《刺客信条:影》IGN 8分:日本绝美风景,几乎没有BUG!

3月19日,《刺客信条:影》即将发售,IGN编辑贾勒特·格林给出8分评测,本作以日本战国为背景,地图与技能树的设计更加简洁,让人不再有清问号的枯燥感,日本绝美的风景也让人更有探索欲,战斗系统更具挑战性,而且大量任务都是为角色量身定制的,奈绪江女主几乎完美符合所有任务的要求,潜行系统做得更好,在系列成熟的基础上,本作创造了近十年来不断磨练的开放世界风格的最佳典范之一!对于老玩家来说,本作绝对值得一试,而且在IGN数十小时的体验中,这么大规模的游戏几乎没有出现什么BUG,更加令人惊喜!

《刺客信条:影》的诞生堪称奇妙——这个历时近20年、推出数十部作品的顶级潜行动作系列,终于首次将舞台转向日本战国时代。本作充分利用了刺客设定,让忍者与武士双主角同台共舞,两位塑造丰满的角色既能在庞大的城堡中潜行,也能在激烈的战斗中大杀四方。

本作在沿用成熟机制的基础上,针对细节进行了优化,地图与技能树更简洁清晰,同时延续2023年《刺客信条:幻景》的成功经验,主线任务节奏更加紧凑、战斗系统更具挑战性。虽未达完美革新(平衡性问题与错失机遇仍存),但我对《刺客信条》系列重振雄风的信心非常坚定。

It’s wild that it took almost 20 years and dozens of games for the biggest stealth action series around to finally bend towards feudal Japan. Assassin's Creed Shadows makes the most of that theme, with a great pair of shinobi and samurai heroes sharing center stage that are well-written and fun to skulk through giant castles or wade into vicious battles with. Besides the setting, the bulk of the changes this time focus on making smaller tweaks to well-established systems, such as less cluttered maps and skill trees, while also doubling down on things that really worked in 2023’s Assassin’s Creed Mirage, like the more focused and tougher combat that accompanies its better paced main quests. It’s not a perfect reset, as imbalances and missed opportunities abound, but I feel more confident than ever that Assassin’s Creed could be back and here to stay.

《刺客信条:影》的叙事如雨季激流般奔涌,充满时代剧经典套路:武士为荣誉征战,权臣腐败欺压百姓,盗匪横行乡野。若你钟爱詹姆斯·克拉维尔的《幕府将军》或黑泽明的电影,这些情节对你来说一定不会陌生。但这绝非短板,错综复杂的道德冲突依旧能保持剧情的吸引力,这也是《刺客信条:英灵殿》故事成功时的惯用手法。

尽管整体文笔并未让我时刻惊艳,但其中不乏一些令人深思的紧张时刻和引人入胜的事件。典型的《刺客信条》阴谋元素也完美融入了日本战国时代的战乱背景,犹如袖剑藏于腕鞘这般严丝合缝。

Like a river in the rainy season, Shadows’ story overflows with cliches that are signature to fiction set in this era. Warriors wander the land to bring honor to themselves and their masters. Absent rulers let wealthy bureaucrats exploit the poor. Bandits hold the countryside in the cold grip of fear. If you’re a fan of James Clavell’s Shogun or the excellent movies of Akira Kurosawa, you have certainly seen the bulk of what protagonists Yasuke and Naoe are made to navigate. This isn’t a bad thing, and morally complex intersecting plots still keep the intrigue high, which is the same trick that made Assassin’s Creed Valhalla’s stories work when they did. I don’t think I was particularly wowed by the writing on a regular basis, but there are some standout moments of tense reflection and curious happenings sprinkled throughout. The typical Assassin’s Creed conspiracy woven into it fits perfectly within the war torn Sengoku period of Japan, too, like a hidden blade snugly in its wrist sheath.

