全面的早期获取审查-- --小演员
Grounded Early Access Review - Little Acorns

Grounded Early Access Review - Little Acorns

全面的早期获取审查-- --小演员

编辑的说明:本审查根据访问的早期状况对四舍五入进行评价。我们计划在报告完全公布后再次对其进行审查。

想想你最喜欢的生存游戏吧。回想一下它们是如何发起的。想想它们最初的公开展示吧。如果你最喜欢的东西和我一样,你会注意到一种趋势:当它们首次向公众推出时,没有一个很好。

Subnautica在发射时让我站在我座位的边缘,但情况非常糟糕。四年后,在我最喜欢的一年中,包括战争之神和红死人赎回(赎回 2)在内,它的建设是我最喜欢的游戏之一。同样,森林只是带来了它最终会变成的可怕冒险的阴影。在发射时,几乎没有人的天空受到普遍批评,但它最终发挥了潜力,超越了这个范围。取材自Obsidian Entertainment ,目前处于上述早期进入阶段的早期阶段,在许多方面都缺乏。但是,就像上文提到的游戏一样,它似乎有潜力发展成为一个大得多的东西。

像很多其他游戏一样, “圆圈”把你放在四个圣节探险家之一的位置上,挑战你的生存。不是把你送到一个搁浅的岛屿或一个海洋覆盖的星球,而是把你放在郊区的后院。问题的症结是什么?你的正常规模是你的两千分之一。你可以摆脱一个被《小孩子》(Honey I Shrunk The Kids)、 《魔术学校巴士》(The Magic School Bus)或《解剖学公园》(Anatomy Park)等东西直接拉走的局面,如果你对这些事情有任何好感,那么参与这种局面是非常酷的。

你醒来时不记得自己是如何在这种情况下登陆的,你的目标有两个:想办法回到正常的规模(因为篮球的原因,这个规模可能更大一些),更有压力的是生存下来。这两个目标都不是那么简单。

在目前的状态下,你实际上可以在不到30分钟的时间里总结Gounded的故事内容。一旦你知道自己在做什么,去哪里,就不会有什么东西阻止你完成“ ‘完成’比赛所需的步骤。 ”从那里,你就能完成基本的遗赠,你可以继续在后院世界探索和建设,但你不会实现任何故事目标。

当然,这个故事远远没有以目前的形式结束。在你完成现有工作后,你不再"大" ;其余的工作根本还没有实施。这并不是像Subnautica和The Forest这样其他专注于故事的生存游戏在推出时一样出人意料。那么,过了很短的一段时间,你就只剩下一个目标了:生存。

生存游戏涉及优先管理。好的是有一系列核对清单,对于你来说,关键的任务是在游戏中的每一天打勾,以便在明天急切地重新开始登记。但是,玩一场出色的生存游戏的刺激来自优先管理导致意想不到的故事的方式。

你需要食物和水,否则你就会死亡。第一天涉及确定什么是可以食用的,什么是不能食用的。你可以吃蘑菇,也可以可靠地发现草地上悬挂着水。不幸的是,因为你就像一个乐高(Lego)人物的手一样大,你会发现妈妈们会试图吃你。

突然之间,你的工作重点发生了变化。现在你需要食物、水和一些东西来保护自己。四舍五入的特点是SCAB OS这种大系统,它有助于详细制定菜谱。幸运的是,在寻找你需要的Pebblet 、 Sprigs和Plant Fibres时,你可能会被困在蜘蛛网里。而且,你们的优先事项也发生了变化。围捕有这些令人信服的生存花招。

虽然进步表面上与“扫描”机制有关,即把物品输入电脑,学习新的配方,但真正的增长来自你自己的内部化。你越了解世界,就越有能力管理自己的需求和需要。这种知识导致有能力改变你的管理战略。即使其幼体形式,圆圈也为你提供了一系列消除生存压力的方法。你可以建造食堂来运送水和储水罐。你可以做饭、筑墙、手工艺盔甲、武器等等。

