不错的续作,比1代有所进步,但我希望进步能更多一点—— 一击必杀2评测.
A decent sequel, some improvements to the first enrty, but I wish I get more——OFDP2 review
首先感谢牛关、野蔷薇计划和开发者给予我的评测版本。老规矩直接上当前版本的(版本20)分数:7.5/10
A huge thanks to cowlevel.net, its wild rose project and the game developer for sending me a review copy, for english version of this review, just scroll dow. First I will give a score to current build (build 20): 7.5/10
鉴于本游戏的特殊类型,这里本人对自己一贯评测的格式做出了部分修改
作为1代忠实玩家,我依然记得我来到国外求学的第一年,在百无聊赖之际看到YouTube上的游戏Up Jacksepiceye做了这个游戏。当时我的第一反应是:哇,这游戏也太酷炫。于是在那年的冬季特惠买了这个游戏,在我各个steam账号的总游戏时间加起来超过了80小时,我甚至还自己花钱赠送朋友安利这个游戏(这可能是目前唯一让我自费安利的游戏了)。所以当我看到2代的时候,因为我个人对于续作有着极高的期望,所以给分可能确实有严苛的地方。废话就说道这里,我们进入正题。
艺术风格
本游戏传承了一代的火柴人那种简约的风格,主角和敌人都是没有任何差别,精英和boss仅仅用颜色和boss头上的王冠加以区别。与一代不同的是,这代在使用技能的时候加入了偏向美式的漫画风格立绘(虽然我个人觉得加入立绘和整体艺术风格相比有点突兀,毕竟游戏走简约风格的)。整体艺术风格会暗示玩家把注意力集中在游戏的核心机制上。

部分立绘有着浓重的东方风格

个人真的还蛮喜欢这种东方武侠+激光剑的立绘
正如一代一样,当玩家击倒敌人后,游戏会随机进入慢动作、x光视角来显示敌人惨烈的死法,给玩家一种化身为功夫片/超级英雄片主角的爽快感。整体动作非常流畅,里面的武术动作一板一眼,从对于武术动作的设计就能看的出制作者是非常热爱武术的外国友人。

敌人非常猎奇的死法增加了玩家在游戏中的乐趣
游戏机制
和一代一样,游戏核心机制非常简单,整个游戏只用一个鼠标就可以游玩:敌人从左边进入攻击范围时按左键,从右边接近的时候按右键,玩家操纵的火柴人就会自动攻击敌人,按得过早或是过晚都会收到惩罚。游戏设计者在此基础上加入需要多次攻击的精英敌人、交战后有类似Osu系统的高级精英和结合了精英和高级精英机制的boss敌人。游戏过程中玩家还从敌人身上会获得枪械、暗器、近战武器来增加自己的攻击距离或者可以秒杀精英敌人。总体来说,一击必杀系列的系统是那种简单易学,但是难于精通。玩家要想在游戏中走的更远,只能不断磨炼自己的反应力

看见蓝色按左键,看见橘色按右键,游戏就建立在这样一个简单的机制上


Boss混合了所有敌人的机制
那么明明这么简单的游戏机制,为什么一代会让本人玩这么久的时间呢?答案很简单:游戏的艺术风格和简单的机制结合的巧妙程度。虽然每次点击鼠标左右键对于玩家来说是个非常简单的事情,但是结合游戏中火柴人对敌人拳拳到肉的打击配合被打的七零八落的敌人,给了玩家非常强烈的正反馈。这游戏让我想到了当时红极一时的superhot,两者都是借助游戏的艺术表现(哪怕都是非常简单的画面)让玩家在游戏过程中感觉自己像是黑客帝国或是李小龙电影的主角,从而减少游戏因为机制单调而造成的重复感。




游戏中提供了多种武器、技能来降低玩家的重复感
音乐/声效
游戏一代主打我个人很吃的东方式风格,到了二代就变成了电子风格的BGM,个人感觉不是特别吃。但是结合这种立绘,笔者大致能猜测到制作组想要将二代从一代单纯的东方风格的武打区分开来的意图。
游戏音效(感觉)主要受到武打片音效的启发,攻击的拳风和敌人被打的声音就像从那种上世纪武打片中穿越来的一样,非常的带感。
与一代相比的进步之处
作为续作,制作组自然会在一代的基础上进行改进。个人感觉一代最大的问题是单调性:虽然游戏提供了多种模式,例如乱斗、老旧电影、投掷武器局、boss局。但总的上来说在每一局中做的事情相对是固定的。在二代当中设计者取消了看似不同实则多余的关卡,仅仅保留了乱斗、多重和少量其他关卡。作为替代,制作组在关卡内加入了随机时间会触发的骑马战、投掷战和自动攻击来让玩家在同一关卡体验不同的战斗方式。

