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回報翻譯問題
very empty world
coop system is a chore and crap
not because i own the game mean im a bot , their game run well compared to Elden ring , It is what it is by experience of the product
Other devs should be taking notes on them. Outside from obvious copy/pasted mini-dungeons the game has a lot going for it.
And vice versa. The obvious nazi far-right comments suddenly decreased dramatically when Russia is no longer on their platform.
No longer see any trump supporters in droves either. Pretty obvious what was going on there.
From Software doesn't really do story. The story is just a very basic set up to establish the setting, rather than the purpose of the game. Wether this is good or not can be debated.
In term of gameplay, it's an old-styled hack & slash(That's marketed as an RPG, because every game with numbers in it is an RPG these days), more akeen to Enclave or Severence: Blade of Darkness. So there isn't going to be non-combat related activities, as that's not the point of the game. Unlike your Cyberpunk example, which is\was supposed to be an RPG, and so should have more activities to keep the player entertained. Think Arx Fatalis(RPG) vs Rune(Hack & Slash). One has a (rudementary) crafting system, cooking, and a bunch of quests, the other just has you swing your sword at enemies.
As for the "empty world", I get where you're coming from, but I'll disagree. The world was designed to be immersive and "real", so things are placed with a purpose in mind, rather than created for the sole purpose of entertaining the player. The "issue" with that of course, is that you do get stretches that are "empty" and so seem meaningless. However having stretches of "nothing" helps establish coherancy with the world, which is important for immersion and selling you on the illusion that it's a "real world".
As for the dungeons all looking the same, this is an issue with every open world game as asset reusability always happen. I think they did a tremendous job with it, especially if we'd compare it to something like Skyrim, where every dungeon follow the exact same layout philosophy(not to mention gameplay over immersion, so every dungeon will always loop back on itself, which make no sense).
The hud elements are not individually toggleable, it's a boolean for the entire hud overlay. The game has NO visual indicators for the different statuses beyond status bars. For example, how can I tell if I have 5% health, 50% health, or 100% health? Or how can I tell if I'm being cursed? I can't, as the only visual indicator of these things are in the status bars.
I wasn't advocating removal of the compass. I said it should've been an toggle-able item, like the Lantern is, which lets people make up their own mind if they'd want a floating compass on the screen or not. The game world is easy to navigate as is because it was hand-crafted.
There's no ability to talk to Godrick. You can not swear fielty to him, nor can you avoid him. You will always kill Godrick, because you have no choice. That's not an RPG.
RPGs require you to have agency, something From Software has never given us. Soulslikes are Hack & Slash games with rpg mechanics(leveling and gear). Nothing wrong with this, this is why we love the games, but that's also why you get people like GoreTiger that are dissapointed with it, as they go into it expecting an RPG, and getting an pure Hack & Slash instead.
Imagine someone saying "GTA 5 is a racing sim(because it features cars and optional racing activities)", those that buy it for the purpose of racing will be sorely dissapointed, just as anyone buying this expecting an (actual) RPG will be sorely dissapointed. Anyone expecting an Hack & Slash will be happy.
Nonetheless, none of the bad points in this game are so overbearing so as to take much away from the mastercrafted world/dungeon experience offerred by the game.
A lot of its quirks add to the mystery and atmosphere - e.g. quest lines tenuously connected by wispy suggesting thin threads, where most players will have to use a wiki to have a hope of finishing - if you do and discover them legitmately, it'll give a sense of discovery that most modern games don't provide due to pointers, journals, quest markers, etc.