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[转贴] 星际争霸2与战争黎明2的对比 [复制链接]

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发表于 2009-2-5 11:31:47 |只看该作者 |倒序浏览
StarCraft II and Dawn of War II Comparison

We outline the differences and similarities of two of the biggest games on the release calendar.


我们列出了在发售单上最大的两款游戏之间的不同与相似之处


January 9, 2009 - While we're all still squinting in the dawn of a new year and it being a fairly quiet time as far as major releases go, the natural inclination of many is to look at release lists to see what's coming up. For this feature, we'd like to focus on two of the biggest on the calendar. They're both science-fantasy themed real-time strategy games, they're both sequels, and they're made by two of the premier real-time strategy game developers around. They're Relic's Warhammer 40,000: Dawn of War II and Blizzard's StarCraft II, and they've been the subject of countless message board debates since their unveilings.

In this feature, we'll examine the similarities, the differences, the general approach being taken by each studio, and hope the information presented here will give you a more rounded perspective and a better idea of what to expect if you haven't been following along with the coverage.

Blizzard, as you probably know, is the power behind the highly influential Warcraft series, the last entry being the 2003 The Frozen Throne expansion for Warcraft III: Reign of Chaos. It's also responsible for another of real-time strategy gaming's most celebrated titles, StarCraft, which since shipping back in 1998 received one official expansion, Brood War. After over a decade of waiting, fans will sometime in the future get to dive into part one of the sequel, StarCraft II Terrans: Wings of Liberty. As Blizzard recently confirmed to us, there's still no set release date for the game, though many are hoping it shows up sometime in 2009.



2009-1-9——我们正无聊地看着新年的黎明,而且在大作发售之前,现在还算是一个安静的时期,很多人的想法自然是去找今年的游戏发售表看看什么游戏快发售了。在本文中,我们将把焦点放在今年最大的两款游戏上。他们都是科幻题材,都是即时战略游戏,都是续作,而且他们分别是由两家最大的即时战略游戏商开发的。他们是来自Relic(水雷)的《战锤40,000:战争黎明2》和来自Blizzard(暴雪)的《星际争霸2》,并且,自他们揭开面纱以来,讨论就一直持续不断。

本文中,我们将考察两个游戏的相似、不同以及两个工作室的理念,希望呈现给大家一个更加完善的总体评价,并让那些没跟上新闻报道的玩家有个更好的盼头。

你可能知道暴雪就是制作了大受欢迎的《魔兽争霸》系列的公司,他们于2003年发布了《魔兽争霸3:混乱之治》的资料片:《冰封王座》。同时他们也开发了另一款著名游戏:《星际争霸》,并于1998年发售了它的资料片《母巢之战》。10年等待之后,玩家们在未来什么时候就能玩上续作的第一部:《星际争霸2人类篇:自由之翼》了。暴雪最近承认他们还没有为游戏确定发售时间,但是很多人相信他应该在2009年年内发售。

水雷公司同样用一系列风格迥异且制作优良的游戏证明了自己是最好的战略游戏公司之一。继1999年的《家园》之后,水雷于2004年发布了《战锤40,000:战争黎明》,然后是他的三个资料片。紧接着2006年,水雷公司发布了《英雄连》这一出色的游戏。回到《战争黎明》,水雷将于下月末发布他的续作,幸运的是,多人连线beta版已经放出,焦急的玩家们可以先尝尝鲜了。

请注意,这篇文章并不是想决定哪款游戏更好,游戏都还没有发售,任何这方面的评论都是愚蠢的。相反,我们着重于展示不同游戏风格之间的游戏体验:暴雪更多依旧坚持传统的资源收集,而水雷则延续了在《战争黎明》和《英雄连》里使用的抢占资源点的方式。玩家可能会有些诧异,《战争黎明2》的单人模式似乎和某些ARPG有些像,比如说《暗黑破坏神3》,因为他们都可以通过多人连线一起玩战役。对于那些喜欢建设基地和快节奏的战术微操战斗的大量玩家来说,暴雪在续作里设计了大量新的单位和能力以及比原版更为自由的不同的单人战役模式。


