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合金装备:和平行者 豆瓣
8.6 (15 个评分) 其它标题: 潜龙谍影:和平行者 / Metal Gear Solid: Peace Walker 2010年4月29日
类型: 射击 / 冒险 平台: PS3 / Xbox 360 / PSP 开发者: 8-4, Ltd. / Kojima Productions 出版发行: Konami Corporation
由《合金装备4》原班人马制作的系列正统最新作《合金装备:和平行者》在E3上公布登陆PSP。本作的主人公与《合金装备3》相同,是美国的传奇英雄Big Boss,游戏的时间背景为《合金装备3》的10年后,也就是1974年,地点则是中美洲的哥斯达黎加——佣兵部队“Outer Heaven”的所在地。
合金装备索利德 豆瓣
9.2 (8 个评分) 其它标题: 潜龙谍影 / メタルギアソリッド 1998年9月3日
类型: 射击 / 冒险 平台: PC / PS3 / Nintendo Switch / PS / PS5 开发者: Digital Dialect / Konami Computer Entertainment Japan, Inc. 出版发行: Konami Corporation
潜龙谍影系列(英文:Metal Gear Solid、日文:メタルギアソリッド,中国大陆旧译“合金装备”,台湾与香港旧译“燃烧坦克”或“燃烧战车”,台湾于PS时期则改译为“特攻神谍”),由日本科乐美(KONAMI)公司发行、小岛制作室(KOJIMA PRODUCTION)的小岛秀夫主导开发的战术类动作游戏系列及相关产物。
小岛秀夫最初由小时候的捉迷藏游戏中得出灵感,打算制作一个类似电影《第三集中营》的游戏,并最后确定潜龙谍影的游戏模式。
2025年4月4日 玩过
2025年4月4日 评论 Never thought I'd see the day I am no longer in love with MGS - This is a big deal because I remember how much of an impact this game had on me when I first played it. Seeing how my life was mostly me playing video games and watching movies, you might even say this was one of the best moments of my life. But it wouldn't be the first of its kind. I've learned to accept disappointment as a normal part of maturing. It simply means that my taste has become more sophisticated (as arrogant as that sounds), and that I'm now able to enjoy other works of fiction and interaction that used to be impenetrable for me. This must've been the fourth time I've played through this game. I had never noticed how clunky the controls are, how rigid Snake’s movements are, how limiting the camera is, and how cheap and unfair a lot of the challenges are. Every action seems to be separated from the other, which is very counter to how people move in real life. In MGS there is no flow to movement, it's a bunch of starts and stops. The stealth system works when the game gives you open locations with a lot of alternative ways to hide from the enemies or dispose of them. But at least one third of the game is forced combat sections or tiny corridors where your stealth options are limited to one or two. From about the Raven fight onwards, the game starts getting increasingly worse. The Raven fight itself is pretty terrible, utilizing none of the stealth mechanics you've been taught up to that point, but around the same time (I forget whether before or after) you get introduced to these landmines which, even when you use your heat vision, you still can't tell the hitbox area. It's made worse by the camera, which sometimes zooms in so close, you can't tell what's a meter away from you. I literally had a situation where I walked into a room with several landmines and got hit by each one of them. It would've been fine if they were limited to specific areas where you know to use the heat vision, but you just keep running into them randomly throughout the rest of the game. Then of course the Gray Fox fight is a brawling contest. The Psycho Mantis fight is pretty cool conceptually (and visually), but how are you supposed to learn to plug your controller into the second slot without the Colonel telling you? IIRC somebody said the code was on the box of the game, but obviously that doesn't age well because most of us play this game digitally. Then there's the wolf cave, where you're forced to fight wolves with a shoddy auto-aim. Half the time you don't even see them until they attack you because they're fast and come from outside your field of vision. The radar can help you spot them, but to aim at them while they're off-screen is near-impossible. And then you gotta look through same-looking texture to find your way out of there. Then the game forces you to backtrack almost all the way to the beginning of the game. In some games backtracking is fun because you return to the locations that have changed since you last visited them and they themselves become the destination or a new path opens within them, but here you're supposed to progress forward, but are forced to go back only to return forward again. The locations are the same, there are hardly any changes (except some new items). This just breaks the flow of the game and doesn't make much sense story-wise. Oh, Meryl's bleeding? Let me leave her to bleed in the line of fire while I go rummage through the old locations to find a sniper rifle. There isn't even a time limit, you can spend hours there, there's no urgency. Then you return to the place to fight Sniper Wolf, and it's a horrendous fight because all you do is aim in first person, controlling your reticle with your d-pad, and shoot. You can't shoot her more than once at a time, and you can't shoot her arms while they're poking out from behind the cover. It doesn't feel real, it's almost like a bad mini-game. And then later you have to do the same thing AGAIN. Then of course there's the torture room, which I never liked. In fact I've never gotten the true ending of the game (I watched it on YouTube) because I could never mash the button fast enough. I hate this bullshit in any game. It's an exercise in breaking your own controller (or an entire PS Vita in my case). Then there's the Communication Towers: run through endless floors and shoot enemies that come from upstairs and downstairs simultaneously, with your shitty auto-aim failing to lock onto them half the time. After the first tower there's a moment