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[Xb1] 《光环5 守护者》 GT文字评测全文翻译。要激烈讨论也请基于事实。

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 楼主| 发表于 2015-10-27 13:15  ·  加拿大 | 显示全部楼层 |阅读模式
本帖最后由 akira1025 于 2015-10-27 15:42 编辑

闲来无事,这是本人对于Gametrailers HALO5 评测文字版的全文翻译。字里行间可以看出编辑们对于此作的谨慎和重视,读一遍原文可能只需要我几分钟时间,翻译过来的目的是希望新闻区的各位就事论事,要对喷也至少基于客观事实,实在不想再看到基于一个误导和偏驳的新闻瞎吵。
原文链接:http://www.gametrailers.com/revi ... 5--guardians-review

正文:
《Halo5 :守护者》 评测
   
声明:因为需要全面的了解游戏联机对战部分的表现后再做评判, GT众决定将评分延后至这周二之后公布。


最近关于HALO的事情显得错综复杂,起始于《MCC合集》于去年11月份所发生的联机质量问题一直延续到现在我们手里的HALO最新作。《Halo5 守护者》对于整个系列游戏来说是肩负着重生和救赎的任务。 作为第一款次时代平台上的正统halo续作,HALO5 本来可以用保守的方式延续经典,但是恰恰相反,我们手中体验到的本作却是系列作品中最有突破性和野心的一部。这一次的HALO所呈现出来游戏体验是凌驾于系列其他作品的。然而,野心也伴随着风险,游戏又存在着一些无法掩饰的缺点,着实玷污了这一部伟大而优秀的作品。

如果要用一个词来概括这一次的 HALO5 那便是”改变“。

每一把武器都有瞄准视角(虽然很多fps都是如此,但是却是根本改变了HALO的风格),也改变了一些武器的使用格局。不光如此,玩家在移动中可以随时通过喷射装置向各方向突进一段距离,可以用来逃跑或追踪;在半空中玩家还可以做到悬停和冲刺;利用贴地滑行可以快速接近掩体;合理运用喷射来快速贴身攻击,每每看着被自己兄贵般强X后对手那娇弱残喘的样子,别提多爽了(形象化翻译),但是这还不是最爽的,当你设法爬到战场最高处俯瞰全景后通过一系列高难度复杂连续微操和预判实现一个成功的”高空肉体冲撞”(形象化翻译)秒杀数个对手后那种愉悦和刺激才是妙到巅毫的享受。这些更多样化的改变所带来的结果是,巨大的提升了halo5的难度和深度,对于玩家的操作和瞬间决策的要求更高(比如护盾在冲刺时不能充能,就需要玩家在***和逃跑中做优先选择)。



就如同士官长,即便作为一个被科技武装到牙齿但还是随时面临生死挑战的勇士那样,合理运用手中的资源和力量才是生存之根本。 在halo5里,这个”根本”既是全局60帧/秒。游戏无论在多大多复杂的场景下都时刻保持60fps,给整个系列增色不少。


在如此之大的改变之下,难能可贵的是HALO5也并没有失去他作为HALO游戏的本性。 343 对于造就halo之所以是halo的特点不光心知肚明,而且延续和放大了这些特点。Halo5比起以前的系列作品,狙还是那个狙,炮还是那个炮,高玩还是那个高玩,也尽可以拿去和COD,Titanfall对比有无,但是无论如何比较halo5 都很轻易的就成为今年最佳射击类游戏以及最佳halo系列作品。

然而,单人剧情模式的表现就没呢么赞了。先说好的一面。在游戏过程中我们有十几次被场景所吸引,不自觉的停下脚步来欣赏。诸如,目睹在头顶的外星人飞船之间的缠斗;看着巨人般的守护者怒目俯视我们而踌躇不前;行走在死亡空间站、异域的森林、久战的外星球。凡此种种细节和美术刻画让人身临其境,犹如异域。而比起前面这些画面上的优点,讲故事方面就显得问题多多。主线剧情有多处无从弥补的断点和漏洞,更糟的是在需要表现深度情感刻画的时候运用了尴尬和突兀的方式。无法理解的是,尽管士官长的故事线举足轻重,但是玩家只能用他玩3关。而另一个主角队伍虽然拥有余下12关的舞台,但是人物刻画和故事也没有得到相应的照顾。

当一个人玩剧情模式时,你的三个猪一样的AI队友丝毫不顾战友情谊,要么无情的无视被敌人击倒后玩家的复活请求,要么当玩家被敌人包围时躲在没人的角落面壁发呆。虽然游戏靠玩家一个人也可以顺利通关,但是如果面对传奇难度,这样的AI让人汗颜。这就是为什么玩家渴望可以和其他玩家一起合作通关传奇难度,可惜合作模式不支持自动配对机制。

