凡人修仙传jar

    科技2022-07-12  139

    凡人修仙传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.

    中号 ortal壳牌是设法采取Soulsborne冠的最新尝试。 击中了许多与《黑暗之魂》相同的音符,实际上是《真人外壳》所做的不同,因此值得进一步讨论。 但是,这是一款也会犯错误的游戏,试图修复未损坏的内容。

    Source: My PlayStation Wallpapers. 资料来源:我的PlayStation壁纸。

    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).

    故事发现玩家控制着一个神秘土地上不露面的外壳。 为了生存,您需要接管四个不同死亡角色的尸体,并以此探索游戏世界。 从战斗开始, 真人外壳便毫不犹豫地提供了与《 黑暗之魂》不同的体验。 与其他“灵魂乐”不同,您不能随意创建具有不同技能,武器和装甲的自定义角色。 相反,您一次只能使用四个“炮弹”之一和四个不同武器之一。 每个外壳根据健康状况,耐力和决心(用于特殊攻击)进行分级。

    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.

    武器可以升级以造成更大的伤害,并且每个武器都有一个特殊的举动,可以通过在世界上找到其各自的物品来解锁。 说到世界, 《真人外壳》比其他类似灵魂的实体要小,它排着三个地牢,从游戏的沼泽中心探索。

    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.

    与灵感相比,进步也得到了简化。 您的资源是tar(又名灵魂)和瞥见,它们锁定在您当时使用的外壳上。 您可以通过杀死敌人和使用物品来赚取焦油,而瞥见则很少见,也可以通过物品来赚取。 每个壳都有一个基本的特权树,您可以在上面花焦油和/或瞥见来解锁新功能。 我的主力是铁,可以升级为无限奔跑并增强毒药伤害。

    Source: Pixel Magazine. 资料来源:《像素杂志》。

    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.

    与其他灵魂人物相比,与真人壳的战斗较慢。 您可以同时受到轻度和重度攻击以及招架。 游戏的独特机制是将您的身体变硬为石头的能力。 如果这样做,您将无法移动,但此操作还将使下一次打击您的攻击无效。

    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.

    您无权阻止,但强化的机制仍然有效。 因为您可以随时选择使用它,所以较慢的武器就可以发光,因为您可以硬化中间挥杆,进行打击,然后在敌人昏迷时继续进攻。 在健康恢复方面,在正常情况下只有几种方法可以找到健康:您可能会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来触发回教。 以这种方式进行招募只需要一个决心,这进一步限制了您可以治愈的频率。 由于游戏的开放性,敌人不会变得越来越强大-一切都保持在相似的功率水平。 每个地牢在美学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.

    另一个主要区别是,物品的熟悉程度会随着您使用这些物品的次数的增加而增加。 如果您最大限度地提高了对特定项目的熟悉程度,则可以从中获得更多的知识,并在使用时增强效果。 一些消耗品非常强大。 例如,在一种情况下,如果您在坚硬的过程中被打中会获得健康。 您可能还会获得攻击和防御加成,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.

    总而言之,那么, Mortal Shell的 MO似乎就是要采用类似于灵魂的公式,并尽可能降低开发人员的负担。 但是这种方法可能无法带来粉丝所期望的充实体验。

    Source: The Escapist. 资料来源:逃避现实主义者。

    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区别于市场上其他灵魂人物的是它的长度。 与该子类别中的其他所有游戏相比,它是最短的(再次,它由三个带有各自上司的地牢和一个中心组成)。

    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.

    多亏了它较慢的战斗力和更小的世界,所以《真人外壳》有一些亲密的地方。 我必须承认,我确实觉得这很有吸引力。 但是,与其他类似灵魂的人相比,尤其是在设计和建造世界方面, 凡人壳挣扎。 敌人的行为是非常基本的,仅建立在一些明显的模式上。 由于没有正式的水平或进度曲线,因此您可以轻松跨越几乎所有遭遇,并且不会影响游戏的方向。 从这个意义上说,比起灵魂般的粉丝, 真人快车对于速跑者来说可能是更好的选择。

    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项目来节省时间,那么世界旅行可能会变得重复。 我确实喜欢“雾”的想法(一旦击败地牢,它就会激活)。 世界变得越来越黑暗,充满了不同的抱怨。 在这种情况下,有可能找到新的战利品,直到您将地牢的物品返回到中心为止。

    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.

    用物品抛出绝杀的方式并不理想。 这是因为您需要使用一项的多个“副本”来了解其知识。 这使得人们更难以欣赏和理解“ 真人壳”的世界。 和其他灵魂人物一样,我希望您不要期望一个易于理解的结局。

    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.

    最终,这是开发商Cold Symmetry开发的第一款游戏。 实际上,它具有良好的基础。 它只是缺乏其他既有特许经营所取得的完善和增长。 需要强调的是,这款游戏做对事情多于做错事情,如果开发者顺其自然,我当然会扮演续集。

    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.

    就是说,如果您正在寻找一个伟大的灵魂人物,那么真人壳并不十分理想。 但是,如果您总体上在寻找一款出色的游戏 ,而又不介意篇幅有限,那么Mortal Shell可以带来很好的转移效果。

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    如果您喜欢本文,请考虑加入 Game-Wisdom Discord频道 。 它向所有人开放。

    Game-Wisdom. It has been revised and published at SUPERJUMP with permission. Game-Wisdom上 。 经许可,已在SUPERJUMP上进行了修订和发布。

    翻译自: https://medium.com/super-jump/mortal-shells-cant-escape-the-soulslike-shadow-58ce206f67f0

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