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[评测] 《塞尔达传说:天空之剑》媒体评分综合贴

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发表于 2011-11-12 17:26 | 显示全部楼层 |阅读模式


媒体评分评价
Official Nintendo Magazine (UK)98%"best Zelda game ever made."
EDGE(UK)10/10"A triumph."
GamesTM(UK)9/10"Playing the Wii out in style."
Gamepro Germany93%-
game informer10/10详细见下
4News.it97/100游戏性100/画面90/音效98/耐玩98
VideoGamesZone.de93%画面8/音效9/多人-
Guardian5/5-
Giantbomb4/5-
G4TV4/5-
Cheat Code Central5/5“Capturing Hearts All Over Again”
1UPB+“Soars,But Struggles With Its Past”
Joystiq4.5/5"Such great heights"
Wired(Game|Life)10/10-
JEUXACTU.COM16/20-
IGN10/10详细见下
Gamepro4/5-
EGM8.5/10-
CVG9.8/10“In every sense of the word: legendary”
jeuxvideo.com18/20-
Gameblog.fr4/5"L'apothéose de 25 ans de légendes ?"(25年传说的顶点?)
Gamekult8/10-
NintendoWorldReport10/10With one release,Nintendo justifies the existence of Wii MotionPlus         
Metro10/10Hyrulian r e v o l u tion
KOTAKU-Should You Buy The Legend of Zelda: Skyward Sword? Yes
gamesrador9/10-
Nintendo Universe98%-
Eurogamer10/10详细见下
 楼主| 发表于 2011-11-12 17:26 | 显示全部楼层
IGN满分评价全文  翻译by merkatz
副标题:时之笛终于有对手了。

塞尔达传说·天空之剑(下称“天空之剑”)是迄今为止最伟大的塞尔达游戏,没有之一。它是Wii上最好的游戏,也是最近10年来最好的游戏之一。本作再一次的把这个系列的水准和创意提升到了一个新的高度。之所以给予它如此高的评价,不仅是因为本作拥有系列中罕见的优秀剧情和近乎完美的节奏把握,还要归功于精确的体感操作和丰富得让人震惊的游戏内容。这些因素交织在一起,共同造就了本作多层次、高密度的完美游戏体验。

每一段传说都有它的起源——塞尔达传说也不例外——只是过去我们对塞尔达系列的起源一无所知。现在,老任终于把眼光投向了海拉尔大陆那遥远的过去。那时候,林克和塞尔达从小一起长大,过着平静幸福的生活,直到有一天他们身边的一切都像脱缰的野马一样陷入失控的混乱之中。由此,林克开始了他宿命般的冒险旅程,为了恢复世界的秩序,也为了拯救自己的青梅竹马。

天空之剑让老任得以在一个全新的方向上为自己正名。现代的视频游戏在叙事手法上取得了长足的进步,而这次一贯忽视这方面的老任也终于迎头赶上。天空之剑中的过场极具电影感,部分段落中那如诗如画的美感和强大的剧情感染力彻头彻尾的征服了我们。本作沿袭了没有语音的传统,但这不要紧,角色的情绪表现依旧生动鲜活,选景和运镜都让人叹服。特别是故事临近尾声的时候,相信你一定会被那出色的表现力所震撼。本作无疑是老任把故事讲得最出彩的一次。

老实说,故事情节本身并不复杂。反派要破坏世界和平,破坏人们的幸福,然后林克站出来阻止他。这些内容本身无所谓,真正值得称赞的是天空之剑中的所有角色都被塑造的很丰满、很有个性。林克基本还是老样子,沉默寡言,可以看作是玩家自身的投影。但他身边的每一个人都独具魅力,让人过目不忘。尤其塞尔达,无疑是本作中无可争议的明星。她和林克的羁绊支撑起了整个故事情节。很多时候我们都觉得,我们之所以如此卖力的操作林克勇往直前,不是为了拯救世界,而是因为我们知道林克有多在乎塞尔达的安危。