游戏总体结构


Structure

One of last year's more surprising announcements, that StarCraft II would be split into three pieces instead of shipped as a single product, set many on edge. Part of the issue was that fans were expecting campaigns for all three races in a single release, as was the case with the original game, and may have been irked by the notion that now, after waiting so long for a sequel, they'd have to wait even longer for the full story. Currently on the release schedule are StarCraft II Terrans: Wings of Liberty, StarCraft II Zerg: Heart of the Swarm, and StarCraft II Protoss: Legacy of the Void. As of right now it's not clear how Blizzard plans to release all the versions or any sort of pricing, though we're told each will add somewhere around 26 to 30 single-player missions as well as multiplayer content, which could include new units or structures. Though each game will focus on one race for solo play, the multiplayer portions will include all three races.

With Dawn of War II, the overall structure is somewhat similar. The single-player campaign will focus on the Space Marines. They and the other three races in the game--the Tyranids, Orkz, and Eldar--will all be playable in the multiplayer suite. It's possible subsequent single-player campaigns would be released for the other races, but we haven't heard anything definitive yet. So the difference there is while Blizzard announced all its campaigns, Relic (or THQ) has chosen to remain silent with regards to future content. With both titles, at least initially, the focus will be on a race of Human space soldiers clad in bulbous power armor.



游戏结构

《星际争霸2》会被一分为三,每部分独立发售是去年较为令人吃惊的消息之一,这让很多人烦躁不已。很多希望像原版一样能在一个游戏里玩上全部三个种族战役的玩家现在郁闷得不行——一个续作已经等了这么久,而想玩完整个故事估计要等更长的时间了。 现在在暴雪发售单上面的是《星际争霸2人类:自由之翼》、《星际争霸2异虫:虫群之心》、《星际争霸2星灵:虚空之承》。目前我们还不知道暴雪打算怎么发售这些版本也不知道发行价,不过他们说每个版本包含26到30个单人任务,同时包含多人部分和多人部分新增的单位和建筑。尽管每个独立版本着重于单人游戏,但是多人连线部分依旧包含了所有三个种族。

再看《战争黎明2》,整体结构来说多少还是有些相似。单人战役模式着重于星际战士,而多人连线模式则包括了星际战士、泰伦虫族、兽人和灵族。资料片可能会是这些种族的战役,但是我们还没有得到确切的消息。所以说区别就在于当暴雪宣布了他所有战役的时候,水雷(或者是THQ)选择了对后续版本的沉默。而这两款游戏——至少在开头——都把精力集中于一群被关在圆滚滚的动力装甲里的太空人。



游戏体验


General Gameplay

With StarCraft II Blizzard has seemingly stuck pretty close to the setup with the original. By that we mean the focus of gameplay is still on base building and resource collection through worker drones along with precision tactical field management. You'll still be setting up a base, directing probes or SCVs to build structures and collect minerals and vespene gas, and proceed to pump out whatever units you may require. There are plenty of new wrinkles being introduced here to make the gameplay feel different, including brand new units and abilities, but the basic setup mirrors that of its predecessor.

Relic, on the other hand, has moved farther away from the formula established with Dawn of War, at least when considering the single-player gameplay. The original Dawn of War, like Company of Heroes, required players to move out into the maps to capture points to boost their resource pool. Base building still factored in for research purposes and creation of new units, but it took a backseat to map exploration and tactical maneuvering. In Dawn of War II's single-player game, base building elements have been pretty much done away with, and in multiplayer dramatically minimized, shifting the focus almost entirely to battle tactics and locking down capture points.

The way both StarCraft II and Dawn of War II approach combat differs significantly, as it seems if you've got more opportunity for random variation with Dawn of War II whereas StarCraft II sticks more with the notion that if you do X you can be sure Y is going to happen. One of the reasons for the difference is the way the battlefield can be affected in Dawn of War II. Structures can be garrisoned and blasted apart. Cover, like in Company of Heroes, plays a big role, and cover spots such as sandbags and hedges can be blown to bits by lobbed grenades or other explosives, making the battlefield more unpredictable. Then you also need to consider the wargear system when it comes to the single-player campaigns, something that adds even more variety to your troops on the ground, which we'll explain a little later.

