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[杂谈] Gamespot评分5,最终幻想13三部曲黯然落幕 [复制链接]

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发表于 2014-2-16 05:15:00 |只看该作者 |倒序浏览
本帖最后由 parfait 于 2014-2-16 05:16 编辑

评分的是Gamespot的资深编辑Kevin,此君玩游戏多年,对烂游戏和素质一般的游戏会毫不留情地指出缺点,多有新意,质量上乘的游戏也不吝溢美之词,原文如下。

http://www.gamespot.com/reviews/lightning-returns-final-fantasy-xiii-review/1900-6415657/

   
Metacritic69     User Avg6.4
If I am a vessel, I am an empty one."
So says Lightning, aka Claire Farron, aka the heroine of Final Fantasy XIII, and now, the heroine of Lightning Returns. And she's right. In her newest adventure, Lightning is not interesting in and of herself, but because of what she means to others, and what others mean to her. To Bhunivelze--that is, God--she is the means of readying humanity for the new world soon to be born. To old friend Fang, she is the key to retrieving an artifact that holds untold power. As for Lightning, the only force driving her is her love for her dead-but-not-really sister Serah, and the possibility that they may be reunited--but even that possibility doesn't stir Lightning's emotions. Indeed, Lightning is a vessel for holding and pouring plot devices, but little more.
To be fair, Lightning's stoicism is a story point in Lightning Returns, yet it's this same stoicism that makes it nigh impossible to connect with her; she has but one personal motivation, and is defined solely by that motivation. In fact, every character in Lightning Returns is defined by the most basic of traits, all of which serve the needs of the plot, rather than the plot flowing from the needs of the characters. How amazing, then, that these characters never stop talking, finding new ways to explain the simple events occurring around them with as many words as possible. For having so little to say, the characters of Lightning Returns sure do talk a lot. You could say the same things about many other Japanese role-playing games, as well as plenty of anime and manga, but I can't remember the last time I played a game with so much dialogue that went absolutely nowhere.