where the game literally misleads you by placing you near a frozen door and placing a C4 next to it, indicating that the door should be blown up. Except you don't need to go there in the first place. I must've wasted like 20 minutes just running upstairs and downstairs that first tower again only to realize I wasn't supposed to be there. The first Liquid fight is almost as bad as the Sniper Wolf fight, except your character doesn't need to lie down every time you pull the weapon out. But there are more obstacles in the way, and the lock on did fail me a couple times. Before and after that there are THREE (!!!) elevator fights, which are again forced combat sequences in a stealth game with bad combat. Then a second Raven fight, which is similar to the Ocelot fight, except more difficult. It's alright overall, but because of how fast Raven is, your own slowness and clunkiness are felt stronger. It's all about quickly pulling out a weapon, shooting, and retreating, which the transitions between these actions are very rigid and grating. On top of that your rations can randomly freeze up in the middle of the fight, which took me by surprise and caused a death. Then MORE BACKTRACKING... Ugggghhh...................... Finally, the final battle with Liquid, and it's another brawling contest. MGS is not only classified as a stealth game, but it's often considered one of the greatest stealth games of all time. Having come out the same year as Tenchu and Thief, it is hailed as one of the big three games that have revolutionized the genre. But is it really a stealth game? I think at least 40% of it is not, and that's not counting all the cutscenes. I think MGS above all is an interactive movie with some various types of gameplay sprinkled throughout. This is probably why I fell in love with it initially, and why the first game was always my favorite. I've never been much of a stealth-head, and I remember enjoying how simple the stealth mechanics in this first game were. But idk how I never noticed before how bad everything else is in the game, and even stealth is often very limited. And the backtracking feels like an attempt to pad out the game by making the player literally replay the levels he's already beaten. I guess I was too enamored with the story to notice the gameplay flaws. After all, this is one of the greatest stories in the video game medium... Which isn't a very high bar to reach. It was undoubtedly one of a kind for 1998, which is why I'm giving it an extra half a star, and it certainly blew my mind when I first played it. I had never seen a game that touched on so many mature themes and have characters with fleshed out worldviews and grey morality, at least not one where this was all delivered with good voice-acting and cinematic cutscenes. For the time, writing like this felt supernatural to me, but in the years since I played it I've grown as a writer and as a human being. Now I can see the seams, and the clunkiness of the narrative is more apparent. Everything I said before is still true, but the way it's written and delivered no longer impresses me. To begin with, most of the story is essentially conveyed through exposition dumps. It's always a character getting on his/her soapbox and explaining everything to the player/Snake in a long-winded monologue. A lot of the times the transition to that monologue is really inorganic and out of place. The character might be talking about something mission-related and then suddenly veer off into something really personal, completely unprovoked. There is no flow to dialogues, their only function is to convey information. In addition, Snake is almost a non-character. His behavior is really inconsistent. One minute he's acting like a battle-hardened veteran that's not in touch with his emotions, next minute he literally begs Naomi to talk to him because he "needs it". By the end of the game he becomes absolutely sentimental and starts rambling about his feelings left and right. Don't get me wrong, I'm not saying a battle-hardened veteran wouldn't have these feelings. What I'm saying is people like that usually suppress them. It's a real problem in a lot of men, because we live in a patriarchal system where we're supposed to conform to stereotypes about masculinity which ironically objectify us as much as feminine stereotypes objectify women. A man is supposed to be tough and quiet and in control of his emotions. This type of worldview by a certain age becomes so ingrained in a man's psyche that it would take years of therapy to fix it. A character like Snake who starts off as a tough guy who mistrusts anyone and in a few hours becomes introspective and open to fall in love with a complete stranger is just unrealistic, almost cartoony. And this is really what can be said about any significant character in the game. Meryl is a very stereotypical and antiquated image of a woman. Despite her being a soldier, she appears weak and becomes a damsel in distress and a love interest for the protagonist. Liquid is a cartoon supervillain with a ridiculous "evil" plan that makes no sense. So, you were expecting Solid (I'm sorry, you both are snakes, so I'mma call you by first names) to activate the nuclear device the entire time? Excuse me, then why the hell were you sending your crew members to fight him and even attacked him yourself on a helicopter and