双主角设定堪称惊艳。游戏前期你将与伊贺流最后的忍者少女奈绪江(Naoe)深度绑定——这位因悲剧被迫背负氏族命运的少女,机敏而忧郁的性格,极具人物张力。而与她形成鲜明对比的,则是以正义为旗的雄壮武士弥助(Yasuke)。颇具讽刺意味的是,奈绪江的悲剧某种程度上正是拜这位充满魅力且体格魁梧的弥助所赐。当这对宿敌转为同盟后,他们总能在关键时刻为彼此提供可靠建言:奈绪江的敏锐洞察与弥助的果敢决断形成完美互补。虽说单论人气,他们或许难与艾吉奥或爱德华等系列经典角色匹敌,但他们携手并肩,也成为这个充满黑暗复仇故事中的一抹亮光。

The leads themselves are wonderful. You spend a lot of the early game with the sharp-witted and broody Naoe, who is among the last shinobi warriors of the Iga clan, a role thrust upon her by tragedy. That tragedy befell her in part by the hands of the charismatic hulk Yasuke, who is a tireless warrior for justice and peace. When they begin working together, they are frequently each other’s most reliable consul, with sound and often different perspectives on the events going on around them. In other words, they truly do balance one another, and while I don’t think either one would win popularity contests against other series stars like Ezio or Edward, together they serve as the bright light in the center of a largely dark tale of revenge.

  • 故事的结构设计得恰到好处,你可以按自己的节奏分段享受,而不会在剧情节点之间迷失

叙事结构则呈现出模块化特质,类似《英灵殿》的区域章节制设计,每个区域都承载着相对独立的故事单元。值得称道的是,《影》大幅改善了前作中角色与事件"人走茶凉"的割裂感,在角色与剧情的连贯性方面做得更好——即便离开某个区域,你遇到的每个关键人物和故事线,仍会在后续剧情中留下回响。章节间的过渡节奏也更为紧凑,恼人的跑腿任务虽仍存在,比我理想中的节奏稍显拖沓,但整体结构清晰,让人可以像阅读一本好书那样,随时拾起故事享受其中,而无需担心跟不上剧情发展。

The story overall is paced similarly to Valhalla, where the cardinal reason to be in each of the nine regions of the map is to play through a mostly self-contained chapter. That said, Shadows does a better job of making sure at least some story elements and characters don’t just completely vanish when you leave a region the way they did in its predecessor. Not every new lord or business man you meet becomes completely irrelevant after you’ve solved their problems. I also found these sections, and the overall time it took to move from chapter to chapter, to be more brisk and less filled with frustrating filler than past games. It’s still a bit too full of “go here, do that” as bridges between major moments than I’d prefer, but it's organized in a way that can be enjoyed in pieces and at your leisure without getting too lost between plot points, almost like how one might read a good book.

《刺客信条:影》的多数任务始于任务系统——这是一张比《刺客信条:幻景》更加复杂且细致的任务图表,列出了需要援助的民众与必须铲除的目标。从主题上看,这种设定与游戏的核心理念十分契合——玩家需要收集情报,去揭露那些试图让日本陷入混乱的秘密成员。从功能性角度来看,这种任务组织方式比传统的列表式任务系统更加直观,能够更清晰地展现待办事项及相关人物。

不过,这种高效的代价是牺牲了一些探索的魅力。我曾多次偶遇一个无法通过交涉解决的混蛋,果断将他击杀后,发现他的档案在任务板上已经被划掉,甚至还能看到他所属帮派的剩余成员数量,而在此之前,我根本不知道他们之间的联系。尽管削弱了一些探索的神秘感,但相比之下,我依然更愿意接受这种设计。

Most of the missions in Shadows start on the objective board, a bigger and more elaborate chart of people that need assistance and targets that need eliminating adapted from Assassin’s Creed Mirage. Thematically, this approach matches the tone of using all the information you gather to identify hidden members of the secret society trying to plunge Japan into chaos. Functionally, the way it organizes outstanding tasks and the people involved is far more useful than the old bulleted quest lists. It does trade some of the magic of exploration away as a cost of this efficacy, though. More than once I organically stumbled across a jerk that couldn’t be talked down, just to kill them and find not only his crossed out profile tacked to my board, but also the exact number of remaining silhouettes of the gang I had no idea they were a part of until right then. But it’s a trade I would make every time.

