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厄运:黑暗时代 - 第一个预览

作者 : Adam Mar 17,2025

Following the phenomenal success of 2016's Doom and its even more refined sequel, Doom Eternal (2020), it might seem impossible for the franchise to reach new heights.但是, 《毁灭战士:中世纪的前传》黑暗时代并不是要超越其前辈。相反,它完善了公式。这款高辛烷值,基于技能的第一人称射击者提供了激烈的地面战斗,强调了原始力量。

The iconic arsenal returns, naturally, featuring the devastating new Skull Crusher—a weapon that gleans ammunition from the skulls of fallen foes, then hurls them at the living. But The Dark Ages also significantly elevates the three melee weapons: the charged electrified gauntlet, the flail, and the standout Shield Saw (seen in last summer's trailer), usable for blocking, parrying, and deflecting attacks.正如游戏导演雨果·马丁(Hugo Martin)在我的演示之后说的那样:“你会站起来打架。”

马丁引用了三个关键影响:原始的 *末日 *,弗兰克·米勒(Frank Miller)的 *蝙蝠侠:《黑暗骑士》(Dark Knight)返回 *和扎克·斯奈德(Zack Snyder)的2006年电影 *300 *。

该系列的标志性荣耀杀戮系统已进行了改进。死亡现在对上下文敏感,适应您的位置和周围的混乱。这种变化直接解决了敌人的恒定群,让人联想到300和原始厄运。战斗场所大大更大,可以实现更具战略性的自由。 Objectives are tackled in any order, fostering exploration within the levels (which, Martin notes, have been adjusted to maintain a roughly one-hour playtime each).

Addressing a common criticism of *Doom Eternal*, *The Dark Ages* presents its narrative through cutscenes rather than the Codex, immersing players in a sprawling story described as "a summer blockbuster event with everything on the line."杀手的力量成为令人垂涎的奖项,推动了叙事向前。

开发人员简化了控件,旨在直观的游戏玩法。近战武器是单独配备的,经济被简化为单一货币(黄金)。现在,秘密专注于通过有形奖励而不是传说增强游戏玩法。

难度是通过滑块完全定制的,可以使玩家调整游戏速度,敌人的侵略性和其他参数。

令人印象深刻的巨型Atlan Mech和Trailer的网络龙序列不是孤立的事件。每个都具有独特的能力和迷你老板。重要的是,这次没有多人游戏模式。重点仅在于制定出色的单人游戏体验。

Martin's decision to shift away from Doom Eternal 's successful direction, returning to the core principles of the original Doom , is a compelling one. He explains, "It's just gotta be different [from Eternal], especially if I loved the game. [If] I wanna play a Doom game, I wanna feel strong, but I'm OK with changing what that power fantasy is, especially if that change brings it closer to classic Doom."

这种转变大大提高了我的期望。 5月15日不能很快来。