Blizzard has implemented a few variations for elements on the map, including high-yield mineral deposits, destructible barriers that block entrances to spots for base expansions, and watch towers, but for the most part the focus is on razor-sharp reflexes with regards to movement orders and running effective base expansions. Though you still must keep a close eye on unit positions, attack ranges and relative movement speeds, StarCraft II doesn't offer the kinds of environmental interaction Dawn of War II promises to, mostly because it doesn't set out to. Perhaps this can be thought of as a purer style of play, and something that's sure to appeal to players who crave competition above all else.

Another point of comparison between the two titles is the general make-up of combat squads. In Dawn of War II, the focus, at least in its single-player mode, seems to be on smaller groupings of units with each possessing a primary function and large variety of special abilities. StarCraft II seems more focused on the larger scale, though still requires quite a bit of micromanagement within its more populated battle groups. StarCraft II will feature "caster"-type units like the Terran Ghosts, Protoss Mothership, and Zerg Queen with arrays of several unique abilities. There are options in both games to, by following the proper research paths, equip individual units with specific upgrades, though this seems to be more pronounced in Dawn of War II. Ultimately, though, the makeup of battle groups will depend on the strengths of the specific race. If you look at this Tyranid video, for instance, it seems swarming and burrowing with overwhelming numbers is an effective tactic for them, something that parallels tactics used when playing StarCraft's Zerg.

There's also a variation with the degree of control given to the player in each title. Whereas in StarCraft II you're never really removed from the process of being able to direct each unit, in Dawn of War II there's a squad AI that takes over in some situations, like troops fleeing to cover positions should they come under fire out in the open, making for a much different style of commanding and keeping track of your army.



总体游戏体验

《星际争霸2》的理念和他的原版还是靠得很近,也就是说游戏依旧侧重于基地建设、利用农民的资源采集方式和战场上的微操控制。你依旧还是弄一个基地,叫你的探测器或者SCV去建房子和采矿抽气,然后造你想要的兵。当然有很多新的东西让游戏感觉有些不同,比如全新的单位和技能,不过基地建设还是前作的翻版。

与此相反,至少在单人游戏方面,水雷把《战争黎明》的那套采集和建造方式改造了很多。原版的《战争黎明》或者是《英雄连》,需要玩家向地图深处推进来占领资源点以增加军备。基地建筑则是负责研究和制造新单位,但是和地图探索和战术指挥相比还是位居次席。而在《战争黎明2》的单人游戏里,基地建设已经近似于消失,多人连线部分也是极大地减少,几乎把焦点整个转向战场指挥和抢占资源点。

《星际争霸2》和《战争黎明2》的战斗方式则大不一样,在《战争黎明2》里你有很多种机会便可有无数种可能;而在《星际争霸2》里,则是如果你做了事件A那事件B是一定会发生的。造成这个区别的原因之一是《战争黎明2》的战场是可以被改变的。建筑物可以占领,也可以被轰塌。掩体,正如在《英雄连》里的那样,扮演着相当重要的角色,类似于沙包和篱笆这样的掩体可以被手雷或者是其他什么爆炸物炸开花,这使得战场不可预知的情况增多。同样你还得考虑到单人战役的战争装备系统,它让你的部队更富有多样性,这个我们一会儿再详谈。

暴雪也在地图里添加了一些可变的元素,包括高产矿床、用于控制基地扩张的可摧毁岩石屏障以及观测塔,但是还是把主要精力集中在下命令时的快速反应和有效运营基地上面。尽管你依然需要注意一下单位的地点、攻击射程和相对移动速度,但暴雪并没有提供如同《战争黎明2》一样的可互动环境。也许这可以认为是一种单纯的游戏风格,也可以说这是为了给那些专精于电子竞技的玩家的一种游戏风格。

另一个比较点就是两款游戏的战斗编队构成。在《战争黎明2》——至少是在单人游戏——中,似乎是由较小的、各有所长且拥有大量特殊技能的小分队构成编队。而《星际争霸2》则着眼于更大的一个范围,但是在大兵团作战时仍旧需要相当多的微操。《星际争霸2》以它的“施法者”职业——比如人类的幽灵,星灵的母船,异虫的虫后——为特点,他们有着很多不同的独特能力。两款游戏都有在科技树下的单位升级和解锁,不过《战争黎明2》更为显著一些。最后,战斗兵团的组成还是要看种族的特点,以泰伦虫族(《战争黎明2》)的CG为例,它们就是以压倒性的数量为有效战术的种族,这和星际争霸的异虫战术有些相似。