类似的情况同样出现在其他角色身上。比如菲(Fi),这个负责给林克提供建议和引导的精灵是个非常独特的存在,仿佛是一个更加亲切版本的GLaDOS(半条命中的角色,Portal和Portal中亦作为反派登场——译者)。菲的存在是为了给玩家提供提示和帮助,但实际上在游戏里她也制造了不少乐趣。因为无法理解人类的感情,她总是用生硬的语气报出每件事的成功率。其他一些小角色比如Skyloft岛上的居民们也都是如此的绚烂多彩,即使他们的戏份在整个游戏的庞大规模下显得微不足道,玩家也还是会轻而易举的记住他们。在日夜轮回之中,在故事不断推进的间隙里,到处都是支线挑战——这还不算那些浮于云上和遍布云下的广阔世界。

在Motion Plus(下称“M+”)的支持下,天空之剑的1:1体感战斗操作堪称一次伟大的启蒙。玩过本作后,我再也不想回到过去那些操作方式了,而且玩的时候我一直不停的问自己,为什么之前就没有游戏做出这么好的体感操作。本作的操作感和流畅程度都是顶级的,M+支持下的操作从来不曾显得幼稚无聊。无论控制飞行甲虫、滚炸弹、游泳还是骑在鸟背上振翅翱翔,这些操作都是本能般的自然顺畅,以至于我不得不开始质问自己过去居然能够忍受其他那些动作游戏的操作方式。可以说,天空之剑就是老任在体感游戏方面终极野心的最纯粹、最完美的实现。我不知道为什么这个过程让我们等待了五年之久,但现在,它就在这,就呈现在我们的屏幕前。

全新的战斗系统强调技巧与耐心。无脑乱挥偶尔还能奏效,但大多数敌人都懂得如何应对胡乱的攻击,然后好好给你上一课。虽然我的情绪也时常被敌人激发起来,激动的快速挥舞手中的遥控器,但这真的没什么用。因为有些敌人懂得预测玩家的动作并利用它们手中的武器进行格挡,这也使得本作中的杂兵战比以往任何塞尔达游戏都更复杂更有挑战。当然,玩家不需要担心战斗难度过高——本作中的战斗只是变得更为丰富,结合更复杂的谜题和地形设计,使得每一次微小的胜利都变得更加甜美。时之笛以其划时代的锁定系统著称,天空之剑则给战斗增添了一个新的层面:细节策略。在本作中你几乎不会死,但确实需要投入大量精力才能有效的击败敌人。

战斗并不是本作中唯一挑战玩家脑细胞的地方。老任这次连世界构架和迷宫设计也都一同修改了。过去塞尔达系列的基本地形就是一片开阔的主场景,连接着许多小区域,各自通向一处迷宫。天空之剑不是这样。游戏中的天空领域作为连接诸多地表区域的枢纽而存在,其本身同时也是一片值得好好探索的广阔区域。游戏早期就会出现一套起到传送功能的系统,让林克能够方便的回到他曾经去过的场景,避免反复跑路导致的乏味。开始时几个区域之间显得有点缺乏关联,但这恰恰暗示了本作的世界是何等广阔,不信?看看你手中的地图上还有多少空白吧。
 楼主| 发表于 2011-11-12 17:27 | 显示全部楼层


不止这些,地表世界中存在着各种要素,其丰富程度令人吃惊。类似于银河战士系列,天空之剑里玩家需要多次回到相同的区域展开完全不同的冒险——也许是要挑战不同的目标,也许是新获得的道具彻底颠覆了之前的体验。新的区域和道路持续不断刺激着玩家的探索欲望,并不断用更深入、更重要、更精彩的内容回报着玩家。撇开战斗系统不谈,天空之剑最伟大的成就就是它构筑世界的全新方式。现在,你得花上几个小时才能到达迷宫或神殿,但这几个小时没有一分钟是白费的。随着游戏流程的不断深入,其展现出来的魅力也愈发耀眼,即使是最苛刻的玩家也会被它打动。

