100 | 红土
发行日期:1996年11月21日
适用于:商场

在九十年代中期,传统的2D游戏迅速被多边形所取代。 3D赋予玩家的沉浸感和可能性,使2D看上去非常过时。 在街机上尤其如此,因为近乎无限的高端硬件使游戏看上去具有逼真的图像,并且直到下一代游戏机才能在游戏机上实现。 但是,有一个开发人员一直致力于2D,那就是Capcom。 在竞争对手Namco和Sega努力推动3D的同时,Capcom决定继续尽可能推动2D。 在1996年,他们发布了CPS3板,这是同类硬件中的最后一块,仅专注于将2D图形和功能推向极限。 该板最出名的是《街头霸王III》。 但是,该单位推出了另一款游戏。
最好将Red Earth描述为专注于单个玩家的格斗游戏。 尽管它确实具有两个玩家对战模式,但游戏的本质是在单人模式下,涉及与八场独特的boss战斗。 范围从类似于狮riff,章鱼和霸王龙的生物。 现在,尽管可能没有太多值得写的游戏,但它(勉强)进入该榜单的主要原因有两个。 首先是游戏独特的单人游戏吸引力。 如果您发现自己无聊了一个晚上并且想玩格斗游戏,但是却没人能与Red Earth一起玩,那将是您的不二之选。 老板们多样且困难,因为他们要求玩家制定策略来克服他们。 听起来听起来很浅的第二个原因是图形。 我的意思是圣地,只看这些:




您怎么能看到这些精灵而不想玩游戏? Capcom和Red Earth一起赌博。 可以说这是最后一款真正将游戏硬件推向极限的2D游戏。 不幸的是,赌博没有得到回报。
99 | 新东京
发行日期:2009年7月3日
可用:PC

《反恐精英》是有史以来最受欢迎的在线第一人称射击游戏之一。 这是世界各地成千上万的人玩的游戏。 因此,令人惊讶的是,几乎没有多少第一人称射击手能够模仿其公式。 NeoTokyo就是其中一种。 《半条命2》 mod将CounterStrike的战术游戏玩法与90年代后期的计算机朋克动漫的审美观念结合在一起,最终结果或多或少像听起来那样好。 现在,尽管确实可以从《反恐精英》中获得巨大的影响,但游戏的差异性足以使其成为自己的东西。 可以肯定的是,围绕着两小群相对的球队,从每张地图的另一端开始,因为对手们一个接一个地挑选对手的队友,直到一队成员用尽,但相似之处到此结束。 该游戏增加了许多使其在剑圣中脱颖而出的概念,例如选择不同类别的选项,为玩家提供特殊功能(例如隐形性)以及基于捕获标志类型概念进行的比赛。
当然,这款游戏并非没有缺陷。 与现代FPS相比,游戏的动作和感觉有些过时,尤其是在控制枪支时。 有些地图太大了,对他们自己不利,导致一些尴尬的阶段,最后两个对手在整整两分钟的时间里试图寻找对方。 最糟糕的游戏鼎盛时期已经过去了,因为社区几乎不活跃,很难找到一个在线玩的人。 但是,游戏玩法仍然很稳定,配乐很棒,氛围令人着迷,如果您在一天中的正确时间登录,将会发现一个活跃的游戏会话。 所有这些使这款游戏成为了CounterStrike的合理替代品。 最重要的是? 它是完全免费的。
98 | 空中士兵罗迪亚
发行日期:2015年11月10日
适用于:Wii

Wii统治市场时,人们对此表示怀疑。 一方面,您是那些拥护控制台控制方案的人,他们为控制台市场似乎停滞不前提供的所有潜在可能性感到兴奋。 另一方面,有些人则认为控制方案不过是个a头而已,而休闲游戏玩家大量涌入市场,这完全是因为它的小型控制台所致。 不幸的是/不幸的是(取决于您所处的一方),Wii及其控制方案在十年之交开始逐渐淡出市场。 到2011年,“革命”显然已经结束,到2012年,它已经死了。 但是,任何理性的人都可以同意的一件事是,由于该系统的“蓝海战略”和独特的控制方案,它具有利用这些因素的各种独特游戏。 特别是有一种游戏引起了人们的兴趣。
天兵罗迪亚(Rodea the Sky Soldier)是一场时光倒流的比赛。 它被困在开发的地狱中,直到Wii的继任者推出后整整三年才发布。 在2015年玩游戏是一次旅行,它是一款围绕Wii独特的控制方案设计的游戏,散发出经典的“ Wii”感觉。 好像游戏是从时间机器中取出的。 标题利用动作控件和指针创建了Sega Genesis动作平台的现代版本,该版本最能描述为Rocket Knight Adventures的3D输入。 玩家将发现自己使用直观的控件轻松地飞过天空并缩放建筑物。 一直在收集收藏品并与坏人交战。 Wii的运动控制不准确是一种刻板印象,令人遗憾的是有时确实如此。 但是,罗迪亚是该规则的例外。 当他们挥动手腕以引导方向和角色飞入时,玩家对Rodea进行了很多控制。指针控制非常精确,Rodea也准确地到达了玩家告诉他要去的地方。 如此出色的控件的另一个主要原因是由于游戏围绕它们而设计。 关卡非常开放且容易打乱,因此玩家可以确切知道他们要把Rodea带到哪里。 这场比赛也非常宽容,因为罗迪亚被允许飞向何处,以及他的坠落速度非常慢,因此在寻找罗迪亚足够接近可以飞向下一个地方的过程中几乎没有任何惩罚。
游戏是对Wii玩家本应开始的一切的培养。 开发人员应该永远不要专注于并非专门为他们设计的游戏中的蹄铁运动控制,而应该重新想象一下我们对运动控制了解和喜爱的游戏。 罗迪亚就是一个完美的例子。 它采用了相对已知和过时的风格,并为它注入了生命。 这款游戏的外观和玩法就像90年代的旧街机动作平台游戏一样,同时仍然感觉新鲜。 这就是Wii对硬核玩家来说应该是所有的东西。 不幸的是,直到发布该游戏之前,该系统已经久违并被埋葬了。
97 | 迈阿密热线
发行日期:2012年10月23日
最终版本:PC(所有主要操作系统); 另外:PS3,PS4,PSVita,Android。

上一代见证了独立开发人员的兴起。 这很大程度上是两个因素的结果。 首先是通过Steam等平台进行的数字发行的日益普及。 第二个原因是,由于开发现代游戏机游戏的巨大成本和困难,它促使许多开发人员离开传统游戏机市场。 当这两个因素相遇时,燃油就大火了,从而导致大量独立头衔爆炸。 迈阿密热线是这个时代最著名的头衔之一。 迈阿密热线(Hotline Miami)是由一个人在当时被普遍认为是在开玩笑的游戏引擎上开发的,它通过令人上瘾的游戏玩法,非道歉暴力,新潮的风格和派对催眠了玩家,使节拍类型重新流行起来。音乐。
在游戏中玩游戏就像是1980年代迈阿密的暴力之旅,那里暴力,毒品,犯罪,俱乐部音乐和动物面具占主导地位。 当玩家使用手,枪械或躺在地面上的任何物体将敌人变成血泊时,他们会闯入大门。 玩家可以在每个关卡的开头选择一个动物面具,每个动物面具都会赋予玩家独特的能力,例如超速或更强的枪械伤害。 游戏几乎无法原谅,因为玩家会发现自己快要死了。 但是,这是游戏的吸引力。 推断出哪里出了问题以及采取什么策略可以消除所有敌人。 实际上,这就是使游戏如此上瘾的原因。 清理区域的完美程度。
从门初开时的死亡到实现这一目标

很有收获。
也就是说,游戏并非没有缺陷。 虽然可以保证您可以再次玩完游戏,但是在那之后您可能就不会再回头了。 故事和“知识”也有些荒谬,无法真正欣赏。 然而,这些缺点并不能取代迈阿密热线的优势。 这是一款有趣,轻松,催眠的游戏,绝对值得您花时间。
96 | 传说之下
发行日期:2015年9月15日
适用于:PC(Windows和OSX)

口耳相传是有力的。 知名公司可以在广告上花费数千万美元,但他们的产品仍然会失败。 另一方面,您可以发布一款几乎没有广告的产品,并且可能会大受欢迎。 后者完美地描述了Undertale。 该游戏由一个完全没有营销预算的人创建,并发布了一个安静版本。 七个月后,它推售了一百五十万本。 是什么让如此不起眼的头衔变成了强力卖家? 答案在于游戏的魅力。 受“母亲”系列的启发,开发人员tobyfox创造了异想天开的奇妙世界,可爱的角色,宁静的环境和轻松的氛围。 Undertale是一款很棒的游戏,只需捡起并享受您的时光即可。
但这并不是说游戏只是将角色归于自己的桂冠而已。 实际的游戏玩法也有一些独特之处。 Undertale并非专注于由攻击,技能和咒语菜单组成的战斗(尽管您可以根据需要玩类似的游戏),Undertale则采取了截然不同的方法。 玩家控制着一个限制在盒子中的心形图标,以避开敌人的进攻。 敌人的进攻结束后,玩家将尝试使敌人失望,因此他们将退出战斗。 在其他时候,通常是在老板战斗中,玩家可以操纵敌人的招数来伤害他们。 该过程如下所示:

这是RPG风格中一个非常新颖和创新的概念,值得扩展。 除此之外,游戏还包含一流的写作和辉煌的配乐,您将在玩游戏后的几个月内聆听这些配乐。 游戏还具有多个结局,使其非常适合多个玩法。 对于“和平结局”尤其如此,它为游戏增加了大量内容,可以说是游戏中最好的部分。 Underale不是“有史以来最伟大的比赛”,但这是一个非常有趣的旅程。
95 | 我们的最后
发行日期:2013年6月14日
最终版本:PS4; 也在:PS3

不,《我们的最后时刻》不是“有史以来最伟大的视频游戏”。 离得很远。 但是,暗示游戏质量不高将是愚蠢的。 《最后的我们》延续了索尼融合游戏和电影的理念,为专注于电影体验的游戏树立了新的标杆。 该游戏具有如此大的电影效果,由于该游戏的高度电影化的瞬间具有如此的电影性,人们经常将其称为“电影动作游戏”。该游戏的播放方式类似于典型的线性隐形动作游戏。 物镜通常归结为从A点到达B点,同时潜行并消灭敌人。 敌人可以分为两种类型。 聪明的敌人(通常是人类)和愚蠢的敌人(通常是亡灵)。 玩家将花费大量时间在各种建筑物和地下通道中导航,因为它们避免被敌人看到并在合适的时机打击他们。
但是,游戏真正擅长的地方是节奏和叙述性。 这两件事相互之间很好地融合在一起,以至于您常常感觉自己不太像在玩游戏,而感觉就像在看电影。 可以通过何时以及如何实现过场动画以及游戏的一流写作来赋予角色生命和深度,从而实现这一目标。 至少在想知道主角接下来会发生什么时,这确实使游戏始终吸引着玩家的兴趣。
那么,为什么这款游戏在列表中排名如此低呢? 与其他以电影为中心的游戏非常相似,最着名的是《生化奇兵》系列,该游戏的电影学被优先考虑到实际游戏体验是次要的。 现在,这不一定是一件坏事,但是《最后的我们》的问题在于游戏玩法并不是特别好。 对于初学者来说,它是非常通用的。 多少游戏使用基于隐身的战斗方法,即玩家通过蹲伏与敌人的距离躲藏起来,然后当敌人不注视时,慢慢蹲伏走向他们以刺伤或snap住脖子? 此外,基于隐身的实际游戏玩法还很浅。 它依赖于蹲伏行走的基本知识,能够投掷物体以分散敌人注意力并进行偷袭。 如果不是我对游戏的第二次抱怨,那么这将不是什么大问题。 这是相当重复的。 这些隐身部分认为它们至少构成了游戏的50%。 其他50%的大多数是射击领域,感觉也很浅。
就是说,《最后的我们》不是一个坏游戏。 实际上,这是很棒的。 游戏具有很高的吸引力,它将使玩它的任何人与角色和周围的世界紧密相连。 不幸的是,由于缺乏游戏性,我没有像其他人那么欣赏它。
94 | 舞舞革命至尊
发行日期:2002年12月25日
最终版本:街机; 也在:PS2

舞舞革命确实是拱廊的最后一次欢呼。 它不仅是最后一个在街机游戏中大受好评的大型系列游戏,而且还开始了最后一个街机游戏的场景。 我的意思是,这是人们最后一次聚集在街机上玩游戏,结交朋友并举行小型比赛,而不是在家中进行。 这主要是由于要真正体验游戏,就必须拥有街机质量的步阶控制器。 它们非常坚固,可以被殴打,而且价格不菲。 在这个时代,由于外围设备而花了额外的100美元购买音乐游戏的时代再也没有出现,这给《舞力全开》带来了一个完美的理由,可以在拱廊楼层而不是客厅找到自己的家。 实际上,由于我的第一份工作是在商场中,所以我亲眼目睹了它。 这是我第一次,可能也是最后一次,在街机上体验“现场”。 虽然《拳皇98》,《铁拳5》和《卡普空vs SNK 2》都处于贫瘠状态,但《舞力全开》却几乎可以发挥作用。 一群人见面,一次只玩几个小时的寒意很常见。 他们经常会互相竞争,互相鼓励,并帮助新来者。 那是您当时在游戏中其他任何地方都找不到的那种环境。
那么,什么让这款游戏如此突出? 嗯,没有其他的原因了,那就是玩起来很有趣。 当箭头在屏幕上向上滚动时,游戏围绕玩家“跳舞”音乐而旋转,并且当箭头完美地对准其在屏幕上的指定位置时,玩家必须以正确的顺序踩在地板垫的正确区域上。 乍一看似乎很简单,但游戏的学习曲线是渐变的,范围从屏幕滚动太慢以至于您六岁的孩子都可以做到,直到每分钟滚动几百个箭头。 最高播放级别如下所示

这种技能曲线以及其他人正在见证,这是使这款游戏如此受欢迎的主要原因。 玩家个人希望自己能够变得越来越好,因为他们希望能够胜任地完成自己喜欢的歌曲,在社交方面,您总是希望与让您进入游戏的朋友成为专家玩家处于同一水平。 我觉得这就是使拱廊开始如此成功的原因。 他们提供了任何人都可以玩并玩得开心的游戏,但是这些游戏非常困难,并且吸引了高手。 更不用说游戏与娱乐活动一样,都是社交活动。 《舞动革命》是在购物中心和电影院而不是客厅和卧室找到其家的最后一个主要系列。 当然,这可能不会让更多传统游戏玩家喜欢上节拍游戏和格斗游戏,但那真的很有趣。
93 | 忍者神龟四:及时的乌龟
发行日期:1991年9月18日
最终版本:SNES; 还在:商场

许可的视频游戏已经走了很长一段路。 今天,在处理游戏财产的过程中,我们大量地展示了许可游戏的杰出示例。 蝙蝠侠Arkham游戏在游戏玩法,氛围和设计上都与蝙蝠侠相似。 其他游戏也是如此,例如《南方公园:真相》和《行尸走肉》。 但是,不久之前,许可游戏几乎普遍都非常可怕。 幸运的是,在上世纪90年代,Konami经常使用一些最热门的许可证来打破常规。 这些许可中最杰出的是忍者神龟。 从“忍者神龟:街机游戏”到“竞技斗士”,科乐美发布了许多优质的龟称号。 但是,他们的巨著绝对是《忍者神龟4:及时的乌龟》。 该游戏通常被誉为有史以来最好的打败游戏,就像其他任何打败游戏一样,玩家在走到屏幕的右端时会在打孔,打击并粉碎它们的过程中击败坏人。
那么,与该时期内其他无数次打败游戏相比,是什么让这款游戏与众不同? 它把海龟世界钉在发球上的事实。 从看起来像卡通的游戏,到在工作中听起来像表演的SFX芯片,到像海龟每个星期六早上所做的消灭敌人一样,游戏无疑是感觉像您真正的第一例玩游戏所基于的许可证。 但是,游戏并不仅限于许可证,因为实际的游戏玩法和设计与演示文稿的工作相吻合,并且您在屏幕上奔跑挥舞着自己选择的武器时,游戏的运行非常流畅且感觉很棒。 超级任天堂港口可能是一个更大的壮举。 它不仅具有使用模式7功能的替代级别,而且在图形显示方面与街机版本非常接近,而减速速度却为零。 这证明超级任天堂有能力提供街机般的体验,即使它在正确的开发人员手中。
公平地说,尽管这场比赛是25年前的事,但今天它已经显示了它的年代。 对于初学者来说,撕裂脚部族仍然很有趣,游戏中的战斗不是Bayonetta。 游戏也不会保存您的进度,甚至没有密码系统(至少在非日语版本中),这可能会使您难以完成游戏。 尽管如此,今天仍然是一款非常有趣的游戏,如果您想被80年代的忍者神龟怀旧风所打动,那么这种确定性的游戏体验也不会出错。
92 | Yu Yu白书麦圭Toitsusen
发行日期:1994年9月30日(JPN)
可用在:Sega Megadrive

我们非常幸运,目前正处于人们从未听说过的高质量游戏尚未本地化的时代。 甚至十年前从未被本地化的游戏,例如Project X Zone和Tokyo Mirage Sessions也都在接受发行。 此外,XSeed,Aksys和Playism等发行商都在尽最大努力确保没有优质的游戏不会被本地化。 当然,仍然到处都是错过的比赛,包括《梦幻之星Online 2》和《伟大的王牌律师》等受伤的游戏。 但是,在当今的游戏市场上,如果有另一个国家(尤其是日本)提供的优质游戏,那么它就有可能进入西方市场。
不幸的是,这在90年代的游戏界并不是现实,更不用说在16位时代了。 那时,不将优质游戏带到西方市场并不少见。 而且,如果该游戏是基于一个陌生的许可财产而设计的,并且对于美国或欧洲的口味而言过于“外国化”,那么您将无法以英语进行游戏。 当然,有一些工作室如Working Designs愿意把东西搬过来,但它们之间相距甚远,这导致许多可悲的游戏无法在西方发行,这严重阻碍了游戏机的潜力库。
Yu Yu Hakusho Makyou Toitsusen是一个很好的例子。 由Treasure开发,该游戏的运行方式类似于传统格斗游戏的演变。 首先,不是4对1的战斗机,而是一对一的战斗机。 像《超级粉碎兄弟》一样,多个玩家彼此并肩殴打直到只剩下一个角色。 与《超级粉碎兄弟》不同的是,该游戏的玩法和感觉就像是传统的格斗游戏。 角色有连击,特殊动作的特定输入,甚至还有超级仪表。 游戏的独特性并不止于此。 玩家可以在前景和背景之间跳动以与对手战斗时,还可以使用两架飞机。 所有这些都导致了一个非常有趣和创新的游戏,直到今天仍然引人注目。
作为格斗游戏的忠实粉丝,我不得不承认,这种类型保持如此保守有点像一把双刃剑。 一方面,这种风格似乎并没有被其他类型的胡扯所困扰。 为了获得方便而降低技能上限或实施薪酬以赢得技师之类的事情,以便沮丧的玩家以及使用新摇钱树的公司可以找到轻松的胜利之路。 这并不是说还没有格斗游戏可以做这些事情,只是在格斗类型中找到可以做这些事情的游戏并不常见,就像在竞技射击类游戏中所说的那样。 从另一方面来说,如此多的格斗游戏看起来很令人沮丧。 几乎所有的人都是一对一的战斗机,或者最多是自由派的一对一的战斗机,都配备了超级仪表,并依靠特殊的输入来进行特殊操作。 自从该游戏发布以来,类型没有明显改变。 很明显,《宝藏》正在尝试做一些新颖而令人兴奋的事情来发展这种类型,但可惜它没有流行起来。 公平地说,《宝藏》确实继续为这款游戏制作了精神续作,并在《任天堂DS》的《漂白:命运之刃》和《漂白:黑暗之魂》中获得了西部发行。 这些游戏的玩法几乎与Makyou Toitsusen完全一样,因为它们有两架飞机,玩家可以在两架飞机之间来回跳动,也可以一次容纳四名玩家。 但归根结底,原始作品还是有其特色的。 不确定它是什么,但是即使只是我自己一个人打败我的计算机对手,重新启动游戏也是如此有趣。 这款游戏玩起来真有趣。
91 | 生活很奇怪
发行时间:2015年1月30日(第一集)— 2015年10月20日(最后一集)
最终版本:PC(所有主要操作系统); 还在:PS4,Xbox One,PS3和Xbox 360

从很多方面来说,《奇异人生》都与典型的主流视频游戏背道而驰。 Dudebro之所以成为模因是有原因的。 大多数主流游戏倾向于将注意力集中在18至35岁的男性人口统计上,这导致游戏中充满了睾丸激素,其中包括二头肌大的男人,衣着乏味的女性,屏幕上持续不断的动作,鲜血和刺痛以及坚韧不拔的艺术风格。 现在当然有此规则的例外情况,但是Life Strange设法打破了每个要点。 对于初学者来说,与其专注于一个三十多岁的男人在不断杀死敌人以拯救世界的过程中四处游荡,而是专注于试图与自己的家庭和友谊重新联系的年轻女性。 《生死奇兵》不是第一人称射击游戏,而是将敌人排列在屏幕上用作血袋,而是使角色冷静地走过每个区域,解决迷你拼图与周围环境的相互作用。 这对于ADD一代的游戏玩家来说可能听起来很无聊,但是如果有耐心并给游戏带来机会,那将是非常令人愉悦的体验。
如前所述,玩家控制着一个角色,该角色返回到以前的家乡,在那里她到一所私立艺术学校摄影。 她的两难困境主要集中在她以前最好的朋友身上,自从主人公离开后,她就一直遇到各种各样的麻烦。 事实证明,小镇中隐藏着一个黑暗的谜团,需要发掘,所以主人公和她久违的同伴共同解决了这个问题。 该游戏经常被批评为“步行模拟器”,但除此之外,还有更多的东西。 为了进步,玩家必须弄清楚各种目标,例如如何打开锁或分散旁观者的注意力,以便您可以潜入某个区域。 有趣的是,您的选择实际上会对游戏的故事产生重大影响,因为像接听电话一样简单的事情可能会大大改变游戏的情节。 这样做的好处是,如果您立即后悔自己的选择,那么您的角色可以及时返回以更改该选择。 哦,是的,我忘了提及这个游戏,它涉及大量的时间旅行。
我不会真的将《人生就是奇怪》称为杰作,因为它并非没有缺陷。 最明显的是在最后一章中,游戏的音调多么愚蠢。 尽管如此,这是一场让我一直呆在自己座位上的游戏,我连续玩了好几个小时才完成,直到完成为止。 这个故事非常引人入胜且令人上瘾,简约的游戏玩法很好地补充了这个故事。 这是一款在市场上脱颖而出的游戏,虽然多样化,但有时会感觉非常同质。
90 | 星狐64
发行日期:1997年6月30日
最终版本:3DS; 还在:N64,Wii和Wii U eShop

最初的《星狐》开创性。 当时,还没有听说过能够发布多边形图形的控制台,更不用说不必花费数百美元来购买附件了。 为了进行比较,就好像有人发布了完整的VR游戏的游戏机,而该游戏机附带的VR头盔则以视频游戏的平均价格包装在一起。 现在,大多数人都知道Argonaut Games是如何通过低廉的Super Nintendo硬件实现这一目标的。 他们使用了一种称为Super FX芯片的东西,该芯片是他们自己开发的,可以插入游戏盒中,从而为Super Nintendo增添了力量。 无疑,这给星狐带来了极大的关注。
但是,当Star Fox 64面世时,3D并不是什么新鲜事物。 它发布的游戏机仅基于玩三维游戏的概念,因此仅多边形就不足以使游戏脱颖而出。 更重要的是,无论是在Super Mario 64等游戏的设计方面还是在Resident Evil等游戏的展示方面,3D都得到了进一步的推动。 这意味着Star Fox留下的公式不仅不再是最先进的,而且已经过时了。 但是,与往常一样,任天堂EAD发挥了魔力,创造了一款与众不同的游戏,这归功于突破性的创新以及久经考验的真实游戏玩法。 眼前一件值得注意的事是《星际福克斯64》是第一款使用隆隆声的游戏。 当然,今天看来这是标准做法,但当时隆隆声是一项独特功能,确实有助于沉浸游戏。 要注意的另一件事是游戏演示的完成情况。 简短而甜蜜的汇报和聆听您的副驾驶之间的互动与您和彼此之间的互动确实增加了游戏的体验。 但是真正使游戏脱颖而出的是游戏玩法。 虽然它确实增加了诸如地面车辆和“自由范围模式”部分之类的新功能,但总体而言,主游戏保持不变。 它与我们都知道和喜爱的经典的轨道射击游戏保持一致。 综上所述,该游戏非常有趣,易用且可重玩。
自从Star Fox 64之后,该系列就再也没有回到根源了,这真是令人遗憾。 它一直试图成为一种“与时俱进”的东西,因为冒险元素和步行部分不断爬行到每个迭代中。 希望有一天,该系列能够重返让它一开始如此受欢迎和喜爱的设计。
89 | 传送门2
发行日期:2011年4月19日
最终版本:PC(所有主要操作系统); 也在:PS3和Xbox 360

Valve在2007年发布了《橘子盒子》。 当时被广泛认为是游戏史上最好的交易,为用户提供了五个高质量(大部分是新的)的游戏包(或三个,取决于您的观看方式)。 但是,真正脱颖而出的游戏是一款名为Portal的小游戏。 顾名思义,该游戏涉及使用门户网站。 玩家配备了门炮,他们准备跳入并穿过墙壁,操纵环境并打破我们所知的物理定律时遇到的各种难题和尝试。 这场比赛很短,因为只花了几个小时就完成了比赛,但是节奏出色,魅力无穷,因此至少再没有进行另一场比赛是犯罪行为。 由于喜欢创新的游戏机制,幽默感和吸引力,该游戏获得了巨大的关注。 由于游戏的成功,Valve在2011年发行了续集。
《传送门2》以当时几乎所有的功能启动,提供了第一款游戏所具有的相同优势,并将其提升至11种。 这场比赛不再是玩家一次坐下就完成的短暂而甜蜜的体验,而是一种成熟的游戏,需要多次坐下才能打败。 尽管增加了长度,Valve还是设法使比赛的节奏和打磨程度都达到了第一个。 该游戏甚至引入了与第一款游戏一样多的新概念。 现在,门炮可以用于创建人行道,墙壁障碍物,高速栏杆和蹦床。 仅此一项就可以使游戏如愿以偿,但是这甚至都没有考虑到演示文稿的出现方式。 现在,该游戏具有针对性的“故事”,因为以Valve的方式,环境和背景为玩家提供了有关发生情况的许多线索。 该游戏包含更多的对话线以及更多的音乐作品,两者都完美地补充了游戏。 对于我来说,很少能真正合法地嘲笑视频游戏或由于配乐而使我的脊椎发冷,但是Portal 2却做到了这两者。 最重要的是,该游戏还具有在线多人游戏,其中包括两名相互合作的玩家,他们完成谜题并为他们提出的游戏进行试验。
游戏实际上只有两个错误。 首先是它不如第一个可重播。 我不知道这是什么,但是我找不到自己想要玩两次以上的游戏。 第二个问题是,多人游戏并没有达到应有的水平。 在纸面上听起来不错,但在网上玩让我希望我能在主游戏中玩一些新地图,因为与在线地图相比,那些人觉得需要多加注意。 这些缺陷仍然只是精心制作的标题的磨损。
88 | 超级粉碎兄弟Wii U
发行日期:2014年11月21日
最终版本:Wii U; 另外在:3DS(某种)

我与Super Smash Bros的关系非常复杂。问题是,在大多数情况下,我觉得这些游戏很无聊。 我不在乎在线玩最新游戏。 我至少还想玩其他十几种格斗游戏。 但是,由于所有人和他们的母亲都问我在Wii U不在时是否可以玩游戏,这引起了很多美好的回忆。 现在,我马上说出来。 玩超级粉碎兄弟本地多人游戏显然是乐趣所在。 实际上,我很乐于以这种模式玩游戏,因为它可能会引起两个以上玩家的疯狂,并且当您对他们的朋友进行重击后,看到您的朋友感到非常满意。 系列成功的关键是可访问性。 没有输入,组合或六个按钮可以记忆。 整个游戏主要由一个模拟摇杆和一个按钮进行,其中一个触发器作为一个障碍物,偶尔还有另一个按钮用于强力攻击。 更重要的是,在最长的时间内,游戏中最多有四名玩家,因此与其他格斗游戏相比,由于缺乏对每个玩家的专注以及屏幕上混乱的局面,每个人都可以吸引对手一个新来的人甚至都无法获得成功。随着系列的这一迭代,现在有多达八名玩家。
为了指出房间里的大象,该系列最有名的是能够让所有最受欢迎的任天堂系列人物在战斗场上将其淘汰。 由于游戏的受欢迎程度,在最新版本中添加了许多第三方角色,包括Sonic,Megaman,Pacman,Ryu,Cloud和Solid Snake(RIP)。 游戏逐渐从Nintendo Battle Royal冠军变成了Video Games in General Battle Royal冠军。 仅此一项就可以使该游戏大受欢迎,但事实是该游戏是如此易于使用,并呈现出格斗游戏的独特风格,而该系列游戏大受欢迎。
现在不要误会我的意思,我非常喜欢这款游戏。 我喜欢它与其他格斗游戏不同的事实。 我非常喜欢能够一次与多个玩家一起玩。 能够像我最喜欢的视频游戏角色一样玩游戏真是太酷了。 重击我的对手,高高地冲出环,这让我非常满意。 从本质上讲,我在这款游戏中遇到的问题是使它们如此吸引大多数人的原因。 对于初学者来说是可访问性。 太好了,几乎没有什么可记住的输入。 也就是说,这严重限制了每个角色的攻击量。 最重要的是,实际执行这些动作几乎没有执行力。 诸如Marvel vs Capcom 2和Skullgirls之类的游戏非常有趣,可以看到您可以利用角色的动作和移动方式在顶级连击和攻击中进行多少操作。 使用Smash,只需按一下按钮就可以完成所有操作,因此没有太多可玩之处。 另一个问题是每个玩者都可以舔对手。 确保在格斗游戏中不断被过度杀害并不是一件好事。 但是,这就是这种类型如此神奇的原因。 您必须实际工作才能精通该类型。 有大量的满意度训练和练习需要数十个小时,直到您遇到以前会打屁股的球员,但由于您的所有辛勤工作,您实际上设法从他们身上取得了胜利。 Smash根本不是那样,实际上设计得不是那样。 因此,为什么要进行竞争性比赛,社区必须大幅度地改变游戏规则,甚至只能在两个阶段或在欧米茄阶段进行比赛,只能扮演少数几个角色,并关闭某些项目。 Wii U的Super Smash Bros.是一款很棒的游戏,我喜欢玩。 令我感到沮丧的是,我感觉很多积极的经历来自实际上被迫玩游戏,因为没人愿意花时间学习如何玩更多的传统战斗机。
87 | 2033年地铁
发行日期:2010年3月16日
最终版本:PC(所有主要操作系统); 还在:PS4,Xbox One,Xbox 360

在行业中非常常见的是制作具有高度影响力和成功的游戏的副本。 发行非常成功的《魔兽世界》之后,大量的“魔兽克隆”试图利用游戏的受欢迎程度获利。 由于Goldeneye的成功,多年来有很多分屏式多人射击游戏。 但是,有些成功和有影响力的游戏没有获得足够的模仿者。 最臭名昭著的例子之一是《塞尔达传说》系列。 尽管几十年来一直是游戏行业的主要内容,但使用其公式的游戏却很少(介于Oasis,Alundra和DarkSiders之间)。 生化危机4是另一个很好的例子。 除了《 Dead Space》系列和预算名称《 Cold Fear》外,您很难找到一款专注于游戏配方的游戏。 但是对我而言最突出的一种类型公式是《半条命2》。 游戏将互动式故事讲述与第一人称射击游戏和基于拼图的游戏玩法融合在一起的方式非常巧妙。 不幸的是,很少有开发人员敢于尝试复制其公式。 幸运的是,A4 Games冒着将流行的在线小说《都市系列》改编成使用《半条命2》公式的游戏的风险。 这样一来,这款游戏虽然不如《半条命2》那么出色,但仍然可以轻松自立。
在我说什么之前,我不建议在“游侠模式”下玩足够多的游戏。 认真的说,我玩了两个小时的游戏,但由于敌人花了太长时间杀死了敌人,事情变得很无聊,我讨厌它。 但是,以“ Ranger模式”玩游戏会降低敌人和玩家的生命值,从而导致敌人互动更加迅速和危险。 因此,以“游侠模式”玩游戏。 还要确保将声音代理语言更改为“俄语”。 它使游戏更加真实,使世界栩栩如生。
顺便说一句,现在来描述实际的游戏。 《地铁2033年》基于俄罗斯流行的在线图书系列,讲述了反乌托邦的未来,由于核冬天,人类被迫住在地下地铁系统中。 更不幸的是,由于核材料的辐射,被称为“黑暗者”的奇怪生物冒出了以人类为目标。 因此,人类与黑暗者之间的“战争”正在进行中。 人类在这种条件下生存的唯一方法就是住在有严密保护的营地中。 游戏展现世界的方式是一流的。 我玩过的游戏很少有这种令人着迷的气氛。 玩游戏会让玩家真正感受到他们生活在世界末日后的俄罗斯地下世界中。 环境非常详细,因为一切看起来都很脏旧。 这些角色看上去都很阴郁,表明他们在乞求食物或参加冒险活动时都在努力生存。 就像《半条命2》一样,游戏角色的突出场景以第一人称视角呈现,因为角色可以与许多电影互动。 但是,游戏真正发光的地方是什么都看不到。 游戏大部分发生在玩家不在营地舒适的地方,而是进入危险的旷野的隧道中,那里充满了黑暗的,准军事集团,鬼魂以及其他任何可以想象的东西。 像《银河战士》一样,这款游戏在让您感觉自己已脱离文明世界方面做得非常出色。 数小时之内,您将探索黑暗的隧道,山洞和废墟,而这些往往仅被氛围声所吸引。 当确实弹出某物时,通常是不友好的,并且是一种威胁。
说实话,游戏成功的很多原因是由于存在脆弱感。 虽然大多数第一人称射击游戏都沉迷于向玩家提供尽可能多的人性化弹药,但《地铁2033》为玩家提供了生存的最低限度。 每次射击都很重要,有意识地要走进一个充满一群敌人或一窝怪兽的区域,里面只有不到六发子弹,压力很大。 因此,《地铁2033》比第一人称射击游戏更像是第一人称生存恐怖游戏。 事实是,为了节省资源,玩家会比射击更加潜行。
尽管游戏有很多优点,但也有很多缺点。 对于初学者,虽然图形令人难以置信,但动画绝对不是。 角色移动僵硬,有时变得毫无生气。 原始Playstation上的游戏具有更好的动画效果。 另一个问题是难度。 游戏似乎使用了它保存为拐杖的随处保存系统,而不是适当地调整难度,而是依靠玩家多次重新加载之前的保存,直到他们能够消灭敌人而不会造成太大伤害。 诚然,有时它可以很好地工作,但是有时它几乎不可能通过某个区域,这只会使事情令人沮丧。 游戏还有一个很酷的替代结局,它的要求对于玩家来说太难了,以至于使他们奇怪为什么还要把它放入游戏中。 但是,正面优势很容易超越负面优势,《地铁2033》是前几代最佳单人游戏体验之一。 如果您正在寻找一种高度身临其境的单人游戏体验,那么选择是否接受这一点就毫无道理了。
86 | 忍者III:忍者大师的归来
发行日期:1993年8月22日
最终版本:Sega Mega Drive; 同时在:PC,PS3,Xbox 360,Wii虚拟控制台,PS2、3DS eShop,PSP,iOS

在1980年代和1990年代初期,任天堂在北美的视频游戏市场上一发不可收拾。 竞争者不断走来走去,因为他们不断被称为任天堂的哥斯拉大小的怪物踩踏。 直到主宰街机制造商Sega借助Sega Genesis(在其他地方都被称为Mega Drive)将它们带入市场之后,任天堂的掌控才开始松动。 世嘉之所以成功而没有其他人的主要原因之一,是围绕着该公司完美预测市场这一事实。 由于具有神奇能力的跳跳水管工而开始与NES玩游戏的学步车和独行客现在是青少年,因此他们要求一些前卫和成熟的产品。 Sega意识到了这一点,并大胆地决定发布一款外观更成熟的游戏机,该游戏机代表现实的体育游戏和华丽的动作游戏,而不是可爱的平台游戏。 如此之好,以至于世嘉创世纪实际上已经很老了,在北美出售了NES的继任者-超级任天堂。 这是几年前没人预料到的。
如果有人以定义整个战略的游戏为例,至少在将世嘉现有的日本产品推向西方市场方面,我可以说《忍者三世》就是最好的例子。 尽管这款游戏具有日本风格的配乐,机甲甚至是哥斯拉,但在美国却是非常成功的。 这是因为它没有像90年代的某些动漫一样被市场推销,而是被作为“酷暴力忍者游戏”推向市场。 尽管游戏在技术上可以满足这些要求,因为它肯定很酷,足够暴力(有时)有血,并且给忍者加注星标,但远远不止这些。 该游戏可以说是该时代最伟大的动作侧滑游戏。 究其原因,实际上并没有什么特别之处,因为该游戏在当时并没有特别创新或独特。 由于其质量,它通常拥有此标题。 对于初学者来说,游戏感觉很棒。 控制主角就像实际控制忍者一样,因为他们配备了飞镖,一把长剑和俯冲脚。 听起来确实很简单,但是可以完美地完成工作。 该游戏的优点在于其关卡设计。 从敌人的位置到平台的位置,一切都像精心放置一样,可以增强您的娱乐体验。 添加多个阶段来增加多样性,例如骑马阶段和冲浪/悬停阶段,您将拥有一个节奏流畅且可无限重玩的游戏。 Shinobi III几乎是一种安静的基本“世嘉动作游戏,您大约每星期都要重玩一次”,这是它应得的称号。
令人遗憾的是,该系列在该游戏发行后走到了尽头。 制作了Sega Saturn条目,但具有低劣的数字化图形,因此游戏性很差。 该系列的Playstation 2重新启动版本已发布,实际上卖得不错,并且拥有大量追随者。 不幸的是,发行了直接续集,标题中甚至都没有“ Shinobi”并遭到轰炸。 在3DS条目发布并获得了一些积极的评价之前,该专营权一直处于休眠状态。 自从90年代初以来,世嘉就一直无法利用Shinobi的特许经营权,这是很不幸的事,但这是可以理解的,因为该系列的成功是其时代的产物。 上世纪90年代初世嘉的“酷”因素是游戏市场的过渡时期,而不是最终结果。
85 | 叶片交响曲
发行日期:2014年5月7日
适用于:PC

