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首页 > Mod工坊 > 骑马砍杀 > 综合资讯 > 前瞻 > 【试玩报告】实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

【试玩报告】实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

2017-06-17 03:48:50| 来源: PCGAMER |   已有[ ]人前来看过    | 已有[ ]人评论
Hands on with Mount & Blade 2: Bannerlord's thrilling large-scale combat

实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

 

 

【试玩报告】实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

 

The first time I saw a regiment of horse archers crest a dune, kicking up a cloud of sand that masked their numbers, I realized that Bannerlord wasn't just a prettier Mount & Blade. The combat is still built upon the same foundationby flicking my mouse during an attack, I can determine the direction my character swings his sword. But a host of subtle changes and a major step up in presentation makes the action more satisfying than it ever did in Mount & Blade: Warband. With a quick command, I instructed my own cavalry unit to follow me and we charged headlong into the enemy horse archers before they could turn around to retreat. My spear caught one soldier and he toppled from his horse in a spray of blood. And all I could think was, dammit, why doesn't this game have a release date?

当我第一次目睹一队弓骑兵登上沙丘,一路扬起滚滚沙尘时,我便意识到霸主不只是画质更漂亮的骑砍而已。战斗机制依然建立在同样的基础上——选择方向,挥舞鼠标,但一系列的微妙改进和性能表现的明显提升,让动作感成为战团中前所未有的体验。通过一个快速指令,我指挥麾下的骑兵随自己冲锋,在敌方弓骑兵调头撤退之前便大举突入了他们之中。我的长矛刺中了一名弓骑兵,他便溅血堕马了,而我脑子里想的是,卧槽,这个游戏怎么还没有发售日期?

 

It's been nearly five years since Bannerlord was first announced. And during E3, I finally got a chance to play it for myself. The wait has been a tough onethe Twitch chat seemed particularly frustrated (and eager) during the Bannerlord presentation at the PC Gaming Showbut Bannerlord is coming together extremely well. Taleworlds was only showing off the combat, which is a small portion of everything that comprises a Mount & Blade game. But if it's indicative of how the rest is coming along, I have very high hopes.

霸主第一次发布的消息已经是在五年前了。在E3期间,我终于找到机会亲身体验这个游戏了。等待是非常痛苦的——在PC游戏展场中,Twitch上对于霸主的评论显得非常沮丧(及期待)——但霸主依然非常受欢迎。TaleWorlds只公开展示了战斗部分,而这是组成骑砍的一个游戏部分。但如果这象征了游戏其他部分的水平,那么我对霸主抱着很高的期望。

 

【试玩报告】实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

 

During the first part of my demo, I was dropped into an arena to test my mettle against waves of spawning enemies. As someone who has played an embarrassing amount of Warband, I felt immediately at home with Bannerlord's demanding combat. But enemies were noticeably less foolhardy in attacking me than in Warband. Improved AI means that, one on one, enemies tend to put up a much better fight. Instead of just rushing me and exposing themselves for a quick kill, they seemed to be more cautious and chose their attacks more carefully.

在试玩的第一部分,我置身于一个竞技场,通过击败一波接一波的敌人测试自己的肉搏技巧。作为一个身经百战的战团玩家,我马上便在霸主的战斗中上手了。但是AI敌人明显没有战团中的鲁莽,改进后的AI意味着在一对一的情况下,敌人的单挑能力更强,他们不再一股脑地冲向自己并暴露弱点,而是选择更谨慎小心的战术。

 

One of the biggest changes to the combat is the introduction of directional shield blocking. In Warband, shields were powerful because they could block attacks no matter the direction. That's still true, but now skilled swordsman are rewarded even more than before. When matching a directional attack with the same directional shield block, shields take less damage. It's imperative that you block properly with a shield so that aggressive foes don't quickly hack it to pieces.

战斗的一大革新就是引入了盾牌的格挡方向。在战团中,盾牌的强大之处在于它们能够挡住任何方向的攻击。霸主中仍能如此,但掌握技巧的剑士比以前有更大的优势了。当你持盾挡住了对应方向的打击,盾牌将受到更低的损坏。如果你能适当地用盾牌进行格挡,将能在敌人的凶猛进攻下坚持更长时间。

 

【试玩报告】实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

 

Another new improvement to combat is chain attacks, which not only offer more offensive options but also look fantastic. Bannerlord is still firmly rooted in methodical combat, but seeing my character twirl his sword over his head as he repeatedly hacked at an enemy's face was really fun to watch. Getting the hang of them, however, will require some practice. When flicking the mouse in a direction to initiate an attack, you have to flick the mouse in that same direction but also hold the attack button immediately after your first attack connects. It's hard to explain, but after a few minutes chain attacks wove themselves into the rhythm of attacking and blocking that I love in Warband.

战斗的另一项革新之处就是连锁攻击,不仅为玩家提供更具侵略性的战术,还能看起来更加酷炫。霸主依然非常强调写实的战斗风格,但当看着自己的角色高举长剑肆意挥舞,狠狠地迎头痛击敌人的时候,实在是非常痛快。要掌握这个技巧,无疑需要更多练习。当移动鼠标发起初次攻击时,你必须紧跟着按住鼠标并向相同方向挥动鼠标。很难解释,但在几分钟后,我已经将连锁攻击融入到战斗的节奏中了。

 

Oh captain, my captain

我的队长

 

Both of those changes are small and will only be fully appreciated by Mount & Blade veterans. Taking to the field in a proper full-scale battle is where Bannerlord's improvements really take effect. While hand to hand combat in Warband was relatively easy to grasp, the overarching tactics of its massive battles were not. The obtuse interface made giving commands a real painespecially for new players. Bannerlord's new interface is a lot easier to understand and work with and, for apprentice tacticians, the new sergeant system greatly relieves the burden of commanding a hundred soldiers.

