海啸改变天气取决于你如何玩耍
Ghost Of Tsushima Changes The Weather Depending On How You Play

Ghost Of Tsushima Changes The Weather Depending On How You Play

海啸改变天气取决于你如何玩耍

在大岛的霍斯特,主角金立群的行为实际上会影响天气,我们不只是指他演奏自己的风流,他是一名机械师,可以随时在阳光明媚、雾气、雨和暴风雨之间切换。不,如何选择与蒙古人作战也会改变天气。

在对大岛创意总监纳特· 福克斯(Nate 福克斯)的霍斯特(Ghost of Tsushima)的采访中,他告诉我, “这个游戏的编排绝对是为了提供更多风暴,因为你做的事情都是霍斯特驱动的。 ”

这是一个相当聪明的特点。金立群是大岛霍斯特的一股永恒的自然力量,他放弃了自己的身份,接受霍斯特的象征力量,以便通过缺乏荣誉的手段打败蒙古人。游戏开始时,你可能会用武士的工具打败大多数敌人,因为他们是你能接触到的一切。但是,随着遇到越来越多的困难,你会释放出新的Ghost技能,游戏自然会鼓励你采取一种更加隐蔽的方式。

随着你不再使用武士的技能,开始依赖霍斯特的技能,游戏中的世界将发生变化,以适应你的剧型化风风— —敌人蒙古人入侵该岛时第一次遇到的温柔风风— —不断轰炸可怕的风、暴风和闪电。由于这种情况会更频繁地发生,一些地区自然也会变得更加黑暗,这进一步推销了金立群在看不到他的时候不体面地与对手打交道的想法。

在我对大岛主人的戏谑中,我几乎放弃了《二号法案》(Act II)大约一半时的任何荣誉表象,刚开始在每次战斗中偷偷摸摸。到《第三号法案》开始时,除了我在特定天气条件下进行的一次塔莱斯风暴外,我基本上经常遭受风暴。

埃德蒙德·特兰(Edmond Tran)在詹姆斯波(Gamepot)的《大岛人》(Ghost of Tsushima)评论中写道, “这款游戏达到了很多精彩的电影高潮,最终让它超越了它熟悉的开放世界探索设计的特点,以及它固有的缺陷,这些缺陷和枯燥无味的边缘肯定依然存在。 ”大岛的主人最好是骑马,以自己的方式进入美丽的世界,拿着一把剑和一个截屏按钮,让环境提示和你自己的好奇心引导你。这不是一个很经典的标准,但在很多时候它肯定看起来像一个标准。 ”

In Ghost of Tsushima, protagonist Jin's actions will actually influence the weather--and we don't just mean when he plays his flute, a mechanic which allows you to switch between sunny, foggy, rainy, and storms whenever you want. No, how you choose to fight the Mongols will change the weather as well.

In an interview with Ghost of Tsushima creative director Nate Fox, he told me, "The game is definitely scripted to provide more storms as you do things which are extremely Ghost driven."

It's a rather clever feature. Jin is an unrelenting force of nature in Ghost of Tsushima, abandoning his identity to embrace the symbolic power of the Ghost in order to defeat the Mongols via means that lack honor. At the start of the game, you'll likely defeat most enemies with the tools of the samurai as they'll be all you have access to. But as encounters increase in difficulty and you unlock new Ghost skills, the game naturally encourages you to adopt a more stealth-focused approach.

As you stop using the skills of the samurai and begin relying on those of the Ghost, the in-game world will change to match your playstyle--transforming the gentle breezes that the enemy Mongols first encounter upon invading the island into a constant bombardment of terrifying winds, booming thunder, and flashes of lightning. Because it will be storming more often, areas will naturally be darker too, which further sells the idea of Jin dishonorably engaging his opponents when they can't see him.

In my playthrough of Ghost of Tsushima, I pretty much abandoned any semblance of honor about halfway through Act II and just started being stealthy in every combat encounter. By the start of Act III, I basically had constant storms, save for when I was doing one of the Tales that take place during specific weather conditions.

In GameSpot's Ghost of Tsushima review, Edmond Tran writes, "The game hits a lot of fantastic cinematic highs, and those ultimately lift it above the trappings of its familiar open-world quest design and all the innate weaknesses that come with it--but those imperfections and dull edges are definitely still there. Ghost of Tsushima is at its best when you're riding your horse and taking in the beautiful world on your own terms, armed with a sword and a screenshot button, allowing the environmental cues and your own curiosity to guide you. It's not quite a Criterion classic, but a lot of the time it sure looks like one."