还有一些单位控制上的区别,比如在《星际争霸2》中你就不大可能停止对每个单位的控制,而在《战争黎明2》中则拥有一个小队AI,这能让在开阔地遭遇攻击的队伍逃到掩体后面。这让控制你军队的方式有了很大的不同。



单人游戏


Single-Player Setup

While Dawn of War II's cover-to-cover style gameplay differs quite a bit from the more direct conflicts we'll see in StarCraft II, the way the single-player modes have been set up in each game represent changes for the franchises as well as for the genre.

Blizzard ditched the whole talking head-on-a-television-screen narrative mechanic of the first StarCraft in favor of a point-and-click adventure game-style setup in the sequel. From what we've seen of Wings of Liberty, Terran hero Jim Raynor can move room to room around the interior of his starship to converse with crew members and plan for the next mission. Unlike the linear mission structure of the original, StarCraft II's Terran campaign will be branching, meaning players can choose between spots to go next. Before heading into a planet there'll be mission descriptions, and as you complete missions it'll be possible to purchase new units and upgrades. Doing things this way means you can unlock the tech tree as you see fit, instead of being restricted to an unlock structure imposed by Blizzard. It'll also give you the opportunity to buy units that appear only in the single-player game, such as Wraiths and Firebats, as well as make unique upgrades, such as increasing bunker capacity from four to six. We have yet to see how the Protoss and Zerg campaigns will work, though a similar structure wouldn't be surprising.

With Dawn of War II, you're also flying around on a spaceship full of armored humans, Space Marines in this case, and will engage in a branching mission structure while upgrading your troops. The methods of how the system works in Relic's game seem relatively much more involved, as the idea seems to be more of a RTS meets action-RPG. Your troop numbers are limited to a few squads, and as you use each squad for missions they'll gain experience and can be leveled up to a degree by allocating points to attribute categories that in turn unlock new abilities. For instance, a squad leader could learn a taunt ability to direct enemy units' attention to them if weaker allies are in danger.

The missions you accept are treated like side-quests in an RPG, with narrative wrapped around the conflict as well as experience and item rewards. Once in the field, enemies killed will yield experience, healing items, and sometimes items that are presented with a Diablo-like color-coded system. With all the loot you pull from the battlefield you can equip squad members with better equipment, all of which has its own statistical bonuses and damage effects. There'll also be an accessory slot which can accommodate even more power-ups such as armor piercing sniper rounds, frag grenades, melta bombs, health packs, and beacons to trigger orbital laser blasts.

Since there's no base building in Dawn of War II's single-player, the way you reinforce units is handled much differently. In StarCraft II you'll do the standard routine of queuing up replacements at a production facility, but in Dawn of War II you'll get a few different ways to keep everyone healthy. Shrines, for instance, will be placed around maps and be well defended by enemy AI. Should you successfully capture one, you can revive lesser squad members. To bring in squad members who didn't accompany you at the mission's beginning, there'll also be an option to slam down troop transport pods on the field to bolster your forces.

While we're not entirely sure at this point how long a single-player mission in StarCraft II might take, in Dawn of War II the ones we've seen have tended to be around 20 minute affairs. There'll be a series of conflicts and, in some cases, an end boss fight where you've got to micromanage troop positions to react to special attacks, something seemingly more out of Diablo than Dawn of War. Then you sweep up the dropped items, return to your ship to outfit your squads with the latest gear and accessories, and hit up your star maps to select the next mission.

While Blizzard has switched things up in terms of interface and campaign progression, it seems pretty clear at this point that Relic is taking the more progressive approach. What being progressive really means at this point is something we can't say for sure, but it's certainly looking solid so far.