Cactuars on my shoulder make me happy. The stage for all of these histrionics is the world of Nova Chrysalia--or, more accurately, four fairly large regions of Nova Chrysalia that you traverse over and over again as you perform the tasks required of you. The world is soon to end, and Lightning is the key to God's plan for a new beginning. She is the savior, the one who will rescue as many souls as possible in order to guide them to the new world, and Serah is God's bargaining chip. In turn, returning character Hope Estheim acts as Lightning's guide in his ark, a base that exists outside of time's flow, and houses Yggdrasil, the famed tree of life that has become a JRPG mainstay.
Lightning Returns is not a game about Lightning, but about events that unfold with such melodrama and visual panache that you can't help but gawk at the beautiful spectacle before you. Some of these events have some semblance of sense, while others (such as the arc that explains the ever-annoying Chocolina's backstory) are absurd fluff, but the "whoa" moments come and go with some degree of reliability, making you wish that they were part of a sophisticated narrative in addition to being sensory delights. In my favorite of the game's many cutscenes, Lightning dons a gorgeous mauve gown and takes center stage in a theatrical production that make a Cirque du Soleil show look like a flea circus. The music swoons, fireworks and other vibrant flourishes fill the screen, and for a moment, the pageantry sweeps you away in an exuberant gust of sound and light.
Lightning is a vessel for holding and pouring plot devices, but little more.
Lively battle animations give combat some class. If only there were a stronger character who could readily support the weight of a full game on her shoulders. Lightning's friends from Final Fantasy XIII and Final Fantasy XIII-2 have roles to play, but their stories are typically self-contained, culminating in final speeches that might represent 180-degree turns of the emotional positions they held just moments before. At least some of the actors deliver their lines with enough gusto to make you believe in their proclaimed passions. Final Fantasy XIII-2's misunderstood villain Caius Ballad has the most stage presence among them, thanks to actor Liam O'Brien's resonant baritone, though even Vanille finds redemption now that she no longer must bear the burden of an entire world (rather literally, at that). Elsewhere, Lightning Returns embraces the usual monosyllabic coos and shrill vocal deliveries that characterize Final Fantasy, though this isn't a matter of acting choices, but rather of inconsistent voice direction.
Sadly, the mediocre audio production is a major distraction. You explore and reexplore the game's four zones as Lightning, who usually travels alone, with Hope chattering in your ear via transponder so frequently, you wish he'd just shut up. He drones on so often, in fact, that he's constantly cut off mid-sentence whenever a battle suddenly occurs, when you trigger a cutscene by walking into a new area, or when you engage another character in order to complete quests. In the most extreme examples, Hope cuts off his own dialogue, though even when he isn't the one providing his own interruptions, lines are constantly shut down mid-sentence, sometimes to be repeated, and sometimes to be forgotten. The game drowns you with unnecessary audio, as if developer Square Enix were fearful that you'd forget what you were doing or why you were doing it.
The great warriors of legend have no need to cover their thighs. Or torsos. Or collarbones. Or cleavage. You might think you could simply wait for dialogue to finish before venturing forward or engaging other characters, and in theory, you can. However, Lightning Returns is designed to make you hurry. You see, the world is going to end whether you like it or not, and the clock is always ticking. The game adheres to a strict timetable, automatically returning you to the ark at 6 a.m. every day. To see Lightning Returns to its finale, you need to add several more days to the calendar by saving the right souls--which in turn means completing story quests. Stopping to listen to entire lines of dialogue uses up precious minutes, so when faced with the decision to do nothing while you listen to Hope ramble or to move on and risk interrupting his exposition, you move on. The countdown is anti-story.
The music swoons, fireworks and other vibrant flourishes fill the screen, and for a moment, the pageantry sweeps you away in an exuberant gust of sound and light.
Not only does the time management mechanic collide with the overzealous audio, but it collides with almost every other aspect of the game. I suspect that like me, many people will discover just how frustrating the flow of time is when they reach the world's end before they have progressed far enough to have saved its populace. In this circumstance, the game abruptly concludes, and then invites you to start over again with all of your spells, weapons, and so forth intact--a New Game Plus. The moment came as a slap in the face after 33 hours of playing on medium difficulty, and the slaps continued as I played through a second time, during which I could so clearly see all of Lightning Returns' attempts to pad the gameplay and waste my time. You can mitigate the frustrations by playing on easy, but doing so bandages the wounds without addressing the disease.
How does Lightning Returns waste your time? It does it in how it handles exploration. As you complete certain side quests, others may open up, but you may not know where and when they do so, or even if they will. In that sense, the game invites you to return to regions again and again, seeking out new activities. But the clock is always working against you, and the time you spend exploring previously visited areas may not yield any fruit, making the entire journey a pointless one; even traveling to other regions by train uses up additional time. In that sense, the game punishes exploration by pushing you ever closer to imminent Armageddon. The countdown is anti-exploration.
"Passion Rouge" is this schemata's default title, but feel free to get as creative as you want with names.
We built this city on dirt and stone.How else does Lightning Returns waste your time? It does it by forcing you to lose an in-game hour whenever you escape from battle, but not effectively communicating if you have the right tools for major enemies beforehand. You might be well equipped for the creatures in the vicinity, only to discover that you are not powerful enough for the boss that concludes your quest, or the miniboss that stands between you and the next phase of your journey. The combat system itself encourages you to try different approaches, but the clock punishes you for doing so. The countdown is anti-experimentation.