In Ghost of Tsushima, protagonist Jin's actions will actually influence the weather--and we don't just mean when he plays his flute, a mechanic which allows you to switch between sunny, foggy, rainy, and storms whenever you want. No, how you choose to fight the Mongols will change the weather as well.

在大岛的霍斯特,主角金立群的行为实际上会影响天气,我们不只是指他演奏自己的风流,他是一名机械师,可以随时在阳光明媚、雾气、雨和暴风雨之间切换。不,如何选择与蒙古人作战也会改变天气。

In an interview with Ghost of Tsushima creative director Nate Fox, he told me, "The game is definitely scripted to provide more storms as you do things which are extremely Ghost driven."

在对大岛创意总监纳特· 福克斯(Nate 福克斯)的霍斯特(Ghost of Tsushima)的采访中,他告诉我, “这个游戏的编排绝对是为了提供更多风暴,因为你做的事情都是霍斯特驱动的。 ”

It's a rather clever feature. Jin is an unrelenting force of nature in Ghost of Tsushima, abandoning his identity to embrace the symbolic power of the Ghost in order to defeat the Mongols via means that lack honor. At the start of the game, you'll likely defeat most enemies with the tools of the samurai as they'll be all you have access to. But as encounters increase in difficulty and you unlock new Ghost skills, the game naturally encourages you to adopt a more stealth-focused approach.

这是一个相当聪明的特点。金立群是大岛霍斯特的一股永恒的自然力量,他放弃了自己的身份,接受霍斯特的象征力量,以便通过缺乏荣誉的手段打败蒙古人。游戏开始时,你可能会用武士的工具打败大多数敌人,因为他们是你能接触到的一切。但是,随着遇到越来越多的困难,你会释放出新的Ghost技能,游戏自然会鼓励你采取一种更加隐蔽的方式。

As you stop using the skills of the samurai and begin relying on those of the Ghost, the in-game world will change to match your playstyle--transforming the gentle breezes that the enemy Mongols first encounter upon invading the island into a constant bombardment of terrifying winds, booming thunder, and flashes of lightning. Because it will be storming more often, areas will naturally be darker too, which further sells the idea of Jin dishonorably engaging his opponents when they can't see him.

随着你不再使用武士的技能,开始依赖霍斯特的技能,游戏中的世界将发生变化,以适应你的剧型化风风— —敌人蒙古人入侵该岛时第一次遇到的温柔风风— —不断轰炸可怕的风、暴风和闪电。由于这种情况会更频繁地发生,一些地区自然也会变得更加黑暗,这进一步推销了金立群在看不到他的时候不体面地与对手打交道的想法。

In my playthrough of Ghost of Tsushima, I pretty much abandoned any semblance of honor about halfway through Act II and just started being stealthy in every combat encounter. By the start of Act III, I basically had constant storms, save for when I was doing one of the Tales that take place during specific weather conditions.

在我对大岛主人的戏谑中,我几乎放弃了《二号法案》(Act II)大约一半时的任何荣誉表象,刚开始在每次战斗中偷偷摸摸。到《第三号法案》开始时,除了我在特定天气条件下进行的一次塔莱斯风暴外,我基本上经常遭受风暴。

In GameSpot's Ghost of Tsushima review, Edmond Tran writes, "The game hits a lot of fantastic cinematic highs, and those ultimately lift it above the trappings of its familiar open-world quest design and all the innate weaknesses that come with it--but those imperfections and dull edges are definitely still there. Ghost of Tsushima is at its best when you're riding your horse and taking in the beautiful world on your own terms, armed with a sword and a screenshot button, allowing the environmental cues and your own curiosity to guide you. It's not quite a Criterion classic, but a lot of the time it sure looks like one."

埃德蒙德·特兰(Edmond Tran)在詹姆斯波(Gamepot)的《大岛人》(Ghost of Tsushima)评论中写道, “这款游戏达到了很多精彩的电影高潮,最终让它超越了它熟悉的开放世界探索设计的特点,以及它固有的缺陷,这些缺陷和枯燥无味的边缘肯定依然存在。 ”大岛的主人最好是骑马,以自己的方式进入美丽的世界,拿着一把剑和一个截屏按钮,让环境提示和你自己的好奇心引导你。这不是一个很经典的标准,但在很多时候它肯定看起来像一个标准。 ”