游戏统计
类型 | 图形/风格 | 难度 | 游戏时长 | 我的评分 |
很多样,但主要是谜题和战斗 | 可爱又简单的 2D 画面,部分区域为 3D | 4.5/10 | 10-15小时 | 7/10 |
基本上到处都有迷你游戏。类似《潜水员戴夫》 | 突然切换到详细的 3D 模型可能会有点让人迷失方向,但我并不讨厌它 | 只是猜测一下普通模式有多难,因为我马上就进入了挑战模式
# 评论-1# | 我认为自己是一位经验丰富的游戏玩家,所以其他人可能需要更长的时间 | 这是目前最好的游戏之一,但最终的 Boss 有点毁了整体评价 |
评论 1:假设你不是在困难模式下玩,总的来说战斗相当轻松,6 点生命值和一些常见的生命包掉落,前提是你砍掉足够多的树木和灌木丛来购买足够的升级。如果你不熟悉某个小游戏的类型,也可以跳过它(我差点就因为这个原因跳过了法师小游戏,直到我注意到我能看到接下来出现的三种泡泡类型,然后立刻就通关了)。而且我觉得任何平台跳跃部分都没什么特别的挑战性。不过我觉得 3D 部分总体来说更难,无论是战斗还是其他方面。
“我觉得关于这款游戏,我没法写满一整个章节来描述。”<~~这是我在word日志里写的第一篇关于这款游戏的文章。显然,我错了。或者更确切地说,我低估了我一小时之内能写多少字,而且是突然之间。基本上,我突然就写好了一堆关于游戏最后阶段的笔记,而且已经写了两页(比较乱),如果我深入探讨一下这些主题,还可以进一步扩展。于是我开始认真考虑为《勇敢小骑士》专门写一整个章节。不过我很快就意识到,写这部分的主要障碍是颜色的选择。( 需要注意的是,接下来的几段还不是关于游戏本身的 ,所以如果你对我如何写这篇日志不感兴趣,可以直接跳过。)
你可能已经注意到,日志中的每个版块都根据其主题进行了颜色编码(
注:这里说是作者在原始word文档里的样式设置),而且没有太多难以区分的颜色。(目前为止)瞧,所有《勇敢小骑士》版块的合适的颜色都已经被占用了,我不太愿意更改任何现有其他游戏版块的颜色。现在,我将继续告诉你可选的颜色及其缺点。选粉色的原因很明显,因为主角/主人公(又名 Jot) 。
评论:根据游戏中的许多可收集概念艺术,Jot 似乎在游戏的大部分开发时期都被称为 Latch。 有一顶标志性的亮粉色帽子,但《死亡之门》已经有了这种近似的颜色。如果选绿色也可以很好地象征超魔法,但我真的很想让 《九日》 的翠绿色保持不受争夺。(这款游戏在我的银河战士恶魔城游戏前五名中)青色也可能是一个选项,你可以看到 Jot 的头发颜色在他的帽子下面是柔和的青色,但这与游戏不太相符,也可能太容易让我想起动画片“希尔达”了。显然,你可以看到我最终的决定——把粉色分配给了《勇敢小骑士》,替换掉原本《死亡之门》的部分。《死亡之门》一直是最短的部分(除了一些未写完的其他游戏),只有两页(约1000字),而且也已经算是完成了。这意味着除非真的有什么大事发生,我可能不会再往里加任何东西了。我之前一直在想把所有东西都归到某个杂项类别里,而《勇敢小骑士》的情况更是让我更加坚定了这个想法。所以,我在这里,用曾经属于《死亡之门》的颜色,在这个新成立的部分里写作。
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我第一次看到《勇敢小骑士》是在 AVG Youtube 频道上的一个视频。当时我只是快速浏览了一下视频,心想“看起来挺有意思的,但我现在不想看那么多,所以就先这样吧”,直到我爸突然买了一个,并建议我玩。当时我并没有特别想玩的游戏,所以就想着不如试试,结果四天下来,12 个小时就通关了《勇敢小骑士》。这比我玩《小飞船大冒险》还要快,但我并不觉得《勇敢小骑士》更短。这两款游戏花费的时间差不多,但我就是因为这个游戏的名字而全神贯注。我甚至还在玩挑战模式!对了,我应该解释一下原因。
嗯,我第一次玩的时候选的是困难模式,原因有几个。盯着难度选择屏幕,我以为冒险模式看起来像默认难度,事实也确实如此,但我知道《勇敢小骑士》远不及‘魂系游戏’难,所以我决定可以尝试一些更难的战斗。而且根据游戏经验,我知道挑战模式可能会有一两个成就,我觉得如果先玩挑战模式,应该也不需要额外付出太多的努力。顺便说一句,接下来的大部分内容都是我边玩边写的,不像上面的几段是我后来为了解释一些事情而添加的,所以希望一切进展顺利。
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所以我基本上只是进入游戏,按下每个按钮来试验如何控制角色,想知道为什么同时存在跳跃和滚动/冲刺。