此作对于那些主要玩网战的玩家是极其出色的。竞技场模式下,两队4v4小规模缠斗,游戏平衡也很出色。牛X的武器会定点刷新,并且配合倒数读秒广播,两队这时就会**在小范围内为争夺武器而激烈战斗。 队友之间会有系统自动的语言沟通诸如”发现狙击手”或者报告敌人具体位置。虽然是一个辅助功能, 但是如果玩家没有麦克风的情况下会很有用。新的雷达系统也做的恰到好处。


我们最喜欢的模式是全新的淘汰赛模式,玩家开始时没有护盾,只有一把轻武器,一把***,一个手雷。一旦被杀,只能等到回合结束,全歼对方或者将旗帜带会本方基地为胜。这些限制让游戏节奏一下子就慢下来,每个玩家都会小心谨慎地选择战术,队伍配合变得无比重要,也是目前halo网战最讲究战术和紧张刺激的模式。另一方面,战场地图结构设计也非常完美的强化和丰富了玩家的对战体验,不过同时也带来了地图设计趋于雷同的缺点。


这一作的战场模式的增强是最大的,两队各12人在系列以来最大规模的地图中疯狂厮杀。 胜利方需要达到两个要求:要么占领3个基地并且摧毁敌方核心,要么击杀积分达到1000,对战中各种相应的决定和战术瞬息万变。通过不断的完成游戏制定的目标,玩家可以积累有限的积分,使用他们可以强化自己的武器装备和车辆。



玩家还可以使用积分来购买特殊强化包,从而获得有限数量的卡牌。比如,玩家获得一张散弹枪卡牌,那他只能在每一场比赛里使用一次散弹枪。玩家也可以选择将卡牌转换成积分,搜集卡牌需要玩家投入大量的游戏时间。但是有一些卡牌可以提供永久性的效果,比如通用武器,通用物品,头盔、胸甲、护目镜、近身武器。 强化包可以用游戏积分购买,也可以用现金购买,不过根据我们的经验,普通玩家只要正常的玩网战都可以在不花真金白银的前提下获得自己想要的。


积分系统从文字介绍来看似乎很复杂,其实真正玩起来很简单,它主要作用是提供玩家一个循序渐进的提升机制,同时又能让玩家有一定的选择空间来权衡利弊。比如,如果玩家觉得自己够厉害了,就可以使用一张高级卡牌后获得一次使用高级武器的机会击杀更多敌人或者一出来就抱着武器死了。

总结:Halo5 是一款大型AAA级游戏,值得我们长时间的玩下去。对她,有失望,如故事不够好。然而瑕不掩瑜,更多方面Halo5 又如此出色。 无论如何,我们很高兴见证整个游戏系列又回到了制高点。
评分:待定
Written by Ben Moore
作者:笨摩尔