看到一种类型在两个不同的平台上发展并观察它们之间的比较总是很有趣。 一个突出的例子是角色扮演类型,因为控制台角色扮演游戏在音调,设计和玩家交互方面与计算机同行完全不同。 有时这使人们感到奇怪,如果其他类型的电影在不同的平台上找到了自己的路,它们会有什么不同。 例如,格斗游戏类型是在街机游戏中诞生和繁殖的。 它着重于一对一地与玩家面对面的互动,因为他们在经过尝试和真实的街机设置中相互击败。 那么,如果您将格斗游戏类型从本地街机场景转移到相互连接的全局PC场景中,并用街机游戏杆换购鼠标和键盘,将会发生什么情况? 最终结果是《刀刃交响曲》。
Blade Symphony起源于Jed Knights II mod,是一款格斗游戏,除了剑和无尽的手里剑外,别无他法。 游戏不是通过操纵输入来控制角色移动,而是在某些按钮按下期间记录了攻击,而是具有流畅的移动和执行不同攻击的有趣实现。 详细说来,鼠标左键使玩家进行剑术攻击,而鼠标右键使玩家进行剑术攻击。 要更改角色的攻击类型,玩家可以按“ 1”,“ 2”或“ 3”键设置不同的姿势。 “ 1”让玩家进行一次弱攻击,“ 2”让玩家进行一次平均攻击,而“ 3”则造成沉重的攻击。 可以猜测,攻击越弱,则伤害越小,而攻击越强,则伤害越高。 还有一个事实,如果一个球员比另一个球员使用更强的进攻并且两个球员的刀刃相遇,那么进攻更强的球员就会将另一名球员推回去,从而使他们保持打开状态。 但是,较弱的攻击具有速度快的优势,因此与使用较强的攻击相比,准时更有可能击中对手。 游戏的战斗系统还有很多,但这是它的一个简短的总结。
现在,仅此独特的系统就可以使这款游戏在其他格斗游戏中脱颖而出。 但是,还有其他一些因素使游戏不仅非常独特,而且使其与PC游戏根源保持联系。 有三种在线游戏模式。 1对1、2对2和所有人免费。 1对1是典型的一对一格斗游戏模式。 2 vs. 2是基于团队的战斗,每边有两名玩家互相对抗。 但是,游戏真正令人眼前一亮的地方是“人人享有免费”模式。 此模式围绕着多达数十名进入大厅的玩家旋转,因为他们围绕着可能包含数十名其他玩家的地图奔跑。 他们可以在这里交谈,旁观并与其他玩家作战。 周围有几张地图没有计算通常由用户创建的地图,这些地图经常大喊“互联网文化”。 只是跑来跑去,看着其他人打架,与他人交谈并形成纽带和竞争,这非常有趣。 这也很有趣,因为社区在网络空间中设法制定了某些规则和习俗。 一个简单的例子是,就像几乎所有在线游戏一样,该游戏还具有手势系统。 如果每个玩家在每次比赛开始前不鞠躬,就会被认为对某些用户不敬。 当然,它很小,但是确实增加了体验。
不幸的是,尽管游戏肯定是独特和创新的,但《街头霸王》却并非如此。 对于初学者,您只能选择四个字符作为战斗对象。 当然,这四个游戏中的每一个都有完全不同的游戏风格,但这并不能避免游戏拥有如此有限的阵容。 更糟糕的是,该游戏并非为高水平游戏而设计。 游戏很难平衡,因为某些角色比其他角色更具优势。 最重要的是,通过散布某些攻击来赢得胜利太容易了。 因此,这不是您在EVO上可以找到的游戏类型。 最后,截至本条目,该游戏的在线活动并不活跃。 可以找到游戏,但只能在一两个大厅中找到。 很明显,这款游戏可能已经走到了最后。 无论如何,游戏的概念听起来听起来很酷,但这足以花10美元去尝试一下。
84 | 奥术会:蒸汽工厂和魔幻暗黑破坏神
发行日期:2001年8月21日
适用于:PC

如果Arcanum:Steamworks和Magick Obscura的人是我,我不知道我应该打他们还是与他们做爱。 一方面,它是一辆越野车,破碎,荒谬,节奏缓慢,不平衡,设计糟糕的游戏,尤其是令人沮丧的游戏。 另一方面,它可以说是有史以来最深入,最复杂的角色,可为整个行业增光添彩。 “流体”和“开放式”甚至都没有开始描述游戏提供的可能性。 玩家不仅可以在主要故事情节中选择是好,坏还是中立,而且无论情况如何相关,他们都可以设法摆脱困境。 实际上,整个游戏就可以通过说话完成,玩家甚至不需要单击攻击按钮。 取决于角色的特征,例如外表,智力,种族,性别,以及不同的选项,任务和游戏风格,这些内容将对玩家开放。 您可以通过成为一个健谈的人,或者是一个弱智的人,让人们对您表示同情,从而进行竞标,从而摆脱困境。 还有其他选择,例如能够捡起他们的口袋,完成另一些任务以赢得他们的尊重,或者表现出良好的旧时尚,以击败那些给您带来困难的人。 选择是多种多样的,无论规模多么小,玩家几乎在每个十字路口都有这些机会。
既然我已经做好了准备,那么我将继续做好。 关于这个游戏的其他一切都是不好的。 一切。 对于初学者来说,游戏的主题应该类似于工业革命,但是人类与兽人,精灵,侏儒,法师以及你所拥有的生活在一起。 这在很大程度上很棒,因为音乐和角色设计很棒,但问题在于不一致。 尽管游戏中有很多次让玩家觉得自己正走过维多利亚时代的城市,但其他时候的风景却与任何其他中世纪主题RPG一样。 好像开发人员从一开始就制作了传统的中世纪主题游戏,并在中途更改了路线,并且懒得重做背景,角色和其他资产。
战斗是残暴的。 游戏提供了使用实时或回合制战斗的选项。 实时战斗根本不起作用。 当敌人穿上足够的衣服时,NPC和敌人都会蜂拥而至,随机进行所有攻击,“战斗”在几秒钟内结束。 对此也完全没有策略。 遇到敌人后,您将要么站在那里要么死去,就这么简单。 反过来,它更易于管理,但非常基础,几乎没有策略可言。 平衡也被打破。 如果您是一名战士阶级,您会发现自己始终处于与众不同的状态。 但是,如果您扮演法师,那么您的攻击基本上不会输给敌人,因为您的攻击力很强。 就像您输入了上帝模式的作弊代码一样。
地牢“设计”是我在任何游戏中玩过的最糟糕的游戏。 我将“设计”用引号引起来,因为实际上根本没有设计。 地下城看似无尽的走廊,几乎有无数的敌人。 它们比任何东西都更耐心测试,如果您不扮演法师,那就太可怕了。游戏也有点神秘。 我喜欢那些不会牵手的游戏,但是为了弄清楚事情,我不得不多次使用演练。 但是,最重要的是游戏的越野车性能。 我遇到了至少两个必须解决的渐进式错误,也就是在我安装了真正清理游戏的风扇补丁之后。 所有这些使我感到无比沮丧。
那么在出现问题的那段之后,为什么这款游戏会入榜? 《 Arcanum:Of Steamworks and Magick Obscura》本质上是一款电子游戏版本,模仿了在各个方面都表现不佳的失败者英雄的经典陈词滥调。 然而,事实证明,这是由于英雄将所有训练集中在一种特定的超级能力上而造成的,而这种能力在使用时是无法克服的。 有了Arcanum,超级能力就是在扮演角色,而这正是它最擅长的地方。
83 | 地铁:最后的光芒
发行日期:2013年5月14日
最终版本:PC(所有主要操作系统); 还在:PS4,Xbox One,PS3和Xbox 360

地铁:《最后的光芒》是续集,在各个方面都优于其前作。 虽然我承认游戏并没有在很大程度上发挥作用,但至少在显着程度上。 故事更有趣,游戏中的电影学受到更多关注,动画效果略好,游戏中的野心更大。 更重要的是,以前游戏的所有内容都得到了扩展。 玩家会看到地铁的更多侧面,因为城镇更加活跃,不同的政治派别更加充实,周围的情节得到了更详细的解释。 这是经典的“更多您喜欢的东西”续集。
说实话,关于这个条目,我没有对它的前任说太多。 游戏本质上是《半条命2》,但带有更多幸存者的恐怖气息。 玩家再次穿越地铁时,会捡拾子弹,医疗包和其他物品,因为它们会越过敌人以到达下一个目的地。 游戏的大部分内容使玩家与文明隔绝,这导致了非常令人毛骨悚然的压抑气氛。 通常,游戏中的电影会给玩家带来惊喜,他们会做得很好,并且在使玩家沉浸于Metro的悲剧世界中做得非常出色,尤其是在游戏中罕见的部分(实际上是玩家居住的城镇)。 图形精美,可以说是第一代采用当前图形标准发布的游戏。 与大多数这些技术上令人印象深刻的欧洲PC游戏的刻板印象不同,艺术风格完美地补充了这些图形,因为游戏有时看起来像一幅油画。
不幸的是,由于是续集,所以它的游戏距离胸部很近,因此该游戏也具有与上一个游戏相同的缺陷。 仍然存在依赖于任何地方保存系统来修复其故障的困难。 角色动画虽然得到了改进,但仍然很糟糕。有一种方法可以使游戏的“真实结局”比普通结局令人满意,但它非常隐秘,几乎无法获得。
总而言之,《地铁:最后的光芒》是一款很棒的游戏。 它不是完美的,但是它提供了足够的乐趣,让您满意地玩耍。 如果您喜欢第一场比赛,请务必选择这个略胜一筹的续集。
82 | 拳皇2002
发行日期:2002年10月10日
最终版本:街机; 同时启用:Neo Geo,PC,PS3的PSN,Xbox 360的XBLA,PS2,Xbox,DC

格斗之王系列可以说是格斗游戏中的黄金标准。 该系列游戏由传奇的街机制造商SNK开发和发行,在最长的时间里,是所有SNK中最臭名昭著的格斗游戏角色每年互相发行的年度版本。 之所以如此有效,部分原因是因为SNK发布了很多格斗游戏。 事实上,有如此之多,我一直在网上寻找一份详尽的清单,但仍然找不到列出他们已发布的全部甚至大部分格斗游戏的清单。 为了向外行人解释,SNK就像打架游戏一样,Squaresoft就像是RPG。 除了诸如Metal Slug之类的一些异常值外,它几乎是他们所做的全部工作。 SNK是格斗游戏公司。
该系列由最初的Street Fighter的创建者设计,它们是传统的2D格斗游戏,依赖于四个按钮的布局,使玩家可以从中选择几步,但仍然设法提供许多选择。 虽然事情因入门而异,但平均而言,玩家将能够执行抢夺,掷骰,反击,特殊攻击,特惠,绝望移动,超级攻击,招架,取消,跳,超跳等功能,这确实令人惊讶很多开发人员设法加入了四个按钮的布局。 然而,这并不奇怪,就像《拳皇》融入了SNK各种格斗游戏系列中的角色一样,它也融合了其战斗系统的各个方面。 其结果是一个极其通用且完善的战斗系统。
有一个原因可以解释,这篇文章似乎与《拳皇2002》的关系不大,而与《拳皇》的关系大。 现实情况是,很难挑选出我最喜欢的系列游戏。 原因之一是因为该系列中最好的游戏彼此具有相似的质量。 XIII是最现代的版本,具有令人叹为观止的华丽图形。 XI感觉最独特,因为它是《拳皇》和《街头霸王》之间的十字架。 2002年使所有人都感到“最好”。 98是……好98。不幸的是,之所以如此难以选择的另一个原因是,我在这个系列赛上的花费不如在其他格斗游戏中花费的时间多。 虽然我可以欣赏该系列游戏并可以肯定他们的游戏质量,但是与其他类型的主流游戏相比,它们玩起来并不那么有趣。 角色感觉太僵硬,游戏玩起来对我来说太慢了。 在2000年代,还有一个尴尬的时期,因为该系列的产品价值非常低,因此感觉就像是处于困境。 可能是由于我与诸如Guilty Gear之类的格斗游戏一样,在ADD的陪伴下成长,但是尽管我尝试多次进入该系列赛,但这对我来说并不适合。
就是说,如果我必须选择系列中的一款游戏,那就是2002年。是的,我意识到它属于我刚才描述的“尴尬时期”,但是对我来说,这是最好的“感觉”拳皇游戏是最有趣的玩法。 显然,这不是一个坏选择,因为该游戏今天仍然可以正常玩,甚至在2009年以及去年在PC上都获得了名为“无限匹配”的更新,适用于Playstation 2和Xbox Live Arcade。 仍然有数十个人每天在PC版本上在线玩游戏,这并未考虑其他版本的游戏。该游戏具有14年的持久力这一事实不容忽视,并且可以说它的质量。
81 | Ys II:古老的Ys消失了-最后一章
发行日期:1989年12月21日
最终版本:PC; 还在:PCECD,DS,PSP,iOS,Android

尽管游戏总是挤在一起,但我之所以列出Ys II而不是Is是一个很好的理由。 是的,我不是一个好游戏。 公平地讲,游戏中的大多数错误都在于可笑的漫长而难以理解的“终结”地牢,它实际上占据了游戏的一半。 我可以更详细地讲,但这是关于Ys II的出色延续。 描述游戏的最好方法是像《塞尔达传说》,但更多地关注战斗,故事和RPG元素。 该游戏使用与Ys I相同的颠簸战斗,这涉及玩家仅在敌人面前奔跑以伤害他们。 乍一看,这听起来可能太简单了,但取决于玩家击中敌人的时机和角度,玩家对敌人造成的伤害程度会发生变化,反之亦然。 一旦掌握了一切,它真的很酷。
老实说,关于这款游戏,除了能真正说明那个时代的经典“ 16位”冒险感觉外,没有太多要说的了。 这款游戏将带给您“怀旧的寒意”,这是您从当初玩起更为著名的16位游戏(例如《过去的链接》和《超越绿洲》)中获得的。 世界充满变化,充满魅力,并注重细节。 虽然这个故事不是最繁琐的故事,但它的吸引力足以使您的头脑填补空白。 游戏的节奏也很合理,每当玩家完成一个目标时,他们就会感到有些兴趣使他们继续前进。
另一个当之无愧的喊叫是重制的质量。 Playstation Portable,Nintendo DS和PC的Ys编年史I和II +很棒。 Falcom在重做精灵工作,版本之间的音乐选择以及重新翻译方面,在更新现代游戏方面做得非常出色。 该游戏可能会从头开始开发,而不是对现有产品进行重新设计,因此可能会严重失败。 确实是游戏的权威版本。
Falcom是业内最好的开发商之一,而Ys II经受住了时间的考验就很好地证明了原因。 自成立以来,该公司始终专注于迷人的角色和紧凑的游戏设计。 该公司并不总是遵循许多其他公司所采用的月度趋势的风格,并且确实显示了这一趋势。 如果您想玩的游戏证明了Falcom的游戏设计,那么Ys II并不是一个坏选择。
80 | Wii体育
发行日期:2006年11月19日
适用于:Wii

Wii Sports可能是游戏史上最令人讨厌的游戏,对许多人来说,这代表了2000年代中期业界的可怕转折。 由于任天堂在Gamecube上风靡一时,他们知道必须在下一个平台上尝试一些不同的事情。 很明显,核心游戏用户对任天堂的大多数产品都不再感兴趣。 虽然任天堂试图通过Gamecube赢得游戏,包括《永恒的黑暗》等游戏,以及《生化危机》和《合金装备》系列中的独家头衔,但最终还是不够。 结果,任天堂决定去一个非常不同的市场,成年人,特别是成年女性。 最初,人们认为任天堂为捕获这样的人口而疯狂。 然后进入12月份的销售数字,Wii是最畅销的游戏机。 由于它并没有击败其他游戏机,而且人们欣喜若狂,因为索尼在游戏机市场上的死刑已经不再是现实,这在最初引起了热烈的反响。 但是,有些事情开始发生。 Wii非常成功……太成功了。 在某种程度上讲,它是成功的,它开始超过Playstation 3和Xbox 360的总和。 最重要的是,许多传统的核心发行商,例如EA和Ubisoft,都开始为更休闲的游戏开发效劳。 对此感到恐惧的游戏玩家开始恐慌,因为他们担心Halo和Grand Theft Auto会失去对Carnival Games和Just Dance的重视。
事实证明,这种担心是没有根据的。 最终,Wii的休闲用户转向了便宜得多的手机游戏。 具有讽刺意味的是,人们对Wii的恐惧并没有消失,敌意只是转移到了移动平台上。 当今时代的回顾就像是时间的快照。 它带回了很多美好与美好的回忆。 这也使我们对那个时代的某些游戏更具目标性,因为我们不再处于困境之中。 那么Wii Sports到底有多好? 毕竟,游戏是从整个过程开始的,或者至少是从控制台开始的。 说实话,Wii Sports实际上是一款非常出色的游戏。 当时只是误解。 当然,这不是最深的游戏,但是玩起来绝对很有趣。 这就是使游戏如此成功的原因,玩起来很有趣。 当您在Wii网球上打完朋友之后,勉强控制胜利的局面时,您会感到有些刺痛。 使游戏如此成功的还有可访问性。 任何人都可以接玩游戏,甚至您的父母也可以。 控制器只是一个遥控器,您必须像实际进行这项运动一样进行相同的动作。 它是如此简单和直观,以至于我还没有遇到任何不知道如何在第一分钟左右使用控件的人。 这将为Wii控制台带来许多潜在的参与者以及潜在的消费者。
该游戏提供了多种不同的游戏供您选择。 这包括高尔夫,保龄球,拳击,网球和棒球。 除了拳击以外,所有这些游戏的实施方式都足够合理,但我发现保龄球和网球是最好的。 没有Miis也不能不提到Wii Sports。 Miis是在Wii主机上创建的可爱的卡通化身小游戏,其中某些游戏会将其合并为可玩角色。 Wii Sports是最著名的游戏。 玩家可以控制自己的Mii,因为他们可以玩游戏中的五种运动之一。 因此,您不仅可以在Wii上最喜欢的运动中击败朋友,而且还可以亲眼看到它。
正如我之前所说,我觉得Wii Sports以及整个游戏时代都被误解了。 宫本聪说,任天堂试图做到的最好。 他谈到了诸如“太空侵略者”和“傍”之类的所有人群如何使用游戏。 但是,在Atari时代之后,任天堂大为赞赏,游戏开始变得更加复杂,增加了更多的按钮,多个角色动作,输入记忆,地图屏幕,属性等。尽管这当然不是一件坏事,但令人满意家庭中的十几岁男孩,但它使父母对游戏疏远了。 他们不想记住连击或从事资源管理,他们只是想玩游戏。 这就是Wii Sports的意思,它不是运动模拟或基于肾上腺素的街机游戏,它只是您玩的游戏。 任天堂不想蚕食核心游戏,他们想通过向更多休闲玩家敞开大门来扩大市场。 他们成功了。
79 | 雷神之锤III竞技场/雷神之锤
发行日期:1999年12月2日
最终版本:PC(所有主要操作系统); 同时在:Xbox 360,DC,PS2的XBLA

让我们解决这个问题。 我本来是虚幻竞技场的人。 我的表兄弟向我介绍了该系列游戏,当时他们最近购买了一台新PC。 一开始我对这款游戏感到困惑,因为它看起来很奇怪,因为他们在游戏中安装了一些mod,使他们可以扮演奇怪的角色,例如电影《面具》中的面具,吉姆·卡里电影。 但是,当他们实际开始玩游戏时,它看起来非常酷。 这是一个快节奏的多人第一人称射击游戏。 当我尝试游戏时,我迷上了。 不幸的是,再过七年左右,我才能再次播放该系列剧。 当我用自己新建的PC获得《虚幻竞技场2004》时,我坠入了爱河。 速度,肾上腺素和混乱。 当时我听说过《雷神之锤III》,但从未真正尝试过。 经过一段时间我不再拥有高端计算机,我终于做到了,我感到非常惊讶。 当然,游戏中没有各种各样的虚幻竞技场,但它通过提高速度和使游戏更加混乱而弥补了虚幻竞技场的不足。 总体上来说,这就像一场更具竞争性的游戏,因为大多数地图的尺寸从小到中都有,偶尔会为死亡比赛设计开放区域。 这与虚幻竞技场的许多地图形成对比,后者通常是巨大的景观,并且更类似于Halo。 这两件事加在一起使我更喜欢Quake而不是Unreal。
该游戏的要点是它是一个不断的竞技场射击游戏。 如果您想给某人一个平台游戏的例子,您可以给超级马里奥兄弟。如果您想给某人一个平台游戏的例子,那么您可以给Quake III Arena。 游戏从玩家选择他们想玩的模式开始。 最流行的模式是死亡竞赛,涉及多个在线玩家在地图上相互射击,因为他们收集武器和生命值,直到有最多杀人获胜的人。 这是一个非常简单的概念,但是可以完美地工作。 使游戏在典型的第一人称射击游戏中脱颖而出的另一件事,不仅是速度,还在于灵活性。 玩家将能够在整个竞技场上跳跃和跳跃,因为他们可以上升到平台和不同级别的地图上,从而到达一个理想的位置来向对手招惹地狱。 但是,地图的设计方式使野营变得危险。 没有一个地方可以停留太久,不会被发现,因为没有一个地方可以藏得很好。 所有这些东西加在一起构成了一个非常疯狂和有趣的游戏。
该游戏已于2010年8月6日进行了更新,并作为免费的浏览器游戏发布,但后来更改为价格高达10美元。 曾经是市场上技术要求最高的游戏,现在可以在Chromebook上播放。 这款游戏很棒,但是像所有更新的迭代一样,老粉丝也抱怨这些变化。 无论您身在何处,这两个游戏都拥有活跃的社区,并且这两个游戏都是一场爆炸。 差不多二十年后,《雷神之锤III》仍然是最活跃的第一人称射击游戏之一。 它的持久力真正显示出它是永恒的。 入门价格为10美元,没有理由不至少尝试这款游戏。
78 | 恶魔城:鲜血回旋曲
发行日期:1993年10月29日
最终版本:PC Engine CD; 还在:Wii,PSP的虚拟控制台

当提到恶魔城时,首先想到的是最近的“ Metroidvania”游戏。 本质上是带有RPG元素的侧滚动动作冒险游戏。 这些游戏固然很棒,但并不是该系列最初的名称。 恶魔城通过侧向滚动动作系列而建立了自己的名字,该系列专注于气密性机制和设计。 带着鞭子和特殊辅助武器的选择,玩家引导吸血鬼猎人扩展了平台并一路与敌人作战,直到他们到达关卡的尽头。 可以批评这一切都太简单了,但这就是游戏的美。 没有任何干扰或花招,只是经过尝试和真实的玩法。
恶魔城:鲜血回旋曲不仅是这类游戏中的大人物,而且是天鹅之歌。 它于1993年在日本的PC引擎CD上发行,通过将动画过场动画,声音和杀手级配乐带入CD媒体,使恶魔城进入了光盘时代。 恶魔城被公认为在游戏中拥有一些最引人入胜和最令人难忘的音乐,而开发商则通过撰写可以说是该系列中最佳音轨的CD媒体来利用这一点。 但是,由于其呈现方式,该游戏未能脱颖而出。 游戏性就是为什么它获得了如此多的爱。 与其继续沿着超级恶魔城IV设定的道路前进,《超级恶魔城4》使游戏更加轻松易用,但《血腥的回旋曲》与NES同类游戏相比更加接近,因为它提供的移动性有限且难度更大。 它采用“少即是多”的方法,并设法将其引人注目。
当然,机械师只能将游戏带到目前为止,设计也是游戏的重要组成部分,在这里,Rondo of Blood也很出色。 这些关卡都是经过精心设计的,似乎似乎是根据玩家的经验量身定制的。 没有一个平台足够靠近以至于不能轻易跳跃,没有敌人被放置在可以肯定杀死的地方,没有任何子武器被设计得太长时间被滥用。 游戏使您不断进步,使完成每个关卡更加甜蜜。 不过,老实说,逆运算也是如此。 没有一个平台太遥远,几乎不可能到达,没有敌人被放置在肯定会杀死玩家的区域,并且玩家收到的每把子武器都会在其区域找到一定的使用时间。 这场比赛可能很艰难,但也很公平。
这款游戏给人留下深刻印象的另一个类别是老板。 他们并不是游戏中最伟大的老板,但他们都是独一无二,令人难忘且富有挑战性的。 从a,到龙,再到狼人,这些老板看起来似乎都是陈词滥调,但他们的行为各不相同,需要玩家重新调整策略。 游戏可能不是《黑暗之魂》,但与老板搏斗仍然是游戏中最有趣的部分之一。
真的很容易理解为什么如此爱这款游戏。 可以说,这不仅是与经典系列产品相同的最新高品质产品,而且是丢失产品时间最长的产品。 直到2007年PSP重制版(其中也包括原始游戏)之前,还没有该游戏的英文发行版。 当然,玩游戏并不完全需要日语的知识,但是除非您从日本进口游戏,否则您一定会碰运气。 最重要的是,它仅在Turbograffx CD上可用,在西方被视为其中的“其他”平台之一。 这两件事加在一起,使游戏在游戏社区中获得了神秘的地位。 游戏是否不辜负宣传? 当然可以。
77 | 大金刚国家2(Dondy’s Kong Quest)
发行日期:1995年11月20日
最终版:超级任天堂 同样在:用于3DS的eShop,用于Wii U和Wii的虚拟控制台,GBA

90年代的每个人都熟悉大金刚国家。 无论是拥有,租用它,还是在朋友家中玩耍,他们都熟悉。 令游戏如此引人注目的是其图形。 以前从未在控制台上如此出色地实现过预渲染的图形。 当然,有些游戏如《真人快打》使用了预渲染的精灵,但没有使用,但它们看上去远不及《大金刚国家》那样出色。 在Super FX芯片的帮助下,以及独特的艺术风格,大金刚乡村(Donkey Kong Country)看上去就像是在玩玩具总动员(Toy Story),甚至还没有玩具总动员(Toy Story)。 不幸的是,流行的副作用是一群声带仇恨者。 许多人声称该游戏充其量是不冷不热的,其图形是唯一获得成功的要素。 甚至任天堂传奇人物宫本茂也这么说,这增加了火势。 说实话,这些评论是没有根据的。 像所有Rare的平台游戏一样,《大金刚国家》是一款游戏,具有非常严格的机制和优美的游戏设计,即使他们有时在迷你游戏和收藏品方面有些落伍(这仅仅是未来事物的味道) 。 虽然其成功的大部分确实是建立在其革命性的图形技术之上的,但这并不意味着该游戏没有与之相匹配的高质量游戏玩法。
《大金刚国家》是目前最好的平台游戏之一,但续集在各个方面都超过了它。 Diddy的Kong Quest建立在Rare从入门入手中学到的所有知识的基础上,并将其进一步扩展。 现在,该游戏具有更加雄心勃勃的关卡,具有更多种类,更多有趣的动物可供控制,更大更好的老板以及甚至更好的图形。 基本上是大金刚国家(地区)加上辣酱。 这两款游戏之间唯一真正的重大区别是缺少《大金刚》。 这是由于该情节围绕大金刚被绑架而发生,因此他的兄弟Diddy和他的女友Dixie必须解救他。 迪迪(Diddy)的演奏完全像他在上一篇文章中一样。 实际上,他们使用与他完全相同的精灵。 迪克西却有些不同。 她的主要特征是具有旋转身体的能力,因此她的头发就像直升机一样,可以在空中滑动。 这很像超级马里奥兄弟(Super Mario Bros)系列中的tanooki套装,但是覆盖范围更短。 Dixie是该系列中非常受欢迎的更改。 第一局中的《大金刚》又大又笨重。 因此,使用两个小的,敏捷的和快速的角色是一个受欢迎的更改,可以显着加快游戏速度。
游戏中还有音乐的问题。 《 Donkey Country》游戏的音乐都很棒,该系列的第二场比赛也不例外。 事实上,它是如此出色以至于它应该拥有自己的段落。在整个游戏中,您会发现许多高质量的音轨,这些音轨通常是环境音和旋律之间的交叉,这绝对是游戏的完美匹配。
《大金刚国家系列》是《稀有》的转折点。 那时候工作室不再只是另一个开发商,而开始成为我们今天所知道的或者至少是以前所知道的知名开发商。 在上世纪90年代,稀有游戏取得了开创性的成就,改变了他们备受推崇的类型,大金刚乡村系列无疑是其中的一部分。 在制作该系列作品以为其取名时,Rare尽其所能,并且显示出来。 由于第二名是最好的,因此必将成为第二名。
76 | 999:九小时,九个人,九扇门
发行日期:2010年11月16日
适用于:Nintendo DS

在Nintendo DS的整个生命周期中,如果您要问某人系统上最好的冒险游戏是什么,您几乎都会以Phoenix Wright系列作为答案,而Hotel Dusk可能是唯一的例外。 在便携式游戏中是最好的,因为它具有触摸屏和便携性,因此成为冒险游戏系统,尤其是指向和点击小说以及视觉小说。 在该系统的三维继任者发布之前四个月,针对老化的掌上电脑的新游戏问世了。 九小时,九个人,九门(理智的人通常称其为999)是该平台的又一个冒险游戏,它开始进行回合。 由于其独特的故事情节,相关人物和神秘的背景,它迅速成为了热门歌曲。
游戏的要旨是玩家被绑架并上了船。 当水开始充满时,他们在一个小房间里惊呆了。 唯一的出口是锁定的,需要特定的组合才能打开。 然后,玩家必须解决一系列难题,以便找出正确的组合来打开门。 他们离开房间时,出现了另外八个陌生人。 事实证明,所有这些人也遭到绑架。 突然,该船的对讲机启动,显然所有9位乘客都在接受测试,因为他们有固定的时间找出所有困惑并离开船,否则船将下沉。 可以想象,最初有一些不和谐感,因为陌生人似乎并不总是希望一起工作。 为了利用这一点,对讲机表示,广播只是一个记录,因为该记录使所有乘客上船,而操作背后的大脑是其中的九名乘客之一。
简介完美地为游戏定下了基调。 故事和气氛明智,整个游戏都是建立在缺乏信任的基础上的。 乘客通常分为几组,以便进入特定的房间来解决难题。 显然,并不是每个人都互相信任,因此被迫与他们不适应的其他人一起工作可以进行一些很棒的对话和讲故事。 怀疑似乎始终是每个角色的重中之重,甚至玩家也不断猜出谁是这个扭曲实验背后的真正人物,以及原因。 为了进一步达到玩家的兴趣,每个角色都具有独特性并具有迷人的背景。 玩家以某种方式与角色联系在一起,但知道他们不应该过于依附,因为他们的壁橱似乎都带有某种骨架。
简介也很好地安排了实际的游戏玩法。 整个游戏的发展过程是这样的:在房间里玩拼图->冗长的故事片段->冲洗并重复直到结束。 到目前为止,这是游戏的最大缺陷。 由于相同的基本公式一遍又一遍地重复,所以它太重复了。 值得称赞的是,许多难题都做得很好,令人难忘。 但是,也有些令人头疼。 有时,难题有点太神秘了,房间的导航可能会混乱,这无济于事。 即使玩家坚持到底,他们也将能够清理房间,并且从“啊哈!”那一刻起,人们就已经满足了一定的满足感。人们只停留了15分钟就走了一步,最终弄清楚了一切。
最后但并非最不重要的一点是,游戏具有绝佳的配乐,每个人都应该听。 它的电子节拍和悬疑的和弦确实赋予了游戏独特的身份。 配乐还涉足音乐领域,听起来有些令人不安,因为游戏真正利用了“这个人是谁,他们为什么对我们做这些事情?”这个问题。
999是DS长篇冒险游戏中的最后一款游戏。 多年来,它一直受到广泛的追捧,“零逃脱”系列是该类型中最受认可的系列之一。 如果您想看看该系列是如何开始的,或者只是对一款能让他们猜出高质量拼图和不透明故事的游戏感兴趣,那么999肯定不会出错。
75 | 计时触发
发行日期:1995年8月22日
最终版本:Nintendo DS; 还在:Wii,SNES,Playstation,iOS,Android虚拟控制台

Chrono Trigger通常被认为是有史以来最伟大的RPG角色,它具有永恒的前提。 该游戏于1995年发行,在JRPG子类型中打破了许多障碍和惯例。 该游戏没有随机战斗,它没有真正的中世纪设置,它允许玩家做出影响整个故事的选择,最后,该游戏被重新播放,因为它甚至提供了新的游戏加选项。 。 尽管其中许多都是当今的标准格式,但早在1995年,这些东西就几乎是从未见过的,并且将它们全部集成到一个游戏中是革命性的。
计时触发器的情节围绕着一个参加一年一度的节日的男孩展开。 到达后不久,他就遇到了一个女孩。 由于他的慷慨,或更准确地说是女孩的毅力,他最终在活动中向她展示。 最终,男孩撞上了他的一个朋友,他想要他测试我们最新的发明,即Telepod。 它或多或少是一个传送器。 这个男孩自愿并毫发无损地走过,不幸的是,这对于他的女同伴来说并不是一件容易的事。 事实证明,由于她戴上了神秘的吊坠,她最终回到了过去。 因此,男孩抓住了吊坠,并通过同一个脚架来取回女孩。 这仅是故事的最短技巧,而这个故事将进一步延伸。 在整个游戏中,玩家将回到过去的《侏罗纪时代》,直到将来,直到他们到达时间的尽头。 与您将探索的不同时间段相匹配的唯一事物是您将遇到的演员和角色集。 每个主要角色都有自己独特的特征和个性,融入了他们所居住的时代。 这导致了一个非常引人入胜的故事,甚至在类似于CGI的图形和电影故事讲述的现代时代中脱颖而出。 除此之外,该故事本身似乎是最完美的媒介,因为它不像大多数16位JRPG那样稀疏到几乎不存在,但文字却不那么沉重以至于基本上像大多数JRPG一样是视觉小说在32位时代。 它实现了讲故事和填补玩家空白的完美平衡。
当时游戏的介绍是首屈一指的。 对于初学者来说,图形是不可思议的。 即使在今天,它们看起来仍然很棒,而且游戏中的某些场景让人惊讶地发现,如果没有Super FX芯片,这是如何实现的。 也就是说,游戏看上去并不漂亮,但它的动作也很漂亮。 对于超级任天堂游戏,该动画非常流畅,因为似乎几乎每个动画都至少包含三帧。 电影配乐是当时最好的电影之一。 到目前为止,仍有如此之多的音乐在众多YouTube视频中得以回收是有原因的。 不仅歌曲令人耳目一新,而且令人难忘,Squaresoft也以某种方式让Rareware的技术向导之一加入其中,以使声音清晰而现代。 但是真正窃取节目的是剧本。 译者泰德·伍斯利(Ted Woosley)设法将现代本地化标准引入了超级任天堂游戏。 写作几乎没有拼写错误,游戏中的情节非常合理,而且角色说话时都充满了重量和情感。 请记住,在这个时代,对话框通常被限制为四个或五个单词,并且包含无数的拼写错误。 泰德·伍斯利(Ted Woosley)不仅提高了标准,还把它踢得很高。
不幸的是,尽管游戏的故事和演示是永恒的,但实际的游戏设计却并非如此。 虽然战斗系统远远领先于其时代的大多数RPG,但在当今时代却有些过时。 战斗常常是通过一遍又一遍地执行相同的攻击来赢得的。 有时候,游戏会通过使老板拥有多个肢体和不同属性来投掷曲线球,但这种情况很少,而且介于两者之间。 虽然游戏中的区域看上去很漂亮,但有时很难说出路径和出口在哪里。 在侏罗纪时期有一张特殊的地图让我想拔出头发。 保存点也可以放置在游戏中可疑的部分,从而导致一些重大的节奏问题,因为一次又一次地重播同一区域并不是一件有趣的事情。 游戏的难度也会有所波动。 在大多数情况下,难度是完美的,但是我觉得游戏中的某些部分太难了,尤其是整个游戏中三分之二的老板。 游戏在游戏中真正脱颖而出的地方是它的选择和附带要求。 如前所述,游戏中的选择权很重,因为它们可以改变故事甚至改变游戏的整个结局。 游戏中还有多个边路任务,将迫使玩家探索不同的时间段来完成。 在纸上阅读此书可能会使人感到困惑,但它可以无缝地工作而很少握住玩家的手。
Chrono Trigger是游戏中最臭名昭著的传奇游戏之一。 玩完游戏后,很容易明白为什么。 情节,人物,写作,音乐和图形是如此永恒。 尽管我同意游戏已经过时了,但这并不意味着它没有被超越。 游戏中的故事和角色都很出色,但是自游戏首次发布以来,该类型已经发行了20年的游戏,因此其中有一些必将超越该类。 尽管故事和演示文稿一如既往的成熟,但游戏设计却有些陈旧。 按照今天的标准,战斗系统是过时的,地图可能需要一点点工作。 总的来说,Chrono Trigger确实可以称得上是杰作,因为它的故障很少,优势很多。 即使将其与当今的大多数JRPG进行比较,它仍然可以做很多类型的游戏可以学习的事情,这就是二十多年历史的游戏的一部分,该游戏在其受人尊敬的类型只有十个时就发布了。
74 | 幽灵把戏
发行日期:2011年1月11日
最终版本:iOS; 还在:DS

新IP是一件非常困难的事情。 玩家和发行商都喜欢这种熟悉的方式。 将钱投资在已知产品而不是未知产品上时,被烧掉的风险要小得多。 在2000年代后期,“ Ace律师”系列炙手可热。 由于Nintendo DS的重新发行,该游戏在日本获得了第二次生命,而本地化在西方市场上引起了轰动,这使得该系列成为游戏界最受认可的游戏之一。 但是,当问到系列创作者Shu Taukumi是否要参加第四次参赛(这是该系列如此出名以来的第一个新参赛作品)时,他拒绝了。 相反,他想开发一个新游戏,一个不同的游戏。 幽灵把戏就是那个游戏。
Ghost Trick和Ace Attorney之间的最大区别是,前者比后者更“令人困惑”。 Ghost Trick让玩家与周围的环境互动,而不是在探索房间,寻找物品以及使用小玩意儿时进行侦探工作。 剧情围绕着一个最近去世的人,现在是一个无形的鬼魂。 他看到的第一件事是一个即将被暗杀的年轻女子。 她不幸地遇到了不幸的结局。 但是,随后发现虚影不仅具有短暂倒带时间的能力,而且还具有拥有和操纵物体的能力。 凭借这种力量,玩家可以挽救年轻女子的生命,并继续冒险探索年轻女子,刺客和他本人如何相互连接的奥秘。
游戏使用侧视角度,就像比赛舞台一样,因为玩家可以拥有并操纵对象进行出价,因此可以滚动浏览整个地图。 通常,这些操作只是简单的事情,例如打开机柜门,拨打电话或打开雨伞。 当所有这些较小的动作加在一起时,就可以解决很多难题,例如让年轻女子逃脱杀手,将警察隐瞒嫌疑人的下落或使角色远离车祸。 游戏本质上是让玩家控制蝴蝶效果,这看起来很平凡,但是却很有趣。 反复试验总是很有趣的,以查看什么有效,什么无效,可以和不能达到的对象等。这些难题非常困难,需要多次打通,但足够公平就可以赢得不会花很多时间试图解决一个问题。
Ace Attorney系列以迷人的性格和轻松的谋杀之谜而闻名。 幽灵特里克(Ghost Trick)继承了这一传统,提供了各种可爱的角色,您只想看看更多。 这特别适合游戏玩法,因为它不仅要完成一个进步的阶段,而且还要保护角色。写作非常幽默,而且很多台词都给玩家带来欢笑。 每个演员都有自己的个性和背景故事,而且讲得很详细,这确实给游戏提供了比要求更深的知识。 或者,如果您想要简短概述人物,故事和写作的质量,则来自Ace Attorney系列的创建者。 是的,这很好地总结了一切。
游戏中的图形令人着迷。 尽管具有2D游戏并已为Nintendo DS开发,但该游戏使用3D模型,然后将其转换为预渲染的精灵。 通常这会被忽视,但是开发人员设法在模仿2D重要部分的同时利用3D的优势。 对于初学者,游戏使用简单的多边形模型,着色器和纹理。 当然,这意味着该游戏不会在技术部门赢得任何奖项,但这确实意味着该游戏的外观非常简洁,可以经受时间的考验。 但是游戏真正脱颖而出的地方就是动画。 展示出来比说出来要好得多:

