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本帖最后由 langrouwov 于 2012-3-19 17:12 编辑
第一次翻,语文水平很渣大家凑活看吧,建议直接看蓝色部分
忍者龙剑传曾经是一个注重战斗的核心玩家向游戏。对出招表认知和对敌人的了解非常重要,是为了取得战斗胜利的不可缺少的一部分。每一个普通敌人都可以杀死RYU,每次战胜敌人都是一个成就。忍者龙剑传否定了这个理念,想去尝试一些新的东西,让Ryu这个英雄变得更有趣。
这个野心值得让人赞赏,同时这个也是很多游戏续作失败的原因。肤浅的战斗系统,让人一头雾水的指导,一瘸一瘸的走动成为了整个游戏最有趣的部分。忍龙3的过于追求创新导致动作套路变死,背叛了fans们的期待,让新玩家感到恶心。
在早期的故事中,一个无武装的敌人向Ryu求饶,他脱下他的面具露出他的脸,说为了生机为了家庭如何如何.而你唯一的选择就是慢慢走向他,把他一刀砍死。根据故事的设定,这个场景还没有完。剧情上来说,忍龙3朝着一个严肃又黑暗的故事为目标。故事的定位是Ryu自身的精神上的挣扎和他自身的杀戮本性。但是故事并不是很出色。(Blah Blah 还是再扯故事。。。省略掉一些关于故事的点评算了,反正也没啥人想看的。)
Team Ninja似乎忘记了为什么忍龙系列如此成功。忍龙3一点都不难,也没啥让人觉得有趣的挑战性。敌人就是一坨菜。忍者们,怪物们,士兵们感觉就是出来等死的。不断出敌让人感到毫无创新,游戏早期就让人感觉到过于重复。蛋疼的锁定使人不能接受。最让人可的退步是Ryu从头到尾就一把武器。
忍龙3最困难的地方就是镜头,镜头尝试突出重要时刻和帅气的动作,但是却更不上游戏节奏。2012年的游戏镜头居然还差过2004年的,最重要的是这游戏居然可以这么混乱和无聊!
(唉都没啥心情翻了,用下楼下的翻译)这种过时的设计决定了忍龙3。结构上看,它更像是无双。你将要和一堆敌人在一个密闭的竞技场里打,并且等待下一波敌人,不停重复。如此频繁你不得不施放魔法扫光屏幕上的所有人。一旦你杀了20-50人,你可以退出这个竞技场,然后去下一个,再打20-50个人质。
冗长的BOSS战也同样无趣。半切开女神和砍掉一只半生物试验品的手臂可以更加激情的,但是敌人重生失去的器官,修复他们的身体,或者是重新拿起你已经破坏了的装备让游戏变得无聊。更糟糕的是,忍龙3不停的打重复的boss,你将会打不同的boss N次而且用同样的招数杀掉他们。
对抗5个敌人曾经是很有意义的事情,也许你将体验到砍头的快感。而现在,你得忍受着这一切,而且还不止。Team NInja 有着太多的糟糕的点子,它们最终互相干扰。本来多人模式可以值得期待,但是过于简单,像丢手里剑,重复按攻击键这类的任务比单人模式还简单。多人模式就是渣,毫无激情的Deathmatch 模式太单一了,角色自订太过于限制。这一切导致你玩了一次不会玩第二次,即使忍龙3本来也没什么太多值得玩的地方。
最终结语:(再次借用楼下翻译)忍龙3是系列脸上的一道伤疤,同时也是动作类游戏中最糟糕的游戏之一。它没有考虑到fans需要什么,也没有考虑到系列新手可能会喜欢什么。它就像个噩梦,这和它的无趣简直一样容易。它不仅舍弃了过去成功的因素,而且糟糕的新点子也没有弄好。在任何情况下你都不该浪费时间在这自恋而且无比糟糕的游戏上。
Ninja Gaiden used to be about careful combat for skilled players. Knowing the skill-set inside and out was as important as understanding individual opponents, and digging into the complex mechanics was necessary to succeed. One basic enemy could kill Ryu Hayabusa, and getting him out of each encounter alive was an accomplishment. Ninja Gaiden 3 rejects this identity in an attempt to do something fresh and interesting with its hero.
This is an admirable ambition that's ultimately responsible for many of the sequel's numerous failures. Shallow combat, a misguided narrative focus, and awful pacing cripple what could have been the most interesting entry in the series' history. With Ninja Gaiden 3, Team Ninja displays an obsession with new-found emptiness that anchors the action, betrays fans, and repels newcomers.
In one of the early encounters, an unarmed enemy begs for his life, takes off his ski mask to show you his face, and talks about providing for his family. The only option is to walk slowly toward the man before cutting him down.
