
Xuan-Yuan Sword VII is an ARPG rooted in Chinese history and mythology. Players take on the role of Taishi Zhao, a calm and reliable swordsman who was accidentally involved in a tragic fate. To protect his beloved family, he starts a journey in this chaotic realm to find the truth.
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Reviews
非常勉强的推荐。游戏从各个方面都有我不满意的地方,但我个人的评价标准不倾向于数字打分化。如果像一些其他玩家或者媒体一样把游戏的不同方面分开打分,轩辕剑7在我的标准下在各个方面都无法得高分,整体也比较平庸。但我游玩的过程中更多的感觉是“这里比较可惜”、“这里要是改成这样就好了”、“这方面内容太少了”这种。有一些让我开心的地方但没有太惊艳的地方,有很多不足的地方但没有一个让我特别生气的爆发点。或许有某一其它游戏,用数字化打分的话我会在多方面给出更高分,但我认为最重要的地方让我很生气,我会更倾向给不推荐(比如穹之扉)。 画面: 如果只以国产游戏的标准,这个游戏画面质量还算好。但某方面技术上的好并不代表实际观感好。 游戏的很多材质仔细观察后,我的评价是有的地方细腻有的地方粗糙。但这个是不能简单平均化得到一个中庸的观感的。如果游戏所有画面素材都是同一等级的粗糙,可能看起来会像一个旧游戏但风格还算统一。这个游戏一些粗糙的地方我觉得在细腻的地方衬托下反而更显眼。单说材质的话,一般来说近景材质比较细腻而远景材质比较粗糙,但这个游戏场景比较小,所谓远景也不是太远,粗糙感还是很明显的。而美术风格上,比起轩辕剑系列早期作品偏写意的风格,7代更偏向写实风格,那么对画质细节要求就更高了,一些地方的粗糙感也会被放大。 人物的话,很多非重要角色都是相同的几张脸,甚至有时会出现几个长相一样的人在同一段剧情甚至同一个镜头下出现。这在过去画质较差的游戏上是相对容易接受的,但画面到了这个程度出现这种问题就是非常让人难受的,感觉就像一群复制人。我觉得纯路人就算了,至少过场剧情中有人名的人物还是应该区分一下。 游戏因为场景镜头较近,除了开头回忆外多数色调也偏暗,就场景美术风格来说缺少多样性。几个村子和城市就视觉观感上看区别不够大,不同迷宫虽然有一些设计上区别但色调观感上也接近。整体上就视觉多样性上还是有些单调,这样每到一个新的区域就会难以增加玩家的新鲜感。 对比之前的另一款国产游戏古剑奇谭3来说,只看画面技术的话轩辕剑7是更先进的,很多材质与主角表情动作也更细腻。但古剑奇谭3很多是远景,看不太出材质的粗糙,不同地域的色彩风格也有很大差异。所以就整体观感来说,我觉得轩辕剑7是不如古剑奇谭3的。 世界设定、人物与剧情: 轩辕剑7的故事短小且相对简单,我就结合世界和人物一起说了。 游戏地图除了回忆和个别地点,基本是一体化的。虽然很多玩家喜欢这种感觉,但有得有失,这种地图对世界合理性来说是有些奇怪的。 游戏世界设定是在汉朝和新朝加入一些轩辕剑前代设定,因为并不像一些前作一样有时间旅行这种造成if历史线的设定所以以轩辕剑的标准算是魔改较小。除了仍然有妖魔鬼怪外,整体风格看着也比较写实。虽然汉朝可能不会像很多幻想历史游戏中描绘的那么繁华与先进,但也是这种一体化小型地图难以合理描绘的。游戏开始是小村子,小一点没什么奇怪的。后来到达的城市虽然用还算巧妙的方法只看到城市的一部分,但还是觉得小了。村镇城市之间的距离也很短。 在以往的轩辕剑作品,大多是有一个神州大地图,每个村镇城市或迷宫是一个单独的场景。大一些的城市进去后甚至有中地图,游戏中只能进入中地图中的个别小场景。就合理性来看,给玩家的感受是我经历了这么多小场景,仍然只是神州大地中的一小部分,没看到的地方不代表不存在。但轩辕剑7为了一体化地图,村镇之间基本每条路都是玩家可以实际行走的,那种对于游戏来说算是长度合适的路从合理性来看是不合适的。比如玩家从一个缝隙进入一小块空地,这里有个遇袭的商队,另一边有一条小路通往玩家目的地。作为游戏的话就是玩家的一条路,但从合理性的话就会想到这商队的车怎么通过的这么窄的小路,而且除了刚才的裂缝外这块空地也没别的地方可去。 所以我觉得这种一体化地图如果是整个游戏世界就是一个大迷宫的那种设定是可能通过巧妙设计显得好玩又合理的,但对于神州大地来说怎么设计都是难以契合的。 游戏开始回忆中的长安的一些细节我是比较满意的。虽然不是很懂历史,但就其出现了一些和央视三国演义电视剧风格类似的器具这一点看,结合我对央视三国演义中一部分历史考究的信任,我还是相信游戏制作过程中还是在历史细节上做了一些努力的。但玩到后面,再难见到类似画面给我这种感受,各类设定细节也少有带有新鲜感的新元素出现,走到哪里都是长得差不多的罐子,以及看着又不太有历史考究感的宝箱。 游戏的对话细节设计也是给我一种为了节约经费做了很多删减的感觉。回忆中的长安,以及回忆后讲故事,都有不太重要的选择分支,不同选择略微影响对话内容。虽然不太重要,但多少带来些变化。但这种选择后面直到通关也就在一个支线处出现了一次。 游戏对剧情的介绍和世界人物设定的介绍很多在路人对话中和词条中。这里甚至有些内容对理解游戏来说是很重要的。我自己是会到处听路人对话以及看词条的,但我知道很多玩家是不会看或者选择部分看的。