了解这些情况使你能够进一步调整任务清单,以提高效率。即使你是一个微型的Bear Grylls ,第二对第二的叙事也在不断变化,因为总是有什么东西你在角落里说不过去(很高兴,游戏的特色是一种能迎合厌恶农业的人的模式)。虽然每条线路的地图布局都是固定的,但大部分资源和敌人的位置都不是固定的。因此,即使你确切知道自己在做什么,也会有一种不可避免的感觉,那就是,事情总是在片刻之后才会发生可怕的错误。

在一次成功的赛跑中,两位巨星沃尔夫·斯皮德尔(Wolf Spiders - - - - - - - - - -令人讨厌的跳跃野兽,与价格波幅(HNA Rover)的规模相比,后者决定离开自己的家,摧毁我们组织的基地。我们没有采取任何行动来挑起这次袭击,而且由于无法同时击败两名Wolf Spiders ,我们被迫坐在一起,看着基地被摧毁。或者我们这样想。当两名女子甲虫出现并开始攻击蜘蛛侠时,我们免于了一定的死亡。

生存游戏之所以特殊,是因为其他人都不会有同样的故事。围绕着这个新出现的因素,以一种自然和间接的方式指甲。当变性剂突袭你在森林的基地时,或者当Leviathan袭击你在Subnautica的自行车时,你也会有同样的感觉。这些都是常见的情况,但其周围的情况使其个人情有可原。

使我们回到地球上来的是,它的优先事项根本缺乏深度。目前游戏中的生存循环实在太短了,太容易管理和控制。除了为BURG - L — —标志着这款游戏当前故事内容结束的有用的烤串机器人— —做准备之外,几乎没有理由把你的触角拓展到他们无法控制的范围之外。

事实上,就目前的形式而言,以创造性模式以外的任何其他方式建立巨大的基地,都是一种西西里人的努力。虽然伍尔夫·斯皮德(Wolf Spider)的双重攻击故事是我自己的故事,但这并不是罕见的事情,社区里的很多人都在谈论这种过于敌对的野生动物及其破坏基底的欲望。你找到的是肯定的录音带,录音带是说明野生动物突然变得异常敌对的主要叙事工具,所以我们可能最终会发现为什么昆虫如此聚集。不过,在这个问题得到解决之前,把基地建设成永久性的建筑,比如汽水罐,通常会更好,即使到那时,你也只是把最大的添加剂排除在外。

虽然Ground公司肯定有扩大的计划,但在世界某些地区, "在建"磁带总体上在早期进入方面感觉有点小。撇开惩罚不谈,地图并不觉得有那么大的面积可以感觉。你能快速移动,跳得很高,几乎没有摔倒的损伤,你甚至还能得到一个舞狮,让你可以滑动。这款游戏有一个卡通冒险的氛围,所以弧形运动是有道理的,但一旦你完全理解它,额外的速度实际上会缩小地图。

奇怪的是,游戏中没有无线电指南针,这在一开始会让你难以绕过。很容易在一些litterbug后院的草地丛林中翻转,因为发现任何地标性建筑都会很棘手。在你得到珠轴承(并添加一些路标)之前,当你在地图上穿行时,唯一真正让你放慢脚步的是,需要点击M来确定你要去的地方。

围圈有必要的基础来变成一场伟大的生存游戏,但还有很长的路要走。正式术语来自航空-- --飞行员无论出于何种原因无法飞行,都会被四舍五入。对于奥西迪安进军合作公寓生存类型的现状来说,这是一个非常恰当的名字。但是,就像一架芭莎木机一样,格恩德坐在一个强大橡胶波段的拉伸张力处。它纯粹是一种未加掺杂的潜在能量,我们所能做的就是坐视不理,等着看橡胶乐队是否会突飞猛进,或者比赛是否会成功。我想这是天注定的。

Editor's note: This review evaluates Grounded based on its early access state. We plan on reviewing Grounded again once it gets a full release.

Think about your favourite survival games. Think back to how they launched. Think of their initial public showing. If your favourites are like mine, you'll notice a trend: None of them were very good when they first launched to the general public.

