MGSV第一份法国媒体review及英文翻译(无剧透)

  • 你们好奇怪
    法媒Jeuxvideomagazine的图:
    http://imgur.com/a/EY7Jm#3W2WvMy

    4chan的野生英翻

    1/3

    The first hours of the game are excellent. The prologue swiftly creates an intriguing and mysterious atmosphere and the gradual discovery of gameplay elements is incredibly rich, we weren't bored for a second. The level design for every mission is very well done, the total freedom offered to the player and a sound track which always highlights and amplifies the sensation of danger greatly helps immersion.

    You're not merely controlling Big Boss, you are Big Boss! But, as the game goes on, a sensation of repetitiveness grows. This is due to three elements : a "special" gameplay,an open world which doesn't feel totally mastered (->finished, well used), anda very diluted narration. The well-known gameplay (Peace Walker) means you're alterning between ground missions and base managing. You've got to recruit soldiers and assign them to diverse tasks in your HQ to develop new weapons.The problem is that the gadgets and arms which allow to easily kidnap these soldiers are developed at a very slow pace, while lethal weapons are very quickly acquired, but are more or less useless.Furthermore, the HQ development implies thata lot of side quests need to be completed, without which the player can find himself stuck in the main quest progression as he will not have unlocked the necessary gadgets. This difficulty often pushes the player to grind levels, as if this was a classic RPG, through the repetition of missions. If this wasn't much of a problem in Peace Walker, as game phases were shorter, it quickly becomes tedious in MGS V as the environment is much bigger.

    Was the transposition of Peace Walker's concept into an open-world setting a good idea? Other than the problem of how long the missions are, we have to admit that the huge playground is under-exploited.


    2/3

    If you ignore the few **ts that you can collect here and there, or the animals you can send back to your HQ, the game doesn't really give much in terms of side content.The side-quests are very similar to the main quests, and the game is always concentrated on camp infiltration. So there isn't much in terms of gameplay variety, except for the freedom in the methods that you choose to employ. But,compared to Witcher 3, or Batman:AK, which both propose a lot of very diverse activities, MGS:V feels more limited. However this uniformity in the gameplay has always been a part of the series, and was always well supported by its fascinating plot and cast, which always made the player want to advance in order to discover more. On this point, MGS:V is confusing. After an incredibly good start, cinematics suddenly become very rare and the plot doesn't feel like it's advancing.. until the very end.

    Most of the questions/problems put forth through the adventure aren't solved by the end (there is no resolution to them) - which leads the player to interpret the game his own way, except of course if a secret, real ending exists that we have not reached.
    Once the game is finished, we can indeed repeat old quests, in a harder setting (examples : unarmed, undetected, etc).
    Some side quests prolongate the main story and unlock new cinematics.

    It's all very confused, and,after having reached the end of the game, it becomes a bit tedious to have to repeat and re-repeat so many missions, go back to the same old areas, etc... just to unlock new material. But this is reminiscent of MGS Peace Walker, so MGS fans shouldn't be too surprised.

    MGS V is still a fascinating game. Even if the game only puts forth infiltration missions, there are so many different ways to accomplish them that we always stay surprised.


    3/3

    Once players have unlocked all the tools at their disposal and learnt how to use them, infiltrations become very easy. Until then, players must accept to die a lot and start again, in order to realise a clean and proper infiltration.The partner system takes a long time to show its interest, you must stay patient as the trust levels slowly grow, allowing for more interaction with these partners.MGS:V is a game which should be played patiently; rushing it will probably lead to boredom.The construction in episodes (there's an intro and an outro to each mission) supports this idea that the adventure should stay gradual and can be picked up again at any moment. This is why the accent is put on the gameplay and the "infinite" ways of action, while the story-telling takes the backseat. It still feels like Kojima is backstabbing us with this opaque, unclear, methaporical story, which finds no closure - unless, once again, a secret ending exists. Finally, what if the real surprise with MGS:V was how it doesn't conform to the idea we had of it ? A risky move that could confuse more than one player, starting by us.



    the little box says
    MGS V's DNA :
    55% on the battlefield, attacking camps to exfiltrate a target or get documents
    15% being angry for a failed infiltration or a very hard mission
    5% watching cinematics and wondering wtf is happening
    25% in the menus of mother base to spread troopers and try to unlock weapons


    评分部分:

    >Gameplay
    The best MGS in terms of gameplay. Also the one which gives the most possibilities. Even if some aren't so useful.

    >Graphics
    All in all pretty clean, the game still suffers from being developped on two generations of console. We've seen better.

    >Sound
    Ambiance melodys really convincing. Also an unbelievable collection of 80's songs.