blew up the entire roof with rockets? Are you retarded? Seriously, is Liquid retarded because he was made out of recessive genes? Anyway, it was really hard to take anything he says seriously because he speaks with such theatricality that he comes off as a caricature. A lot of the story was just yapfest. Unnecessarily overcomplicated, going into weirdly obsessive details about things that don't matter (e.g. why do we need to know how exactly FoxDie attacks human heart? The important thing is that it does, we don't need a scientific explanation of how). As a result it's pretty hard to digest and probably what contributes to the illusion that makes it appear deeper than it really is. Once you really break it down to its themes and what they say, there's nothing extraordinary about it. The overcomplicated plot is also not a good thing. Those numerous plot twists delivered in a rapid succession make it resemble a soap opera. In conclusion, I found MGS to be a mixed bag. It has plenty of great ideas both story-wise and gameplay-wise, but it also has a fair share of terrible ideas and terribly-executed ideas. I hate to say it, but upon revisiting this game, it was a huge disappointment for me, and I have no desire to play it again.
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恶魔城:暗影之王 豆瓣
7.7 (6 个评分) 其它标题: Castlevania: Lords of Shadow / CSOL 2010年10月5日
类型: 动作冒险 平台: PC / PS3 / Xbox 360 开发者: Mercury Steam Entertainment S.L. / Climax Studios 出版发行: Konami Corporation / Konami Digital Entertainment GmbH
平行时空中不为人知的悲伤往事
  此作年代比《无罪的叹息》还要早50年,制作人为小岛秀夫,因此不属于IGA正史之列。故事发生在中世纪南部欧洲,主角加百列·贝尔蒙特是在光明兄弟会中长大的孤儿,教会赐予他大天使加百列之名,他是兄弟会有史以来武艺最为高强的战士。但他并非真正贝尔蒙特的族人,贝尔蒙特此姓取自其儿时仰望的一座高山的名字。
  加百列的妻子玛丽被黑暗魔物杀害,灵魂被禁锢。为拯救爱妻以及找出事件真相他踏上征途。在圣湖守卫潘与教会长者佐贝克的指引下,加百列击败了狼人之王、死神之王、吸血鬼女王这三位暗影之王,获得了能让死者复生的上帝面具。关键时刻佐贝克抢了面具,原来他才是真正的死神之王,他利用加百列来现实自己的邪恶愿望,玛丽的死也是他用法力操纵加百列下的手。紧接着,真正的幕后黑手撒旦出现并夺走面具。
  就在加百列成功封印撒旦后,吸血鬼女王卡米拉的恶魔城混沌深处,原本被封印的被遗忘者(《无罪的叹息》中的隐藏BOSS)因卡米拉的死亡,即将冲破封印重返世间。为消灭可能给世间带来灾难的被遗忘者,加百列必须获得吸血鬼之力。因此他咬吸了女吸血鬼劳拉的血液,成为吸血鬼后他进入混沌消灭了被遗忘者。虽拯救了世间,但他依然对杀死妻子玛丽的罪行无法释怀,在怨恨与痛苦交织下,加百列变成了吸血鬼德古拉,最终隐藏于黑暗之中。
2025年3月31日 玩过
2025年4月1日 评论 Castlevania: Lords of Shadow is more than a Castlevania game - If you wanted to view it as one, it does have all the hallmarks of the series, but, if you don't care about Castlevania, you will find that it functions entirely autonomously as a self-contained and unique title. The elephant in the room is the God of War formula, which can be an immediate turn-off. But, if you're willing to stay open-minded and give it a chance, you'll discover that it's not limited by this formula and improves everything about it. In structure the game has more in common with something like Ubisoft's Prince of Persia series with a sprinkle of Metroidvania influence. It is linear, but the levels have a lot of twists and turns, some of which will need certain gear to unlock, which you will find later in the game. This makes the world feel like an actual place and adds replayability without detracting from the sense of adventure that the game ultimately aims to create. In your journey you will explore ruins of dead cities, abandoned castles and temples, reclusive villages, and many natural landscapes. Locations inspire awe and fascination, making you wonder what civilizations must've built them, what life there used to be like, and how it all collapsed. Along the way you find notes of dead warriors, telling you of their grim last moments, which further reinforces the main theme of the game: the ravages of time . What you're essentially doing the entire game is trying to reverse it, to save those who are long gone and restore some kind of mythical order that has obviously not been around for a long time. It's all over, but there is a semblance of hope that is pushing the protagonist forward. I'd be lying if I said the game is well-written, but the environmental storytelling alongside perfect voice-acting helps the game convey its main themes even with mediocre dialogues. But to return to the topic of combat, which occupies about half the game, alternating with serene exploration and puzzle-solving, it exemplifies how simple incremental changes can lead to a disproportionate increase in depth. Aside from being somewhat faster than God of War, it introduces two new systems: Dodge-meter Light and Dark magic The way it works is: if you successfully dodge enemy attacks, next time you hit enemies, they release these magic orbs, which you can then absorb either as light magic or dark magic. Your light magic will then help you restore health, while your dark magic will increase your damage. This is brilliant on so many levels. Firstly, it incentivizes you to actually use the dodge move all the time. This is an organic way of telling the player how the game should be played without forcing them. Dodging in this game is absolutely paramount, everything revolves around it, similar to Killer Is Dead. You have to employ the samurai tactic: attack and retreat. Choose the right moments, it's all about the timing. And then you gotta choose the moment to absorb the magic points because that immobilizes you, leaving you vulnerable. You have to make the decision whether it's worth the risk. Secondly, if you wanna heal yourself, you need to activate the light magic and attack opponents. Which means you're still participating in the healing process while continuing