选定任务后,系统会提供简短线索提示目标方位,具体破解难度取决于玩家对该区域的探索程度。虽然前作也曾通过线索制造追踪目标的阻力,但《刺客信条:影》是系列第一个真正让我频繁查看地图,并结合线索和合理推测来推断目标具体位置的游戏。我还可以利用据点藏身处培养的侦察兵缩小搜索范围,他们会在地图上标记一个区域,并高亮其中未识别的目标。这种侦查方式并不会揭示隐藏地点或特殊地图元素,仅仅是提供一个标记,因此并不适用于远程探索地图的迷雾,而且无论侦察兵是否找到目标,都会消耗一个侦察兵,而侦察兵的补充方式非常有限,所以在主线推进初期,最好是降低使用频率。

Selecting a quest gave me a short list of clues to help discern where the objective was, which is easier to figure out depending on how well I’d searched that part of the map already. Past games have given hints to identify targets like this before, hoping to create some friction between you and the effort to find your quarry, but Shadows is the first one that I felt constantly made me look at my map and actually deduce where the spot in question might be by using those clues and some educated guesses. I could use scouts, one of the assets you can develop at your hideout, to assist in the narrowing process, pinging an area on the map and highlighting unidentified objectives in the zone. This doesn't reveal hidden locations or features of the map outside of just a marker though, so it's a bad way to clear fog of war from a distance. It will also cost one scout whether they find something or not, and scouts are replenished in very few ways, so scouting can be a real risk if you’re trying to make progress in the main story – especially early on.

  • 我不由自主地想要骑马穿越乡野,真正去探索这个世界。

与其在地图上铺满密密麻麻的标记,《刺客信条:影》采用了更加克制的方式,仅通过零星的兴趣点图标,引导玩家亲自前往探索。即使攀登至系列标志性的高点,眺望四周,你所看到的也只是一些模糊的标记,暗示那里可能隐藏着某些内容,但具体是什么,还得亲自下去一探究竟,用脚步丈量这片土地。我非常喜欢这种设计——它让我逐渐摆脱了过去几年玩这类游戏时形成的“清单式探索”思维模式,我不再执着于逐个完成地图上的任务标记,而是单纯地骑马漫游,随心所欲地探索,哪怕不一定会有丰厚的奖励,也乐在其中。

Rather than lighting u***our map with a galaxy of tooltips, Shadows mostly relies on sparse point-of-interest icons to push you towards the areas you’ll need to see the finer details of in-person. Even when you climb up to the signature highpoints to take a good long look at your surroundings, what you’ll see is a bevy of nondescript icons that tell you that something is out there, but you’re gonna have to hop down from that perch and go check them out for yourself to know what. I love this – I could feel my brain starting to detangle the checklist conditioning that years of these games had instilled in me. Not only did I feel compelled to just ride through the countryside and genuinely explore stuff without much expectation of grand rewards, I also felt no nagging compulsion to check off every possible thing to do in a region inorganically.

这些未探索地点大多属于几种固定类型,比如可以潜行的城堡,其中可能藏有特殊装备,或是散布在日本各地的村庄。但在真正踏足之前,你永远无法确定其中隐藏着什么,而在旅途中,我总会忍不住停下来参与各种世界活动——这些小型地点或事件,不仅能提供丰富的探索体验,还能为角色积累知识点,提高知识等级,并解锁新的技能选项。虽然部分内容略显枯燥(例如在寺庙间奔波搜寻残缺卷轴),但耗时较短且收益可观,而像骑射挑战这样的玩法,则能为紧张的战斗节奏带来短暂而有趣的变化。

Most of these undiscovered locations fall into one of a number of reliable categories, like castles you can infiltrate and attempt to steal special gear from or any of the many villages scattered across Japan, but you can’t be sure unless you take it in for yourself. A common thing I would always stop to handle whenever I came across them were world activities – these are smaller locations and events that, when completed, add knowledge points to your characters, increasing their knowledge levels and adding new options to their skill trees. Not all of these events are exciting, with running around temples to find missing scroll pages being my least favorite, but they often don’t take too long and the points are worth it in the end. And in the case of something like the horse archery challenges, they can add an interesting distraction from the action for a short spell.