游戏中一些剧情可能是从紧凑性考虑是没有完全说明白的,但词条中做了解释。我是从一些评论上看到一些玩家通关后也不知道一些设定或者理解错一些剧情的。例如 [spoiler] 太史昭(李昭)是被李家收养的,和太史湘(李湘)并没有血缘关系。这个最早从长安回忆中的路人对话就有明确提及。而主线剧情第一次提及比较模糊,相对明确提及的时间点比较晚。 接近结局处主角放水闸淹的是理军在河床的驻扎部队,这个在词条中有提到寇言是为了救部下跳河。主线剧情中寇言跳河前只提及的家人和人名,不看词条的确容易误解。(我在没看词条前想到了刚被机关水闸拦住的河床是不会有村落的,但以为是寇言作为军官把家小都带来了,没想到是兄弟和战友) [/spoiler] 在国产游戏的剧情中,常会出现为了别人牺牲自己的无私英雄形象。轩辕剑7主角在这个标准下显得恰恰相反,算是为了保护自己所爱的人可以明确阵营,某种意义上杀伐果断的角色。但角色的塑造结合整个游戏来看我觉得效果不是太好。 [spoiler] 游戏开头回忆部分用很短的剧情介绍了主角和妹妹的情况。主角照顾妹妹体现出的感情,以及母亲临死前的托付,算是后面兄妹情的重要前提。让我有点想起我个人心中前期感情铺垫的标杆游戏:最后的生还者。但且不说就水平上与最后的生还者有着差距,仅就世界设定的差别就足以让玩家缺少共情。 主角妹妹受伤濒死,主角的整个冒险主要目标就是救妹妹。但这个世界的设定有灵魂,有法术,玩家对生命价值的判断也会改变。妹妹在游戏中大部分时间都被法术把灵魂转移到机关人身上,虽然设定中没有嗅觉和触觉算是比较难受,但同时不会生病没有痛苦,也从只能靠哥哥保护变成了有战斗力,可以说有得有失。最关键的区别,这给玩家的感觉就是即使这样一直生活也挺好,就不能算死。如果说一路上历尽艰辛换回嗅觉触觉也算值得,但为此杀人,甚至用前代主角神形俱灭来换,以玩家的角度就觉得非常怪异。如果说最后生还者中乔尔为了艾丽一路杀人甚至包括无辜的人,即使在别人眼中乔尔是个坏人,玩家也更容易和乔尔共情。但轩辕剑7这种设定下玩家和主角共情还是比较困难。 [/spoiler] 游戏中还有很多情节给人以因成本问题被砍掉的感觉。 [spoiler]比如太史湘和褚红说了什么,琉璃死前那个像是伏笔的手部动作等,最后都没有下文。考虑到游戏中不少有剧情对话的角色甚至用着大众通用脸,琉璃的脸和主角一个精细等级,感觉应该是个戏份较多的角色,结果在后期出场一个boss战就没了,应该是经过删减。 [/spoiler] 游戏中我相对最满意的角色是疾鹏。但问题是距离我玩枫之舞和轩辕剑4已经过了快20年了,剧情基本忘得差不多了。轩辕剑7很多与前作有联系的地方我都是懵的。估计很多新玩家如果没玩过旧作的话更难以有共情了。 战斗系统: 作为轩辕剑系列的话,算是比较大的变革了。就动作游戏的标准的话,我觉得还算可以。个人觉得比较难受的地方一个是粒子特效有点妨碍视觉判断,再就是手柄好像只能从两套默认组合选择不能改键位。 但改成这样的话另一个尴尬的点就来了。之前评价画面,我可以很宽容的以国产游戏的标准来看。但战斗改成这样,虽说对系列本身算是变革,但仍旧是对国外成熟作品的模仿,那么对比对象难免就更多的要看与之相似的国外作品了。那轩辕剑7就显得有些平庸了。战斗的模式和节奏没感觉到对比已有成熟模式有什么明显创新。收妖勉强算这个战斗系统的创新,但结合炼妖的话对比轩辕剑系列旧作却可算是退步。 另外一个战斗系统变革造成的矛盾。轩辕剑历代作为回合制游戏(包括带有行动条,有点即时元素的回合制),可以让团队中多人参加战斗,一方面回合制可以很好的利用控制多角色来增加策略性,另一方面操作一个角色也增加玩家对角色的感情。而轩辕剑7的话,其模仿的动作游戏模式更适合控制单人。队友在这种模式下的存在感非常微弱,对游戏性帮助不大同时因为不能直接控制队友导致玩家对队友的感情也与回合制游戏不同。 另一方面,动作游戏中敌人招式的设计对平衡性的影响比起回合制游戏可能有着不同的控制难点,或许是综合对动作游戏的新接触以及成本等多方面问题,轩辕剑7在敌人设计多样化上远远比不上大多历代前作。 虽然我看过很多玩家认为动作游戏比回合制更先进,但如果接触过多种类型的玩家应该可以知道不同游戏的侧重点不同,但只要设计的好并不一定有先进落后之分。控制单人的动作游戏有着操作上的难度但难以做出策略多样性,控制团队的回合角色扮演操作难度很小但可以设计出丰富的策略变化。同时兼顾操作和策略的即时战略设计角度上看更难以维持平衡,所以出现过不少兵种众多但战术单一的作品,而少有的优秀即时战略游戏又更容易让人疲劳,至少我觉得连玩几个小时的即时战略比玩动作游戏或RPG累得多。 而就整个市场来看,现在的3D动作游戏和动作RPG是较多的,而优秀的回合制RPG比起过去显著减少。而轩辕剑如果以后向动作游戏发展,即使不考虑动作游戏与多主角的不契合,个人也是觉得比较遗憾的。 音乐: 虽然整体满意,但至少新音乐没有像老轩辕剑一样给我那么深的印象。不确定是音乐本身问题还是游戏的情节对音乐印象的加深。游戏中最让我喜欢的依然是老音乐的重制,神州响起时的激动以及桑纹锦响起时的带有忧伤的怀念,或许比起音乐更多的是对旧作的情怀。 其它: 天书系统: 不用多说,没玩过旧作的玩家随便搜个轩辕剑4的视频对比下就知道这作有多简陋。 炼化系统: 因为敌人的复杂度显著降低,炼化系统的多样性也就随之降低。比较难受的问题,有些材料升级式的炼化也要一个一个炼,不能批量操作,是真难受,尤其是手柄操作时。 迷宫设计和解谜: 只看结构的话多数迷宫比起2D时代的游戏是简单了许多的,但配合3D系统的旋转效果有时也会走错路。游戏中很多需要用到大面积机关操作解谜的区域没有敌人是个不错的处理。