
Embark on an original story, prequel to the award-winning games: A Plague Tale. As Sophia, journey to the Minotaur’s Island, outsmart deadly foes, unravel ancient secrets, and confront a mythical creature at the heart of a devastating curse.
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About

Set 15 years before A Plague Tale: Requiem, play as Sophia, a fierce young plunderer, on the run but determined to uncover the secrets of her past. Dive into an original story blending combat, myth and fate with a brand new take in the universe of A Plague Tale.
Sophia’s journey leads to the Minotaur' Island, where she faces deadly trials, navigates treacherous trails, solves puzzles, all while fighting and staying one step ahead of the army chasing her. But the true challenge awaits, as the terrifying creature hidden behind the myth will soon resonate with her…


Sophia is a skilled, agile, and strong-willed fighter who engages in dynamic and violent melee combat. Followed by many enemies, each drawn to the Island to reclaim a mysterious treasure, you must navigate a treacherous maze. Rely on your agility, tricks and sharp reflexes to outsmart enemies, perfect your parries, and unleash powerful strikes to survive deadly encounters.


Shift between the Middle Age of Sophia and ancient Minoan times, where echoes of the past shape the battles of the present. Unfold a new story in the universe of A Plague Tale, through the entwined destinies of two heroes linked by fate and the Macula’s mysterious legacy.


Guided by the knowledge safeguarded in your notebook, follow in your crew’s footsteps to explore a richly detailed world, unravel its secrets, and face deadly trials. Use a stolen Minoan sphere to solve ingenious puzzles by manipulating light - a force woven by Daedalus into the island’s very heart.


It is said that only a few came back from the island. Lurking in the shadows lives a restless presence. It follows you around, seemingly knowing your every move, as it hunts through the island’s depths.
Every step is a risk. Every pause, a potential end. You can’t stop, only hide, outsmart, and push forward. Can you survive each trial and every step or will you join those who never came back?
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Epic, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 5Kreviews | 93% | — | $6.5M |
| $59.99 | 7.7Kratings | 90% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1700 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I went into Resonance: A Plague Tale Legacy with pretty much no expectations, especially since this is my first game in the series. After finishing it, I can say that while it definitely has some things going for it, the game was honestly decent at best. One thing that really bothered me was the pacing. Even in the tutorial, I felt like the game was moving a little too quickly. Characters would get introduced, but before you really had a chance to get used to them or understand them, the game would already be throwing something else at you. Because of that, some of the more emotional or dramatic moments didn't really hit for me the way I think they were supposed to. There were times where something serious would happen and I just didn't have enough connection to the characters for it to really affect me most of the time i was like oh damn and just moved on. And I noticed this happening more than once throughout the game. It felt like the game was constantly trying to move forward instead of giving certain moments and characters enough time to breathe. That said, the biggest thing that immediately stood out to me was how good the game looks. The graphics are beautiful, and the scenery and environments are easily some of the best parts of the game. The combat was another highlight for me. I genuinely enjoyed fighting my way through the game, and it felt satisfying for the most part. The game is also relatively short, taking me around 9–10 hours to finish. Personally, I think that works in its favor. Not every game needs to be 30–50 hours long, and Resonance is a nice action-adventure game for people who don't have a huge amount of time to dedicate to gaming. The optimization was also really good. I was getting 160+ FPS with every thing on ultra and no frame gen almost everywhere, which was honestly refreshing to see. The pacing was definitely one of my biggest problems, but the combat also starts to get pretty repetitive after a while. I enjoyed it at first, but eventually it felt like I was doing the same things over and over without enough variety to keep it fresh. Another thing I noticed was some pretty funny facial animation issues. There were multiple times where a character would be talking but their mouth wouldn't move at all. I noticed this the most during Young Sophia's sections. Also some combat animations were very choppy. Overall, Resonance: A Plague Tale Legacy isn't a bad game by any means. It looks great, runs extremely well, has enjoyable combat, and doesn't overstay its welcome. But at the same time, it doesn't do enough to really stand out. Like i said for me, it’s a decent action-adventure game that’s worth checking out if you’re looking for something shorter that you can finish without having to sink a ton of hours into it.
