1 00:00:00,000 --> 00:00:03,320 (本节目有大量剧透) 2 00:00:04,220 --> 00:00:07,750 如果你是“银河恶魔城”粉 3 00:00:07,750 --> 00:00:11,450 那你肯定记得难熬的2010年 4 00:00:12,870 --> 00:00:16,070 一方面,《银河战士:另一个M》推出 5 00:00:16,070 --> 00:00:20,300 这款游戏对“孤独与探索”并不上心 6 00:00:20,300 --> 00:00:23,350 却更钟情于激烈的战斗 7 00:00:23,350 --> 00:00:24,950 令人尴尬的过场 8 00:00:24,950 --> 00:00:26,550 和泛滥的提示 9 00:00:26,820 --> 00:00:28,070 另一方面 10 00:00:28,070 --> 00:00:31,670 继六款出色的“恶魔城”掌机游戏后 11 00:00:31,670 --> 00:00:34,220 我们迎来了《恶魔城:暗影之王》 12 00:00:34,220 --> 00:00:38,420 这款华丽的动作游戏深受“战神”影响 13 00:00:38,420 --> 00:00:41,700 却鲜有探索元素 14 00:00:41,700 --> 00:00:44,550 看起来“银河恶魔城”… 15 00:00:44,550 --> 00:00:45,970 已死 16 00:00:48,620 --> 00:00:49,320 然而 17 00:00:49,320 --> 00:00:50,270 并非如此 18 00:00:50,270 --> 00:00:52,600 因为当任天堂和科乐美 19 00:00:52,600 --> 00:00:57,250 正要让他们的经典IP去沉睡十年之时 20 00:00:57,250 --> 00:01:00,500 一些开发者,尤其是小型独立工作室 21 00:01:00,500 --> 00:01:04,450 开始涉足“银河恶魔城”领域 22 00:01:04,450 --> 00:01:05,450 《洞窟物语》(2004) 23 00:01:05,450 --> 00:01:06,570 《安琪拉之歌》(2007) 24 00:01:06,570 --> 00:01:08,020 和《暗影帝国》(2009) 25 00:01:08,020 --> 00:01:11,520 这些早期作品都继承了解锁区域 26 00:01:11,520 --> 00:01:12,550 获取技能 27 00:01:12,550 --> 00:01:14,050 网状地图 28 00:01:14,050 --> 00:01:15,770 和搜集物品的传统 29 00:01:15,770 --> 00:01:18,500 之后,类似的游戏纷呈迭出 30 00:01:18,500 --> 00:01:19,550 《出击飞龙》(2014) 31 00:01:19,550 --> 00:01:20,850 《公理边缘》(2015) 32 00:01:20,850 --> 00:01:22,020 “桑塔”系列 33 00:01:22,020 --> 00:01:23,370 《小鸡快跑2》(2012) 34 00:01:23,370 --> 00:01:24,420 《墨西哥英雄大混战》(2013) 35 00:01:24,420 --> 00:01:25,320 《首席登陆舱》(2016) 36 00:01:25,320 --> 00:01:27,500 以及《奥里与黑暗森林》(2015) 37 00:01:27,500 --> 00:01:32,950 但这些游戏的惊艳度都不及2017年的一款作品 38 00:01:33,300 --> 00:01:35,820 这是款神作,因为 39 00:01:35,820 --> 00:01:39,070 爽快而富有想象力的Boss战 40 00:01:39,070 --> 00:01:42,150 匹敌“魂系”游戏的高超难度 41 00:01:42,150 --> 00:01:46,070 还有丰富深邃的剧情供UP主们取材 42 00:01:46,070 --> 00:01:47,820 最重要的是 43 00:01:47,820 --> 00:01:50,450 它地图设计精巧、错综复杂 44 00:01:50,450 --> 00:01:53,370 令人流连忘返 45 00:01:53,370 --> 00:01:55,520 这里是“Boss Keys” 46 00:01:55,520 --> 00:01:56,620 今天 47 00:01:56,620 --> 00:02:00,120 我将深入探究这款游戏的关卡设计 48 00:02:00,120 --> 00:02:03,820 空 洞 骑 士 49 00:02:06,310 --> 00:02:10,920 《空洞骑士》的故事发生于庞大的王国“圣巢” 50 00:02:10,920 --> 00:02:13,570 游戏始于“德特茅斯” 51 00:02:13,570 --> 00:02:17,420 这座衰败的小镇只有寥寥几个商店和探险者 52 00:02:17,420 --> 00:02:19,920 它的下方是“遗忘十字路” 53 00:02:19,920 --> 00:02:21,920 从名字就能猜到 54 00:02:21,920 --> 00:02:24,500 它连结着游戏许多区域 55 00:02:24,500 --> 00:02:27,270 比如郁郁葱葱的“苍绿之径” 56 00:02:27,270 --> 00:02:29,350 死气沉沉的“水晶山峰” 57 00:02:29,350 --> 00:02:31,200 布满酸液的“雾之峡谷” 58 00:02:31,200 --> 00:02:34,650 以及有毒洞穴“真菌荒地” 59 00:02:34,650 --> 00:02:39,500 在圣巢最深处,你会发现漆黑的迷宫“深邃巢穴” 60 00:02:39,500 --> 00:02:41,950 以及神秘的“古老盆地” 61 00:02:41,950 --> 00:02:44,820 地图最遥远的角落有座墓地 62 00:02:44,820 --> 00:02:46,520 名为“安息之地” 63 00:02:46,520 --> 00:02:47,800 还有“呼啸悬崖” 64 00:02:47,800 --> 00:02:50,770 和苍翠茂密的温室“王后花园” 65 00:02:50,770 --> 00:02:52,070 在王国的边缘… 66 00:02:52,070 --> 00:02:53,370 你会找到,呃 67 00:02:53,370 --> 00:02:54,350 “王国边缘” 68 00:02:54,350 --> 00:02:56,670 它也毗邻“蜂巢” 69 00:02:56,670 --> 00:02:59,950 所有这些区域都围绕圣巢宏伟的首都 70 00:02:59,950 --> 00:03:02,470 阴雨连绵的“泪水之城” 71 00:03:02,470 --> 00:03:04,960 和污水系统“皇家水道” 72 00:03:04,960 --> 00:03:11,070 所以,这15个不同区域像拼图般镶嵌在一起 73 00:03:11,070 --> 00:03:13,920 每个区域都有不同观感 74 00:03:13,920 --> 00:03:16,900 你绝不会混淆“水晶山峰”的粉红宝石 75 00:03:16,900 --> 00:03:19,170 “苍绿之径”的墨绿高墙 76 00:03:19,170 --> 00:03:22,270 “遗忘十字路”的昏暗幽蓝 77 00:03:22,270 --> 00:03:24,720 “古老盆地”的凝重墨灰 78 00:03:24,720 --> 00:03:27,370 而且各区域主题色与地图色一致 79 00:03:27,370 --> 00:03:29,370 看着一目了然 80 00:03:29,370 --> 00:03:33,520 这些设计让你在脑海里能分别记忆每个区域 81 00:03:33,520 --> 00:03:37,370 极大地帮助你寻路和空间推理 82 00:03:37,370 --> 00:03:40,420 你还会发现不同区域玩法各异 83 00:03:40,420 --> 00:03:42,400 让游戏保持新鲜多样 84 00:03:42,400 --> 00:03:46,350 比如你要在“真菌荒地”跳蘑菇蹦床 85 00:03:46,350 --> 00:03:48,720 在“水晶山峰”躲激光阵 86 00:03:48,720 --> 00:03:51,800 在“深邃巢穴”摸黑前行 87 00:03:51,800 --> 00:03:53,920 某些区域,如“王国边缘” 88 00:03:53,920 --> 00:03:55,420 地形天然垂直 89 00:03:55,420 --> 00:03:57,750 而其它区域,如“皇家水道” 90 00:03:57,750 --> 00:03:59,850 则像公路延伸 91 00:03:59,850 --> 00:04:02,750 每个区域也都有独特敌人 92 00:04:02,750 --> 00:04:05,000 如“苍绿之径”的爆炸虫 93 00:04:05,000 --> 00:04:07,520 “雾之峡谷”的自杀水母 94 00:04:07,520 --> 00:04:09,350 “深邃巢穴”的黏人蜘蛛 95 00:04:09,350 --> 00:04:11,750 “蜂巢”的可爱小蜜蜂 96 00:04:11,750 --> 00:04:14,800 每个区域都充满新鲜感 97 00:04:17,310 --> 00:04:19,800 当我们初次踏入“圣巢” 98 00:04:19,800 --> 00:04:23,200 眼前没有任何具体目标与方向 99 00:04:23,200 --> 00:04:26,050 开场动画里的孤独漫游者 100 00:04:26,050 --> 00:04:27,450 那个神秘骑士 101 00:04:27,450 --> 00:04:30,970 悄然抵达王国,然后一跃而下 102 00:04:30,970 --> 00:04:34,200 但我们还是会得到些含糊的方向提示 103 00:04:34,200 --> 00:04:38,070 比如“德特茅斯”的“虫长者”要你往下走 104 00:04:38,070 --> 00:04:41,500 而“遗忘十字路”最西边的路牌 105 00:04:41,500 --> 