可惜的是不少解谜看着巧妙但不够复杂,这也算是对很多不善迷宫和解谜的玩家群体的妥协。个人还是很希望看到在机关术背景的游戏中出现复杂又巧妙的机关解谜。另外推拉机关的速度太慢了,这个比较难受。 涿鹿棋: 其实比千秋戏好玩,不算难但也算正经能动动脑。 爬墙: 我觉得模仿其它游戏的系统没关系,但至少多少要加入自己的东西。这游戏在各种不知为何会出现在各处墙上的半截梯子上爬来爬去的系统应该算是毫无自己创新的纯模仿。 存档问题: 我仍然认为,只有特定地点才能存盘是早期主机机能限制,为优化存档文件体积所做的妥协。有时有一些避免困在过难迷宫中造成坏档的作用。PC游戏这么搞实在弊大于利。即使后面有些游戏把这个包装成用以提升难度的特色,在非战斗区也要找存盘点实在是没必要。 而更让我不高兴的,是游戏手动存档只有10个存档位。即使是现在的主机也不至于这么缺空间。 steam问题: 这个steam成就和卡牌的设计,多少有点剧透。 对于长度问题、游戏成本相关的猜测: 可能多数玩家都会觉得轩辕剑7相比历代前作,世界小,剧情短。那么假设一种情况,如果轩辕剑7的世界扩大一倍,剧情加长一倍,价格增加50%,是获得更多好评还是更多差评呢?游戏作为商品,其评价与价格有着强关联。我个人是宁可其价格增加同时加大世界加长剧情,但整个市场却不一定这么看。轩辕剑7的主要目标市场是以中国为主的中文市场,其中的大头中国大陆的市场情况会显著影响游戏的定价。习惯了低定价,轩辕剑7即使长度变为现在的3倍,标准版定149rmb的售价也是会被大量消费者拒绝的。而这么多年过来,现在的99元定价比起20年前69元的定价甚至都可算是便宜,但制作成本却是另一回事。在成熟的回合制前提下利用2D或者简陋3D制作一个庞大世界的成本不一定能在又要摸索制作组不熟悉的系统又要改善画质的同时支撑做出同样大甚至更小的世界。我觉得对制作组来说为了控制成本做出这么个玩意可能也挺难受的,不能指望制作商都像古剑奇谭三那样愿意冒险赔本做慈善。
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Languages: Simplified Chinese*, Traditional Chinese*, English, German, Russian, Japanese, Spanish - Latin America, Korean, French, Turkish*languages with full audio support
Hours played at review time, across 806 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
6外穹之扉→3代云与山→3外天之痕→4代黑龙→4外苍之涛→5代三部曲→6代凤凌长空→7代 记录一下补完整个系列的顺序 4/水镜 4外/车芸 5/夏柔 5外/横艾 5外/兰茵 5外/芝茵 6/瑚月 6外/沐月 6外/子巧 7/太史湘 7/褚红 记录一下喜欢的一些主要女角色 其实玩下来感觉7不算差,算[h1] 穷[/h1] 查阅美术集发现至少还有西域和蜃界的场景构建,但是游戏正篇中并未出现;且剧情中后期有明显的急转直下草草收尾的痕迹,莫煌、琉璃等明显有故事尚未挖掘。轩辕剑一直是属于设定和想象力独树一帜,但是文本和剧情衔接细节上有所欠缺的一类。前者体现在[b] 十神器及转世设定、轩辕/山海/云中界等设定、黑火、墨家机关术与天书、薛定谔的历史虚无(hhh)[/b] ,能够找角度切入戏说历史、杂糅西式恶魔、真正化用山海经神话谱写自己的IP故事,颇有点中式神州幻想的意思。后者是一贯的通病,文本打磨和剧情走向润色上不及隔壁仙剑隔壁古剑。另外想着重表达的是:[b] 放弃回合制转投缝合怪即时制、拙劣地模仿篝火存档、丢弃本有着自己IP特色的玩法系统如大地图行走等,均是败笔。[/b] 时光荏苒,唏嘘这个游戏走过了时代、走进了历史,也是唏嘘自己的7年时间转瞬。不如听听音乐,感谢毛兽吴欣睿和曾志豪,轩辕剑留下了诸多优秀的游戏配乐,7代也有几首: [url=https://music.163.com/song?id=1864892083&uct2=U2FsdGVkX1/Ota/vym47dUNzGBV6PPwiibMkWyaZJ6E=] 侠女行 [/url] 精进又纯熟,查了一篇作曲吴欣睿的采访,确实如他所说没有出现能配得上这首的剧情。但褚红这个角色肯定值得的。 [url=https://music.163.com/song?id=1864898667&uct2=U2FsdGVkX19+XyFld9SLHxV76XB8sayYyYkCNu14IXM=] 襁褓吟 [/url] 我爱妹妹 [url=https://music.163.com/song?id=1864898666&uct2=U2FsdGVkX18g+dWZRS5izPiPDN4ehFTNylEoVHhpryM=] 神州 [/url] 含金量不必多说。轩辕剑,希望再见。