to fight. You are encouraged to be aggressive and "take" health points instead of just receiving them, which reinforces player agency. Alternatively, you can choose to get reckless and activate the dark magic in hopes that it'll help you kill the enemies faster and then hopefully you'll find a health altar afterwards. Sometimes this can save your life, as killing a dangerous enemy fast might be a more effective strategy, like a cornered boxer who chooses to fight his way out of the corner. Just the amount of different possibilities and strategies that arise from just that is incredible. But then on top of that your combos and secondary items will perform other functions with the magic enabled, varying based on whether it's light or dark. And, despite all that complexity, it all feels very intuitive and easy to remember. Another thing that's improved compared to God of War is the QTEs. I'm sure everybody dislikes them. Lords of Shadow standardizes them by making it not matter which button you press. It's all about the timing now. And these moments are usually accompanied by slow motion and a minimalist interface that you don't have to pay too much attention to, making the action on the screen spectacular and more easily observable. And there's a lot to observe, as the art design in this game is simply amazing. This is easily one of the most stunning games I've ever played, and this applies not only to how the environments look, but almost every single object in the game (not counting some breakable crates and stuff like that) is designed with so much creativity and style. Barring the original Silent Hill games, I can hardly remember another game that paid this much attention to little details. And it's all accompanied by a beautiful orchestral soundtrack. I've always liked the first Lord of the Rings movie more than its sequels because it always felt like a journey through a fantastical and mysterious world with a variety of vivid locations, and different trials and tribulations that you go through with the characters. This game is probably the closest experience to that. Probably an even purer one, as you're the one experiencing it. P.S. this Kojima trailer is fantastic and does the game absolute justice.
completed ❤️
鬼泣3 豆瓣
9.3 (23 个评分) 其它标题: 恶魔猎人3 / Devil May Cry 3 2005年3月1日
类型: 冒险 / 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360 开发者: Capcom Production Studio 1 / DIGITAL Hearts Co., Ltd. 出版发行: Capcom
鬼泣3,游戏名,由卡普空第一开发部(Capcom Production Stduio 1)制作发行。《鬼泣2》发售后,由于口碑未如理想,卡普空决定以回归《鬼泣》为重点,开发系列续作《鬼泣3》。《鬼泣3》于2005年3月1日在PlayStation 2发售,取得极高的评价,重新将“鬼泣系列”推上高峰。
本代的故事剧情拉回一代之前,叙述刚成立恶魔猎人事务所的 但丁(Dante),在神秘男子带来口信后,展开了与众多入侵恶魔的对决,与但丁为双胞胎兄弟关系的维吉尔(Vergil),也将以敌对的身分登场,展开一场西洋双手剑对日本武士刀的华丽对决。 鬼泣3
《恶魔猎人3》使用新的 3D 游戏引擎制作,大幅强化了游戏的画面表现,并支援杜比 Pro Logic II 环场音效,在声光效果、剧情演出、平衡度、镜与动作上都有大幅度的改进,并由有「恶魔画师」异名的 ATLUS《真‧女神转生》角色设定画家金子一马担任但丁的恶魔化造形设计。在游戏系统方面,则是加入了 6 种各有所长的战斗风格,其中「枪手(Gunslinger)」、「剑圣(Swordmaster)」、「骗徒(Trickster)」与「皇家护卫(Royalguard)」,分别具备远距离、近距离、回避与防御等专长项目,综合了前两代的各种战斗方式,并加以扩充。游戏中玩家将必须要适时的发挥这四种战斗风格的长处,才能顺利过关。   枪手具备各种花式的枪抱攻击方式,包括在空中倒转往下击出一连串弹幕的「Rain Storm」,如同耍双节棍般以散弹枪朝四方乱射的「Fire Works」,以及双枪可同时攻击不同目标的「Twosome Time」﹔剑圣顾名思义则是使剑的高手,可以施展出将剑高速回旋的「Prop Shredder」,将剑射出的「Sword Pierce」,以及空中连续斩击的「Aerial Rave」。   骗徒则是擅长各种灵活轻巧的特殊行动,包括飞檐走壁的「Wall Hike」,以及高速衡刺的「Dash」等。「皇家护卫」风格具备以往系列作中不曾出现过的「防御」能力,使用此战斗风格的但丁将会已类似中国功夫的防御架势,来抵挡敌人的攻击,并具备将敌人攻击力积蓄於自身体内,再瞬间释放出来的特殊攻击方式,可说是一种攻守兼备的新风格。
鬼泣3:特别版 豆瓣
9.3 (6 个评分) 其它标题: Devil May Cry 3: Special Edition 2006年6月28日
类型: 冒险 / 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360
维吉尔变为了可玩角色;血宫有了9999级;有小丑战斗和Turbo模式速度提高20%。
马克思·佩恩 豆瓣
9.1 (21 个评分) 其它标题: 英雄本色 / Max Payne 2001年7月25日
类型: 射击 / 动作 平台: PC / iPhone / iPad / Android / PS3 开发者: MacSoft / Rockstar Toronto 出版发行: Feral Interactive / Rockstar Games
马克思·佩恩(Max Payne)是一个第三人称射击的电脑游戏,有着同名的主角。由芬兰的公司Remedy Entertainment所开发,由3D Realms所制作并且由Gathering of Developers公司于2001年7月所发行。在之后被平行移植到微软Xbox以及Sony PlayStation 2上,由Rockstar Games所发行。苹果麦金塔移植版则于2002年由MacSoft发行。至于原本有和PC同步发行计划的世嘉Dreamcast移植版本则被取消了。
在当红的Max Payne发行后,游戏商又随即制作续集,于2003年发行,名为马克思·佩恩2:堕落的麦斯潘恩(Max Payne 2: The Fall of Max Payne)。
马克思·佩恩2:马克思·佩恩的堕落 Eggplant.place 豆瓣
8.9 (14 个评分) 其它标题: 英雄本色2 / Max Payne 2: The Fall of Max Payne 2003年10月15日
类型: 射击 / 动作 平台: PC / PS2 / Xbox 开发者: Rockstar Vienna / Remedy Entertainment Ltd. 出版发行: Rockstar Games
当初《英雄本色》刚公布时,让玩家见识到电脑游戏也能这么玩的,360度慢动作、超炫的子弹飞行特效、接列的枪战火光、四散弹跳的弹壳,以及炫到不行的画面表现,《英雄本色》的表现就像电影“骇客任务”带给玩家的震撼一样,使得这款《英雄本色》不但成为游戏经典,也移植到PS2与XBOX主机上一样大获好评,甚至还被拿来当做测量3D显示卡的测试软体,可见《英雄本色》魅力惊人。
  而这次公布的《英雄本色2》更是彻底超越当时一代所带来的震撼,让游戏画面直接提升到CG动画等级,并展现了Rockstar公司在这两年来3D技术的大幅进步。
马克思·佩恩3 豆瓣
8.3 (18 个评分) 其它标题: 英雄本色3 / Max Payne 3 2012年5月15日
类型: 射击 / 动作 平台: PC / Mac / Xbox One / PS3 / Xbox 360 开发者: Rockstar Vancouver / Rockstar London 出版发行: Rockstar Games
《马克思佩恩》(Max Payne)系列一二代都堪称经典,尤其是初代给老玩家们带来了史无前例的震撼。三代可能已经让它的爱好者们期待了很长一段时间了,相隔将近4年,《马克思佩恩3》将展开一段故事的最新篇章。前作中主角目睹自己的妻女在家中被谋杀后,在纽约的黑夜为通过自己的手段来为自己的妻女复仇。为了麻痹自己,马克思佩恩同时沾染上了毒瘾,身体情况每况愈下。
鬼泣 豆瓣
8.2 (9 个评分) 其它标题: 恶魔猎人 / 恶魔五月哭 2001年8月23日
类型: 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360
Devil May Cry (Japanese: デビル メイ クライ Hepburn: Debiru Mei Kurai?) is an action-adventure hack and slash thriller video game developed and published by Capcom, released in 2001 for the PlayStation 2. While the game primarily focuses on swordfighting, the player gains new weapons after beating the game's bosses resulting in a variety of combos to perform.