00:04:44,600 指向“王国的中心城” 106 00:04:44,600 --> 00:04:49,300 据说那是个“希望会成真,真相会显露”的地方 107 00:04:49,300 --> 00:04:51,050 听起来很诱人 108 00:04:51,050 --> 00:04:55,700 要是没这只无敌穿山甲挡路就好了 109 00:04:55,700 --> 00:04:57,200 游戏有一点很棒 110 00:04:57,200 --> 00:05:02,650 它会用视觉过渡提示你即将进入的区域 111 00:05:02,650 --> 00:05:07,120 比如“遗忘十字路”边缘就有“苍绿之径”的绿叶 112 00:05:07,120 --> 00:05:09,070 和“水晶山峰”的宝石 113 00:05:09,070 --> 00:05:12,100 这是揭示后续内容的好办法 114 00:05:12,100 --> 00:05:16,900 也让这位置嵌入玩家脑海,日后折返 115 00:05:16,900 --> 00:05:22,200 在“遗忘十字路”中心,你会遇到大Boss“假骑士” 116 00:05:22,200 --> 00:05:24,920 他身后有我们第一个技能 117 00:05:24,920 --> 00:05:29,050 “复仇之魂”,像波动拳那样的冲击波 118 00:05:29,050 --> 00:05:31,550 在这个新技能教学关 119 00:05:31,550 --> 00:05:34,650 你要用它来打败另一只穿山甲 120 00:05:34,650 --> 00:05:37,020 这让我们想起那条长廊 121 00:05:37,020 --> 00:05:39,200 “苍绿之径”的入口 122 00:05:39,200 --> 00:05:41,500 别忘了这是“银河恶魔城” 123 00:05:41,500 --> 00:05:43,370 所以要留意“锁” 124 00:05:43,370 --> 00:05:45,100 和“钥匙” 125 00:05:45,100 --> 00:05:47,350 你会在“苍绿之径”遇到“大黄蜂” 126 00:05:47,350 --> 00:05:49,670 她总会冲出视野 127 00:05:49,670 --> 00:05:54,950 像棍子上的胡萝卜一样把你引到地图西边 128 00:05:54,950 --> 00:05:57,520 我们会在那迅速击败她 129 00:05:57,520 --> 00:05:59,120 (但愿吧,她难得很) 130 00:05:59,120 --> 00:06:01,020 获得第二个技能 131 00:06:01,020 --> 00:06:02,600 “蛾翼披风” 132 00:06:02,600 --> 00:06:04,670 我们现在能空中冲刺 133 00:06:04,670 --> 00:06:07,670 从而进入“真菌荒地” 134 00:06:07,870 --> 00:06:10,450 我们还会被引向王城 135 00:06:10,450 --> 00:06:13,600 因为这些路牌一路指引 136 00:06:13,600 --> 00:06:16,750 而大黄蜂又像棍子上的胡萝卜那样 137 00:06:16,750 --> 00:06:19,050 往城市入口的方向一闪而过 138 00:06:19,050 --> 00:06:21,070 不过你还追不上她 139 00:06:21,070 --> 00:06:22,820 因为桥断了 140 00:06:22,820 --> 00:06:25,870 于是,我们来到“螳螂村” 141 00:06:25,870 --> 00:06:28,950 找到下一个技能“螳螂爪” 142 00:06:28,950 --> 00:06:30,850 这下我们能蹬墙跳了 143 00:06:30,850 --> 00:06:33,700 它让我们能绕过那座桥 144 00:06:33,700 --> 00:06:36,520 最终抵达“泪水之城” 145 00:06:40,200 --> 00:06:41,720 那么玩到这 146 00:06:41,720 --> 00:06:44,070 游戏感觉挺线性的 147 00:06:44,070 --> 00:06:47,270 我们按一个标准顺序打怪升级 148 00:06:47,270 --> 00:06:50,270 沿一条主路线穿越圣巢 149 00:06:50,270 --> 00:06:54,120 如果说这之前是开发者手把手将你带到泪城 150 00:06:54,120 --> 00:06:58,220 尽管很巧妙,线索和路牌都挺含糊 151 00:06:58,220 --> 00:06:59,920 那么这之后 152 00:06:59,920 --> 00:07:01,670 他们就放手了 153 00:07:01,670 --> 00:07:04,620 在泪城中央,你再次遇见大黄蜂 154 00:07:04,620 --> 00:07:07,150 她要你去拜访“灰烬中的坟墓” 155 00:07:07,150 --> 00:07:09,770 但你对此毫无头绪 156 00:07:09,770 --> 00:07:14,520 不过游戏中第一次,查看喷泉会在地图上添加标记 157 00:07:14,520 --> 00:07:17,600 那是“遗忘十字路”的“黑卵圣殿” 158 00:07:17,600 --> 00:07:19,680 我们曾去过那 159 00:07:19,680 --> 00:07:21,550 当时大门紧锁 160 00:07:21,550 --> 00:07:22,950 现在问题来了 161 00:07:22,950 --> 00:07:24,250 接着去哪? 162 00:07:24,920 --> 00:07:26,310 回想一下 163 00:07:26,310 --> 00:07:28,350 每当你打开地图 164 00:07:28,350 --> 00:07:32,970 查看目前能探索多大区域时 165 00:07:32,970 --> 00:07:34,870 你会发现最初能去的 166 00:07:34,870 --> 00:07:38,570 只有“德特茅斯”和“遗忘十字路” 167 00:07:38,570 --> 00:07:40,600 拿到“复仇之魂”后 168 00:07:40,600 --> 00:07:42,400 你会推进一点 169 00:07:42,400 --> 00:07:44,720 进入“苍绿之径”和“雾之峡谷” 170 00:07:44,720 --> 00:07:48,470 然后“蛾翼披风”也会将地图拓展一点 171 00:07:48,470 --> 00:07:50,770 让我们进入“真菌荒地” 172 00:07:50,770 --> 00:07:53,350 但获得“螳螂爪”后 173 00:07:53,350 --> 00:07:56,700 地图规模骤然变大 174 00:07:56,700 --> 00:07:58,800 现在你可以去“泪水之城” 175 00:07:58,800 --> 00:08:02,320 找到“简单钥匙”则还能去“皇家水道” 176 00:08:02,320 --> 00:08:04,450 你可以跳上“呼啸悬崖” 177 00:08:04,450 --> 00:08:06,150 跃入“深邃巢穴” 178 00:08:06,150 --> 00:08:07,970 或看看“古老盆地” 179 00:08:07,970 --> 00:08:10,100 你甚至可以去“安息之地” 180 00:08:10,100 --> 00:08:13,170 如果在“深邃巢穴”发现“电车通行证” 181 00:08:13,170 --> 00:08:15,400 你还能拜访“王国边缘” 182 00:08:15,400 --> 00:08:19,750 以上设计绝对是开发者深思熟虑的结果 183 00:08:19,750 --> 00:08:24,170 我跟樱桃工作室的阿里·吉布森和威廉·佩伦通过邮件 184 00:08:24,170 --> 00:08:25,520 他们这么说的 185 00:08:25,520 --> 00:08:29,620 “我们让游戏从基础、线性的物品收集开始” 186 00:08:29,620 --> 00:08:33,220 “想着后面才让进程变得非线性” 187 00:08:33,220 --> 00:08:37,470 “随着地图扩大而分枝并缠绕起来” 188 00:08:37,470 --> 00:08:41,150 所以尽管我们的旅程之前被限得很死 189 00:08:41,150 --> 00:08:45,020 但突然间,你会发现有很多事可做 190 00:08:45,020 --> 00:08:48,450 你可以去“皇家水道”打“粪虫防御者” 191 00:08:48,450 --> 00:08:51,070 随之启动一个神秘开关 192 00:08:51,070 --> 00:08:55,350 你也能挑战“螳螂领主”,开启“深邃巢穴”的大门 193 00:08:55,350 --> 00:08:58,520 或击败“泪水之城”的“灵魂大师” 194 00:08:58,520 --> 00:09:01,250 学会很有用的“荒芜俯冲” 195 00:09:01,250 --> 00:09:03,220 然后前往“水晶山峰” 196 00:09:03,220 --> 00:09:06,050 用新技能拿到“水晶之心” 197 00:09:06,050 --> 00:09:08,620 一种喷气式飞行的超级冲刺 198 00:09:08,620 --> 00:09:10,850 会开辟很多区域 199 00:09:10,850 --> 00:09:14,650 比如你能去“古老盆地”对战“残破容器” 200 00:09:14,650 --> 00:09:17,100 拿到二段跳“帝王之翼” 201 00:09:17,100 --> 00:09:19,920 另外,在“皇家水道”某处 202 00:09:19,920 --> 00:09:22,520 如果之前启动了开关 203 00:09:22,520 --> 00:09:24,250 就能拿“伊思玛的眼泪” 204 00:09:24,250 --> 00:09:27,150 让我们能在酸液里游泳 205 00:09:27,150 --> 00:09:31,000 有了这么丰富的地图打开方式 206 00:09:31,000 --> 00:09:34,900 