评论:我一开始低估了游戏的多样性,跳跃的用途在跳出书外(切换成3D界面)之后变得非常明显,特别是因为如果 Jot 的装备被拿走,他可能会失去滚动。 (让我想起了 Undermine 2,如果两个(当前)可玩角色合并),也想知道为什么我只是从树上打下一个灯泡(游戏里的货币),然后继续打页面上的所有树木和灌木丛,然后进入 Moonbeard 的房子寻找我甚至不知道用途的灯泡。现在,准备好快速列出我在游戏中注意到的一些随机元素。我立刻就发现了它和《Tunic》的一些相似之处,主要是英雄式的主角和砍树游戏。砍树游戏指的是它们都是那种让你想砍掉屏幕上每一棵灌木的游戏。我第一次看到那扇长着胡子的门时也超级兴奋,因为我是 Mumbo Jumbo(我的世界 YouTuber)的狂热粉丝,他 Minecraft 皮肤上的胡子几乎就是他的标志。然后,在第四章到处都是蜗牛的时候,我又一次兴奋不已,因为自从《野生动物》系列开始,我就特别喜欢蜗牛。当我快到第六章结尾看到那台巨大的机器时,我心想:“苍白之王一定会为这东西上有这么多锯片而感到自豪。”(
注:那是《空洞骑士》里的一个关卡叫‘苍白宫殿’,以里面有超多的锯片陷井著称)
我还没遇到过一个不带任何花招、只用经典战斗系统(
就是普通的劈砍)就能打赢的 Boss 战,这让我这个“银河恶魔城”爱好者感到有些难过。不过,困难模式确实让一些较长的竞技场变得相当难。哦,对了,我忘了说我现在正在飞速通关,连续两天就刷到了第七章(应该已经过了一半了,因为完成所有章节的成就进度是 10)。其实,我觉得我一周内就能通关了。等我玩完《勇敢小骑士》之后,有更多东西可以写的时候,我会回来的。====================
好了,现在是第二天了,这意味着我会继续聊聊我在游玩过程中注意到的那些奇奇怪怪的东西。在第九章的开头,我觉得那些乱七八糟的开场画面感觉像是《 FEZ 》里那些我不知为何记得的奇奇怪怪的部分。我还把 Deepdoom 想象成《空洞骑士》里的‘深巢’ Deepnest,想想还挺有意思的。它们确实都看起来很恐怖(要知道,我速通路线学的是 QGA,而且因为在 ‘深巢’里迷路太多次,不得不精通‘佩特拉竞技场’来修改速通路线),我觉得有些 《空洞骑士》玩家可能被 ‘深巢’的恐怖元素吓到了。我指的是那些不知从哪里冒出来的‘虔诚信徒’或‘被感染的织布工’,他们会吓你一跳。又或许还有那令人毛骨悚然的氛围和蜿蜒曲折的隧道,我永远也记不住怎么走。
无论如何,跳过章节中 Moonbeard 回归的部分,我才意识到反派/对手的名字拼写为“Humgrump”而不是我以为的“Humpgrump”。我再次没有注意重要且重复出现的名字,因为我在游戏中遇到了太多难以发音的名字,所以我现在并没有真正努力去弄清楚它们的实际发音。这可能有点不好,但这并不意味着这会影响游戏玩法,所以我可能会永远忽略这个习惯。哎呀,我又跑题了。我应该评论一下 Moonbeard 新漂白的外观也可以解释为珍珠白,重点是珍珠 ,所以我现在完全可以称他为“Pearlescentmoonbeard”(珍珠白月须)。如果你不知道的话(从统计上看,这是非常有可能的),这指的是 Pearlescentmoon,一位 Minecraft Youtuber,她最出名的是她在 Hermitcraft 上的巧妙建造、赢得 Double Life、第三季 Life Series 冠军,或者是作为系列里罕见的澳大利亚人。
然后剧情发展到一定程度,Humgrump 就生气了,让你玩一些老款迷你游戏的更高难度版本。为了玩巨鹰,我在最后一刻把“w”和“d”的输入键调换了(我之前用的和我的银河恶魔城游戏的输入键布局类似,所以“w”原本是我的普通攻击/互动键),因为《九日》是我玩过的最接近节奏类游戏的,而且我在玩那款游戏的时候用的是“d”的格挡键,所以我觉得这或许能提升我的游戏表现。不过我觉得我其实没必要这么做,因为这游戏操作上的回旋余地已经够高了,肯定比不上《九日》或《只狼》。