单人游戏模式

《战争黎明2》的“掩体到掩体”的战斗模式和《星际争霸2》中更为直接的交火差异显著,这也代表了游戏风格的改变。

暴雪整个抛弃了在一代《星际争霸》中使用的“电视电话会议+文字叙述”的任务介绍模式,在续作中改而使用“点击移动人物”的游戏风格。我们从《自由之翼》可以看到,人类主人公雷诺可以在他的飞船船舱中转悠,跟船员闲扯、准备下个任务。不同于原版的线性任务,《星际争霸2》的人类战役是分支型的,说明玩家可以自由选择下一关的任务。前往一个星球前会有任务介绍,而当任务完成后则可能获得新的单位和升级奖励。这样的方式意味着你可以按你想要的方式解锁科技树,而不是被动地按暴雪帮你设定好的路线来解锁。而且你还有机会去购买那些只在单人模式中才有的单位和升级,例如幽灵战机和火蝙蝠,把地堡的容量从4升到6。我们现在还不知道星灵和异虫的战役会怎么展开,但是相似的结构是可以预见的。

而在《战争黎明2》里,你将在一艘飞船里和一群身穿动力装甲的人类飞来飞去——星际战士嘛,然后在树状结构的任务中升级你的部队。水雷公司游戏的游戏系统工作方式经常是让人难以理解,有点像RTS和ARPG的结合体:你只能指挥有限的几只小队,你用的小队完成任务之后会获得经验值,然后会升级,再分配点数给特殊技能。比方说,一个小队长可以学到嘲讽技能,能把敌人的注意力从比较危险的部队转移到自己身上来。

至于接受了的任务就像是个RPG的支线任务,有故事有冲突还有经验和装备。战役开始后,杀敌就能得到经验和回血道具,有的时候还用的是类似《暗黑破坏神》的那套着色系统。用你从战场上扒来的那些装备你能把小队的装备弄得更好,所有的装备都有装备点数和伤害点数。当然还有些配件槽可以让你火力十足,比如说穿甲狙击弹、破片手雷、热熔炸弹、血包和引导轨道轰炸的信号灯。

由于《战争黎明2》里没基地建筑,部队的增援方式使用了完全不同的方法。《星际争霸2》里你还是得标准的在建造建筑里点造兵然后排队出兵,但在《战争黎明2》里,你会用不同的方法保持每个人的健康。比方说地图里会放几个由AI把守的圣坛,只要你成功拿下一座,就能增援一部分队员;你也可以选择用空降仓把战役一开始没带在身边的部队砸进战场以增援你的部队。

现在我们还不能完全确定《星际争霸2》的一个战役有多长时间,但是我们看到《战争黎明2》的一个任务大概长约20分钟。其中有一系列的战斗,然后在某些情况下有个把关BOSS,你需要一些微操来躲避BOSS的特殊攻击,更像是《暗黑破坏神》而不是《战争黎明》。接着你把掉落的装备搜刮一空,回到你的船上,用新装备和配件把你的小队打扮一新,然后点击你的地图,选择下一个任务。

尽管暴雪在界面和战役进程方面做了一些改变,但很明显就目前而言水雷还是走得更远。这些新东西究竟最终会怎么样我们现在还不好说,但是确实,看上去,很美。



多人连线


Multiplayer Setup

With Protoss, Zerg, and Terran factions, players will find all kinds of new units and abilities to try out and a wealth of new types of tactics to employ. For instance, several units, like the new Protoss Colossus, can climb between tiers of land without the need to utilize ramps. Overall the flow of the matches seems to be similar to the original StarCraft, with the emphasis being quickly and effectively establishing expansion bases to strengthen the inflow of resources and allow for the creation of larger and more powerful armies. Early game tactics that disrupt the gather-and-return mechanics of worker units in a base still seem to be a reliable maneuver toward victory, though it's difficult to say exactly to what degree as we're not playing it every day. This sort of setup should be familiar to any RTS fan out there, since pretty much anyone who considers themselves a fan of the genre has to have played StarCraft at some point in their lives.

Dawn of War II presents a different kind of flow to the battle. Relic's game has you select from a range of hero units from the beginning as you pick your race. These can range from a Force Commanders for aggressive types to an Apothecary, who focuses on healing and support. Like in Warcraft III, these heroes can be equipped with special abilities, leveled up, and revived if killed. Though there will be bases for Dawn of War II's multiplayer, there'll only be one structure. It handles all unit production, so like in the original and Company of Heroes you're forced to march out into the map and find capture points to draw all your resources. Once you're piling up requisition points and power reserves, the game's two resources, you can than start producing units and vehicles, or use the resources to directly equip units in the field with special items. Depending on what game mode you've selected, winning can not only involve blowing up the enemy base but also capturing and holding in Victory Point nodes.