Subnautica had me on the edge of my seat at launch, but it ran terribly. Four years later and its 1.0 build was one of my favourite games in a year that included God of War and Red Dead Redemption 2. The Forest, similarly, launched a mere shadow of the terrifying adventure it would eventually become. No Man's Sky was near-universally criticised at launch, but it eventually reached its potential and went beyond. Grounded, from Obsidian Entertainment, is currently in the early part of the aforementioned Early Access phase, and is lacking in many respects. But, like the games mentioned above, it has what feels like the potential to grow into something much, much greater.

A co-op survival game like many others, Grounded puts you in the shoes of one of four tween explorers and challenges you to live. Instead of sending you to a stranded island or an ocean-covered planet, Grounded plonks you in a suburban backyard. The twist? You're one two-thousandth your regular size. You get to live out a situation that is pulled straight out of things like Honey I Shrunk The Kids, The Magic School Bus, or Anatomy Park, and if you have any affinity for those things, getting to take part in the situation is very cool.

You awaken with no memory of how you landed in this situation, and your goals are twofold: work out how to return to your normal size (maybe even a little bigger, for basketball reasons) and, more pressingly, to survive. Neither objective is all that simple.

In its current state you can actually wrap up the story content of Grounded in under 30 minutes. Once you know what you're doing and where to go, there's little stopping you from completing the steps necessary to "'finish" the game. From there, you're able to complete rudimentary quests, and you can continue to explore and build within the backyard world, but you won't be achieving any story goals.

Of course, the story is far from finished in its current form. You aren't "big" again after you finish what's available; the rest of it simply hasn't been implemented yet. That's not surprising--other story-focussed survival games like Subnautica and The Forest were the same when they launched. After a short period, then, you're left with really just one goal: survival.

Survival games are about priority management. The good ones are a series of checklists, vital tasks for you to tick off each in-game day in order to eagerly start the list anew tomorrow. But the thrill of playing an outstanding survival game comes from the way that priority management leads to unexpected storylines.

Grounded starts out deceptively easy--you need food and water or you will perish. Day one involves working out what is edible and what isn't. You can eat mushrooms and you can reliably find water dew dangling from blades of grass. Unfortunately, because you're the size of a Lego figure's hand, you discover that mites will try to eat you.

Suddenly, your priorities change. Now you need food, water, and something to defend yourself. Grounded features a great system in the form of SCA.B OS, which helpfully details crafting recipes. Unluckily, while hunting for the Pebblet, Sprigs, and Plant Fibres you need to make a spear, you might get stuck in a spider web. And again, your priorities change. Grounded has those compelling survival game hooks.

While progression is superficially tied to the "scanning" mechanism, wherein you feed objects into a computer to learn new recipes, the real growth comes from your own internalisation. The better you understand the world, the better you're able to manage your wants and needs. And that knowledge leads to the ability to alter your management strategies. Even in its larval form, Grounded provides you with an array of methods for negating the pressures of survival. You can build canteens to carry water and tanks to store it. You can cook food, build walls, and craft armour, weapons, and more.

And knowing these things allows you to adjust your task list further to enhance efficiency. Even when you're a miniature Bear Grylls, the second-to-second narrative is continuously changing because there's always something you can't account for just around the corner (thankfully, the game features a mode to cater to arachnophobes). While the map layout is fixed in each run, much of the resource and enemy placement is not. So even when you know exactly what you're doing, there's an air of inevitability in the knowledge that things are always just moments away from going terribly wrong.

At one point in a successful run, two giant Wolf Spiders--nasty jumping beasts about the size of a Range Rover compared to the player character--decided to leave their homes and destroy my group's base. We'd done nothing to provoke the attack, and being unable to defeat two Wolf Spiders at once, we were forced to simply sit and watch as our base was demolished. Or so we thought. We were saved from certain death when two lady beetles showed up and started attacking the spiders.

What makes survival games special is that nobody else will have that exact same story. And Grounded nails that emergent element in a way that's natural and consequential. It's the same feeling you get when mutants raid your base in The Forest, or when Leviathans attack your Cyclops in Subnautica. These are common occurrences, but the circumstances surrounding them make them endearingly personal.