That combat has plenty of bright spots, however, and were it not for some execution issues, it may have even found a place among Final Fantasy's better battle systems. The paradigm mechanics of the previous games have been reimagined, and Lightning is the only character you directly control. At the heart of battle--and indeed, at the heart of character progression and customization--are combat templates called schemata. Schemata, in turn, are attached to the outfits Lightning wears. She can wear up to three at any time and switch between them at will during battle. Not only do various outfits have their own attributes, but so do the weapons, attacks, and accessories you can equip to them. As you earn new spoils in battle, visit vendors, and complete quests, your options grow, and schemata customization becomes more and more compelling. I enjoyed fine-tuning each schema, giving them descriptive names and maximizing various qualities with ornate shields and impossibly large katanas.
On the battlefield, additional strategic elements come into better focus. For instance, each schema has its own maximum health, but when you take damage in one schema, that damage is reflected in other schemata by the percentage of health you lost, rather than in the actual amount of damage. As a result, it's best to have the schema with the most health points equipped when the enemy lands its blows. In addition, certain costumes have a particular attack hardcoded into them; in other cases, equipping a given item or casting a particular debuff may change the nature of certain attacks. The inherent freedom of schemata makes them deeply appealing.
The game punishes exploration by pushing you ever closer to imminent Armageddon.
They say that chocobo meat tastes like chicken. Once combat begins, however, you must face Lightning Returns' vexing blocking mechanic. Each attack you unleash costs a certain number of ATB (active time battle) points, and the ATB meter replenishes more slowly than you use it up. As a result, you must switch between schemata frequently--a strategic consideration similar to the one paradigms introduced in the other XIII games. It's the newfound emphasis on staggering that leads to the greatest aggravation on the battlefield. Staggering an enemy typically (but not always) makes it temporarily impotent in battle, and allows you to deliver a lot of damage without opposition. You can stagger enemies by bombarding them with the spells and slashes they are particularly vulnerable to, but precisely blocking their attacks is even more effective. And if you want to avoid grave injuries, it's sometimes a requirement.
The most obvious problem with blocking is that Lightning Returns, like its predecessors, values visual pageantry over precision. That was fine in the previous XIII games, which required little exactness, but when the camera is swaying about, framing the fluid animations, brilliant explosions, and fearsome monsters, it's rarely giving you a consistent view of your surroundings. You can click a thumbstick to watch from a better vantage point, but even then, the game's insistence on forcing beauty on you comes at the expense of granting you a proper perspective. Avoiding damage can require split-second timing, but you can't block attacks you can't see. And remember: while you can escape battle, it costs you time, though Lightning Returns does give you some methods to ward off the pain of lost hours, such as the limited skill to slow time to a crawl for a short while and prove yourself a one-woman army.
Adornments are an inadvertent source of comedy. This cap is one of the least amusing options. Nevertheless, the foes you face while pursuing story quests prove a roadblock the first time through, forcing you to pursue other opportunities and hope that making various citizens' dreams come true will help extend the clock. You might suppose that grinding for levels would boost your battle effectiveness, but Lightning doesn't gain levels, and there is no experience to gather. Instead, completing quests, whether they be story quests, side quests, or tasks offered from Chocolina's minor mission board, rewards you with additional health, additional strength, or other perks, such as an increase in the number of recovery items you can possess. Pursuing Chocolina's tasks is much the same as level grinding, only instead of fighting to earn experience, you are fighting to reap objects that you can turn in for a small boost to your attributes.
Most missions are of the usual "fetch" or "kill" variety, and have you crisscrossing the desert, weaving through forests, and roaming city streets. Menial tasks like checking the time on a dozen clocks or growing greens to feed to your chocobo mount aren't absorbing on their own, but they do get you out into the world, where you can complete assignments in any order you choose. And while treading across the same sand dunes and winding paths grows tiring, there are countless details to admire. When I first encountered a trio of miniature moogles roving the woods, chirpily greeting each other and announcing it was their bedtime, I was utterly delighted. I shuddered when I looked closely at a beastly gorgonopsid's razor-sharp teeth, before vanquishing it with a shimmering bolt of frost. And Lightning herself dons meticulously tailored outfits, with every button polished to a shine, each pair of boots carefully constructed, and each fabric impeccably embroidered.
Is Lightning as dry as the desert? It's a toss-up. Those details carry over into garb like the amazon warrior outfit, which covers only the minimum amount of skin, and features a panty line so low that Lightning looks like an extra from a hypersexual Onechanbara game. These outfits speak to the game's tonal inconsistencies; Lightning's costumes have always been body-conscious, but they've never been overtly provocative, and the sudden spotlight on Lightning's ladybits run contrary to her aloofness and professed desire to avoid the limelight. If you'd rather giggle than ogle, you can always equip Lightning with an adornment, like a bushy goatee or a feline tail, and then change her clothing colors to a garish puce-and-pea-green combo. Lightning doesn't smile, so you can't laugh with her--but at least you can laugh at her.
Games have successfully used timers to evoke a sense of urgency in the past; The Legend of Zelda: Majora's Mask leaps immediately to mind. Yet Majora's Mask handled its time limits with care, whereas Lightning Returns layers them on top of mechanics that don't support them. This supposedly final chapter of Nova Chrysalia's story leaves me befuddled. It's a collection of ideas and concepts that don't come together in a coherent way, led by a character who has shown no identifiable growth since her first appearance four years ago. The promising schemata system and grandiose cutscenes are solid pillars from which a great RPG could have been constructed, but Lightning Returns: Final Fantasy XIII falls well short of greatness.