Both games present the ever-important tech trees in different fashions; with Blizzard's game research is mostly done at various buildings set down around a base, whereas with Dawn of War II research is at a single building and then also heavily distributed amongst individual units. An intimate knowledge of map layouts along with tech tree progression is of course paramount to online success, and we'll be able to go more in-depth on this once we get some more hands-on time with both titles. It should also be noted that since both games, particularly StarCraft II, are still being worked on, this kind of information is subject to change.



多人连线模式

玩家们在星灵、异虫和人类三个种族都能发现新单位和新技能,并且开发出新的战术来使用,比如说像星灵的巨像,它能无视地形地移动而不需要走斜坡。比赛的整体节奏和原版游戏较为接近,都是着重于快速有效地开出扩展基地来强化资源采集以制造更为强大的军队。骚扰基地内来回穿梭资源采集的单位似乎依旧是奠定胜局的早期战术,不过由于我们也不是每天都能玩得上,所以具体影响有多大我们也不好说。这种游戏模式对任何RTS玩家来说都应该很熟悉,因为喜欢玩这种风格游戏的玩家在他们的生涯中多少都应该玩过《星际争霸》了。

《战争黎明2》给我们展示一个不同的游戏节奏。在水雷的游戏里,当你选择种族之后就要从很多英雄单位中选择一个英雄,包括擅长进攻的舰队指挥官到专注于治疗和支援的药剂师,像在《魔兽争霸3》里一样,英雄们有特殊能力,能升级,死了也能复活。尽管《战争黎明2》在多人连线里是有基地的,但只有一个建筑,它负责所有的单位建造。因此,像在原版和《英雄连》里一样,你不得不深入地图,占领战略点来获取资源。一旦你获取足够的军备点和电力——游戏的两种资源——你就可以着手制造单位和载具或者直接用资源购买道具强化战场上部队了。胜利不仅仅只是把对手的基地炸上天这一种方式,你也可以通过占领并固守胜利点来获胜——这取决于你游戏模式的选择。

两款游戏的科技树的升级方式也是大不一样:暴雪的游戏里研究分布于基地里的各个不同建筑中,而《战争黎明2》的研究则在单一建筑里,然后广泛地分布于各个独立单位中。除科技树外,对地图的熟悉程度也是比赛胜负的关键因素,在拿到两款游戏更多的实际操作资料后我们会在这方面深入研究。还必须注意的是,两款游戏,特别是《星际争霸2》,还在开发之中,所以这方面的信息还是不确定的。




写在最后

这是一篇比较中立的媒体评论,我之所以拿他来做我今年的开篇翻译,一是因为我太久没做事,二呢则是想给大家看看什么是理智分析。当然,这篇文章本身和我的翻译都有错误,这是难免的,但是还是那句,和谐讨论。

lilong之所以禁止除星际外的其他游戏讨论,并不是想一棍子打死其他游戏粉丝,而是当一个论坛充斥着无意义的战贴之后论坛会走向混乱。作为世界上顶尖的游戏制作公司,暴雪和水雷都有着自己的忠实粉丝,也有同时喜欢两家公司的玩家。在游戏讨论之中,摩擦是必然的,但请大家在发帖之前冷静一下,语气方面注意一些,毕竟这里不是吵架的地方,吵架也分不出高低。

至于星际和战锤的背景问题,我认为就现在而言,谁抄谁并不是很大的问题,既然是科幻题材,想法有重合,理念有借鉴,无可厚非。凭什么就你的盔甲里能装个人,我就不能装,我就非得装个猴子才行呢?所谓求同存异,文无第一,非争个高下,GW都不着急,你我着急个啥玩意?