What brings Grounded back to earth is the sheer lack of depth in its priorities. The survival loop in the game as it is right now is simply too short, too easy to manage and get a complete hold of. And apart from doing quests for BURG-L--the helpful grilling robot who marks the end of the game's current story content--there's little reason to extend your reach beyond their grasp.

In fact, in its current form, building giant bases in anything but Creative mode is a Sisyphean effort. While the dual Wolf Spider attack story is my own, it's not exactly a rare occurrence and many players in the community have spoken about the overly hostile wildlife and its base-wrecking desires. The tapes you find--yes, audiotapes are a primary narrative device--hint at the wildlife suddenly becoming unusually hostile, so we might eventually find out why the insects are so aggro. Until that can be dealt with, though, you're generally better off building your base into a permanent structure, like a soda can--and even then, you're only keeping out the biggest of baddies.

And while Grounded definitely has plans to expand--there is "under construction" tape in some areas of the map--the world feels, overall, a little small in early access. Puns aside, the map doesn't feel like it has square footage to feel vast. You move around it quickly, you jump high and suffer little fall damage, and you can even get a dandelion to allow you to glide. The game has a cartoon adventure vibe, so the arcade-style movement makes sense, but the extra speed effectively shrinks the map once you come to understand it fully.

Strangely, there's no radial compass in the game, which initially makes finding your way around difficult. It's easy to get turned around in the grass stalk forests of some litterbug's backyard because it can be tricky to spot any landmarks. And until you get your bearings (and add some trail markers) the only thing that really slows you down as you bunny-hop across the map is the need to tap M to work out where you're going.

Grounded has the foundation needed to turn into a great survival game, but it has a long way to go yet. The titular term comes from aviation--when a pilot finds themselves, for whatever reason, unable to fly, they are Grounded. It's a pretty apt name for the current state of Obsidian's foray into the co-op survival genre. But like a balsa wood airplane, Grounded sits at the outstretched tension point of a strong rubber band. It is pure, unadulterated potential energy, and all we can do is sit back and wait to see if that rubber band snaps or if the game achieves take off. I think it's gonna fly.

Editor's note: This review evaluates Grounded based on its early access state. We plan on reviewing Grounded again once it gets a full release.

编辑的说明:本审查根据访问的早期状况对四舍五入进行评价。我们计划在报告完全公布后再次对其进行审查。

Think about your favourite survival games. Think back to how they launched. Think of their initial public showing. If your favourites are like mine, you'll notice a trend: None of them were very good when they first launched to the general public.

想想你最喜欢的生存游戏吧。回想一下它们是如何发起的。想想它们最初的公开展示吧。如果你最喜欢的东西和我一样,你会注意到一种趋势:当它们首次向公众推出时,没有一个很好。

Subnautica had me on the edge of my seat at launch, but it ran terribly. Four years later and its 1.0 build was one of my favourite games in a year that included God of War and Red Dead Redemption 2. The Forest, similarly, launched a mere shadow of the terrifying adventure it would eventually become. No Man's Sky was near-universally criticised at launch, but it eventually reached its potential and went beyond. Grounded, from Obsidian Entertainment, is currently in the early part of the aforementioned Early Access phase, and is lacking in many respects. But, like the games mentioned above, it has what feels like the potential to grow into something much, much greater.

Subnautica在发射时让我站在我座位的边缘,但情况非常糟糕。四年后,在我最喜欢的一年中,包括战争之神和红死人赎回(赎回 2)在内,它的建设是我最喜欢的游戏之一。同样,森林只是带来了它最终会变成的可怕冒险的阴影。在发射时,几乎没有人的天空受到普遍批评,但它最终发挥了潜力,超越了这个范围。取材自Obsidian Entertainment ,目前处于上述早期进入阶段的早期阶段,在许多方面都缺乏。但是,就像上文提到的游戏一样,它似乎有潜力发展成为一个大得多的东西。

A co-op survival game like many others, Grounded puts you in the shoes of one of four tween explorers and challenges you to live. Instead of sending you to a stranded island or an ocean-covered planet, Grounded plonks you in a suburban backyard. The twist? You're one two-thousandth your regular size. You get to live out a situation that is pulled straight out of things like Honey I Shrunk The Kids, The Magic School Bus, or Anatomy Park, and if you have any affinity for those things, getting to take part in the situation is very cool.