刚出我就买了。玩了十来个小时,总感觉游戏是个未成品,就没玩了。差不多两年后的9月,我重装了,结果上去发现,天书系统还是只有平面界面,居然连个天书世界都没有画出来,我真的觉得这次轩辕剑是不是故意躺平的? 都七代了,居然天书世界都是黑色底色白色矢量风的插图??我的天你这不是随便一个前代都吊打你?枫之舞的经典,3带的美轮美奂和波澜壮阔,在本代我是感觉不到的。 很多人说打击感好,我感觉打击感是还行,但打架不好玩。 第一,千篇一律。 第二,新手打boss时,其实需要道具搭配,尤其是开局遇到第一个boss,以及中间机关人boss。开局那个,真的很火大。异常效果整死人。 第三,招数真的太少了,冷却时间也过长,效果也单一。 第四,我玩到现在,没有看到酷炫的大招,或者合体技之类。 然后升级也是非常简单,商店卖的东西也是千篇一律。没什么惊喜。 另外,地图其实很小,每个地方的地图都很小,基本就是跑过去,打罐子,点商人,点传送点,跑剧情。 锦纹突然的,出场对鹦鹉的冷淡,对所有人的冷淡,真的是百年岁数的人哪种感觉,真的,感觉每一个角色都,,,,太,,,欠缺了。 机关过图部分我是开外挂开加速玩的。推动转动一个柱子的动作反复做真的很没意义。 虽然系统一般,但人物塑造和故事一直是本系列的亮点。 真的,仙剑一,枫之舞,轩辕剑3,天之痕。这几个是永远的王,仙剑二剧情我都想不起来了,仙剑三好像只记得重楼,都不是主角的名字。到了轩辕剑柒,其实我昨晚还在玩,但我现在居然想不起来男主女主的名字。就记住了性感琉璃在线合体,莫名其妙就合体,莫名其妙就死。而且是很美的配角脸,超美的。死了之后尸体故意做没了,因为太性感。咳咳,这些设计都很奇葩。 所以我停下来一年多不玩,没想到,居然,没什么更新我的天。 所以我不太推荐这款游戏。这里剩下最让我喜欢的就是枫之舞的音乐和轩辕剑本身了。还有鹦鹉。这都是情怀,情怀。 所以我不想浪费掉情怀。明明多好的回忆。 看到仙剑七评分还行,我回头去试一下仙剑七八。 感觉轩辕剑柒是个未成品,不是半成品。感觉完成率只有30%。 尤其是天书界面居然是黑白平面矢量风,唉。 看到别的评论说这个包不是送枫之舞,而是买枫之舞送七,我想重刷一边枫之舞了。 还记住一开始辅子彻在河边下棋,水漫上来的那一幕。 美。
公元23年王莽被杀,玄汉建立,正是轩辕剑7的时间线,咱们现在是2023年,正好差距整整2000年,所以玩游戏的时候总有种恍如隔世的感觉,没事的时候看看游戏中的夜空,看看一草一木,想象这是2000年前的世界。
国产游戏能做到这个水平相当不错了,不足之处是剧情略显单薄,尤其是绿林军跟王莽军的战斗跟过家家一样,最后结局把走过的迷宫重新走一遍也是强行凑剧情,不如在剧情本身上多下些功夫,画面光影非常不错,优化不算太好,中规中矩吧,希望这代外传能保持住这样的水准,到时候一定会继续支持
看到都是骂的,那我就放心了。剧情实在太拉了,尤其打着墨者驰骋的名号,对于玩过枫之舞和轩辕剑四的玩家来说,这游戏剧情简直是把人的智商放在脚下踩。不管是主角还是其他人的行动都没什么逻辑,尽是随便三言两语就草率地决定了重要的事。情感上也是来得莫名其妙,缺少铺垫。游戏中路人不能对话让人非常没代入感,唯一让我觉得有些温馨的就是少室山下那一段。建模我看着还好,细看人物五官都挺精致,是少见的写实风,但问题是打光实在太烂了,男主全程面色蜡黄形如枯槁,两位女主稍微好一些。另外本来我玩到前半程还在截图说难得有个女性穿衣比较正常的游戏,结果随后就来了个爆衣女反派,真是夸早了。游戏操作也很迷,跑图全靠shift,石敢当传送太不方便了,支线还只能追踪一条,所以我支线都没做了。总之,不说那些经典了,比起前作中规中矩的《穹之扉》都差很多。 最后,能不能把轩辕剑四上架steam啊!!我需要轩辕剑四!我需要水镜姬良机关屋!
这游戏要么是个半成品 ,要么就是大宇想放弃这个ID。这纯纯的脑瘫想出来的剧情,怪物单一 人物僵硬 战斗傻逼 剧情脑残 游戏内容太小 解密弱智。无语最垃圾的轩辕剑版本
请重置苍之涛!!!
[h2]Overall: 6.5/10[/h2] [h3]Story:[/h3] This is the first Xuan-Yuan Sword game I’ve played, but from what I gathered before jumping in, each entry tells its own story, so you don’t really need knowledge of the previous games to understand what’s going on here. In theory, that’s great for newcomers like me. The narrative is clearly meant to be one of the biggest focuses of XYS7, and I appreciated being able to jump in without homework from older titles. That said though, by the end of the game the overall narrative still felt a little all over the place, slightly disjointed, and unfortunately pretty undercooked. XYS7 is also a bit of a slow burn at the start, and it takes a while before things really get moving. However, the core motivation is clear enough: Taishi Zhao is trying to [spoiler]restore his sister Xiang’s body through magic after she gets mortally wounded.