开发人员继续使用3D模型,因为他们为每个动画合并了大量的关键帧,以使它们看起来无缝。 请记住,这是针对Nintendo DS的,它没有太多的RAM要使用。 干净的3D模型加上流畅的动画效果使游戏开创了自己独特的风格。
老实说,这款游戏确实没有任何缺点。 我的意思是肯定不是最佳配乐,但它仍然很棒。 这个故事不会进入前十名,但这仍然是一个非常有趣的旅程。 这些难题并不是最令人着迷的,但它们仍然可以使您的大脑锻炼。 不幸的是,这正是使游戏无法在列表中排名更高的原因。 这是一个整体胜于各个部分之和的游戏。 但是,即使考虑到这些部分组合在一起,也可能会获得高质量的产品,但在有史以来最出色的游戏列表中,这不会太过分。 无论该游戏是值得玩的游戏,还是拥有Ace Attorney的任何人都应该选择它。 不幸的是,游戏的表现如此糟糕。 在Nintendo DS寿命的尽头发布该游戏并没有带来什么好处。 幸运的是,这款游戏并不罕见,DS的售价为12美元或12美元。 我不经常这样说,但我建议使用iPad版本的游戏。 确保它的帧速率是DS版本的一半,这是一个巨大的缺点。 但是缺点到此为止,因为图形更清晰,声音更好,控件也很锐利,可以轻松地进行补间和拖动摄像机,并可以在大屏幕(而不是3英寸的屏幕)上准确地选择对象。 像它的主角和姐妹系列一样,这是一款值得复活并获得第二次机会的游戏。
73 | 合金装备2:实心蛇
发行日期:1990年7月20日
最终版本:任何; 可用于:MSX2,PSV,PS3,Xbox 360,PS2

当传统的2D游戏系列跳入3D并从其先前的二维条目中受到很多影响时,并不少见。 《时光之笛》从《过去的链接》中获得了很大的影响,因为它包含了上一场比赛的许多领域和情况。 银河战士Prime也是如此,因为它受到了超级银河战士的极大影响。 但是,还有其他一些系列受到其像素化前身的影响。 适用于Playstation的Metal Gear Solid凭借其电影般的音调,惊人的故事,独特的游戏玩法以及游戏设计中的一些怪异之处,开辟了许多新天地。 隐身游戏是日本动漫机器人和西方间谍惊悚片的混合体,它通过查看游戏光盘盒来找到特定的编解码器编号等。大多数人不知道的是,事实证明,这些事情很多真的不是那么独特。 实际上,几乎所有这些都直接取自系列赛的前两场比赛。 特别是来自《合金装备2:实心蛇》。
游戏的玩法与《合金装备》完全一样。 您扮演Solid Snake,是美国政府的一个高级间谍,其目的是渗透敌人的基地。 从上而下的角度来看,Snake在试图避开敌人时会在整个设施中行走和爬行。 屏幕的右上方有一个地图系统,可以准确显示每个敌人的位置。 最好尽可能多注意这一点,因为如果一个敌人看到Snake,警报就会响起,并且地图上的每个敌人都会攻击他,并且会被召唤。 如果Snake设法逃脱并在几分钟内未被发现,则警报将停止,敌人将再次放松警惕。 蛇可以为自己配备各种武器,包括手枪,机关枪,火箭发射器和裸露的拳头。 最重要的是,他还可以使用钥匙卡打开门,抽烟慢慢杀死自己或用盒子将自己藏起来的物品。
如前一段所述,Metal Gear的所有核心设计都完美地存在于游戏中。 但是,相似之处并不仅限于此。 此条目中还显示了许多Metal Gear Solid独特的“开箱即用”设计决策。 例如,在游戏中有一个要点,您必须仔细阅读游戏手册,以查看必须输入的编解码器呼叫才能与重要人物联系。 游戏的另一部分围绕着玩家尝试寻找墙壁的空心部分,因此玩家必须敲打房间中的所有墙壁才能找到墙壁,并使用一些C4在墙壁上打洞。 坦白地说,我半途未卜地遇到了老板大战,我必须将控制器插入2号端口。
如果《合金装备2》缺少《合金装备2:实心蛇》,那是一个高质量的演示和故事。 现在不要误会我的意思,在其时光中,《合金装备2:实心蛇》在游戏中的故事和电影展示方面处于前沿。 从1990年到1998年,关于展示和故事的事情发生了很大变化,从1990年到今天,变化更大。 对于初学者来说,字符都是非常通用的一维字符。 他们几乎没有个性。 这并不令人感到意外,因为这些角色已完全从美国流行电影中撕下,正如原始MSX2版本的编解码器调用中的肖像所展示的那样。

这个故事也很简单。 “制止臭名昭著的地下恐怖组织制造超级秘密的高端武器,使它们无法接管世界。”公平地说,Metal Gear Solid使用相同的前提,但设法使事情变得更加复杂和有趣。由于在整个游戏中都讲过各种附带的故事和秘密。 确实,要挽救这个故事的是看到您从随后的《合金装备》游戏中听到的各种花絮,例如《大老板》的灭亡和弗兰克·贾格的背叛。 您甚至在最现代的《合金装备》游戏中都不断听到这些事情,并且最终满意地玩着。
总体而言,《合金装备2:实心蛇》是一种超越时代的游戏方式。 它可能不具有其更现代的条目的所有闪光和眼神。 但是,这也是它的魅力。 尽管该系列的现代作品往往充满过场动画和激烈的动作片段,但这些事情也可能导致膨胀和与核心游戏玩法的偏差太大。 与该系列的其他游戏相比,一个人可能认为《合金装备2:实心蛇》缺乏物质,而一个人也可能认为它正在减少脂肪。
72 | 村正:恶魔之刃
发行日期:2009年9月8日
最终版本:Playstation Vita; 另外:Wii

“喜欢画画”是在游戏中过于宽松的说法。 该术语用于描述从《战神III》到《塞尔达传说:天空之剑》的游戏。 虽然这些游戏确实看起来很漂亮,但我们必须记住一幅画的实际外观。 日本开发商Vanillaware是实际上设法实现这一声明的极为罕见的开发工作室之一。 Vanillaware无需使用3D cel阴影模型,像素艺术精灵或什至是tradigital动画,而是在计算机上绘制字符和背景,然后将它们分解为多层,以便可以对它们进行动画处理。 游戏看起来像一幅画,因为游戏是一幅画。
在整个游戏中,玩家会因对背景和角色细节的关注而被催眠。 游戏独特的日本传统艺术风格极大地提升了视觉效果,也为游戏定下了基调和氛围。 虽然动画效果不是最好的,但仍然足够合理。 当所有这些东西融合在一起时,就会产生视觉巫术,您通常会发现自己站在多个位置只是为了拥抱风景。

或有时跑来跑去,什么效果最好。

现在,尽管游戏看起来很漂亮,但这并不一定意味着它可以玩得很好。 幸运的是,对于村正来说,对艺术的关注似乎并没有将太多的关注转移到游戏玩法上。 最好将游戏描述为经典16位动作侧滚动器的演变。 您可以在两个字符中选择一个年轻人和一个少女。 两者都举着武士刀,动作和组合顺序都相当简单。 通过向左或向右移动来探索世界。 最终,您将到达一个“门”,您可以进入该门并打开一条新的路线,并带有通往多个路径的其他“门”。 在探索世界时,玩家会遇到各种各样的敌人,包括忍者,武士,鹰,鬼和你拥有的东西。 与这些敌人作战既简单又有趣。 同样,这感觉就像是16位游戏的现代应用,它具有简单的输入和避免和抵抗敌人攻击的大多数技能。
真正值得一提的是老板之战。 老板们往往野心勃勃,令人生畏。 它们包括耸立在玩家身上的天堂巨人,玩家躲避火焰时在空中飞舞的蛇状巨龙,汹涌的大海中的巨型章鱼等。在这些遭遇中,战斗会像玩家的眼神中闪耀的一样技巧和耐心将受到考验。 这些细分也看起来很漂亮,带有巨大的字符并带有大量细节。
游戏的故事非常有趣。 它有两个角色,六个是维塔,一个年轻的剑客和一个被残酷暴君所拥有的少女。 前者涉及为国家和指挥官而战的剑客,后者也是他的情人。 后者涉及一个女孩,该女孩受到暴徒的控制,该暴徒正要报仇。 我个人更喜欢后一个故事,因为我觉得那两个主角比另一个故事中的两个主角在性格方面更发达。
虽然游戏性非常好,但我会承认,仅靠游戏本身的排名还不足以使它排名很高。 实际上,之所以会如此引起人们的广泛关注是因为艺术。 看比赛确实是一个奇观。 但是,漂亮只会推动游戏发展。 尽管游戏的质量仍然很高,但如果将华丽的艺术品从桌面上拿走,那并不是开创性的。 这并不意味着您不会在相当长的一段时间内都不会记住该游戏,并且像许多16位游戏一样,它具有很高的可重玩性。 游戏的音调没有什么比您还可以玩的画更好的了。
71 | X战警2:克隆人大战
发行日期:1995(确切日期未知)
适用于:世嘉创世纪

您按下控制台上的电源按钮,游戏开始。 没有菜单屏幕,没有选择屏幕,甚至没有控制台启动。 按下电源按钮后,游戏就会以随机的X战警角色开始游戏。 您可以穿越屏幕,消灭敌人并避开障碍物。 事情很困难,但是重试次数足够多,您可以轻松应对。 然后,启动屏幕启动,出现许可证徽标,然后是一个摘要汇报。 现在,您可以选择用于下一个级别的字符。 这是《 X战警2:克隆人战争》给人的第一印象。 游戏提供了最冷的开放。 它从一开始就设定了游戏的基调。 更少的绒毛,更多的动作。
X战警2:克隆人战争是最好的16位横向滚动动作。你知道演习,继续向右跑,偶尔向左走,同时击败一群敌人,直到到达最后的头目。 打败老板并重复。 听起来有些平凡,但对于这款游戏而言却并非如此。 控制装置严密,跳跃感十足,攻击敌人使球员感到满足。 关卡中的平台间隔良好,将敌人放置在所有正确的位置,关卡各部分的目标各不相同,因此玩家不会感到无聊。 游戏当然不是创新的,它所做的一切都很正确。
标题中包含“ X Men”显然意味着这是一本漫画书游戏。 游戏中很好地使用了许可证,因为有很多可玩角色,而且它们的玩法都与漫画中的一样。 金刚狼非常适合近距离和人身攻击,独眼巨人的光束攻击对于摆脱远处的敌人非常有用,甘比特(Gambit)旨在利用他的两极优势,夜行者非常狡猾又敏捷,等等。玩家尝试他们喜欢的游戏风格(只要角色能够幸存),但这也会使游戏具有很高的可重玩性。 在某种程度上,它使冷开变得有意义,因为它迫使玩家扮演他们可能不喜欢的角色,但可以享受他们扮演的角色。
图形上游戏看起来很棒。 由于角色和背景上的颜色多种多样,开发人员Headgames设法使游戏看起来尽可能接近漫画。 游戏还可以发现很多漂亮的效果。 例如在寒冷的开放水平下雪,您可以在屏幕上看到大量的单个雪粒。

当然,您可以看到效果类似于在屏幕上放置静态效果,但是在Genesis上看到效果却很酷。
不幸的是,尽管游戏看起来不错,但听起来并不好。 虽然声音效果和音乐与游戏配合得很好,但其质量却达到了90年代早期的经典静音和低沉的Genesis游戏。 我的意思是只听这狗屎。 在Treasure,Game Freak和Bluesky Software推出高品质音乐的时候,这根本不符合标准。
关于这款游戏,没有太多要说的了。 它是您典型的面向动作的16位Sidecroller。 是什么让它脱颖而出是X Men属性,并且游戏非常完美。 不幸的是,游戏似乎被忽略了。 游戏刚好在16位时代结束时出现,并且很可能被世嘉土星,Playstation和大型超级任天堂大片所掩盖。 它的成功和糟糕的前作X Men也让它黯然失色,这是一款非常无聊和可怕的游戏。 如果您想要16位时代的权威超级英雄游戏,那就别无所求。
70 | 凤凰城赖特:王牌律师—双重命运
发行日期:2013年10月24日
最终版本:Nintendo 3DS; 也在:iOS

凤凰城赖特系列有效地出了头。 在没有广告的情况下,在一个相对较新的平台上,并且在一个非常奇怪的前提下,这些游戏在西方地区取得了一定程度的成功销售的同时,成功赢得了广泛的关注。 该系列为第五款产品留下了相当大的遗产,这也是该系列产品扩大后的下一代便携式产品的第一款产品。 Capcom通过结合高质量的3D图形,惊人的动画和动画过场动画,充分利用了该系列的受欢迎程度和更强大的硬件。 系列赛又回来了,并确保让粉丝知道。
任何熟悉Phoenix Wright的人都知道该系列的要旨。 您扮演的年轻律师必须为实际上无法辩护的被告辩护。 他们面临着压倒性的机会,这取决于您解决使他们摆脱困境的谜团。 玩家在面试时会寻找线索,然后直接询问市民,乡亲并去犯罪现场寻找证据。 一旦完成,游戏的下半场即开始,玩家在法庭上对证人的证言进行交叉检查时参加法庭审判。 此过程大约重复三遍,最后,玩家设法将整个案子都转过来,被告是自由的。
这可能对某些人有吸引力,但对其他人却没有那么大的吸引力。 在脑海中,可能有人认为游戏类似于可玩版本的“法律与秩序”。 实际上,该游戏是一种轻松愉快的漫画游戏,充满了迷人的角色,有趣的谜题和许多幽默的作品。 双重命运继续满足这些期望。 游戏带回了许多旧角色,但也引入了许多新角色。 凤凰号,阿波罗号(Apollo),特鲁西(Trucy)和珍珠号(Pearl)以相同的可爱个性重返系列……大部分情况下。 自上一场比赛以来已经过去了一段时间,所以角色已经成熟。 虽然菲尼克斯有时仍然是愚蠢的,但他也获得了信心和更多的律师经验。 阿波罗(Apollo)不再是以前的新秀律师,现在在他的领导下有更多的经验,而且似乎在确定真相方面更有决心。 诚实是她同样可爱和乐观的自我。 珍珠仍然可爱又天真,但已经长大,现在正受到男孩的追捧。 我真的拍拍了Capcom,因为他们不愿让他们进一步成熟和发展自己的角色,而不是像其他许多特许经营权一样将他们困在受阻的发展中。
游戏还引入了新的角色。 可以说是主角的雅典娜(Athena)可能是该系列影片中最好的女联合导演。 她非常乐观,坚定,并在审判期间使用了“分析心理学”的力量。 Blackquill是Dual Destinies的主要“拮抗剂”,因为他还是一名被戴上手铐的辩护律师。 他被关在监狱里,但是由于他作为检察官的天赋,法院系统仍然可以使他发挥自己的魔力。 他具有武士的性格,这使他变得炙手可热,富有竞争力,但他更专注于揭示真相而不是赢得案子。 此项中有更多字符,包括返回字符和新字符,但我不想破坏太多。
游戏增加了许多新的游戏元素。 第一个明显的原因是,由于向3D的转变,相机具有更多的自由运动。 可以从更多角度查看房间,似乎可以以每种方式将每个项目旋转360度。 自第二局开始以来,每次Phoenix Wright比赛都会在法庭上引入一些头。 对于双重命运,这种this头就是阅读情感。 由于雅典娜的“分析心理学”的力量,当证人感到强烈的情绪时,她便可以起来,就像一个测谎仪。 玩家可以选择触发该情感的短语以及证人所感受到的情感。 另一个新功能是“封闭器”,在这种情况下,玩家必须从一个选择中一点一点地进行选择,以拼凑出每个事件中实际发生的事情。 除了这些东西外,游戏或多或少是审问,盘问,寻找线索等方面的“王牌律师事务”。
也许与以前的游戏最不同的是图形。 游戏不使用2D插图,而是选择采用cel阴影的3D模型。 最初可能要关闭电源,但游戏看起来很棒,动画效果更好。 它还提供了一些非常酷的效果,例如相机旋转并随着角色的真实弹出而采用Nintendo 3DS的3D效果。
《双重命运》是一系列精彩作品中的绝佳入门。 Capcom可以轻松地将系列转移到一个新平台,但是相反,他们设法保持了粉丝的喜爱并添加了更多内容。 游戏的第一集实际上是在iOS上免费提供的,虽然它不是最佳版本,但只要尝试一下就不会受到伤害。 毕竟是免费的。
69 | 源氏刚信Agedama
发行日期:1991年12月13日
适用于:PC引擎

人们往往会忘记游戏一直是全球市场。 在16位时代,这从未如此明显。 最众所周知的是,超级任天堂在Sega Megadrive的销售中名列前茅。 但是,最不知道的是,世嘉的游戏机实际上不在美国任天堂的游戏机之外。 任天堂卖出比世嘉多得多的游戏机的主要原因是,世嘉Megadrive在日本是一个愚蠢的事实。 这主要是因为在Megadrive发行之前,已经有与Nintendo竞争的游戏机。 NEC PC引擎是一个小巧而时尚的系统,专门用于出色的8位游戏,可以说是真正的超级任天堂。 它拥有大量的射击游戏,平台游戏和古怪的游戏,对日本市场极具吸引力。 不幸的是,该系统拉倒了世嘉(Sega),尽管它在日本很成功,但在其他所有地区都遭到了轰炸。 这不仅导致该系统在西方的寿命缩短,而且还导致缺乏本地化的高质量标题。 PC引擎库的内容实际上从来没有离开过日本,但是由于Youtube,Ebay和模拟的时代,许多游戏获得了更多关注。
这些游戏之一就是源治鹤心Agedama。 基于短暂的动画系列,这款游戏……很难确切地说这是日语游戏。 但这与一个有能力击败邪恶的怪物力量的男孩有关。 使游戏成为如此瑰宝的是其独特的游戏玩法。 它完美地融合了射击风格和平台游戏风格。 就像射击游戏一样,当敌人弹出时,屏幕会自动向右滚动。 玩家可以控制角色精灵,因为他们可以向左或向右移动它们。游戏的目的是向敌人发射弹丸,以击败他们。 该游戏具有独特的功能,玩家可以收集不同颜色的宝石,以便对自己的攻击进行充电以采取特殊行动。 他们进行攻击的时间越长,他们使用的特殊动作越有力。 当敌人被火焰,旋风,精灵和你拥有的东西割碎时,这些动作通常围绕着占据大部分屏幕的巨大弹丸。 游戏的另一个主要部分是平台化。 游戏并非完全是《马里奥》,但在所有关卡中,玩家都必须从一个平台跳到另一个平台,因为他们将被迫为准确的着陆时间设定跳跃时间。
游戏具有多种级别,通常使玩家执行不同的操作。 有些非常直截了当,有些则要求玩家像疯子一样跳跃,有些甚至会像典型的平台游戏一样控制。 令人惊讶的是,表面上看起来如此简单的游戏实际上具有如此多样的阶段。 每个区域的尽头都是老板之战。 这些实际上很好。 它们不会像许多广受好评的射击游戏那样使您大汗淋漓,但是即使它们有些简单,它们也足够独特而迷人。
图形上游戏看起来不错。 PC Engine确实很难拥有与16位竞争对手一样详细的精灵。 它具有Megadrive所拥有调色板的一小部分,而后者又具有Super Nintendo所具有调色板的一小部分。 一线希望是,它使游戏具有简单化的风格,具有讽刺意味的是,由于图形看起来不像像素化,因此使它们的寿命更好。 源氏Tsuushin Agedama也不例外。 虽然它不是目前最详细的游戏,但精灵看起来干净而且对眼睛没有伤害。 对于较大的Sprite尤其如此,尤其是Boss战役。
源氏Tsuushin Agedama是当时所输的一场比赛。 它有三点不利之处。 这是一款动漫游戏,仅在日本发行,并在游戏机上发行,并以小众类型发行,在日本只获得了很大的关注。 地球上根本没有办法在西方海岸发行该游戏。 但是,由于技术和我们紧密联系的生活方式,人们通过法律和非法律手段尝试这些游戏比以往任何时候都更加容易。 希望该游戏能引起许多西方玩家的关注。
68 | 鬼泣3:特别版
发行日期:2005年3月1日
最终版本:Playstation 2; 还在:PC,PS3和Xbox 360

2001年,Capcom发布了一款名为Devil May Cry的游戏,从而发明了一种新游戏类型。 我喜欢称呼它为“硬派类型”(没有“角色扮演”是最愚蠢的名字,任何称呼它为白痴的人)。 这种类型与传统的打败游戏和典型的hack-n-slash游戏不同,因为它是单人游戏,具有格斗游戏的狂热和战斗复杂性,但随着典型的叙述性单人游戏的发展游戏。 最后一点不是必需的,但前两个肯定是必需的。 自《鬼泣》发行以来,已经发布了其他类型的其他游戏,例如忍者外传,Bayonetta和《合金装备:复仇》。 但是像《街头霸王》一样,《鬼泣》一直被认为是该类型游戏的母作。
发行时没有什么比原始的《鬼泣》(Devil May Cry)更重要。 节奏如此之快,激烈,几乎没有什么可比拟的。 好像喜欢玩Street Fighter EX 3的片尾字幕场景的人决定制作一款以此为蓝本的游戏。 最终,那些想要多人格斗游戏的复杂性,节奏和张力的人可以在一个单人游戏包中获得类似的东西。 显然,当续集发布时,每个喜欢魔鬼泣的人都被逗乐了。 不幸的是,这场比赛糟糕透顶。 Capcom意识到了这一点,并通过使该系列在下一次参赛时回到原点来做正确的事情。 结果是《鬼泣3》不仅被认为是该系列中最好的游戏,而且可以说是整个游戏类型。
在游戏玩法上,该游戏基于第一款游戏,但在各个方面都有所改进。 对于初学者来说,战斗已经大大改善。 像往常一样,玩家控制着一支名为Dante的持剑/持枪的坏蛋,在这里他们可以随意进行一连串的剑和枪攻击。 但丁具有多种能力,例如双跳能力,在地面上滑动,向后翻转,爬上墙壁以及与敌人搏斗。 将Dante的流畅动作与灵活的战斗系统相结合,可以带来令人印象深刻且令人满足的连击。 此条目中还增加了选择Dante将进入的类或“样式”的功能。每个类使Dante的控制方式有所不同,并且具有与特定类更加内联的不同动作。 例如,剑客导致但丁的战斗能力集中在挥舞剑上,而枪手显然则专注于使用枪支。 有六种课程可供选择,它们以自己的方式都是独一无二的。
游戏的战斗系统仅与其周围的可玩区域一样好,Devil May Cry 3注意到了这一点。 对于初学者来说,老板之战是不可思议的。 每个老板都会将玩家推到极限,因为所有的策略和战术都将被他们击败。 对于激烈的紧张和挑战,这些悲伤对玩家来说是公平的交易,而一旦老板被击败,他们就会感到纯粹的满足感。 从这个角度来看,在某种程度上,游戏的老板之争是黑暗之魂先于黑暗之魂。 您甚至无法在老板面前保存,您必须击败整个区域才能保存。 头目也各不相同,有的专攻弹丸攻击,有的则以其巨大的规模为优势,而另一些则以个人剑与剑搏战。
并不是老板加重了比赛的压力。 敌人的设计同样是一流的,其关卡也增加了很多创新方法。 这包括在狭窄的空间中战斗以进行壁垒奔跑,或在脱衣舞俱乐部中以杆子旋转以向敌人发起攻击。 还有一些独特的细分市场,例如棋盘大战,玩家的目标是杀死大块的国王和王后棋子,作为一大批棋子,以及骑士和主教棋子。 这确实表明游戏背后蕴藏着许多创造力。
仅有的几件关于游戏的坏事主要归结为故事。 现在我知道Capcom希望游戏能超越自我并模仿自己,但是所有事情都认为它太过分了。 游戏试图模拟动作英雄的悲剧,但在过程中只会使自己看起来很愚蠢。 主要原因是它永远不会降低音调。 似乎在但丁的每一个场景中,他总是以某种方式炫耀并说些俗气。 除此以外,对于这些类型的游戏来说,这个故事有点典型。 一个巨大的古老种姓出现在城市的中间。 反叛主角几乎被迫探索它。 在途中,他遇到了一个出于其他原因在场的年轻女子。 最终,主角击败了召唤这座城市的人。 比这稍微复杂一点,但这就是要点。
Devil May Cry 3是动作游戏的杰作。 在游戏方面,它具有深厚的战斗系统,具有挑战性的首领和实验水平,可以打出所有正确的音符。 游戏并不完美,因为故事很愚蠢,游戏的难度曲线有些尖锐。 音乐也很残酷,我的意思是只听这首贯穿游戏大部分情节的歌曲。 但是已经有十多年的历史了,令人印象深刻的是,它仍然可以说是“有史以来最好的动作游戏”,而且很少有人会严厉地反对。
67 | 超级突击队
发行日期:1993年5月(确切日期未知)
最终版:超级任天堂 还在:Wii虚拟控制台

人们往往会忘记在1980年代和1990年代初期,PC游戏主导了欧洲。 该国几乎没有像NES这样的游戏机。 这导致少数欧洲开发人员创建了许多受欢迎的NES游戏的克隆版本。 其中最臭名昭著的是大吉安娜姐妹。 从本质上讲,这款游戏是超级马里奥兄弟的换肤游戏,是Commodore 64上最受欢迎的游戏之一。显然,这引起了Nintendo的诉讼,后来他们败诉了,但该系列保留了一些遗产。 它是由开发团队Rainbow Arts的Manfred Trenz指导的。 他们后来开发了R型克隆人Katakis,效果非常好,以至于Konami邀请他们为Commodore 64和Amiga做R型移植.Rainbow Arts想要做一些更原始的事情,创建了Turrican游戏最好的描述就是一点点的Contra和一点点的Metroid。
游戏是奔跑和枪支类型的一部分,因为玩家控制着人形机器人角色,击落敌方外星人,并用各种激光,子弹和炸弹击落机器,所有这些都可以通过收集能量来升级。 在整个游戏中,玩家发现自己的枪声远比奔跑要大得多,这是因为关卡的设计目的不是朝一个简单的方向发展。 它们有点迷宫状,因为需要对其进行充分探索。 角色将在地图上向左,向右,向上和向下移动,直到到达最终目的地。 这是一个相当雄心勃勃的项目。
看到控制台的兴起,该系列最终从台式机转移到了地板上。 除了NES条目外,游戏机名称不是由Rainbow Arts开发的,而是由臭名昭著的开发商Factor 5开发的。 是的,是《星球大战》背后的第5个要素:Rogue Squadron II和Lair。 他们为Sega MegaDrive和Super Nintendo制作了Turrican游戏,并分别命名为Mega Turrican和Super Turrican。 超级版本是“超级任天堂”游戏。 尽管部分原因是由于系统上通常具有更好的图形和声音,但主要是由于游戏设计出色。 《魂斗罗》和《银河战士》的混合玩法使该系列在系统上给人以家的感觉。 如前所述,该游戏是一种“奔跑与枪支”游戏,玩家可以在收集各种能量的同时击落敌人的同时,从各个方向探索地图。 这些功能可以分为传统的子弹,激光波,照明流和弹跳子弹。 由于敌人和关卡设计种类繁多,因此每种加电模式在不同情况下都很有用,因此没有“一刀切”的方法。
这些级别并不是超级银河战士的复杂度,但是它们确实需要一些导航。 在每个关卡中,玩家都会遇到多条路径。 这些通常涉及玩家跳上一系列平台或跌下各种深坑以到达下一个检查站。 公平地说,大多数游戏仍然需要玩家转到屏幕的右侧,但是它经常向玩家抛出一些曲线球,这导致很少发生第一次净空。 经常需要您探索地图的每个角落,找到出口。 在阶段结束时通常是老板。 这些老板往往是巨大的精灵,有时会占据整个屏幕。 不幸的是,尽管它们看上去令人生畏,但击败它们并不难。 通常,只需几次尝试,您就会收到MegaDrive游戏中更多出现的多次爆炸的声音。
因子5之所以广为人知,是因为它们非常适合演示。 超级Turrican也不例外。 图形详细,精灵大,并且屏幕上有多个敌人和弹丸,且没有减速。 游戏的音质也非常出色,是超级任天堂中最好的。 问题在于,尽管这些东西在技术上给人留下深刻的印象,但就其优点而言却并不令人印象深刻。 图形可能会很详细,但艺术风格只能完成工作。 尽管经常有很多事情同时出现在屏幕上,但游戏并不像众所周知的16位奔跑和枪战游戏那样激烈。 超级Turrican听起来不错,但是听起来并不特别好。 就像艺术一样,音乐仅是有用的。 玩起来还是很有趣的,但是我不禁要问,像Treasure这样的开发人员如果拥有这样的才能,他们将能够做什么。
无论如何,尽管《超级Turrican》不是最激烈的游戏,也不是最容易让人眼前一亮的游戏,但它仍然是同类产品中最好的跑步和枪战游戏之一。 它不是那么线性的地图,再加上高质量的设计和射击机制,构成了一款出色的游戏。 不幸的是,该系列被其他知名的专营权黯然失色,因为Rainbow Arts和Factor 5似乎偶然发现了一些特别的东西。
66 | 左4死2
发行日期:2009年11月17日
最终版本:PC(所有主要操作系统); 还在:Xbox 360

在2000年代后半叶,娱乐界的僵尸复兴了。 这种情况一直持续到现代,尤其是热门单曲《行尸走肉》。 我不记得是什么开始了这场复兴,但我想大多数人都会同意,可以追溯到电影《 28天后》。 这部电影是预算有限的英国恐怖电影,其中涉及僵尸占领了英国。 现在,与著名的《活死人》电影中的主流僵尸有所不同的主要是两件事。 第一个是“僵尸”并不是真正的僵尸,而是经常感染特定类型的“愤怒病毒”的人。第二个也是最主要的原因是,僵尸不是缓慢而笨拙的,他们和其他任何人一样快,并且拥有某种智力。 因此,僵尸不仅在数量上具有优势,而且在速度上也不再具有劣势,而在智能方面也不再具有劣势。 这个公式非常适合现代观众,很快,从电影到书籍的各种媒体都开始采用这种公式,例如《死者的肖恩》和《第二次世界大战》。这显然包括电子游戏,例如《生化危机4》和《杀戮地带》。 。 但是,如果有一个专营权可以作为该公式的确定示例,那么显然这就是“ Left 4 Dead”系列。
《 Left 4 Dead》于2008年发行,围绕着四个在线聚会的玩家,他们选择扮演四个不同的角色并选择一张地图。 游戏开始后,就有一个简单的目标,那就是不死不渝地走到地图的尽头。 这比听起来要困难得多,因为从A点到B点,玩家遇到了无数的僵尸,几十个甚至有时数百个僵尸同时出现。 幸运的是,每个玩家都可以在开始的安全屋中装备自己选择的武器,以及诸如治疗包之类的各种物品。 在整个地图上,还有一些废弃的房屋和建筑物,每个房屋和建筑物都包含相同的武器和物品,或者至少包含类似的东西。 这款游戏可能很简单,但足以使其风靡一时。
不幸的是,开发人员对最终产品不满意,因此决定制作续集《 Left 4 Dead 2》。最好的描述游戏的方式是它或多或少是“ Super Left 4 Dead:Turbo Edition”。 感觉不像是续集,而像是原始游戏的更新版本。 游戏玩法完全相同,但增加了新的地图,角色,敌人并增加了近战武器。 与第一个游戏相同,游戏开始时有四个人登录服务器并选择他们想要的角色和地图。 一旦所有选票都投完,游戏就开始了。 玩家从一个安全的房子开始,在那里他们选择自己的装备并离开到达下一个检查站。 再次,在安全屋和下一个检查站之间,玩家将不得不应对猛烈的僵尸袭击。 绝大多数是定期运行的僵尸,它们运行得非常快,并且流血。 有时候,还有其他一些人,例如胖子爆炸会导致周围的一切被杀死,女巫在拐角处哭泣以免打扰……或者其他会吐痰的人向运动员吐酸,等等。其中值得注意的是坦克。 一个巨大的敌人,可以通过砸向玩家甚至捡起大型物体(例如汽车)并将其扔向它们而造成巨大的伤害。 由于他们遭受的巨大伤害和巨大的生命值,他们通常在每个级别都充当老板。
就是这样。 《 Left 4 Dead 2》是一款具有非常基本公式的游戏,非常有趣。 听起来可能有些重复,但是要花点时间才能使敌人遇到的各种情况都可以通过各种不同的方式进行处理。 即使主模式过时,也可以尝试其他多种模式,即使是对抗模式,一侧是主角,另一侧是僵尸。 但是游戏还是有一些缺点。 一个是社区中有些人认为原始的《 Left 4 Dead》比较出色,但是由于将整个第一款游戏移植到《 Left 4 Dead 2》,所以不再是问题。 但是,另一个问题是游戏的深度并不那么深。 这是非常基本的,因为几乎没有生存策略。 只是简单地避免僵尸并使用最强大的武器即可。 While this doesn’t stop the game from being fun, it does leave players who want a little more meat to the game with a lack of something to sink their teeth into. However, if you want a fun and mindless zombie game, you can’t go wrong with Left 4 Dead 2.
65| Deus Ex: Human Revolution
Released: August 23rd, 2011
Definitive Version: PC (Windows & OSX); Also on: Wii U, PS3, and Xbox 360

It was understandable to be worried about Deus Ex: Human Revolution when it was first announced. For starters the Deus Ex series didn’t really have the best track record for sequels. The second entry was praised by critics, but panned by fans. There was then the first person shooter Project Snowblind which was in a way a spiritual sequel to the game that was merely an average game and hardly had any RPG elements. Another factor is that since Western role playing games made it big on consoles with The Elder Scrolls: Oblivion, they began to cater to the mass market. The result were games that gutted the role playing elements for things that appealed more to the casual consumer such as large open worlds and action oriented combat. However, once the game was released all fears subsided as the result was one of the best role playing games of the generation.
The game takes place in the not so distant future Human augmentation is the hot new industry as it involves turning average joes into the Six Million Dollar Man. Clearly this power is too much for one person to have as it seems that multiple organizations want a piece of the pie. The proceeding story plays out in a very complex and messy manner you would expect form these types of science fiction video games. In all honesty, the plot is probably the worst part of the game as it is a bit difficult to follow. However, strangely enough it still manages to keep the player engaged in the story due to the game having well directed interactive cutscenes ala Metro 2033 and Half-Life 2, though it is not quite as good as those games.
The game plays exactly like Deus Ex. It controls like a first person shooter, but the player has the ability to augment their body for super speed, super strength, high intelligence, and other features. As one travels through the map they will be able to talk and interact with others. A dialogued box pops up that gives the player choice in what to say. Depending on what choice they pick results in a different response from each individual. Sometimes the difference in responses don’t really make a difference, other times certain responses will result in interesting scenarios or will even result in new objectives being available. It is the bare bones basic of a Western role playing game. But what makes the game quality entry in the genre boils down to two things. The first is that your choices have weight to them. Throughout the game the player will come across multiple choices that have potential to change the story itself quite significantly. These choices also aren’t as obvious as something that pops into a text box, as at times they are also incorporated into real-time gameplay. The other reason is just how well done the game’s non-RPG elements are. Unlike many WRPGs with action backdrops where the action is mediocre at best, such as say Alpha Protocol, the gunplay and stealth in Deus Ex: Human Revolution is very well done. Sure the gunplay isn’t Crysis and the stealth isn’t Metal Gear Solid, but it is all still very enjoyable. The feedback from shooting enemies has a certain “omph” to it and many areas of the game are actually designed with sneaking around in mind.It really raises the bar for the genre.
Again, the story is nothing special. However, one unique aspect of it is that it gives the game an excuse to have the player move to different areas. The game starts off in Montreal, then moves to Detroit, then moves to China, and concludes in Singapore. To be fair almost all of the game takes place in Detroit and China, however the maps in these areas are so well done it doesn’t leave much to complain about. While the maps aren’t huge they are very well designed and encourage the player to explore to find extra side-quests and loot. They are multi-layered as there are things to discover on the ground floor, on the high rises, and even down in the sewers. It seems that half of the game was spent walking around town seeing what interesting things there were to find.
In short, Deus Ex: Human Revolution is a proper sequel to the classic original game. It updates the controls and combat, while keeping the role playing elements intact. While many well respected RPG series were bastardized by modern entires, Deus Ex: Human Revolution managed to walk a different path.
64| Super Mario Bros.
Released: 1985 (Exact date unknown)
Definitive Version: Nintendo Entertainment System; Also on: Wii, Gamecube, SNES, GBA, GBC, Countless Bootleg Systems, Virtual Console for Wii U, Wii, and 3DS

There is no way anyone can understate the impact the original Super Mario Bros. had on the industry. It single handedly resurrected the North American video game market, it created an alternative gameplay style that was separate from the skill based arcade games and the complex PC games, and finally it resulted in the industry becoming much more Japanese. Many of the things it did seem basic by today’s standards but Super Mario Bros. did a lot of new things for its time.
The game focused on having tight and intuitive controls first and foremost. The levels weren’t design so much as to test the player’s skill, which they were to a degree, but more so to maximize the player’s enjoyment. While there was a score system, the player’s goal wasn’t to receive the highest score, but more so just to simply make it to the end of the level. The high score was more of a personal achievement than something to be used for competitive purposes.The screen scrolled smoothly that allowed the player to explore the area and discover secrets, such as a hidden pathway by entering a specific green pipe. The character killed enemies by using the jumping ability and smashed blocks to collect coins and powerups. And at the end of each stage set the player would encounter a boss. Again, this may sound very barebones, but at in 1985 there was nothing like this. Sure there were games that featured aspects of these things such as Montezuma’s Revenge and Pitfall, but nothing that combined everything all at once.
Being that the game is over thirty years old and is arguably not only the first true platformer game, but also arguably the first modern video game as well, it could come to some as a surprise that it is still one of the best games out there. While there have been platformers that have surpassed Super Mario Bros., the game sticks solely due to its simplicity. It is platforming bliss through and through without any of the fat.There is only one power up, one type of jump move, and one alternate gameplay stage. It is the grandmother of all platformers and its gameplay reflects this. However, another reason that makes it stand out is that it is just still so well designed. The level design is top notch. While it certainly isn’t the flashiest game by today’s standards, it is certainly still fun. Each block, platform, and enemy is carefully inserted in a specific spot to make the game flow as smooth as possible. Quality graphics can get dated, but quality level design and controls do not, and Super Mario Bros. is a testament to that.
I often walk around the mall and see generic counterfeit systems for sale. They are packed in with a dozen or so games in them. These systems tend to have a game that the public can play for demonstration purposes, and that one game is always the original Super Mario Bros. It’s amusing seeing children often stopping to play the game. Despite all the advancements in graphics and sound, and the fact that their parents have a fancy tablet in their hand, the kids gravitate toward this game. It just shows how much pull the title has and how it was the perfect candidate to rise the gaming market from the dead. It is all further proof that there is no game that is more worthy to hold the title of “Industry Savior” than Super Mario Bros.
63| Super Mario 64
Released: September 26th, 1996
Definitive Version: Nintendo DS; Also on: N64, Virtual Console for Wii & Wii U