  • 在完成任务和掠夺的过程中,我自然而然地解锁了大量装饰品,多到让我有些应接不暇

每次出行间隙,我都会在藏身处停留片刻——这座藏身处有点像《英灵殿》中渡鸦据点,采集到矿石、农作物和木材后,你可以用这些资源在这里建造和升级关键建筑,从而解锁新功能,我大部分时间都花在铁匠铺打造装备上,而其他重要建筑则提供被动增益,或具备在藏身处之外管理的功能,比如道场中新推出的召唤技能,能让我呼唤在冒险中结识的盟友前来助阵。我倒也庆幸自己不必费心去装饰这个地方,因为我个人对布置家园实在提不起兴趣;不过,对于喜欢这类内容的玩家来说,系统在玩家推进主线时慷慨赠予的海量装饰品,绝不会让你觉得单调!

Between outings, I spent some time at the hideout, this iteration of Valhalla’s Ravensthorpe settlement. After collecting minerals, crops, and wood out in the world, you can use those resources to build and upgrade important buildings here that give you access to new assets. I spent the majority of my time at the forge managing my equipment, while other important buildings provide more passive additions or have features that can be managed in places outside of the hideout, like the new summoning ability from the dojo which let me call in help from certain allies I met during my adventure. I’m glad I didn’t have to dote on this place very much as I personally can’t be bothered to decorate a homestead, but for those interested in that sort of thing I was absolutely flooded by the cosmetics I unlocked just in the natural course of completing tasks and looting, so you’ll never be starved for options to spice the place up.

真正的视觉盛宴藏于开放世界之中。16世纪的日本美得令人屏息——每座山丘、每片湖泊都像是一场色彩交响曲。每个季节都带来令人惊叹的风景,有时大地披上了秋日的赤褐色,有时则被皑皑白雪所笼罩。事实上,我觉得这里的天气是我在开放世界游戏中体验过的最佳之一。看着强劲的风势卷起滚滚雷雨,目睹大自然的实时反应——成群的鸟儿振翅高飞,地面生物纷纷奔逃寻求庇护——这一切都足以让人动容。而且,在我数十小时的体验中,这么大规模的游戏几乎没有出现什么BUG,实在令人惊喜。

The real sightseeing, though, is out in the world. 1500s Japan is a beautiful place – there’s such a symphony of color over every hill and across every lake. Each season brings with it incredible landscapes, sometimes covered in the reddish brown of Autumn or entombed in deep white snow. In fact, I found the weather to be some of the best I’d ever experienced in an open world. It was hard not to be moved watching powerful winds pick up and bring in rolling thunderstorms, especially when watching how nature reacted to it all in real time, as flocks of birds took flight and ground critters scurry around to find safety. And not for nothing, but in my dozens of hours in Shadows I encountered remarkably few bugs for a game this size.

  • 奈绪江几乎完美符合所有任务的要求!

长达40小时的主线故事围绕两位主角奈绪江和弥助展开,他们试图揭露并消灭名为“新幕府”的组织。一旦你选定了目标,多任务的剧情线会定期为你提供机会,比如让你选择是用弥助的力量强行解决战斗,还是借助直江的潜行巧妙应对。虽然某些情境下两人的作用各有侧重,但总体来说,几乎所有任务都更适合奈绪江来完成,这主要归功于他们各自能力的分工。如果说经典的《刺客信条》玩法融合了探索、跑酷、隐匿与战斗,那么奈绪江在这些方面都游刃有余,尤其擅长跑酷和隐蔽潜行。而弥助由于体型笨重和动作不够灵活,不太适合攀爬和潜行,但他在战斗中的破坏力却无可匹敌——可以说是系列中最具压倒性和主导力的角色。不过,直江往往可以悄然绕过那些需要弥助大开杀戒的场面,以更为轻松的方式完成任务。尽管我个人很喜欢弥助,但他的风格显得更为单一,游戏中许多部分似乎并未充分利用他的优势,让人感觉缺乏针对性。