迷宫普遍变小了,过去的塞尔达游戏中屡见不鲜的老式机关——点燃火把啦推箱子啦什么的——这次几乎荡然无存,取而代之的是充分利用每件道具做出的更富创新性的设计。有些迷宫甚至要求玩家一样接一样有条不紊的使用各种道具,仿佛是在时刻提醒玩家每件道具都是林克冒险的好伙伴。天空之剑中的迷宫设计是系列中最出色的,而且迷宫的编排顺序也是循序渐进的,最后一个迷宫或许是任天堂迄今为止最出色的作品。
 楼主| 发表于 2011-11-12 17:27 | 显示全部楼层
塞尔达系列的视觉效果或许从未得到足够的重视,但这次天空之剑的画面表现力却是它实实在在的强项之一。恭喜老任终于找到了最适合塞尔达系列的艺术风格。本作恰到好处的融合了黄昏公主中偏写实的风格和风之杖中明快清爽的风格,大大方方的展示着自己的魅力。游戏中不乏怪异奇巧的角色和阴沉诡异的生物,老任神奇的把这些看似不搭的诸多要素整合到了一起,同时在最重要的游戏性方面也没有丝毫妥协。

伟大的画面并不等于多边形数量和贴图材质。天空之剑以其极富创造力的艺术追求克服了硬件机能的限制。这种独特的艺术追求不仅契合游戏的氛围,而且使得设计师们可以天马行空的展开想象,绘制出许多写实风格设定下无法存在的场景和生物。动画和角色的表情同样制作精良,使得游戏中的过场动画显得格外动人。此外,老任还引入了一项机制,对于场景中距离足够远的内容进行模糊显示。是的,这是为了让Wii能够胜任本作海量内容的无奈之举,而且这招数听起来不怎么样,但实际效果意外的不错,那些经过模糊处理的远景颇有绘画的感觉。

自从十几年前时之笛把音乐和游戏性结合起来开始,音乐就一直是塞尔达系列的重头戏。天空之剑在这方面另辟蹊径,音乐和演奏乐器等要素更多的被用于支线任务或是单纯的欣赏。竖琴的出现并不会改变你玩游戏的方式。音乐只是随着游戏的进程不断呈现出来。林克可以依靠弹奏竖琴来加血或是从胡说石(Gossip Stone)那得到些提示。

我们对塞尔达系列的音乐一向是高标准严要求的,因此很难简单判定这次的音乐比过去的那些作品更出色。但至少可以肯定,本作中的某些音乐是堪称系列最佳的。这是系列历史上首次使用交响化的配乐。显然,老任对于交响配乐的使用是非常谨慎和吝啬的,只有那些史诗级的作品才值得他们这么做。林克在天空翱翔时的配乐是个很好的例子。
 楼主| 发表于 2011-11-12 17:27 | 显示全部楼层
没有任何游戏是完美无瑕的,天空之剑也不例外。有些时候视角不是处在最舒服的角度。游戏中不少地方要求对遥控器进行重新校准,显得不太方便。帧数偶尔会抽搐一下,这似乎是Wii处理能力有限所致。对于一部分fans来说,本作是否达到了他们的预期还是个问号,因为许多系列传统的核心概念和设定都被完全抛弃了——例如汀格尔大叔和那些臭名昭著的小鸡们。以上问题都是客观存在的,但这些只能算是白璧微瑕。天空之剑从多个角度展现出了全新的一面,让这个顶级系列又朝前迈出了坚实的一步。当你真正亲眼目睹老任这个传奇系列所展现出的最新景观时,那些细小的瑕疵都变得微不足道了。