Before Nintendo began designing the levels, before they even put up a single platform, Miyamoto had his team focus on one single thing, to make Mario control fun in an open area. Mario didn’t just have to function in a 3D space, he had to excel. Just the act of running around and jumping would have to gauger interest of the player, just like it did in the original Super Mario Bros. Nintendo succeeded so much that they actually began the game in a 3D open area outside of Peach’s castle. Before many players even started the game they spent at least five minutes running around hoping, jumping, and climbing outside. Once they were done taking Mario for a test drive the real game began.
Players entered Peach’s castle and came across multiple rooms. In most of these rooms is a huge painting. If Mario jumps into one of these paintings he enters a level. One would expect levels to be much like Crash Bandicoot, that Mario can only progress in one direction, presumably “up”, as he bounces on enemy heads and hits boxes. Nintendo certainly could have gone this route, but they found it to be too lazy and predictable. Instead they had, for the time, huge open 3D worlds for the player to explore. There were obviously paths laid out for the player, but they often didn’t have to take them. On top of that many of these paths branched out. Due to this non-linearity rather than the game focusing on Mario jumping on a single flagpole to mark the end of a level, instead he collects multiple stars. Each level has an average of seven stars. These stars can be earned by collecting coins, getting to one of the end points, or finding and defeating a secret boss. Most modern games reward players with “achievements” as they often due run of the mill things to earn notch on their belts, Super Mario 64 built the entire game around that and had to make players work for their objectives.
The controls really need to be elaborated more on just how great they are. Mario feels absolutely perfect in this game. The player can press the “A” button to jump once, if they press it again once Mario lands on the ground to jump a little higher, and if they press it a third time he will jump even higher and much further. If the trigger button is pressed while jumping Mario will do a butt pound just like Yoshi and Yoshi’s Island, if the trigger is press shortly before “A” while Mario is running he will lunge forward. If “A” is pressed again he will launch a bit further face first as he will land sliding like a baseball player attempting to reach for a base. If trigger is pressed before “A” and the control stick is pushed back then Mario will perform a backwards somersault. The four “C” buttons on the controller control different camera angles so the direction the player is heading will always be visible. The “B” button can punch or kick if it is pressed after Mario jumps. It may all sound complicated, but the way it is done makes it feel so natural and intuitive.
Like most Mario games the levels have tons of variety. Some levels are huge open areas, while others are linear to the point that they seem to more of an updated version of the 2D Super Mario series than something revolutionary. The game has the Ghost mazes from Super Mario World and the underwater levels the series has always had. At the end of each floor the player completes a trial level which leads them to Bowser. The objective is to grab his tail and spin him around to throw him out of the ring, typically three times. Though there are a few other bosses scattered throughout the game, they aren’t too difficult but do require one to use their brain at times.
Like the original Super Mario Bros., it is very difficult to over-exaggerate Super Mario 64’s importance. Prior to the game the only 3D games in existence were either First Person Shooters, Virtua Fighter, racing games, and games with pre-rendered backgrounds with 3D models acting as sprites. The closest game that had the player running around in a 3D space was Tomb Raider. This is saying a lot since the game had tank controls, was stiff, and played very slow. Super Mario 64 was the first game that showed that 3D can be freed from the shackles of linearity and be just as nimble and agile as 2D games. Twenty years after its release modern games still base so much on it. Control wise every game controls the character with the left thumb on the analog stick and uses the right side of the controller to control the camera. Gameplay wise most games feature open 3D worlds where many objectives and secrets are hidden to be able to progress the game. Nintendo set out to make Super Mario 64 just as influential and great as the original Super Mario Bros. I’d say that they more than succeeded.
62| Sonic the Hedgehog
Released: June 23rd, 1991
Definitive Version: Sega Mega Drive; Also on: PC, PS3, Xbox 360, Wii Virtual Console, PS2, 3DS eShop, PSP, iOS, Android, GBA

It is popular opinion that Sonic the Hedgehog entries have lost their touch ever since the series made the pivot to 3D with the Sega Dreamcast. I am not of that opinion. In fact I am even more conservative than that. I believe that the series has yet to reach its heights it achieved with the very first entry released in 1991. Before explaining that it would be best to explain the context of the series. In the very early 1990s Nintendo was synonymous with video games. Just like when someone used to say “iPod” they meant MP3 player, people used to say “Nintendo” and meant video game console. There was a good reason for this. The Nintendo Entertainment System had virtually the entire North American video game console market. In fact it was such a phenomenon that more households had a NES than a personal computer.
However, the times were changing. The tweens who were introduced to the cute little plumber were growing up and Mario just didn’t seem that cool anymore. This was also a period of cultural change. The 1980s died and the 1990s hit. For anyone who can remember back then, it was all about things being “extreme” and “edgy”. People will often see older episodes of The Simpsons and see Bart riding his bright colored skateboard as he says catch phrases like “Cowabunga” and “Eat My Shorts”. Sega saw this and decided to find a game that could fit well with this new “extreme” and “edgy” trend for their new console. They found it in a blue hedgehog. Sonic the Hedgehog was a platformer, just like Super Mario Bros., however it was different in that he could travel very fast through an at times rollercoaster like levels. He also had cool “saw blades” on his back and was bright and colorful. He was the perfect candidate for a modern mascot in the 1990s. This ended up working fantastically and single handedly rose the Sega’s Genesis console to prominence to which they even outsold the Nintendo Entertainment System’s successor in North America. Sonic quickly became one of the biggest series in all of gaming.
But what about the actual game? How does it hold up today? Well despite the game having a reputation of revolving around being the F-Zero of platformers, as it involves the player running around the screen at incredibly high speeds as they smash across enemies and platforms, in reality the game is much smarter than this. While there are moments in the game where Sonic goes go across the screen very fast, they are very brisk and tend to be only a couple of seconds at most. The game really revolves around the player exploring the world, hopping platform to platform, solving minor puzzles, all as they try to find the exit. People always try to point out what made Sonic was the speed of the game, but really it was the ingenious level design. While virtually every platformer up until that time involved the player going from left to right, Sonic mixed it up a bit. While as a whole the character started on one end of the screen and had to get to the other, which was in general to the right side, players would often find themselves at dead ends where they had a few different routes that they could take. They could jump on bolder that will send them down, jump up on a spring where they could go up, or find a secret passage such as behind a waterfall that could take them somewhere else. Not all of these alternate paths were present during every dead end, nor were they only present during a dead end. So contrary to popular belief, the game plays much slower than most remember, and at many times slower than even the typical Mario game. However, the game does occasionally put in moments of the player moving at breakneck speeds to satisfy their inner speed demon. Though at times this could result in them missing significant parts of the level and secrets, or obtaining them if they know certain tricks.
The controls of the game are great. They would be perfect, except the first entry is missing the hallmark spin dash move. Instead in order to spin, Sonic has to run down a platform and the player has to press down. It still gets the job done most of the time, though lacks a certain satisfaction one gets from “charging” up the dash in successor entries. The physics in the game are fantastic as running around has a lot of feel and weight to it. When Sonic begins to speed up, you can feel it, vice versa when he slows down. The same goes for when Sonic is in the air as players have to time and measure their jumps to go from platform to platform.
Presentation wise the game is top notch. The Megadrive may have lacked the color count the Super Nintendo had, but looking at Sonic the Hedgehog’s palette one would never know this. The game is bright, colorful, and very detailed. On top of that the music is fantastic and amongst the most memorable of the 1990s. The levels a very big for the time and are varied. The game seems to cover every type of environment possible from the jungle, to the arctic, to ruins, to even casino. It makes the level have much more life and personality to them.
The reason why I hold firm that this is still the best entry in the series is due to the fact that I feel other games in the series focused more on speed than on design. Even Sonic the Hedgehog 2 was a bit of a mess as they sacrificed the intricate level design of the first game for the feel of speed. Sure the levels may be complex on paper, but they aren’t particularly well designed as the player will often get lost as they speed past areas. And even when those areas are reached they aren’t designed particularly well. Sonic 3 alleviated these problems a bit, but it still wasn’t as good as the first one. Sonic CD was very ambitious and tried to push the thinking elements of the original game even further, but it ended up being plagued by confusing and just flatout dumb level design. Specifically with the nonsensical placements of the the time machines. Sonic then became 3D and the rest is history.
Twenty five years later Sega has yet to put out an entry that has surpassed the game that put them on the map. It is a bit sad I feel that while Mario and his previous games are regularly met with love, Sonic is largely ignored outside of those that grew up with him. I wouldn’t mind once in a while seeing it be Sonic the Hedgehog that was on store kiosks of bootleg consoles than Super Mario Bros. It was truly the first title that deserved to dethrone the Super Mario series as being the face of the platformer genre. Luckily it got what it deserved, but it didn’t hold it for as long as it should have.
61| Super Street Fighter II Turbo
Released: February 23rd, 1994
最终版本:街机; Also on: PC, PS3, Xbox 360, PS2, Xbox, PS, Saturn, 3DO, GBA

How does one even begin to describe Street Fighter II’s legacy on the industry. Not only did it extend the lifespan on traditional arcade by a couple of extra years and that it single handedly created the modern fighting game genre, but it also was the spearhead of the competitive video game scene. There is quite a legacy the Street Fighter franchise brings to gaming, and this years EVO record turnout of 4,000+ for its latest entry manages to reinforce that. Due to the game being so influential there have been countless of games inspired by it that have tried to improve its basic formula. How well can a entry that first came out twenty five years ago stand the test of time? Pretty damn well it turns out.
Even today Street Fighter II is being played by about 50 people online right now as I type. During peak hours that number doubles. Despite having dozens more quality modern options available to players, so many still choose the original entries that started it all. 为什么? Well as someone who occasionally joins them, I feel that I can explain. In short, Street Fighter II takes away all of the fluff found in many fighting games that came after it. Fighting games today are plagued with assists, parries, combobreakers, counters, clashes, bursts, rolls, and what have you. In addition to that there are many moves where the player can maneuver to one end of the screen to the other, as well as attacks that can cover a considerable amount distance very quickly. Street Fighter II takes these things away. In Super Turbo you simply have your normal attacks, combos, a throw, and a super move. That is it, there is nothing else. This leads to the game having significantly stronger mind games than your typical fighting game.
It’s often referred to as a “footsie” game for a reason. The meat of the game isn’t memorizing combos or executing complex moves, it is about reading your opponent as you try to position yourself to have the edge on the ground floor. Due to this every move has to be carefully timed, calculated, and in all honesty guessed to the greatest accuracy. This isn’t to say that modern fighting games don’t do these things, it’s just that Super Turbo puts so much focus toward it. While there has been much gained from all of the extra features and abilities modern fighting games present, there is something lost that is more present in classic fighting games like Street Fighter II.
Other than that, there isn’t much more to say. It’s Street Fighter II. It has Ryu, Chun-Li, M.Bison, Sagat, E. Honda, Dhalism, Zangief, Blanka, Ken, Vega, Balrog, and Guile. What some people don’t remember or know, is that Street Fighter II added more characters after these twelve. This is mostly due to the fact that Super Street Fighter II, the game that introduced four new characters, was the only entry released on the popular home consoles, and was done so relatively late in the systems lives. As a result the game didn’t sell nearly as well as The World Warriors, Champion Edition, or Turbo did. Super Street Fighter II added Dee Jay, T. Hawk, Fei Long, and the beloved Cammy to the roster. Super Turbo added Akuma as a secret character. Being honest, I always felt that Dee Jay and Fei Long were both so generic that they just couldn’t appeal to me. While Akuma just seemed a bit too “dark” for Street Fighter II character. Though I felt that T. Hawk and Cammy fit right in with the rest of the cast however.
One strange thing about Super Turbo in particularly is that it is difficult to select the original colors of each character. For example Ryu’s “default” color scheme in Super Turbo is gray and yellow. You can select each character’s original color however,but only after inputting a specific code tied to each character. I don’t know the purpose of this, possibly it was one more way to “shake things up” as it was the fifth version of Street Fighter II. Or maybe it was a way to get more quarters from players as they likely tried multiple times to figure out the code to unlock their preferred character’s classic color scheme. Though I would be lying if I didn’t believe that some characters looked pretty damn good in their alternative colors.
Super Street Fighter II Turbo is simply the go to version of Street Fighter II. There have been some updates applied to the game series since. The first was Hyper Street Fighter II which came packed in Street Fighter Anniversary Collection. It was suppose to be the main coarse of the pack-in which allowed players to choose not only which character play as, but which version as well. For example one person could play as Ryu with all of his Super Turbo moves and abilities and go against someone who wants to play as M. Bison with his Champion Edition moves and abilities. It seemed to work great in theory, but at the end of the day people felt it made the game more complicated than it should have. It likely didn’t help that in the long run it was overshadowed by a game put on the same disc at the last minute for the Western release. There was also Street Fighter II HD Remix which was hyped up a lot during release as it was 2D HD redrawing of Super Street Fighter II with some minor changes to gameplay. But some months after release people just went back to Super Turbo.
Maybe it’s because it was the last Street Fighter II update for quite some time so it is what people are used to, or that it was the last “official” arcade release so people consider it the definitive version, or maybe that it is quite simply the best version of the game. Whatever it is Super Turbo is the most played version of Street Fighter II out of the many available. Twenty five years after the first game’s release Street Fighter II is still regularly played by old bloods and new ones alike. It is a game with a lot of pull and appeal and could possibly still have a good amount of life left in it still.
60| Metal Gear Solid 2: Substance
Released: November 12th, 2001
Definitive Version: Playstation 3; Also on: Xbox 360, PS Vita, PC, PS2, Xbox

It is rare for a game’s reputation to change over time. When Metal Gear Solid 2 originally released it was criticized heavily by the fanbase to the point where some even retconned the entry the same way some have retconned Devil May Cry 2. The game was widely seen as inferior to the original in every way with complaints being geared toward the strange bosses, the melodramatic codec scenes, and the lifeless industrial setting. However, by far and wide the biggest criticism toward the game was geared toward the big twist that happened an eighth way through the game. The game opens up with Solid Snake infiltrating a ship as his trusty assistant Otacon received a tip that the ship is carrying weapons of mass destruction. About an hour and a half later the game jumps timelines. The player now seems to be playing a flashback where Snake is at the entrance of Shadow Moses as he waits to go up the elevator. Once in the elevator he takes off his mask, it turns out the player doesn’t see the face of an old rugged soldier, but of a blonde haired pretty boy named Raiden. Regularly this change would be enough to have many turn on the game, but the fact that much of the game revolved around Raiden speaking to his girlfriend and being very emotional really dialed things up to an eleven. As a result the game was spat on by the traditional fans.
Fifteen years later however, the game is seen as not only a hallmark of the series, but to gaming in general. Regularly when fans rank the series the game is often ranked toward the top if not at the top of their lists. What was once seen as the black sheep of the franchise is now seen as the black swan. A game that was very misunderstood at release, but over time people began to see it under a different light. Kojima and his crew weren’t trying to just push the Metal Gear franchise, they were trying to push gaming in general.
Throughout the game players will come across a theme that revolves around faith in public opinion in the new information age. People are now exposed to a limitless amount of articles, news clips, and opinion pieces due to the emergence of the world-wide web. How exactly can we continue trusting the public at large to lead the country with all of this information when it has historically been shown to be so fickle. In 2001, the game’s message and core theme seemed to “out there” to most. It seemed like it was trying to be philosophical for the sake of being philosophical. However, in an age of 9/11 truthers, Muslim extremists, the Tea Party, and Donald Trump being a presidential candidate, the game’s message hits very close to home. It was ingenious and just goes to show how Kojima manages to be ahead of the curb in more than just game developing.
All of this doesn’t even speak on the game itself. Metal Gear Solid 2 is quite simply the mastery of the traditional Metal Gear formula. What began as a MSX game where the players can only move in four directions and punch walls, players can now crouch, crawl, hide in lockers and boxes, shoot out lights and cameras, obscure lasers, knock on walls, choke out enemies, hold up enemies, interrogate enemies, distract enemies, etc. The game had managed to do a lot for something that, despite the cinematic nature, is primarily played in an overhead perspective. Players will find themselves constantly experimenting with different strategies and tactics in dealing with enemies.
The game’s level design is also top notch.It is the last game to put a major focus on backtracking and unlocking rooms and areas via keycard. Backtracking isn’t for everyone, but to me there is a huge sense of satisfaction in rewarding the player in remembering the layout of the area and where they have to go to next. The industrial shell complex is perfect for this as it encompasses multiple stories and is all interconnected. This makes the area perfect for the traditional Metal Gear design. Despite the core design of the game being very tight and high quality, this doesn’t stop Kojima and his team from experimenting with the game. While much of the game will have the players sneaking around areas and taking out enemies, much of it also contains unique segments that involve swimming, bomb defusing, and even katana wielding. These segments do a pretty good job in always keeping the game interesting and fresh.
No Metal Gear game would be complete without the boss battles, and Metal Gear Solid 2 has some damn memorable ones. While they were often hated when players first encountered them, overtime they have received a soft spot. This includes a roller skating bomber, a woman who can’t get hit by bullets, and a vampire. This also includes segments that were beloved from the beginning such as the player taking on multiple Metal Gears at once. Admittedly it doesn’t have the best boss battles in the series, but it certainly doesn’t have the worst.
While the game is mostly free from criticism today, that doesn’t mean that some of the original critique wasn’t deserving. The first is that the plot is a bit too nonsensical, even by Metal Gear standards. It is very difficult to follow and often needs a read through a wikia page to even comprehend the basic points of it. Now to be fair it is clear that the game is meant to be confusing by design, but Kojima and crew went a little too far with it. Rather than the game’s plot and world feeling mysterious, at times it instead feels like an incoherent mess. On top of that, while Raiden is no longer a character who whenever mentioned inspires seething hatred from fans, he isn’t exactly the ideal character to have in the game. I agree with the consensus that despite his troubled past he seems too much like a “pretty boy” for the series. It comes to no surprise that Kojima rebuilt the character, literally, and turned him into a cyborg ninja.
Metal Gear Solid 2 was quite simply ahead of its time. Back in the early 2000s it wasn’t as common for series to experiment too much on sequels. Much of this was due to the fact that 3D gameplay was still very new to players so a sequel improving on an imperfect formula was more than enough to hold their attention. However, Kojima’s mind has never worked like that. This is why every mainline entry in Metal Gear Solid has been different from the last. Kojima released Metal Gear Solid 3 three years later and stripped the player of all of their high tech gadgets and dumped them in the jungle as they learned to survive in the wilderness. Metal Gear Solid 4 was a hodgepodge of different locations as Snake had “no place to hide” as he was frequently put into wide open areas with patrolling enemies. Metal Gear Solid 5 took Metal Gear to the open world as players had two huge maps to explore containing multiple bases, secrets, and objectives. It seems that Kojima is never content with doing the same old thing over and over. Personally I feel that this is the real reason why Metal Gear Solid 2 had such an initial cold reception. Back in 2001 players didn’t know how Kojima operated, but by his later releases they did. Now that players know what to expect from a sequel headed by Kojima, they can look at Metal Gear Solid 2 through different eyes and see it as it deserved to be seen since its initial release.
59| World of Warcraft
Released: November 23rd, 2004
Available on: PC (Windows & Mac)

World of Warcraft was a phenomenon during the 2000s. Not only was it everywhere on the internet, but it even broke into the mainstream as it was the basis of episodes of popular TV shows like South Park. The game’s success resulted in a lot of the casual gaming audience getting into these more complex games than one would expect. I even saw a fair amount of couples that played the game. Rather than the stereotype being that a male gamer’s girlfriend was yelling at them for playing the game too long to spend time with them, it was instead male gamers getting yelled at for playing the game too long as they were eating up their girlfriend’s playtime. There was something very immersive and blatantly addicting about World of Warcraft.
I managed to get in the game at the tail end of its hyperpopularity. It was a dark age period from me as I no longer had a gaming PC, but had a MacBook Pro instead. The game selection was smaller, but I decided to try World of Warcraft to see what the hype was all about. My experience with the game could be described in one particular moment. There is one point of the game that involved entering a labyrinth to fight a leader of bandits of some sort. I partnered with a dozen other players or so. We went in and gave it our all. We fought through his henchmen until we got to the big boss at the end of the level. The team fought tirelessly until he was defeated. After doing a celebratory victory pose I walked up with the rest of the group toward the exit to complete the mission. Suddenly, my character fell off the edge of a pathway. I was then warped back to the beginning of the level. I was angry at first, but realized that it would take a bit longer before the enemies would respawn. I began continue going through labyrinth when to my horror I discovered that a few of the enemies had already respawned back to life. Being a low level character I couldn’t possibly fight through all the enemies in the area by myself. I called for help on the party chat but no one responded, I did so again and one person actually answered. I told him my situation and he stated that due to me not walking out of the exit I technically didn’t complete the objective. However, he will be going back to the entrance to help me out. Being coupled with a very high leveled character gave me just the boost I needed to be able to fight my way, or rather run my way, through the area. We eventually passed the boss area, where he luckily had not respawned yet, and toward the area where I fell. I was being extra cautious this time so I managed not to fall, but my partner did. I asked if he was okay and he stated “I’ll be fine, just go on without me!”. I ran to the exit and to my relief out the other side, my objective was complete. This was, to me at least, the true pull of World of Warcraft. You were playing a game that was interconnected with over ten million people. These people can help you, betray you, aid you, rob you, or just socialite with you. The “world” in its title wasn’t put there for nothing.
The game starts off with the player choosing between the Horde or the Alliance. Once players make their choice they begin their quest in a tutorial like area. The missions start out in either being fetch quests or “kill X amount of enemies”. As the game goes on the quests become a bit more varied as they involve the player hunting down assassins, ancient creatures, and exploring dungeons and lairs. This is pretty much what the game revolves around. Explore an area finding people with question marks over their heads, complete their quests to level up, and finding people with exclamation marks over their heads to complete their mandatory quests. Once all of those are complete players move onto the next area. This sounds very simplistic and honestly not too different from your typical WRPG. What makes the game are the people you will encounter during and inbetween these quests. The above was just one of the many examples I had throughout the game of my interactions with other players. There is a certain feeling one gets from actually playing and working with another human being rather than an AI
Today the game looks extremely dated technical wise. It is more a less an HD remaster of a Xbox game. What saves the game from being an eyesore is the enchanting art-style. A mix of colorful high fantasy with a dash of cartooniness results in a game that looks timeless. Sure it isn’t say Okami but it still looks pleasing to the eyes twelve years later. The character designs are also unique and appealing. It definitely sets itself apart from its Tolkien aspired roots as the game has its own style and atmosphere.
There was a time when to many gamers Blizzard could do no wrong. Their games were seen as perfect as Nintendo’s top tier offerings. Over the years people have taken off their glasses and have observed some of the flaws. World of Warcraft isn’t an exception to this. My biggest problem with the game, and why I no longer play it, is that the game suffers from something I like to call “Grand Theft Auto syndrome”. This involves having a game that is a sandbox (or sandbox-like) experience and relies in entertaining the player by giving them what seems like an endless amount of choices of what they could do at any given time during the game. This seems amazing at first, but soon the player discovers that out of all the things the game has to offer, there are only a handful of them that the player actually enjoys doing. After some time the player eventually gets bored with the game. This is exactly what happened to World of Warcraft with me. The first two months I was addicted to the game playing it hours on end. However, after the second month I became very bored with the game. The quests seemed all very similar and just finding ways to shoot to shit with players just became boring. These sandboxy type games tend to be the jack of all trades, masters of none, type of ordeals. And that is perfectly fine. However, what’s the point of playing a game for hours on end if there isn’t much to master? Sure I kept hearing from diehard players who kept trying to keep me in the game that it really opens up when raiding is involved. But from my brief experience of it, it just didn’t entertain me that much. Looking at the game’s subscription base, it seems that I am not alone as it now has less than half the amount of subscribers as it did when I initially dropped out.
Despite that, the game was extremely fun and entertaining during my time with it. Two months is about the length of a meaty RPG anyway, which kind of starts the philosophical question of “is there that much of a difference between having an extremely good time by completing an 80 hour game and having an extremely good time by clocking in 80 hours of a game that is hundreds of hours long?” If the answer “no” is in anyway partially true than World of Warcraft definitely deserves to make this list. It is one of the most memorable game experiences I have had. It is true that today the game is no longer at its high mark of 12 million players and is no longer the game publishers flock to emulate, as that title currently belongs to League of Legends. However, it is still a major game pulling in millions of subscribers and even has a blockbuster film behind it. Blizzard even expanded the series further by creating Hearthstone: Heroes of Warcraft, a widely successful online collectible card game. World of Warcraft catapulted the “Warcraft” brand to be a multi-media phenomenon that is possibly only rivaled by Poke’mon. It is one of gamings most infamous brands and will likely be around for another 22 years.
58| Space Funeral
Released: September 17th, 2010
可用:PC

Undertale seems to be all of the rage lately as it takes the classic Mother formula of mixing JRPG with a comical theme that doesn’t take itself too seriously. While I do agree that Undertale is a great game, it appeared on this list after all, I wonder why there wasn’t such fanfare for Space Funeral which came out half a decade earlier and was free. Sure the game was even shorter than Undertale and didn’t quite have its production values, but its world was even more intriguing and “weird” than Undertale’s. It’s a hidden gem that definitely deserves a playthrough from anyone.
The game begins with a selection screen giving the player the option to start a new game, load a game, or exit the game. What’s strange is that rather than having these things written out, all of the options simply say “Blood” instead. This is accompanied by a bloody disembodied head on the title screen. To add to that the Final Fantasy theme is being played, though in an off-tempo manner. Once the top “blood” is selected the first screen appears. The player controls the character of a fat sobbing young man. He is in front of a casket which contains him. Standing next to it is a zombified man and next to him a woman who is possibly his mother. When the character talks to the woman she repeats “Eat your greens.” The hysterical fat character exits the building to find himself in a nightmare inducing world filled with blood lakes, giant disembodied heads for houses, and strange creatures including zombies, muscle men, wizards, and ball shaped rabbits. The world is truly unlike anything else you will encounter in a video game.
The plot starts off when the player eventually bumps into a horse with its head and tail chopped off. The horse is very much alive and even talks. According to the horse, who calls himself “Leg Horse”, he was once a king and someone took over his throne. He has since been on a quest to take back his rightful place as heir and demands that the sobbing young man accompanies him. This is the basis of the story, but just like Mother and Undertale, what makes the game stands out isn’t the plot per say, but the characters and locations the player will visit during the journey. Players will find themselves roaming through blood caverns, talking with a Guru Wizards, fighting of Crime bosses, meeting vampires, amongst other things. It is all very “Mothery” but with a twist of course.
The presentation of the game is fantastic. The setting has been described enough as it mostly consists of a living nightmare world with blood and decapitation at every turn. What adds to this is the game’s art style. It is very crude and unprofessional as it all is done in Microsoft Paint with single filled colors. Despite this it works very well and helps it stand out. However, none of this even mentions the game’s psychedelic ’60s and ’70s era soundtrack. It sounds crazy at the first listen but it is absolutely perfect for the game. It adds to its mysterious and unsettling atmosphere as your ears are in the same state as your eyes. It is a state of encountering something strange and possibly even grotesque, but you just can’t find yourself to turn away as you actually enjoy what you are experiencing.
I have yet to mention the game’s actual gameplay. While the setting and theme are anything but typical, the gameplay itself is actually very average. It is your usual linear JRPG experience. You follow a pathway on the map until you get to the next major event. During the travel toward the destination the heroes will come across enemies they will fight in a turn based battle system. The only thing to really note is that the game doesn’t use random battles, but rather the more modern system of having enemies follow the player around on the map to in which if they touch the player then they will be transferred to a battle screen. The game’s battle system is active turn based, so each character will have a meter that fills up until they can attack. The character can’t sit around too long as the enemies have such a delay between attacking as well, and as soon as they can attack they will. During the battles their is a command list where each character can either attack, use a skill, use an item, or use “mystery” which has rare chance of causing something random. It’s essentially the ATB battle system from Final Fantasy. It would be nice if the game did something a little more unique, but being that everything else about the game is so different it isn’t that much of a mark against it.
The game isn’t perfect as it is too short and could use a few more stand out characters. That said it is still a highly enjoyable title that deserves a playthrough from any gamer. The atmosphere is amazing and its style is very baldly and is nothing that a non-independent developer would ever dream of attempting. Once again the game is free. FREE, free! There is no excuse not to at least try the game. Believe me you will not regret it.
57| Mario Kart 7
Released: December 4th, 2011
Available on: Nintendo 3DS

快速提问,任天堂一贯最畅销的游戏系列是什么? 您回答超级马里奥正确吗? 对于该系列产品对公司和整个游戏来说有多少锚点,这将是显而易见的选择,但这将是不正确的。 在过去的十三年(甚至更早)中,Mario Kart参赛作品的销量始终超过其Super Mario同类产品,并且在其备受推崇的系统上经常被评为销量最高或销量第二的产品。 因此,“衍生”系列已经超过了父系列。
这并不奇怪,因为Mario Kart具有很大的吸引力。 从许多方面来说,这都是完美的派对游戏。 它采用了“沉闷”的赛车风格,并通过攻击,冲锋衣和古怪的关卡设计将其丰富化。 基本面足够紧密,因此游戏仍然具有竞争性,但也足够随意和怪异,足以欢迎新玩家。 任何曾经选择任天堂控制器的人都知道与Mario Kart的交易。 您可以从“超级马里奥”世界中选择各种各样的角色。 他们每个人都有各自不同的卡丁车,各有长处和短处,尽管随着他们提供完全可定制的汽车,新的参赛者开始摆脱这种情况。 玩家在赛道上骑行,赛道上设有速度带,无底洞,熔岩,坡道,甚至还有准备好吸引赛车手的野生生物。 在整个课程中有几点要点,其中有带问号的方框。 这些盒子赋予了玩家特殊的能力,例如炮弹向其他玩家射击,香蕉皮掉落,甚至子弹法案,这些都可以使玩家在几秒钟内获得巨大的速度提升。
这一切看起来非常随机且变化多端,但Mario Kart 7专门为该公式添加了更多内容。 最明显的是,汽车现在具有在水下飞行和飞行的能力。 在整个阶段中,会有部分路段,使汽车潜入湖泊或从悬崖上爬下坡道。 然后,这些车会根据情况喷射螺旋桨或滑翔机。 我个人觉得这些阶段的内容为曲目增添了很多多样性,并使游戏保持新鲜感。 也可以选择以第一人称视角驾驶。 它不是可取的,但尝试起来很有趣,特别是由于Nintendo 3DS的3D功能。
除了预期的大奖赛模式和面对面的赛车模式之外,游戏还具有战斗模式的返回。 在这种模式下,玩家会进入某种卡丁车竞技场,在那里他们在收集硬币时会从问题区中随机挑选物品。 目标很简单,收集尽可能多的硬币。 当玩家收集硬币时,他们必须避免被击中,因为一击将导致他们丢失硬币。 在收集硬币时,他们还应该至少在某种程度上专注于吸引其他玩家让他们丢掉硬币。 比赛结束时硬币数量最多的人获胜。 这与“三击出局”的“气球”情节有点不同,但是它更可取,因为它可以使玩家保持比赛状态,从而提高了挑战性。
Mario Kart DS对任天堂而言是一个巨大的进步。 这不仅是因为它具有在线游戏性,还在于它在网络代码方面拥有良好的在线游戏性(Super Smash Bros. Brawl团队没有得到的备忘录)。 Mario Kart 7延续了这一传统,因为网络代码非常流畅。 说出您对Nintendo的需求,但是当他们想要时,他们可以使用该死的优质网络代码制作游戏,使Capcom,From Software和Activision尴尬。 我可以与世界各地的某个人一起玩,并且仍然与他们保持可靠的联系。 这不仅适用于面对面的比赛,也适用于面对面的战斗。
关于Mario Kart 7,没有太多可说的了,它是迄今为止您能买到的最好的Mario Kart,至少是便携式Mario Kart。 它不仅具有超级马里奥世界中每个人最喜欢的角色,而且还具有吸引所有人的曲目和自定义选项集合。 最重要的是,它拥有强大的网络代码和活跃的社区,可根据需要随时提供在线战斗。 由于其受人尊敬的系统,它可能是最畅销的SKU,并且很容易理解原因。
56 | 到月球
发行日期:2011年11月1日
在以下设备上可用:PC(所有主要操作系统)

RPG Maker作为游戏制作工具已经走了很长一段路。 多年来,该软件一直被嘲笑和审查。 该工具不需要基本编码,甚至不需要用户创建自己的资产。 结果是一个充满了非常糟糕且无法玩的游戏的社区。 然而,在它的狗屎海中,有一些宝石。 最著名的事件发生在2008年,当时发行了三本高质量的电影。 第一个是臭名昭著的Barkley,Shut up和Jam,Gaiden。 这是后世界末日的模仿游戏JRPG,许多球员扮演着篮球传奇人物查尔斯·巴克利(Charles Barkley),很多年前,他在一场篮球比赛中进行了扣篮,比赛如此厉害,以至于炸弹炸死了场上观众。 结果篮球被取缔了。 不幸的是,最近又有一个不知名的人进行了一次扣篮,扣篮是如此强大,以至于其产生的冲击波变成了核弹,炸死了数百万人,并将其精确的纽约市变成了一片荒地,而巴克利则为此受到了谴责。 下一场比赛是一个名为“ The Way”的情节系列。 这是一个标准的基于故事的JRPG,具有很短但令人满意的情节,跟随着英雄的踪迹。 第三局是法文冠军,名称为Off,玩家扮演一个角色,当他们穿越一个世界时,用棒球棍打架。 但是,没有任何一部作品比《登月》能完全打破RPG Maker的烙印。
像大多数RPG Maker游戏一样,To the Moon并非是JRPG,而是基于叙事的冒险游戏,带有一些拼图元素。 玩家在与环境互动时主要控制两个角色以使故事发展。 在整个游戏中,还必须完成这些奇怪的类似拼图的事件。 这一切看起来都非常基础和陈旧,但这确实是一个由故事和文字所承载的游戏。
该游戏于2011年发布,进入了一个时代,那里有许多媒体报道人们进入别人的大脑并改变他们的梦想/记忆。 电影《盗梦空间》显然是其中最著名的。 玩家控制着一家公司的两个员工,从这个前提出发,前往月球就是这样。 从本质上讲,它涉及人们进入他人的思维并改变他们的记忆,从而实现他们的梦想。 玩家控制一个冷静的头脑专业的员工伊娃·罗莎琳(Eva Rosalene)博士或轻微的球探尼尔·瓦茨(Neil Watts)。 他们走进死者约翰尼·怀尔斯(Johnny Wyles)的豪宅。 他有一个愿望,他希望被授予,他想去月球。 游戏的其余部分主要围绕着医生,他们试图改变历史并让他实现他毕生的太空旅行梦想,这些医生都在怀尔斯先生的脑海中旅行。
如前所述,这个游戏的精髓在于故事。 这是非常吸引人和感性的。 有时候,玩家的心脏会沉没,而其他人则可能会为喜悦而跳跃。 这主要是因为游戏中的角色写得很好,实际上是我在游戏中看到的最好的一些作品。 每个文本框都有深度和权重,因此每个发生的事件都非常重要。 老实说,玩这个游戏就像看电影一样。 在游戏中,玩家将与Wyles先生的童年,青年,成人,中年和老年一起体验蝴蝶效应,并在“时间”中来回走动。 每个时间段都是围绕触发一个重大事件进行更改,以便实现Wyles先生的梦想。 看到所有内容都播放起来非常有趣。
尽管使用了原始且有限制的RPG Maker贴图集,但该游戏实际上看起来非常不错。 梦幻般的调色盘和做得很好的照明,艺术风格非常吸引人。 唯一的抱怨是,该游戏具有相当多的屏幕撕裂现象,尤其是当摄像机穿过长平底锅时。 游戏还具有电子游戏空间特有的配乐。 它主要由钢琴作品组成,有时会用原声吉他切换出来。 这是一个简单的配乐,很好地补充了游戏的优雅表现。
然而,游戏的主要缺点是它太短了。 我花了大约三个小时才打完游戏,所以它只比普通的戏剧电影长一点。 无论如何,这款游戏还是很便宜的,其十美元的价格还算公道。 该游戏赢得了许多奖项,其中包括一家大型出版物的年度故事,证明这不是创造游戏的工具,而是使用它们的工具。
55 | 飞溅屋
发行日期:1989年(确切日期未知)
最终版本:街机; 同时启用:PC引擎,Wii虚拟控制台,Playstation 3和Xbox 360

13日星期五在1980年上映并获得了巨大的成功,影片的预算约为50万美元,仅此一项票房就赚了6000万美元。 由于这部不起眼的独立电影迅速变成了年度特许经营权,这导致了一系列续集。 坎比暴力恐怖片在1980年代风靡一时。 它们在仅爱血液和血腥的男性青少年和年轻人中特别受欢迎。 尽管视频游戏中的暴力行为受到严格审查,因为游戏仍然被视为“孩子”的爱好,但这不能阻止游戏行业远离利润丰厚的饥饿的青少年和成年男性市场,而这个市场将在以后的时代。 Namco决定制作一款只针对该市场的游戏,在这场比赛中,Jason Voorhees饰演了Jason Voorhees,以对抗怪物的袭击。 该游戏的标题为Splatterhouse。
Splatterhouse的实际游戏再简单不过了。 这是一种跳动游戏,玩家在挥拳,踢脚和斩首敌人时会朝屏幕右侧走去。 播放器使用两个按钮。 一个按钮控制腿部攻击,而另一个按钮控制角色的手臂。 游戏中的敌人往往很愚蠢。 他们只是走到你身边,试图打你。 面临的挑战是,当一群人同时来到你身边时。 最重要的是,舞台上充斥着各种陷阱,这些陷阱会把玩家扔掉,并对角色造成伤害。 这是大多数人抱怨游戏的地方。 他们声称该游戏过于简单,仅因其暴力而被人们记住。 我不同意。 我同意游戏非常简单,但这就是它的美。 与许多其他节拍游戏相比,将敌人扑打成碎片感觉很有趣。 对我来说,这是游戏中最重要的方面,即游戏的感觉。 损坏碰撞非常令人满意。
诚然,暴力肯定会增加满意度。 是的,将敌人扑向碎片的感觉真不错,当您看到随着从间歇泉喷涌而来的鲜血间歇泉使这些碎片恶化时,感觉会更好。 毫无疑问,Splatterhouse是一款非常激烈的游戏,尤其是在当时。 除了敌人被斩首并从他们身上喷出的鲜血爆炸外,这些关卡还以腐烂的尸体,鲜血和胆量装饰在地面上,令人不安。 敌人的设计非常怪异,因为许多人的身体腐烂和损坏。 无疑,这是那个时代的一个好头衔。
如前所述,该游戏是1980年代的恐怖电影的复本。 当它来到西海岸的那一年,它标志着第13个发行年度的星期五结束时,它设法在这种现象的绝对曙光下出现。 这个故事是关于一对正在树林里奔跑的夫妻。 游戏没有解释原因,但后来在不死族走来走去的户外舞台上,我认为它们被怪物吓到了。 他们走进这座豪宅,看到男友遇到了不幸的命运。 在垂死之际,他被面具所吸引,并变成了超强的Jason Voorhees仿冒品。 游戏的其余部分涉及玩家拯救女友。 我不得不说,看到怪物是改变的“好人”,这有点奇怪……好吧。
不出所料,该游戏在其初始发行时确实引起了轩然大波。 尤其是由于PC引擎的控制台版本(西方人使用Turbografx 16)并未真正降低血腥程度。 就是说,由于街机版本的宽度不太大,并且只能移植到病态的游戏机上,因此该游戏并没有引起人们期望的争议。 续集到来的时候大约是《真人快打》发行的时间,所以很明显它偷走了有争议的雷声。无论好坏,《 Splatterhouse》被认为是一款风格各异,毫无实质性的游戏。 我不完全同意的一些观点,可惜意见是意见。
54 | 新超级马里奥兄弟Wii
发行日期:2009年11月15日
可用于:Nintendo Wii