As intended, it's an unsettling scene. Thematically, Ninja Gaiden 3 strives for a dark story that wants to be taken seriously. It positions itself as a contemplative character study and reflection on Ryu's psychological struggle with his monstrous ethics.
In both the grand scheme and moment-to-moment of Ninja Gaiden 3 this aspect falls short of its intended mark.
Right before the credits roll, an ally reassures Ryu he's not a murderer. Hayabusa took 2,110 lives after eight hours according to my stat tally, some of which were more pleading, unarmed men. The questions Ninja Gaiden 3 asks its character throughout its narrative diametrically oppose the events that precede and follow them.
What...is happening?
Ryu has no motivational consistency and there are frequent narrative contradictions that left me with more questions than answers. Didn't she betray me? Why am I fighting a boss again instead of rescuing these people? Didn't I kill him? Oh, another betrayal? Ninja Gaiden's new focus flails while telling a meaningless story that gets in the way.
The prominence of poor storytelling interrupts the slicing and dicing so often that Ninja Gaiden 3 can't keep an enjoyable pace. Ryu's arm is plagued by the blood of his past and present victims, which regularly causes him to slow down and clutch his infected appendage. Why? The arm doesn't play an interesting role during gameplay. Beyond the inconvenience it serves no purpose. It just handicaps your mobility for brief periods, and the A.I. doesn't take advantage of it. If anything, they dial back the aggression.
Coming out of one cinematic and walking a short distance to another is irritating as well. Even if you're not interested in what Ninja Gaiden 3 is trying to say, it's going to tell you. These scripted sequences may mean to add tension or gravity, but the reality is that they get in the way of unleashing violence, which is the real reason anyone plays Ninja Gaiden.
Expect to fight this boss no fewer than three times.
Somewhere along the way, Team Ninja forgot this is what made Ninja Gaiden great. Nothing about Ninja Gaiden 3 is diffi***, or even challenging enough to be amusing. Enemies here are harmless. More often than not, the soldiers, ninja, or monsters pop out simply to wait to die. Ninja Gaiden compensates for this with a disarming quantity of guys to kill, which is a cheap cop-out that emphasizes its creative vacancy. Repetition sinks in early, hits hard, and doesn't let up. In addition, the erratic and unreliable targeting means missing marks more often than is acceptable for a franchise revered for precision. In another questionable step backward, Ryu sticks with just one weapon for the entire game.
The most challenging thing about Ninja Gaiden 3 is dealing with its confused camera. It tries to highlight big moments via swooping angles and cool cuts, but it can't keep up with the events. How is the perspective more distracting and disorienting in 2012 than it was in 2004? More importantly, how can something this chaotic be so thoroughly unexciting?
Such archaic design dominates Ninja Gaiden 3. Structurally, it feels more like Dynasty Warriors than anything else. You'll kill a dozen or so identical enemies in a locked arena, wait for the next wave, and do it again. Every so often you'll unleash magic to wipe out everyone on-screen. Once you've killed 20-50 guys, you'll exit the arena, enter another, and fight 20-50 more hostiles.
Boss battles are similarly interminable. Bisecting a Goddess and cutting the arms off a biological experiment could have been climactic finales to otherwise uninteresting, too-similar spectacles. Instead, enemies regenerate lost limbs, repair their bodies, or have armored plates protecting what you thought you destroyed. Worse, Ninja Gaiden recycles bosses frequently. You can expect to fight numerous big-bads repeatedly and to do so in the same predictable fashion you did last time.
These are highly customized characters and they still look really similar.
Getting through five foes used to mean something. Maybe you'd be rewarded with a decapitation for your effort. Now the reward for enduring Ninja Gaiden 3 is, well, more of it.
Team Ninja has too many terrible new ideas that ultimately end up interfering with one another. The throwaway multiplayer mode would have been the one thing worth experiencing if the co-op challenges were even on par with the campaign. Tasks such as "press the attack button repeatedly" or "throw a shuriken" demand even less effort than the single-player. Multiplayer isn't just tacked-on or superfluous, it's also plain bad. The uninspired deathmatch mode is so straightforward, and the character customization is so limited, that there's nothing to keep you coming back.
Not that Ninja Gaiden 3 ever gives anyone a good reason to pay attention in the first place.
CLOSING COMMENTS
Ninja Gaiden 3 is a gash on the face of the franchise and one of the worst games the action genre has yet suffered. It has no consideration for its fans’ wants or what a new audience may have enjoyed. It’s a nightmare that’s as easy as it is uninteresting, and it abandons what used to work for awful new ideas that don’t work together. Under no circumstance should you ever waste your time on this self-indulgent and abysmal wreck. |
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