The Good Gorgeous cutscenes bring the drama  Schemata customization is fun and absorbing  Lots of environmental and character details to admire during the journey
The Bad Time mechanic clashes with exploration, story, and progression  Weak storytelling made weaker by rambling dialogue and a bland protagonist  Reliance on precise blocking leads to frustration and wasted time

记得我自己10年买PS3时,最终幻想13就是我第一次随主机买的2个游戏之一,感慨于13的高清CG,动听的音乐与花哨的打斗设定之余,却也觉得这游戏实在是设计的太过无聊,我周围的人玩过的,也是同样结论。后来看Gamespot评论,那时评分还算留情,得了8.5,但评论说这游戏太过线性,我深有同感。


之后发行了13-2,评分很快出来,7.5,有了13的教训,我没有入首发(89澳元,当时合RMB550+),但等到3-4个月降到69澳元(RMB450)的时候还是忍不住买了一套,感觉连上代还不如,游戏只是更花哨了,另外多出一堆付费下载,我勉强通关,就基本没玩,目前此游戏25澳元;


13-3前不久预售,看到有若干服装DLC作为预售奖励,我就隐约感觉不妙,没有预定;看到了这个评测,我想我在这游戏30澳元之前是不会买了。前不久出的那个不叫FF的FF,勇气默示录总的来说让人满意,尽管算不上多么拔群,3月份的最终幻想10HD版既然是冷饭,对于没有玩过的我,自然还是有吸引力,但作为正统系列的13三部曲,不能说不是一次失败。不知15如何,如果还是不好,我想我是不会再捧场了。


最后推荐下近年发售的,值得一玩的FF游戏给各位同好:


最终幻想纷争,最终幻想纷争012(PSP,PSVITA)


最终幻想7危机核心(PSP)


勇气默示录(3DS)


最后的故事(WII,WIIU)


另外SE发行了1-8的各类冷饭版本,不推荐但各位愿意可以一试,主要是游戏基本没变,而用今天的眼光看很多年前的作品,还是有很多不完备的地方。


就说这么多。


这次13-3发行

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沙发
发表于 2014-2-16 07:53:18 |只看该作者
这怎么看上去感觉像个男的。

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板凳
发表于 2014-2-16 08:07:37 来自手机 |只看该作者
。。付费下载。。

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地板
发表于 2014-2-16 08:38:40 |只看该作者
看着不错啊

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5#
发表于 2014-2-16 12:35:16 |只看该作者
冷饭版本太多了