鬼泣4:特别版 豆瓣
8.2 (13 个评分) 其它标题: Devil May Cry 4: Special Edition 2015年6月23日
类型: 动作 平台: PC / PS4 / Xbox One 开发者: Capcom / Access Games 出版发行: Capcom
《鬼泣4 特别版》定于2015年6月18日登陆Xbox One、PS4平台,6月24日登陆pc平台。该作中加入了维吉尔和蕾蒂、翠西两名女性角色。但丁和尼禄的日语声优分别由森川智之和石川界人担当。
星球大战绝地武士3:绝地学院 豆瓣
其它标题: 星球大战 绝地学院 / Star Wars: Jedi Knight - Jedi Academy 2003年9月17日
类型: 角色扮演 / 冒险 平台: PC / Mac / Xbox 开发者: Vicarious Visions / Threewave Software Inc. 出版发行: Activision / LucasArts Entertainment Company LLC
  Lucasarts发行了他们最新的一款以“星球大战”为背景的动作游戏《星球大战绝地武士:绝地学院》(《Star Wars Jedi Knight: Jedi Academy》)。这是一款动作游戏,既可单机游玩也支持联网模式,由Raven Software负责开发。这款游戏基本上可以算作为《Star Wars Jedi Outcast》的后继作品,顾名思义,游戏以绝地武士学院里的生活为主要卖点,玩家可以像LUKE天行者一样,成为绝地武士学徒,在LUKE和Kyle Katarn的陪伴和教导下,在学院里生活,学习、训练各种绝地武士的技能,掌握控制原力(FORCE)的能力,接受并完成不同的任务,挑战各个强大的对手。当然,游戏里也有一条主线剧情——一个巨大的阴谋正在星系里慢慢酝酿,等待着玩家的揭发和粉碎……

  在这款FPS游戏中,玩家必须逐步训练自己的绝地武士,同时透过种族、性别、服装等内容的选择,让玩家可以自己打造出自己独创专属的绝地武士。另外除了人物之外,就连玩家的武器光剑也可以自己来设计,玩家可以在游戏中取得某些特定道具,并藉由这些道具来强化改造自己的武器。在3D游戏引擎方面,绝地武士III的游戏引擎将揉和改进的QuakeIII引擎、绝地武士II引擎和 Soldier of Fortune II(命运战士II)的引擎。 另外游戏中也准备许多其他的武器让玩家使用,如光线来福枪、电磁枪等等。而游戏中也备有单人与多人等模式,让玩家不管是自己玩还是跟朋友一起玩都能享受到游戏独特的乐趣。
2025年10月22日 玩过
2025年10月22日 评论 Returning to Jedi Academy always feels like coming home - [gets ambushed by four cultists on a narrow cliff] You will die. [one by one, calmly grabs each cultist by their throat and throws them off the cliff] The Dark Side of the Force is a pathway to many abilities some consider to be unnatural. Between JA, KotOR and Battlefront, the three games embody the ultimate Star Wars experience. If KotOR is story and exploration, and Battlefront is large-scale war, Jedi Academy is perhaps the most intimate as its focus is on conveying the tactility of being a Jedi. From the get-go I feel the freedom of movement and action that other games in the franchise just don't rival. Where Outcast kind of stumbled at first, Academy throws you into a linear and colorful level and lets you practice some basic attacks, finishing off with the first lightsaber duel. This is how you start a game. Lightsaber combat here reaches its peak with dual and double-bladed lightsaber options, as well as new acrobatics, multiplying the amount of strategies the player can employ. You will find yourself jumping around, doing rolls and somersaults, jumping off of walls and performing graceful finishing moves. There is a community mod/source-port called Jedi Academy Enhanced. I highly recommend playing with it. On top of minor visual improvements, new weapons and customization options, you get new force powers and the ability to increase the level of dismemberment, which in turn makes the lightsabers even deadlier to a touch. With that setting, a single hit will kill anybody (including you), making the lightsaber combat as realistic as it can possibly get. It becomes all about breaking through defenses and landing a hit while preventing the enemy from doing the same. Sometimes you might get lucky and kill them with the first hit, other times they might kill you. But either way your enemies will feel like genuine Jedi rivals that are as capable (if not more so) as you. I could sing praises to the lightsaber combat in this game all day, but it's impossible to actually convey in text how it feels. What I can describe is how Jedi Academy builds on the foundations laid by Jedi Outcast. Right off the bat, the visuals are much nicer. Levels are no longer bland-looking, but rather very vibrant and diverse. I think this game has easily the best depiction of Korriban out of any game. The lighting has been improved as well. The level design is very digestible now and rather simple, while still maintaining some exploration elements. But this time around the game focuses more on building interesting premises to its levels. For example, in one level you have to avoid stepping on sand because there are giant sandworms within it that will eat you alive. Another level spans huge open environments and gives you and your enemies speeders. I think the progression here is perfect for someone who hasn't played Jedi Outcast. You create your own character and embark on an adventure. Although the game immediately gives you a lightsaber (which you get to design), it gradually introduces you to weapons and force powers. You unlock or upgrade one power after every mission, but this time around you get to choose which one. The game consists of three sets of 5 missions each, with some transitional missions in between, where major story developments happen. In each section you have to complete 4 missions of your choice, and the last one is optional (in case you want to grind more force powers or just curious). So, although Jedi Academy is not an RPG, you do get some choices. This extends to the story, which will allow you to pick between the light and dark sides, as per tradition. I don't think the story here is very interesting, but it's still very fun from a kind of role-playing aspect. It's about how somebody starts a cult of the ancient Sith lord Marka Ragnos, with the purposes of resurrecting him. The coolest thing is how choosing the dark side here makes you not join the cult, but rather reject both the Jedi and the cult. You get to be a Darth Bane type figure and destroy everyone. It's an indescribable feeling when you jump into a crowd of Jedi and cultists fighting each other and slay all of them. Of course all this (lightsabers, missions, story decisions) gives you some replayability. You'll probably wanna beat the game at least 3 times. I had beaten it like 50 times by now, so I've seen it all and prefer to mess around with cheats, by spawning rancors, sandworms or various jedi into cutscenes or boss battles, and watching them wreak havoc. Between this and the unpredictability of its combat, there is an infinite entertainment potential. However, at this point in my life, the campaign feels a bit short to me. It took me about 8 hours to complete it, but they flew right by. As a kid it felt like a long journey. Probably because it was more difficult for me then. This time I played through on hard and still felt like I should've probably increased the difficulty further to the max. Now the entire 2/3 of the game I kept wanting to get to the last third where you're completely done with ranged enemies and are fighting exclusively the Jedi. Not because I didn't like the first 2/3, but because I knew how much better the game gets as it goes on. From studying at the Jedi Academy to becoming one of the most powerful combatants and Force wielders and getting to fight entire crowds of Jedi at once, this is a memorable experience and one that doesn't disappoint throughout the entire playthrough. Truly one of the best Star Wars games ever. P.S. in my Dark Forces review I said I hadn't seen Dark Troopers in other games except for Battlefront. But replaying this I realized that of course there are Dark Troopers in Jedi Academy. Idk why I had forgotten. Probably because they're absolute units and seem more like robots than humans. One of the force powers JA Enhanced adds, called Insanity, is a great tool to combat those. It's basically like a Jedi Mind Trick, except the target dies after like 30 seconds or so. Absolutely brutal.