在《超级马里奥世界》在SNES上发布之后,任天堂再过几年就可以制作出另一本合适的《超级马里奥》游戏了。 事实上,超级马里奥大地2(Super Mario Land 2)在超级马里奥世界(Super Mario World)一年后在西方发行后,直到2006年才会有新的2D横向滚动作品盯着马里奥(Mario)。Nintendo DS的新超级马里奥兄弟被誉为马里奥回归传统形式。 为了确保人们理解这是独特的作品,而不是简单移植或翻版以前的游戏,任天堂甚至在标题中加上了“新”一词。 尽管游戏取得了巨大的成功并取得了商业上的成功,但我并没有真正感到。 实际上,我在收到它的几天后就把它卖了。 只是关于游戏的某些事情对我来说是“关闭”。 因此,当任天堂宣布《新超级马里奥兄弟》 Wii时,我有些怀疑。 但是,玩完游戏后,我的怀疑很快变成了兴奋。
新的超级马里奥兄弟Wii是超级马里奥兄弟系列的延续。 甚至任何人都知道视频游戏是什么的人都知道马里奥游戏的前提。 公主被绑架了,所以要挽救她的是马里奥,有时是路易吉。 游戏中,玩家在跳上平台,跳到头上的敌人和跳到方块下时通常会朝着屏幕的右侧前进,以接收硬币和特殊能力。 这是一个经典的公式,经受了时间的考验。
幸运的是,由于Wii条目具有一些新功能,因此任天堂不仅获得了荣誉。 游戏提供了新的服装和关卡样式供玩家使用。 主角可以穿上企鹅套装,在他们投掷雪球的地方冻结敌人,并且可以像滑冰一样滑过冰层。 有许多方法可以使这些机制发挥作用,因为您可以冻结敌人以扩大跳跃范围,突然停止等等。 螺旋桨服在整个舞台上都有飞行和滑行的特征。 没有Wii远程功能,没有任何Wii游戏会是完整的,该游戏具有玩家必须前后倾斜Wii遥控器才能移动的平台。 推进器服还要求玩家晃动控制器以使其服务器的推进器旋转。
但是,游戏最大的补充是加入了多人游戏。 在这种模式下,最多可以有四个玩家玩游戏。 诚然,它可以使您与朋友一起或与朋友一起完成关卡时变得更加有趣。 在这些多人游戏组件中经常发现的一个抱怨是,游戏变得过于混乱,而其他玩家则陷入了困境。 在空间和时间很重要的类型中,其他人在银幕空间中跳来跳去无疑是一种威慑力。 虽然这在新超级马里奥车中并不是什么大问题。 和其他游戏一样,Wii兄弟仍然是个问题。 如果要以最快和/或最有效的方式清除关卡,最好不要带一个朋友。 尽管如此,它仍然是一种有趣的多人游戏模式,如果您和您的朋友对Smash,Mario Kart和Wii Sports感到厌倦,它是一个不错的选择。
游戏中的图形很干净,但是有点普通。 与采用Vanillaware,Ubisoft和Nintendo自己的Wario头衔不同,New Super Mario Bros. Wii看起来非常基础。 在防御方面,这是有优势的。 屏幕上没有太多混乱或混乱,因此玩家始终可以知道他们的下一个平台在哪里。 另外,说实话,除了《超级马里奥世界2》(Super Mario World 2),从技术上讲它甚至都不是《超级马里奥兄弟》(Super Mario Bros.)游戏,该系列从未真正引起人们的注意。 值得一提的是,这些图形非常丰富多彩,充满活力,并且音乐一直是经典的马里奥音乐。
Mario系列的Super Mario Bros.部分实际上休眠了14年,这有点奇怪。 这是一个继承了行业历史上无与伦比的游戏的系列。 由于DS和Wii版本都售出了约三千万本,因此任天堂肯定已经意识到了他们的错误。 在该系列回归标志性地位的仅仅六年之后,他们总共发布了四款2D Mario游戏,可能有点过多。 更不用说超级马里奥(Super Mario)3D参赛作品了,如果有道理的话,感觉就像是新超级马里奥兄弟游戏的3D版本,以及超级马里奥制造商(Super Mario Maker)。 无论如何,我认为任何游戏玩家都比没有传统Mario的游戏世界更喜欢。
53 | 地牢探索者
发行日期:1989年(确切发行日期未知)
最终版本:PC引擎; 同样在:PS3和PSP的PSN,Wii的虚拟控制台

Atlus是扮演开发人员最受人尊敬的角色之一。 该公司已显示出可以提供高质量的产品,其游戏既有现代的Persona系列的前卫游戏,也有传统的Etrian Odyssey。 但是甚至早在1980年代,该公司仍然生产高质量的RPG。 Dungeon Explorer是我随心所欲地从虚拟控制台下载的一款游戏。 这款游戏乍一看似乎有些陈旧,但是在我不知道它之前就迷上了。 很快,它成为一种游戏,我和朋友们放学后会定期玩。 这是制作中的经典。
Dungeon Explorer与Gauntlet非常相似。 一次最多可以有四个玩家玩游戏。 游戏从玩家选择角色类开始。 每个角色类别都有不同的速度,生命值,攻击力,并且可能具有特殊的能力。 玩家通过向他们射击剑,魔法球或箭来攻击敌人。 游戏主要关注进入地牢并击败敌人的玩家,直到他们到达地牢首领为止。 该游戏与Gauntlet的不同之处在于,它实际上具有故事性,而且开放性更高。 鉴于该游戏是在《勇者斗恶龙》之后的世界中发行的,《地牢探索者》讲述了一个为国王服务的故事,而玩家则能够走遍各个城镇并与当地居民交谈,以收集关于去哪里和做什么的提示。 当然,这不是那个时代最先进的故事讲述,但即使到今天,也很难在屏幕上找到带有各种故事的本地多人游戏。
没错,Dungeon Explorer不是杰作。 该游戏具有许多缺陷,包括难于处理的难度曲线,根本无法击败某些老板的类,一般的艺术风格和纸上情节。 然而,它有一个奇怪的光环,将人们引向它。 尽管处在“使命召唤:现代战争”和“超级粉碎兄弟争吵”时代,但我仍然有喜欢玩Dungeon Explorer的朋友。 我觉得这是因为尽管游戏存在缺陷,但它在某些方面做得很好。 首先是它具有探索的感觉。 尽管在技术上受到限制,但玩家还是不得不实际探索周围的环境。 他们必须与城镇居民交谈,寻找放置适当的洞穴和门,并牢记各种提示。 我个人发现游戏的这些部分与地牢部分一样有趣。 这并不是说地牢部分很弱。 实际上,地牢很棒。 敌人不是俯卧撑,他们有多种选择。 与Gauntlet不同,敌人之所以具有挑战性,是因为他们的攻击方式和位置,而不是因为他们是部落。 上课的感觉也不同。 有些职业允许玩家快速移动,但缺乏强大的攻击力。 其他人可能速度适中,攻击力较差,但射程较长。 最重要的是,某些类具有特殊的能力,例如能够治愈甚至改变游戏的音乐! 有多种选择可供选择,这意味着在玩游戏战术时会有所作为。
就像在游戏前所说的那样,在演示方面不是明智的选择,故事也不是那么好。 但是配乐很棒。 它很好地输出了合奏和琶音的PC引擎。 表明其声音风格可以为旋律超级任天堂和Mega Drive的重击垃圾提供健康的替代方案。 音乐由夜曲前Megaten游戏的Tsukasa Masuko完成。 他的杰出作品是新女神转生II和恶魔召唤者:灵魂黑客。 他继承了整个Megaten的声音风格和音调。 不管他从事什么头衔,他的才能都出众,这不足为奇。
地牢探索者无疑是一个很奇怪的游戏。 大多数人会因为怀旧而忽略了该条目,但是直到Wii的虚拟控制台发布该游戏后,我才开始玩游戏。 游戏的缺陷一直很明显,但是玩起来仍然非常有趣。 我也不是一个人,因为我也有喜欢游戏的朋友。 我可以形容这款游戏的最佳方式是经典。 尽管存在缺陷,但它具有其他大多数游戏中不太常见的特定优势。 它的探索和合作感很好地融合在一起,散发出经时间考验的独特体验。 大约十年前,有一个针对DS和PSP的现代版本发布,但它们并没有保留基于叙事的多人游戏组件。 他们也不是特别好。 既然哈德森已不复存在,我希望Dungeon Explorer可以重新回到Atlus手中,进行高质量的现代更新。
52 | 那巫师
发行日期:2007年10月30日
适用于:PC(Windows和Mac)

在2000年代中期和后期,成为传统的西方角色扮演游戏迷的时代已经过去了。 该类型在《上古卷轴IV:遗忘》中获得了惊人的成功,因为它打破了该类型的销售记录。 对于那些太年轻的人,《上古卷轴IV:遗忘》是第一款真正打动主流玩家的游戏。 可以肯定地说,从技术上讲,Bioware在《旧共和国的骑士》中击败了贝塞斯达。 但是,该游戏广受赞誉,其大部分商业成功都归功于《星球大战》牌照。 《上古卷轴:Ob灭》是第一个以自己的桂冠在主机上普及西方RPG并将其主流化的IP。 不幸的是,这付出了代价。 与技术娴熟的PC游戏玩家相比,游戏机市场的观众更为随意。 结果,《上古卷轴IV》不再像角色扮演游戏,而是一种探索游戏。 不久之后,贝塞斯达(Bethesda)再次尝试了该配方,这次是Fallout系列。 辐射3被誉为该系列的伟大回报。 但是,大多数WRPG粉丝群一旦意识到它是由贝塞斯达(Bethesda)制造的,便对此感到反感。 事实证明,他们的担心是有根据的。 然而,在此期间,正在开发另一款雄心勃勃的WRPG。
一个完全未知的工作室,唯一的经验就是将各种角色扮演游戏翻译成波兰语,做出了巨大的预算,或者当时称为WRPG的巨大预算。 与其接手《上古卷轴IV》,不如接管更受人喜爱的邪教经典,例如《黑岛》游戏,该游戏的内容在道德上做出了灰色选择。 它如此关注这一点,以至于游戏的标语类似于“没有选择,只有后果”。当游戏最终发行时,它就达到了预期。
巫师专注于一个名叫“杰拉特”的人。 事实证明,他根本不是一个男人,而是一个巫师。 巫师本质上是变异的人,他们在世界各地徘徊,例如雇用怪物屠宰者和偶尔的争端解决者。 用外行人的话来说,他们本质上是波兰民间传说中的武士。 在Geralt的整个旅程中,他将遇到许多任务,这些任务将使他有选择权或完全强迫他做出非常艰难的决定。 道德不是衡量一个人是好是坏,而是玩家的信念。 游戏关注的问题是,谁更适合做母亲,或者公众是否应该知道可怕的信息,即使他们知道暴力信息时也会煽动暴力。 《巫师》中没有任何简单的选择。 最重要的是,所有这些选择都可以对游戏的故事和整个世界产生重大影响。 随着玩家做出决定,他的关系甚至联盟在整个游戏过程中都会发生变化。 朋友成为敌人,恐怖分子成为盟友,整个社区都会压抑您或追捕您。 因此,游戏为每个玩家和每个不同的玩法提供了不同的体验。
该游戏的设计与其他任何传统WRPG一样。 玩家在与执行各种任务的城镇居民交谈时在世界各地漫游时发现了多个城镇。 在执行这些任务时,会发现关键信息,说明下一步该进行游戏的方向。 他们将跟随这些任务导致的踪迹,直到最终到达终点区域并最终成为上司。 像大多数WRPG一样,使游戏变得有趣的不是主要任务本身,而是完成主要任务的过程。 发现新的位置非常令人兴奋,而与其他人交谈本身可能会很仓促,因为对话的结果可能会结识新的朋友或敌人。它到第三维。 但是,事实是它做得很好。
该游戏不是基于回合甚至是基于伪回合,而是使用实时动作战斗。 玩家在击败敌人和怪物时挥舞Geralt的剑。 杰拉特(Geralt)有两把剑。 钢剑是要与人类战斗,而银剑是要与怪物战斗。 记住这一点非常重要,因为使用错误的剑会严重妨碍玩家。 杰拉特还可以进行魔法攻击,例如向敌人射击或什至阻止他们前进,这非常有用,特别是在一次与多个敌人战斗时。 除了所有这些,玩家还可以制作药水,这可以使Geralt提供更强大的攻击力,在黑暗中看见的能力等。 当然,战斗的深度不如《魔鬼泣》,而且魔法攻击可以更好地平衡,但考虑到即使在今天,大多数开放世界RPG都避开了实时战斗,它的效果仍然很好。
《巫师》在上映期间真正脱颖而出的真正原因是,一切呈现的方式都十分成熟。 毫无疑问,《巫师》是成年人制作的成人游戏。 毫无疑问,在《巫师》发行之际,有很多针对“成人”的游戏,但大多数游戏只是通过增加血腥因素和弄脏语言而获得了这些称号。 相比之下,尽管《巫师》的确表现出顽皮的中世纪语言和暴力色彩,但它并没有让游戏定义。 定义游戏的是玩家所经历的冲突和苛刻的现实。 邻居,夫妻和不同派别之间的争执每天都在发生冲突。 种族主义,贫困和虐待的现实。 这些主题,尤其是在游戏发行时,很少涉及。 正是那些时刻最让Witcher系列记忆犹新,而不是最前沿的3D世界,探索感,暴力感或普遍的“冷静”。 并不是说游戏缺少任何这些东西,而是重点在于《巫师》脱颖而出。
看似未知的波兰开发商的赌博赢得了丰厚的回报。 Witcher取得了巨大的成功,并且可能是PC独有的最后一个成功的大型预算RPG。 每个并发版本都变得更加流行和成功,而第三个条目则在全球范围内取得了成功。 即使在日本,巫师系列也是一个知名品牌。 由于The Witcher 3的成功,该系列的开发商CDProjekt如今正变得炙手可热,他们的数字平台正在发展,他们的下一个AAA WRPG正在开发中,并且他们最近成立了一个新的分支机构。 WRPG流派也更加健康,因为高质量的作品似乎并不短缺。 这在很大程度上归功于像Kickstarter这样的融资公司的成功,但是,如果The Witcher通过证明深WRPG游戏玩法仍然对大众市场可行,我就不会感到惊讶。 不管您如何看,《巫师》的发行都对游戏产生了很大影响
51 | 最终幻想VII
发行日期:1997年9月7日
最终版本:PC; 还在:PS4,PSVita,PS3和PSP,PS,iOS的PSN

不能低估1990年代JRPG在日本市场上的主导地位。 这是一种现象,大量人口涌向商店购买他们喜欢的系列的最新商品。 这有点类似于第一人称射击游戏在2000年代末和2010年代初在北美的风行一时,现在仍然如此,那里似乎每个孩子和成年人都赶紧购买最新的《使命召唤》,《战地风云》和《光晕》 。 该类型的吸引力非常明显,它们本质上是可播放的动漫。 他们担当了复杂的角色扮演类型,并为桅杆市场精心制作,同时加入了引人入胜的故事和角色。 这是适当数量的深度和简单性的结合,以取悦观众。 尽管该类型在日本似乎是势不可挡的力量,但在世界其他地区,该类型却非常利基。 JRPG在西方很少发行,即使发行了,也几乎没有可用的副本。 最重要的是,他们被翻译成Google Translator比这些公司聘用的“专业人士”更好的工作。 总结一下西方市场对JRPG的处理方式,我回想起一个人的故事,该人说他们年轻时就去世嘉购买了Sega Master System游戏。 他看到“梦幻之星”以超过120美元的价格感到惊讶。 当他向店员询问该游戏时,店员回答:“哦,那款游戏价格很高,因为它是RPG游戏,而且这些游戏从不出售。 我只是标记它,直到收藏家过来并最终购买它。”
在1997年,这种类型的音乐比日本以往任何时候都热。 最终幻想VII发行并充分利用了新Playstation控制台的CD功能。 索尼在日本看到了游戏的巨大成功,并决心在西方复制这种成功。 因此,他们提出了一个巧妙的想法。 他们没有将游戏作为角色扮演游戏或“动画变成现实”进行营销,而是决定将其作为一部轰动一时的电影进行营销。 为美国注资1亿美元。 仅凭营销预算,除最初的4,500万美元开发费用外,《最终幻想VII》确实是第一个AAA游戏,按照今天的标准,它将成为AAA。 今天,这似乎是标准票价,但那时候简直太疯狂了。 直到《最终幻想VII》成为系统上最畅销的游戏之一。 《最终幻想VII》不仅成为Playstation在全球范围内最杰出的系统销售商之一,而且还将JRPG引入了主流。 JRPG不仅开始定期在西部地区以可用数量发行,而且还进行了合理的翻译。
最终幻想VII显然具有强大的遗产,但是实际的游戏本身是什么? 尽管这些年来游戏受到了很多批评,但实际上它的年龄非常大,除了矮胖和矮胖的角色之外,尽管被复制到地狱和背部,但游戏的世界仍然感觉非常原始和黑暗,而角色却很讨人喜欢和站立出来。 尽管被誉为首个大型“ 3D JRPG”游戏,但实际上大部分游戏都是二维的。 它使用绘制的背景,并在其上放置3D模型,以给人以3D世界的错觉。 有时效果很好,但是在近距离拍摄时,角色确实像拇指酸痛一样突出。 有时,人们希望以相同的背景样式预先渲染角色的角色,以保持一致性。 令人印象深刻的是,有时在整个游戏中,当玩家四处走动时,背景实际上会进行动画处理,其中某些动画实际上确实非常复杂,例如一个场景要求玩家跳上直升机。
游戏的图形在游戏的战斗阶段发光。 Playstation的甜美处理能力可用来消磨三个角色和一些怪物。 角色的外观更加生动有趣,这只是一个愿望,那就是游戏在整个游戏过程中的外观。 过时的场景之一是过场动画。 在当时被视为最先进的技术,今天它们并不太令人印象深刻。 这对于角色来说尤其如此,因为它们没有纹理并且使用基本的照明和阴影。 尚有许多需要改进的地方,但公平地说,Squaresoft的下一个《最终幻想》作品真正涉及了美术,图形和CG游戏。
游戏的故事非常复杂。 我可以不加赘述地描述它的最好方法是,它专注于恐怖主义,环境主义,克隆人和阶级主义。 当然,今天看起来像典型的JRPG和动漫“为深而深”,但当时大多数RPG具有中世纪设置和情节,这是极为独特的。 值得称赞的是,今天的情节仍然非常好,尽管有点拥挤,但仍然非常吸引人。 如前所述,角色至少和故事一样突出。 有克劳克·迪克(Cloud)的家伙,巴雷(Barret)的定型愤怒的黑人,蒂法(Tifa)的坏蛋女战士,爱丽丝(Aeris)那种热心的爱情兴趣,雷德十三世(Red XIII)和实验动物。 同样,这听起来很典型,但就像故事一样,在当时还是非常独特的,即使在今天,角色也很突出。 我的意思是考虑一下,在JRPG中是黑人主角!? 如果我曾经听说过,那确实是一个激进的想法。
该战斗系统是您典型的《最终幻想》战斗系统。 这是主动回合制,角色可以在其中攻击,使用技能,装备或魔法。 这都是非常标准的,虽然还不错,但也不是特别好。 它只是完成工作。 还有一种物质系统,玩家可以装备特殊的水晶球来获得能力和提升属性。 当时它非常有趣,并且自此成为《英雄传说》系列的主要内容。 它为战斗系统带来了急需的多样性和战略。
我感觉到《最终幻想VII》比其设置和角色更加出色,在于流畅和快速的播放。 这是一款真正的游戏,您可以一次坐很多东西并取得重大进展。 尽管大多数RPG(即使是今天)仍需要花费大量时间来使玩家达成任何目标,但在短短一两个小时的时间内,《最终幻想VII》的世界和人物角色就将完成很大一部分。 游戏节奏很好,并且尽力避免拖延。 部分原因是游戏经常更改位置,因为您很长一段时间都不会在一个地方。 另一个方面是,游戏总是在各种情况下向玩家抛出,无论是认真的还是幽默的,以使事情变得有趣。 我觉得日语和西方RPG都趋于缺乏,在经过几个小时的播放后,我经常把它们放下。 建立一个故事和世界很重要,但这并不意味着事情必须如此缓慢地前进。 这也使《最终幻想VII》成为一款非常具有重玩性的游戏,尤其是由于该游戏具有许多隐藏的宝藏和秘密,甚至在该剧情中甚至还包含派对人物,这是玩家在首次玩游戏时可能没有得到的。
最终幻想VII被低估了。 没错,虽然我确实同意,在游戏以“有史以来无可争议的最大RPG”的品质过分夸张的今天,今天的情况却有些不同。 似乎人们只是因为这款游戏是最受欢迎的《最终幻想》游戏而批评它。 虽然我可以看到其他人更喜欢《最终幻想VI》,《 IX》和《 XII》,但我认为《 VII》太令人讨厌了。 这些年来,该游戏已经非常成熟,并且仍然非常有趣。 角色很有趣,世界参与其中,探索城镇很有趣,而且游戏节奏很好。 今天说这可能是有争议的,但我认为《最终幻想VII》是最好的《最终幻想》游戏。 尽管游戏很容易凭借自己的优势跻身这一榜单,但它对整个行业也产生了巨大的连锁反应。 如果不是《最终幻想VII》,我们将吸引那么多日本开发者将其游戏推向西方。 没有Shin Megami Tensei,没有Tales游戏,没有英雄传说,没有Xenoseries等。任何类型的游戏迷都应该知道游戏的遗产及其对行业的影响。
50 | 机枪英雄
发行日期:1993年9月9日
最终版本:Sega Mega Drive; 另外在:PC,用于Wii U的虚拟控制台,用于3DS的eShop,用于PS3的PSN,用于Xbox 360的XBLA,iOS

我们已经正式到达该列表的后半部分。 而且由于这个场合,我要大声庆祝。 Sega Mega Drive上的Gunstar Heroes是有史以来最好的,即使不是最好的奔跑和射击游戏之一。 游戏的起源始于一群开发人员决定打包并离开Konami来创建自己的工作室。 这就是著名游戏开发商《宝藏》的诞生。 他们的第一场比赛也将是奔跑和枪战,但这一次是超级任天堂的竞争对手平台Sega Mega Drive。 但是,他们希望游戏能够与Contra脱颖而出。 对于初学者来说,游戏将变得更加明亮和卡通化,因为它将比黑暗和严肃的美国电影更多地受到日本动漫的影响。 最重要的是,利用Mega Drive的额外处理能力,游戏的节奏和速度将比Contra快得多。 结果是该系统最好的标题之一。
游戏以一名(但最好是两名)玩家开始游戏并选择他们的武器类型开始。 最初,玩家可以选择快速射击武器,比快速射击武器稍慢的光束武器,可以自动击中任何敌人但非常缓慢的锁定武器以及非常快速的射击,有限范围的喷火器。 老实说,在这些初始形式中,只有快速射击和光束武器才有用。 然后,玩家可以从四个不同阶段中进行选择。 每个阶段都是不同的,所以我将首先关注第一个阶段。 第一阶段起初就像其他任何枪战游戏一样。 当敌人出现时,玩家会跑到屏幕右侧,偶尔也会出现平台。 突然之间,关于游戏的某些事情变得显而易见。 屏幕上有很多敌人,当我说很多的时候,我的意思是很多。 游戏会在屏幕上投掷尽可能多的敌人,玩家在“击败”时会爆炸,从而使屏幕始终被黄色,橙色和红色遮盖。 当玩家穿过该区域时,他们会看到飞行的机器人掉落的球看上去就像武器选择菜单中的那些球一样,或者上面有一颗可以治愈您健康的心。 当玩家拿起这些熟悉的球体时,他们会启动武器。 如果他们抓住了一个快速的火球,现在他们的武器将发射得更快,如果他们抓住了光束球,其当前武器将变得“更加友善”,如果他们拿起了锁定球,那么他们的武器就会自动锁定敌人,并且如果他们使用火焰球,那么他们的武器将变成充满电的火焰喷射器。 如果由于某种原因玩家不喜欢这个新增加的东西,那么他们可以取消两个球之一并使用默认武器。 今天看似基本,但令人印象深刻的是该游戏成功整合了所有这些动作。
使Gunstar Heroes在其他奔跑和枪支游戏中脱颖而出的一件事是玩家的灵活性。 角色不仅以合理的速度跑动,而且非常敏捷,可以跳跃很长的距离,同时可以通过猛击它们来伤害敌人。 最重要的是,玩家还可以投掷敌人以伤害他们。 从某种意义上说,这使游戏成为伪组合,因为玩家可以从技术上向敌人射击,然后用身体猛击敌人,并用掷出的姿势将它们击退。
即使作为介绍级别,它也是多种多样的。 不久之后,玩家就会遇到游戏的第一个boss,这涉及避免从空中射出茧,在开始与另一波敌人战斗之后不久,需要有一个大金字塔爬上去。 达到顶峰后,另一场老板之战正在进行中。 当该首领被击败后,玩家便滑下金字塔,躲避敌人和障碍物。 在那之后,又有短暂的敌人浪潮,然后是大的最终老板。 在达到如此精疲力尽的水平之后,游戏似乎将大部分精力都放在了前期,以使玩家对游戏有最佳的印象。 实际上,这是整个游戏中最正常的水平。
Gunstar Heroes最大的批评是它缺乏水平。 在所有初始阶段都完成之后,在阶段选择屏幕中只有四个初始级别可供选择,最后一个老板级别可供选择。 Gunstar Heroes缺乏的数量使它种类繁多。 除介绍阶段外,它旁边的一个是雷车等级,在该等级中,玩家可以修剪屏幕上底部和顶部的轨道,同时修剪卡车和火车上的敌人。 但是很快,他们很快遇到了一个名为“七力”的老板。这是一个雄心勃勃的老板,尤其是在当时,七力是一种机械机器人,在与之战斗时会转变为七个不同的老板。 它具有很多健康状况,并且需要花费一些时间才能击败,尤其是由于玩家必须记住其模式。 但是一旦被击败,它就会发出巨大的满足感。
接下来的一个是非常垂直的级别。 本质上,飞艇正在起飞,这取决于玩家能否及时到达。 他们被迫爬上各种平台跳下飞艇,同时消灭敌人。 最终,他们将登上飞艇,然后在遇到老板之前与一群坏人作斗争。 这是一个相当不错的水平,但总的来说,这是游戏中最难忘的水平。 我认为开发人员应该在垂直方面发挥更多的作用。
选择屏幕顺序的最后一个阶段可能是最独特的阶段。 它从正常阶段开始,玩家只需走到屏幕的右侧即可消灭敌人。 几分钟后,他们碰到了一个房间。 一个骰子在地板上,玩家在棋盘游戏的正方形上看到自己的微型版本,上面写着“开始”。 董事会的尽头是另一个方框,上面写着“老板”。 游戏的这一部分要求玩家在玩虚拟棋盘游戏时掷骰子,以通过棋盘前进以靠近老板,与中老板搏斗,或者可能一直回到骰子上。开始。 我认为这是游戏中最困难的级别,因为玩家可能需要在最终boss之前与多个boss战斗。 就像“七军”一样,一旦完成,它会令人非常满意。
一旦完成所有四个级别,玩家便被运送到最后阶段。 它始于射击游戏,对于90年代宝藏来说,这是非常常见的事情,因为游戏从字面上改变了游戏类型,使其像水平射击游戏一样。 一旦敌人的浪潮被击败,该阶段便成为boss rush阶段。 再次击败七力量之后,玩家便进入了敌人的基地。 一旦到达那里,这个地方实际上就是老板的冲动,因为实际上是大约六个老板的争夺战。 最终,所有首领都被击败,这使该玩家获得了应有的愉悦而又艰难的游戏。
有一个原因为什么我在整个评论中没有说“玩家”,而是一直说“玩家”。 这是因为这实际上需要两个玩家的游戏。 当然,这对一个玩家来说是可行的,但不仅难度更大,而且还远没有那么有趣。 与一个人在一起并没有那么混乱,没有任何人分享您的成功或与之竞争对整体体验非常不利。 我个人想说的是,如果《 Gunstar Heroes》是一款单人游戏,那么它可能就不会进入这个名单。
在结束这篇文章之前,您不能不谈论它的技术成就来谈论《 Gunstar Heroes》。 游戏非常明亮多彩,在运动中看起来很漂亮。 它很容易成为Mega Drive最好看的游戏之一,并且可以与Super Nintendo的高端图形游戏竞争。 即使在两个玩家模式下最混乱的时刻中,游戏也没有任何减速。 它既是Mega Drive图形功能的展示,又是其处理能力的展示。 更不用说游戏的清晰和合适的配乐了。 宝藏一直以来都有将自己的平台推向极限的诀窍,而《 Gunstar Heroes》则表明他们是立足之本。
疯狂地认为这款游戏几乎没有在西方发行。 它从日本出来的唯一原因是美国世嘉公司的一个制作人要求它,因为其他人表示对这款游戏不感兴趣,主要是因为它的精灵很小。 对他来说幸运的是,他为之奋斗的游戏成为了经典游戏。 Gunstar Heroes让Treasure尽早展现出自己的肌肉,并迅速成为Mega Drive的定义性头衔之一。 尽管使用了所有现代技术来制造子弹地狱射手,数百名敌人出现在屏幕上,大老板等等,但仍然很少有游戏能够与1993年的Gunstar Heroes的乐趣和纯粹的混乱相提并论。
49 | 辐射:新维加斯
发行日期:2010年10月19日
最终版本:PC; 还在:Xbox 360,PS3

辐射3很烂。 真令人失望。 它实际上不是具有RPG元素的深度和引人注目的WRPG,而是一种开放世界的准FPS。 从本质上讲,它是“说话者:切尔诺贝利的影子”,但设计得还不算好。 辐射:宣布宣布新维加斯,许多人对此表示怀疑。 当人们发现贝塞斯达不是掌舵者而是黑曜石时,这种怀疑被解除了。背叛者的面具,然后在书架上热销Alpha Protocol。 人们希望《辐射:新维加斯》将遵循与其他游戏相同的方式,就其游戏而言,其重点是首先要拥有高质量的角色扮演体验。 它做了。
辐射(Fallout):新维加斯(Fallout 3)应有的一切。 对于初学者来说,它拥有3D开放世界,在地图上设计该地图的目的不是为了让玩家探索边界,而是为了让玩家遇到各个枢纽城镇和地区而更多。 在这些城镇和地区是当地人,其中许多人需要完成玩家的一些任务。 这些任务不是您通常的“收集X量的放射性山羊脾,我会给您奖励”,而是通常将玩家与特定社区中发生的事情交织在一起。 这些目标经常让玩家在特定的冲突下选择一方,并且在道德上很少是黑白的。 它们通常会影响玩家以后可以做什么以及如何进行游戏。 由于玩家在出现的各种情况下如何选择对齐,因此经常会结盟和敌人。 辐射:新维加斯确实使玩家的选择变得重要。
当然,角色扮演只在不关心角色的情况下至关重要。 我承认,虽然角色不是最深的,甚至没有那种吸引力,但他们的确令人难忘。在整个游戏中,人们会遇到:一个种族灭绝的罗马蛮族,埃尔维斯,仆人机器人,牛仔,至高无上的AI,还有许多其他。 玩家的盟友同样独特。 我和一位赛博格犬和一位奶奶Supermutant一起玩游戏。 说出您想要“辐射”,但它确实脱离了传统的Tolkien和SciFi trope角色,尤其是在此条目中。
在演示方面,游戏看起来就像《辐射3》。外观看起来可能有些欺骗。 尽管具有与第一款游戏相同的质感和相似的艺术风格,但主题仍进行了一些更改。 它不是后世界末日的1950年代版本,而是它的1850年代版本。 尘埃落定:新维加斯采用了《尘埃落定》系列的世界末日视觉,并增加了牛仔味。 在游戏开始的前五分钟,它甚至还展示了在木栅栏上方射击啤酒瓶的音调,以进行目标练习。 这样便为游戏的其余部分设定了基调。 新维加斯市是不像1850年代那样唯一的例外地区。 正如人们可能期望的那样,它是1950年代版本的拉斯维加斯。 这完成了明亮的灯光,赌场和俗气的装饰。 实际上,它是游戏中为数不多的地方之一,看上去确实可居住……有些……不是,但是仍然可以。
与辐射争斗:新维加斯的工作原理与辐射3一样。这实际上相当不错,因为辐射3的战斗非常有趣。 VATS系统又回来了,比以往任何时候都更加令人满意。 该游戏为玩家提供了各种武器,从手枪到能量枪,再到火箭发射器。 我唯一的抱怨是,尽管战斗显得浮躁,但相当肤浅。 有很多游戏可以使准实时战斗系统变得更好。 公平地说,《辐射(Fallout)》系列总是表现平平。
就故事而言,我不想付出太多,但这确实可以保持玩家的兴趣。 像许多WRPG一样,故事始于玩家快要死了,因为他们回想起沉重的狗屎。 他们奇迹般地度过了磨难,并发展了失忆症。 现在,他们在尝试捡拾碎片时漫游世界。 尽管阴险乏味,但情节却能完成任务,因为它为玩家提供了穿越世界并与他人交谈的借口。 这不是最好的故事,但是和大多数RPG一样,肉在旅途中而不是目的地。
辐射:《新维加斯》是一款游戏,似乎属于某种平行宇宙的一部分,其中《辐射3》实际上为球队带来了正义。 它采用了Fallout系列并对其进行了扩展和完善。 这是2010年代初一小波游戏的一部分,这些游戏既雄心勃勃,又扮演着深深的角色扮演机制。 随着《辐射4》的发布以及对《辐射3》的同一个坑洞的捕捉,绊倒了该系列的影迷,希望黑曜石何时能继续担任开发者的主席来创建自己的作品。 只有时间会告诉您是否会发生这种情况,但是至少工作室会在系列赛中为歌迷们提供高质量的游戏,他们可以继续重播。
48 | 塞尔达传说:时之笛
发行日期:1998年11月23日
最终版本:Nintendo 3DS; 同样在:GC,N64,用于Wii和Wii U的虚拟控制台

Out of all the games I have on this list, this one is likely to be by far the one to get the most complaints in terms of its ranking. In virtually every single “top X games of all-time” lists, one game consistently takes the number one spot. That is The Legend of Zelda: Ocarina of Time. To be fair, there is a big reason for that. During its release Ocarina of Time was revolutionary. Prior to it full 3D movement games were mostly limited to 3D platformers, in no small part due to Ocarina of Time’s director Shigeru Miyamoto pioneering that genre. “3D games” in general still moved around in a 2D space. Sure games like Resident Evil and Final Fantasy VII seemed impressive, but they relied moving around in two dimensional painted backgrounds. Even when games ditched 2D backgrounds and went full 3D, they were still technically 2D. Metal Gear Solid made a huge buzz when it was released two months before Ocarina of Time, and was essentially Metal Gear 2: Solid Snake with polygonal graphics and a zoomed in camera. Unless it was a racing game, first person shooter, or a platformer, the game wasn’t going to have full 3D movement. Nintendo could have taken the easy way out by essentially having Ocarina of Time follow in these game’s footsteps, but that isn’t the “Nintendo Way.”
Nintendo actually had Ocarina of Time be a full 3D game. The game had full 3D combat, full 3D interactive dungeons and puzzles, and even a full 3D overworld. In fact the only place in the game that wasn’t fully 3D was the main town, as that used painted backgrounds. Usually a developer juggling too much at once leads to an over ambitious project that ends up falling flat on its face. Instead, Ocarina of Time soared to being the most critically acclaimed game of all-time, a title that it still holds to this day. There are primarily two reasons for that. The first is that it solved so many problems with working in 3D that developers just couldn’t figure out. For a modern comparison, think of virtual reality. Try imagining making a game like Zelda with the HTC Vive. The concept of just sword fighting with the enemy is confusing enough. One would having to figure out just how to sync the animation and hitbox correctly with the player’s swinging motions. They would also have to figure out what would happen when the sword clashes with the enemy’s sword or shield. This doesn’t even bring up the matter of depth perception. Keep in mind we haven’t even begun to talk about how the AI will even react toward the player. And all this just for a sliver of the Zelda experience! It comes to no surprised that virtually every VR game designed from ground up so far is very simple and essentially a walking simulator. This was where 3D was more or less at during most of the 1990’s, as developers then had the same problems working with 3D as modern developers do with VR today. Ocarina of Time figured all of these problems out, that is one of the reasons why it is so renowned.
Of course, the other reason why the game was so critically acclaimed is because it is so good. To this day, Ocarina of Time is amongst the best games.one can play. Despite laying the ground work for interactive 3D gameplay, it still manages to not feel outdated. This is a very rare thing to see with 3D games of that era that dared to experiment. So it wasn’t just the fact that Ocarina of Time solved the many problems of making an action/adventure title in 3D, but that it did it very well from the get go.
Ocarina of Time is more or less The Legend of Zelda: A Link to the Past, but in full 3D. The game is presented in a behind the back perspective as the player transverses across the world through various towns, forests, plains, and other locations. The game starts the player off in a village where an infamous fairy greets them. It continues the basic formula of a Zelda entry’s opening scene to the first dungeon essentially being a tutorial. The game begins by moving very slowly, as Link explores the town, moves throw mysterious woods, and explores the first dungeon. Once that is complete, the world opens up for our legendary hero. Well, at least somewhat. After leaving the village one goes to the main town. There they will briefly meet the princess and later see her kidnapped. After that, the game opens up where the player explores the overworld to tackle whatever dungeon they want to first. There is plenty of variety as there is a water dungeon, fire dungeon, ghost dungeon, and what have you. Like all Zelda game, the objective is to complete each dungeon to receive a special item and eventually collect the pieces of the tri-force and defeat Ganon.
From the get go, you can tell Nintendo knew what they were doing. Controlling Link is a breeze as he smoothly runs across the screen as he can jump, roll, back flip, and side step. He can also slash and stab his sword and put up his shield with ease. There is also a targeting system in which a reticule stays on to the enemy and black bars cover the top and bottom of the screen like watching a widescreen film. Link locks on to the enemy, as does the camera, making battles easy to focus on and relatively painless to engage in. Combat is admittedly a bit slow, but like Dark Souls, it gives the advantage of the player being able to see what they are doing. The combat is surprisingly refined for the time that it was made, and still to this day holds up well enough. Being honest, I actually find the combat more engaging than almost every Zelda game that came after it. The enemy AI reacts very well to what the player is doing, and there is one sub-boss battle that is really impressive to how the AI engages in sword fighting, especially for its time.
The heart of a Zelda game is of course its dungeons. Ocarina of Time’s dungeons are very well made. They may not be the best in the series, but they managed to get A Link to the Past’s polished level design perfectly translated to a 3D space. The puzzles are simple enough to understand, but complex enough to have the player really have to think about what they are doing. Puzzles often take multiple stages to complete, and much of the time require transversing through the dungeon and interacting with the general environment. Sometimes, I feel that they were too advanced for their time. The Water Temple is a good example of this. Personally, I found this to be the easiest temple in the game, but at the time of release it was infamous of being so confusing. This was primarily due to the fact that in order to progress in the dungeon, one would have to raise and lower the water levels. This would require exploring and memorizing where all of the main doors are, and having great spacial awareness. These were things that most game player lacked in the early days of 3D gaming. Sure games like Duke Nukem 3D and Doom required exploration, but that was in mostly on a flat map contained to a single floor with limited interaction with the environment. Ocarina of Time took its exploration to multiple floors throughout its dungeons, with the player regularly picking up and stacking items, observing to shoot down objects and enemies, and so on. The level design was very complex for its time, and in some ways shows how many games have gone backwards since its release, as doing such things highlighting a key to pick and up and open a door across the room to solve a “puzzle” is so commonplace now a days.
In terms of presentation, Ocarina of Time certainly gets the job done. In either version you play, the graphics have a nice and clean cartoony style, and the world has a very washed out colored look to it. Admittedly it seem a bit weird at first, but one quickly gets used to it. There is no voice acting, but personally the game doesn’t need it as characters don’t have much to say. The music is also very catchy as people are still humming the tunes almost twenty years after the game was released. The game does have cutscenes but they rare. It isn’t the most cinematic game, and wasn’t even considered as such during its original release, but the game isn’t suppose to be cinematic so it makes sense.
It isn’t difficult to see why The Legend of Zelda: Ocarina of Time ranks so high on so many lists. It is a very well made game that has few weaknesses. Its mechanics and design are timeless, which ensures that the game will enjoyable for generations to come. That said, much like Super Mario Bros., the game has been picked and influenced by almost every game released after it. It is inevitable that games will improve upon aspects of its design almost twenty years after its release. Regardless, the game still holds up very well today and still deserves to be listed among the greats. The fact that it’s on the top half of this list speaks volumes of its quality
47| Banjo Kazooie
Released: June 29th, 1998
Definitive Version: XBLA for Xbox 360; Also on: N64, XBO