像很多其他游戏一样, “圆圈”把你放在四个圣节探险家之一的位置上,挑战你的生存。不是把你送到一个搁浅的岛屿或一个海洋覆盖的星球,而是把你放在郊区的后院。问题的症结是什么?你的正常规模是你的两千分之一。你可以摆脱一个被《小孩子》(Honey I Shrunk The Kids)、 《魔术学校巴士》(The Magic School Bus)或《解剖学公园》(Anatomy Park)等东西直接拉走的局面,如果你对这些事情有任何好感,那么参与这种局面是非常酷的。

You awaken with no memory of how you landed in this situation, and your goals are twofold: work out how to return to your normal size (maybe even a little bigger, for basketball reasons) and, more pressingly, to survive. Neither objective is all that simple.

你醒来时不记得自己是如何在这种情况下登陆的,你的目标有两个:想办法回到正常的规模(因为篮球的原因,这个规模可能更大一些),更有压力的是生存下来。这两个目标都不是那么简单。

In its current state you can actually wrap up the story content of Grounded in under 30 minutes. Once you know what you're doing and where to go, there's little stopping you from completing the steps necessary to "'finish" the game. From there, you're able to complete rudimentary quests, and you can continue to explore and build within the backyard world, but you won't be achieving any story goals.

在目前的状态下,你实际上可以在不到30分钟的时间里总结Gounded的故事内容。一旦你知道自己在做什么,去哪里,就不会有什么东西阻止你完成“ ‘完成’比赛所需的步骤。 ”从那里,你就能完成基本的遗赠,你可以继续在后院世界探索和建设,但你不会实现任何故事目标。

Of course, the story is far from finished in its current form. You aren't "big" again after you finish what's available; the rest of it simply hasn't been implemented yet. That's not surprising--other story-focussed survival games like Subnautica and The Forest were the same when they launched. After a short period, then, you're left with really just one goal: survival.

当然,这个故事远远没有以目前的形式结束。在你完成现有工作后,你不再"大" ;其余的工作根本还没有实施。这并不是像Subnautica和The Forest这样其他专注于故事的生存游戏在推出时一样出人意料。那么,过了很短的一段时间,你就只剩下一个目标了:生存。

Survival games are about priority management. The good ones are a series of checklists, vital tasks for you to tick off each in-game day in order to eagerly start the list anew tomorrow. But the thrill of playing an outstanding survival game comes from the way that priority management leads to unexpected storylines.

生存游戏涉及优先管理。好的是有一系列核对清单,对于你来说,关键的任务是在游戏中的每一天打勾,以便在明天急切地重新开始登记。但是,玩一场出色的生存游戏的刺激来自优先管理导致意想不到的故事的方式。

Grounded starts out deceptively easy--you need food and water or you will perish. Day one involves working out what is edible and what isn't. You can eat mushrooms and you can reliably find water dew dangling from blades of grass. Unfortunately, because you're the size of a Lego figure's hand, you discover that mites will try to eat you.

你需要食物和水,否则你就会死亡。第一天涉及确定什么是可以食用的,什么是不能食用的。你可以吃蘑菇,也可以可靠地发现草地上悬挂着水。不幸的是,因为你就像一个乐高(Lego)人物的手一样大,你会发现妈妈们会试图吃你。

Suddenly, your priorities change. Now you need food, water, and something to defend yourself. Grounded features a great system in the form of SCA.B OS, which helpfully details crafting recipes. Unluckily, while hunting for the Pebblet, Sprigs, and Plant Fibres you need to make a spear, you might get stuck in a spider web. And again, your priorities change. Grounded has those compelling survival game hooks.