completed ❤️
求生之路 豆瓣
9.1 (35 个评分) 其它标题: Left 4 Dead / L4D 2008年11月17日
类型: 第一人称射击 平台: PC / Mac / Xbox 360 开发者: Certain Affinity / Valve Corporation 出版发行: Valve Corporation / Russell
《求生之路》(Left 4 Dead,简称L4D,又译“生死四人组”、“生存之旅”,港台地区译为“恶灵势力”)是一款以僵尸为主题的恐怖生存类第一人称射击游戏,由维尔福软件公司旗下的Turtle Rock工作室制作。此游戏使用的是Source引擎,有个人电脑和Xbox 360版本。Left 4 Dead分别在2008年11月18日和11月21日在美国和欧洲上市。
暗黑破坏神2:毁灭之王 豆瓣
9.6 (67 个评分) 其它标题: D2:LoD / LoD 2001年6月29日
类型: 乱斗/清版 / 角色扮演 平台: PC / Mac 开发者: Blizzard North 出版发行: Blizzard Entertainment
《暗黑破坏神2》是美国暴雪继《暗黑破坏神》之后,于2000年上市的一款动作类角色扮演游戏。玩家创建属于自己的角色,在一片片暗黑大地上奔跑、杀敌、寻宝、成长,最终成为各自种族里的Master。游戏提供连线功能,除了惯有Ipx, MODEM,以及 Direct Link外,Blizzard 设立了一个Server,可供玩家通过INTERNET,和世界的其它地方的战友一同作战。
战锤40K:战争黎明—黑暗十字军 豆瓣
其它标题: DoW: DC / Warhammer 40,000: Dawn of War - Dark Crusade 2006年10月26日
类型: 即时战略 平台: PC 开发者: Relic Entertainment 出版发行: THQ
《Warhammer 40,000: Dawn of War Dark Crusade》是一款科幻风格即时战略游戏。作为曾在2005年获得巨大销售成功的《Warhammer 40000 Dawn of Wars》的最新资料片,Relic公司对新作中包括故事情节在内的多个方面进行了调整。两个全新的种族、一个全新单人战役以及得到强化的多人游戏内容将出现在《Warhammer 40,000: Dawn of War Dark Crusade》中。这部资料片必将成为众多“战锤”爱好者的新宠。
星球大战:旧共和国武士 豆瓣
其它标题: Star Wars: Knights of the Old Republic / KOTOR 2003年7月15日
类型: 角色扮演 / 冒险 平台: PC / Mac / iPhone / iPad / Android 开发者: BioWare 出版发行: LucasArts Entertainment Company LLC / Aspyr Media, Inc.
  由BioWare开发,LucasArts发行,横跨PC与Xbox两台的角色扮演作品《星际大战:旧共和武士》,将带着玩家再次踏入星际大战的科幻世界里,于浩瀚的宇宙里四处征战,并领导一群自由斗士化为自己的绝佳助手,左右整个银河系。
  各式角色任意挑选
  在《星际大战:旧共和武士》中,玩家可操纵的角色将不再局限于单一主角,而可操纵各式各样的人物,体验不同个性的人对于每件事情所带来的不同结果,尽情沉浸在星际大战的虚拟情境中。而游戏里也有许多不同的种族可以挑选,包括人类、机器人、提列克族、乌奇族与各式各样的外星种族。玩家的队伍中最多可由三人组成,而配合不同种族所具有的战斗特性来选择成员,将可让每场战斗事半功倍,更加顺利前往旅途的终点。
  增加乐趣的迷你游戏
  除了一般所进行的故事模式外,本游戏还设计了不少可添增乐趣的小游戏,如速度竞赛,看看谁的操纵技术最好、或是操控炮塔歼灭敌军等,而这些迷你游戏可让玩家在进行游戏之余小小休息一番,还能迅速熟悉系统操纵,有利于往后的故事进行。
  广大浩瀚的宇宙场景
  《星际大战:旧共和武士》里,玩家的旅程将横跨许多不同的场景,无论是熟悉的地点,或是前所未见的环境等,包括塔图因行星、西斯组织强大的基地、丹图音绝地领地、乌奇族原居地等等,都将成为玩家探险的绝佳场所。
  游戏简介说明:
  *您将领导一群自由斗士,踏上史诗般惊涛骇浪的银河冒险之旅!旅途涵盖遥远的塔图因(Tatooine)行星与黑暗西斯大君的故乡,您将利用各式各样的武器对抗未知的敌人!当心黑暗魔力的诱惑!无论您最终选择了黑暗或光明的一方,都将左右整个银河系的命运!
  *自定角色,您将可扮演更多人物,让您沉浸在星际大战的虚拟情境中,体验内容多样丰富的角色扮演游戏!
  *您的队伍最多可由三人组成,涵盖人类、机器人、提列克族(Twi’ leks)与乌奇族(Wookie)和其它外星种族。
  *快节奏的迷你游戏─像是和飙机速度竞赛,或是操控炮塔比赛。
  *旅程横跨多种景色迥异的不同世界,范围包括您所熟悉的故事场景与前所未见的新环境。
  *行经地点包括塔图因(Tatooine)行星、西斯组织强大的基地Korriban行星、丹图音(Dantooine)行星的绝地学院(Jedi Academy),以及乌奇族(Wookie)的原居地(Kashyyyk)卡须克行星。
  *选择您的命运!决定运用光明或是黑暗的原力。
克莱夫·巴克的耶利哥 豆瓣
其它标题: Clive Barker's Jericho 2007年10月23日
类型: 动作 / 第一人称射击 平台: PC / PS3 / Xbox 360 开发者: Mercury Steam Entertainment S.L. / Sonic Mayhem 出版发行: Codemasters
【游戏简介】
恐怖有很多种,你想尝试哪一种,人们对于未知的事物都充满了好奇,从鬼怪传说、惊险小说到恐怖电影,似乎对于恐怖的体验已经成为人们日常生活娱乐的一种方式,只是这样的恐怖带给人们更多的是精神上的极度刺激。在游戏世界中所营造的恐怖惊悚带给人们的则是生理与心理的震撼,毕竟游戏更能把玩家带入剧情。相对于小说电影的接受信息和满足好奇欲望,游戏中的恐怖世界则是由玩家自己去探索,去挖掘,去探知恐惧背后的真相。由著名的恐怖小说家、电影导演、剧作家克莱夫·巴克尔(Clive Barker)和英国公司Codemasters共同合作开发的一款恐怖冒险游戏《克莱夫·巴克尔的耶利哥》(Clive Barkers Jericho,以下简称《耶利哥》),将登陆PC、PS3和Xbox 360平台,游戏预计将于明年第四季度发行。作为一名知名的英国籍导演和剧作家的克莱夫·巴克尔,无论是在拍摄风格还是撰写话剧等剧本方面都凸显出其诡谲灵异的风格,这一点在他所执导的《养鬼吃人》(Hellraiser)、《杀人蜂》(Candyman)和《夜行骇传》(Nightbreed)等等影片,以及巴克尔诠释的话剧本《科学怪人》(Frankenstein)中便可见端倪。
鬼泣2 豆瓣
5.8 (5 个评分) 其它标题: Devil May Cry 2 / DMC2 2003年1月25日
类型: 射击 / 动作 平台: PC / PS4 / Xbox One / PS3 / Xbox 360 开发者: Capcom Production Studio 1 出版发行: Capcom / Virgin Interactive Entertainment (Europe) Ltd.