表现:10分 无与伦比的故事,角色,电影化的演绎

图像:10分 不仅是WII上最优秀的画面 即使多年以后一样能震惊世人

声音:9分 音轨并不是系列最佳,但还是达到了非常高的标准。虽然配音不是必须的,但没有配音这点还是稍稍妨碍游戏的表现。

游戏性:10分 其他的塞尔达游戏(传统操作)可以扔了

耐玩性:10分 无尽的任务让你尽情游玩。通关需要40小时,但它是如此好玩以至于你会不断的一遍遍通关。

总分:10分  杰作


原文地址 http://wii.ign.com/articles/121/1212220p1.html
 楼主| 发表于 2011-11-12 17:27 | 显示全部楼层
gameinformer给予天空之剑满分的肯定   翻译by fanhaozi
还有两个星期天空之剑才会发行,所以在下周之前我不能把完整的评测公开出来,不过在玩家正式拿到游戏之前,我想分享我们的得分,和几个印象给大家,以免大家在一些讨论中被误导。

大新闻是:天空之剑是那些稀世珍宝(10/10分的游戏)之一。事实上,这是我在GI工作的最近两年,第一次给出的10分。当然,完整的评测和评分理由,要等到下个星期。现在我只能给出一些简单的解答。

天空之剑的解谜和战斗,具有超越大多数的Wii游戏(包括最近一次的塞尔达游戏)的精巧,和挑战性。大多数塞尔达类游戏的战斗比较简单,按下按钮,展开一串连击。而天空之剑要求的耐心和需要掌握的技巧要高得多。你摆动Wii遥控器的角度决定了游戏中剑的方向。敌人也有足够的聪明和速度,打断你连击的企图。
我曾经担心,小心翼翼的摇动遥控器来发动攻击,会让我觉得无聊和沮丧,但是结果恰恰相反,我在战斗中感受到的趣味,是过去塞尔达游戏从未有过的。如果你遇到一票敌人,想通过疯狂乱摇遥控器的方式来战斗,你会被撕成碎片的。剑术的成功取决于研究对手的动作,并在合适的时间,以正确的角度进攻。每次用正确的方法打败敌人时,我获得的满足感,绝对不是反复按A键所能提供的。
这令人印象深刻的战斗系统,造就了一些本系列游戏的历史上,最有趣的boss战。无论你是和一个巨蝎战斗,或者是和一个挥剑的机器人战斗,天空之剑很少回退到以往使用工具,然后连续攻击三次就能打败boss的公式。你需要更聪明和更有耐心的去打败这些坏家伙。事实上,最后两个boss,是塞尔达游戏迄今为止最困难的战斗。

原文地址:http://www.gameinformer.com/b/ne ... d-sword-review.aspx
 楼主| 发表于 2011-11-12 17:28 | 显示全部楼层
Eurogamer满分评测全文   翻译by eagleearth
本文有大量的剧透,剧透部分已做文字反白

And so it was foretold. A great evil that once terrorised the land shall threaten to rise again. The gods that vanquished the evil in ancient times sealed the power needed to thwart it in a great sword and a mysterious symbol. A hero chosen by those gods shall undergo many trials to claim that power for himself and save the future of the land, and the future of a girl with whom his fate is intertwined. This is the story that has been handed down for generations.
之前就说过了。一个巨大的曾经威胁过这块大陆的邪恶力量再次出现。在古代曾经击败过恶魔的女神把能阻止邪恶的力量封印在一把伟大的剑和一个神秘的符文中。女神所选中的英雄将会为了拯救这块大陆历经磨难并获得这个力量并且遇到一个与他的命运交织的女孩。这是一直流传世代的故事。

"Oral history - the most unreliable method of transferring information," remarks Fi, your familiar and guide in The Legend of Zelda: Skyward Sword. (She's an ethereal automaton who lives in your sword, part Navi, part Cortana, and though she's impassive and exact in all things, she's not above the odd tart line.) But it's proven a reliable enough tale in the 25-year history of Nintendo's classic fantasy adventures.
“口述历史是 最不可靠的信息传输方法” Fi,你在天空剑中熟悉的向导,这么说。 (她是一个寄居在你剑上的天空的精灵,有部分智能和导航功能,尽管她冷漠而精确于所有事,她并不在奇塔线之上。)但是它的证明了在任天堂25年传奇冒险故事历史上的一个足够值得信赖的传奇。