突然之间,你的工作重点发生了变化。现在你需要食物、水和一些东西来保护自己。四舍五入的特点是SCAB OS这种大系统,它有助于详细制定菜谱。幸运的是,在寻找你需要的Pebblet 、 Sprigs和Plant Fibres时,你可能会被困在蜘蛛网里。而且,你们的优先事项也发生了变化。围捕有这些令人信服的生存花招。

While progression is superficially tied to the "scanning" mechanism, wherein you feed objects into a computer to learn new recipes, the real growth comes from your own internalisation. The better you understand the world, the better you're able to manage your wants and needs. And that knowledge leads to the ability to alter your management strategies. Even in its larval form, Grounded provides you with an array of methods for negating the pressures of survival. You can build canteens to carry water and tanks to store it. You can cook food, build walls, and craft armour, weapons, and more.

虽然进步表面上与“扫描”机制有关,即把物品输入电脑,学习新的配方,但真正的增长来自你自己的内部化。你越了解世界,就越有能力管理自己的需求和需要。这种知识导致有能力改变你的管理战略。即使其幼体形式,圆圈也为你提供了一系列消除生存压力的方法。你可以建造食堂来运送水和储水罐。你可以做饭、筑墙、手工艺盔甲、武器等等。

And knowing these things allows you to adjust your task list further to enhance efficiency. Even when you're a miniature Bear Grylls, the second-to-second narrative is continuously changing because there's always something you can't account for just around the corner (thankfully, the game features a mode to cater to arachnophobes). While the map layout is fixed in each run, much of the resource and enemy placement is not. So even when you know exactly what you're doing, there's an air of inevitability in the knowledge that things are always just moments away from going terribly wrong.

了解这些情况使你能够进一步调整任务清单,以提高效率。即使你是一个微型的Bear Grylls ,第二对第二的叙事也在不断变化,因为总是有什么东西你在角落里说不过去(很高兴,游戏的特色是一种能迎合厌恶农业的人的模式)。虽然每条线路的地图布局都是固定的,但大部分资源和敌人的位置都不是固定的。因此,即使你确切知道自己在做什么,也会有一种不可避免的感觉,那就是,事情总是在片刻之后才会发生可怕的错误。

At one point in a successful run, two giant Wolf Spiders--nasty jumping beasts about the size of a Range Rover compared to the player character--decided to leave their homes and destroy my group's base. We'd done nothing to provoke the attack, and being unable to defeat two Wolf Spiders at once, we were forced to simply sit and watch as our base was demolished. Or so we thought. We were saved from certain death when two lady beetles showed up and started attacking the spiders.

在一次成功的赛跑中,两位巨星沃尔夫·斯皮德尔(Wolf Spiders - - - - - - - - - -令人讨厌的跳跃野兽,与价格波幅(HNA Rover)的规模相比,后者决定离开自己的家,摧毁我们组织的基地。我们没有采取任何行动来挑起这次袭击,而且由于无法同时击败两名Wolf Spiders ,我们被迫坐在一起,看着基地被摧毁。或者我们这样想。当两名女子甲虫出现并开始攻击蜘蛛侠时,我们免于了一定的死亡。

What makes survival games special is that nobody else will have that exact same story. And Grounded nails that emergent element in a way that's natural and consequential. It's the same feeling you get when mutants raid your base in The Forest, or when Leviathans attack your Cyclops in Subnautica. These are common occurrences, but the circumstances surrounding them make them endearingly personal.

生存游戏之所以特殊,是因为其他人都不会有同样的故事。围绕着这个新出现的因素,以一种自然和间接的方式指甲。当变性剂突袭你在森林的基地时,或者当Leviathan袭击你在Subnautica的自行车时,你也会有同样的感觉。这些都是常见的情况,但其周围的情况使其个人情有可原。

What brings Grounded back to earth is the sheer lack of depth in its priorities. The survival loop in the game as it is right now is simply too short, too easy to manage and get a complete hold of. And apart from doing quests for BURG-L--the helpful grilling robot who marks the end of the game's current story content--there's little reason to extend your reach beyond their grasp.

