若何评价游戏layers of fear(层层恐惧)?

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那个游戏对一周目来说完满是噩梦,良多场景中有两种过关办法,而玩家的选择间接影响一些物品(成就)的获取,以至会对游戏结局产生影响(我一周目完全没看攻略,打出轮回结局,后来在b站看了全成就视频,才晓得本身其实错过良多剧情)。游戏有许多搜集要素,一旦错过除非读档重来,不然无法再获取。不外在我看来那不算缺点,因为搜集物品并非那个游戏的次要弄法,一些物品不搜集也不影响理解剧情。一些场景的多选解法次要是为了提拔二周目标可玩性和多结局,让玩家更彻底领会配角身上发作的故事。

游戏总共三种结局

1.轮回结局(老婆画像)

2.无私结局(画家画像)

3.家庭结局(母女画像)

社区讨论中,开发者对游戏结局的触发规则,给出的解释如下

引用自 Aspyr-Blair:

A few tips for those seeking the Layers

Weve really enjoyed watching the community figure out on its own that Layers of Fear is in fact a game about Layers and has multiple endings depending on how you play the game. Many of you have figured out the mechanics

, but for those of you that are having some frustration nailing a particular ending, we thought we would post a few tips.

The path out of insanity is a tricky one. The default ending will have you stuck in a loop of constant madness

, however you can break this loop by focusing on one of two most precious aspects of the painter’s life: his family, or his work.

The game follows your every move and allocates a hidden point score based on your actions. The points you get vary from action to action. To achieve one of the concluding endings you will need to gather a fixed number of points from one path without exceeding the same number in the other path

.

Gathering 2D and 3D items will bring you simultaneously closer to two different endings. There are two exceptions: the painted rats and the letters/photos from the wife

, which respectively give points to only one of the conclusive endings:

Family ending – put the focus on interactions

with the apparition and never strafe from danger or risk; look for items connected to your wife, but do not pick up those which connect to the painter’s passion. Seek out hidden rooms and look for findable items there.

Selfish ending – seek out artistic work; look closer at the paintings; always follow the rats; gather rat posters; avoid death at all costs.

The items that you can collect which are stored in the workshop count to the sum of your points on each playthrough on the same profile. Events, as in choosing the ‘correct’ path, or finding alternate ways to leave a room are the most decisive in terms of obtaining one of the concluding endings.

We should note that you need to be thorough. There are a lot of opportunities to get points, but you need to find almost all of them to trigger one of the concluding endings.

翻译大要如下

引用自 WRX:

游戏的默认结局下,你会陷入一个疯狂的轮回,但是你能够通过把留意力转移到【家庭】和【工做】那两个重要的方面,来突破那个轮回。

游戏会根据你的每一步,基于你的行为和选择分配响应的隐藏点数

,隐藏点数会按照你的选择和行为产生变革,环环相扣。为了达成某一个结局,你需要为那个结局积累固定的隐藏点数,同时其他结局产生的点数不克不及超越它。

搜集一些2D和3D物品会让你同时接近两个差别的结局。但是有两类物品是破例:鼠绘图和老婆的照片信件,它们只会别离给出此中一个结局:

1.家庭结局——把留意力放在与鬼魂的互动上而且不要去冒险;寻找和老婆有关的物品,但是不要去捡那些和画家强烈情感相联系关系的物品;寻找隐藏的房间和隐藏的物品。

2.无私结局——寻找各类艺术做品;近间隔的赏识各类画像;老是跟从着老鼠;搜集鼠绘图;不吝一切代价制止灭亡。

每个存档的流程中,在画室中陈列的那些可搜集物品会被加到你的总点数里,有一些事务像选择“准确”的道路、找到替代的路分开房间之类的行为,会对达成某一个结局产生决定性的影响。

游戏画面我几乎吹爆!在暗中的场景中参加红绿亮色冲击视觉,使画面不只不但调,并且耐人寻味。

层层恐惧不单单是恐惧游戏常有的那种暗淡压制,或是jump scare来缔造恐惧,而是通过场景的切换,房间的改动是玩家心生恐惧。当穷途末路时,可能昂首看看就会发现别有洞天。通过场景变更来辅助营造恐惧,blooder team确实下了一番功夫。游戏通过对情况的改动给人耳目一新的觉得,保举利用手柄停止游戏,如许游戏视角变更速度较慢,房间能够在视角转过去之前变更完成,更有震撼感。

游戏情况音非常出寡,以致于blooder team出了一个dlc专门收录游戏内音乐,包罗踩到玻璃发出的声音,风声,嘈杂的谈话声,留声机的音乐等。恐惧就是从在那些细微之处堆砌而来,玩耍时佩带耳机恐惧翻倍。

但那掩盖不了游戏后期音乐略显单调的遗憾。没有从配乐上给人循序渐进,层层深切恐惧的觉得。

游戏剧情较为简单,在第二章或第三章就能大致摸清游戏内容。游戏通过经信件,老婆的遗物和女儿的画做,附加旁白音来鞭策故事前进,比完全没有旁白或大段文字论述来推进情节更丰硕,不会让人纠结情节和理性而削弱恐惧感。

游戏微解密,对我来说节拍掌握的很好,既能够通过解密提拔游戏乐趣(否则整个游戏就是开门模仿器和走路模仿器了),又通过解密增加玩家在单一场景中停留时间,不至于一路莽到底反而失去了恐惧游戏自己的乐趣。

很深入游戏菜单界面下的那首Main Theme,悠扬的钢琴曲配上浅吟低唱,惨痛惨痛的,觉得陷入了一段老光阴,然后一层一层的往下掉。

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若何评价游戏layers of fear(层层恐惧)? 期待您的回复!

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