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Languages: English*, French*, Italian, German*, Spanish - Spain*, Arabic, Czech, Korean, Polish, Russian, Simplified Chinese*, Spanish - Latin America +5 more
| $49.99 |
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| #16 |
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| $59.99 | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]Resonance: A Plague Tale Legacy[/b] — необязательный приквел, который сначала выглядит как [b]Uncharted[/b], а потом вспоминает, что он вообще-то [b]A Plague Tale[/b], и подсовывает нам всякую хворь со стелсом. [h3]Сначала было весело[/h3] Первая половина игры мне понравилась больше всего: на живописном острове продвигаешься вперёд, решая древние головоломки с няшей-напарницей, болтая про всё вокруг и разбавляя это стычками с врагами. Действительно звучит как что-то в духе [b]Uncharted[/b] или [b]Tomb Raider[/b]. У героини буквально есть блокнот как у Нейтана с описанием головоломок. https://steamcommunity.com/sharedfiles/filedetails/?id=3792805480 А боёвка, кстати, неожиданно хороша. Мне зашла гораздо больше, чем пальба из рогатки в оригинальной дилогии. Тут нормальные клинки, парирования, уклонения и довольно зрелищные добивания. Визуально и по ощущениям очень чувствуется [b]Assassin’s Creed Odyssey[/b], что неудивительно — игра явно вдохновлялась древнегреческой тематикой. Иногда ещё проскакивает вайб [b]God of War[/b] со смачными добиваниями. Жаль только, что подраться дают не так уж много. В основном мы ходим, решаем головоломки и продвигаемся от одного сюжетного события до другого. [h3]Да будет Макула[/h3] А потом начинается вот эта вся мрачнота с Макулой и прятками от чудовища, когда еле-еле ползёшь по куску локации или передвигаешься мелкими перебежками к огню или укрытию. Но игра решила, что это недостаточно замедляет темп повествования и подкинула новый тип врагов, которых, чтоб не агрить, надо обходить не просто медленно, а ОЧЕНЬ медленно… Терпеть не могу такой стелс в играх. https://steamcommunity.com/sharedfiles/filedetails/?id=3793634366 То есть боёвки итак было немного с этими головоломками, а во второй половине игры её практически не стало вообще. Ладно, я лукавлю, но стычек правда стало катастрофически мало. [h3]Сильные и независимые женщины[/h3] Сюжет сначала вполне цепляет: нам показывают маленькую Софию и её отца, который спасает мелкую из монастыря, где ей вливали проклятую кровь, а потом пытается разобраться с её видениями. Но затем… Софию просто пришивают к лору Макулы белыми нитками. Дальнейшее развитие сюжета мне было довольно сложно воспринимать всерьёз. Потому что у нас есть повзрослевшая сильная и независимая София, которая разъёбывает врагов, по большей части мужчин, вместе со своей подружкой. А параллельно, через её видения, мы наблюдаем историю принцессы минойской цивилизации, которая ради спасения своего брата (носителя Макулы) и права претендовать на трон, решила участвовать в гладиаторских боях, переодевшись в мужчину и назвавшись именем… Тесей. То есть мы буквально видим две параллельные истории про сильных и независимых женщин. Ну а что, почему бы и нет, правда? При этом вся мотивация Софии: “Я вижу видения, остров зовёт меня, мне НАДО”. А то что из-за этого помрёт куча народу, чтож, допустимый сопутствующий ущерб. https://steamcommunity.com/sharedfiles/filedetails/?id=3793634204 Мужчины в сюжете тоже присутствуют, но либо быстро умирают, либо оказываются недостаточно сильными, чтобы конкурировать с главной героиней. [h3]Что это вообще дало лору?[/h3] Нельзя сказать, что игра совсем бесполезна для вселенной. Она немного расширяет историю Макулы и показывает, что это не просто какая-то уникальная хворь семейства де Рунов, а гораздо более древняя штука. Хотя мы и так это уже узнали в [b]Requiem[/b]. Ну и история Софии немного объясняет, почему она вообще помогала Амиции и Гуго. [h3]Итог[/h3] В целом плюсов для меня всё-таки больше, чем минусов. Красивая картинка, отличная музыка, приятная боёвка, красивые локации и древние головоломки. Первая половина игры вообще прошла на одном дыхании. Но это всё-таки приключение на один раз — как необязательное дополнение к [b]A Plague Tale[/b]. Историей Амиции и Гуго я прониклась куда сильнее.