在所有小游戏结束后(我第一次尝试就以某种方式打败了蜜獾,当时我只剩下一点点生命值),随着 Jot 最后一次从书里跳出来,更多的故事情节发生了,事情也变得更加复杂。这意味着我现在必须谈谈最后的 Boss。第一印象:为什么一个只出现了 3% 游戏时间的角色(我是说 Zip,那艘小火箭飞船)会在最后的 Boss 战中扮演如此重要的角色?这说不通,所以也许这场战斗只是通往真正的最终 Boss 的前奏。是的,这很有道理,所以它可能就像 Split Fiction。*与 Boss 打了一会后* 我:“啊?从什么时候开始我在困难模式下有 6 点生命值了?”不过我不介意,即使这有点不必要。我的意思是,你选择挑战模式就代表你遇到了一个困难的 Boss,对吧?*再与 Boss 打一会后* 我:“等等,有多个阶段吗? ”(大概 3 个,我太懂游戏了)我以为这不是最终 Boss,因为玩法太差了。无聊的躲子弹,就像再刷两关《小飞船大冒险》。说真的,我实在看不出这有什么乐趣。*击败 Boss后* 我:“你在开玩笑吧,这就是最终 Boss。”《勇敢小骑士》在大部分时间里都很有潜力得到高评价,但最后 10 分钟完全毁了我的感受。为了这个糟糕的最终 Boss,我要回去把游戏统计表中的评分从 8 改成 7。
所以我只是呆呆的看着制作人员名单滚动,然后回头才发现我只玩了12个小时就通关了。这意味着《勇敢小骑士》的通关时间与《小飞船大冒险》差不多。我没有找到所有的概念图或故障鸟,少了7张原图和两只小鸟(我真想说它们是几只讨厌的小鸟),但无论如何,我对达成这类游戏的100%通关率并不感兴趣。我是说,因为我必须回去重做关卡才能获得所有东西,而不是像在类银河恶魔城游戏中那样在开放世界地图上跑来跑去寻找我错过的物品,所以追求这些成就并不那么有趣。
总的来说《勇敢小骑士》毫无疑问很有趣,迷你游戏种类繁多,类似《潜水员戴夫》,但它的最终 Boss(在我看来)实在太平淡无奇了。即便如此,我还是把这款游戏列入了我的“Steam 收藏”系列。我的意思是,我不能说它不是一款好游戏,对吧?
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中文由Jack翻译和编辑,下面是Loty的英文原文-{ The Plucky Squire }-
Game Statistics
Genre | Graphics/Style | Difficulty | Playthrough Length | My Rating |
It varies a lot, but is mostly puzzles and combat | Cute and simple 2D with 3D in some parts | 4.5/10 | 10-15 hours | 7/10 |
Minigames everywhere, basically. Like Dave the Diver | It’s maybe a little bit disorienting to suddenly switch to detailed 3D models, but I don’t hate it | Just a guess on how hard normal mode would be, since I went to challenge mode right away #comment-1# | I consider myself an experienced gamer, so others might take longer | It’s one of the better games out there, but the final boss kind of ruined it for me |
comment-1: Assuming you’re not playing on hard mode, combat is pretty leisurely all things considered, with 6 health and common health drops, provided you smack enough trees and bushes to purchase adequate upgrades. You can also skip a minigame if you’re not familiar with its type, (I almost skipped the mage minigame for that reason, until I noticed I could see what three bubble types came next, and immediately beat it after that realization) and I don’t think any platforming sections are particularly challenging. Though I’d say the 3D parts are overall harder, combat or otherwise.