转自NGA
不知道这里的朋友看过这篇文章么,讨论得还是比较全面客观的,不妨多了解下两款游戏各自的卖点和特色。

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◇◆銀色の子彈◆◇
游侠元老版主
『欧美战略游戏区』
搖曳的金星Φ救世の勇者
幽雅的帝國遊擊士奧利維爾
★★★★★★★★★

元老版主勋章版主勋章荣誉勋章资深版主勋章战略游戏工作组专长成就勋章大头像勋章youki贡献勋章

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沙发
发表于 2009-2-5 11:43:57 |只看该作者
看过,写得很客观~还是那句话,因为喜欢一个游戏而去贬低另一个游戏是愚蠢的

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《了凡四训》
暗夜精灵·复仇之魂 毁灭者

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板凳
发表于 2009-2-5 18:23:54 |只看该作者
的确每个游戏都有每个游戏的特色

比如这几天玩RA3,发现感觉真是不一般  [哇哈哈]

在一秒钟内看到本质的人,和花半辈子也看不清一件事本质的人,自然是不一样的命运

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2009.3最佳问答
◆◆◆◆◆◆◆◆

荣誉勋章大头像勋章youki贡献勋章SIMS梦工厂季度勋章

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地板
发表于 2009-2-5 18:38:12 |只看该作者
好长,慢慢看[耍酷2]

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5#
发表于 2009-2-5 19:05:31 |只看该作者
记号....好多E文~~~话说我喜欢看图贴~
AMD 3800+
HD3650  256/128  DDR3  725/1600
KingSton  1G 667 X 2
XP SP3

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6#
发表于 2009-2-6 09:47:23 |只看该作者
恩喜欢哪个游戏就玩哪个好了,没必要争个长短。
楼上的U居然和我一样的说...支持个
为了DOW2升级了的配置(希望能够顺利跑畅遥遥无期的暗黑3):
显示器:LG W1952TQ 19''
CPU:AMD phoneII X3 720BE OC 3.0G
散热器:九州风神 贝塔 400 PLUS
主板: 技嘉 MA770
显卡:映众 GTX260+ 冰龙猛虎 (自换散热器:采融MK-13 加4个12CM静音风扇)
内存:威刚红色威龙  DDRII 800  超频内存  2G*2
硬盘:希捷 320GB+250GB+1TB

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7#
发表于 2009-2-6 17:05:56 |只看该作者
很好
可以用来练习阅读.........
只描述
不评论

永远不要和无知但是自大的文科生讨论科学
让他们自我膨胀去吧

不要逼我

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8#
发表于 2009-2-6 23:35:45 |只看该作者
原帖由 elalsq2 于 2009-2-6 22:17 发表
话说我个人统计以下几类人是绝对不会发生争吵的
1.游戏龄超过10年(包括10年)
2.曾经买过5款正版软件以上(包括5款)
3.外国人(通县也算外国)
4.接触过网络游戏的玩家(不包括传奇)
5.喜欢RPG的玩家(不包括ARPG)
6.西洋式爱好者(不 ...


我认为战锤仅仅是画面看上去火爆,手感并不是很好.这样玩起来爽快感其实不如sc2,sc2手感可是一流.

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9#
发表于 2009-2-7 23:56:03 |只看该作者
论坛上好多人说RA3没有什么提高,很垃圾,但我发现。RA3还是能找到爽快到极致的感觉。一堆一堆的兵节奏也不像星际这么快,真的很爽的说,风格不一样感觉不一样,顶二楼的“因为喜欢一个游戏而去贬低另一个游戏是愚蠢的”
新机:
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机箱:恩杰(NZXT) Phantom 大幻影Ⅱ 全塔式黑色
风扇:九州风神 大霜塔 双12公分风扇6热管双塔式

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10#
发表于 2009-2-8 10:42:42 |只看该作者
原帖由 elalsq2 于 2009-2-6 22:17 发表
话说我个人统计以下几类人是绝对不会发生争吵的
1.游戏龄超过10年(包括10年)
2.曾经买过5款正版软件以上(包括5款)
3.外国人(通县也算外国)
4.接触过网络游戏的玩家(不包括传奇)
5.喜欢RPG的玩家(不包括ARPG)
6.西洋式爱好者(不 ...