樱桃工作室当然不用再手把手引导,因为 207 00:09:34,900 --> 00:09:38,550 如果地图四处都散落着宝贝 208 00:09:38,550 --> 00:09:41,400 那么玩家总会遇到关键线索 209 00:09:41,400 --> 00:09:43,550 无论他们往哪走 210 00:09:44,370 --> 00:09:48,170 不过我想说进入“泪水之城”后 211 00:09:48,170 --> 00:09:53,420 开发者其实希望你去打“灵魂大师”学“荒芜俯冲” 212 00:09:53,420 --> 00:09:56,800 他们甚至重重关上了城门 213 00:09:56,800 --> 00:10:01,220 你回头的唯一办法,就是砸穿这块地板 214 00:10:01,220 --> 00:10:02,050 没错 215 00:10:02,050 --> 00:10:03,520 用“荒芜俯冲” 216 00:10:03,520 --> 00:10:08,400 这是“银河恶魔城”的经典套路:堵退路 217 00:10:08,400 --> 00:10:12,070 这样玩家找不到必要物品就回不去 218 00:10:12,070 --> 00:10:14,920 但你要知道“圣巢”关卡设计的精髓… 219 00:10:14,920 --> 00:10:18,370 在于总有别的路可走 220 00:10:18,970 --> 00:10:19,820 举个例子 221 00:10:19,820 --> 00:10:24,450 记得我说打败“螳螂领主”才能去“深邃巢穴”吗? 222 00:10:24,450 --> 00:10:25,020 好吧 223 00:10:25,020 --> 00:10:26,620 并非如此,因为 224 00:10:26,620 --> 00:10:30,250 如果在“真菌荒地”找到这条密道 225 00:10:30,250 --> 00:10:34,420 你就能绕过“螳螂领主”,进入“深邃巢穴” 226 00:10:34,420 --> 00:10:37,180 两条路通往一个地方 227 00:10:38,320 --> 00:10:43,820 此外,要去“泪水之城”东边,你可以走“皇家水道” 228 00:10:43,820 --> 00:10:47,200 也可以搭“安息之地”的电梯 229 00:10:47,200 --> 00:10:51,020 或乘电车从“深邃巢穴”到“古老盆地” 230 00:10:51,020 --> 00:10:53,350 再一路爬上去 231 00:10:53,350 --> 00:10:56,150 你甚至还能从“王国边缘”进入 232 00:10:56,150 --> 00:10:59,020 一共有四条路 233 00:11:01,350 --> 00:11:04,370 “水晶山峰”是另一个重要例子 234 00:11:04,370 --> 00:11:08,900 首先,这个区域有多条路通往“水晶之心”的位置 235 00:11:08,900 --> 00:11:12,420 你完全可以跳过“水晶守卫”的Boss战 236 00:11:12,420 --> 00:11:13,720 如果你想的话 237 00:11:13,720 --> 00:11:16,600 进入矿井有两条路 238 00:11:16,600 --> 00:11:20,850 一是刚才所说用“荒芜俯冲”砸穿这地板 239 00:11:20,850 --> 00:11:26,570 二是“遗忘十字路”这个看似走不通的黑屋子 240 00:11:26,570 --> 00:11:30,670 你要先在“德特茅斯”商店买“光蝇灯笼” 241 00:11:30,670 --> 00:11:34,220 然后才会发现屋子里有扇门 242 00:11:34,220 --> 00:11:37,370 打开门就是“水晶山峰” 243 00:11:37,370 --> 00:11:39,370 如果你已拿到“螳螂爪” 244 00:11:39,370 --> 00:11:42,300 你甚至能一路跳去拿“水晶之心” 245 00:11:42,300 --> 00:11:47,250 所以你大可绕过“灵魂大师”和“荒芜俯冲” 246 00:11:47,250 --> 00:11:48,800 只要你愿意 247 00:11:48,800 --> 00:11:51,870 拿到“螳螂爪”之后的探索区域 248 00:11:51,870 --> 00:11:54,450 其实看着是这样 249 00:11:54,450 --> 00:11:59,650 而事实上,因为你一开始就能来这黑屋子 250 00:11:59,650 --> 00:12:02,500 所以理论上,你进入“水晶山峰”前 251 00:12:02,500 --> 00:12:06,450 可以跳过游戏第一个技能“复仇之魂” 252 00:12:06,450 --> 00:12:10,470 不过,1800吉欧的灯实在挺贵 253 00:12:10,470 --> 00:12:14,700 你很难在冒险初期攒那么多钱 254 00:12:14,700 --> 00:12:18,850 这是一个我们称之为“软锁”的有趣例子 255 00:12:18,850 --> 00:12:23,300 它是指一条并未完全锁死 256 00:12:23,300 --> 00:12:27,250 但会在初期难住大多数玩家的路线,因为 257 00:12:27,250 --> 00:12:28,720 玩家那时不够强 258 00:12:28,720 --> 00:12:30,150 不熟悉游戏 259 00:12:30,150 --> 00:12:32,970 或者像这里,不够钱 260 00:12:33,650 --> 00:12:38,000 所以尽管“泪水之城”的大门在你身后关上 261 00:12:38,000 --> 00:12:40,470 你还是有很多办法离开这座城 262 00:12:40,470 --> 00:12:43,400 而无需“荒芜俯冲” 263 00:12:44,450 --> 00:12:46,820 游戏给了多条路线 264 00:12:46,820 --> 00:12:50,250 所以你当然能选自己喜欢的那条 265 00:12:50,250 --> 00:12:52,820 这非常适合二周目 266 00:12:52,820 --> 00:12:53,700 速通 267 00:12:53,700 --> 00:12:55,320 和低完成度玩法 268 00:12:55,320 --> 00:12:57,020 而最重要的是 269 00:12:57,020 --> 00:12:59,670 一种合理的自主感 270 00:12:59,670 --> 00:13:00,470 因为 271 00:13:00,470 --> 00:13:05,550 类似于《黑暗之魂》和早期“银河战士”与“塞尔达” 272 00:13:05,550 --> 00:13:10,970 游戏通关之路是由玩家的好奇心和冒险感所驱动的 273 00:13:10,970 --> 00:13:16,270 而这种设计也是避免玩家受阻的好办法 274 00:13:16,270 --> 00:13:17,020 比如 275 00:13:17,020 --> 00:13:19,850 想想《超级银河战士》的“光电索” 276 00:13:19,850 --> 00:13:23,300 它可以让你进入Zebes许多地方 277 00:13:23,300 --> 00:13:26,270 但多数地点只有不太重要的物品 278 00:13:26,270 --> 00:13:29,020 比如波动枪和能量罐 279 00:13:29,020 --> 00:13:31,520 我们称之为“可选锁” 280 00:13:31,520 --> 00:13:36,220 “光电索”解锁的区域只有一处能真正推进剧情 281 00:13:36,220 --> 00:13:37,820 通往坠毁飞船处 282 00:13:37,820 --> 00:13:40,300 我们称之为“关键锁” 283 00:13:40,300 --> 00:13:45,000 所以尽管你肯定会一路搜刮物品升级萨姆斯 284 00:13:45,000 --> 00:13:49,170 但如果没找到那唯一的“关键锁” 285 00:13:49,170 --> 00:13:50,600 你也会卡住 286 00:13:51,200 --> 00:13:52,800 但在《空洞骑士》中 287 00:13:52,800 --> 00:13:54,600 情况有点不同 288 00:13:54,600 --> 00:13:58,670 比如在“苍绿之径”击败大黄蜂拿到的“蛾翼披风” 289 00:13:58,670 --> 00:14:00,970 会在很多地方派上用场 290 00:14:00,970 --> 00:14:03,270 有些只是捡物品 291 00:14:03,270 --> 00:14:07,300 但此外,你可以在“雾之峡谷”的“王后驿站”冲上这 292 00:14:07,300 --> 00:14:10,550 或在“遗忘十字路”的底部冲上这 293 00:14:10,550 --> 00:14:13,050 两条路都通往“真菌荒地” 294 00:14:13,050 --> 00:14:16,220 从而让你继续往“螳螂村”探险 295 00:14:16,220 --> 00:14:19,100 设置两个而非一个“关键锁” 296 00:14:19,100 --> 00:14:22,670 大大增加了玩家取得进展的机会 297 00:14:22,670 --> 00:14:26,050 因为无论你是想起某个受阻位置 298 00:14:26,050 --> 00:14:28,770 然后决定带着新技能折返 299 00:14:28,770 --> 00:14:33,670 还是一路向前,希望误打误撞进入游戏下个阶段 300 00:14:33,670 --> 00:14:38,800 多“关键锁”的设计都增加了推进游戏的可能性 301 00:14:39,450 --> 00:14:44,700 这种技巧在“安息之地”被发扬光大 302 00:14:44,700 --> 00:14:49,300 有些玩家是从“水晶山峰”这深坑跳下进入其中 303 00:14:49,300 --> 00:14:52,820 而有些,会在“深邃巢穴”找到“电车通行证” 304 00:14:52,820 --> 00:14:57,550 然后从“遗忘十字路”坐电车直达“安息之地” 305 00:14:57,550 --> 00:15:01,100 有些还可能从“泪水之城”东边乘电梯上去 306 00:15:01,100 --> 00:15:03,550 到达“安息之地”底部 307 00:15:03,550 --> 00:15:05,770 或者也是到这底部 308 00:15:05,770 --> 00:15:09,320 却是用“水晶冲刺”穿越“蓝湖”而来 309 00:15:09,320 --> 00:15:13,370 四条截然不同的路通向同一区域 310 00:15:13,370 --> 00:15:16,570 涉及各种不同能力和途径 311 00:15:16,570 --> 00:15:19,820 你也能在游戏一开始就来这 312 00:15:19,820 --> 00:15:23,720 通过我之前说的那间黑屋子即可 313 00:15:23,720 --> 00:15:25,390 这一切是有原因的 314 00:15:25,390 --> 00:15:31,050 “安息之地”其实就是大黄蜂在“泪水之城”提到的“灰烬中的坟墓” 315 00:15:25,390 --> 00:15:31,050 (勘误:“坟墓”应该是指“王国边缘”的“遗弃外壳”) 316 00:15:31,050 --> 00:15:33,620 它是游戏最重要的区域之一 317 00:15:33,620 --> 00:15:36,800 因为它给了玩家一个具体目标: 318 00:15:36,800 --> 00:15:38,820 你要拿着“梦之钉” 319 00:15:38,820 --> 00:15:42,150 用它唤醒三个沉睡的守梦者 320 00:15:42,150 --> 00:15:43,300 野兽“赫拉” 321 00:15:43,300 --> 00:15:44,570 守望者“卢瑞恩” 322 00:15:44,570 --> 00:15:46,370 和教师“莫诺蒙” 323 00:15:46,370 --> 00:15:50,370 所以有了各种进入“安息之地”的办法 324 00:15:50,370 --> 00:15:54,020 樱桃工作室相信玩家最终肯定能到那 325 00:15:54,020 --> 00:15:57,170 而无需手把手提示,比如路牌 326 00:15:57,170 --> 00:15:58,120 箭头 327 00:15:58,120 --> 00:15:59,300 或地图标记 328 00:15:59,300 --> 00:16:00,000 相反 329 00:16:00,000 --> 00:16:05,400 你会产生“误打误撞”碰上重要事件的奇妙感 330 00:16:05,400 --> 00:16:09,070 樱桃工作室说他们尽量避免用太多路牌,因为 331 00:16:09,070 --> 00:16:13,400 “这会妨碍很多一开始摸不着北的玩家” 332 00:16:13,400 --> 00:16:14,670 “去找自己的路” 333 00:16:14,670 --> 00:16:18,900 “用属于自己的方式去理解王国布局” 334 00:16:18,900 --> 00:16:21,070 不过也有例外 335 00:16:21,070 --> 00:16:23,720 当你查看“安息之地”这雕像时 336 00:16:23,720 --> 00:16:26,350 守梦者面具会出现在地图上 337 00:16:26,350 --> 00:16:29,120 标记出守梦者位置 338 00:16:29,120 --> 00:16:33,770 通常,我很反对这种直白粗暴的指引 339 00:16:33,770 --> 00:16:38,170 不过,我后来发现它不是那种恼人的航标 340 00:16:38,170 --> 00:16:42,170 而更像是关于你最终目标的温馨提示 341 00:16:42,170 --> 00:16:44,870 因为你的地图处处空白 342 00:16:44,870 --> 00:16:48,750 这些面具只是飘荡在未知的黑色海洋中 343 00:16:48,750 --> 00:16:54,170 而你当时几乎肯定还没足够能力触及这些守梦者 344 00:16:54,770 --> 00:16:56,150 比如赫拉 345 00:16:56,150 --> 00:17:00,650 她藏身“深邃巢穴”最角落的蜘蛛巢 346 00:17:00,650 --> 00:17:02,970 你需要“螳螂爪”才能去那 347 00:17:02,970 --> 00:17:06,520 还需要“光蝇灯笼”才能看清路况 348 00:17:06,520 --> 00:17:09,070 卢瑞恩高居塔顶 349 00:17:09,070 --> 00:17:10,820 俯瞰着“泪水之城” 350 00:17:10,820 --> 00:17:13,400 没有“帝王之翼”去不了 351 00:17:13,400 --> 00:17:16,820 你还得打败他门前的“守望者骑士” 352 00:17:16,820 --> 00:17:20,250 莫诺蒙沉睡于“雾之峡谷”的档案馆 353 00:17:20,250 --> 00:17:23,450 没有“伊思玛的眼泪”就不能靠近 354 00:17:23,450 --> 00:17:28,700 途中你还得对付这个很眼熟的Boss“乌姆” 355 00:17:28,700 --> 00:17:33,220 因此尽管地图上的面具标明了目的地 356 00:17:33,220 --> 00:17:38,020 但它们不会告诉你沿途的艰难险阻 357 00:17:38,020 --> 00:17:43,550 樱桃工作室还有最后一种办法让你在游戏中走自己的路 358 00:17:43,550 --> 00:17:45,300 也就是允许… 359 00:17:45,300 --> 00:17:46,220 鼓励 360 00:17:46,220 --> 00:17:48,550 甚至是设计出“技巧” 361 00:17:48,550 --> 00:17:52,820 让你无需必要的升级就能绕过障碍 362 00:17:52,820 --> 00:17:56,650 这跟《超级银河战士》的“蹬墙跳”很像 363 00:17:56,650 --> 00:18:00,070 所以你可以用“复仇之魂”的强力冲击波 364 00:18:00,070 --> 00:18:04,250 将自己推向通常要“蛾翼披风”才能到的地方 365 00:18:04,250 --> 00:18:08,470 你可以用“水晶之心”过一些需要“伊思玛的眼泪”的障碍 366 00:18:08,470 --> 00:18:10,470 而最厉害的 367 00:18:10,470 --> 00:18:16,220 是你可以下劈骨钉,从一些物品或飞行敌人上反弹 368 00:18:16,220 --> 00:18:20,120 让“蛾翼披风”变得可有可无 369 00:18:20,120 --> 00:18:22,700 这堪称“利用漏洞”了! 370 00:18:23,950 --> 00:18:25,320 樱桃工作室跟我说 371 00:18:25,320 --> 00:18:29,670 “我们知道玩家会用骨钉跳跃技巧打出邪道路线” 372 00:18:29,670 --> 00:18:33,020 “我们当然希望玩家能这么做” 373 00:18:33,020 --> 00:18:36,820 “看着他们发掘出新路线实在乐趣无穷” 374 00:18:36,820 --> 00:18:39,720 “对玩家来说也成就满满” 375 00:18:39,720 --> 00:18:44,020 “我们甚至会放置些敌人和物品来铺垫捷径” 376 00:18:44,020 --> 00:18:45,320 不过他们也承认 377 00:18:45,320 --> 00:18:50,350 “游戏社区已经挖掘出许多我们未曾想过的邪道玩法” 378 00:18:50,350 --> 00:18:53,650 “王国边缘”就有个地方要打补丁 379 00:18:53,650 --> 00:18:55,770 因为你很可能被卡住 380 00:18:55,770 --> 00:18:59,600 如果没拿“帝王之翼”就成功来这了 381 00:19:01,100 --> 00:19:03,150 唤醒三位守梦者后 382 00:19:03,150 --> 00:19:07,700 我们终于来到“遗忘十字路”的“黑卵圣殿” 383 00:19:07,700 --> 00:19:09,000 对战… 咳咳 384 00:19:09,000 --> 00:19:10,600 最终Boss“空洞骑士” 385 00:19:10,600 --> 00:19:11,750 然后… 咳咳 386 00:19:11,750 --> 00:19:12,900 结束游戏 387 00:19:21,920 --> 00:19:22,850 那么 388 00:19:23,200 --> 00:19:29,870 我通常会在节目中画出“银河恶魔城”游戏的结构图 389 00:19:29,870 --> 00:19:32,900 但对于《空洞骑士》却不太可能 390 00:19:32,900 --> 00:19:36,520 有这么多地方能被跳过、用各种方法抵达 391 00:19:36,520 --> 00:19:38,470 或从不同方向前往 392 00:19:38,470 --> 00:19:42,670 要为它画一个大而全的结构图 393 00:19:42,670 --> 00:19:44,260 是不可能的 394 00:19:44,260 --> 00:19:46,600 不过我可以展示一条通关路线 395 00:19:46,600 --> 00:19:49,370 至少能体现游戏轮廓 396 00:19:49,370 --> 00:19:52,950 首先是一段打怪升级的线性流程 397 00:19:52,950 --> 00:19:58,020 然后猛地呈扇形展开,变成非线性开放格局 398 00:19:58,020 --> 00:20:02,350 比如你能同时去拿多个主线技能 399 00:20:02,350 --> 00:20:05,320 这在“银河恶魔城”中很少见 400 00:20:05,320 --> 00:20:08,320 因为主线流程通常更固定 401 00:20:08,320 --> 00:20:10,870 技能一环扣一环 402 00:20:10,870 --> 00:20:12,100 但樱桃工作室说 403 00:20:12,100 --> 00:20:15,800 “我们希望玩家觉得是自己走通了圣巢” 