Imagine going to a historical geographical location that seems forgotten and lost through time. And you get to discover by uncovering what that place was and what happened. This game manages to explore that idea through the life and eyes of Sophia, a protagonist now to have a meaningful portrait in this saga of Plague Tale. In a place that was extraordinary to explore. This game manages to deliver a story a bit differently than previous installments. One of the things I love about it is how the back story of this place was interpreted through the eye of Sophia’s vision. Having her this resonance with the place, became more known to her due to factors in the story that are explored in conversations in requiem and here are at the start of her story known from the get-go. This game feels and seems to be in obvious reasons a technical achievement in graphical fidelity and even gameplay, although, the gameplay is basic as it can be, the only thing I can add is that I loved it. Because it was a gameplay that was even tied to the place in away, by involving herself into searching for what happened to her father, her visions lead her to a place that made her even more in tune with her visions, more vividly, palpable even. That also was the thread leading to a plot to understand the past of this place that once more led her to feel like the power of the place. Like if the place was preparing her hence the skill section of the game. Which was very telling because as you progress the story and the skill set she acquires as you explore and pick up golden clams that are on this island it feels they are pieces of the place itself and with that you level Sophia’s skill set. Even the skills showcase the soul of this character in her visions. It was very impressive addition because again, made the skill leveling process and the playthrough of the game as you battle more tied to the plot itself. So, as you travel to this island, another thing I found so refreshing is the level of grandeur the entire places look and feel. A place that has a history rooted in a mysterious ending that ripples through the land as you visit each corner of it. I was so amazed at how the place was made, that I literally was walking the entire time in this game; to just admire seeing and feeling and enjoying how epic sense of scale was all made to feel. This place has this somber history as the previous installments as you keep furthering onwards. But in this one, while it does not feel as grandeur as the whole structure of the island and how it makes you feel, it does pack a sucker punch. Because since the start of Innocence and Requiem this history of what link these three entries are connected in what the heck is the prima macula. Here in Resonance, we not only do not know where it comes from yet, but have another history tied to a place that has also destroyed a kingdom. The story of the king is one that feels like a cautionary tale. A tragic ending for sure, to those in power that make decisions like the ones he made was incredible to see a finally that was impactful enough. Also, clearly the Minoan era was incredibly portrayed on how that past seemed to look, knowing the Minoan era was a decade of a rich and prosperous time in its history according to what is said and known. Here the visions of the game showcasing that era from this past that is set in the Minoan era, what a sight to behold. Now, I honestly did not care about Sophia’s friend Leni. I can understand that while trying to make this game and the signature of the franchise itself with this idea of duo protagonist as your main and the second one being the one who fallows you, is all good and fine but when the hammer does not hit the head of the nail… it misses. Because all the time she was with Sophia, her dialogs felt unappealing, very too non-existent that even though dialogs were well phased out, there were very few that were not worth it and even out of nowhere banters that make no sense to me. The story of Sophia is one that was manage really nicely at the start, but I whish there was more so I hope that conversation at the end by her saying “that is a long story” might be a hint that more of her story is to be told. Because here is the thing. Sophia story was told in fragments as when she was a child, then a young lass and then as a young adult. Surely something is happening here. This story that was told by Abso studio obviously was not completed hence the price, or Abso studios divided the game to make perhaps another entry? Is more to her story that is important? I honestly think this was a mistake, because the game does feel like it had more and things were cut. But if that is true, they might have another story on their hands. I hope is one that above all makes sense and is well thought out. Because if not, this one simple entry is more than enough. While Sophia’s story felt that way, I can say that her trajectory and finally was incredibly an unfortunate one. Even her relationship with Faro was incredibly touching and more interesting than with her friend Leni. Because here we see a father figure and one that throughout the game that even though he is not at all present but only in a short while, the impact is more felt. The dialog is more interesting because he is this father figure that although there is tension in the relationship and this discord that later in the game is one that impacted the whole dilemma deeply. That was the only moment in the story that I did felt something. Every situation in this great endeavor of Sophia’s journey to this island, was one that really impacted the story to a wider issue of this plot, more so when this entry has one of the most incredible soundtracks I have heard in a game in recent years. Every scene was carried by an incredible soundtrack. I could say so much more, but truly the game is great minus the thing I did not like.
