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Ghost of Yotei Will Be Less Repetitive Than Tsushima

Author : Dylan Update:Jan 05,2025

Ghost of Yotei Will Be Less Repetitive Than Tsushima《对马岛之魂》的续作《幽灵:夜啼》似乎将解决其前作广受批评的重复性问题。开发商Sucker Punch承诺将“平衡”其开放世界游戏玩法的“重复性”。

《幽灵:夜啼》承诺玩家“自由探索”

《对马岛之魂》因重复性而受到玩家强烈批评

Ghost of Yotei Will Be Less Repetitive Than Tsushima在接受《纽约时报》采访时,索尼和开发商Sucker Punch透露了他们为《幽灵:夜啼》准备的内容,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》的另一个新方面是减少开放世界游戏玩法的重复性。

Connell告诉《纽约时报》:“制作开放世界游戏的一个挑战是反复做同样的事情的重复性。我们想对此进行平衡,并找到独特的体验。”他还证实,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,还能掌握枪械”。

虽然《幽灵:夜啼》的前作在Metacritic上的评分为83/100,但对其游戏玩法的批评却非常尖锐。“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,”一个评论网站上的评论写道,另一个评论与之相符,指出该游戏“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意见,这稍微损害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,但极其重复且枯燥,”一位玩家评论道,“问题是它很快就变得重复了。游戏中只有5种敌人。有剑客、剑盾兵、长枪兵、大块头和弓箭手。”

Sucker Punch希望解决可能导致《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:“当我们开始制作续作时,我们首先问自己的问题是‘鬼魂游戏的DNA是什么?’” “这是关于将玩家带入日本封建时代的浪漫和美丽。”

2024年9月State of Play发布会上公布,《幽灵:夜啼》将于2025年某个时候登陆PS5。Sucker Punch高级传播经理Andrew Goldfarb在最近的一篇PlayStation博客文章中表示,这款游戏承诺让玩家“自由探索”夜啼山的美丽,并“按照自己的节奏”进行游戏。
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