404 00:20:15,800 --> 00:20:19,170 “所以去掉某些障碍、加了某些路径” 405 00:20:19,170 --> 00:20:22,920 “让玩家能乱序获取物品和技能” 406 00:20:22,920 --> 00:20:26,220 当然了,这张图有一百万种变化 407 00:20:26,220 --> 00:20:28,850 比如跳过“螳螂领主”和“水晶守卫” 408 00:20:28,850 --> 00:20:31,150 只要你细心规划 409 00:20:31,450 --> 00:20:34,470 比如更早获得“梦之钉” 410 00:20:34,770 --> 00:20:37,720 或跳过“荒芜俯冲”拿“水晶之心” 411 00:20:37,720 --> 00:20:39,220 等等 412 00:20:39,220 --> 00:20:40,500 但除此之外 413 00:20:40,500 --> 00:20:45,320 这个图还有很多内容没涵盖 414 00:20:46,170 --> 00:20:47,050 首先 415 00:20:47,050 --> 00:20:51,770 除了我刚才提到的那些必须击败的Boss 416 00:20:51,770 --> 00:20:54,320 游戏还有很多藏得很深的Boss 417 00:20:54,320 --> 00:20:57,920 它们对主线结构毫无影响 418 00:20:57,920 --> 00:20:59,800 比如“躁郁的毛里克” 419 00:20:59,800 --> 00:21:03,100 它藏在“遗忘十字路”一个很难发现的房间 420 00:21:03,100 --> 00:21:04,120 “收藏家” 421 00:21:04,120 --> 00:21:07,950 要找到它必须先在“王后花园”获得“爱之钥” 422 00:21:07,950 --> 00:21:09,450 “暴怒守卫” 423 00:21:09,450 --> 00:21:13,450 它躲在“水晶守卫”Boss战上方的密室里 424 00:21:13,450 --> 00:21:14,450 “吸虫之母” 425 00:21:14,450 --> 00:21:18,770 必须在“皇家水道”用“荒芜俯冲”才能发现她 426 00:21:18,770 --> 00:21:20,770 “深邃巢穴”的“诺斯克” 427 00:21:20,770 --> 00:21:23,570 要找到他必须拿“水晶之心” 428 00:21:23,570 --> 00:21:25,020 或“蛾翼披风” 429 00:21:25,020 --> 00:21:27,300 还有“蜂巢骑士”… 430 00:21:27,300 --> 00:21:28,200 猜猜它在哪 431 00:21:28,200 --> 00:21:31,320 它是DLC《生命血》追加的Boss 432 00:21:31,320 --> 00:21:33,450 除此以外还有更多Boss 433 00:21:33,450 --> 00:21:36,850 在“王国边缘”,你会找到“愚人斗兽场” 434 00:21:36,850 --> 00:21:41,320 这个厮杀不停的地方有几个独特Boss 435 00:21:41,320 --> 00:21:43,350 还有七个“战士之梦” 436 00:21:43,350 --> 00:21:46,410 他们是守护自己坟墓的幽灵 437 00:21:46,410 --> 00:21:50,200 拿到“梦之钉”后就能跟他们决斗 438 00:21:50,200 --> 00:21:55,400 还有“残破容器”、“假骑士”和“灵魂大师”的梦境版 439 00:21:55,400 --> 00:21:58,650 打着就像普通版的超难重制 440 00:21:58,650 --> 00:22:02,270 还有两个梦境Boss来自DLC《隐藏的梦》 441 00:22:02,270 --> 00:22:06,200 说到底,游戏的美妙体验在于误入某条小道 442 00:22:06,200 --> 00:22:09,200 你不光会发现有用物品 443 00:22:09,200 --> 00:22:13,550 还会遭遇一场某些玩家永远看不到的独特Boss战 444 00:22:13,550 --> 00:22:15,750 樱桃工作室说他们并不担心 445 00:22:15,750 --> 00:22:18,720 玩家是否会见识全部内容 446 00:22:18,720 --> 00:22:20,070 “把东西摆那” 447 00:22:20,070 --> 00:22:24,170 “大多数人看不见才让这世界更真实” 448 00:22:24,170 --> 00:22:25,520 开发者解释道 449 00:22:25,520 --> 00:22:26,770 “大多数内容” 450 00:22:26,770 --> 00:22:32,370 “其实是为了让你觉得这世界深处总是存在未知” 451 00:22:32,370 --> 00:22:33,620 “恐怖的敌人” 452 00:22:33,620 --> 00:22:34,750 “奇怪的角色” 453 00:22:34,750 --> 00:22:35,720 “全新的区域” 454 00:22:35,720 --> 00:22:37,450 “强力的道具等” 455 00:22:37,450 --> 00:22:43,020 “而且它会给少数真正去探索的玩家一种很特别的体验” 456 00:22:43,020 --> 00:22:46,150 那么取决于你怎么分类,以及 457 00:22:46,150 --> 00:22:50,200 是否把DLC《生命血》、《隐藏的梦》计算在内 458 00:22:50,200 --> 00:22:53,380 《空洞骑士》的Boss应该超过30个 459 00:22:53,380 --> 00:22:57,500 但你可能只会碰到其中10到15个 460 00:22:57,500 --> 00:22:58,500 太疯狂了 461 00:22:58,500 --> 00:23:04,670 而且另外两部DLC还有更多新Boss及变体登场 462 00:23:04,670 --> 00:23:07,000 即《格林剧团》和《寻神者》 463 00:23:07,000 --> 00:23:10,600 但这两部DLC与常规探索无关 464 00:23:10,600 --> 00:23:13,950 所以我这期就不讲了 465 00:23:15,320 --> 00:23:19,150 那么挑战这些可选Boss有啥意义? 466 00:23:19,150 --> 00:23:20,120 除了说 467 00:23:20,120 --> 00:23:24,430 玩家其实并不清楚哪些Boss是通关必须的 468 00:23:24,430 --> 00:23:27,120 好吧,都是为了捡东西 469 00:23:27,120 --> 00:23:30,950 《空洞骑士》的世界遍地是宝 470 00:23:30,950 --> 00:23:33,270 有的藏在Boss身后 471 00:23:33,270 --> 00:23:35,550 有的藏在密道里 472 00:23:35,550 --> 00:23:38,050 有的藏在“可选锁”之后 473 00:23:38,050 --> 00:23:40,670 有的要在商店购买 474 00:23:40,670 --> 00:23:43,270 有的藏在那些非常之地 475 00:23:43,270 --> 00:23:45,400 有些是常规升级 476 00:23:45,400 --> 00:23:49,330 如16片面具碎片,类似“塞尔达”的“心之碎片” 477 00:23:49,330 --> 00:23:53,670 集齐4枚就能在战斗中多一滴血 478 00:23:53,670 --> 00:23:56,450 9片容器碎片也一样 479 00:23:56,450 --> 00:24:00,820 找到3片就能提高灵魂容量,释放更多法术 480 00:24:00,820 --> 00:24:02,450 和聚集回血 481 00:24:02,450 --> 00:24:04,150 还有一些特殊动作 482 00:24:04,150 --> 00:24:05,620 如“强力劈砍” 483 00:24:05,620 --> 00:24:06,500 “冲刺劈砍” 484 00:24:06,500 --> 00:24:08,550 和“旋风劈砍” 485 00:24:08,550 --> 00:24:11,950 法术升级则有“深渊尖啸”和“黑暗降临” 486 00:24:11,950 --> 00:24:16,520 你还能找“苍白矿石”增强骨钉攻击力 487 00:24:16,520 --> 00:24:18,870 然后还有护符 488 00:24:18,870 --> 00:24:22,120 这些可收集徽章给你带来各种能力 489 00:24:22,120 --> 00:24:24,270 比如更快恢复灵魂 490 00:24:24,270 --> 00:24:27,170 防止攻击敌人产生后坐力,等等 491 00:24:27,170 --> 00:24:30,020 每种护符都独特有趣 492 00:24:30,020 --> 00:24:32,700 它们之间甚至有协同效应 493 00:24:32,700 --> 00:24:35,900 不过受限于你有多少护符槽 494 00:24:35,900 --> 00:24:38,770 没错,你还能攒护符槽 495 00:24:38,770 --> 00:24:41,320 所有这些物品都值得收集 496 00:24:41,320 --> 00:24:44,420 因为《空洞骑士》绝不是简单游戏 497 00:24:44,420 --> 00:24:46,670 事实上,它有时难到虐心 498 00:24:46,670 --> 00:24:50,200 它跟《黑暗之魂》一样要在死后跑尸 499 00:24:50,200 --> 00:24:53,020 沿途某些Boss也不是混混 500 00:24:53,020 --> 00:24:54,670 这让提高血量 501 00:24:54,670 --> 00:24:57,120 用护符辅助战斗 502 00:24:57,120 --> 00:24:59,050 升级骨钉 503 00:24:59,050 --> 00:25:00,950 学习法术 504 00:25:00,950 --> 