[/spoiler] It’s a strong and personal starting point, but the journey that follows and all the information you learn along the way ends up feeling scattered and difficult to follow at times. The real issue, at least for me, is that this game tries to juggle too many plot threads for a story that only lasts around 15 to 20 hours. You can tell the developers didn’t want the plot to be as simple as [spoiler]“just go resurrect your sister,”[/spoiler] (which is understandable), but the way the journey is extended doesn’t always feel convincing. You’ll run into elements like [spoiler]the Blackflame disaster, political conflicts between factions, and various pieces of Chinese mythology.[/spoiler] All of these ideas are interesting on their own, but they rarely feel like they connect together in a satisfying way. It’s not outright bad, but the best way I can describe the narrative is "surface level", in a game where the narrative is a HUGE focus. Outside of the main goal of [spoiler]saving Xiang,[/spoiler] most of the other story threads only give you just enough context to understand the immediate situation you’re in. They rarely go deeper than that, even if you take the time to read the character logs and location entries the game provides. By the end, I felt like there were a lot of potentially cool ideas floating around, but not enough time or focus spent tying them together into something more cohesive. [h3]Gameplay:[/h3] The gameplay left me feeling slightly conflicted. On one hand, the combat is a pretty fun and approachable action RPG system that focuses on fast swordplay, stance switching, and flashy executions rather than overtly punishing difficulty, but just like the story, it took a while to really “get there.” Going in, I had also seen a lot of comparisons between this game and the souls-like genre because of features like a stamina bar, parry/dodge mechanics, and enemies respawning after resting at campfires, but in my experience this is 100% not a souls-like. At most, it’s an action RPG with a few moderate souls-like elements layered in. Regardless, when I first started playing, the combat actually felt pretty stiff, and I had to reel myself in and meet the game where it was at for a while before things began to click. But even then I'd say XYS7 is just good at what it does, not great. Despite that, most encounters revolve around locking onto enemies, chaining light and heavy attacks into quick combos, and