关卡内会随机出现的骑马战让我感觉耳目一新

部分敌人还会出现QTE局
此外本作还加入了一个我个人觉得很有意思的关卡:目标关。这类关卡需要玩家用远程武器击杀一定数量的特定敌人。第一次见到这种关卡让我顿时感到眼前一亮,总体来说一击必杀系列还是主要考验玩家的反应速度,但是目标关的加入在考验玩家的被动反应的同时同样要求玩家有一定主动思考的能力:无脑击杀携带远程武器敌人可能导致玩家在见到目标之前就将手上的弹药用完,从而需要其重新击杀携带弹药的敌人。虽然只是一个玩法上小小的变化,但是我个人来说还是非常喜欢这种思维方式上的突破的。

例如图中玩家可以直接攻击右边的目标(不算成功击杀)。而正确的做法是先击杀左边的敌人,获得他身上的弓箭之后再使用弓去远程击杀目标
一代除了三个难度的剧情模式模式之外就只有一个无尽生存模式。二代当中保留了生存模式,并加入了一个随机模式(虽然随机模式藏在更多选项菜单里面)

在随机模式中玩家的生命值在经过每个关卡之后不会回复(部分关卡通关后回回复玩家部分血量、技能和奖励关回血依旧有效)。玩家可以自由选择下一步想挑战的关卡。这个模式让我想起了NS上塞尔达无双的冒险地图模式,个人感觉有这个模式有很大发展潜力,只是目前来说(我体验到的)只是一些零碎的随机关卡拼凑的地图。如果结合技能、货币等其他rougelike元素的话,估计会是本作的一大亮点所在。
一代的技能系统也得到了改善。相比一代一次只能携带3个技能(而且大多数技能都十分的鸡肋),二代中变更为了在部分关卡过关后玩家会获得技能点。玩家可以自由分配/重置现有的技能点,而且只要点出的技能就一直有效,这一点让我感觉进步很大。
还有一点不得不提的个人非常喜欢的进步是,一代的技能触发条件是击杀数。这就导致了很多技能的触发是重叠的,例如我在触发了单侧全部敌人后立刻触发清屏技能,导致了技能一部分被浪费。设计者在二代解决这个问题的方法就是将技能的触发改为时间冷却,且进入关卡后技能初始冷却是随机的。这一细小的改动极大程度上改变了一代技能系统的一大缺点。
值得改进之处
作为外国友人开发的游戏,汉化自然是一道很大的坎。不过作为从Build 001开始玩的玩家,我是能从中看到开发者的追求进步的态度的。但是还是有剩余汉化bug没有解决,一下给出截图:


这里护盾技能的中文描述出现了问题
除此之外我希望改进的是中文字体。相比英文那种很有漫画风格的字体,中文字体显得十分的生硬和单调,和游戏的美术风格感觉不是很搭调。
虽然相比01版本中大地图玩家人物一次只能移动一格来说,现今版本能够自由移动已经有很大的进步了。但是我希望作者能像一代一样加入大地图当中的缩放功能,并且将已经通过的关卡和未通过关卡做出明显的区分。
总结
总体来说,一击必杀2作为续作是一款十分合格的作品。制作组在一代的基础上进行了许多的改良,从01版本到现在的20版本的patchnote也能看的出制作组追求进步的态度。对于一个定价仅32元的游戏,我觉得基本可以推荐给所有能够接受火柴人画风的玩家游玩。时不时打上几关,配合游戏中的击打动作,能够很大程度舒缓生活中的压力。
游戏性:8/10
艺术风格:8.5/10
音乐、声效:6/10
总评:7.5/10
English section of the review
As a HUGE fan of the first OFDP game, I can still remember it was the first year of my study abroad. Out of boredom, I watched a let's play video of Jacksepiceye about this game. My inital reaction was: Wow, this game looks cool as F***!!! Then during the winter sale that year, I picked up that game and played over 80 hrs across my steam accounts. I even gifted this game to some of my friends (the only game I ever gifted). So when I saw that OFDP2 gonna come out, I had very high expectations. So the score might be a little bit strict. (and excuse me for reusing the chinese screenshots)
Art style
OFDP2 inherit the simple stickman art style of the first game, which I personally really like. There is almost no visual difference between player character and the ememy, brawler and boss enemies are characterized by their colours. But unlike the first game, OFDP2 add some illustrations, which reminds me the style of some american comics (personally I feel the addition of illustrations is a little bit strange, since the simole art syle of this game). This art style implies that the player would focus on the game play.


Some of the illustrations are awesome, this orinental style dude with light saber is cool
Like the first game, when player defeats enemy, there is random chance that the game wil go to slow motion or x-ray vision to present the gory death of enemy. This gives the player the feeling of a martial art master/super hero/jedi, which is awesome. The fighting animation is very smooth and professional, this shows the developers' affection of martial art.