  中文名称:鬼泣2
  英文名称:Devil May Cry 2
  日文名称:デビル メイ クライ 2 
  游戏平台:PS2
  发行区域:日本、美国、欧洲
  游戏类型:动作
  游戏语言:英文、日文
  发售日期:2003年1月25日
  游戏开发:CAPCOM
  游戏发行:CAPCOM

  《鬼泣2》是CAPCOM在PS2上推出的第二款“鬼泣系列”作品,本作与前作有着截然不同的风格,无论是场景,气氛,以及系统。在背景上,本作由前作中诡异的哥特式古堡转换到了空无一人的都市中。场景与前作相比也更加庞大和充满气势。而天气与场景的气氛搭配在本作也体现的非常优秀。在场景方面,黄昏下古镇的古老,大雾中街道的神秘,夜色下都市的阴森,以及充满了金属气息的工场,和诡异的遗迹等等,都可以让玩家体会到全新的感觉。
  而在动作与影像方面,本作加入了大量的动画元素,每段动画都充满了效果。而更加丰富的动作也会穿插在游戏的过场动画与实际游戏中。更体现出了恶魔猎人但丁的魅力。
  本作的系统曾有玩家认为太慢而失去了前作的爽快,但总的来说,本作的系统还是有非常多优秀的地方的。游戏中首创了枪械切换与玉石搭配,根据搭配不同的玉而拥有不同的属性与特性,除了前作中保留的一些属性和技能,还增加了冰,攻击提升,HP回复等技能。
  但是由于前作的高度,以及各种风格的深入人心,使得本作的多种改革并不得到好评,由于各种原因使其成为鬼泣历代作品最不受欢迎的一部。
黑暗领域2 豆瓣
8.4 (5 个评分) 其它标题: Darkness 2 / 黑暗2 2012年2月7日
类型: 第一人称射击 平台: PC / Mac / PS3 / Xbox 360 开发者: Digital Extremes 出版发行: 2K Games
游戏厂商2K Games近日宣布《黑暗》即将推出续作《黑暗2(The Darkness 2)》。根据国外媒体报道,《黑暗2》预计游戏正式发售日期是2011年10月7日,,并将在PC,XBox360和PS3平台推出。
前作《黑暗》是由Top Cow出版的同名漫画“The Darkness”所改编的暴力风格动作射击游戏,玩家扮演Franchetti家族的杀手Jackie Estacado,他在迈入第21岁生日时,体内潜藏的黑暗力量突然复苏,这股黑暗的力量有多种形式,玩家可借着吞噬、刺穿等方式来残杀敌人,但这个力量必须要在黑暗下才能展现。
《黑暗2》的时空背景将设定在前作结局发生的两年之后,玩家将再次扮演第一作的主角Jackie Estacado。本次游戏剧本依然由英国漫画家Paul Jenkins负责,而开发工作则由开发过《杀戮地带》、《生化奇兵》等知名游戏的研发商Digital Extremes负责。《黑暗2》将继续Jackie Estacado的故事,他现在是弗兰凯蒂家族的老大。在抑制了黑暗之力(The Darkness)之后,黑暗之力想要自由。在一场黑帮之战之后,黑暗之力和Jackie再次聚合,Jackie将找寻幕后黑手和帮助他的黑暗之力的动力。
游戏继续支持使用火器的同时,用你的恶魔之手释放挥鞭攻击,攫取物体,投掷物体和敌人。
“《黑暗2》是一款充满黑暗和想象力的暴力游戏,有着风格化的美丽梦魇”,2K总裁Christoph Hartmann说道:“《黑暗2》将继续发扬2K Games一贯创作充满质量,创新和深邃叙事的游戏的优良传统。游戏将建立一套独特的黑暗对战光明的战斗姿态。融合Jackie的火器和充满超自然力量的恶魔之手和黑暗力量,我们很自豪地宣布这款新作。”
项目主管Sheldon Carter在本周GDC期间接受Destructoid采访时暗示了剧情主线的一点信息。
不过他也没有谈论多少详细内容,Carter重点说了说《黑暗II》中主角Jackie的超能力以及他利用黑暗力量的另外一些方式。
其中一个新方式是:两个恶魔手臂可以协同合作。左臂可以抓住一名敌人,右臂处决他。左臂主要负责“抓取”,你可以利用它来抓住物体并扔向敌人——甚至刺穿他们。
《黑暗》是一款第一人称的射击游戏,由Starbreeze Studios开发、2K Games发行。于2007年6月份在北美和欧洲发售。该游戏是基于同名漫画改编。发售平台是X360和PS3。
2025年4月13日 玩过
2025年4月13日 评论 Near-perfection - Wow, this game has aged like the finest wine. It was already on my list of all-time favorites, but I think I'm gonna move it way higher, maybe even to the top-10. The story is downright genius. Not only is it a brilliant meta-commentary on the series and on video games as a medium, but it also weaves Gnostic themes into there and explores the application of video games as a tool of metaphysical examination. Even the other aspects of the game, such as the comic-inspired visuals factor into it. Even its cliffhanger, which is annoying (mainly because we never got a sequel) makes so much sense and fits so well thematically with what the game was going for. And it does it all while not violating anything set up by the original Darkness and even enhancing that game's meta-text. God, it's so fucking good, a pure work of art. And, of course, judging by the reviews I've seen, this game's story flew over everyone's heads. Well, I'm not gonna discuss it here for the same reason I've never written a Silent Hill review. Instead I'll talk about the gameplay. This is probably the most mechanically-deep corridor shooter ever made. Despite the total linearity, there is an incredible amount of strategies you can employ to deal with the opponents, who come in a variety of types, forcing you to always consider in which order to take them out or whether to retreat. You can grab and throw objects, use some of them as shields, use powerful melee attacks, which then allow you scripted kills that will restore your health, ammo, mana, or give you a shield. You can dual wield a variety of different weapons and choose to combine weapons of different types for unique combinations. And dual-wielding in this game is without a doubt the best you'd ever see in any shooter ever. The way your guns will glide and zoom in automatically, allowing you to maintain your accuracy without the need of right-clicking to aim down-sights. Hell, you can even grab your darkling sidekick and throw him at an enemy. And on top of that you get to buy upgrades, which give you even more mechanics. The possibilities are ridiculously numerous. Every level is extremely creative and radically different from the previous. There's one level in a whore-house, were you get to see some actual fucking (so glad this game wasn't censored). The haunted-house attraction ride in the abandoned circus, where you have to tell apart enemies from the animatronics is fucking genius. Very reminiscent of a similar level in Max Payne 2. You get to go through all these cool-ass locations and events, shredding people into pieces with some insane, beyond Soldier of Fortune, dismemberment system, pulling their fucking skulls and spines out of their asses (literally) and eating their faces with giant snakes. Just from the conceptual point of view, this is the coolest game ever made. And you have these stunningly gorgeous and unique-looking visuals. No other game looks more like a comic book than this. Sadly, this also flew over a lot of people's heads, as I've seen them call this game cel-shaded. Apparently most gamers don't understand what cel-shading is. The developers of this game hand-crafted every single texture to look cartoony, which makes the overall picture capable of looking like a comic-book while still getting all the benefits of complex lighting and shading that would've been lost in a cel-shaded game. With the exception of one tiny stealth section, there is literally not a single downside to the experience. It's just a pure joy at every moment which then grows with profundity and reaches an emotional catharsis. It's games like this that showcase the potential of video games as an art form.