Just like its 2D predecessor, after Super Mario 64 there were a lot of games that emulated its design. Games like Gex: Enter the Gecko and Glover clearly took notes from Super Mario 64’s playbook as they featured a hub world, multiple collectibles, and large semi open-ended levels. While these games were good, none of them came close to being as good as Super Mario 64. It turned out that Rareware was creating a 3D platformer of their own. According to trailers and interviews, the game would be much like Super Mario 64. This seems very familiar, as the game that put the studio on the map was heavily influenced by the previous Mario platformer. The difference is however, is that the new game couldn’t rest on unique technology to stand out from the crowd. It would instead be on the same playing field as Miyamoto’s and everyone elses’ efforts. Would Rareware be able to make a hit platformer game on its own merits? This question was answered with the release of Banjo Kazooie. And the answer was a resounding “yes!”
Banjo Kazooie is essentially a Super Mario 64 reskin. It has a hub world the player travels through to enter levels, stages are completed be earning golden items from various objectives, and it offers collectibles to… well collect. The key difference between Banjo Kazooie and Super Mario 64, is that Banjo Kazooie takes Super Mario 64’s formula and adds a shit ton of hot sauce. The game does everything Super Mario 64 does but more of it. Yeah, Banjo Kazooie has a hubworld, but the hubworld is massive. Rather than being a series of interconnected rooms it is more spacious and larger than any level. Yeah, Banjo Kazooie has objectives to complete in each level like Super Mario 64, but rather than having five or six of them, each level has around ten different objectives. Yeah, Banjo Kazooie has collectibles like Super Mario 64, but instead of having just two or three types coins, Banjo Kazooie has even more collectibles…a lot more collectibles…A LOT MORE. The point is Banjo Kazooie took everything good about Super Mario 64 and expanded on it.
The game’s story is fairly simple. Banjo and Kazooie are having a nice day and relaxing, when Banjo’s sister, Tooty, gets kidnapped by the evil witch Gruntilda. Gruntilda, often called “Grunty”, kidnaps Tooty in order to extract her “cuteness” to become beautiful. Seeing that his sister is kidnapped, Banjo teams up with Kazooie to save Tooty. There isn’t really much else to the game’s plot. It certainly isn’t the deepest out there. However, the story does stand out a bit, as it is pretty humorous. The entire game has a tongue and cheek Saturday morning cartoon tone to it. Admittedly the game won’t have you laugh out loud, but it will make you chuckle or at least smile.
Presentation wise, like most Nintendo 64 games, Banjo Kazooie isn’t too cinematic. However, the game has a colorful art style that is very easy on the eyes. I guess it helps that there are no humans featured in the game, so the blocky character models and muddy textures are more forgivable. The title also features a great soundtrack that is amongst Rare’s best. The music goes perfect with the game’s wilderness setting and cartoony vibe.
Gameplay wise, as said before, Banjo Kazooie is essentially a souped up version of Super Mario 64. One thing to note however, is that exploration plays a much bigger part in this game than any other 3D platformer out there. Levels are huge and sprawling with content. Finding out where to go and how to get to it isn’t always obvious. This game was released in a period where either 3D level design either really relied on players to use their heads or where everything was spoonfed to them. Luckily this title falls into the former. It can take quite some exploring in certain levels just to find the next puzzle piece (Banjo Kazooie’s version of gold stars). The maps in the game aren’t flat with occasional platforms about, they are designed with the third dimension in mind as the player will frequently travel vertically and horizontally as they hop across ledges, fly in the sky, or swim underwater. Like most games of its era, it shows in many ways how 3D game design has gone backwards over the years.
Controlling the characters feel great. Banjo moves around well as he clearly has some weight to him. If the player ever wants to speed things up at the sacrifice of brawn, they can immediately switch to his partner Kazooie who is much faster and lighter, but can’t do much if any damage to the enemies. Players can use the two characters to perform a variety of moves. This includes the butt stomp and the punch that were shamelessly taken from a certain other platforming game. However, there are also unique abilities such as Kazooie’s multi-peck for up close baddies and egg coughing for range attacks. They aren’t the most accurate attacks, but they get the job done. Banjo can also perform a double jump as after Banjo’s first jump Kazooie will flap her wings to give Banjo an extra oomph. There are also parts of the game where Kazooie can fly Banjo throughout the air and that Banjo can dive underwater. Like in Donkey Kong Country, the characters can turn into various enemies to get into tight spaces, but it is rarely used.
The game isn’t perfect however. For starters there are way too many things to collect. There is such a thing as too much content, as at times I was wondering just what I should focus on collecting. The levels require the player to explore and use their heads to figure out where to go and what to do next, which is something I commend Rare for doing. Unfortunately, it does get very annoying walking around for thirty minutes as one explores every nook and cranny just to find the last puzzle piece. But by far and wide the game’s biggest offense is the last part of the game. To actually end the game requires getting almost every single puzzle piece. With how large and complex each level is (not to mention all of he collectibles) this is just too daunting of a task. Personally they should have just ended the game after completing all of the levels. The last part really wasn’t needed.
Even if one doesn’t complete the game, Banjo Kazooie is still one of the best, if not the best, 3D platformers ever made. As saturated as the genre was during the late 1990’s, it is unfortunate that adventure 3D platformers went the way of the dinosaur. Or at least so it seemed. In 2014, a group of ex-Rare staff formed a development studio called Playtonic Games. They went to set up a Kickstarter for their first project called Yooka-Laylee, a “not Banjo Kazooie, but it’s Banjo Kazooie” platformer. They reached their project’s goal in just thirty eight minutes and ended up raising over €2,000,000, shattering their expectations by over tenfold. It just goes to show how much of an impact Banjo Kazooie made on the gaming community.
46| Super Castlevania IV
Released: December 4th, 1991
Definitive Version: Super Nintendo; Also on: Virtual Console for Wii and Wii U

Yes, it’s the “casual” Castlevania of the 16-bit era. Yes, it is the “boring” answer of what the best classic Castlevania game is. Yes, the game is “easy”. Yes, it isn’t as “dark” as the other games. But god damn it, if it isn’t the best classic Castlevania out there. 原因? Because it is fun to play that’s why. Releasing just a few months after the Super Nintendo crossed American shores, Super Castlevania IV gave gamers no excuse to not want a Super Nintendo. It took everything that made the original games good and refined it to create a highly enjoyable experience.
Anyone who is even familiar with the Castlevania games knows the deal. The player controls a vampire hunter out to kill Dracula. They venture off on a journey across the country to reach the castle. The perilous journey is conveyed in game in a sidescrolling fashion, as the player hops from platform to platform as they dodge projectiles and defeat enemies. The primary weapon in these games is the whip. It is truly the trademark to the series because, well whips are fun to use. In addition to that the player can pick up secondary weapons for range battle such as a knife, ax, and holy water. There is also a secondary weapon that can be used once to stop time, as enemies all turn into stone for a couple of seconds. The enemies the game offers are usually skeletons, bats, mermen, zombies, and pretty much any classic movie monsters you can imagine.
Admittedly, Super Castlevania IV doesn’t deviate much from this. There are a few new features such as the useless, but addicting, spinning your whip around like a baton, and manually swinging off of hooks to hop on ledges. Again, these aren’t the most groundbreaking features, but they are fun. What makes Super Castlevania IV head and shoulders above the rest is that it is so expertly designed. Levels are crafted as each platform and enemy are placed to give the player a sense of enjoyment. While there is a lot of trial and error in the game, it is always fair, because enemies never just pop out of nowhere, and as long as the player is paying attention to their patterns they can be easily defeated. This goes from the smallest baddies to the biggest bosses.
Presentation wise the game is great. The pixel art is very colorful, for a Castlevania game, and the sprites are large and detailed. This does come at a cost however, as the game features significant slowdown. This is especially true when fighting the “mud men” in which they break apart and create smaller versions of themselves until there are around half a dozen on the screen. The good thing is that the slowdown doesn’t really effect the gameplay much as it only occurs during the flashy effects the game offers. This may sound like I contradicted myself as I just brought up the mud men, but they are so slow and have such a simple pattern that the game could be sped up by three hundred percent and they would still be easy to kill.
但说实话。 Where Super Castlevania IV really stands out is the soundtrack. It’s just baffling that such quality music is coming out of the Super Nintendo less than a year after its launch. The game could arguably be the pinnacle of midi music. Yes, later Castlevania games featured CD quality sound, but I always felt that the music was better with the “chip tune” aesthetic.
Saying all of this, the game isn’t perfect. For one, it is a little on the easy side. The game isn’t easy per say, but for a Castlevania game it is. There is a certain expectation one has when playing an entry to the series, sort of like when one picks up a Dark Souls title. Sure Castlevania isn’t that unforgiving, but they are still a bit difficult to get through all the way. On top of that, the game doesn’t have a save feature. There is a password system, but come on! This is the Super Nintendo and battery saving should be standard.
It is rare for a title to launch so early on its consoles life and sit on top of its throne as the best game in its genre. But Super Castlevania IV did just that. It released less than a year after the Super Nintendo hit store shelves anywhere in the world, and despite that it managed to push the system to its limits in many ways. It is unfortunate that Castlevania never returned to its popularity that it had with this entry. Rondo of Blood was only released on the PC Engine in Japan and received a less than favorable port to the Super Nintendo. Bloodlines was a good entry for the Mega Drive, but that’s it. Symphony of the Night certainly is held in high regards in the hardcore gamer crowd, but it hardly lit up the charts. The series proceeded to be adored by handheld gamers, but only sold in the hundred thousands. Today the series is about alive for Konami as Mega Man is for Capcom. At least the last time the series was in the spotlight it was for its most exceptional title.
45| Persona 4: Golden
Released: December 9th, 2008
Definitive Version: Playstation Vita; Also on: PS2, PSN for PS3

In December of 2008 the then new current generation systems were red hot. Nintendo’s Wii was selling extremely well to the annoyance of a lot of gamers who were displaying self-parody levels of hysteria, their DS system was selling even more, the Playstation Portable was at its high point, and the Xbox 360 and Playstation 3 were in their stride. Persona 3 was released in the summer 2007, when all the new systems were out and gaining traction. Despite the media and the market being laser focused on the new generation consoles, Persona 3 gained a huge amount of buzz being released on the Playstation 2, the senior citizen of the console market. The game sold well and gained a big cult following. When Persona 4 was announced shortly after, fans were ecstatic. However, people were shocked to hear when the game was announced for the Playstation 2, when every other developer seemingly moved on to one of the major new consoles, or even handhelds, to develop games. Despite the initial bemoaning, in hindsight it was a great move as it gave so many more people the opportunity to play one of the greatest games in the genre.Persona 4 quickly became one of the best regarded JRPGs of all-time, and threw a wrench in the common notion that the subgenre has stagnated.
Persona 4 starts off as you play a teenage boy who is going to live with his father and his cousin for a year. The transition is going to seemingly be rough as the main character, I’ll call him “Senpai” as that is what most people call him (yes I know this is a formality in Japanese), is a city boy who is moving into a small town. The transition occurs smoother than expected as he picks up new friends fast. Before he knows it, he has his own little clique going on. Suddenly a grisly murder occurred as a former TV announcer’s deceased body is publicly displayed for all to see. Murders and disappearances start becoming a common occurrence. Senpai begins to notice that prior to a murder occurring, silhouettes of human figures begin to appear on TV at midnight when it is raining. What is strange is that this happens when the TV is turned off. As the days pass by, eventually the silhouette will turn into a visible person who rambles on and on about strange things. It turns out that these figures are of those who have disappeared. In sheer curiosity, one night Senpai touches the screen on his TV and discovers that his hand goes through it. He tells his friends, but they obviously don’t believe him. When they go into a department store, he and one of his friends are in the TV section. They joke about Senpai putting his hand inside the TV. It’s all fun and games…until he actually does. In a panic Senpai and his friend fall into the TV world. They are greeted by a stuffed bear who claims that strange occurrences have been happening lately. They form a pack with the the bear to solve the mystery for him. The rest of the game follows the Senpai as he makes new friends to save innocent people from being murdered as he tries to find who the real mastermind behind these murders are.
Gameplay wise Persona 4 is very unique. It’s part dungeon crawler and part dating simulator. It seemed to hop on the date sim bandwagon well before the likes of (waifu) Fire Emblem and other titles. This really help set the series apart from other RPGs during its initial release. Basically during the day the player goes to school. Once school is finished, they have the option of either going to a school club, talking to their friends, or going inside the TV. The former two choices can result in building social links. Essentially, the stronger the link, the stronger the friendship. This results in specific perks, mostly that whenever the player fuses as persona of the same arcana, alliance type for the layman, as their friend, the persona gains experience points to level up depending on their strength of their friendship. If the player strengthens their friendship with one of their party members, then that party memebr gains special battle abilities. Some of these are useful such as characters learning new magic skills, but others are extremely important such as the ability to resurrect the player automatically from death. If one chooses to go through the dungeon instead, then the game plays just like any other dungeon crawler. The party walks around an, often randomly generated, dungeon trying to find the next stair case until they get to the dungeon’s boss and save the kidnapped victim. As hinted at before, the party fights enemies with creatures called “persona”, they are literally the demons from the Shin Megami Tensei games, as you can collect up to a certain amount at a time. Players can fuse demons into specific types as they can customize some of their moves to create the perfect persona for any given situation. Boss battles will often require the player to craft the right persona for the job. Some times bosses may change into different forms and what not, and lucky for that the player can switch persona at any given turn.
The battle system is press turn. Essentially this means that one can exploit an enemy’s weakness as if they use an attack they are weak against, one can attack again. For example imagine fighting a fire monster and then proceed to use an ice attack. After the fire monster is hit, it collapses and gives way for another attack. If all enemies are collapsed it gives the option for a gang beat up as all party members rush across the screen to the enemy(ies) to give them an ass whooping.This results in the foe(s) taking significant amount of damage. The press turn system is powerful, but is also a double edged sword. The game’s rules goes for the player’s party as well, as if someone is hit with an attack they are weak against, they fall down and receive another attack from the enemy. Fortunately enemies don’t have a rush down attack like the party does, but that only comforts one so much when an enemy gets three attacks in a row by exploiting your characters weaknesses.
While the game’s general story is pretty good, Persona 4 truly shines in its individual vignettes. Building social links with friends and acquaintances has the player get to know them much more personally and even intimately. The player feels a connection to others, as their stories are often well written and very human. There is story that everyone can relate to, as the stories often touch upon families, dreams, and expectations. Building social links isn’t best just to gain advantages in battle, but to also experience to core point of the modern Persona games. If one doesn’t feel like doing social links for some reason, but still wants to fulfill more traditional, and boring, RPG duties, the game has many sidequests for the player to complete. Admittedly most of these are fetch quests or “find person X”, but they can be a nice distraction at times.
As said before the game’s main story is very good. What really makes it so good is the cast of characters. Even if one doesn’t bother to build up their social links, they really stand out. They are actually arguably some of the best cast of characters in RPGs in general. Each of them has a very unique personality and back story. In a way, it makes the game’s ending very sad as one knows that they will end up wrapping up the story and no longer seeing the characters. It isn’t surprising at all that Atlus managed to milk the cast for four completely unique games.
Presentation wise the game is probably has the most memorable style since Jet Set Radio. The entire game has a very “hip” feeling to it, thanks to its art style, fashion sense, and menus. But what really makes the game stand out is its incredible soundtrack. It’s “groovy” and stylish soundtrack really give tons of character to the game. I say this with no hesitation that it is probably the best soundtrack in any video game ever. Eight years later I still find myself listening to the music on an almost regular basis. It is kind of ironic thinking of how trendy and “cool” the game is being that it doesn’t take place in Shibuya or Akihabara, but a small town.
The game received an enhanced port on the Playstation Vita called Persona 4: Golden. It is the exact same game but with updated graphics, new music tracks, new social links, a new character and dungeon, and a much more fleshed out epilogue. It is comfortably the best version of the game. Being on the Playstation Vita also makes it a portable experience, which despite being developed with a console in mind, fits the game much better.
Persona 4 isn’t perfect however. For starters the game is a bit too grindy and the bosses take far too long to beat. To be fair this may be because I suck, am too good, or both. This may sound weird, but when ever I made these complaints people always said grinding literally isn’t an issue with the game if one hunts down the golden hands. This is something I often didn’t do because I found the golden hands way too difficult to defeat, especially since they would often run away. People were also shocked when I told them what level I was at, and were amazed that I managed to beat the bosses at such a low level. So I’m not sure if grinding and repetitive fights became a problem with me because I was too bad at the game or too good at it.
However, one extremely obnoxious aspect of the game that is universal to all players is the difficulty to actually get a satisfying ending. First is that around two thrids through the game there are a series of actions one can choose, unless they choose the exact correct order, the player will immediately receive the bad ending. What’s worse is that if somehow the player doesn’t realize this, the game gives the option of saving over the previous file. This could result in hours of loss play time, or even having to replaying the game from scratch as the player goes through dozens of hours just to get back to that specific scene once they realized that they made a mistake. On top of that, the true ending of the game is very obtuse to get. The game tricks the player at literally the last minute thinking everything is finished and wrapped up. It turns out that if the player goes to the major department store at literally the last second before heading home, they will meet up with their friends and end up fighting the true final boss. This is something I would have never figured out by myself if it wasn’t for someone telling me, especially since you can go to the department store beforehand and nothing happens. The plot, while interesting, is kind of ruined by how stupid the concept of the Midnight Channel is. How the fuck do such few people notice that their TV will turn on mysteriously at midnight showing crazy people on screen. Midnight isn’t even that late! I refuse to believe if something like this really happened that it wouldn’t be all over world news the next morning. The game is also a dozen hours or so too long for its own good, but again this could be because I had under leveled characters while playing through it.
With the fifth entry finally in sights of being released, I feel that there is no better time to reflect on Persona 4. In development for less than two years, Atlus managed to create one of the most classic RPGs ever made. The game is almost ten years old and despite that still has a fanbase that is hungry for more as they purchased games in the dungeon crawling, fighting, and music genres due to the characters starring in them. It isn’t surprising as the world of Persona 4 is one of the most engaging around. Here’s hoping that Persona 5 will capture the same magic that this title did.
44| Rolling Thunder 2
Released: 1991 (Exact date unknown)
最终版本:街机; Also on: MD, Virtual Console for Wii

Before Street Fighter II stepped on the scene, arcades were dominated by two genres: beat-em-ups and run-and-guns. Games like Teenage Mutant Ninja Turtles and Sunset Riders dominated arcades. Whether it be at Chuck E Cheese or a Mom n’ Pop establishment, any arcade would have rows and rows of cabinets of games in these genres. Due to the Super Nintendo and Mega Drive still being relatively new or not even released during the heyday of these genres, the only option most had to play a reasonable version of these games was at an arcade. In today’s world, these games are either widely available to play or are lost in time, depending on your stance on emulation for abandonware. While there are a lot of quality series in the run-and-gun genre such as Gunstar Heroes, Contra, and Metal Slug, none of them are quite as enjoyable to me as Rolling Thunder.
In this write-up I will be talking about Rolling Thunder 2. The easiest way to explain the Rolling Thunder games is that they are typical run-and-gun games, but with dash of Time Crisis. These may seem like polar opposites, but the game achieves this blend very well. Essentially the player can choose between two characters, with the ability of a second player to tag along if they want to. The player walks around the screen, but can only progress by walking to the right. Soon enemies and multiple platforms appear. Enemies obviously need to be shot at, otherwise they shoot at the player. The player can have the character hop up or down on different platforms. No matter which floor the protagonist is located on there will be boxes and similar items about. The player can move their character in front of these objects, where they can duck and cover to dodge enemy bullets. When the wave of bullets come to a brief halt, the protagonist can stand up and fire bullets at the enemy killing them. It takes the duck and cover aspect of Time Crisis and uses it very well. The difference is that this game is 2D and came along years earlier. The game also has a set amount of bullets the player can use per gun. When a weapon is out of bullets, the gun fires seldomly and bullets move across the screen very slowly. Fortunately there are doors to enter that either give the characters more bullets, more powerful ammunition, or even a different weapon. There is also a timer that counts down at each level. If the level isn’t cleared by the end of the timer then the stage is automatically failed.
What makes the game interesting besides its duck and cover mechanics, is that it is very vertically orientated. As said before, there are multiple platforms to hop on to. Namco took note of this, and had the level design take advantage of this. Not only do levels often require the player to switch platforms more often, but there are levels that are designed entirely to be scaled vertically top to bottom as some type of maze. This is something very rarely seen in these types of games, even today.
The presentation of the game is a bit disappointing. It comes of in trying to be hip and smooth ’70s spy thriller film, but falls short of it. The beginning of the game features some pretty cool music and character art that really sets the tone of the game. Unfortunately, this seems to get lost at many points of the game with music awkwardly switching to more traditional synthy game music of that era. You can still technically hear the hip and smooth ’70s soundtrack in the music somewhere, but it’s been considerably buried. The title still does a reasonable job in establishing a tone, but I feel that if the developers put in a little more effort into into the aesthetics of the game, it could have been something really special.
Another flaw with the game is its difficulty. I will admit I don’t play this game with a partner, but in single player mode the game is just far too difficult. It isn’t Metal Slug per say, but it is still a bit tough at times, especially in certain stages. To be more specific, it isn’t really the stages themselves that are difficult, but more so certain parts of their stages. The game for example relies on a duck and cover system, but sometimes the player find themselves juggling to take out enemies on more than one front. This makes things very difficult as the game gives each character two hits before they die. To be fair, each character has two or three lives, but that only goes so far when you are stuck at a certain group of enemies.
The game also has a story…and there isn’t much to say about it. Basically, satellites from countries around the world are being destroyed. The lack of information puts the planet into chaos. It turns out that the once defeated terrorist group Gelda has regrouped itself and is off to try and take over the world. It is decided that two agents, Albatross and Leila, will be sent to save the day. It is pretty forgettable, which is to par with games of this era.
Rolling Thunder 2 may not be perfect, but it is an arcade classic that is one of the go to games to play when bored and looking for a bite sized playthrough. The mechanics are fun, unique, and challenging. While run-and-guns started to become focused on being as chaotic and frantic as possible, Rolling Thunder always took the more calm and strategic approach. That alone makes it stand out from the pack. Unfortunately, these games never really got their due. While the series was moderately successful in North America, it never gained the popularity that Contra and Metal Slug had, nor the cult status that Gunstar Heroes did. This has led Namco to be very apathetic toward this series, proven that the only title in it available for modern home use is the second entry on the Wii’s Virtual Console. And it isn’t even the arcade version, but the Sega Mega Drive one. Though to be fair, it is a pretty good port and an okay substitute. But being that re-releasing old titles is so common these days and cost very little, there is no excuse not to be able to play the definitive version of any of these games on a modern platform.
43| The Legend of Heroes: Trails in the Sky (First Chapter & Second Chapter)
Released: March 29th, 2011
最终版本:PC; Also on: PSP, PSN for PSP and Vita

As stated a few entries ago, the success of Final Fantasy VII opened up the floodgates of JRPGs to be released in western territories. In just a couple years virtually every noteworthy JRPG series received a Western release for their main entries. Even extremely niche and Japanese titles such as the Shin Megami Tensei series began to see frequent releases. There was just one hold out series…well really company in general. Unfortunately, that company was Falcom. One of the oldest, if not the oldest, Japanese game studios that primarily produces role playing games, their RPG origins date back all the way to the early ’80s, and had their first breakout hit with 1984’s “Dragon Slayer.” That’s how old this development studio is, that when they started the name for a game called “Dragon Slayer” wasn’t even trademarked yet. Anyway, the studio began to make a name for itself, with successful titles such as Xanadu and Popful Mail. But their most well known series by far was the Ys series. Despite it releasing on the ill-fated Turbo-Grafx CD, the game gained a lot of buzz for its cutting edge CD features such as cutscenes and an arranged soundtrack.
Unfortunately for Falcom, being limited by their platform of choice was always huge hurdle. While Final Fantasy VII opened up the floodgates for Japanese developers to release their games in the west, that was particularly only for consoles and handhelds. Falcom was first and foremost a PC developer. While Squaresoft, Enix, Atlus, and Namco focused on the Playstation consoles and Nintendo handhelds, Falcom stuck with Windows PCs. This made many diehard JRPG fans frustrated, as they saw Falcom as the “white whale” of Japanese role playing game developers. They made many quality games, but they weren’t released. There were occasional tidbits such as the terrible Ys VI port, which is also one of the worst games in the series, for the Playstation 2, but it wasn’t enough. What’s more is that during that time Falcom apparently really ramped up their ambition with their other well known franchise, The Legend of Heroes series, as the latest entry, Trails in the Sky, was highly praised. Unfortunately, PC gaming was declining in the west, and Japanese games in general on the PC was unheard of. Due to this, games like Trails in the Sky, Xanadu Next, and Ys: Origin never were released in the west despite being some of the best games in their genre. Well Xanadu Next did receive an NGage port…but that was for the NGage…
Luckily, during the 2000s many small western publishers like XSeed, Ignition Entertainment, and Aksys began releasing lesser known Japanese titles. Seeing that Falcom began to focus on PSP releases for their games, XSeed took initiative and contracted Falcom to release some of their games, specifically all three Trails in the Sky games. JRPG fans everywhere rejoiced. Things looked optimistic at first, as the first game was coming along nicely. Then something rather unfortunate happened. It turned out that the first chapter in the series didn’t sell well. On top of that, the sequel required the first game to be completed, as it literally continues the story the following morning after the events of the first game. So XSeed was put in a situation where they promised to release the next game in the series, which requires people to play the first game, which sold badly. What could be worse than that? That the games had a crazy amount of text to translate, with the second chapter in the series being by far the most text heavy and ambitious.

XSeed didn’t just choose to localize any game, they chose to localize the most ambitious game a publisher could choose. Seeing that the PSP was declining, like any reasonable company, XSeed decided to abandon the project. Fortunately, the company decided to release the PC version on a whim. Trails in the Sky: First Chapter was very successful on the PC, even selling significantly more than its PSP counterpart. Due to this, Falcom decided to begin localization on the second chapter of the game series. This resulted in a nightmare of a development process that was so bad that it led to a near suicide. The workload was unbearable for almost everyone involved. Despite this, the fanbase would not stop bitching about XSeed being lazy as shit for not releasing the rest of the following games. In a miracle, the game actually released on both PC and PSN for Playstation Vita and even PSP owners. Unfortunately it wasn’t the best selling game out there, but XSeed never said the sales were bad per say.
While the story of the localization of these games is fascinating, what of the actual games themselves? After all, Magic Knight Rayearth for the Sega Saturn had a very infamous localization story as well, but most say that the story behind the game was more interesting than the game itself, which many said was fairly dull in comparison. Trails in the Sky doesn’t fit this bill, as it is a very quality title that was well worth the time and effort XSeed put into it. It is easily one of the best JRPGs western shores have received in quite some time.
To spare confusion, Trails in the Sky is really one game split up in two. There is the first game titled “The Legend of Heroes — Trails in the Sky: First Chapter” and the second game titled “The Legend of Heroes — Trails in the Sky: Second Chapter.” While the games were technically released separately, the first game’s story doesn’t conclude at the end and continues on in the second game. On top of that the character’s choices and experience transfers over to the second game. In fact, going from the first chapter to the second chapter is no different than switching from disc one to disc two in a large console RPG. Due to this, I will be reviewing the game as a whole, as a combination of playing the first chapter and the second chapter.
Trails in the Sky is the quintessential JRPG. It features a group of teenagers who venture out and explore the world as they meet a cast of colorful characters. Eventually they stumble on an evil plot and decide to save the world. Throughout the game, the player picks up a variety of party members that can be used in battle. In addition to the main quest, there are a variety of side quests one can pick up at the local guild. The game uses a turn based battle system, but it also uses a grid on the battle map that the characters can move around in. It also has various minigames, particularly fishing. In other words, it is the definition of a typical JRPG. It doesn’t even try to do anything unique or noteworthy.
What makes the game so praised, is not due to its innovation, but more so how well it executes its story, design, and mechanics. Sure, the game is filled with tropes, however they are done very well. Part of this is due to the setting. The world Trails in the Sky takes place in is unique enough to differentiate itself from the medieval settings these types of games typically have, but is tame enough to be relatable to the player. It isn’t world that is as imaginative as say Final Fantasy VII or as immersive as say Persona 4, but it gets the job done. The world is an interesting mix of knights and dragons, steampunk industrialization, and magic and the supernatural. It manages to throw a bone to appease most types of fantasy nerds and ends up succeeding.
But the real formula to the game’s success is the writing. I say this with no hesitation that The Legend of Heroes — Trails in the Sky has the best writing I’ve encountered in a game. Each character from as important as the main protagonists to as small as a maid NPC cleaning a house is filled with personality. Playing the game, one can see part of the reason the English release took so long. XSeed didn’t half ass the localization process, that went all out. It seems that each line of text tells a character’s story and reveals their personality. This does wonders for the main cast as each character feels wildly unique and memorable. The game features an assemble of playable characters and each of them have as much depth and personality to them as the most memorable character in your average renowned RPG. Meanwhile, the brightest stars of the bunch lead to some very hilarious lines to which I found myself literally laughing out a loud toward their quirks. Again, this just isn’t limited to the main characters, every line in the game has a significant amount of thought put into it. Even when talking with two or three line NPCs, they almost always say something important that reveals something about themselves and the general community.Things such as “their parents are out paying respects to those that fell during the war” or “my brother is in a gang and is causing trouble”, or something similar.
Presentation wise the game does great. The graphics initially may seem a bit dated, but seeing them in 1080p on a PC really makes them shine. The pre-rendered 2D sprites add a lot of character to the game, and mesh very well with the fully 3D backgrounds. Personally I wouldn’t have the graphics any other way. On top of that the game features some of the best music gaming has to offer. Falcom is one of the very few gaming studios that still has an in-house music team, and it really shows. There is no voice acting in the game, but personally I prefer it this way. Playing the title is much like reading a book in many ways, and I feel that the characters are much more alive when I imagine their voice and tone in my head than actually hearing it myself.
The battle system is a bit dated by today’s standards, but still gets the job done. The system features the usual attack, skill, magic, and item choices. Though, unlike most of the game, it does have some unique features. Most notably is that it has a system that displays the order of which character will attack next, this includes both the party and the enemies. Occasionally some stat bonuses will be given out during specific turns, such as critical attacks and healing. This adds a layer of strategy to the game, as some party members will be better doing weaker and longer attacks in order to bump the stat advantage off of the enemies turn and into one of the party members. It is actually very innovative and can make for some real tense moments. On top of that, each character has a super move they can unlock if they achieve a certain amount of “CP” (craft point). When a certain amount of CP is achieved the player can select the party member’s super move and perform it at any time. Ideally these moves are best saved for when a critical attack bonus appears to be able to dish out the maximum amount of damage possible.
Trails in the Sky is a great game, unfortunately it has one severe flaw that prevents it from being amongst the top of the top. That flaw is the pacing. The purpose of the game’s pacing is for it to be very slow and gradual so that the player feels that they are in an adventure. This makes the settings and locations stand out more, as well as clearing areas all the more rewarding. When you journey from being a simple student in training to saving the world from ancient evil, you actually feel that getting to that point is justified due to all the shit you had to go through. When combining the two chapters the game is very long. By the time the credits roll comfortably over one hundred hours would have passed. Now during many of these hours are some of the best moments in gaming I’ve ever had. Some incredible plot twists, engaging battles, and whimsical characters. On the other hand, there are certain parts in the game, especially in the second chapter, that just drag on and on. In fact, I’d say that they were very tedious. By the time you have undergone the story for sixty hours, the formula of walking in a town, discovering a problem, doing various side quests to level up, and then tackling on the main quest, gets pretty damn old. Luckily the latter third of the game abandons this formula, which results in gaming bliss, but that doesn’t stop some points of the game, particularly the midpoint, from being very boring.
It just isn’t the progression, even exciting moments such as the boss battles can be a chore. Some bosses take way longer to beat than they should. One boss battle I clocked at close to twenty five minutes before my party stood victorious. Then again, this may be Persona 4: Golden syndrome, as when I commented on my party’s level during these boss fights people were impressed that I managed to get so far being so underleveled. That said, this gives no excuse for the general pacing as most of the time is eaten up by walking around and exploring rather than fighting enemies. The game certainly has its highs and lows, but luckily it isn’t quite as extreme as something like say Arcanum: Of Steamworks and Magick Obscura.
XSeed managed to strike a tomb of treasures when they struck the deal with Falcom, as they now have many titles under their belt that have achieved five figure sales. Unfortunately, the tomb turned out to be haunted as well as the effort to release some of the titles were plagued with difficulties. With the latest Trails games released/being released in the west, and XSeed even localizing the third and final game in the Trails in the Sky story, though its more of an additional chapter than a continuation of the story, all seems well with the series. I do find it a bit ironic though, as the company couldn’t release its games in the west due to being so focused on the PC market in Japan while JRPGs dominated handhelds in the west, and now that Falcom has transitioned to handhelds, the western market is beginning to favor their JRPGs more on PC than on handhelds. This largely due to a huge resurgence of PC gaming in North America and Western Europe. It’s quite amusing and sad, but hopefully Falcom takes cue from other developers and start releasing their games on as many platforms as possible. Trails in the Sky was the white whale series for localizers, and one was crazy enough to go after it. The journey to catch the series was perilous, but in the end was well worth it.
42| Lords of Thunder
Released: 1993 (Exact date unknown)
Definitive Version: PC Engine; Also on: Virtual Console for Wii, Mega CD

Despite the PC Engine’s strength in its native country of Japan, it was struggling everywhere else. It turns out that a Japanese competing console did manage to shake up Nintendo’s iron grip on the North American market, but it wasn’t NEC, but SEGA. In a last ditch effort, Hudson heavily pushed the game “Lords of Thunder” to the North America market in an effort to revitalize their Turbo Grafx CD platform. The game wasn’t anything special at a glance, it was your standard horizontal shoot-em-up. What made it stand out was the godly CD quality soundtrack and tight game design. While the game garnered a lot of buzz amongst the hardcore market, it was relatively unknown to the mass market. As the Turbografx faded in to obscurity, Lords of Thunder is forever known as not only one of its finest and defining titles for the platform, but also of the entire generation.
让我们解决这个问题。 The music in the game is fucking incredible. Despite being made in the ’90s, the game has an ’80s hair metal (power metal more specifically) soundtrack. As a metal head myself, I often cringe when games use metal soundtracks, as it almost always leads to disastrous results. I’m sure many hip-hop fans can relate. But with Lords of Thunder the music is actually legitimately good. If one of my friends were to play this music to me, I would have praised it and never would have imagined that it would belong to a video game.Stereotypically, this type of music often involves vocalists singing about high fantasy themed heroes, gods, and battlefields. It turns out that this is the entire theme of Lords of Thunder, hence the music fits in perfectly.
Luckily, Lords of Thunder is not a Sunsoft game, so it has the gameplay to match its quality music. The game begins with some light RPG elements. The player can choose between four different types of “armor”. This includes earth, wind, fire, and water. Each piece of armor has different types of attacks and advantages. All you need to know is that the water armor is by far the best one, as it focuses on shooting projectile beams and waves in both in front and behind the player. After that there is a shop screen where one can purchase health, bomb attacks, and various upgrades. When that is finished there is a stage selection screen that the player can chose to go to each stage in any order.
The objective of the game is simple, defeat all stages on the screen selection. The game involves controlling a “lord” that wears powerful armor that fire projectiles at enemies. The enemies obviously fire back in great quantities. Occasionally power up items will appear which, as one could guess, powerup the character’s weapon. Each weapon has three different levels to powerup to which usually results in the protagonist’s projectiles becoming bigger, faster, and stronger. The player scrolls across to the right side of the screen defeating as many enemies as possible to rack up the highest score. There is more benefit to this than the usual dick measuring contest at the high score screen. The more enemies one kills, the more money one gets, which can be used to buy valuable items from the shop. At the end of each stage is a “Dark General”, who is basically also a lord who acts as the final boss of each level. Defeat the Dark General and complete the level.
As one can see, the game isn’t that unique. Again, what makes the game stand out is that it is so good. The protagonist feels very good to control, the enemy placement is seemingly perfect, and the speed of the game is fast enough to be intense, but not reasonable enough to be draining. The bosses earn their title and are very intense to play and are very ambitious in general. In short, the game is just an all around great package.
Of course, Lords of Thunder isn’t perfect. The main gripe I have about the game is that it is far too difficult for its own good. I have no problem beating a stage or two, but I find it very difficult to tackle three or more stages in one sitting. Essentially, if one dies enough times, they then have to restart all the way back to the beginning. Unlike most shoot-em-ups there is not even a password system in place. If you fail at the game, you don’t get another chance, you go all the way back. While there is some admiration to the “git gud” philosophy of this, it is a bit overwhelming. While diehard shoot-em-up fans won’t be bothered by this, it will certainly affect the less hardcore players. That said, the difficulty isn’t to the point of being game breaking like say in the infamous Mortal Kombat Advance.
Lords of Thunder was the PC Engine’s last big push. It was the last major exclusive game on the platform to be heavily featured on major magazines and storefronts. Unfortunately, despite the game’s quality, it was in the wrong genre and the wrong lifespan of the generation. 1993 was the year of Star Fox, Mortal Kombat II, Street Fighter II Turbo, NBA Jam, and Shinobi III. Not only did the game have a tough hill to climb by being in a niche genre on a niche console, but it was also fighting off the Super Nintendo and Sega Genesis when they were at their very strongest. Due to the growing popularity of emulation (both legal and illegal), the game has gotten a second look. Even major websites have revisited the game and given it a huge amount of praise. It is said to be one of the best shoot-em-ups ever made by the genre enthusiasts, and they may be right.
41| 团队要塞2
Released: October 10th, 2007
最终版本:PC(所有主要操作系统); Also on: 360, PS3