Gory death scene is one selling point of this game
Game play/mechanics
Like the first game, the core mechanic of this game is very simple and self explanatory: when you see an enemy comes from left side, left click, from right side, right click. The player character then will automatically attack enemies. Hit the mouse button too soon or too late, the player will lose one hit point. On this basis, the developers add elite(brawler) and boss enemie, which requires multiple hits to kill. Druing the stage player also get melee and ranged weapons, even guns and light sabers to temporarily increase attack range or one shot brawler or boss enemy. All and all, the game play of this game can be summarized as: easy to learn, hard to master. In oder to get good at this game, the player must train his reaction and situation awareness. 
Blue means left click, orange means right click, this game is based on such a simple core mechanic, and it works


Boss combines all enemy mechanics of this game
So why I played the first game so long when the game play of OFDP can be summarized in one single sentence? The answer is easy: the crafty combination of game play and the presentation. Yes, hitting left or right button is by no means a spectacular task, but the animation and the gory death scene give every player a positive feedback that the player has done some thing spectacular. This game reminds me an another cult hit: SUPERHOT. Both games use simple mechanics (and also simple graphics) letting their player feel like badass. With every hit, the players can imagine they are the hero of Matrix or Bruce Lee movie, so the repetitiveness nature of the game play is deminished.




The game offers a variety of weapons, skills to reduce the repetitiveness of the game play
BGM/Sound effects
The first game has oriental style sound track, in OFDP2, the sound track has changed to electric genre, which I personally not like. But I can get the developers' intension to create an identity for this game to differentiate it from the first one.
The sound effects feel like the just come from martial art movies. The punching sounds, and the sounds when enemies get hit are great. This goes well with the visual presentation of this game and make the core game play better.
Improvements to the first game
Like every other sequel, improvents had to be done. The problem of the first game, at least in my opinion, lies in the repetitiveness of the stages: Yes it has several kind of stages like mob round, old movie round, strom rain round, boss round. But they played the same, and it can get old and repetitive very quickly. In OFDP2, the developers get rid of the most different kinds stages but add some variety inside the stages: Some times during a normal stage, the players come to riding mini game or projectile mini game, which changes the game play a bit and decrease the repetitiveness.

The random occurrence of riding mini game freshed my eyes

Some random enemy requires players use QTE to defeat
And this game add a total new stage which I like: The target stage. In the target stage the players must defeat some amount of special targets by using range weapon. All in all, OFDP requires the players' reaction, but adding this stage changed the game play: For the first time not only players must passively react to the on screen signals, they must also actively think about their movements based on the situations they are in: Killing enemy with ammunition without thinking waste your ammunition before targets appear, since killing targets with melee attacks dosn't count. This little change in game play alters the way of thinking in this game, I personally love such design.

For example player could directly kill the target by right click (dosn't count as a successful kill). The right answer is to prioritise the enemies on the left side, get the bow and use the bow to kill the target.
The first game lacks game modes, there were only story and survival modes. This game retains the survival mode (and improves it) and adds a random encounter mode (hides in the menu).

In this mode, the players health will not be automatically recovered after each stage (some stage will heal player after beating it). Players can choose which stage they want to play. This reminds me of the adventure map mode from Hyrule Warriors on the switch. This mode alone has huge potential, but in current build of this game, what I experienced sofar can be described as lackluster. The mode feels like a combination of some random elements of this game. If this mode has currency, unique skill or other rougelike elements , it will be a selling point for this game.
The Skill system from the first game is also changed, unlike the first game you can pick only 3 skills, all of them feel lame. In this one the player get skill point after certain stage, after unlocking, the skills will automatically activated in stage.
And an another improvement I like is the activation of skills during stage. In the first game the skill will be activated after certain kill counts. This leads to overlapping of most skills, in this game, the activation of skill is time based, and in every stage, the initial cooldown of skill is randomized, this greatly reduced the problem of overlapping in the first game.
Room to improve/Bugs&Suggestions
Like every game from foreign developers, the chinese localization is a huge problem, even for games like OFDP. As a player since Build 001 I can see the translation improvement. But there are still some errors in localization


The chinese translation of SHIELD skill is wrong.
The other improvement I wish to see is the font, unlike the very expressive and cool english font, the chinese font is just lame and uninspired and out of place.
Even the world map stage selection is improved from Build 001, I still want a zoom in/out function, and the difference between cleared and uncleared stage is too minor.
Summary
All in all, One Finger Death Punch is a very decent sequel. The developer team puts a lot of effort in improvements from the first game. One can also feel the attitude of the developers from the patch notes since Build 001. For only 7.99$ or EUR, I can recommend buying this game. It is worth playing every now and then for few hours, relieve some stress from your daily life.
Game play:8/10
Art style:8.5/10
BGM/SE:6/10
Overall:7.5/10
消嘤器 1年前
最简单的机制,最丰富的玩法。
话说,**你通了两个传奇关卡吗?
Hey,buddy;Have you passed the two epic grounds?
mingkangch [作者] 1年前
消嘤器 1年前
mingkangch [作者] 1年前
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