The main 40-hour story revolves around the dual protagonists attempting to unmask and eliminate members of a deadly organization called the Shinbakufu. Once you’ve chosen a target, the multi-mission arcs give you regular opportunities to handle a situation with either Yasuke’s might or Naoe’s stealth. However, while there are certainly scenarios where one is more useful than the other, in general, there are remarkably few quests where Naoe isn’t better suited for the task at hand. This comes down to how their abilities are divided between them. If the classic Assassin’s Creed playstyle is the combination of exploration, parkour, stealth, and combat, Naoe can do all of these competently and excels at parkour and stealth. Yasuke, meanwhile, can’t climb very well or sneak around much due to his size and general lack of grace. He is a devastating force in combat – maybe the most overbearing and dominant protagonist in the series – but Naoe can simply sneak around most situations that Yasuke would cut his way through, solving them with so much less trouble if done well. As much as I like Yasuke, he’s far more limited and one dimensional in his style, with large parts of this game not quite designed to take advantage of his strengths in a way that feels intentional.

尤其让人惋惜的是,《刺客信条:影》确实在某些任务中为两位角色量身定制了各自的技能应用,通常是在那些更大、更关键的重要战役中,要求两位英雄必须通力合作才能成功。这类特殊任务被划分为多个阶段,你可以根据自己的喜好选择以哪位角色继续,任务要求也会随之变化。在后期的一次任务中,奈绪江负责守卫城堡外围、消灭持枪敌人,而弥助则突入城中,要求与本章的敌人决斗以拯救人质。根据你选择扮演的角色,要么是在障碍中悄无声息地干掉特定敌兵,避免惊动整个城堡;要么便是与一位强悍的武士展开激烈对决。这种设计令人赞叹,也让那些相对单调的过渡环节显得黯然失色。

It's particularly disappointing because Shadows does find ways to tailor missions around both of their skills on occasion, usually in bigger, more pivotal and important battles where both heroes need to operate together to succeed. These special missions are separated into sections that allow you to choose which character to proceed with, changing what’s asked of you depending on your choice. In a later game mission, Naoe is securing the perimeter of the castle walls, taking out gunmen, while Yasuke storms the place demanding to challenge this chapter’s foe to a duel for the lives of his hostages. Depending on who you play as, you’re either weaving through blockades to drop specific soldiers without alerting the whole castle, or you’re having a fierce duel against a powerful samurai. It's awesome, and made the more homogenous space between these moments a real bummer.

  • 游戏会围绕两位主角的技能量身定制任务,这种设计真是令人赞叹

整体来说,战斗难度比以往更高。敌人(尤其群体战时)攻击性更强,经常发动连击和无法格挡的招式,且普遍配备格挡能力与护甲系统,相当于拥有"第二血条"。玩家需通过精准闪避与招架创造破绽,再迅速发动反击——这种机制要求更严谨的战术执行,虽充满挑战却绝不至于沦为机械重复的负担,唯独在捕捉所有动作视角时显得力不从心,尤其是室内战斗视角控制常令人抓狂。

Combat overall is more challenging than in the past. Enemies, especially in groups, are more aggressive, relying on combos and unblockable attacks as often as possible. They also tend to have solid defenses, both in that they block a lot and also in that many of them are armored, essentially giving them a second life bar. Effectively taking them down means having a solid defense of your own, dodging and deflecting their blows to make them vulnerable, and taking advantage before they recover. It requires a more thoughtful execution of your various abilities than previous games have, and I never felt like combat was a chore in and of itself – though the camera really struggled to keep all of the action in frame, and doubly so when inside buildings.