“I don’t think I have enough to say about this game to warrant an entire section.” <~~ the first thing I wrote about this game in this journal. Evidently, I was wrong. Or rather, I underestimated just how many words I can write in an hour and out of the blue. Basically I suddenly ended up with a bunch of notes for the final stretch of the game, with two additional (messy) pages already written that I could expand on a lot more if I went deeper into the stated topics, so I started seriously considering dedicating an entire section to The Plucky Squire. Although I quickly realized the major roadblock to making this section; color choice. (quick note that the following couple of paragraphs aren’t about the actual game yet, so skip forward if you aren’t interested in how I make this journal)
You’ve probably noticed already that every section in the journal is color-coded based on its topic, and there aren’t too many hard-to-differentiate colors. (yet) See, all the good choices for The Plucky Squire’s section were already taken, and I don’t feel comfortable changing the color of any existing section. I’ll go on to tell you the possible picks and their drawbacks now.
Pink is pretty obvious, cause the main character/protagonist (aka Jot) comment: According to a lot of collectable concept art in the game, Jot seemed to have been named Latch for most of the game’s development period. has an iconic bright pink hat, but Death’s Door already had that approximate color. Green could also be good to symbolize the metamagic, but I really wanted to let Nine Sols’s jade green stay uncontended. (that game is in my top 5 metroidvanias list) Teal might have also been an option, as you can see Jot’s hair color being a muted teal under his hat, but that just doesn’t fit the game that much, and might also remind me of the animated cartoon show called “Hilda” a bit too much. Clearly, you can see what I decided upon; replacing Death’s Door’s section with one for The Plucky Squire.
Death’s Door had always been the shortest section, (aside from anything unfinished) with only two pages (~1000 words) to its name, and it’s already considered completed as well. That means I likely won’t be adding anything else to it unless something really big happens. I’d already been thinking about putting it all into some miscellaneous category, and the situation with The Plucky Squire only solidified it. So here I am, writing in this newly-formed section in the color once belonging to Death’s Door.
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The first I saw of The Plucky Squire was a video on the AVG Youtube channel. I just took a very quick look at the video and thought ‘well it looks kinda fun but I don’t wanna watch all this right now so I’ll just leave it’, until dad bought it out of the blue and suggested I play it. I thought I might as well, since I didn’t have a particular game I was playing at the time, and finished The Plucky Squire in 12 hours over the course of four days. That’s even faster than I played Minishoot/ Adventures, but I don’t necessarily think The Plucky Squire is shorter. They both took around the same amount of time but I just really locked in for this section’s namesake. I was even playing on challenge mode! And yeah, I should probably explain why that is.
Well, I played on hard mode in my first playthrough for a few reasons. Staring at the difficulty selection screen, I thought adventure mode looked like the default difficulty, which it was, but I knew The Plucky Squire was nowhere near soulslike difficulty and decided I could handle some harder combat. I also knew from gaming experience that there was likely an achievement or two tied to challenge mode, and felt like the extra effort wouldn’t be too bad if I played that mode before any others. By the way, most of the following paragraphs were written in little bits as I played the game, unlike the previous segments above, which I added afterwards to explain some things, so hopefully everything still flows smoothly.
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So I basically just went into the game, pressed every button to test out the controls, wondered why there was both a jump and a roll/dash comment: I underestimated the versatility of the game at first, and the jump’s use becomes very apparent outside the book, especially because Jot can lose the roll if his equipment is taken away. (reminding me a bit of Undermine 2 if both (currently) playable characters merged), also wondered why I just smacked a lightbulb out of a tree, and proceeded to smack all the trees and bushes on the page before going into Moonbeard’s house for lightbulbs I didn’t even know the use of.
Now, prepare for rapid-fire listing of random stuff I noticed in the game. I’m immediately seeing a few similarities to Tunic, mostly in the heroic protagonists and bush cutting. Bush cutting as in they’re both the type of game where you want to slash at every single bush on screen. I also got super excited at seeing that mustached door for the first time because I’m quite the avid Mumbo Jumbo (the Minecraft Youtuber) fan and the mustache on his Minecraft skin is pretty much his symbol. Then got really excited again in chapter four where there were snails everywhere, since I got really into snails ever since Wild Life happened. When I got near the end of chapter 6 and saw that big machine, I thought “The Pale King would be proud at how many sawblades are on this thing.”