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毁灭战士2:人间地狱 豆瓣 IGDB
其它标题: Doom 2 / Doom II: Hell on Earth 1994年10月10日
类型: 第一人称射击 平台: PC / Mac / iPhone / iPad / Android 开发者: Torus Games Pty. Ltd. / id Software 出版发行: GT Interactive Software Corp. / id Software
Doom II: Hell on Earth is an award winning first-person shooter video game and the second title of id Software's Doom franchise.[1] It was originally released for MS-DOS computers in 1994 and Macintosh computers in 1995. The Macintosh version was developed in Austin, Texas by developers such as Brett Butler. Unlike Doom which was initially only available through shareware and mail order, Doom II was a commercial release sold in stores. Master Levels for Doom II, an expansion pack that includes 21 new levels, was released on December 26, 1995 by id Software.[2]
2025年4月15日 玩过
2025年4月15日 评论 Worse than Doom 1 in almost every way - I know I'm rating this lower than Wolfenstein 3D, even though it's a better game, but Wolfenstein 3D was groundbreaking for its time, whereas Doom 2 is basically the same game as Doom 1, except with a few new enemies, a double-barreled shotgun, worse level design and larger scale. I get the desire to make it big and epic, but in the case of Doom: less is more. With this game id Software decided that in fact more is more. Repeatedly the level designer employ the trick of putting like 50 Barons of Hell (or any other tough guy) in one room and placing a green ball somewhere in there. Maybe I'm just stupid but most times I'll clear out the room the regular way and only then find the ball. Sometimes there is no green ball, so you end up just jumping into the room and getting yourself killed. I know quick-saves are a staple of PC gaming that console gamers usually frown upon, but Doom II is literally impossible to beat without quick-saves. I dare you to try. Part of it is because of the abhorrent level design. I literally had to look up walkthroughs several times throughout. Sometimes the button or key you're looking for is hidden in some unremarkable location or obscured by other objects. Sometimes there is no button, and you have to figure out which wall you have to hump to open a door. A lot of rooms are tricks designed to murder you, but they give you no indication that would allow you to figure it out on your first playthrough. In fact the final boss is a bullet sponge unless you somehow figure out that there's a secret room. And how could I forget the numerous places where you can fall down into lava or acid and have no way of getting out. This game fucking broke me. I started out with the vanilla version, then moved onto gzDoom, then onto Brutal Doom, then at some point started resorting to cheats because at this point I've invested so much into the game, I didn't want to abandon it. Despite all the flaws though, the core gameplay is fine because it's still Doom. And for 1994 I imagine this was still some super next-gen gaming. I don't think I've played another old school shooter that could boast this many enemies on the screen at the same time. But this particular aspect doesn't impress anymore, and I just don't think Doom II has aged as well as the original. It is literally worse in almost every way. Shooting up a room full of imps with a double-barreled shotgun is fun for the first few times, but it gets old quick. And then what you're left with is mazes upon mazes of confusing level design and cheap deaths. P.S. Also, Archviles and Pain Elementals suck! Archvile is basically a guy that can attack you from anywhere without having to hit you with projectiles, that's bullshit. And Pain Elementals spawn lost souls, tiny flying enemies that are hard to hit, and then they explode upon death, fuck these guys!
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毀滅巫師 维基数据 IGDB
其它标题: Heretic / 异教徒 1994年12月23日
类型: Shooter 平台: Windows / DOS / Mac 开发者: Raven Software 出版发行: id Software
1994年電子遊戲
2025年4月19日 玩过
2025年4月19日 评论 Fantasy Doom with flying. - The term "Doom-clone" was originally applied to all first-person shooters, but Heretic is probably as much of a clone as it gets, to the point that it's hard to speak about it without comparing it to Doom. They basically just took Doom and wrapped it into fantasy textures. The only major difference here is the ability to pick up items. They basically function as orbs in Doom, except now you can store them and use them when you actually want. The only item that makes a major difference is the amulet that lets you fly. Flying is probably the only really remarkable feature of Heretic and is the most fun that can be had with this game. The level design is a mixed-bag. Episode 2 is largely solid. 1 and 3 have some truly atrocious levels that'll have you running around in circles trying to find a switch or a key. Especially in episode 1 this is a problem as there are plenty of doors that look like walls, forcing you to run around humping every walls you see. Overall, it's a decent enough experience for 1994, when I imagine a Doom clone would've still been impressive, but it didn't age very well. At least it's relatively short if you only play the original episodes. Well, I'll review the expansion separately when I beat it.
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