Nintendo supposedly keeps a timeline that ties these clockwork fairy tales together into some sort of coherent whole, but I don't buy it. Sure, there is the rare exception of Majora's Mask: an actual sequel to Ocarina of Time, and not coincidentally the least formulaic and most experimental game in the series. But for the most part, Zelda games are echoes of each other, handed down from one (console) generation to the next, changing the context but not the form.
任天堂可能想要保持一个时间线,把这些发条童话(指zelda系列)糅合成一个协调的整体,但我不相信。当然,也有罕见的例外,比如假面:时间笛实际上的续集,在整个游戏系列中至少音乐是不那么一致并且是最具实验性质的。但是对于大部分塞尔达游戏来说是彼此呼应,从一代主机到下一代主机,不断变化的内容,但不改变形式。


For all their epic sweep, they are more rituals than stories. If the Super Mario games are all about breaking the rules, Nintendo's other great series is about observing them: players and game designers alike following intricate pathways of logic to their roundly satisfying conclusions. Zelda games are never without mystery or surprise, but they are always the same, and for those who've lived with them for even half their quarter century, they're getting pretty familiar.
Can Skyward Sword - likely to be a swansong for Nintendo's core development teams on Wii - do anything to make this formula feel fresh? The short answer: yes it can.

翻过所有的史诗般的游戏系列作品,他们是那么的循规蹈矩。如果超级玛丽是打破规则的话,任天堂所有其他伟大的系列都只是遵循规则,玩家和游戏设计师都喜欢按部就班的在已定的令人满意的道路上前行。塞尔达系列从来没有过神秘感和惊喜,对于陪伴他们度过好多年的玩家来说是那么的相似。
天空剑可以像任天堂核心开发团队在wii上宣布的那样—做任何事—来让这个系列变得更有新意么?答案是YES I CAN!

But it doesn't do so by rewriting the order of service. (It hardly constitutes a spoiler to say that your first stop is a forest temple, your first tool a slingshot.) Instead, Skyward Sword joins motion control innovation and subtle restructuring together to make this the most effortless, breathless, free-flowing Zelda game since 1991's A Link to the Past on Super Nintendo. It doesn't just sustain this pace, but builds it, over the course of a quest that could easily take you over 50 hours to complete.
It's also an unabashedly youthful and romantic game that bursts with colour, comedy, sentiment and flippant joy. This year's Link may be the rangy teenager model rather than the cute moppet, but the world around him is very much the breezy, bustling cartoon of Wind Waker and the DS games. The sombre tone of Twilight Princess is swept aside and the ghost of Ocarina is, at long last, laid to rest. This one's quite rightly for the kids - in all of us.

但是这次塞尔达没有重写道具系统(我真的不想剧透告诉你第一个森林迷宫,你需要用到的第一个工具是弹弓)。相反的,天空剑加入了体感操作才取代和重建整个动作系统。这创造了自1991年 ALTTP之后最省力,最让人窒息,最流畅的塞尔达。并且很轻松就能让你在这种状态下花费超过50个小时来完成这个游戏。
这是是一个毫不掩饰的年轻和浪漫的游戏,充满色彩,喜剧,感谢和轻松的享受。这次的林克是成年林克而不是孩子林克,但是整个世界确实像风杖和沙漏那样的卡通渲染的世界。黄昏公主和时之笛那样灰色的基调一扫而光,这是非常适合孩子,适合我们所有人。
ame stays in the sky for a while for a story-led introduction

In this telling of the old tale, a Goddess saved her people from war with demons by making a home for them on an island in the sky. That's where we join Link, riding his great Loftwing bird and training to become a knight of Skyloft. Zelda isn't a princess, but is his childhood friend and his headmaster's daughter.
that is long but delightfully unforced. It piles on the romance between the young sweethearts before Zelda is inevitably snatched away and Link discovers that the mythical land beneath the clouds is real; he dons his green uniform and goes down there to find her.