画面,演出和音乐很棒。 战斗和解谜有特色,很简单,作为剧情向游戏的配菜设计很合理。 我觉得最大问题还是剧情,一如既往的白开水,波澜不惊,包括本篇在内这几对姐弟塑造的都...傻乎乎的,吃瓜属性的闺蜜下场属实惨了一些... 总之,整体素质比本篇那俩强太多了,推荐~
Opening door simulator becomes extremely tedious very fast. Very simple pattern: some running and chatting inane crap - fight - puzzle - DOOR OPENING - fight - puzzle - DOOR OPENING - running from a gigantic penis form space - rince and repeat ad nauseum. Idiotic "story", deaus ex machina teleportations all the time, BOORING characters protagonist included, bombastic and completely silly "Theseus" parts - all pointless and meaningless. This game is literally ANTI-Plague Tale. When Sophia says (even she herselef had enough of this game, really) "monster and Theseus you all just leave me alone" - literally her words, this is the best review of this game. Gameplay is just a bare bones ripoff of AC, TR and a little GoW. 5/10 for good locations and level design.
NEYE UĞRADIĞIMI ŞAŞIRTAN OYUN: RESONANCE A PLAGUE TALE LEGACY! https://www.youtube.com/watch?v=kQz2Tl_kFRI&t=2s
[h3] 神海失落的遗产低配版 瘟疫传说之为了你我总是变成狼人模样 [/h3] 最还原的是路过也不一定找到的全收集 [b] 优点: [/b] ○单周目就可以白金 ○演出CG精美 ○画面音乐很搭配,第五章开始有这个ip独特的阴湿味,非常美味,超级好评,猛猛截图! ○对害怕追逐战的人来说追逐战压力很轻[spoiler] 怪是瞎子 [/spoiler] [b] 缺点: [/b] ○战斗一般,被多人围攻的时候不太能想打谁就打谁,得就近原则,比如有时我想先把远处的远程解决了还会卡视角,不过实在不想打可以开官方外挂设置故事难度自动防御/无敌模式。 ○追逐战和攀爬手感不太好,攀爬自由度很低,挂钩动作比较僵硬。 [b] 剧情: [/b] 我比较喜欢的点是时空穿越的演出CG和丝滑转场,以及游戏改编了希腊神话,[spoiler] 阿里阿德涅在游戏里没有像原神话中那样被忒修斯抛弃, [/spoiler]对于已对理性至上的大格局父权含泪斩断私情情节产生审美疲劳的我来说很舒适。神话元素和游戏融合得很好,最喜欢5个古币收集部分和贯穿故事的丝线引导,沉浸感+++ 但剧情设计上也就只有这点比较出彩了,后半很拉:角色性格前半和后半是割裂的、知行不合一显得优柔寡断、part越少的NPC反而越正常。 ○[spoiler] 无能养父幡然醒悟誓要解救索菲亚,性情大变疑似因故地重游亲爹鬼上身 [/spoiler] 评价:迟来的托举比草贱 ○[spoiler] 所有希腊人民,你们失去的只是一条命,而底迪失去的却是自由啊 [/spoiler] 评价:主聪慧 [b] 这个ip还是会出必买,算我求你了,从瘟疫传说第二部就开始的毛病,保护者为携者变成狼人模样发大狂,适可而止ok吗?最重要的是不愿再看千篇一律的 [/b][spoiler] 姐弟保护者携者关系:( [/spoiler]