I haven’t yet encountered a proper boss fought without gimmicks just using the classic combat system, and that’s making the metroidvania enjoyer part of me sad. Hard mode definitely made a few of the longer arenas pretty tough, though. Oh and I forgot to mention the fact that I’m absolutely speeding through the game right now, having gotten to chapter 7 (which is probably over halfway, seeing as the achievements progress for finishing all chapters has 10 as its number) in two continuous days. I feel like I’m gonna finish the game within a week, actually. Well I’ll be back when I’ve played some more of The Plucky Squire and have more things to write about.
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Ok so it’s the next day now which means continuing to talk about the random things I noticed in my playthrough. At the start of chapter 9, I thought the messed up opening game screens felt like that random part of FEZ that I remember for some reason. I also just imagine Deepdoom as Deepnest from Hollow Knight, which is pretty funny to think about. They are indeed both horrible, (just know that I learned QGA and had to get good at the petra arena for a speedrun route alteration just because I got lost in Deepnest so much) and I think some HK players might have been slightly traumatized by the terrors of Deepnest. And by that I mean either the devouts or the infected Weavers that appear out of nowhere and jumpscare you. Or maybe also the creepy atmosphere and winding tunnels that I can never remember the way through.
Anyways, skipping forward in the chapter a bit to Moonbeard’s comeback, I only just realize the villain/antagonist’s name is spelled ‘Humgrump’ and not ‘Humpgrump’ like I thought it was. I’ve once again not been paying attention to important and reoccurring names just because I’ve encountered so many hard-to-pronounce names in games that I don’t really go through the effort to figure out how they actually sound by now. That’s probably kinda not good, but it’s not like that ever impacts gameplay, so I might just go on ignoring that habit forever. Welp, I got sidetracked again. I was supposed to comment on how Moonbeard’s new bleached look could also be interpreted as a pearly white, emphasis on pearly, so I could very well call him “Pearlescentmoonbeard” now. That, in case you don’t know, (which is statistically very likely) is in reference to Pearlescentmoon, a Minecraft Youtuber most well-known for either her skillful building on Hermitcraft, winning Double Life, the third Life Series season, or being an Australian.
Then story stuff happens and Humgrump gets angry and makes you do harder versions of some old minigames. For the mega eagle one, I last-minute switched my inputs of ‘w’ and ‘d’ (I was using a similar layout to my metroidvania input setups so ‘w’ was originally my basic-attack/interact button) because Nine Sols is the closest I’ve gotten to playing a rhythm game and I had parry on ‘d’ for that game so I thought it might improve my performance. I don’t think I actually needed it though, since the wiggle room is pretty generous and certainly nothing close to Nine Sols or Sekiro.
After all the minigames, (I somehow beat the honey badger one first-try with literally a sliver of health left) even more story stuff happens and things get meta as Jot pops off the book for the last time. That means I have to talk about the final boss now. First impressions: why is a character that appeared for basically 3% of the game (I mean Zip, the little rocket ship) getting such an important role in the final boss fight? That just doesn’t line up, so maybe this fight is only a leadup to the actual final boss. Yeah that makes sense, so it’d probably just be like Split Fiction. *fights the boss a bit* Huh? Since when did I have 6 health on hard mode? I don’t mind it though, even if it is kinda unnecessary. I mean, you signed up for a hard boss by choosing challenge mode, right? *fights the boss a little more* Wait there are multiple phases? (probably 3, knowing games) I thought this wasn’t the final boss, since the gameplay is so underwhelming. And that means I’ll have to go through 2 more phases of scuffed Minishoot’ Adventures. Seriously, I just don’t see the enjoyment in this. *beats the boss* Are you freaking kidding me that was actually the final boss. The Plucky Squire was really promising for most of its duration, but those last 10 minutes absolutely ruined it for me. I’m going back to change my rating of this game from 8 to 7 in the statistics table just for this terrible final boss.
So I just watched the credits roll and looked back to see that I only played 12 hours of the game before beating it. That puts The Plucky Squire at around the same playtime as Minishoot’ Adventures. I didn’t find all the concept art or glitch-birds, missing 7 pieces of art and two birdies, (I’m tempted to say they were a couple of pesky birds) but I’m not that interested in 100%ing this sort of game anyways. I mean that, because I’ll have to go back and redo levels to get everything instead of just running around some open-world map to find pick-ups I missed, (like in a Metroidvania) it’s not as fun to go for these achievements.
The Plucky Squire was undeniably fun, with minigames as varied as Dave the Diver, but it really took a hit from the (in my opinion) underwhelming and bland final boss. Even so, I’m awarding this game a position in my “favorites” Steam collection. I mean, I can’t say it’s not a good game, right?
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