Avowed is a fine game that gets a lot right and feels tighter than you'd expect from a Western open-world game.但是,我对其齿轮系统如何使冒险的整体步伐从最初的几个小时到不稳定的方式感到非常失望。
Getting loot and player progression right in RPGs is tricky. You don't even need dev experience to know that.只需玩足够的视频游戏,属于更广泛的类型(和/或桌面替代品),您就会很快注意到这些方面很容易脱离轨道,并使更大的体验要么有点口格或开玩笑。 Many times, it's all about finding the right system for the game's size and central premise. In the case of Avowed , I think Obsidian Entertainment chose… poorly. Somehow, it often becomes far more frustrating than Elden Ring and its close relatives in a completely different way.
在此动作RPG中,更加关注故事和角色而不是内容膨胀的角色,可以合理地期望简化的进程路径只是提供了一定程度的真正灵活性。 The perks/skills system does exactly that, and it does it well. Hell, even “respeccing” is a smooth and almost required process to maximize the Envoy's power level by the time the late game is reached. On the other hand, the weapons and armor system and how upgrades change their effectiveness in combat is a bit of a nightmare the more you play.
Avowed is a game that puts player agency and exploration front and center.这听起来可能很熟悉,但是它的定义特征是,从任务设计到现实世界的结构方式,它在许多方面都感到真正地手工制作和束缚。您可以掠夺大量隐藏的角落和地牢,但是即使您坚持主要路径,也不是“永远”的RPG之一。
Perhaps this is why the MMORPG-y approach to loot and upgrades feels so odd. Sure, a “proper” RPG, no matter its style, needs real stats and a solid experience of developing a build over many hours. Robust loot and upgrade systems, depth aside, should carry the player forward and support their power fantasy and provide roadblocks. It's a difficult curve to get totally right, as I said before.
在被宣告的情况下,敌人是根据发现的区域而定的。只要您解锁了较大的“世界区”并随时遇到他们,但您并不是要在其健康棒上带有头骨的敌人闲逛。 That's no bueno . If you thought the Living Lands were going to be lively and as unpredictable as Bethesda's average open-world behemoth, think again. You might be free to go wherever you please, but Avowed doesn't want you to. Dark Souls and its spiritual successors also do this, but they're blunter when it comes to teaching players valuable lessons. More importantly, they also provide much better tools aimed at overcoming their obstacles.
Related: All Treasure Map Locations in Avowed
This shouldn't be a problem. Plenty of single-player video games with numbers that go up do this just fine. Level gating is a thing for a reason. Oblivion's whole approach to this matter was leveling up almost every enemy alongside you, and that sucked. Even The Outer Worlds, Obsidian's immediate predecessor to Avowed, handled it fine. Why does it feel a bit wrong all of a sudden?
It could be a matter of simply crunching some key numbers, collecting player data, and putting out a solid enough patch, for all I know. But the thing is that I really struggled past the second area and well into the late-game sections.想要杀死我和我的朋友的一切和每个人都更加海绵,即使升级到所需的稀有/水平,我的武器也感觉好像还不够。突然,轻轻的游戏(尽管很困难)的第一场比赛已经过渡到更呆滞的旅行,迫使我清除了几乎所有可选的任务,任务或赏金,我遇到的几乎没有回报。
All I could think of was: “What the hell, Shadow of the Erdtree somehow felt far less rough to get through than this.”解决方案很简单:收集或制作足够的一种类型的分支,甚至不再产卵,所以前往几个小时前留下的区域,破坏从那以后您获得的任何叙事感觉。 It just doesn't feel like great game design, does it?相反,最含义的摘要几乎总是定义了一个清晰的难度曲线,这使得从失败中迅速反弹成为技能和自我教学的问题,而不是不适合其游戏世界的磨削(尽管如果您愿意的话,您可以慢慢养殖低级敌人)。
ARPGs like Diablo IV typically handle this by burying the player in loot and materials. You gotta put the work in, but you needn't hunt for mats for too long. Other open-world games lean more toward survival-like mechanics that are directly supported by the right world design. Avowed has none of that. It's no Skyrim because it doesn't want to riff on that formula. As daunting as it can look at first, it's a focused adventure that encourages moving quickly from one place to the next.
This is the sort of “intentional friction” that sinks so many video games while elevating others. In my opinion, Avowed partially fails to provide a good sense of progression and evolution.战斗很棒,敌人的举动比其他许多头衔都要丰富,但是这一切常常陷入“数字和颜色”墙壁,即使完成所需的家庭作业,也喜欢将您放在后脚上。 At some point, however, it simply dissipates, which makes me think the balance is simply out of whack through a good chunk of the game. It makes you wonder about the likely incredible amount of testing every new FromSoftware banger goes through.
同样,无论您在这种游戏水平如何,都要开始将手指指向某些系统或机械师(除非清楚地破裂)可能是错误的。 RPGs are especially difficult to fine-tune.我猜想让黑曜石在15年前完全弄清楚这些事情后,在与时钟比赛中完全弄清楚这些事情后,偶然发现了一款原本值得注意的游戏的元素。
Avowedis现已在PC和Xbox上可用。