前面提过的传说里,女神从恶魔手中拯救了她的人民并为他们在天空中建造了一个天空岛作为生活的家园。这里我们能控制林克,骑上飞鸟然后训练比赛成为天空骑士。塞尔达在此作不是公主,是林克青梅竹马的朋友
这段很长但是并不是强制的,主要表现两个年轻人的浪漫生活,而后塞尔达被抓,林克发现了云层下面神秘的大陆,他得到了绿帽子衣服然后去地上世界寻找塞尔达。

For the first part of the game you're not trying to recue her from some distant threat, you're just desperately trying to be reunited with Zelda, tracking her across the weird and impenetrable world below (you follow her signal with the new 'dowsing' ability which allows you to track certain things in a first-person view with the point of your sword). Skyward Sword is more explicitly a love story than any Zelda before it - more than most video games dare to be, in fact. The leads share great chemistry, if much less screen time than the innocent pals of last entry Spirit Tracks.


游戏的最初部分并不是让你从一个遥远的迷宫中拯救塞尔达,你要做的仅仅是和塞尔达取得联系,穿过神奇的地上世界,追寻她的踪迹。
天空剑比之前任何一个塞尔达游戏都要更像一个爱情故事。在游戏过程中两个主角间产生了巨大的化学反应,而不是像小火车那样还是两个天真的小朋友。

In fairly strict adherence to Zelda form, your search takes you from enchanted woodland to fiery volcano to ancient desert, and ultimately to a dungeon and boss fight in each. It's business as usual, predictable in its brilliance, although the same can't be said of a memorable duel at the end of the first dungeon with Link's nemesis, Demon Lord Ghirahim: a wonderfully distasteful villain, an effete creep with The Human League's fashion sense and a lascivious lizard tongue. One new gadget also stands out at this early stage: the Beetle, a remote-controlled drone that can be used to scout inaccessible areas.
Things pick up considerably in the third zone, Lanayru Province. Here, Timeshift Stones allow you to move from the desert's barren present to its lush past (although with its quizzical robot inhabitants and the vast, high-tech mining facility that constitutes the third dungeon, it seems more like a future). These have a very localised effect, so instead of switching between worlds as in A Link to the Past or Ocarina of Time, both eras mingle, and you can even eventually carry a pool of the past around with you. Although less integral to the game than time travel was in Ocarina, say, it's a dazzling effect and leads to many ingenious riddles.

塞尔达还是坚持了一贯的形式,你要一路从神秘的森林到暴热的火山然后到远古的沙漠探索过去,并进入迷宫和打败boss,整个流程是可以预见的,甚至可以知道最终要面对林克的死敌,可恶的加农大叔。早期我们还能获得一个新的工具,飞行甲虫,blabla(原谅我,我好困,我想尽快翻译完睡觉去)

变化发生在第三个区域,Lanayru省,这里的时光石可以让荒凉的沙漠变成郁郁葱葱的过去。这是一个在原地发生改变的效果,而不是像ALTTP和OOT里面在两个世界中转换,这带来了很多有趣的谜题。

Then, around halfway through, Skyward Sword changes gears. Instead of repeating the well-worn flow of field exploration to dungeon to boss in new areas, it remixes and expands the three zones you already know - and becomes more fluid and unpredictable.

然后到一半的时候,天空剑又出现了变化,不再是重复的换个新地图让你跑过去,而是把已知的三个区域结合起来变成一个更大更流畅更不可预知的区域。

The blurring of the boundary between the traditionally tricksy dungeons and the unusually dense, involved design of the adventure fields - already noticeable early in the game - becomes even more pronounced. There's some thrifty re-use of earlier segments, for sure, but also several new play styles and some spectacular coups de grace. Your second trip to Lanayru is the highlight of the game, a thrilling mini-adventure culminating in a terrific dungeon that isn't really a dungeon at all.