在正面强攻的战斗中,弥助的表现尤为出色,他那一套剑、长刀、棍棒、弓箭甚至火器,都能轻松碾压敌人。他不仅仅依赖武器,本身就像一台无可阻挡的巨兽,能够冲破墙壁、震动大地。他也异常坚韧,可以承受更多攻击才倒下。相比之下,奈绪江则显得脆弱得多,虽然在敌人露出破绽时也能造成可观伤害,但硬直控制能力,她很难将敌人击退。面对成群结队的敌人,尤其是那些装备精良的猛将,当敌人数量超过三四个时,投掷烟雾弹脱战往往是更优解,比在混战中硬拼更为明智。

Straightforward combat really sings when playing as Yasuke, whose set of swords, naginata, kanabo, bows, and even guns are all perfect for decimating enemies. He is a juggernaut of a man outside of his toys, being able to literally run through walls and shake the earth with his blows. He’s also tough and can take many more blows before succumbing to his wounds. Naoe is very fragile by comparison, and while capable of doing lots of damage when enemies are vulnerable, she struggles to stagger them without the help of her tools. She gets overwhelmed easily by mobs, especially well-armored bruisers, and when the numbers get above three or four foes, I almost always found it better to drop a smoke bomb and disappear versus attempting to fight them all in an open melee.

  • 《刺客信条:影》将标题中的"影"字诠释得淋漓尽致

另一方面,奈绪江在本作潜行设计堪称系列之最,将“Shadows”、"影"字发挥到了极致,游戏为她提供了一些全新的机制,比如匍匐闪避与经典鹰眼视觉,可以透过墙壁看到敌人的轮廓。此外,暌违已久的双重暗杀机制也重磅回归,这些新老元素的结合,使奈绪江成为系列中最强大的刺客之一,而在潜行暗杀能力上,也令武士弥助望尘莫及!

On the flipside, Naoe is a menace when striking from the shadows or catching enemies unaware. This Assassin’s Creed takes the “Shadows” in its name seriously, with darkness being a key part of her stealth gameplan. There are some new features that help her out, like being able to crawl and dodge while prone, as well as some returning ones like her Eagle Sense, which lets you see silhouettes of enemies through walls. The long-missing double assassination is back too, and all of these add up to make Naoe one of the most robust assassins in the series. Yasuke can’t hold a candle to his ninja counterpart in this arena.

技能升级方面,相比《英灵殿》复杂繁琐的星座图系统,这次的优化让人倍感轻松。奈绪江和弥助的技能树围绕他们各自的武器和战斗风格展开,每个技能节点的提升都更具实质性,不再只是单纯的伤害加成(当然,这类加成仍然存在,但数量较少)。最重要的自然是解锁新技能,但其中一些隐藏的强力技能还能为武器赋予额外的功能,比如奈绪江的链镰可将普通攻击转化为抓钩技,让她能把敌人拉向障碍物或直接甩下悬崖。而弥助拥有多种武器选择,他的一些技能树对我来说可有可无,尤其是弓箭和铁炮——作为一个近战猛将,我很难说服自己把大量技能点投入到从未真正使用过的远程战术中。

Enhancing your combat abilities is mercifully less tedious than Valhalla’s skill constellation. Naoe and Yasuke have skill trees focused on their weapons and specialities, with every node feeling far more impactful than simple passive damage bonuses (which still exist, but in small amounts). Gaining new abilities is obviously the most impactful, but some of the real hidden gems add new functionality to weapons, like being able to turn certain attacks with Naoe’s chain sickle into grapples that let you pull enemies into obstacles or off of cliffs. Yasuke and his abundance of weapons made for some skill trees I largely ignored, especially his bow and teppo, as he is such a close ranged juggernaut that I had a hard time justifying spending my admittedly plentiful skill points on a ranged strategy I never embraced.