使我们回到地球上来的是,它的优先事项根本缺乏深度。目前游戏中的生存循环实在太短了,太容易管理和控制。除了为BURG - L — —标志着这款游戏当前故事内容结束的有用的烤串机器人— —做准备之外,几乎没有理由把你的触角拓展到他们无法控制的范围之外。

In fact, in its current form, building giant bases in anything but Creative mode is a Sisyphean effort. While the dual Wolf Spider attack story is my own, it's not exactly a rare occurrence and many players in the community have spoken about the overly hostile wildlife and its base-wrecking desires. The tapes you find--yes, audiotapes are a primary narrative device--hint at the wildlife suddenly becoming unusually hostile, so we might eventually find out why the insects are so aggro. Until that can be dealt with, though, you're generally better off building your base into a permanent structure, like a soda can--and even then, you're only keeping out the biggest of baddies.

事实上,就目前的形式而言,以创造性模式以外的任何其他方式建立巨大的基地,都是一种西西里人的努力。虽然伍尔夫·斯皮德(Wolf Spider)的双重攻击故事是我自己的故事,但这并不是罕见的事情,社区里的很多人都在谈论这种过于敌对的野生动物及其破坏基底的欲望。你找到的是肯定的录音带,录音带是说明野生动物突然变得异常敌对的主要叙事工具,所以我们可能最终会发现为什么昆虫如此聚集。不过,在这个问题得到解决之前,把基地建设成永久性的建筑,比如汽水罐,通常会更好,即使到那时,你也只是把最大的添加剂排除在外。

And while Grounded definitely has plans to expand--there is "under construction" tape in some areas of the map--the world feels, overall, a little small in early access. Puns aside, the map doesn't feel like it has square footage to feel vast. You move around it quickly, you jump high and suffer little fall damage, and you can even get a dandelion to allow you to glide. The game has a cartoon adventure vibe, so the arcade-style movement makes sense, but the extra speed effectively shrinks the map once you come to understand it fully.

虽然Ground公司肯定有扩大的计划,但在世界某些地区, "在建"磁带总体上在早期进入方面感觉有点小。撇开惩罚不谈,地图并不觉得有那么大的面积可以感觉。你能快速移动,跳得很高,几乎没有摔倒的损伤,你甚至还能得到一个舞狮,让你可以滑动。这款游戏有一个卡通冒险的氛围,所以弧形运动是有道理的,但一旦你完全理解它,额外的速度实际上会缩小地图。

Strangely, there's no radial compass in the game, which initially makes finding your way around difficult. It's easy to get turned around in the grass stalk forests of some litterbug's backyard because it can be tricky to spot any landmarks. And until you get your bearings (and add some trail markers) the only thing that really slows you down as you bunny-hop across the map is the need to tap M to work out where you're going.

奇怪的是,游戏中没有无线电指南针,这在一开始会让你难以绕过。很容易在一些litterbug后院的草地丛林中翻转,因为发现任何地标性建筑都会很棘手。在你得到珠轴承(并添加一些路标)之前,当你在地图上穿行时,唯一真正让你放慢脚步的是,需要点击M来确定你要去的地方。

Grounded has the foundation needed to turn into a great survival game, but it has a long way to go yet. The titular term comes from aviation--when a pilot finds themselves, for whatever reason, unable to fly, they are Grounded. It's a pretty apt name for the current state of Obsidian's foray into the co-op survival genre. But like a balsa wood airplane, Grounded sits at the outstretched tension point of a strong rubber band. It is pure, unadulterated potential energy, and all we can do is sit back and wait to see if that rubber band snaps or if the game achieves take off. I think it's gonna fly.

围圈有必要的基础来变成一场伟大的生存游戏,但还有很长的路要走。正式术语来自航空-- --飞行员无论出于何种原因无法飞行,都会被四舍五入。对于奥西迪安进军合作公寓生存类型的现状来说,这是一个非常恰当的名字。但是,就像一架芭莎木机一样,格恩德坐在一个强大橡胶波段的拉伸张力处。它纯粹是一种未加掺杂的潜在能量,我们所能做的就是坐视不理,等着看橡胶乐队是否会突飞猛进,或者比赛是否会成功。我想这是天注定的。