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回報翻譯問題
OTR was done as a "bridge" between DR and DR2. Frank was added more as fanservice.
DR2 was not really horrible, it just could have been called something else and been much more enjoyable that way. Blue Castle's inability to recreate Infinite Mode was a massive let-down, and I think they eventually patched the one redeeming feature it had: being able to collect multiple unique items by having another player bring them into your game and then drop the item and log out, such as Skill/Weapon enhancing books, or rare items.
Using that feature, you could build a chainsaw dirtbike that lasted for about 4x longer, and just ride around slaughtering zombies like mad, which is what the point of the game was.
Speaking of infinite mode, I'm looking forward to that. A lot of survival modes tend to be infinitely sustainable so I just quit of boredom. A mode where you literally, physically, cannot go forever due to finite resources and appeals to me. While it can definitely be frustrating at first, it also pushes you to build a better understanding of the game, and knowledge is power.
I'll probably try to learn the game decently well before then though.
I'm definitely more interested in that mode from a tactical angle than a "hyped for fun gameplay" angle because I know playing it safe is slow and tedious, but I'm not concerned since the main gameplay mode will be the standard mode. It'll be more akin to a self-imposed challenge rather than the main experience.
In case you want to know why
https://steamcommunity.com/app/427190/discussions/0/1651043320661637198/
No offense, but I've learned to not really consider the opinions of people who take umbrage with a slow earlygame. It's called pacing. You need that slow buildup for it to feel like anything matters, both from a storytelling and a gameplay perspective. To use an example, take "The Last of Us." There's a very early game death. This death is a framing device, to show us how these events shaped another charatcer moving forward, before a time skip to present day. There's zero time for us to get to know this character, yet some people still either claimed it was for cheap shock value, or claimed that they cried like a baby and we're all monsters for not crying too. I feel like these players completely missed the point, you know? It was to explain why the character who survived became such a no-nonsense hardass, and their refusal to let that happen again. It was not to elicit an emotional response from the player.
To put it bluntly, there's two kinds of players. Those who appreciate gradual escalation, and those who either need a balls to the wall start, or at the very least, In Medias Res, to hook them. People like you find the former to be snorefests, and I find the latter to be shallow and meaningless. And to be completely fair, I think players like you are far more common than players like me, as evident by the fact that games like Final Fantasy 7 (which opens on a mission to destroy a reactor) are popular while games like The Legend of Heroes: Trails in the Sky (which opens on a girl waiting for her father to come home from work) are not.
You may be thinking that so much of what I'm saying is more story based and less gameplay based, and to be fair, you're right that I'm using story examples to show what I mean about pacing, but it applies to gameplay as well. Gameplay hooks can be used to really incentivize people to keep playing. To use the famous Sequilitis Megaman video as an example: X is weak, Zero is strong, Zero kicks ass, Zero says X can become as strong as him. The whole point is to start off weak enough to feel the need to get stronger, and then spend the game getting stronger.
Yes, Frank has covered wars, but was he fighting the enemy alongside the soldiers? Probably not. The fact that he's far more capable than the other survivors - even at the start of the game - speaks volumes to his experience, which just makes it awesome he has potential to get even better.. So what if he's not buff enough to haul 20 gallons of juice around, or if he's initially slow at making his way through the horde? Like with all aspects of life, you improve through experience. Bodybuilders didn't start by bench pressing 3x their own body mass, runners didn't run a marathon on day one, etc. This kind of progression is actually a good thing, because it allows you to re-traverse earlygame areas more easily later on, while still being able to make the areas non-trivial in the earlygame.
Funny you say this, because i played whole trilogy (on GOG) and i liked it. Why? Because it wasn't broken game with abhorrent game design choices.
That said, my point was to convey that I wasn't ignoring you and had read your points. You put in the time to write all that out, and I didn't want to just be like "nah." It's just that you gave the impression of being the type of person I don't agree with anyways, and decided I'd rather see for myself than take your word for it. Looking back, I was definitely far more harsh than I meant to be, and I could have absolutely worded that less antagonistically. I apologize for that.
It’s very unforgiving and it is unfair. It’s a retro based modern game that doesn’t hold your hand. The second one is amazing and it is far more forgiving. The timer is also far more forgiving and gives you more breathing room.
The second game takes place four years after the first game and there’s nothing that would register as a spoiler from the first game that you wouldn’t find out quickly when playing the first game.
I didn’t enjoy Off The Record and the changes they made, I didn’t like. I wasn’t a fan of the vault system, theme park, story, etc. The game seemed like a copy/paste $40 cash grab cause it was identical to the second game for the most part.
I would have preferred a Case Zero type setting with Frank West in a small town.