我的感觉和你相反,我迷星际的时候绝对没研究过他的剧情,只是在n年后回过头来小品了一下,当然也是比较精彩的。而迷战锤40K则一直在找他的背景资料和各种故事,星际的剧情和战锤比还是少了一点。外国人不会吵架之说也未必,但确实比国内少。

其实星际玩家和战锤玩家互相吵起来的原因无非就是一个字“抄”,星际在兵种设定上无疑是有很多战锤40K影子的,而锤饭看不过星际玩家指责战锤“抄袭”星际,明显这是冤枉了锤子。不过既然吵起来锤饭们也是有责任的,一个巴掌是拍不响的,不管是星际还是战锤玩家中都有素质高的和有素质低的。因为战锤国内知名度不如星际是事实,所谓不知者不罪,别人有误解好好说明一下的话,也就没有后来的争吵。但偏偏有的锤饭沉不住气,开始说星际抄战锤,连没有战锤就没有星际这样的话都说了出来(还引用的老外话,实际上不管是不是引用,只要写了出来就是自己的观点),这样就有了争吵。进而对星际玩家和暴雪进行了攻击,当然锤子一边也遭到了反击,其实这又何必呢。

实际上我对没有战锤就没有星际这句话是很不赞同的,应该说没有战锤的话,就没有今天这个样子的星际。但星际的成功并不是因为他有战锤的影子,也没有借助战锤的名气,借助战锤名气的反而是DOW。星际还是以他的竞技性取胜的,星际无论在画面、操作、平衡性等各方面都是当时RTS游戏中的佼佼者。星际之所以有战锤的影子,只是因为暴雪那群热爱游戏的工作者也是战锤迷而已。说DOW抄袭星际有点过,但DOW确实是受了星际和魔兽的影响的,不再设定上,而是在RTS方面。这两家公司的作品其实是互相学习。而且暴雪是游戏界少有的精品游戏公司,当年如果星际没有推翻重做的话,也不会有他的成功。

目前的DOW2和星际2,一个偏重于各个单位的战术配合,另一个偏重于大规模兵团的战略性。并没有本质的冲突,可以说两家公司相互之间都避开了对方的锋芒吧。

换个角度说,战锤就是完全原创的吗?在战锤身上我们也看到了星球大战,指环王,终结者,星船伞兵等等的影子,但不能否认战锤仍然是好作品。

[ 本帖最后由 zeratul323232 于 2009-2-9 20:41 编辑 ]
已有 1 人评分金钱 收起 理由
charliell + 10 说的好~

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11#
发表于 2009-2-8 15:12:41 |只看该作者
貌似是最早的星际伞兵吧

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亡灵·石像鬼 下士

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12#
发表于 2009-2-10 02:28:54 |只看该作者
星际2和战锤:战争黎明2   我觉得这两游戏对于国内大多游戏玩家来说完全是两种不同的玩法:
1、星际2 ——大多数人会先玩剧情任务模式,通关后就再也不会玩第二次剧情, 然后就不停地练习操作打法,并痴迷于上网与人对战。当然也会有很多人不会理睬剧情,而是直接先和电脑玩几盘对战,熟悉单位及操作后就直接上网与人对战。

2、战锤——部分玩家会反复玩战争黎明1的原版及冬攻的剧情任务,但战争黎明2的剧情估计没多少人会有兴趣,或者说自打暗黑十字军后,战锤的游戏剧情内容就几乎很少了。所以对于战争黎明2来说,大部分人主要是和电脑玩遭遇战,很少人会选择上网与其他玩家对战。一方面原因除了战锤在国内的受众程度影响外,机器配置的原因也是主要原因之一。

[ 本帖最后由 阿比特 于 2009-2-10 02:32 编辑 ]

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13#
发表于 2009-2-10 08:37:35 |只看该作者
2个都喜欢,2个都要玩,管别人说什么

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14#
发表于 2009-2-10 10:23:41 |只看该作者
又是倒暴雪派,游戏出来之前什么也不好说,战争黎明我也玩过,是很好玩,但是不高的平衡性造成他过重的注重娱乐性,而其可玩性持久不知足,毕竟战略游戏的对战才是王道。农民采钱和占领资源同样是资源采集方式,只不过前者比较古董,后者比较新颖而已。对于这个年代,我们需要感觉新意,但能代表新的就比就的好吗?未必
谩骂和攻击绝对不是强人之道,更不是强国之道

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