00:25:03,670 都变得非常有价值 505 00:25:03,670 --> 00:25:07,120 打败某些隐藏Boss不会让人觉得浪费时间 506 00:25:07,120 --> 00:25:09,200 尽管它不会推动剧情 507 00:25:09,200 --> 00:25:11,300 但奖励通常有用 508 00:25:11,300 --> 00:25:15,960 或至少乐趣无穷,让人觉得努力没白费 509 00:25:15,960 --> 00:25:20,070 不过我要特别一提“跑尸”机制 510 00:25:20,070 --> 00:25:25,650 它是《空洞骑士》设计中一个打击玩家探索的因素 511 00:25:25,970 --> 00:25:28,650 当你在初代《塞尔达传说》死亡 512 00:25:28,650 --> 00:25:29,920 你可以轻松地说 513 00:25:29,920 --> 00:25:30,940 “知道吗” 514 00:25:30,940 --> 00:25:32,020 “管它的” 515 00:25:32,020 --> 00:25:33,750 “我要去别处了” 516 00:25:33,750 --> 00:25:35,750 但如果在《空洞骑士》死掉 517 00:25:35,750 --> 00:25:37,900 你会留下一个黑影 518 00:25:37,900 --> 00:25:42,650 拿着你所有吉欧,让你最大灵魂量减半 519 00:25:37,900 --> 00:25:42,650 (勘误:最大灵魂量是减少1/3) 520 00:25:42,650 --> 00:25:45,920 它诱惑着你返回死亡之地 521 00:25:45,920 --> 00:25:48,800 有时要一遍又一遍 522 00:25:48,800 --> 00:25:52,820 哪怕还有很多有趣地方值得探索 523 00:25:52,820 --> 00:25:55,070 或去尝试不同路线 524 00:25:55,720 --> 00:25:58,850 额外Boss和数不清的特殊物品 525 00:25:58,850 --> 00:26:02,370 还让人觉得每个角落都藏着宝 526 00:26:02,370 --> 00:26:06,090 你无论在哪探索,都能找到些什么 527 00:26:06,090 --> 00:26:08,820 有时找到的甚至与玩法无关 528 00:26:08,820 --> 00:26:10,320 只是些故事 529 00:26:10,320 --> 00:26:13,950 点缀着游戏丰富而令人沉浸的世界 530 00:26:13,950 --> 00:26:16,000 我最欣赏的是 531 00:26:16,000 --> 00:26:20,270 某些角色似乎有自己的小小冒险之旅 532 00:26:20,270 --> 00:26:23,620 比如阿布、奎若和提索 533 00:26:23,620 --> 00:26:25,570 他们会在各地出现 534 00:26:25,570 --> 00:26:28,500 说说近况、作些点评 535 00:26:28,500 --> 00:26:30,600 这让世界富有生机 536 00:26:30,600 --> 00:26:34,250 让人觉得游戏不只围着玩家转 537 00:26:34,250 --> 00:26:36,550 这些虫子忙着自己的事 538 00:26:36,550 --> 00:26:38,320 不管你有没出现 539 00:26:38,320 --> 00:26:40,750 不过有只虫子很需要你 540 00:26:40,750 --> 00:26:41,870 佐特 541 00:26:41,870 --> 00:26:47,620 这个自大狂被困在“苍绿之径”的“反击蝇之王”嘴里 542 00:26:47,620 --> 00:26:50,250 你可以选择是否救他 543 00:26:50,250 --> 00:26:54,510 他后来还会被困在“深邃巢穴”的蜘蛛网里 544 00:26:54,510 --> 00:26:58,600 如果被救两次,他就会变成Boss 545 00:26:58,600 --> 00:27:00,070 出现在“愚人斗兽场” 546 00:27:00,070 --> 00:27:02,950 和“德特茅斯”布蕾塔的房子前 547 00:27:02,950 --> 00:27:05,920 但如果你在两个地方错过他 548 00:27:05,920 --> 00:27:08,020 或选择不救他 549 00:27:08,020 --> 00:27:09,170 那就没了 550 00:27:09,170 --> 00:27:11,720 整个佐特线都不会触发 551 00:27:11,720 --> 00:27:15,220 这再次证明开发者不在乎你是否见识了全部 552 00:27:15,220 --> 00:27:19,450 因为支线是让那些见证整个故事的人感觉更美 553 00:27:19,450 --> 00:27:22,220 其实游戏有许多这种支线 554 00:27:22,220 --> 00:27:25,000 比如拯救虫爷爷孩子的任务 555 00:27:25,000 --> 00:27:28,470 解锁圣巢每种敌人日志的承诺 556 00:27:28,470 --> 00:27:31,970 带着娇嫩的花穿越地图的棘手任务 557 00:27:31,970 --> 00:27:33,450 还有我很喜欢的 558 00:27:33,450 --> 00:27:38,700 当你解锁所有车站后,游戏将揭示一座隐藏鹿角站 559 00:27:38,700 --> 00:27:42,070 这些都充实着游戏本已丰富的叙事 560 00:27:42,070 --> 00:27:44,720 增添令人难忘的时刻 561 00:27:44,740 --> 00:27:47,620 而地图本身也有戏 562 00:27:47,620 --> 00:27:50,970 我最喜欢的例子是“蓝湖” 563 00:27:50,970 --> 00:27:53,700 它位于“泪水之城”上方 564 00:27:53,700 --> 00:27:57,360 解释了为何泪城一直下着雨 565 00:27:57,360 --> 00:27:58,410 太美了 566 00:27:59,770 --> 00:28:04,000 我们接着聊聊游戏的跑图体验 567 00:28:04,000 --> 00:28:09,470 那么,我们已经说过游戏各区域有多个入口 568 00:28:09,470 --> 00:28:10,020 其实 569 00:28:10,020 --> 00:28:13,100 每个区域,除了“蜂巢” 570 00:28:13,100 --> 00:28:16,470 至少与圣巢的另外两个区域相连 571 00:28:16,470 --> 00:28:17,470 借助电梯 572 00:28:17,470 --> 00:28:18,470 通道 573 00:28:18,470 --> 00:28:19,470 电车站 574 00:28:19,470 --> 00:28:20,720 和密道 575 00:28:20,720 --> 00:28:26,350 开发者说“他们有意为玩家提供不同办法去直达、穿越” 576 00:28:26,350 --> 00:28:28,920 “或者是绕路” 577 00:28:28,920 --> 00:28:31,150 有些是早早想好的 578 00:28:31,150 --> 00:28:34,170 有些是自然而然加上去的 579 00:28:34,170 --> 00:28:36,600 “比如随着‘深邃巢穴’扩大” 580 00:28:36,600 --> 00:28:40,220 “它的顶部已经碰到‘王后花园’底部” 581 00:28:40,220 --> 00:28:42,050 “所以我们加了通道” 582 00:28:42,050 --> 00:28:46,370 “如果我们把相邻区域连起来,不会破坏世界观” 583 00:28:46,370 --> 00:28:49,120 “也不会导致玩家被困的话” 584 00:28:49,120 --> 00:28:50,300 “那就这么做” 585 00:28:50,300 --> 00:28:52,120 但游玩时 586 00:28:52,120 --> 00:28:56,420 许多通道最初是单行道 587 00:28:56,420 --> 00:29:00,450 所以一开始不可能从“德特茅斯”直达“水晶山峰” 588 00:29:00,450 --> 00:29:02,300 但拿到“水晶之心”后 589 00:29:02,300 --> 00:29:03,970 你就能冲到这 590 00:29:03,970 --> 00:29:07,550 开启连接两地的电梯 591 00:29:07,550 --> 00:29:10,250 堪称这设计精妙、错综复杂的地图 592 00:29:10,250 --> 00:29:12,770 让人醍醐灌顶的时刻之一 593 00:29:12,770 --> 00:29:17,330 就像《黑暗之魂》第一次坐电梯回到“传火祭祀场” 594 00:29:17,330 --> 00:29:22,550 也就是说,游戏开发者通过在游戏初期限制你进入某些地方 595 00:29:22,550 --> 00:29:26,420 来制造需要线性收集物品的假象 596 00:29:26,420 --> 00:29:30,170 比如你需要“电车通行证”去“王国边缘” 597 00:29:30,170 --> 00:29:33,650 但如果之后从另一侧开辟新道路 598 00:29:33,650 --> 00:29:37,120 比如这条通往“泪水之城”电梯井的路 599 00:29:37,120 --> 00:29:40,550 整个地图就跑得轻松多了 600 00:29:40,550 --> 00:29:43,150 开发者在微观层面也这么做 601 00:29:43,150 --> 00:29:44,870 以“遗忘十字路”为例 602 00:29:44,870 --> 00:29:48,820 这扇上锁的门挡住了通往Boss的路 603 00:29:48,820 --> 00:29:52,370 相反,你被逼着绕一大圈 604 00:29:52,370 --> 00:29:55,730 打完沿途的每个房间和挑战 605 00:29:55,730 --> 00:29:59,850 