DISCLAIMER: GameTrailers has decided to withhold a score for Halo 5 until we’re positive matchmaking and other online features function properly at launch. The score and any additional impressions will be added after the game’s release this Tuesday.
Things have been tumultuous for Halo recently, particularly because of The Master Chief Collection, which has had severe issues since last November. In many ways, then, Halo 5: Guardians is a chance at redemption. The first mainline Halo on the Xbox One, Guardians could have played things safe, choosing to cater to longtime fans by giving them something that’s been done before. Instead, the game is one of most ambitious entries in the series. Sometimes, ambition comes at the cost of scope, but Halo 5 has so much for players to dig into. Not to mention, the completely overhauled mechanics make Halo feel better than ever. Yet for as much as there is to praise, there are some significant shortcomings that dampen the grandeur of an otherwise excellent game.
If there’s one word to summarize Halo 5 it’s “change”, and that change is most easily apparent in the new Spartan abilities that give players more options. Being able to aim down the sights of every gun may be passé in other shooters, but it fundamentally alters the feel of Halo. The magnum hasn’t exactly been a go-to multiplayer weapon in the past, but it can be absolutely deadly in Halo 5, partly because of the increased utility the improved aiming offers. The result is that Halo 5 is all about precision, raising the skill ceiling to an even higher level. Additionally, since everyone can sprint at all times, the pace of combat has quickened dramatically. Even so, sprinting can’t be done indiscriminately. Shields don’t recharge as you run, leading to crucial decisions where you essentially have to choose between health and mobility.
Those aren’t the only new tools. Players can burst in any direction with their thruster packs, allowing for hasty escapes or for catching up to prey. In mid-air, you can hover for a few moments and shoot away. The slide is perfect for quickly getting behind cover, and being able to clamber up to high surfaces makes getting around the environment a breeze. The flashiest additions are the Spartan charge and ground pound. After sprinting for a brief time you can dart forward and slam into your opponent. Seeing someone completely crumple after throwing your entire body into them never loses its appeal. Neither does crashing into them from above with the ground pound, which is diffi*** to pull off since it has to charge before use, but it only makes success that much sweeter when it happens.
The series has always been about being a warrior in technologically superior armor and the aforementioned additions achieve that sensation more fully than before. Yet these tools offer more than a power fantasy. Knowing when and where to use each of them often means the difference between life and death, adding new levels of depth to the series. Another huge contributing factor to the feel of the game is that it performs at a solid and steady 60 frames per second even in the most hectic of circumstances.
Perhaps the most impressive aspect is that in spite of everything that’s different, Halo 5 hasn’t lost the signature identity of the series. 343 Industries clearly gets what makes the adventures of Master Chief special to so many, finding that essential “Halo-ness” and amplifying it. Power weapons are just as vital as ever, and fighting for them is chaotic fun. At the same time, someone exceptionally skilled with a battle rifle can still annihilate anyone and everyone, regardless of what their opposition is wielding. It’s easy to take what’s new and compare it with other games like Call of Duty and Titanfall, but doing so accomplishes little. Halo 5 is easily one of the best playing shooters of the year and it reaches this height on its own terms.
Unfortunately, the campaign doesn’t earn the same level of praise. On one hand, it’s fantastic. There were roughly a dozen or so times we completely stopped whatever it was we were doing to take in a scene. Sometimes that meant gazing upward, where ships would be dogfighting all around us. During other moments, we were hesitant to push forward because of towering entities known as guardians staring down at us. You’ll travel to a foreboding space station, an exotic forest, and a war-torn alien planet. The meticulous level of detail and bold artistic direction truly make you feel like a stranger in a strange land in the best possible way.
Halo 5 arguably features the strongest level design of the series to date. Inquisitive Spartans will find tucked-away passages containing unique weapons. Replaying levels can reveal entirely different approaches, capturing and expanding upon the very particular sandbox style that Halo: Combat Evolved introduced in 2001.
If only the story met the same standard. It’s diffi*** to go into too much detail without ruining things, but there are times when the game makes narrative leaps that don’t add up. Worse are moments meant to be deeply emotional that come across as embarrassingly ham-fisted. Curiously, despite how important Master Chief is to everything that happens, players only get to control him for three of the fifteen available missions. Perhaps this would be better if Jameson Locke and his Osiris team, were more likable. For the most the part, they’re stoic, forgettable soldiers, and the game offers little to no reason to care about them. The same can be said about Master Chief’s Blue Team, which consists of equally blank slates.
When playing alone, your three AI teammates are absolutely horrendous at helping you out. Numerous times we requested revival after being downed by an enemy, and they simply stood gawking by our side. Other times we’d be facing a small army and they’d be off in a corner not firing a shot. The game is still very manageable without reliable support, preventing these issues from being much more than an occasional annoyance, except on legendary, the highest diffi***y setting where you really need as much assistance as possible. Considering how much better it is to have human partners, it’s upsetting that there’s no matchmaking for co-op.
Those that primarily play Halo for the multiplayer are in luck because it’s largely outstanding. Arena, the chief competitive mode where two teams of four duke it out on small **s, is very finely tuned. Power weapons spawn at specific intervals and an announcer counts down their arrival, ensuring tense moments when entire teams clash for the extra firepower. The game uses your teammates as conduits for information, having their characters say things like “we’re being sniped” or revealing an enemy at a particular location. It can’t be used as a crutch, but it’s a nice addition, especially if your team isn’t particularly chatty. The new radar also works quite well, revealing enemies at enough distance to be useful, but without tracking them so far as to remove the element of surprise.
Easily our favorite arena mode is Breakout, a new addition to Halo. Players start with no shields, a submachine gun, pistol, and one frag grenade. Once killed, you have to wait until the next round to respawn. A team wins by either killing all four opposing players or capturing a flag and bringing it back to base. Since you’re so vulnerable and only have one life per round, the pace is slowed down considerably and the emphasis on teamwork is even greater. It’s easily some of the most tactical and gripping Halo we’ve played.
Halo 5’s Arena maps are solid with plenty to take advantage of. The greater degree of mobility allows for more interesting vertical design. There are quite a few high buildings to clamber up to and walkways that offer useful vantage points. The only real issue we have is that many of the maps feel very similar, seemingly coming from the same school of thought since the small outposts and corridors resemble one another in form and function. With that being said, this very well could be a problem that evaporates over time as we discover various nuances and learn to play more efficiently.
Warzone is the biggest addition to Halo multiplayer and it’s pure bedlam. Two teams of twelve engage on some of the largest maps in the series. There are two ways to win: either capture three bases on the map and then destroy the enemy’s core, or be the first team to reach 1,000 points. The size of the maps and the different objectives make each match intense since there are so many decisions to make. Is it best to capture a base and secure another strategic location or chase after an AI boss that’s worth a ton of points?
As you accomplish objectives during a Warzone match, your requisition level rises, providing access to stronger weapons, vehicles, and power-ups. To get these items, you need to spend req energy. For example, a small Mongoose ATV requires a lower level to call in than a giant scorpion **. The level of an item corresponds to how much energy it costs. So if you purchase a sniper rifle with all of your energy and then die immediately, you won’t be able to get anything else until that energy refills.
You’re also limited by the amount of cards you have. Cards are acquired by spending req points on special booster packs. If you only have one shotgun card, then you can only call in a shotgun once during a match. You can sell cards you don’t want, converting them into req points, but this is an overly tedious process as it’s impossible to sell unwanted cards in bulk.
Some cards earned by req packs are permanent unlocks, such as loadout weapons like pistols and battle rifles. Cosmetic items including helmets, chest pieces, visors, and assassinations are permanent unlocks as well. Packs can be purchased with in-game req points or with real money. Although, based on our experience, req points are easy to come by. It helps that you earn req points in both Arena and Warzone for pretty much anything you do. As you raise your general multiplayer level, you’ll acquire special one-time packs. Completing challenges like getting a certain number of headshots with a specific weapon also nets you special packs.
The req system sounds overly complex on paper but it’s easy enough to wrap your head around after toying with it for a bit. It’s also well balanced. Since players are so limited by what they can call in and when, it prevents people with a ton of req cards from steamrolling over those that don’t have very many. The system also makes matches more exciting. Sure, you may burn a powerful card and die immediately, but doing well feels fantastic because you know how valuable the cards are. Using banshees, Spartan lasers, scorpions, and more in Warzone provides that wonderful Halo level of chaos without being utterly broken. Those that don’t like the req system have arena where none of it applies except for cosmetic items and XP boosts, which don’t affect gameplay.
Halo 5: Guardians is a massive game that we intend to keep playing for the foreseeable future. There are parts that let us down, particularly the story, but it’s hard to feel too stung when there’s just so much fun to be had. Halo 5 has a lot to prove and it seems fully capable of doing just that. It’s a pleasure seeing the series in top form once again.
Score: PENDING
Reviewed on Microsoft Xbox One.
Written by Ben Moore.

