned. In terms of health recovery, there are only a few ways of finding health in normal circumstances: you might find consumable health items in the world, but you can also use your party to trigger a riposte. Parrying in this way requires a single bar of resolve, which further limits how often you can heal. Due to the open nature of the game, enemies don’t grow progressively stronger — everything stays at similar power levels. Each dungeon is aesthetically and architecturally different.
您無權阻止,但強化的機制仍然有效。 因為您可以隨時選擇使用它,所以較慢的武器就可以發光,因為您可以硬化中間揮桿,進行打擊,然后在敵人昏迷時繼續進攻。 在健康恢復方面,在正常情況下只有幾種方法可以找到健康:您可能會在世界上找到消耗性的健康用品,但您也可以使用您的一方來觸發回教。 以這種方式進行招募只需要一個決心,這進一步限制了您可以治愈的頻率。 由于游戲的開放性,敵人不會變得越來越強大-一切都保持在相似的功率水平。 每個地牢在美學和建筑上都是不同的。
Another key difference is that items have a familiarity rating that grows the more you use these items. If you max out the familiarity on a particular item, you’ll get more lore from it, along with a boosted effect when used. Some of the consumables are very powerful. For example, in one case you’ll gain health if you’re hit while being hardened. You might also gain attack and defense bonuses, and more.
另一個主要區別是,物品的熟悉程度會隨著您使用這些物品的次數的增加而增加。 如果您最大限度地提高了對特定項目的熟悉程度,則可以從中獲得更多的知識,并在使用時增強效果。 一些消耗品非常強大。 例如,在一種情況下,如果您在堅硬的過程中被打中會獲得健康。 您可能還會獲得攻擊和防御加成,以及更多。
In summary, then, Mortal Shell’s MO seems to be all about taking the soulslike formula and stipping it down as far as the developers could. But this approach may not lead to the fulfilling experience that fans have come to expect from the genre.
總而言之,那么, Mortal Shell的 MO似乎就是要采用類似于靈魂的公式,并盡可能降低開發人員的負擔。 但是這種方法可能無法帶來粉絲所期望的充實體驗。
Source: The Escapist.資料來源:逃避現實主義者。What really separates Mortal Shell from other soulslikes on the market is its length. Compared with every other game in the subgenre, this is by far the shortest (again, it consists of three dungeons with their respective bosses, and a single hub).
真正的Mortal Shell區別于市場上其他靈魂人物的是它的長度。 與該子類別中的其他所有游戲相比,它是最短的(再次,它由三個帶有各自上司的地牢和一個中心組成)。
There is something intimate about Mortal Shell, thanks to its slower combat and smaller world. I must admit, I did find this appealing. However, when compared with other soulslikes — especially in terms of design and world-building — Mortal Shell struggles. Enemy behavior is very basic and is only built on a few obvious patterns. Because there’s no formal leveling or progression curve, you can easily run past almost any encounter and it won’t impact the direction of the game. In this sense, Mortal Shell is perhaps a better option for speedrunners than soulslike fans.
多虧了它較慢的戰斗力和更小的世界,所以《真人外殼》有一些親密的地方。 我必須承認,我確實覺得這很有吸引力。 但是,與其他類似靈魂的人相比,尤其是在設計和建造世界方面, 凡人殼掙扎。 敵人的行為是非常基本的,僅建立在一些明顯的模式上。 由于沒有正式的水平或進度曲線,因此您可以輕松跨越幾乎所有遭遇,并且不會影響游戲的方向。 從這個意義上說,比起靈魂般的粉絲, 真人快車對于速跑者來說可能是更好的選擇。
World travel can become repetitive if you don’t use the fast travel items to save time. I did like the idea of “the fog” (which activates once you’ve beaten a dungeon); the world grows darker and fills with different tnemies. Under these circumstances, it’s possible to find new loot until you return to the dungeon’s item to the hub.
如果您不使用快速旅行項目來節省時間,那么世界旅行可能會變得重復。 我確實喜歡“霧”的想法(一旦擊敗地牢,它就會激活)。 世界變得越來越黑暗,充滿了不同的抱怨。 在這種情況下,有可能找到新的戰利品,直到您將地牢的物品返回到中心為止。
The way lore is dished out with items isn’t ideal. This is because you need to consume multiple “copies” of an item to learn about its lore. That makes it tougher to appreciate and understand the world of Mortal Shell. And as with other soulslikes, I hope you aren’t expecting an easy-to-understand finale.
用物品拋出絕殺的方式并不理想。 這是因為您需要使用一項的多個“副本”來了解其知識。 這使得人們更難以欣賞和理解“ 真人殼”的世界。 和其他靈魂人物一樣,我希望您不要期望一個易于理解的結局。
Ultimately, this is the first game in this genre from developer Cold Symmetry. In reality, it has a great foundation. It just lacks the refinement and growth that other established franchises have achieved. It’s important to stress that this game does more things right than it does wrong, and I’d certainly play a sequel if the developers go down that route.
最終,這是開發商Cold Symmetry開發的第一款游戲。 實際上,它具有良好的基礎。 它只是缺乏其他既有特許經營所取得的完善和增長。 需要強調的是,這款游戲做對事情多于做錯事情,如果開發者順其自然,我當然會扮演續集。
That said, if you’re looking for a great soulslike, Mortal Shell doesn’t quite hit the mark. But if you’re looking for a good game in general and you don’t mind a limited length, then Mortal Shell makes for a good diversion.
就是說,如果您正在尋找一個偉大的靈魂人物,那么真人殼并不十分理想。 但是,如果您總體上在尋找一款出色的游戲 ,而又不介意篇幅有限,那么Mortal Shell可以帶來很好的轉移效果。
If you enjoyed this article, consider joining the Game-Wisdom Discord channel. It’s open to everyone.
如果您喜歡本文,請考慮加入 Game-Wisdom Discord頻道 。 它向所有人開放。
Game-Wisdom. It has been revised and published at SUPERJUMP with permission.Game-Wisdom上 。 經許可,已在SUPERJUMP上進行了修訂和發布。翻譯自: https://medium.com/super-jump/mortal-shells-cant-escape-the-soulslike-shadow-58ce206f67f0
凡人修仙傳jar
總結
以上是生活随笔為你收集整理的凡人修仙传jar_凡人的贝壳无法逃脱灵魂般的阴影的全部內容,希望文章能夠幫你解決所遇到的問題。
- 上一篇: json怎么转为HTML并显示,将JSO
- 下一篇: 付费就是捡便宜