It is kind of surreal that after all of these years, Team Fortress 2 is still one of the most popular multi-player first person shooters. Releasing almost ten years ago, the game was extremely unique at the time for more ways than one. Immediately what stood out was its cartoony art style. When the seventh gaming generation was just getting started, games were often dark and grimy shooters with brown and beige pallets. In contrast, Team Fortress 2 was very colorful and cartoony, which made it a beautiful sight for weary eyes. What’s more is that the game had specific character classes, this was uncommon at a time when most games simply had the player choose any weapon they want at the beginning of the game, and even pick up dropped weapons while running around maps. Finally, Team Fortress 2 was a team based game, it revolved around each player doing their part in order to complete objectives such as capturing control points or capturing flags intelligence. The game has garner a huge following and is one of the most popular first person shooters of all-time.
As said before, Team Fortress 2 revolves around players selecting what specific character class they want as they work with their team in order to complete objectives. Originally, these objectives were limited to capturing control points and intelligence, but over the years Team Fortress 2 has added more modes to play. The most notable and innovative was payload mode in which players have to move an armed cart by walking up to it as they “push” it to the enemy’s base before the timer runs out. Admittedly it seemed dumb when first introduced but over-time it has become the staple mode of the game. The maps in the game are all specifically designed for their modes. Intelligence base maps tend to be very small, but maze-like. Control Point maps are moderately sized, but are filled with busy areas where players fight to claim each control point. Payload maps tend to not be too wide, but compensate for this by being very long, with various hidden paths to go through. Most of the maps are very memorable and well designed as as Valve definitely went for the quality over quantity approach. There are very few official maps in the game that I wouldn’t describe as “great.”
The classes are arguably the most defining part of Team Fortress 2. There are nine classes total in the game. These include: Scout, Spy, Heavy, Demoman, Soldier, Engineer, Pyro, Sniper, and Medic. Each class has defining traits and are crucial to complete any objective. The Scout scouts ahead the area and is able to cover a lot of ground fast. The Spy sneaks around as they can even dress like the enemy and kill critical opponents. The Heavy is a slow but powerful juggernaut who can annihilate enemies with his gatling gun. The Demoman can plant bombs and shoots grenades that bounce around the area, as he is great for taking out groups of enemies quickly. The Soldier is an all around balanced character who can handle multiple situations. The Engineer builds teleporting stations, health centers, and turrets. The Pyro is great for taking out enemies in close range as well as having them take damage over time. The Sniper kills enemies from afar. While the Medic heals other players. Each character has a specific job that they do and if a team is missing even one of them then the entire game leans toward the opposite teams favor.
In terms of presentation, Team Fortress 2 is a bit on simple side, but is still solid. All the characters have a unique personality to them that draws the player in. In fact there was time period of the game where Valve created short Team Fortress 2 films that were highly entertaining. The world of Team Fortress 2 is a bit of a mystery as Valve often leaves fans in the dark, however tidbits and winks often come across from time to time.The entire game is essentially that of a Saturday morning cartoon that takes place in the 1940s. However, it is clearly made for adults due to the violence, but despite heads rolling around and bodies exploding it never feels too unnatural or off putting. The game also has a nice 1960s esque spy film soundtrack that fits everything perfectly.
I feel that I can’t talk about Team Fortress 2 without talking about its move toward micro transactions and free to play. The game has changed so much since launch, that the only other game that comes to mind that has undergone so many radical changes without an expansion pack is possibly Splatoon. Not only has there been the addition of new maps and modes, but the game has added tons of weapons and costumes for players to wear. The most infamous of these are the hats. It may seem stupid at first glance to have a game economy revolve around costume changes for characters in a first person shooter, and it is, but nevertheless the community for the game can’t get enough of them. And to me this is the biggest negative aspect of the game. Prior to Team Fortress 2 moving free to play and having all of the cosmetics the game was highly balanced and very crafted. All the characters looked distinct so you would know exactly who is who and how to measure the threat effectively. Now that the game is filled with tons of weapons and obscure costume choices the entire game has changed for the worst. It is still a highly enjoyable title, it is just that Valve compromised competitive play for the booming in-game market.
Nearly a decade after release, Team Fortress 2 is still one of the hottest game titles around. The only team based shooter in the same vein that is getting more attention than it currently is, is one that is essentially a clone of the game and advertises itself as a “Team Fortress 2 alternative”. The game may not be as popular as its heydays, but it still one of Valve’s cash cows. I may not prefer what the game has become exactly, but either way it is still a fantastic title.
40| Snatcher
Released: November 30th, 1994
Available On: Mega CD

You never know what obscure game could be worth big bucks in the future. Currently, if you want to play Snatcher in any form of the English language, you will have drop at minimum $250, just for essentially the disc. It is one of the most expensive video games to buy, and is only surpassed by an extremely small list of games. The reason why the game is such a collector’s item isn’t just because it is rare or that it is good, but because it was developed by none other than Hideo Kojima.Before he became the rockstar game developer he is today, he primarily made Japanese style adventure games. It was a genre that perfectly fit Kojima’s cinematic style. Despite his adventure game titles being big hits in Japan, in the West they were not even released. This was primarily due to the fact that they were developed for hardware that wasn’t common in the West. However, once his sleeper hit Snatcher was released on the Mega CD in Japan, Konami took the opportunity to release the game the game in North America.
The plot of Snatcher is Blade Runner meets Invasion of the Body Snatchers. Basically in a dystopian future intelligence cyborgs begin snatching human bodies and posing as them. This clearly being a problem detective Gillian Seed, who is an amnesiac, is brought on the case. The premise of the game is so similar Blade Runner, that I would expect Warner Brothers to sue Konami if the game had been more successful.
Snatcher is just like any other Japanese style adventure game. Rather than being point and click like Western style adventure games, the navigation in the game’s all take place in an ever present menu. While the player can technically “move” around the screen, it is not done by having a character move bit by bit as one drags clicks a cursor around, but rather that the screen changes angles or entire scenes. There aren’t many puzzles in the game, as most of the game progresses by talking to the correct individuals. These things are done to keep the game as cinematic as possible. The screen always has the cinematography of a feature film, while the dialogue almost always relates to the plot. People often state that Metal Gear Solid games feel more like watching a movie than playing a game at times, but Snatcher take things to a whole different level. In fact, almost all the interaction the player has is pressing the confirm button to continue the dialogue.
Snatcher does differ gameplay wise from other Japanese adventure games in some key areas though. The first is that the game contains light gun segments. The game can be used with a light gun in which parts of the game turn into a Lethal Enforces type shooting gallery. There are puzzles too, but while there aren’t too many puzzles in the game, the ones that do exist often break the fourth wall. For example, there is a part of the game that requires the player to physically go to their local library (now use a device with internet) and look at a periodic table to solve a hidden code.These are brilliant moments in the game, but unfortunately they do not happen nearly enough.
Being honest, the gameplay isn’t much to write home about. It isn’t so much that the game play is bad, but more so that it is very thin. One could say that there is hardly any gameplay at all. Sure games like 999 aren’t the most “gamey” games out there, but at least they regularly have intricate puzzles, as one could argue that they are half visual novels and half puzzle games. To be fair, it seemed that Snatcher was going for trying to be half visual novel and half shooting gallery, but it didn’t bother as much with the latter as it should have.
What really sells Snatcher is its story and world. Its story is the usual twist and turn Hollywood affair one could expect from Kojima. The world is also fantastic. It is bright,blue, and neon. It feels like anime version of Blade Runner. Sure it is technically a rip off, but it is welcome as it presents the premise in a totally new way. This is a game that came out in the golden age of sci-fi anime and it really shows. Despite the world clearly being run down, it still looks vibrant and beautiful. Players taking screencaps of the game aren’t uncommon.


It just isn’t the visuals that are great though, the music also does a great job in setting up the atmosphere. It is the perfect blend of chip tunes and grunge synths that are tailored toward a Sci-Fi Spy Thriller Hollywood experience.It’s a soundtrack that sounds by far the best on the Mega Drive. There are other versions of the game that do exist, even for higher end consoles, but they don’t match the drummy bass feel of Sega’s sound chip. The game comfortably sits on the top of the premiere Mega Drive soundtracks.
I feel that I can’t leave out that the game had voice acting. Now that wasn’t that uncommon at the time as CD based add-ons had been available for years. What made Snatcher stand out is that the voice acting was actually not that bad. Keep in mind that this was at a time that if Working Designs wasn’t localizing the game, more often than not it would sound like this. While it may be average at best today, upon release Snatcher’s voice acting was akin to hearing harp music.
Overall, Snatcher is a game where its whole is better than the sum of its parts. It doesn’t have the most engaging story, doesn’t have the deepest gameplay, the world isn’t the most memorable, and the music, while great, isn’t the best gaming has to offer. What makes the game is how all these things connect to create a highly enjoyable experience. There is a certain feeling one gets from playing a Hideo Kojima game, the same way one feels a certain way when watching a Quentin Tarantino film. They both have a specific style and tone that noone else can replicate. If you’re a Kojima fan then you owe it to yourself to play this game. Just simply empty $250 from your piggy bank!
39| Fire Emblem Awakening
Released: February 04th, 2013
Available On: Nintendo 3DS

For the longest time, Fire Emblem joined the ranks of Advanced Wars and Mother as one of Nintendo’s most underappreciated franchises. The series were solid strategy RPGs that never seemed to have found much love outside of Japan. And even there the series didn’t perform too stellar. Seeing the writing on the wall, Nintendo decided to give Intelligent Systems one more chance with the franchise. They gave them an ultimatum, either the next entry sells well and the franchise continues or it doesn’t meet expectations and dies. Originally planned to be a new take in the series with a science fiction tone and the focus of a Mars colony, Intelligent Systems later decided to go the other way with it. Instead of breaking new grounds, the next Fire Emblem would be just like the previous ones with only one real big difference. That difference is that it would be extremely well polished. The game was released and not only did it meet expectations, it soared passed them and single handedly made Fire Emblem a noteworthy franchise for the western marketplace.
Fire Emblem Awakening is your typical Japanese strategy RPG. You move units in a grid, each with their own specific moves, weapons, and classes. Each time a unit beats an enemy they get experience points to level up and possibly learn new skills or equip better weapons. The objective of the game usually boils down to either wiping out all enemies on screen or taking out the commander. In truth it is very simple, but nevertheless is still very addicting.What makes Fire Emblem standout from other games is the fact that when a unit dies in battle…they die. You will never be able to use a comrade again if they fall in combat. That was at least the case for the longest time in the series. Fire Emblem Awakening however adds two modes to the game “Classic” and “Casual”. Classic mode upholds this tradition, while casual mode discards it. I can see why Intelligent Systems would do this. Losing your characters in battle adds a lot more challenge in the game and makes some stages take an absurdly long time if you don’t want to lose anyone. However, it is that challenge that truly defines the series, and without that penalty it makes the game a bit too easy.
Being completely honest, I stretched the truth a bit when saying that Fire Emblem Awakening only had one big difference from the previous games. Over the years, dating simulators have become quite popular in Japan. The genre really began to seep into the RPG genre with the hit title Persona 3. Fire Emblem Awakening takes cues from this and takes things even further relationship wise. During the game the two protagonists can marry characters of the opposite sex and thus procreate children. These children then become soldiers that can be used on unit. It is very exciting and entertaining mixing and matching characters to see just what kind of child will come out of the gene pool. This also contributes a lot to replayablity as the player can “fuse” together a different character each game.
Presentation wise the game is great. It is a very high budget given the genre it is in. The game features 3D cel-shaded cutscenes that look fantastic and tell the story exceptionally well. In-game, the game jumps between 2D sprites on top of 3D backgrounds for the field view, and fully 3D models for the combat view. This all works very well, especially with the Nintendo 3DS’s 3D effect. The only thing that is really bothersome is that the characters don’t have feet. It is something that is really distracting during the first few initial playthroughs.

The game also has quite the bombastic soundtrack. It fits the medieval tone of the game very well, yet strangely gives the game its own unique flavor. It isn’t the most memorable soundtrack, and it isn’t something you will be listening to on YouTube while engaging your hobbies, but it is very good. Thinking of it, this is surprisingly a bit Un-Nintendo, as the company tends to be very conservative in certain aspects of their games. One aspect is that games often have midi (or at least midi-like) soundtracks. While this works well in some games, it doesn’t so much in others. So it is good that Nintendo made the right call with this title.
Obviously, there still is the story to talk about, but really there isn’t much to say about it. The plot of the game revolves around a royal group discovering a young man with amnesia. Seeing that he is in a bit of delirious state, they transport him to safety. The group discovers that the young man is an exceptional fighter, so much so that they ask him to join their army. The young man agrees. I don’t want to go too much into spoiler territory, but let’s just say the game involves an empire trying to take over the world and use an ancient evil to do so. Being honest, it is all very clichè, which is by far the biggest problem with the plot. That said the story is still enjoyable, and it really is more about the characters you meet than the overall arching plot.
With Fire Emblem Awakening, Nintendo’s goal was to have the series stay alive. Instead the series began thrive with six figure sales. What was once a franchise so niche people were concerned that the latest entries wouldn’t even come Stateside, is now one that charts on the NPD list. Fire Emblem Awakening was a game that came out at the right place on the right time. It came out right as the Nintendo 3DS’s steam was slowing down after the holidays and was in a genre that people were hungry for. Nintendo’s gamble with the franchise paid off, and hopefully that paves the way for the company to take more risks with their other franchises.
38| Momotarou Katsugeki
Released: September 21st, 1990
Available On: PC Engine

Throughout this list, there have been a fair share of Japan only games. Most of these games have been on the NEC’s PC Engine. As explained before this is primarily due to the fact that the PC Engine was very successful in its homeland of Japan, but struggled to find success elsewhere. Due to this, most of its games didn’t leave Japanese shores. Out of all the games on the PC Engine, I feel that the one that sticks out to me the most is Momotarou Katsugeki. This is more than likely because it perfectly embodies what the PC Engine was.
Released in 1990, the game is an action/platformer hybrid. In many ways it works like most games of its era as the player walks around the screen as they hop over platforms and take out enemies. The main character is a ninja who damages enemies by using his projectile flame attacks from his trusty sword. It sounds simplistic, and to be honest it is, but that is sort of its charm. There are primarily two reasons to as of why the game manages to stand out from similar games of its era.
The first reason is the game’s presentation. It has a Saturday morning cartoon feel to it, however there is a bit of twist. It is very Japanese complete with cute oni, a feudal era theme, and various cultural gags such as tiny angels with equally tiny penises. The game’s art style does very well to complement this. The PC Engine struggled in making detailed sprites with precise pixels, however, it did well in making base colored sprites. As a result of Momotarou Katsugeki taking in the classic cartoony PC Engine art style, it looks very much like a cartoon. This is artstyle does well to complement the various bosses and enemies that take up a significant amount of screen space. Not much room for pixelation when most of the pixels are a solid color. This results in some pretty looking moving pictures across the screen. That said, it isn’t just the graphics, as even the music is very Japanese . You can just imagine the 1980s style Japanese child anime tropes coming to life just by listening to the soundtrack. Unfortunately that is about as standout as the music gets, as it is average at best. Though there are a few standout tracks.
The second reason why the game differs from its peers, is the game design. Most games of the era revolved around the player walking to the right side of the screen until they get to the end of the level. While this is true much of the time with Momotarou Katsugeki, it isn’t always the case. There are many parts in the game that has the player moving up, down, left, right and which ever way the level takes you. It seems that as soon as the player becomes bored traveling primarily one direction, the game switches things up. Luckily it does more than just merely changing the direction the player is traveling in. Some levels mix things up by having ice stages that add friction to the ground floor, others will have new enemies throw objects from above while the player tries to scale a mountain, etc. Considering that the game came out at a time when Super Mario Bros. 3 was the gold standard in its general genre, it was way ahead of its time.
实际上,桃太郎Katsugeki并不是真正的革命性游戏。 它只是扩展和完善了8位游戏多年来所做的工作。 对我来说,这就是PC引擎的象征。 虽然Nintendo和Sega那个时代的游戏机都专注于从基于演示的角度或街机游戏的角度推动游戏,但PC Engine却采取了不同的方法。 当然,它不专门研究拍打游戏,格斗游戏,角色扮演游戏或动作冒险类游戏。 但是它专门研究的是人们在8位时代喜欢玩的游戏。 该平台主要专注于射击游戏,动作平台游戏和动作游戏。 因此,我始终将PC引擎视为“真正的”超级任天堂娱乐系统。 因为查看它的库,所以就是它了。 只是经典风格的NES游戏,具有更好的图形,更大的精灵和更紧密的游戏玩法。
37 | 超级马里奥3D土地
发行日期:2011年11月13日
适用于:Nintendo 3DS

Super Mario 3D Land是我玩过的最好的Mario游戏。 我意识到这并不受欢迎,因为大多数人都喜欢Super Mario 3D World。 对于许多人来说,这款游戏吸收了Super Mario 3D Land的优点,但在此基础上进行了扩展。 虽然我在某种程度上同意这一点,但我仍然觉得《超级马里奥3D土地》是更好的游戏。 仅因为我觉得关卡设计更加紧凑,而且舞台更吸引人。
解释《超级马里奥3D土地》的最好方法是,它是对三维空间中传统2D马里奥游戏的最准确的解释。 尽管《超级马里奥64》是一款出色的游戏,但它并不是真正的“ Marioy”。 对于初学者来说,超级马里奥64在大多数情况下都是开放式的,而不是按照设定的方向进行明确的结尾,从而可以完成每个阶段。 虽然关卡设计很棒,但是遍历它们比起跳跃方面,在平台游戏的运行方面集中了太多的精力。 任天堂喜欢用他们的许多特许经营来重塑车轮,所以他们确保马里奥也不例外。 每个首次亮相的3D控制台Mario都会大大改变配方。 Super Mario 64实际上发明了这种类型。 超级马里奥阳光增加了独特的水花招。 超级马里奥银河改写了3D关卡设计,并在混合中大量引入了重力。 人们显然在猜测任天堂将为他们的下一个基于主机的Mario游戏做什么。 事实证明,任天堂会让粉丝们感到惊喜两次。 第一件事是,下一个大型Mario游戏将不在大屏幕上,而是在小屏幕上。 它将是Nintendo的,然后是新的掌上电脑Nintendo 3DS所独有的。 第二个问题是,这款游戏通过将游戏带回原点来重新发明了轮子。
虽然该游戏在玩法和视觉效果上都是三维的,但它在很大程度上模仿了传统的2D Mario游戏。 每个级别显然都有玩家必须遵循的设定路径。 虽然这些水平肯定不像《崩溃班迪科特》(Crash Bandicoot)所说的那样线性,但它们肯定不是开放式的。 玩家在平台上跳跃,在敌人上跳跃,收集硬币和力量提升时,将遵循设定的路径。 为了进一步配合返还,像2D游戏一样,在“套装系统”中完成道具。 当Mario收集能量时,身体会逐渐成长,实际上他的体型增加了一倍。 每当他获得或失去力量时,甚至伴随着经典的排泄声音。 马里奥一直沿着该区域奔跑,直到到达终点,这是一个旗杆。 马里奥(Mario)跳得尽可能高,试图达到旗杆的顶端以完成水平。 多年来,人们一直在理论上研究这款游戏,而替代3D Mario可能会是什么样。
为了进一步模糊2D和3D风格游戏之间的界线,与许多Game Boy Advanced游戏一样,该游戏以伪开销/等轴测透视图进行播放。 由于明确定义了视角,这为播放器带来了很多优势,而系统提供的3D效果进一步增强了视角。 它还可以方便地缩小模型和纹理,使游戏的图形看起来更加清晰。 游戏色彩丰富,易于观看,但不采用大胆的艺术风格,因此很容易发现所有内容。
使该游戏在该系列其他游戏中脱颖而出的是关卡。 他们是精心设计和变化。 虽然该游戏具有象征性的鬼屋等级,熔岩等级,水下等级,但除此之外,它还添加了许多新类型的阶段。 对我来说,最值得注意的是“光束阶段”,马里奥跳起蹦床等各种光束来扩大领土。 这些级别中的每一个都经过精心制作,并以Nintendo波兰语商标进行了调整。 除此之外,它们还很短,因为它们只需几分钟即可完成。 这导致很多可重播性。 更重要的是,该游戏是在手持设备上进行的,可以很好地补充短时爆发的游戏风格。
也就是说,任天堂在Super Mario 64公式中保留了一些内容。 首先是,虽然每个关卡只能通过达到最终目标来完成,但玩家可以收集的每个关卡周围仍然隐藏着星星。 玩家拥有的星星越多,可以打开的等级就越高。 另外,马里奥仍然拥有大部分来自超级马里奥64的标志性动作,包括后空翻,翻斗和对接。 在某种程度上,这使游戏感觉像“两全其美”的局面。
两年后,任天堂发布了直接续集《超级马里奥3D世界》。 它几乎与完全相同的游戏相同,具有更漂亮的图形,多个角色,在线功能以及一个多人游戏组件。 虽然游戏也非常好,并且欢迎新功能,但我感觉与原始版本相比,缺少关卡设计。 这些水平对于他们自己而言太难了,或者太容易了。 检查点之间的距离太近或太远。 而且,步调并不像3D Land那样紧。 因此,尽管我觉得3D世界是一款很棒的游戏,但与3D Land相比,它的画质明显要差一些。
不管您怎么看,《超级马里奥》系列都是游戏中最重要的系列。 作为全球最畅销的游戏品牌之一,它已经占据了三十多年的主导地位。 由于具有吸引力和高品质的游戏玩法,并且带有一点怀旧气息,因此体积很大。 我意识到许多人会严厉不同意我的选择,并声明3D World是最出色的头衔。 我意识到,目前有更多的人开始头脑混乱,所有Galaxy游戏都不会出现在我的名单上。 但是对我来说,我觉得3D Land是迄今为止最好的Mario游戏。
36 | Shantae和海盗的诅咒
发行日期:2014年10月23日
最终版本:PC; 同样在:PS4,XBO,Wii U,3DS,AFTV

2D动作冒险游戏是一种很长的流派。 自从Atari 2600冒险版开始,开发人员就一直在努力平衡基于探索的关卡设计和经典动作游戏。 在1980年代,两个著名的专营权刺破了这种类型。 塞尔达传说系列和神力少年头衔。 前者以自上而下的视角进行游戏,重点放在探索和解谜上,而后者则以侧滚的视角进行游戏,而更侧重于战斗和故事。 多年来,这种类型继续发展,尤其是在90年代中期出现了《超级银河战士》和《恶魔城:夜晚的交响曲》。 由于2000年代2D风格过时,这种类型开始消失。 但是,由于独立的游戏热潮,这些类型的游戏目前比以往任何时候都丰富,似乎每天都有一个新标题,它是《夜晚交响曲》,《银河战士》或《神奇男孩》的“精神继任者”。
显然,对这类游戏有需求。 不幸的是,情况并非总是如此。 2002年,一个名不见经传的开发商,除了who脚的授权游戏《 Wayforward》外,什么都没做。 它是Game Boy Color的Wonder Boy游戏的现代版本。 尽管受到好评,但该游戏在商业上却表现不佳。 开发人员继续制作平庸的授权游戏,直到他们有机会开发主线《魂斗罗》游戏为止。 在该游戏成功之后,他们继续将精力集中在获得许可的游戏上,并着眼于利用自己的IP。 这是Shantae重新回到方程式中的时候。
2010年,Wayforward发布了Shantae:Risky’s Revenge。 这是第一款Shantae游戏的续集,具有更好的图形,更严格的控制以及更全面的野心。 它的玩法非常类似于Wonder Boy游戏,特别是Wonder Boy3。该游戏让玩家控制了名为Shantae的半精灵,她穿越整个世界跳上平台,击败了坏蛋并探索了地下城。 这是一个非常不错的游戏,但仅此而已,它就是“相当不错”。 只是没有同类游戏中的“哇”因素。 幸运的是,几年后,Wayforward发布了续集来弥补这一缺陷。
Shantae和Pirate’s Curse继承了上一游戏的所有内容,并对其进行了完善。 每次说真的并没有增加任何新内容。 事实上,它甚至带走了一些东西。 最值得注意的是,游戏不再具有可横向旋转的Z轴,供玩家在背景和前景中来回跳动。 游戏还剥夺了Shantae转变为不同动物的能力。 相反,它可以通过输入特定输入来使用特殊能力来从超级银河战士那里获得线索。 从某种意义上说,人们可以说游戏在某种程度上采用了“少即是多”的方法,并且有效。
在继续之前,最好是先解释一下如果不熟悉《神力少年》甚至《银河战士》系列的这些游戏如何玩。 Shantae头衔主要位于一个繁华的城镇,您可以在这里购买武器,物品和升级装备。 您还可以与几个NPC交谈,这些NPC给出了去往何处以及下一步该怎么做的提示。 当玩家跳上平台并用物理攻击或物品击败敌人时,您将在二维侧面滚动图中探索世界。 当人们探索地图时,他们最终会遇到一个地牢。 主角会发现深处并解决难题,直到遇到地牢首领为止。 之后,需要冲洗并重复。
与该类型的大多数现代游戏不同,《海盗的诅咒》并没有将大部分区域绑定到一张大地图上。 当Shantae前往不同的岛屿时,通过级别选择屏幕在船上航行至大多数位置,可以到达大多数位置。 这些岛屿中的每一个都有不同的主题,例如僵尸,北极气候,沙漠等。 甚至还有一个看起来非常像地狱的地方。 Wayforward并没有走简单的路线。 这些位置各自具有不同的游戏风格。 北极地区在奔跑时严重依赖摩擦,沙漠地区可以选择通过下沉的沙子探索地图的其他部分,其他地区也有其独特之处。 这使整个游戏过程始终充满乐趣和趣味。
世界Shantae也非常吸引人。 我不想过多地讲故事,也不想绝杀,但这本质上是星期六早上的卡通片,但很多女孩穿着轻便的衣服。 它由Shantae担任主角,Shantae是由凡人科学家和精灵组成的。 她一直在努力平衡自己的混合遗产身份。 她的大敌克星(Risky Boots)一直在努力制造麻烦,因此Shantae才能击败她。 剧情是非常基本的,但实际上是出售它的人物和语调。 关于游戏的一切是如此乐观,每个人都如此讨人喜欢,以至于很难讨厌游戏向您透露的世界。
这个标题中的图形很棒。 他们在分辨率方面确实有些低落,但其中充满了太多的爱和魅力,不可能不欣赏它们。 精灵看起来很棒,而且动画效果非常好。 他们只是渗入个性。 周围环境也进行了详细说明,使该游戏具有32位时代的2D游戏氛围。 但是游戏真正脱颖而出的地方就是音乐。 这是我在游戏中听到的最好的配乐之一。 音乐不仅令人难以置信的吸引人,而且非常适合卡通化和乐观的氛围。 作曲家杰克·考夫曼(Jake Kaufman)的确超越了自己。
我发现随着核心游戏的持续发展,加班和娱乐走上了轰轰烈烈的娱乐之路,我逐渐将注意力转向更小,更独立的游戏类型。 称我为旧时尚,但我更像是一个传统游戏玩家,渴望着90年代鼎盛时期的生动有趣的游戏玩法。 在当今的游戏环境中,可以为各种类型的游戏提供发光的空间真是太好了。
35 | 巴约内塔2
发行日期:2014年10月24日
可用在:Wii U

在2001年,世界迎来了全新的流派。 一款名为“ Devil May Cry”的游戏催生了“硬动作”类型,该类型抓住了格斗游戏的速度和组合焦点,并将其转移到3D空间和单玩家专注体验。 标题一炮打响。 多年来,已经发布了大量这类游戏。 Devil May Cry系列有四个续集,Ninja团队以三项参赛作品使Ninja Gaiden IP复活,Metal Gear Solid获得了离奇的但非常令人愉悦的分拆冠军头衔,由其其中一支出演。 但是,在所有这些游戏中,大多数人都会同意的一个系列是Bayonetta系列。 该剧集由该类型之父本人秀树秀树(Hideki Kamiya)亲自创作,着重于基于重击和抽搐的组合战斗。 该游戏于2010年黎明发布,立即与该类型的粉丝联系在一起。 不幸的是,尽管它很受欢迎,但没有达到销售预期。
专营权被搁置,直到所有公司中的任天堂有机会将其作为新的Wii U控制台的独家产品而复活。 这显然引起了很多粉丝的愤慨,因为最初的作品仅在Playstation 3和Xbox 360上可用,而Nintendo平台对观众来说是陌生的。 无论如何,大多数粉丝都乐于获得续集。 Bayonetta 2于2014年发布,不仅立即成为Wii U拥有者的必备头衔,而且对于所有一般游戏玩家而言都是如此。
游戏的风格与其他游戏一样。 玩家控制主要角色时,主要是在线性水平上冒险。 当他们探索地图时,敌人群会一次攻击玩家,迫使主角击败敌人以前进到下一个区域。 玩家不断向前推,直到他们到达关卡的末尾,通常伴随着boss战或至少某种类型的最终审判。 游戏围绕玩家以最复杂,有效和及时的方式击败敌人,以获得更高的分数。 玩家获得的分数越高,他们可以解锁的糖果就越多。 当主角击败敌人并收集光环时,这些光环看起来像是Sonic的戒指,可以用来购买新的招式和物品。 对于某些人来说,这是有利的,因为随着他们逐步添加新的动作,它们可以逐渐掌握游戏的玩法。 除其他外,还有黄金记录可以收集以解锁新武器。
使游戏脱颖而出的并不是创新,实际上并不是所有的创新。 它确实具有独特的多人游戏组件,令人惊讶地活跃并具有足够的娱乐性,但是您不会经常回过头来。 使Bayonetta 2站在人群上方并肩的原因是,它是如此的光滑。 很少有视频游戏,尤其是现代游戏,人们可以坐下来玩游戏,并在每一分钟中不断得到娱乐。 Bayonetta 2开始强劲,直到结局结束之前,才开始冷却。 无论玩家放下游戏的哪一点,当他们将游戏放回原处时,都将立即获得娱乐。 这也使游戏具有很高的可重玩性。 当这些因素加在一起时,不难看出游戏为何如此受欢迎。
不幸的是,游戏并非全都是桃子和玫瑰。 从休闲的角度和铁杆的角度来看,有两种方式可以查看这样的标题。 从休闲角度来看,该游戏是一款非常有趣且节奏合理的动作游戏,非常有趣。 但是,从铁杆角度看,情况变得有些复杂。 主要归结为两个原因。 在最初的《 Bayonetta》中,有一种叫做“巫婆时间”的效果,在主人公短暂地缠住敌人的进攻之后,当玩家执行一系列连击时,该效果在天文上减慢了时间。 尽管这很有趣,但它并不是最“纯粹”的玩法,因为它会使游戏变得过于简单且过于专注于激活效果。 这就是为什么在困难模式下没有巫婆时间的原因。 在Bayonetta 2中,无论一级难度如何,巫师时间都会贯穿整个游戏。 另一个原因是由于称为“本影高潮”的新举动,该举动围绕玩家填充仪表以进行强力举动的特殊冲击。 批评之所以如此,是因为它让玩家过于专注于充电仪表以释放本影高潮,而不是尝试不同的策略。 公平地说,一个人可以玩游戏,但不能使用本影高潮和使用关闭女巫时间的物品。 问题在于游戏是围绕女巫时间设计的。 禁用女巫时间会导致游戏的某些区域得到极大改善,并且在整个游戏类型中都有最好的表现,但这使游戏中以前的其他高点几乎无法播放。 例如,游戏中最好的boss战仅限于躲避移动并向其发射子弹。 实际上,击中敌人几乎没有任何作用,因为老板之战着重于躲避攻击以激活女巫的时间。
也就是说,如果可以忽略这些错误的情况,那么Bayonetta 2可能是有史以来最好的动作游戏。 如果您随心所欲地玩游戏,那么《 Bayonetta 2》绝对是有史以来最好的动作游戏。如果您认真地玩游戏,而不是在空中玩,但它仍然是一个值得竞争的人,这取决于一个人在改变“如何最近,Devil May Cry做出了一个奇怪的转折,而Ninja Gaiden 3则是垃圾,这是硬动作类型的一种低迷状态。 这些游戏的续集是未知的,而《合金装备崛起2》可能由于Konami获得了对该属性的更多控制权而被取消。 在Bayonetta系列中,有很多新作品出现过,但现在还不为人所知。 如果该类型继续保持长时间的沉睡状态,至少我们可以放心,因为它突然爆炸了。
34 | 炸药头
发行日期:1994年8月4日
最终版本:Sega Mega Drive; 还在:PC,PS3、360,Wii,GG

游戏开始时,玩家控制着一个木偶,该木偶正在逃离撞上地面的巨型塔楼,引发多次大爆炸。 不久,一个巨型机器人开始攻击玩家,因为他们必须报复以抵御其攻击。 一旦被击败,巨型机器人就会停在无数爆炸声中。 几秒钟后,一架飞机出现并开始向主角射击。 一旦玩家躲避了所有攻击,他们就会遇到游戏的第一场boss战。 如果尚不十分清楚,那就是宝藏游戏。
Dynamite Headdy涉及用一个名为“ Headdy”的可拆卸头控制木偶。故事中没有太多解释,毕竟这是一个16位平台游戏,但似乎涉及Headdy在打动黑帮老大的同时给他留下深刻印象爱的兴趣。 他所处的整个世界似乎都充满了木偶,而整个比赛都在与《超级马里奥兄弟》 3相似的舞台上进行。
明智的游戏玩法是不同类型的游戏的混合体。 在大多数情况下,这是一款具有独特花样的典型平台游戏。 它涉及使用标题角色的可拆卸头部能力,因为他可以锁定事物并缩放建筑物,攻击远处的物体,而不能进行其他操作。 平台并不是最深的,也不是最精致的,但是它非常有趣。 拥有许多雄心勃勃的上司之战将不是一件宝物游戏。 刚开始的几个级别涉及战斗屏幕填充机器人和巨型跳舞模特。 它们并不像它们令人恐惧的身材所暗示的那样困难,但是与它们战斗仍然很有趣。
如前所述,游戏混合了很多东西,但是游戏中最显着的变化发生在游戏变成射击游戏的中间阶段。 不幸的是,这是游戏质量下降的地方。 首先,该游戏可以使平均射击速度提高。 这不是特别糟糕,但不是特别好。 最重要的是,游戏本身太困难了。 进步如此之难,令人不解,宝藏在测试标题时在想什么。 玩了数十遍这个冠军头衔之后,我仍然无法击败射击比赛。 更糟糕的是,困难不是逐渐发生的,而是突然出现。 坦白地说,这些射击区是真正阻碍游戏发展的部分。平台化区是我在电子游戏中最喜欢的一些。 不幸的是,射击区域太平庸而令人沮丧,严重损害了游戏的整体趣味性。
演示方面,游戏很棒。 图形非常丰富多彩,只是从屏幕弹出。 此外,该游戏还具有许多巧妙的效果,包括缩放和旋转。 这不仅限于老板之战,甚至还存在于关卡本身中。 我觉得很少有人提到游戏动画中的细节。 开发人员将重点放在当时很少有开发人员所做的很多事情上,包括应用于游戏背景的多个动画。 与《 Treasure》游戏相提并论,标题拥有出色的配乐。 它不是那里最好的,但它有一些出色的表现,非常适合游戏。
总体而言,“炸药狂飙”是一款出色的游戏,如果不是针对过于繁琐的射击游戏领域,那就太棒了。 游戏本身太难了,不幸的是,这就是这里发生的事情。 宝藏设法创造了一个高度独特,高质量的标题。 不幸的是,游戏中只有少数部分确实使该游戏跌入了低位。 无论如何,它设法在游戏的前几个阶段说出音量,这是16位时代中最好的产品。
33 | 黑暗的灵魂
发行日期:2011年10月4日
最终版本:PC; 还在:PS3,Xbox 360

从前,电子游戏很难完成。 您会回想起过去的游戏是基于街机游戏。 街机的前提很简单,您将硬币插入机器即可玩游戏。 这样的游戏就是围绕这个概念设计的,玩家死亡的次数越多,他们投入游戏机的时间就越长。 游戏变得非常困难,因为一旦击败游戏,您就不再有理由投入更多现金。 甚至基于主机的游戏在某种程度上也支持这种模式。 由于游戏被限制在盒带和其他小型介质上,因此如果没有疯狂的价格标签,就很难制作冗长的游戏。 因此,开发人员创建的游戏很难打败,因为要完成六个关卡需要花费数十个小时的时间。
最终,时代改变了,街机游戏取代了渡渡鸟,游戏也转移到了基于光盘的媒体上。 结果,创建困难游戏的压力逐渐消失。 尽管这样做有很多优点,但并非没有缺点。 到目前为止,最大的弊端是游戏变得非常容易。 与过去的铁杆射击游戏和动作游戏相比,到2000年代的头十年,电子游戏中被视为“难”的东西已经很古怪了。 直到2009年在Playstation 3上发布了标题为“ Demon’s Souls”的卧铺,这违背了行业规范。 以其宽容的难度,基于执行的机制以及几乎不存在的手持性而闻名,它是当时游戏所做的一切的对立面。 2011年,该游戏获得了一个名为《黑暗之魂》的精神续集,在各个方面都得到了改进。
黑暗之魂的概念根本不是唯一的。 这是一款简单的地牢爬虫,具有基于动作的战斗。 游戏的目标是让玩家探索地图并以自己的方式击败所有敌人和首领。 这是一个非常简单的前提。 使游戏脱颖而出的是其设计的巧妙程度。 对于初学者来说,关卡设计是首屈一指的。 该区域的布局非常简单,以至于可以将自己引导到下一步应该去的地方,但是开放的空间足以让他们实际探索该区域。 最重要的是,整个地图是相互联系的,并且几乎是非线性的,允许玩家遇到他们想要的任何区域或头目。
战斗甚至同样令人印象深刻。 战斗并没有专注于像Bayonetta这样的抽搐动作游戏,而是缓慢而有条理的战斗。 乍一看,这可能是一个选择,但随着每次点击都变得很重要,它很快就会上瘾。 一个错误可能会使玩家付出整个战斗的代价。 就是说,战斗系统也非常灵活,因为它涉及许多战略和战术。 游戏是基于“类”系统设计的,尽管玩家可以控制升级时统计数据的位置。 可以选择成为一名高级剑客,斧头工,长矛手,或是成为火力发电厂或法师。 有很多用途。
错综复杂的地牢与无情却又战略性的战斗相结合,为通往每个地区的首领铺平了道路。 游戏的开发者From Software确信,老板们能如愿以偿。 在任何电子游戏中,《黑暗之魂》都会遇到一些最令人恐惧和“史诗般”的老板遭遇。 更重要的是,From Software并没有因此而感到骄傲。 每个老板都是独特的,因为他们把事情混在一起,有些耸立在玩家身上,有巨大的压迫攻击,其他的则与玩家的身材差不多,但具有敏捷而狡猾的攻击,而其他老板会在玩家需要时提供帮助一次集中于两个,三个,四个甚至五个对手。
演示方面的游戏很棒。 通常,RPG遵循两个趋势线:像大多数JRPG一样是彩色和卡通化的,或者像大多数WRPG一样是单调且严肃的。 《黑暗之魂》似乎兼有这两种类型。 尽管游戏很严重,令人沮丧,但世界依然美丽,色彩丰富。 区域选择有助于实现这一点,因为整个标题中,玩家将穿越茂密的森林,冰冷的洞穴,最黑暗的地牢,甚至让人联想到地狱本身。 这款游戏具有很高的幻想感,很容易迷失在自己的世界中。 游戏的配乐也值得关注。 黑暗的管弦乐谱与游戏完美地融合在一起,确实使世界栩栩如生。 头目战中音乐的轰动性设法将它们推向更高的位置。
如果不谈论黑暗之魂独特的多人游戏组件,那将是不对的。 在整个游戏过程中,玩家都可以留下信息,以向他人提供提示,技巧甚至技巧,以帮助他们进行游戏。 除此之外,还可以召集其他玩家帮助他们击败特定的首领和敌人。 尽管真正的突出功能是玩家入侵他人游戏的能力。 这要么导致两个玩家相互搏斗,要么被入侵者暗杀。
《灵魂系列》最初只是被看作是利基产品,以至于索尼拒绝发行它,而臭名昭著的发行利基产品的公司阿特鲁斯则不得不大放异彩,成为一家销售数百万美元的品牌。 From Software为创建与行业趋势背道而驰的标题进行了大量赌博。 事实证明,这是值得冒的风险,因为它使开发人员从该行业的红发继子cat升为超级巨星。 他们最终开发了劣质的《黑暗之魂2》和续篇《黑暗的灵魂3》。然而,该系列游戏中尚无游戏能够捕捉到原始《黑暗之魂》的“魔力”。
32 | 街头霸王III:第三次罢工
发行日期:1999年5月12日
最终版本:PS3; 同样在:Xbox 360,Xbox,PS2,DC