不过,门一旦打开就不会关上 606 00:29:59,850 --> 00:30:02,820 让你能轻松穿越这片十字路 607 00:30:02,820 --> 00:30:07,120 这种设计很高明,它确保玩家初次踏入某区域时 608 00:30:07,120 --> 00:30:10,220 必须去应对困难的挑战和布局 609 00:30:10,220 --> 00:30:12,320 比如复杂的平台 610 00:30:12,320 --> 00:30:14,200 难缠的敌人 611 00:30:14,200 --> 00:30:16,800 或车轮战的严酷考验 612 00:30:16,800 --> 00:30:18,870 然而一旦成功闯关 613 00:30:18,870 --> 00:30:22,000 你在重返时就能跳过这部分 614 00:30:22,000 --> 00:30:25,520 大大减轻原路折返的乏味感 615 00:30:26,050 --> 00:30:29,530 樱桃工作室只有几次打破了这个规则 616 00:30:29,530 --> 00:30:31,270 到游戏某个阶段 617 00:30:31,270 --> 00:30:35,620 “遗忘十字路”会挤满这些邪恶的橙色泡泡 618 00:30:35,620 --> 00:30:37,820 变成“被感染的十字路” 619 00:30:37,820 --> 00:30:40,470 到处是强化的新敌人 620 00:30:40,470 --> 00:30:41,850 其实我很喜欢 621 00:30:41,850 --> 00:30:43,670 它让世界显得多变 622 00:30:43,670 --> 00:30:46,520 让人觉得周围的时间在流动 623 00:30:46,520 --> 00:30:49,050 它也让这个最早探索过的区域 624 00:30:49,050 --> 00:30:52,720 一个在有了新能力后易如反掌的地方 625 00:30:52,720 --> 00:30:54,570 变成全新挑战 626 00:30:54,570 --> 00:30:57,700 但它也封锁了区域内某些路径 627 00:30:57,700 --> 00:31:00,700 让行进变得有些麻烦 628 00:31:00,700 --> 00:31:01,820 哎 629 00:31:01,820 --> 00:31:04,900 我还要谈谈鹿角虫道 630 00:31:04,900 --> 00:31:09,170 与《恶魔城X:月下夜想曲》的快速传送点类似 631 00:31:09,170 --> 00:31:12,320 这些鹿角站散布圣巢各处 632 00:31:12,320 --> 00:31:15,900 为区域间旅行提供捷径 633 00:31:15,900 --> 00:31:17,850 圣巢的地图如此庞大 634 00:31:17,850 --> 00:31:20,820 我觉得这些快速传送点是很好的补充 635 00:31:20,820 --> 00:31:24,030 没了它们跑图会枯燥得可怕 636 00:31:24,030 --> 00:31:27,700 此外,虽然“泪水之城”有两个鹿角站 637 00:31:27,700 --> 00:31:30,950 但十五个区域只有九个有车站 638 00:31:30,950 --> 00:31:34,270 所以车站数量不足以让你到处瞬移 639 00:31:34,270 --> 00:31:36,300 你仍要熟悉路线 640 00:31:36,300 --> 00:31:39,880 在地图上仔细规划旅程 641 00:31:39,880 --> 00:31:41,020 噢,地图! 642 00:31:41,020 --> 00:31:45,300 天呐,怎么这么久才讲到《空洞骑士》最有趣的一大特色 643 00:31:45,300 --> 00:31:46,720 地图系统 644 00:31:46,720 --> 00:31:48,520 游戏伊始 645 00:31:48,520 --> 00:31:50,870 你手上并没有地图 646 00:31:50,870 --> 00:31:53,570 随后你会遇到这个厚脸皮家伙 647 00:31:53,570 --> 00:31:54,570 “柯尼法” 648 00:31:54,570 --> 00:31:56,250 他是位制图师 649 00:31:56,250 --> 00:32:01,400 会向你兜售各区域粗略不完整的地图 650 00:32:01,850 --> 00:32:05,070 这设计就像《超级银河战士》的地图站 651 00:32:05,070 --> 00:32:09,250 它会提示你可探索地点和某些有趣地方 652 00:32:09,250 --> 00:32:11,520 比如“遗忘十字路”的地图 653 00:32:11,520 --> 00:32:14,200 上面画了个可怕怪物头像 654 00:32:14,200 --> 00:32:17,600 给你指出游戏第一个Boss的位置 655 00:32:17,600 --> 00:32:18,900 回到“德特茅斯” 656 00:32:18,900 --> 00:32:20,220 你可以购买“羽毛笔” 657 00:32:20,220 --> 00:32:23,950 把地图变成传统的自动制图系统 658 00:32:23,950 --> 00:32:25,570 但有几个前提 659 00:32:25,570 --> 00:32:29,750 一是只有在长椅存档时才能绘制新区域 660 00:32:29,750 --> 00:32:32,950 二是为了在地图上查看当前位置 661 00:32:32,950 --> 00:32:35,950 你需要装备指南针护符 662 00:32:35,950 --> 00:32:39,500 很方便,但也许可以省个护符槽另作他用? 663 00:32:39,500 --> 00:32:40,960 自己决定 664 00:32:40,970 --> 00:32:44,250 游戏呈现地图的方式 665 00:32:44,250 --> 00:32:48,250 能彻底改变玩家的探索体验 666 00:32:48,250 --> 00:32:52,050 “塞尔达”、“银河战士”等早期冒险游戏没有地图 667 00:32:52,050 --> 00:32:53,970 这可能是技术限制 668 00:32:53,970 --> 00:32:58,150 但又的确营造出神秘和未知感 669 00:32:58,150 --> 00:33:00,300 同时逼着你背地图 670 00:33:00,300 --> 00:33:02,520 无论用脑还是用纸 671 00:33:02,520 --> 00:33:05,320 很多年后“魂系列”也采用这种思路 672 00:33:05,320 --> 00:33:10,140 逼你将罗德兰或雅南的地图刻进脑海 673 00:33:10,140 --> 00:33:12,950 但有清晰的地图也很方便 674 00:33:12,950 --> 00:33:15,620 你可以把想走的路画出来 675 00:33:15,620 --> 00:33:19,250 还能理清哪里去过哪里没去过 676 00:33:19,250 --> 00:33:22,200 它对挖宝和寻秘也很有帮助 677 00:33:22,200 --> 00:33:24,900 《空洞骑士》融合两种设计的优点 678 00:33:24,900 --> 00:33:28,700 当你刚进入新区域,地图一片空白 679 00:33:28,700 --> 00:33:30,420 你摸黑着跌跌撞撞 680 00:33:30,420 --> 00:33:34,320 对所处空间的规模与范围毫无头绪 681 00:33:34,320 --> 00:33:38,020 这让新区域更显恐怖危险 682 00:33:38,020 --> 00:33:41,220 然后,当你从柯尼法那拿到地图草图 683 00:33:41,220 --> 00:33:43,870 你会稍微明白该往哪走 684 00:33:43,870 --> 00:33:46,800 也得到些有趣地点的提示 685 00:33:46,800 --> 00:33:49,900 然后当你坐上长椅,获得完整地图 686 00:33:49,900 --> 00:33:52,600 你就能更清晰地理解布局 687 00:33:52,600 --> 00:33:54,120 规划行动路线 688 00:33:54,130 --> 00:33:55,900 如果感觉卡住了 689 00:33:55,900 --> 00:33:58,920 还能查看地图上尚未探索的路径 690 00:33:59,950 --> 00:34:05,100 那么,如果你觉得《空洞骑士》的结局动画有点扫兴 691 00:34:05,100 --> 00:34:06,220 那就对了 692 00:34:06,220 --> 00:34:08,650 正如许多“银河恶魔城”旧作 693 00:34:08,650 --> 00:34:10,820 《空洞骑士》有个坏结局 694 00:34:10,820 --> 00:34:15,350 你得花许多功夫才能打出真正的好结局 695 00:34:15,350 --> 00:34:16,970 以下是简要流程: 696 00:34:16,970 --> 00:34:19,550 你要在“王国边缘”跳上这 697 00:34:19,550 --> 00:34:23,520 与大黄蜂第二次战斗后,进入“遗弃外壳” 698 00:34:23,520 --> 00:34:25,670 里面有“王之印记” 699 00:34:25,670 --> 00:34:31,520 它可以打开“古老盆地”一扇通往“深渊”的大门 700 00:34:31,520 --> 00:34:33,470 里面有“暗影披风” 701 00:34:33,470 --> 00:34:37,500 能帮你突破游戏里一种反复出现的障碍物 702 00:34:37,500 --> 00:34:40,250 这些黑色的“暗影之门” 703 00:34:40,250 --> 00:34:41,070 顺便一提 704 00:34:41,070 --> 00:34:45,820 你可以用“暗影披风”从另一边进入“教师档案馆” 705 00:34:45,820 --> 00:34:50,350 跳过“粪虫防御者”和“伊思玛的眼泪”唤醒莫诺蒙 706 00:34:50,350 --> 00:34:51,320 耶! 707 