A third-person action-adventure that combines fast-paced combat with the aesthetics of wuxia—a Chinese genre about martial arts masters. The game... Read more
This is absolutely amazing! It rewrote the history of action games, and time will prove just how powerful and groundbreaking it is. Some people say the plot is bad, but have they carefully read the descriptions of every document and item they pick up in the game? I still remember Lan Shaodi; he looked so carefree that I thought he was a child trafficker, but it turned out he was just using that as a cover to save children. He even gave away all his wealth. He was originally a pampered young master without such troubles, and no one knew about his achievements. In that era, it was incredibly difficult to take in a group of children. He eventually died in front of his own mansion, and no one but us knew or cared. After the mission, we received the jade ring he pawned to the boatman; the words in the description weighed a ton. The plot, characters, ensemble cast, and world-building are all top-notch. And the combat system is incredibly unpredictable. Unlike Japanese games that seem to give you power but actually impose soft limitations, it even allows you to unlock passive abilities to make yourself less restricted! For example, in a Japanese game, if you attack and the boss suddenly raises his hand to attack before the animation ends, you'll just think you're doomed. You've misjudged and attacked at the wrong time, and you can only take the hit because even if you, as a player, realize you need to defend and dodge, the animation isn't over; the boss has to take the attack. But Shadow Blade Zero is different. You can interrupt your animation with a dodge! You can choose when to attack, when to change your rhythm, and various other methods—different solutions! Some say the combat system is empty, which is the biggest smear and misunderstanding! The producer said that the initial design intention was to allow ordinary players to experience the feeling of being a pro, so they simply let you choose a clumsy, no-operation, even near-random button-mashing style to complete the game. But that only means they provided that option. If you don't know how to combine weapons, how to use high-level level 15 gauntlets for blocking, or use other ridiculously rich effects, and you actively choose the guaranteed gameplay set for ordinary players, why blame the design?
This game's combat system has an infinitely high skill ceiling and an extremely low skill floor, making it very forgiving. It's not that the combat system is mediocre as some people claim; they've simply chosen a mediocre solution themselves! Story: 10! World-building: 10! Combat: 10! Exploration: 10! Replayability: 10!
太牛逼了,改写了动作游戏历史,时间会证明他是多么厉害和附带开创性的一作。有人说剧情不好,是否认真阅读过游戏里每一个捡起的文书和道具描述?就单单那个兰少狄我就一直记得,看着吊儿郎当的还以为是拐卖儿童的,没想到只是打着这个幌子拯救孩子。居然还散尽家财,他本就是个没有这些麻烦的大公子,没人知道他的功绩,在那样一个时代背景下收留一群孩子有多不容易,他最后死在了自家大院门前,除了我们也没人知道没人在意。任务结束后我们得到他抵押给船夫的玉扳指,描述里的字重若千钧。剧情,人物,群像,世界观塑造,全部顶级。而战斗系统则是变化莫测。他没有像日式游戏那样看似给你机能实则施加软限制,他甚至被动机能都可以点出来让自己更不被限制!比方说你攻击,在日式里他进入一段动画演出,这时候演出没结束BOSS突然抬手攻击,你只会觉得完了,判断失误在错误的时间出手了,且只能承受,因为演出不结束哪怕你这个真人都已经意识到要防御和躲闪他也不允许你躲闪,他必须吃到攻击。而影之刃零不一样,他可以用闪避来打断自己的演出!他可以去选择什么时候进攻什么时候变化节奏和各种方式都不同,不同的解决方案!有人说战斗系统空洞是最大的抹黑和误解!制作人说只是因为设计的初衷是为了让普通玩家也打出高手的感觉,所以他只是让你可以选择用比较笨拙,无操作,甚至接近乱按的玩法来通关,但这只意味着他提供了这种选择。你自己不会搭配武器不会用高级的十五级拳套格挡不会用其他各种丰富到离谱的效果来玩,主动选择了设置给普通玩家的保底玩法你怪设计?
这游戏的战斗系统上限高到无限,下限也极低可以很好兜底,可不是某些人口中的战斗系统平庸,只是他们自己选择了平庸的解法罢了!!!剧情10!世界观基调10!战斗10!探索10!重玩价值10!!!