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6#
发表于 2014-2-16 12:59:54 |只看该作者
现在$e就知道炒冷饭坑钱,专注手游,所谓的ff15都跳票多少年了,都能赶超液界跳票传说玻璃渣了
智能生物的价值取决于他们肉的味道(」・ω・)」湖婊大法好

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7#
发表于 2014-2-16 13:03:22 |只看该作者
PS3游戏还在撸,

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8#
发表于 2014-2-16 14:00:27 |只看该作者
此君玩游戏多年,这话用在很多玩家身上都行,在游戏评论界,最不值钱的就是所谓的资深
要是做游戏多年,咱还能鼓鼓掌
另外本作的战斗非常有趣,很有动作游戏的味道,光凭这一点就让很多资深玩家流连忘返了

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发表于 2014-2-16 14:07:12 |只看该作者
game_virus 发表于 2014-2-16 14:00
此君玩游戏多年,这话用在很多玩家身上都行,在游戏评论界,最不值钱的就是所谓的资深
要是做游戏多年,咱 ...

就像每个人都会吃饭,但不是每个人都可以写美食评论一样,一个美食评论家只要见多识广,有一定品味就行了,不必非得会做饭。

这游戏无论是在游戏媒体,还是玩家的评分都是不高,目前都在60-69/100徘徊,自然多数人认为这游戏素质是不够的。

我没有看这个游戏最后的销售量,但我相信应该是比13-1,13-2都要低些;

我同时也预测这游戏还会有2,30个DLC,甚至更多;

当然这不能排除相对少数对这个游戏的热爱,这也没有问题。

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10#
发表于 2014-2-16 14:13:31 |只看该作者
parfait 发表于 2014-2-16 14:07
就像每个人都会吃饭,但不是每个人都可以写美食评论一样,一个美食评论家只要见多识广,有一定品味就行了 ...

欧美人的口味和咱们是不一样的,欧美人非常注重剧情,剧情不好一般都是低分
A9的专区开了很长时间了,你可以去观察一下大部分玩家的评论(玩都没玩过,戴着有色眼镜瞎喷的就别算在内了),绝对是值得一玩的游戏

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11#
发表于 2014-2-16 14:43:32 |只看该作者
game_virus 发表于 2014-2-16 14:13
欧美人的口味和咱们是不一样的,欧美人非常注重剧情,剧情不好一般都是低分
A9的专区开了很长时间了,你可 ...

这个,因为可以理解的原因,我恐怕没法子一页一页地看A9的评论了。

我看了下13系列在日本的首周销量:

13-1:第一天发售就卖了超过100万份;

13-2:第一周524000份

13-3:第一周近280000份

在日本的销售总排名也是一代代下降的,这个很好理解,我就不贴出来了。

欧美玩家总体上在夸了下这游戏的战斗系统后,抱怨了这游戏剧情差没什么内容;

在日本,这游戏的销量明显也是一代不如一代的,这东西不是偶然,RPG游戏原本就应该注重剧情,无分东西。

A9是有很多游戏爱好者的,他们喜欢不喜欢这个游戏都正常,但这还是不影响我的结论。

总的来说,13-3绝对不是一无是处的游戏,但是,也肯定不是一流或者准一流游戏。

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12#
发表于 2014-2-16 14:50:03 |只看该作者
“而用今天的眼光看很多年前的作品,还是有很多不完备的地方”

这个倒是说出了事实,当年的游戏用当年的标准评分和现在就不一样的。

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13#
发表于 2014-2-16 15:00:49 |只看该作者
parfait 发表于 2014-2-16 14:43
这个,因为可以理解的原因,我恐怕没法子一页一页地看A9的评论了。

我看了下13系列在日本的首周销量:

剧情重不重要,要看对什么人
对非核心玩家而言,剧情重要,大部分人就是冲着故事去的
而对核心玩家而言,等你投入100,200个小时以后,剧情怎么样就变得无关紧要了(和画面一个道理),更多的是对游戏核心系统的研究
当然你要站在非核心玩家的立场上觉得这游戏没啥玩的倒也没错
但我觉得能够经常在论坛上混的还是以核心玩家居多

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14#
发表于 2014-2-16 15:16:13 |只看该作者
game_virus 发表于 2014-2-16 15:00
剧情重不重要,要看对什么人
对非核心玩家而言,剧情重要,大部分人就是冲着故事去的
而对核心玩家而言, ...