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发表于 2015-10-27 13:21  ·  四川 | 显示全部楼层
现在看来很多评测之所以低分是因为单人剧情的士官长情节所致,不过不能否定光环5在多人方面对于光环系列还是有着非常重要的意义,文章最后也说了光环5回到了系列制高点...可惜你妹的今天值班不能玩啊

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发表于 2015-10-27 13:22  ·  浙江 | 显示全部楼层
我看看今年首日COD销量秒halo几倍吧,但愿不要超出五倍。xb1玩家说不定人手一份黑佬5,它的销量也不会比ps4单平台cod销量高

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发表于 2015-10-27 13:23  ·  广东 来自手机 | 显示全部楼层
本帖最后由 killmeok 于 2015-10-27 13:24 编辑

有原文,负责任的楼主得赞\(≧▽≦)/。

还有楼上说秒五倍的,不吃点什么?

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 楼主| 发表于 2015-10-27 13:24  ·  加拿大 | 显示全部楼层
pzw咸菜 发表于 2015-10-27 13:22
我看看今年首日COD销量秒halo几倍吧,但愿不要超出五倍。xb1玩家说不定人手一份黑佬5,它的销量也不会比ps4 ...

如果楼主有权利删除自己帖子里的回帖。 我就会删了这种。
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发表于 2015-10-27 13:25  ·  浙江 来自手机 | 显示全部楼层
是的,这次的短板就是故事叙述有问题和人物刻画不行,不过游戏性系列最高。

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发表于 2015-10-27 13:28  ·  上海 来自手机 | 显示全部楼层
pzw咸菜 发表于 2015-10-27 13:22
我看看今年首日COD销量秒halo几倍吧,但愿不要超出五倍。xb1玩家说不定人手一份黑佬5,它的销量也不会比ps4 ...

没发现cod和halo有啥关系,除了都是fps,销量高的玩得时候会更开心吗?ꉂ ೭(˵¯̴͒ꇴ¯̴͒˵)౨”
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发表于 2015-10-27 13:29  ·  北京 | 显示全部楼层
评分还是TBA,TBB和TBC,醉了,史诗级巨制就是得经得起敲打才行,不管怎么样,我给满分,毕竟也是两个猫级别的牌。

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发表于 2015-10-27 13:29  ·  广东 | 显示全部楼层
我有点搞不懂,这个评测文章写的不是挺全的吗,单人多人全都有,为啥还要延迟评分呢。
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发表于 2015-10-27 13:31  ·  上海 | 显示全部楼层
看来这次对网战评价的确很高啊
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