[table] [tr] [th][h1]评分项目[/h1][/th] [th][h1]分数(5星满)[/h1][/th] [/tr] [tr] [td]游戏画面[/td] [td]★★★★(2026)[/td] [/tr] [tr] [td]游戏音效[/td] [td]★★★★★[/td] [/tr] [tr] [td]内容丰富度[/td] [td]★★★[/td] [/tr] [tr] [th]耐玩度[/th] [th]★★★[/th] [/tr] [td]沉浸感[/td] [td]★★★★[/td] [tr][td]战斗激爽感[/td] [td]★★★★[/td][/tr] [tr][td]关卡设计[/td] [td]★★★★[/td][/tr] [tr][td]游戏剧情[/td] [td]★★★ [/td][/tr] [td]游戏优化[/td] [td]★★★★[/td] [/table] 总分 8.4/10(2026) 一款相当精良的AAVG作品。美术、音乐、关卡设计、节奏编排都很不错。流程长度不长不短恰到好处,1周目流程普通难度10~16小时,如果是完全探索直奔主线 也不深究剧情的话可能不到10小时 就能通关,地毯式搜索找找剧情细节和彩蛋以及各种收集品的话能有16小时以上。战斗和谜题难度都不高,也是最近几年难得一见的。通关之后的体验感觉还是很不错,一场恢宏、奇幻、惊悚刺激的冒险之旅。 动作冒险游戏主要流程就是解密,本作解密部分大概占了一半左右,一共13章有5章都是解密,另外七章流程相对略短一些,主要是战斗和即时演出(也就是走路播片)。题材比劳拉更符合“古墓丽影”这个标题,神秘惊悚,大部分篇章也在地下发生。但是关卡流程和神秘海域4差不多总体流程大部分时候都有个NPC队友陪着,而且解密方面更像神秘海域系列翻译一堆古老符号,不像古墓丽影那样破解的都是一些机械构造。 标题的改动也是意在说明本篇和瘟疫传说正传的内核有些不同。《瘟疫传说》不再作为正标题,正标题改为《共鸣》,瘟疫传说改为副标题其中的内容,也就是说世界观和瘟疫传说是一个世界观,但玩法内核或者是关卡设计和瘟疫传说不太一样了,本作没有老鼠,而是地下某个神秘怪物。 DS5手柄的适配很不错,比如女主前世的呼唤和地下怪物等声音会从DS5手柄传出来,外放的话和你的影响形成立体音,氛围感很足。 [h2]游戏画面 [/h2] 游戏画面很不错,认真细致的打磨传统光栅,人物建模和服饰都很细腻,美术也是很棒,无论是阴暗地下还是碧波海面都做的栩栩如生。其实AAVG最适合传统光栅,因为线性流程不用考虑天气和时间,每个场景的气候和光照角度都是固定的,所以现阶段来讲 没有用光线追踪和路径追踪的必要。制作线性游戏甚至可以直接把贴图都改成光照后的样子,然后再把光源放在旁边,因为光照角度固定,无法挪动光源,所以玩家看到的场景都是从贴图层面就已经做好了光源照在物体上的效果,这也是光栅工作量比较大的原因之一。但其好处就是计算量小,所以更方便优化,所以我说线性游戏能别上光追就别上光追,这样直接做完游戏基本上不太需要考虑优化因光照产生的计算量。 https://steamcommunity.com/sharedfiles/filedetails/?id=3791645329 [h2] 战斗系统 [/h2] 类似刺客信条这种非魂的“正常向”动作游戏。技能不多也不复杂,玩家通过“共鸣点数”来解锁技能树里的新技能。