说到冗余,这次的《影》在装备系统方面,反而比《英灵殿》和《幻景》的改进倒退了一大步。敌人掉落或任务奖励的装备种类过于繁杂,颜色等级系统的随机性让大部分装备都显得毫无存在感,甚至连尝试装备的兴趣都提不起来。虽然某些基础属性(比如伤害数值)可能会在你等级提升的过渡期派上用场,但最终玩家依然会把目光锁定在传奇装备上,或者干脆投入资源强化自己喜欢的装备,传奇装备的技能比如某款鬼金棒能让敌人在护甲被击碎时变成爆炸性弹片,对战局的影响力远超那些普通装备的微弱增益。

Speaking of excess, Shadows takes a big step backward from the work done around your inventory in Valhalla and Mirage. There are far too many pieces of randomized, color-tiered gear to pick up from fallen foes or as forgettable quest rewards that have no chance of making it into my rotation. Base stats like damage might make them relevant as last-minute stop gaps to kee***our stats in line with bad guys at your level, but only until you find that next piece of legendary gear or earn enough resources to level up a piece you already like. The skills on legendary gear, like a kanabo that turns enemies into shrapnel grenades when you break their armor, are impactful in a way that the generic percentage buffs to XYZ skill that you get from the lower tiers of gear never even come close to.

总结

  • 通过完善现有系统的优势,《刺客信条:影》创造了近十年来不断磨练的开放世界风格的最佳典范之一!

《刺客信条:影》在系列传统机制上挥舞利刃精雕细琢,使其更加精炼,而非粗暴颠覆。战斗节奏更为激进,相较以往,更强调精准格挡与技能管理。同时探索日本战国时期美轮美奂的风景也变得更加吸引人——全新的地图设计削弱了收集图标与清单打勾式玩法的存在感,让玩家更专注于沉浸式探索。

奈绪江与弥助是一对塑造鲜明、令人印象深刻的主角,尽管他们的故事主线大多遵循较为传统的叙事路径。二者的战斗风格截然不同,能够相辅相成,但从实际体验来看,这种平衡被打破——相比武士超凡的力量,玩家能够利用忍者大师的潜行与探索能力的机会要多得多。

这并不是一款能够彻底改变“刺客信条”质疑者看法的作品,但对于那些在“Animus”中积累了无数游戏时长的系列老玩家而言,《影》带来的种种革新与调整,让这场全新的潜行之旅变得耳目一新,绝对值得一试。

IGN 8: Great

By sharpening the edges of its existing systems, Assassin’s Creed Shadows creates one of the best versions of the open-world style it’s been honing for the last decade.

Assassin’s Creed Shadows takes a flashing blade to the series’ established norms, trimming them to a more precise form in lieu of chopping them down outright. Combat is aggressive and requires more intentional parrying and skill management than in the past, and exploring the gorgeous provinces of Sengoku-period Japan is encouraged thanks to the revamped map that deemphasizes collecting icons and checking off lists. Naoe and Yasuke are well-realized and memorable protagonists, even though most of the story they drive follows pretty predictable paths. Both have unique playstyles that bolster each other’s weaknesses, but they are ultimately imbalanced by the fact that you can make use of the stealth and exploration skills of the master shinobi far more than the superhuman strength of the samurai. This isn’t the Assassin’s Creed that will change the minds of folks that never connected with the series before, but for those of us with lots of hours logged in the Animus, the sum of Shadows’ parts provide a refreshing realignment of the series that you should not skip.

IGN 开年首评:《真三国无双:起源》9分,系列最佳神作!

《天国KCD2》IGN 9分完整评测:史诗级中世纪大作!

《文明7》IGN 7分完整评测:当前不算出色,但未来可期!

《宣誓》IGN 7分完整评测:稳健之作,全程无任何BUG!

《如龙8 外传》IGN 8分:海战玩法极佳,革新之作!

《怪猎荒野》IGN 8分完整评测:新玩家最佳入坑作!

《双影奇境》IGN 9分:反抗科技霸权隐喻,双人里程碑神作!

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