    >Length
    The adventure is really long (more than 40 hours), but can also bores you from time to time.
  • 你们好奇怪
  • x
    xgyy1111
    问题点基本上和前作差不多:致命武器数量众多但使用机会依旧非常低,支线任务的地图和主线任务一样只不过是换了个目标,必须完成众多的支线去解锁装备和武器的开发图纸
  • 你们好奇怪
  • c
    cainmy
    基本就是年度最佳游戏没戏了?
  • c
    cainmy
    读了一下感觉问题挺严重的,最大的问题就是重复无聊,而且剧情没有任何像样的结局
  • l
    libindi
    感觉好像在说龙腾,大量空洞的支线让人不想玩第二遍。
  • 发霉的马甲
    主要问题听说是支线任务有些太空洞,有些流程乏味,这问题原爆点就有
  • 发霉的马甲
    a9上的翻译手机五分钟脑内翻译,大家参考一下就好 四个分项 游戏性,画面,音乐,可玩性(时长),里面没说什么特别突出的地方。 其中游戏性上批评了一些所谓的多选择显得多余。 画面上强调了横跨两代主机,看得出这是画质做了妥协,没法多惊艳。 音乐评价不错,年代情怀加成。 可玩性上说通关大概40小时,问题是玩到最后的时候表现不太好。 下面那段话,总结说这代的游戏性很丰富但是在剧情上却几乎没有什么选择,MGSV实现了我们过去很多期望,但是仍难以让我们满足。这是个好游戏不过很难这么断言。所以这是kojima的一大难解之谜了? 上面的详评扫了一眼,手上没字典不敢直接译出来。总体上是很不满为什么本作没能达到应有的高度。 游戏方式上并不亲民,你需要多次尝试和死亡。你需要花费大量精力去哄你的伙伴,这样他们才能展现出自己的有用性。 还有就是剧情似乎很虐心,以前可没到这种程度。另外本作真正令人吃惊的是它试图用一些非同寻常的方式来打动我们,但是这种方式很危险,还有可能让玩者自身感到不适。 右边小字: 本作的宣传已经说了太多太多的东西,所以留给我们的惊喜和新奇其实已经所剩无几了。 总结一下, 1:游戏节奏拖拉,另类。对于现在多数的游戏玩家不太友好。 2:游戏时长不错,但是在完成整个流程之后缺乏引导,没有继续下去的动力。 3:系统繁琐,很多东西想玩舒服都会遇到限制。 4:所谓的“自由度”【原文也有双引号】,他们觉得限制还是太大,有些东西不必要,而剧情上的自由度又不高。 5:画面是妥协产物,上乘但不惊艳。 6:操作感不错,人性化处理到位。 7:剧情确实成为了一个爆发点,是好是坏估计对于每个人来说都不一样。 8:没什么新的惊喜了,人家都给我们宣传完毕了,所以各位洗洗睡吧。 9:我还忘了什么吗? 所以MGSOL以及偷菜模式的重要性....
  • 发霉的马甲
    满分20得17肯定不能叫雷
  • E
    Exm842
    任何大作都能这么套
  • l
    lancasterliang
    估计这货是连磁带都不听一心想着最速通关好发新闻才玩成这德性的吧
  • q
    qrgarry
    这帮家伙就不是合金粉啊
    按这么评四代不就是一坨
    拿来和开放世界游戏比什么,这次的开放世界只是为任务服务顺便,这家媒体我是不信的↓
  • 火之魂
    主要还是前期宣传透露的内容比较多,玩起来的惊喜会减少,至于媒体评价看看就行,游戏还是自己玩
  • i
    iqbsh
    这代不光有麻醉** 还有麻醉手雷和麻醉突击步枪了 我觉得这就够了
    而且玩法啥的官方放的大冢明夫解说版实况就已经告诉玩家:完成目标想怎么来就怎么来 就看你脑洞有多大了(火箭飞拳通关流
    支线!给我支线!我要做支线 我不要做主线啊啊啊

    我只希望能重复打支线 不要像孤岛惊魂那样解放了所有点后期就没的打了


    教练 我想打雄火龙
  • H
    HMC
    和平行者那种后期打boss挺无聊的,打老半天还要拆那什么ai,子弹又不够,总要支援送
  • c
    cainmy
    一些ls没翻出来的,游戏通关之后只剩下对相同的任务,相同的地图进行稍高难度的刷刷刷,很快就无聊了
    故事情节被稀释的很厉害,不像之前的作品那么强调故事(播片基本bb了),所以这作是游戏性最高的,但同时支线任务相当单调,都是重复的潜入任务,多样性不如witcher和batman
    玩着游戏要非常有耐心,如果只是急着通关,这游戏玩起来非常难受
    游戏时间:
    55%潜入
    15%重玩失败的任务
    5%看过场
    25%在菜单管理基地
  • 发霉的马甲
    这种不就是PW的套路么。我是相当支持的。
  • k
    kresnik432
    其实看宣传基本能感觉出就是个强化PW啊,沙盒无非就是几块大地图,任务不外乎找人找东西,不过对我来说已经足够了。

    4我觉得就是个垃圾,撇开初代能玩的只有3和PW
  • 发霉的马甲
    这家杂志给了看门狗19分,你他妈在逗我
  • 发霉的马甲
    这家杂志给了看门狗19分,你他妈在逗我
  • 发霉的马甲
    这家杂志给了看门狗19分,你他妈在逗我
  • T
    TheOccuria
    好了好了又到了论证媒体客观性时间了233

    基本结论就是pw这条线上发展过来的,反正gz就是这种味道
  • m
    masterzx
    黑个啥4啊,播片比录音好一万倍啊,我多么希望续作都能按4的基础做,我又不要pw的刷刷刷,唉
  • b
    bsdlxy
    地图大了,担心有点失控……原爆点倒是相当不错。