00:34:51,320 --> 00:34:55,030 话说回来,其中一处“暗影之门”藏着Boss战 708 00:34:55,030 --> 00:34:56,270 “叛徒领主” 709 00:34:56,270 --> 00:34:59,750 赢了它会获得“白色碎片” 710 00:34:59,750 --> 00:35:00,500 真棒 711 00:35:00,500 --> 00:35:03,900 接着,“安息之地”有个名为“希尔”的角色 712 00:35:03,900 --> 00:35:06,550 给它“梦之精华”就能换东西 713 00:35:06,550 --> 00:35:09,500 收集精华得打败“战士之梦”Boss 714 00:35:09,500 --> 00:35:11,220 梦境版Boss 715 00:35:11,220 --> 00:35:13,370 用“梦之钉”收幽灵 716 00:35:13,370 --> 00:35:16,700 或从“低语之根”那获取 717 00:35:16,700 --> 00:35:19,470 如果集齐1800精华 718 00:35:19,470 --> 00:35:23,300 希尔会把“梦之钉”升级为“苏醒的梦之钉” 719 00:35:23,300 --> 00:35:26,870 现在如果用它击打“古老盆地”这具尸体 720 00:35:26,870 --> 00:35:28,600 你会进入“白色宫殿” 721 00:35:28,600 --> 00:35:31,670 一段噩梦般的痛苦之旅 722 00:35:31,670 --> 00:35:34,520 难度堪比《超级食肉男孩》和《蔚蓝》 723 00:35:34,520 --> 00:35:38,600 不过,又少了这两者精准的平台操控设计 724 00:35:38,600 --> 00:35:39,320 该死 725 00:35:39,320 --> 00:35:40,920 这段真的烦 726 00:35:40,920 --> 00:35:43,880 关卡最后是另一个“白色碎片” 727 00:35:43,880 --> 00:35:46,220 两片合起来就是“国王之魂” 728 00:35:46,220 --> 00:35:47,800 然后回到“深渊” 729 00:35:47,800 --> 00:35:50,120 把它变成“虚空之心” 730 00:35:50,120 --> 00:35:50,770 最后 731 00:35:50,770 --> 00:35:54,900 回“空洞骑士”那,用“梦之钉”进他梦里 732 00:35:54,900 --> 00:35:58,600 迎战真正像样的最终Boss“辐光” 733 00:35:58,600 --> 00:36:01,000 这家伙很难,难到我想哭 734 00:36:01,000 --> 00:36:01,820 但我成功了 735 00:36:01,820 --> 00:36:03,450 死了一百万次 736 00:36:09,150 --> 00:36:13,450 我很惊讶这游戏为隐藏结局准备了这么多内容 737 00:36:13,450 --> 00:36:16,520 我用了20小时才第一次通关 738 00:36:16,520 --> 00:36:19,220 然后再花10小时才打出真结局 739 00:36:19,220 --> 00:36:20,420 我猜这能证明 740 00:36:20,420 --> 00:36:25,150 樱桃工作室是多么乐于让玩家错过大量内容 741 00:36:25,150 --> 00:36:28,280 不过,这点在我身上不太奏效 742 00:36:28,280 --> 00:36:33,500 我第一次通关《空洞骑士》时就感到心满意足 743 00:36:33,500 --> 00:36:36,570 当我上网发现还有许多内容没探索时 744 00:36:36,570 --> 00:36:40,900 我并没太大动力去继续挖掘那些秘密 745 00:36:40,900 --> 00:36:43,550 主要是因为我不知道该去哪 746 00:36:43,550 --> 00:36:47,810 真结局没有延续“多路径通向关键点”的思路,所以 747 00:36:47,810 --> 00:36:50,270 如果错过“王国边缘”这一跳 748 00:36:50,270 --> 00:36:51,720 你没法走太远 749 00:36:51,720 --> 00:36:55,040 所以,我是看攻略才玩到真结局的 750 00:36:55,040 --> 00:36:56,150 有点遗憾 751 00:36:57,360 --> 00:36:59,400 那么这就是《空洞骑士》 752 00:36:59,400 --> 00:37:02,050 这款游戏先引诱你深入“圣巢” 753 00:37:02,050 --> 00:37:03,350 运用隐晦线索 754 00:37:03,350 --> 00:37:05,600 和手把手引导的线性关 755 00:37:05,600 --> 00:37:08,020 但接着打开通往王国的大门 756 00:37:08,020 --> 00:37:09,870 让你自由探索 757 00:37:09,870 --> 00:37:13,150 通过同时向你敞开的丰富内容 758 00:37:13,150 --> 00:37:16,670 以及精心设计的多种闯关路线和方法 759 00:37:16,670 --> 00:37:21,170 《空洞骑士》几乎总能避免落入“银河恶魔城”的窠臼 760 00:37:21,170 --> 00:37:26,270 即踏破地图只为找那唯一能推动剧情的地方 761 00:37:26,270 --> 00:37:29,370 相反,《空洞骑士》让你拥抱探索 762 00:37:29,370 --> 00:37:33,150 暗中承诺每个角落都有值得一去的收获 763 00:37:33,150 --> 00:37:34,800 迷人的新区 764 00:37:34,800 --> 00:37:36,450 奇异的敌人 765 00:37:36,450 --> 00:37:38,500 神秘的世界观 766 00:37:38,500 --> 00:37:40,400 真心有用的道具 767 00:37:40,400 --> 00:37:42,100 颠覆性的技能 768 00:37:42,100 --> 00:37:44,020 或恐怖的Boss 769 00:37:44,020 --> 00:37:47,520 别忘了,这跟其它“银河恶魔城”很不同 770 00:37:47,520 --> 00:37:53,470 后者更倾向解谜式地慢慢解开缠绕世界的一个结 771 00:37:53,470 --> 00:37:55,250 一环扣一环 772 00:37:55,250 --> 00:37:58,550 但这款游戏带来的感觉似乎更好 773 00:37:58,550 --> 00:38:02,500 游戏世界那种纯粹的奇妙和沉浸感 774 00:38:02,500 --> 00:38:04,400 从没令人失望 775 00:38:04,400 --> 00:38:08,500 开发者说“我们努力让玩家在这片野性世界里玩得自在” 776 00:38:08,500 --> 00:38:10,600 “不把他们推到特定方向” 777 00:38:10,600 --> 00:38:13,170 “鼓励他们走自己的路” 778 00:38:13,170 --> 00:38:17,620 “这种做法基于我们与玩家的相互信任与尊重” 779 00:38:17,620 --> 00:38:20,220 “我们知道他们是聪明投入的人” 780 00:38:20,230 --> 00:38:22,320 “我们坚信只要仔细观察” 781 00:38:22,320 --> 00:38:26,000 “坚定意志、磨练技巧,他们必将克服游戏呈现的挑战” 782 00:38:26,000 --> 00:38:28,200 “并最终征服游戏” 783 00:38:28,200 --> 00:38:33,310 “玩家对探索、战斗以及剧情理解的精进” 784 00:38:33,310 --> 00:38:36,350 “将造就难忘的游玩体验” 785 00:38:36,350 --> 00:38:37,550 我深有同感 786 00:38:37,550 --> 00:38:41,550 所以我说“很期待续作《空洞骑士:丝之歌》” 787 00:38:41,550 --> 00:38:44,700 其实是故作镇定罢了 788 00:38:47,530 --> 00:38:50,800 “Boss Keys”到此告一段落 789 00:38:50,800 --> 00:38:54,870 在这20集里,我探究了每部主要的“塞尔达”作品 790 00:38:54,870 --> 00:38:56,870 几乎每款“银河战士” 791 00:38:56,870 --> 00:38:58,970 《恶魔城X:月下夜想曲》 792 00:38:58,970 --> 00:38:59,920 《黑暗之魂》 793 00:38:59,920 --> 00:39:02,020 和《空洞骑士》 794 00:39:02,020 --> 00:39:04,720 当然这节目不会就此告终 795 00:39:04,720 --> 00:39:08,750 我会在全新大作如《银河战士Prime 4》 796 00:39:08,750 --> 00:39:10,050 《空洞骑士:丝之歌》 797 00:39:10,050 --> 00:39:12,520 《旷野之息2》推出时继续 798 00:39:12,520 --> 00:39:17,320 没错,我仍有计划为“塞尔达地下城设计”收尾 799 00:39:17,320 --> 00:39:18,920 决不食言 800 00:39:19,170 --> 00:39:23,670 但我一直打算用《空洞骑士》为这系列画上句号 801 00:39:23,670 --> 00:39:25,320 它是我的最爱之一 802 00:39:25,320 --> 00:39:29,200 而且我觉得它也许是史上最棒的“银河恶魔城” 803 00:39:29,200 --> 00:39:31,620 所以很高兴能以高潮谢幕 804 00:39:31,620 --> 00:39:33,950 感谢收看 805 00:39:33,950 --> 00:39:37,300 感谢赞助者们的支持 806 00:39:37,300 --> 00:39:39,470 我们下回见