dodging/blocking when monsters try to attack, which quickly felt familiar without getting the sense that the game was trying to do too much. Furthermore, there are four martial art stances you unlock throughout the game, which change the properties of your heavy attack and give you access to unique special techniques, keeping combat fresh while further proving its distance from a souls-like formula. With all that said though, one of my biggest pet peeves with the combat is how bosses always seem to target you, the player, exclusively during boss fights. On hard difficulty this made certain bosses with faster move sets like [spoiler]Sun Ke or Mo Huang[/spoiler] feel genuinely tedious, especially when potion + stamina cooldowns forced me to back off constantly. There were several moments where I found myself getting chased around an arena while my companions freely attacked from the sidelines without ever pulling the boss’s attention, leaving them completely unharmed while I tried to survive. It just made some moments feel more frustrating than challenging. [h3]World:[/h3] I genuinely liked the map, but there is no sense in beating around the bush about its structure, the entire world is basically one long corridor. Progression is extremely linear, with each area feeding directly into the next rather than offering any real exploration opportunities off the beaten path. Still though, I would not call the world lazy or even repetitive. In fact, XYS7 does a pretty good job of giving each city/region you pass through along the way its own distinct personality. My biggest issue with the world design, then, is that although you have the option to, there's honestly no real reason to ever return to any of these cities after you move on from them for narrative reasons. Aside from the Chess players or merchants, there is nothing to interact with. From a technical standpoint, however, the world generally runs quite well. I experienced little to no frame drops during my playthrough, and aside from a couple spots inside Kunyang or right outside Caiyang, there was not much noticeable pop-in either. It is just a shame that there is not more to actually do in any of the towns, because the world itself has enough charm and identity that I found myself wishing the game gave me more reasons to spend time in it. [h3]Visuals:[/h3] By the time I finished XYS7, I