传统的迷宫和不寻当密集的复杂的冒险场景设计的界限越来越模糊,和游戏的早期相比越发的明显。其中有些早期场景要素的重复再利用,也有一些新的游戏风格和耳目一新的壮丽演出。你第二次来个Lanayru是游戏的亮点,一个惊心动魄的冒险,真的是一个非常棒的不是迷宫的迷宫。


 楼主| 发表于 2011-11-12 17:28 | 显示全部楼层
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不想被剧透的可以从这里看起

Although you're going back to places you've already been, few Zelda games have moved forwards with such purpose, such up-tempo pace. Skyward Sword is reminiscent of Okami (by far the best attempt outside of Nintendo to develop the Zelda template) in its giddy, onrushing momentum, its seemingly never-ending fountain of novelty and adventure. Even when you think it's built to a crescendo, it turns out there's more to come.
Unlike Okami, however, you can always take a break by returning to the sky, a hub and overworld in the vein of Wind Waker's sea or Spirit Tracks' rail network. Despite its apparent grandeur, it's quite compact, and outside of Skyloft town there's not much to do but gloriously swoop your aerial steed around and skydive onto floating islands for a mini-game or a spot of treasure hunting. It's very refreshing all the same.
As well as sticking your nose into the townsfolk's sweet and characterful side-stories, in Skyloft you can sell the bugs and treasure you collect, or use them to upgrade your potions and - a series first - your gear. Having a better bow, faster beetle or more handsome and durable shield is a far more compelling draw than the modular ship and train customisation of the DS games. You can also mix and match different shield types, potions, perk-bestowing medals and extra ammo capacity in the limited slots of your adventure pouch, creating a custom character build for different types of adventuring.

尽管你可以回到之前去过的地方,但是从未有过塞尔达像天空剑这样有目的性的快节奏的向前推进,感觉就像想起了大神(任天堂之外最棒的zelda游戏模板)。它永远没有结束冒险性和创造性的源泉,当你认为他已经达到了一个高潮,他会让你知道这仅仅是个开始。

你还是要经常的回到天空岛,但是整个游戏还是很紧凑,在天空岛上面并没有太多事情可做,但是光是骑着飞鸟俯冲和飞往漂流岛进行小游戏或者寻宝都是非常新奇的。在天空岛你还能升级你的装备,调制你的药水,升级你的箭袋和钱包。


These are hardly deep role-playing systems, but they're great fun to tinker with. They also make the trajectory of your inventory - always the core of a Zelda game - feel both more focused and more flexible than the straightforward expansion of your abilities in previous entries. A stamina gauge, used for sprinting, climbing and certain attacks, is another exciting addition the design, giving Link's normally very 'flat' control scheme a touch of Mario's inertia and rhythm.
Of course, that's not the only way Skyward Sword gives you a more direct link to Link. Motion Plus, the improved motion control available as an add-on or in the newer Wii Remote Plus controllers, is as integral to this game as the analogue stick was to Mario 64.
It's most obvious in your sword, which tracks your movement of the remote perfectly and without requiring energetic gestures (although you'll get carried away often enough). There's scarcely a single enemy design in the game that doesn't make clever use of your ability to direct attacks with this much intuition and precision, and of course it feels very swashbuckling to use.
Steering your crimson Loftwing through the air with tilts of the remote is another thrill. So is guiding Link's plummeting sky-dives, and so is lashing his whip, and so is delivering a pin-point shot with what must be the most satisfying bow in video games history. Nothing requires you to point at the screen, making for longer, more relaxed play sessions. Sensitivity and response are perfect; reliability is almost there, but you will occasionally need to centre a cursor with a quick tap of the d-pad.

这些都是很深入的角色扮演系统,但是都非常有趣。他们也让道具选择可以通过画轨迹来完成—这经常是塞尔达游戏的核心—变得更加集中和灵活。衡量体力,使用冲刺,攀爬和特殊攻击,是另外一个令人兴奋的设计。这让林克有了马里奥惯性和节奏那样的平台游戏控制感。
当然,这不是唯一的天空剑让你能产生林克代入感的方式。Motion plus,改进后的精确的体感操作带来了就像马64的类比摇杆一样棒的游戏体验。
它很明显就如同你手上的剑,完美的跟随你的动作,但是不需要很大的幅度变化,几乎没有一个在游戏中设计的单一的敌人不需要你使用那么多的直觉和精度。
倾斜remote来驾驶你的飞鸟在空中穿梭,俯冲和冲刺是飞行的窍门。
弓箭很好用,这是游戏史上最让人满意的。