这些变化不大,而且只会被骑砍的老玩家完全领会。在大规模战斗中带来更好的指挥体验是霸主的精华所在。在战团中,近身搏斗可以很容易上手,但指挥战斗则不然。简陋的指挥面板使得下达命令非常痛苦——尤其是对于新玩家而言。而霸主的新面板对于战略方面的新手将更加简单和实用,新的军士系统能大大减轻玩家掌控上百名士兵的负担。

 

【试玩报告】实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

 

As part of a more complex military hierarchy in Bannerlord, it's now possible that you won't be the one calling the shots during a fight. Instead, as a sergeant, you'll have a unit to command directly but you'll receive orders from a commanding officer. I was slightly disappointed to find out those orders are more like suggestions, as there's no consequence for ignoring them entirely and doing your own thing in battle. That seems like a bit of a missed opportunity since the bigger political metagame of Warband was all about juggling favors for various lords as you climbed the ranks. Still, having an AI general issuing commands offers a sense of direction for players who struggle with the chaos of clashing armies.

霸主中的军事阶级更加复杂,现在你可能不再是一场战役中的最高指挥者了。不同的是,作为一名军士,你将直接指挥一支部队,但你也会从上级处接受命令。实际上这些命令更加像建议,因为如果你在战斗中完全无视它们并自作主张,也不会承受任何后果,我对此有点失望。这一改变看起来是一种投机,因为战团中的整个政治系统都是在迎合不同领主之间扶摇直上。当然,游戏中存在一名发布命令的AI指挥官,可以为挣扎在混乱战场上的玩家提供一些方向感。

 

I played through three separate fights during my demo, each one placing me in command of a cavalry unit. During the battle, my general would frequently bark orders at me to protect flanks, charge enemy units, or fall back when things got too heated. The orders were never overly complex, but I enjoyed having someone else call the shots while I focused on leading my unit and skewering enemies.

在试玩期间,我尝试了几场独立的战役,每次我都被分配到一队骑兵的指挥官。在战役里,我的将军经常在我耳边大喊下令,比如保护侧翼,发起冲锋,或者在战局失利的情况下后撤。这些命令都并不复杂,但我喜欢这种感觉,一边有人发号施令,一边在领着部下奋勇杀敌。

 

【试玩报告】实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

 

It was in these bigger battles that the improvements to Mount & Blade's visual and audio presentation really excited me. As I already said, horses kick up clouds of sand that add a great deal of visual noise to a fight on desert terrain. I'm not sure if it could ever be used strategically, but it's a gorgeous effect all the same.

骑马与砍杀在战场上的视觉和音效提升着实让我惊艳。如我所说,马蹄扬起的沙尘在沙漠地形中造成了很大的视觉影响,我不确定的是它是否具有战略意义,但无论如何这种视觉体验都让人叹为观止。

 

Where Warband relied too much on ragdoll effects, Bannerlord mixes them with traditional animation, making attacks feel more vicious and deadly. When I charged into an enemy unit on horseback, soldiers collapsed and twisted under the stampede of hooves, armor crunching as they shrieked in pain. I raked my sword across a soldier's face and he spun with the force of the blow, dropping his sword to clutch his wound as he fell dead. It's this kind of attention to the moment-to-moment violence that makes combat in Bannerlord completely absorbing. When my allotted time for the demo was up, it was hard to leave. I just wanted to experience the thrill of a mounted cavalry charge again and again.

战团非常依赖布偶系统,而霸主则将它与传统的动作系统结合起来,让攻击动作看起来更加致命。当我将一名敌人挑落马背时,他葬身于凌乱的马蹄之下,痛苦的尖叫伴随着盔甲的破裂声。当我用长剑向敌人迎面砍下时,他会随着我挥剑的力度而翻腾,扔下手上的武器,捂住伤口,然后倒地身亡。正是这种暴力反馈的沉浸感让霸主的战斗过程无比吸引。试玩时间用尽了,而我则还是依依不舍,只想一次又一次地重复在马背上冲锋杀敌的颤栗体验。

 

【试玩报告】实测《骑马与砍杀2:霸主》大规模战斗的惊人体验

 

Everything Taleworlds has shown us of Bannerlord is promising, but it's reassuring to finally get my hands on it and know that it's not all for showat least with the combat. It's evident that a lot of love has gone into this sequel and the result is that Bannerlord doesn't feel as janky or B-tier as previous Mount & Blade games. No one at Taleworlds was willing to reveal even a rough window of when the game would launch (despite my persistent asking). If Taleworlds can also improve on the social simulation and overarching strategy the same way they're improving the combat, the wait will be worth it.

TaleWorlds向我们展示的内容都非常吸引,在我上手实测后,可以放心地说这些都不只是为了展示而已——至少战斗部分不是。无疑,许多人为这个游戏系列投入了无数心血,让霸主不再像以前的骑砍那样小众和B级。TaleWorlds没有一个人愿意揭露游戏大致的发售时间(无论我如何苦苦哀求)。如果TaleWorlds让社会模拟和战略部分提高到战斗部分的水平,那么一切等待都是值得的。






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