actually felt that the visuals were also good, especially considering what the game is and the scale of the project. During normal gameplay the environments, character models, and lighting all look very solid. The real problems with the visuals show up in the cutscenes rather than the gameplay. A lot of the major story scenes are surprisingly cinematic and almost movie-like in how they are framed and directed, but several of the smaller/more transitional cutscenes can feel a little funky. More than once I noticed subtle issues like characters moving/rotating faster than their animations, or camera angles that feel awkwardly positioned during conversations. The biggest visual issue for me, though, is how blurry some of the cutscenes can look. Even the well produced ones. At times, it feels like the depth of field is way too aggressive or simply not positioned correctly, which causes characters or parts of the scene to lose clarity when they are obviously intended to be in focus. It is not something that happens in every cutscene, but it certainly happened throughout the entire game. It's a shame too, because when the camera isn't smeared in Vaseline, XYS7 genuinely looks good. [h3]Music/Sound Design:[/h3] The music is easily one of the best aspects of XYS7, hands down. The soundtrack leans heavily into traditional Chinese instruments, which fits the game’s historical fantasy setting extremely well and gives the world a distinct musical identity. However, what surprised me the most was just how much variety there is across the soundtrack, and how well the music reinforces the atmosphere of each location and moment in the narrative. On the dialogue side of things, even though I couldn't understand exactly what was being said since the game is voiced in Chinese, I still felt like most of the character performances were expressive and well acted. The tone, emotion, and delivery still came through clearly enough that I rarely felt disconnected from what was happening in big narrative moments. On the other hand, the general sound design outside of the music and voice acting is not anything particularly special. It was all serviceable, but at the same time nothing about them ever really stood out or left me particularly impressed.
乏味,只有一把武器,只能升级武器,拉的一批,没有添加跳跃,全程跑,boos打完最后还要从头跑一遍地图,吐了,恶心!
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