共鸣点数可以通过地图探索获得也能在战斗中由敌人掉落获得。游戏的功能键有攻击、防御、踢击、闪避、跳跃、锁钩和拾取道具。 功能键还是比较丰富的,战斗起来的体验感觉像简化版但加了防御的蜘蛛侠系列,打起来轻松愉快但不无聊。踢击不会造成伤害但是会破除敌人防御动作,攻击键蓄力则是处决。锁钩也能破除对面的防御姿态,还能给他们拉倒身边或者拉下悬崖,对付远程的弓箭手很好用。游戏也有精准弹反的设定,和其他游戏一样马上打到自己身上的时候按防御就能发动精准防御,然后回把对手的攻击弹开,敌人也有一个类似精力槽的计算器,精准防御会让这个槽涨一大截,槽如果满了对面就会陷入长时间硬直状态,玩家就可以发动处决。比较有意思的是精准闪避可以发动类似“四两拨千斤”的技能,闪避的同时把敌人甩出去,砸到另外敌人的身上。还有踢击这个动作也可以把人踹到其他人身上,或者把人踹到墙上,战斗场景的环境互动还挺不错的,打起来更有代入感和爽快感。 [h2] 音乐音效 [/h2] 这游戏配乐真的强,完美符合时代背景和题材背景。海盗主题和惊悚的地下怪物出场的时候,音乐代入感都很强,有一个很短的旋律类似《异形》初代的BGM,把地下那种神秘诡异的感觉渲染的惟妙惟肖。后半段的BGM充满着悲壮。 国语配音大部分都是棒读,其实也不算烂,总体来讲还凑合。法罗的配音感觉是这里最入戏的一个,他在战斗中那句“满意了吧?!”充满着愤恨和无奈,还有那句“你骗了我!” 都被气到破音的感觉是真的很可以。 [h2] 剧情 [/h2] 作为外转系列,剧情发生在正传1代之前,延续一二代世界观,也是某恶魔选中一对亲生姐弟成为“继承人”,弟弟变恶魔而姐姐作为守护者保护弟弟。不过弟弟不是女主的弟弟了。总体而言中规中矩,没一二代正传那么好看。而且我在玩了一个来小时的时候就想过,制作组不如把这个海蝎子女主直接打造成外传系列女主算了,共鸣2再写一段发生在正传1~2中间的故事,然后共鸣3搞一个正传2代结束之后的故事,共鸣系列主打就是战斗冒险和正传系列的潜行冒险有区别。通关之后果然提到了海蝎子和阿德勒是怎么认识的?估计制作组也是这么想的吧,共鸣2就写一写海蝎子和阿德勒的故事,哈哈。 总体而言本作的故事和人物刻画不如正传系列,情感共鸣没一二代的代入感那么强烈,但也不算差,中规中矩。 https://steamcommunity.com/sharedfiles/filedetails/?id=3791645925 [h2] 谈谈动作游戏的设计理念发展和最近十年的仿魂浪潮 [/h2] 这年头不学魂的动作游戏的厂商都是想认认真真搞动作系统的厂商。其实说来也挺讽刺的,魂本身是宫崎英高知道自己制作动作游戏功底不足而采用的复刻80年代8bit的制作手法:内核和8bit游戏几乎一模一样,主要注重的就是地图设计场景设计,而动作系统简化到几乎只需要方向键、攻击键和闪避键(或跳跃),为了不显得太单调还加入了防御键。从头到尾不需要搓技能也不需要考虑技能搭配和连招,更不需要考虑技能本身和敌人之间的互动,游戏全程高强度依赖背板,整个内核都是8bit游戏进行3D化复刻,再加入体力条和拉低容错率这样让匮乏的动作系统显得更加有挑战性而不那么无聊,如果魂游的敌人伤害和其他正常向动作游戏一样,那么魂游就会很无聊,全程遇怪直接平A就行了,无聊的同时还没有割草游戏那种爽快感,最重要的是动作系统不丰富而且容错率很高的话就没有必要,因为不需要探索动作系统的同时,舔图也失去了意义。所以说宫崎英高在这方面是很聪明的,知道发挥自己的特长而用其他方法巧妙的避开了缺点, 虽然战斗系统比较匮乏,但玩起来并不无聊。反而发展成了一大特色。这也是他能成为一个比较杰出的游戏制作人最重要的原因。但这类玩法只有宫崎英高本身玩的明白,其他所谓的类魂游戏9成都稀烂的原因就是完全没学到黑魂的优点,只学会了无脑拉高敌人伤害降低玩家容错,没有黑魂优秀的地图设计和美术设计,也没有给简单的战斗系统加入那些不无聊的“挑战”。 