如果这样说,即便是尼尔,北斗无双2,圣斗士星矢战记这种程度的游戏,也是有“核心玩家”的,我就记得一个玩家,忘了是不是A9的了,给北斗无双2来了1000+的屏射,还都贴到网上了,他内心除了激动还是激动,多年愿望,一朝实现。

任何一个游戏都有狂热爱好者是没错,但这种人是少数,少数人喜欢某种事物正常,但没有代表性,定义爱好者是核心,非爱好者是非核心,那么核心与否就没意义了。

另外在论坛上大玩某个游戏的,不一定就是这游戏的爱好者(核心玩家,你的用词),这其实也很好理解,一个新游戏出了,买来玩并且评论,本来就是件有乐趣的事,至于花大量时间玩某个游戏,原因也太多了,但不一定就是真心喜欢。

退一步讲,日本玩家不买账,欧美玩家不买账,A9FF区那几十人(“核心玩家”)买不买账,重要么?

我先前的结论是正确的。


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15#
发表于 2014-2-16 15:19:50 |只看该作者
parfait 发表于 2014-2-16 15:16
如果这样说,即便是尼尔,北斗无双2,圣斗士星矢战记这种程度的游戏,也是有“核心玩家”的,我就记得一 ...

花大量时间玩某个游戏,除非他是游戏从业人员,否则还是以个人兴趣为主的吧。

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16#
发表于 2014-2-16 15:23:36 |只看该作者
xialei_026 发表于 2014-2-16 15:19
花大量时间玩某个游戏,除非他是游戏从业人员,否则还是以个人兴趣为主的吧。 ...

这个不尽然,比方说一个小孩子没有钱,要靠父母买,父母说只能买一个,卖游戏的说13-3是最新出的,好的没有天理(省略一千字),那么这个游戏就是这孩子唯一可以玩的,他很可能还会把这游戏白金,在没有比较的情况下,他还会真心觉得这游戏好,但这其实和兴趣和游戏品质无关。


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17#
发表于 2014-2-16 15:26:50 |只看该作者
本帖最后由 game_virus 于 2014-2-16 15:29 编辑
parfait 发表于 2014-2-16 15:16
如果这样说,即便是尼尔,北斗无双2,圣斗士星矢战记这种程度的游戏,也是有“核心玩家”的,我就记得一 ...

我想说的是。。。。本作在日本的评分还是挺高的,在国内的评价也不错
至于销量,因为已经是-3了,就不要指望太高了
你不要只看着欧美的评分就把游戏全盘否定了,我就这意思
游戏终究得自己玩过才算,别人说啥都是假的

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18#
发表于 2014-2-16 15:32:09 |只看该作者
game_virus 发表于 2014-2-16 15:26
我想说的是。。。。本作在日本的评分还是挺高的,在国内的评价也不错
至于销量,因为已经是-3了,就不要指 ...

道已明...

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19#
发表于 2014-2-16 15:36:05 |只看该作者
好歹你也弄个日本的媒体评分,欧美人评分有什么用,日本人该买还是买,人家根本不看你的评分。。。

低级趣味无罪 胡说八道有理

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20#
发表于 2014-2-16 15:40:53 |只看该作者
china.gll2 发表于 2014-2-16 15:36
好歹你也弄个日本的媒体评分,欧美人评分有什么用,日本人该买还是买,人家根本不看你的评分。。。 ...

见11楼。。。

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