Most importantly, every second is fun. No developer in the world does controls as well as Nintendo when it sets its mind to it, with such pleasurable feedback that simply manipulating the game is rewarding - and no developer designs games around controls so well. Skyward Sword is a world away from the tacked-on waggle of Twilight Princess or Super Mario Galaxy, and by far the best synthesis of motion controls with traditional gaming to date.
Alongside this revelation is all the stuff you take for granted in a top-drawer Nintendo release. Stuff like an absolutely perfect dynamic 3D camera which you don't need to control yourself, or rock-solid game performance even on hardware that's approaching archaic, or the fact that you can trust the design of the battles, puzzles and game systems to never, ever cheat you or let you down.

最重要的是,整个游戏的每一秒钟都是快乐的,世界上没有一个游戏开发商能够像任天堂那样把他的游戏理念这样愉快的反馈给玩家。没有游戏开发商像任天堂这样围绕控制器设计游戏。天空剑已经远离了黄昏公主和马银的轨迹,而到了更高更好的把传统游戏和体感融入在一起的境界。
除此之外,你理所当然的认为这就些就出自最好的画家任天堂之手。就像一个你不需要控制自己的完美的动态三维相机,或者是在性能有些陈旧的主机上依然会带来完美的游戏体验,或者是从来没有让你失望过的战斗设计,谜题和游戏系统。


And then there are the production values. Despite the Wii's modest power, Skyward Sword is a very beautiful game, saturated with great artwork in dreamy pastels, rough edges smoothed away by impressionistic, painterly textures and atmospheric haze. Audio is even better. Evocative and richly informative effects are backed by a dynamic musical score that's outstanding even by Zelda's lofty standards, and has immense range: soaring orchestral themes, delicate ballads, insistent martial drums and looping abstractions.
Skyward Sword feels like the Legend of Zelda game producer Eiji Aonuma always wanted to make. As director of Wind Waker and Twilight Princess, he first pushed against then tried to imitate the towering Ocarina of Time; now he is simply and confidently stepping away from its decade-long shadow. It is the most formally inventive Zelda in a long time (admittedly, that's not saying a great deal). But it's the game's carefree attitude, quick tempo and warm heart that do the most to make it feel new.
Maybe you've played enough Zelda games by now that even that won't be enough to cleanse your palate. That would be a fair response, but if it's so, this game wasn't made for you. Like a tale told from one generation to the next, the point is to keep the tradition alive for others - and for them, Skyward Sword will surely be the greatest adventure money can buy.


天空剑是一个非常漂亮的游戏,充满了梦幻般色彩的伟大艺术作品。印象派般绘画的纹理和雾化平滑了粗糙的边缘。音乐是非常棒的,激昂而富有感情,甚至是塞尔达的最高标准,并且类型涵盖巨大的范围,从管弦乐主题,细腻的民谣,引人注意的战鼓。
天空剑就像是塞尔达制作人青沼英二一直想要做的塞尔达一样。作为风杖和黄昏公主的制作人,他推翻了继续试图模仿时之笛的做法,他简单而充满自信的走出了时之笛十多年来的阴影。这在很长一段时间里是一个最正式的创造性的塞尔达,他无忧无虑的态度,快速的节奏和那么温暖人心都让你感觉到新意。
也许你至今玩了足够多的塞尔达甚至不想改变你的口味。这是一个正常的反应,但是这个游戏并不仅仅是为了老玩家而制作的。就像一个传说,口口相传,从上一代传给下一代,关键是为其他人保持传统的传承。对于他们,天空剑无疑是最棒的冒险,绝对值得花钱购买!

满分!
10/10


原文地址:http://www.eurogamer.net/article ... kyward-sword-review
 楼主| 发表于 2011-11-12 17:28 | 显示全部楼层
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