而九十年代的动作游戏摒弃了80年代因技能不足而不得已设计成那样的动作系统,90年代设计弱化了地图设计,连陷阱都摒弃掉,所有的设计重心从地图全都转移到了动作系统上,玩家需要熟悉自身技能的判定、范围和伤害,而通过实战观察敌人的招式有什么特点,根据他们技能的特点觉得采用什么技能来应付他们,这就是所谓的“战斗交互”,也就是见招拆招。比如对面的冲拳打过来,你有很多办法去应付,最简单的就是控制方向躲过去,然后再找机会反击,但是高手们不用这种低效率的方法,基本上都是用自己的技能和对面硬刚,要么跳起来进行对地攻击,这样躲过技能的同时还能击倒对面,要么直接用搓招技能,带有地面无敌帧的技能去硬刚对面,风险大,收益也大。甚至直接用损血技能和对面拼血。总之动作游戏就是应该这样设计,而不是一味的翻滚躲避然后平A。更不是疯狂的给敌人上霸体让你连一套完整的连招都打不出来。而九十年代的动作游戏容错率都很高,血量计算器也不再那么简单粗暴,敌人不能三两下打死自己就意味着玩家们在实战里有很多机会去给自己试错,去探索自己到底有多少种办法应付敌人,这是一个很好的正向反馈,玩家越玩越觉得自己因操作水平的变强而变强,而不是因为装备数据拉高了自己变强了。进入千禧年后,游戏开始3D化发展,动作游戏也是如此,于是四大传统ACT逐渐问世。它们基本上也都秉承着九十年代动作游戏的设计理念,鼓励玩家们探索打法,而非探索地图。再往后就有设计者将动作系统和地图设计相结合从而诞生ARPG,但是几乎所有设计者都明白:动作系统太难设计,涉及到的知识量和创意太多,还需要设计各种平衡性,远比设计地图麻烦的多,作为玩家而言,研究动作系统也比舔图消耗的精力多,时间长了就之间形成劣币驱逐良币的局面:绝大多数厂商开始懒得设计动作系统,清一色的模范黑暗之魂的设计,但是就像我说的,人家黑魂可不是简简单单的就无脑拉高数据啊,他有一套自己的正负反馈平衡,而且地图设计很优秀,但其他拙劣的模仿者既没有优秀的地图设计,也没有做好正负反馈调节,玩家打死BOSS得到的快感远远不能弥补之前生过的气和挫败感。 但无论怎样,这个快餐时代 想认真研究动作系统的玩家还是少数,导致认真做动作系统的厂商越来越少,拙劣的模仿黑魂的厂商越来越多,现在一个非魂的动作游戏反而成了少数,而早已被摒弃的8bit内核的动作系统反而又重新成为主流。所以在这种大环境下还能坚持的认真做动作系统的厂商, 不管你做的是好是坏,只要用心做了,他的工作量都远比那些类魂大的多,从态度上来讲就是值得尊敬。 最后我竟然看小黑盒上一堆云玩家喷这游戏解密太多了,不是这年头云评论家这么逆天了吗?AVG不解密还特么叫AVG?在AVG里喷解密多?那就跟在FPS游戏里喷“垃圾游戏突突突的流程也太多了” 简直荒谬。 人可以见识短,毕竟谁都不是生下来就阅历丰富见识长远,都是一点点成长起来的,但是没见识还喜欢胡诌八扯、无脑锐评是真的恶臭无比,这种人的言论会影响很多新人小白,污染整个游戏社区的环境。 AVG类型游戏最大的特征就是耐玩度不高,但一周目体验很精彩。毕竟解密这个东西只要解开了就不用反复研究,不像动作游戏和射击游戏那样可以反复研究和游玩。而且AAVG游戏的战斗流程占比不大,所以AVG游戏大多都不需要多周目反复玩,一般来隔了一段时间再玩一次重温故事再抓抓收集品就够了,这类游戏主要是背后的世界观最有意思。
I didn't know that Greeks and Romans were black...
Listening to your character whine, complain and cry the whole time really gets old.
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