竞技游戏获得第二次机会的机会极为罕见。 在种类繁多,可供选择的时间短,投资时间长的类型中,第一印象意味着世界。 在1990年代,如果有一款游戏是竞技游戏的代名词,那就是Street Fighter II。 该游戏最初在十年的黎明发布,由于其策略性和技巧性的游戏玩法,引起了许多关注。 它不仅单枪匹马地复兴了街机市场,而且也成为一种文化现象。 它在流行文化中经常被提及,甚至收到围绕它的夏季大片。 在整个90年代,游戏玩家的脑海里不断燃起一个问题,“街头霸王3何时出现?”从技术上讲,Capcom确实制作了一系列后续产品,即街头霸王Alpha头衔。 但是对于许多人来说,有一个内在的心理因素需要对“真正的后遗症”进行编号。 最终,Capcom确实发布了《街头霸王III》,这是传奇性的第二部作品发布的六年后。
不幸的是,这款游戏表现不佳。 大多数玩家都冷漠地接受了它。 许多人抱怨缺乏熟悉的角色,因为该游戏是虚拟的名册重置,演员表更加暗淡和“怪异”。 最重要的是,游戏引入了一个有争议的格挡机制,玩家可以在不受到任何伤害的情况下停止对手的攻击。 迪哈德(Diehard)球员认为这是一笔便宜的举动,这消除了战略比赛中的大部分风险,而休闲球迷则为自己的进攻常常被更有经验的球员所抵消而感到恼火。 最重要的是,该游戏是在新的CPS3硬件上发布的,不仅价格昂贵,而且容易出现故障。 这是在商场进入暮光之年,并竭尽全力以节省他们的微薄利润的时候。 《街头霸王3》疏远了其铁杆粉丝群,休闲玩家和街机店主。 最重要的是,由于它是一款高端2D游戏,当时没有任何控制台可以运行它,因此没有必要发行控制台。 结果,《街头霸王3》远远低于Capcom的预期。 为了弥补成本,Capcom发布了游戏的两个修订版,分别是1998年的Second Impact和1999年的Third Strike。
对于大多数游戏玩家而言,《街头霸王III》从记忆中消失了,但确实有一群追随者。 一般而言,格斗游戏的受欢迎程度严重下降,但顽固派群体继续增长。 诸如Final Round和Evo之类的主要比赛成为年度热门活动。 然后在2004年,发生了两起重大事件,这促使Street Fighter III从专营权的败类变成了黑天鹅。 一个事件是该游戏最终在人们真正拥有的平台Playstation 2上发布。另一原因是由于Evo 2004的这一时刻。Daigo Umehara可能是FGC历史上最富有传奇色彩的时刻,他成功地与之抗衡了他的对手。 它不仅引起了格斗游戏界的顽固派的关注,而且引起了整个游戏玩家的关注。 之所以如此之多,是因为它在不到一分钟的时间内就能展现出Street Fighter III独特的战斗系统的所有优势。 立刻看到招架技工不像为复杂起见而添加的东西,而更像是可以扭转任何比赛潮流的非常有用的工具。 由于这两个事件,Street Fighter III迅速成为格斗游戏社区中使用最多的游戏。
从那一刻开始已有十多年了,格斗游戏领域从未如此健康。 Street Fighter III在聚光灯下的时光已经过去了,如今,它点亮大型比赛屏幕的日子已经成为遥远的记忆。 忽略其明显的历史,游戏实际上如何堆叠? 这么多年后重播游戏,我可以轻松地说,《街头霸王3:第三次罢工》并不是一款出色的格斗游戏,而是其备受推崇的系列中最好的一款。
对于初学者来说,Street Fighter III是迄今为止该系列中最独特的作品。 这不仅是因为游戏新增了格挡机制,还因为游戏只是“感觉”到了不同。 与Street Fighter II节奏快,玩家从看不见的墙壁弹跳不同,Street Fighter III慢得多。 这几乎就像是游戏在告诉玩家“冷静下来,并确保您计算出自己的动作”。除了Ken,Ryu,Akuma和Chun-Li,Street Fighter III系列还采用了全新的演员表。 更重要的是,这些演员大部分都不像Street Fighter II或Alpha系列中的角色那样玩。 有一些角色,例如Urien围绕着将对手困在电子反射镜中,Q的角色本质上像坦克一样,但并不依靠抓地力,Elena似乎在跳舞而不是在战斗。
不出所料,这些变化引起了很大争议。 即使在“第三次打击”的鼎盛时期,格斗游戏社区似乎仍被划分为两个方面,即那些喜欢Street Fighter独特风格的人和不喜欢它的人。 但是,每个人都同意的是游戏的惊人表现。 对于初学者来说,游戏具有非常好的漫画风格。 人物看起来像是扎根的动漫,而背景则像是彩色印刷漫画书。 但是游戏真正偷走了节目的地方是动画部门。 在Skullgirls出现之前,Street Fighter III一直是游戏中最佳动画2D游戏的冠军。



具有很高的帧数和详细的动画。 公平地说,壁球和伸展部的力量并不强,但确实有它的瞬间。
游戏的配乐也很重要。 与该系列中的先前游戏以及此后几乎所有游戏不同,《街头霸王3:第三次打击》使用的是嘻哈音乐。 与几乎所有其他具有这种配乐的游戏不同,它实际上是相当不错的。 当我从事各种项目时,我什至发现自己在听音乐,这对于真正的嘻哈艺术家所制作的嘻哈音乐来说是极为罕见的。
尽管经历了全盛时期,但“三次大战”仍然发挥了很多作用,因为在任何给定时间找到一百多人在线玩游戏并不少见。 在许多方面,《街头霸王III》是游戏迷失时代的一部分。 它被设计为街机游戏的高端2D游戏,旨在全面发展格斗游戏。 这不仅意味着要改变格斗游戏,而且要整体上改变游戏。 不幸的是,该游戏是在错误的时间发布的。 在1997年,拱廊呼之欲出,因为它们只有五年左右才真正灭绝。 2D游戏是昨天的新闻,因为3D非常流行。 当格斗游戏的受欢迎程度下降时,最新的主机上的《街头霸王》已从其平台上的热门游戏转变为勉强售出100万本的游戏。
有人会说游戏只是时代的领先,而有人会说这是一场快乐的意外,而不是什么。 无论是什么,《街头霸王III:第三次罢工》都是其中一款最有趣,最独特且令人上瘾的格斗游戏,它将持续播放多年。 欢迎来到街头霸王III的世界。
31 | 塞尔达传说:黄昏公主
发行日期:2006年11月19日
最终版本:Wii U; 还在:Wii,GC

《塞尔达传说》系列是所有游戏中最受推崇的游戏之一。 专营权一次又一次地设定了动作冒险类型的标准。 原始的NES游戏实际上催生了基于探索的游戏设计。 与过去的链接将公式精炼为经过尝试的真实2D游戏。 《 Ocarina of Time》将该系列带入了3D空间,并从整体上解决了3D游戏的许多问题。 Skyward Sword进行了动作控制战斗。 多年来,该系列的受欢迎程度有所下降。 该系列将重点放在通常比控制台市场小的手持空间上。 最重要的是,该系列的最后一个主要控制台条目Skyward Sword在其控制台寿命几乎用完之后发布。
从回顾的角度来看事情有点奇怪,因为就在《天空之剑》问世几年之前,这支球队的知名度就达到了顶峰。 塞尔达传说:暮光之城公主是有史以来最畅销的塞尔达游戏。 这款游戏的销量达到近900万册,是一款畅销游戏,是其畅销游戏机的补充。 尽管它非常受评论家欢迎,但与所有《塞尔达传说》游戏一样,它还是受到其粉丝的喜爱或憎恨。 多年来,这款游戏受到了粉丝群的热烈欢迎。 它最近还在任天堂的Wii U上发布,并广受好评。
那么,最畅销的《塞尔达传说》游戏到底是什么样的呢? 说实话,它与大多数其他3D Zeldas非常相似。 游戏围绕着探索一般区域而进行,玩家需要完成各种任务,直到遇到地下城。 地牢中充斥着各种坏蛋和复杂的谜题,供玩家完成。 在地牢中的目的是解锁各种房间,直到遇到大钥匙为止。 一旦获得,玩家便进入最后的房间与地牢的老板战斗。 此过程将反复进行,直到游戏的最后一场战斗。
这听起来可能是非常重复的,虽然确实是非常公式化的游戏,但它做得很好,以至于大多数人都不介意。 还有一个事实,就是游戏确实将事情混为一谈。 在地牢之间,主角可以变成狼,进入“暮光之境”,探索各种线索以及下一步行动。 在暮光之境中,被称为影子野兽的生物出现了,主人公不得不与它们的同伴击败。 这很有趣,因为狼的战斗显然不同于用剑和盾的战斗。
与以前的《塞尔达传说》游戏相比,该游戏还具有《异域世界》的功能,其尺寸相当大。 有很多地方可以探索,可以找到宝藏和秘密。 一个人可以花几个小时在马背上浏览游戏地图中的每个角落,以便收集所有的心和物品。 与Xenoblade之类的东西相比,它可能显得苍白,但标题仍设法解决了这一探索难题。
标题非常重要的是控件。 至少在Wii和Wii U上是如此。尽管Gamecube版本具有传统的游戏手柄控件,但Wii和Wii U版本增加了陀螺仪功能。 这样可以使瞄准更加精确,在射箭或操作爪射时尤其有用。 由于陀螺仪功能非常集中,因此特别集中了一个庙宇,因为它非常注重使用抓爪。 也就是说,Wii版本还使用了运动控件。 这主要限于挥剑。 不幸的是,人们可以说控件是在最后一分钟更改的,因为无论向哪个方向摆动Wii遥控器,都可以通过按下操作按钮来记录任何类型的摆动。 简而言之,您无需摇动遥控器就可以按动遥控器,而不必按“ A”键来执行普通的组合键。 乍一看似乎很酷,但很快就变老了。 因此,Wii U版本是游戏的权威版本,因为它兼具两全其美的特点。
从故事的角度来看,游戏似乎至少在最初就动摇了一切。 它围绕着一支黑暗和邪恶的势力接管了Hyrule市,这取决于一个叫Link的年轻英雄来拯救世界。 显而易见的是,邪恶力量不是加农和他的帮派,而是一个名叫赞特和他的影子野兽的生物。 与典型的塞尔达传说相比,这是一个非常受欢迎的变化。 在旅途中,林克遇到了一个奇特的人,她自称米德纳。 我不确定她到底应该是什么样,但是她的角色设计得非常好,她非常讨人喜欢。 她帮助Link进入暮光之城,甚至在战斗中帮助他。 在我看来,她是任天堂创造的最好的角色之一。 她远胜于带翅膀的光球作为伴侣。 我知道我通常会避免破坏,所以如果您还没有玩过游戏,那么请避免本段的其余部分。 这款游戏的一大失望之处在于,事实证明Zant不过是加农的典当,而加农最终还是真正的大坏老板。 因此,任天堂没有再冒险,而是再次选择加农作为最后的老板。 我个人觉得这令人失望。 任天堂已经经历了所有艰苦的工作,为该系列制作了一个新的坏蛋,为什么要在最后一刻放弃呢?
说到失望,游戏并非没有缺点。 对于初学者来说,游戏非常线性。 实际上,它是最线性的《塞尔达传说》游戏。 与几乎其他所有《塞尔达传说》游戏不同,地牢必须按固定顺序完成。 最重要的是,人们不禁觉得任天堂在这款游戏中玩得太安全了。 从游戏的角度来看,它实质上是时间的线性陶笛。 是的,马乔拉的面具和风行者因与众不同而受到了强烈反对,但至少任天堂愿意尝试这种配方。 游戏中还有介绍部分,这是该系列中任何游戏中最长的。 I can’t find the image online, but someone made a comprehensive list of the average playtime it takes before the first dungeon is encountered in each Zelda game, and Twilight Princess takes the longest by far. To be fair, Twilight Princess is also the longest Zelda game so one could say it is warranted. Though to also be fair, Skyward Sword is just a hair shorter and doesn’t have as an extensive tutorial chapter. There is also the matter of the game’s difficulty, or more so lack there of. The game is far too easy to the point where it is almost impossible to die in many stages. Most of the deaths are due to falling off a ledge too often or something similar.
Saying all of that, Twilight Princess does excel in many key areas. For starters, the game has the best dungeons in the series bar none. At least when it comes to the 3D titles. The dungeons are vast with intimidating enemies and complex puzzles. Each dungeon is very unique as it is designed ground up for whatever specific item it carries. Nintendo really out did themselves. There is also the fact that the game had fantastic bosses. It easily had the best bosses in the series when the game was initially released, however it has since been surpassed by Skyward Sword.
When it comes to presentation Twilight Princess hits a lot of the right notes. The art style of the game is great as it is filled with beautiful fall colors and a lot of strategic bloom effects. The music may be midi, but it is well done with a lot of catchy tunes. The title also lacks voice acting, but personally I see this as a plus as it adds a lot of character to the game. There are also a lot of cutscenes for a Zelda title with many of them being very well done.
Love it or hate it, Twilight Princess is one of the most well recognized Zelda entries. It is the best selling game in the entire series and has garnered a huge following since its release. The game certainly isn’t perfect and has many faults. That all said, it is still a highly enjoyable title and personally my favorite Zelda adventure.
30| No More Heroes
Released: January 22nd, 2008
Definitive Version: Wii; Also on: PS3, Xbox 360

Music and film are filled with art that strives to be avant-garde. Songs and motion pictures that are born and bread to be rebellious and strive to be different. In gaming this isn’t as common. Even in the age of independent developers, there are few studios that really try and break the mold. Even those that do break it tend to fall into the same indie clichè traps. Most “out there” indie games often feel different for the sake of being different rather than actually having a coherent vision in mind. Back in 2008, the game industry was even more homogenous. It seems that games fell into two camps, the devoid of color military steroid shooter side and the happy Walt Disney party game side. Sure there were tons of games that weren’t in either extreme, but most games at that time did feel as if they were in general range of those two groups. It was at this time that studio Grasshopper Manufacture, headed by the strange Suda 51, released a game titled “No More Heroes” on the Nintendo Wii. The system was the hottest thing around at the time, and while most consumers were satisfied with their purchase, many hardcore gamers were becoming disappointed in Nintendo’s new console due to the lack of titles focused on their demographic. Unlike most games on the system, No More Heroes promised to be a hardcore gaming experience through and through. When players got their hands on it, they found it to be a very unique, extreme, weird, and highly enjoyable experience.
The gameplay of No More Heroes is nothing special. It is a typical action game where the player travels a world map as they do random missions and enter levels to defeat bosses. The action isn’t all that deep either, it isn’t exactly Devil May Cry. However, the combat is very fun and enjoyable. On top of that it puts very good use to the Wii’s motion controls. The combat works by the player wielding a lightsaber. They press the “A” button to perform a slashing attack. Hitting the button repeatedly results in a string of slashes. Pointing the Wii remote up results in the protagonists executing high attacks, while pointing the Wii remote down results in low attacks. This is important as enemies will block either high or low. When the lightsaber is out of juice the player waggles the Wii remote in anyway direction as the main character chargers their lightsaber by…

yeah…After a combo is completed the player can then finish an enemy off by doing wrestling moves as they use both the Wii remote and nunchuck to suplex enemies and slam them onto the ground. It seems like a gimmick at first but it is very satisfying. Alternatively, the player can continue doing a string of slashes where they can then either decapitate an enemy or slice them in half. Again it isn’t the deepest combat system out there, but it is very fun and enjoyable. This is probably just me, but personally I referred to the game as the Wii’s “Zone of the Enders” due to its satisfying, though a bit simplistic, combat.
Combat isn’t the only thing the game has to offer though. Throughout the world there are random mini-games to discover such as playing with cats, washing cars, and catching scorpions. Yes this is typical for a Wii game, however, these mini-games aren’t half bad. I even found myself replaying them several times throughout my multiple playthroughs.
Now while the gameplay in No More Heroes is solid, what really makes the game standout is its style. It would be best to explain the premise of the game first. Travis Touchdown, a Johnny Knoxville look-a-like, is hired to be an assassin. Each assassin is ranked by how deadly they are. To make things simple, an assassin attains their rank by killing the previous title holder. So if one wanted to be the 7th best assassin in the world, they would have to defeat, or in more accurate terms kill, the assassin who is 7th in rank. Travis Touchdown is on a mission to become the number 1 ranked assassin. 原因? Because the female recruiter who got him the job stated that if he became the best ranked assassin, she would have sex with him.
The game takes the player on a wild ride as they encounter tons of memorable characters and events. Being honest though, where the game really stands out is the bosses. Each boss has a very specific personality and design that just makes them very appealing. The closest game series I can relate this to is Metal Gear Solid. The bosses do not feel throw away, but rather intricately designed and crafted to mesh with the world as well as possible. From superheroes with laser beams to a sexy woman in pink with a baseball bat and a S&M fetish, No More Heroes’s bosses deliver.
One piece of constructive criticism is that the game becomes a little too non-sensical sometimes, specifically with the plot. I realize that this is very much part of the game’s appeal, but toward the end of the game the plot gets way too ridiculous and dare I say, stupid. It clearly isn’t enough to damper the overall experience, but how things wrap up leave a lot to be desired.
Presentation wise No More Heroes is second to none in what its trying to achieve. The game has a very interesting and appealing art-style as much of the world is cel-shaded. On top of that many cool and unique graphics pop-up throughout the game, especially during loading screens. The UI is all over the place with an 8-bit styled map and health and even has a fucking tiger as a rage meter. There are also other ingenious additions such as saving being done by going to the nearest toilet and taking a shit. These little touches are present in almost every corner of the title, and personally I can’t get enough of them. There is also the unique “so bad it’s good” aspect of the game. The over-world looks terrible with ’90s esque graphics and stiff animations and a chuggy framerate to accompany them. The game can look like absolute shit sometimes, but in strange way that’s the appeal of it. It sounds weird, but I even prefer it this way.
The music of the game is pretty memorable. There are some really well done and standout tracks in the title. The music does very well to complement the game’s strange and rebellious style, and also really show off the bosses characteristics.
Suda 51 prided himself in making “punk games”, meaning games that deviated from the norm to the point of making a statement. I feel that No More Heroes comfortably accomplished that. Unfortunately Suda 51 hasn’t directed a game since, and really it shows. The sequel, No More Heroes 2, was pretty poor overall outside of some highlight levels and bosses. The story was ridiculously terrible and the final boss was almost impossible to stomach. Killer is Dead and Lollipop Chainsaw followed, and they seemed to have No More Heroes “crazy” touch, but they felt too “safe”. In a way Grasshopper’s “punk” style has now become the norm for them, to the point where if they made a normal game than it would be seen as deviating more from the norm than their usual affair. No matter how one looks at it, No More Heroes is arguably the high mark in Grasshopper’s and Suda 51’s career. After years of waiting, Suda finally announced that the third game is in development for Nintendo’s new console, the Nintendo Switch. Here’s hoping it lives up to expectations.
29| MUSHA Aleste
Released: 1990 (Exact release date unknown)
最终版本:Sega Mega Drive; Also on: Virtual Console for Wii

You boot the game up, start the first level, then this music immediately begins playing. It is at this time that you realize the title you are playing is very special. Coming out at the time when the shoot-em-up genre was red hot, Compile’s MUSHA Aleste came out swinging. Most would say the pinnacle of the genre occurred later with titles such as Dodonpachi, Radiant Silvergun, and Ikaruga. While I agree that those are all solid games, personally I think that the genre peaked twenty-six years ago with the Mega Drive entry of the Aleste games.
In all honesty, there isn’t much that makes MUSHA Aleste unique. It plays like any other shoot-em-up on the planet, and even the graphics aren’t much to speak of. Sure it uses giant robots rather than space jets, but that was the trend during the early nineties. In reality, what made MUSHA stand out from the dozens of other shooters being released every year was its killer soundtrack and its very refined gameplay.
The game starts off with a unit of mechs being deployed to wipe out an onslaught of enemies. In just a few seconds all of them are wiped out…but one. The lone surviving mech is the convieniantly the one the player controls over. The screen scrolls over vertically as tons of enemies popup that need to be eradicated. The player has two attack buttons. The main attack button simply shoots bullets straight ahead, while there is also a special attack button where the mech uses its more power and specific secondary attack. These secondary attacks include a green charge laser and multi-directional satellite shots. At the end of each stage is a boss battle, most of these tend to be quite large as they take up the entire screen. Once the boss is defeated the mech exits the screen and a new stage appears. The process continues to rinse and repeat.
I realize that this is a very short write-up, but that is because there isn’t much to say about MUSHA Aleste. It’s simply a shoot-em-up that is completely run-of-the-mill on paper, but is near flawlessly executed. The biggest flaw in the game is its availability. The cartridge is a bit pricey. Luckily it is available on the Wii’s Virtual Console, however with even the successor system soon to be replaced, one wonders just how much longer the title will be up for sale. Either way if you have even such as a faint interest in the game, it is best to purchase it now as it will likely be far more difficult to do so in the future.
28| Sin & Punishment
Released: November 21st, 2000
Definitive Version: Virtual Console on Wii; Also on: N64, Virtual Console on Wii U

As one would realize from reading this list, it once wasn’t uncommon for Japanese games not to be released in the West. Quality localization wasn’t cheap, and at times the game sales wouldn’t cover the cost. With “Sin & Punishment” however, things seem complicated. It isn’t too shocking that a Japanese styled arcade game for the Nintendo 64 wasn’t released outside of Asia. But what is shocking is that it wasn’t released in the West, despite the game having a full English localization. Not only was most of the text already translated into English, but the game even had English voice acting. If the developers merely translated the menu screen, then the game would have had a 100% completed localization. However, the title never left the Pacific. The game was released in Japan and, oddly enough, in China, but it was never released elsewhere.
Being that it was a Treasure title, and the game having phenomenal import impressions, it quickly became one of the most desired games of its time. The urge was elevated due to the fact that the title was released at the twilight of the Nintendo 64, when games were very sparse. A glimmer of a hope occurred with Nintendo’s Wii console as it supported emulation of previous consoles, including the Nintendo 64. Nintendo soon gave the okay for previously unreleased titles to appear on their service. Sin & Punishment was an obvious candidate due to the localization process already being completed. Many fans had hope that it would be among the titles Nintendo selected as all they would have to do is simply upload the game’s ROM to their database and be done with it. It turns out that is exactly what Nintendo did. On October 1st, 2007, almost seven years after its initial release, Sin & Punishment made it stateside. The game was met with critical and commercial success.
So what exactly made this game so great? For starters, the game is pretty unique. It is an on-rails third person shooter, but it is in no way a shooting gallery. While the camera and the stage moves to the developer’s will, the main character can walk around in a 360 degree space as they can move left, right, forward, or backward. They can even hop over on-coming objects. Their is a reticule on the screen as the protagonist is armed with a gun, so much of the game plays like a third person shooter similar to Jet Force Gemini. Waves of enemies appear on screen as the player launches bullets toward them. There is also a secondary sword attack to take out enemies at close range. This attack can also be used to destroy debris or even send fired missiles back to enemies or toward specific objects. All of this may seem very simple, but it works out very well.
Like most Treasure games, the true beauty is in its design. The game is played at a very fast pace as wave after wave of enemies come across the screen. The environment changes as does the situation the player finds themselves in. One minute they will be jogging down the highway taking out stationary enemies and the next they will be flying over the ocean going head to head with fighter jets. This is a Treasure game, so you can expect lots of explosions, ambitious bosses, and chaos. Taking into account that this was Treasure’s first 3D game, it makes things all the more impressive.
Besides the gameplay, Sin & Punishment is also a beautiful game. It has arguably the best graphics of any game on its respected platform with detailed models and textures, as well as impressive lighting effects. The game’s cutscenes coupled with the voice acting really achieves the signature “Playstation cinematic feel” that other games such as Metal Gear Solid were known for. The Wii version is upscaled to 480p, so the game looks much more detailed and smooth. Unfortunately the Wii U version suffers from poor emulation as it has darkened colors.
There is really only one “complaint” one can make about the game. It is very short, as it takes only two hours or so to complete. The thing is, that could arguably be said to be a positive. It is clearly an arcade game made for a console, so it is made to be beaten in one sitting, as well as having strong replayability. It really is one of those “depends on how you look at it” things, hence why complaint was in quotations.
Treasure is known for releasing quality games late in a system’s life. Ikaruga was one of the last game’s released for the Dreamcast, while Gunstar Super Heroes came out well after the Nintendo DS craze had started. It shouldn’t be too surprising that Treasure gave the Nintendo 64 the same treatment as Sin & Punishment was released at the end of its timeline. A worthy end for a quality system.
27| Pulseman
Released: July 22nd,1994
最终版本:Sega Mega Drive; Also on: Virtual Console on Wii

Game Freak is a rockstar developer. The creator of the widely successful Poke’mon series that dominates all forms of mobile gaming, are only rivaled in their mainstream cultural success by Blizzard. For the longest time Game Freak was stuck in the “Kojima Dilemma”, as they would exclusively make games for only one specific franchise. It wasn’t until over the past few years that they began branching off to create other titles such as Harmoknight and Tembo the Badass Elephant. While these games were praised for being “good” they weren’t exactly “great”. This led to even some gamers claiming that Game Freak is a one trick pony, as they can only dish out quality Poke’mon type games. In reality, this couldn’t be further from the truth, as arguably their best game was released prior to Poke’mon in 1994.
The game titled “Pulseman” played very much like most games of its era. It was an action/platformer side-scroller with a unique gimmick. That gimmick was the ability to turn into an electric ball as the title character can fly in the air and bounce off walls. It’s actually a bit shocking just how accurate Game Freak got the feel and speed of this “electric mode”. The game is designed like a typical 2D action/platformer. The player runs to the right side of the screen as they hop over obstacles, jump on platforms, and defeat various enemies. Like most games toward the end of this list, what makes Pulseman stand out isn’t due to its innovation, but how well it executes already existing mechanics.
To be fair however, the game clearly does do a lot of unique things. For starters levels are extremely varied. The first level is very horizontal and doesn’t have much vertical scaling, other levels really take advantage of Pulseman’s electric ball as he bounces around the screen like a pinball, and some have disappearing floors and hidden rooms scattered about. Sure the game may not have a high level count, but it makes the few levels it does have count. On top of that, the levels can be selected in any order, which is very friendly from a replayability perspective.
While Game Freak isn’t exactly Treasure when it comes to boss battles, the bosses Pulseman does have to offer are very enjoyable. From a giant hand that punches through platforms and attempts to squash the player, to a doppelganger who challenges Pulseman’s abilities, many of the bosses are very well throughout and enjoyable to fight. There are eight bosses in total, though to be fair three of them or so are toward the end of the game.
Besides the gameplay, where the game really stands out are the graphics and art. Graphically the game is arguably the best looking Mega Drive game. It’s a technical marvel with large sprites, smooth animation, colorful pallet, and little to no pixelation. The technical wizardry isn’t just limited to the visuals though, as the game also has brief instances of English voice acting. The sprites are primarily made with Game Freak’s clean and simplistic style, in which they continued on with the Poke’mon series. In fact many characters in the game are said to have inspired later Poke’mon characters. While the sprites are very “safe” in this regard, the environments are anything but. The background is often a mishmash of abstract art and objects. I believe this is due to much of the game taking place “in the internet” or something similar. There are a lot of odd shapes and transparent colors about and it all looks fantastic. The soundtrack complements these areas very well with a unique techno-like beat.
Unfortunately, this game didn’t get its due. While it was technically available in America, it was only through Sega’s “Sega Channel” which was a very obscure direct download game service. It allowed Genesis owners to rent and download games over the internet. In a way it was like a pre-historic version of Steam. As a result, for the longest time the only way to own the game was through importing the Japanese version which was extremely rare and expensive. Luckily in 2009, Pulseman was released on Nintendo’s Virtual Console for the Nintendo Wii. Like all the other Mega Drive games, it was great port and was well suited with the Classic Controller.
In a way Pulseman is sort of like a Treasure game. Sure it doesn’t have the same chaos and fast paced gameplay. However, it is a solid title that incorporates a unique gimmick. On top of that it is technical showcase that was released toward the end of its respected console’s life. Pulseman showed that Game Freak was capable of developing creative high quality games, and the studio only managed to prove so as it moved into the future.
26| The Witcher 2: Assassins of Kings
Released: May 17th, 2011
最终版本:PC(所有主要操作系统); Also on: Xbox 360

The original “The Witcher” was a breath of fresh air for many RPG gamers. After the genre had been plagued by “casualization” from Bethesda and Bioware’s works, rookie developer CD Projekt unleashed a beast that was unthinkable at the time. A big production traditional WRPG aimed at hardcore PC gamers. Despite the title being so niche it was met with both critical and commercial success. Like any new developer whose first title was a run away hit, CD Projekt decided to start work on a sequel immediately. The Witcher 2: Assassins of Kings is a sequel that manages to improve on its predecessor on all fronts.
Some improvements of the game are seen outright. For starters the combat has been much more refined. It still isn’t quite Devil May Cry, however one does feel like a badass slashing and dicing through enemies. The game also has impressive boss battles and higher quality writing. However, what is most notable is that the actual role playing of the game has been improved as well. The choices the game gives the player drastically change the game. One even enough to result in two completely different experiences for the player.
Saying that, The Witcher 2 doesn’t rest on its laurels. It does enough to truly differ from its predecessor. For starters, the game feels much more personal. Rather than having most of the tough choices through various small encounters, many of the choices the game presents the player are directly part of the main storyline. As a result, Geralt feels much more as a central figure in the politics and chaos he encounters, rather than just being someone from the outside looking in as he was in the first title.
Storywise, the game is good, but it isn’t the best. It isn’t exactly “insert obligatory highly acclaimed narrative based RPG game” caliber. While some characters do stand out and are relatable, they aren’t exactly the type that will stay with you after the credits roll. Even Geralt isn’t that memorable. That said, he and most of the other characters in the game do get the job done. And to also be fair, Western role playing games aren’t really known for their bombastic plots or appealing characters. A plus in the game’s story however, is that its plot does include many relevant themes. This includes radicalism, racism, and sexism. These topics are handled surprisingly well in the game, and the multiple choices in the game results in multiple perspectives being put forth.
Presentation wise, the game is stunning. Graphically it still holds up today. At the time it was comfortably the best graphical game at the time, which is impressive considering the game has wide open spaces rather than small corridors. It just isn’t the textures that make the game look great, the game also has gorgeous art style with a unique pallet and well placed lighting effects. This is very welcomed being that most RPGs in general are either in shades of brown and gray or filled with porcelain characters and objects. The soundtrack is also great. My only complaint is that many of the songs sound very similar to each other. But that isn’t such a bad thing when they all sound good.
Overall, The Witcher 2 is a fantastic title. While it certainly got its due praised during its heyday, it has since seemed to be forgotten in a way. The problem is that due to being the second in the trilogy, it finds itself sandwiched between the latest installment and title that started it all. As such it is mostly remembered as merely being part of the excellent The Witcher series, rather than the entry itself. Nevertheless it is a incredible game that deserves a playthrough for any RPG fan.
25| Rolling Thunder 3
Released: May 19th, 1993
Available On: Sega Genesis

The third installment of the Rolling Thunder series is often seen as the black sheep of the franchise for multiple reasons. The first is that it is a console game first and foremost. Unlike the first two games, Rolling Thunder 3 was made exclusively for the Sega Genesis. The second is that the game has never been re-released. You can’t even find the game on any modern digital distribution service, including the Wii Virtual Console. The third and most bizarre reason is that the game didn’t have a world-wide release. In an opposite world type fashion, the game was never released in Japan, as it never left American shores. However, the deal breaker for most was that the game is only single player, as it doesn’t allow the classic cooperative gameplay that Rolling Thunder is known for. Due to these reasons the game has widely been shunned by fans of the series. This is displayed even today as despite it having so many marks for it to be a collector’s item, the game sells for modest prices on second hand sites.
Personally, I felt that the criticism the game gets is undeserved. Sure if you enjoy coop mode then I can see how the title would be a disappointment. But if you are like me and play most of these types of games alone, the entry is a huge improvement over the previous titles in the series. For starters, the player doesn’t die after getting hit only once, they now have three life marks to deplete. There is also a checkpoint system, so when the player does die, they don’t have to start from the beginning of the level. These are both welcomed changes as the previous games were a little too punishing all things considered.
However, the core gameplay has also been altered. The famed timer is completely absent, and instead the game has a sniper that pops up and starts shooting at the player if they take too long. There is also an additional button that switches between the character’s primary weapon and secondary weapon. The primary weapon obviously being the trusty pistol while the secondary weapon being something with a bit more firepower with a bit less ammo. At the beginning of each level the player is able to select any weapon they want, ranging from automatic rifles to shotguns to rocket launchers. This leads for some nice experimentation during combat. Finally, the protagonist is not only able to jump and shoot, but also is able to shoot diagonally. In short, the combat has received a complete overhaul.
All of these changes aren’t without some drawbacks. The most obvious one is that the game is significantly easier than its predecessors. While the game isn’t exactly a walk in the park, it is still easier than it should be. It seems that Namco had a difficult time trying to balance the difficulty in these games, with the predecessors being too arduous, while this title being too manageable. That said, I would say that the third entry gets closer to the “sweet spot” when it comes to difficulty, even if it still manages to land quite off the mark.
It is very apparent that this game was crafted to be a single player experience from the get go. Not only due to the obvious gameplay changes, but the presentation as well. The story plays a much bigger part in this game, meaning that instead of being a single shot still prior each level there are cutscenes. The cutscenes are very well done with big characters covering the entire screen, zoomed in objects, neat lighting effects, and even actual animation. It’s clear that Namco didn’t skimp on the presentation. Even in-game this technical wizardry is apparent. Most notably are the brief instances of voice acting, such as the sniper announcement, amongst other things. Unfortunately, all of this effort does feel a bit wasted as the story is pretty generic and dull, but to be fair it is an early ’90s style arcade game.
Design wise, the game is traditional Rolling Thunder for the most part. It does take a lot more liberties in level design. Rather than most levels being vertical, they are instead mostly horizontal so the landscape is a bit more Mario-like rather than being reminiscent of Elevator Action. There are also more vehicle stages that involve the player dodging obstacles and taking out enemies. The most iconic of these is the motorcycle stage in the desert. It’s even the art for the front cover.
One thing to add is that unlike the previous titles, the game actually manages to pull of the techno-noir soundtrack. The music fits the game’s style and tone perfectly as it rarely diverts from it. It took Namco three tries, but they finally accomplished their futuristic noir atmosphere. It helps that the music is also pretty catchy as well.
There are two types of black sheep. The first are those that are ostracized because they legitimately lack quality and due to this turn off on lookers. The second type are those that are merely misunderstood. They have just as much, if not more, quality than their sisters, but are just too unique or different to attract on lookers who were expecting something else. The latter type is the situation I feel Rolling Thunder 3 is in. Fans of the series were expecting another arcade style coop game. What they got was a crafted single player experience merged with arcade gameplay. And while the end result may be similar, it was just different enough for some players to be disappointed by their expectations. That said, when looking at Rolling Thunder 3 in a different light, it arguably the best game in the series, and a must have for the Sega Genesis.
24| CounterStrike: Global Offensive
Released: August 21st, 2012
最终版本:PC(所有主要操作系统); Also on: Xbox 360, PS3

There are very few game franchises that have the legacy of CounterStrike. While most gamers today will think of Call of Duty being the undisputed king of first person shooters, the reality is that not only is CounterStrike tethering with that mantle, but has been so for years. It may seem like an odd comparison to make, but I have always seen CounterStrike as the “King of Fighters of First Person Shooters.” I realize this statement will make a few people raise their eyebrows, but bare with me here. What I mean by that comparison is that while CounterStrike is reasonably popular in the major mass market countries, much (if not most) of its popularity comes from players in “non-traditional” countries. While Call of Duty lights up the charts in the United States and the United Kingdom, CounterStrike is on fire in Russia, Poland, Brazil, and various other nations. The global player base really helps put the “Global” in “CounterStrike: Global Offensive.”
Now there have been multiple CounterStrike titles since its debut. But for the longest time the players were divided into two camps. CounterStrike v1.6 or “Classic CounterStrike” and CounterStrike: Source. CounterStrike v1.6 was the final version of the original CounterStrike game while CounterStrike: Source was the newest entry made for Valve’s then hot and sexy Source engine. That said, few 1.6 players jumped the boat to Source. Most complained about the game’s funky hitboxes, lack of recoil on the weapons, and the butchering classic of maps. In contrast, Source players stayed away from 1.6 due to the game’s primitive physics (“watermelon grenades”), ’90s era graphics, and relative lacking mod support. For almost a decade these two groups were in some sort of Super Smash Bros. esque rivalry with one another. With the players of the older game decrying the newer version as a “casualized” and “watered-down” version of their favorite classic game. While the players of the newer game kept telling the older players to “get with the times” as they believed that there wasn’t much difference between the older version and the newer one. Technically there was also a third game titled CounterStrike: Condition Zero, but few people played it as most agreed that it was the “worst of both worlds” in terms of comparing it to the other games in the series.
Valve recognized the rivalry and split player base between the two games. As a result they attempted to create a new version of the game that would appeal to the Source players with modern physics, graphics, and mod community, as well as appeal to players of the old game with tight hitboxes, strong recoil, and competitively designed maps. This usually seems to be a common story for developers and almost always ends in two ways. It either ends with the players of the new game jumping onto the newer game, while players of the old game stick with their tried and true. Or at even worse, players of both the new game and the old game stick with their respected games while the newer game just dies off after a year or two. Either way, Valve decided to release CounterStrike: Global Offensive on August 21st, 2012. Miraculously, Valve did the impossible. They managed to get both the new and old CounterStrike players on board with the game, connecting the two communities together, as well as bringing in a bunch of blood. The game was and is wildly successful.
As someone who used to play all the games in the series frequently, except Condition Zero, there are a few reasons that explain Global Offensive’s success. But before explaining that, I think it would be best to describe the kind of game CounterStrike is. CounterStrike is a relatively simple game. Players are divided into two teams as they are split across the map. One team plays as the terrorists while the other plays as the counter-terrorists. The game has a few modes, but really only two are played. The most popular mode is the bomb defusal in which terrorists plant the bomb in either of two specific places in the map. It is counter-terrorists team’s job to kill off all the terrorists before they plant the bomb and it detonates. The other mode is the hostage rescue in which terrorists guard hostages while the counter-terrorists have to break through their formation and lead the hostages to safety. Again, these modes are simple but very addicting.
What leads to CounterStrike’s addiction is how it successfully marries its punishing deaths, corridor map design, and tactical team work all in one perfect formula. Unlike in other first person shooters, when you die in a round of CounterStrike, you die. No respawns, no continues, no nothing. You sit and watch the remaining players until the end of the match. This may seem morbid at first, but it makes the players time on the maps that much more intense. To add to the intensity is that maps are designed with a lot of corners and side rooms. Meaning that players rarely know what is going to be ahead of them beyond a few yards. This leads to a lot of tension approaching rooms and corners and often leads to standoffs. The final piece of the formula is team work. Obviously in a game with few opaque spots and punishing deaths no one is going to charge in alone. You need team work not just to win, but to even take down the opponents in the first place. As a result players will constantly find themselves on chat and coordinating with their team. All of this adds up to a very addicting formula and lots of “one more game” nights that turn into play sessions until the sun is up.
Obviously all of these things make CounterStrike into a very peculiar game, which makes few people acceptant toward change. This makes Valve’s success in creating a game that branched the two camps together all the more impressive. The reason why both groups jumped in on Global Offensive is simply because it is the best game in the series. It took everything good about the previous games and discarded everything bad. Global Offensive improved on 1.6’s hitboxes, recoil, and maps, while also updating Source’s physics engine, graphics, as well as lowering the barrier of entry for modding. It truly is a best of both worlds type game. Sure there were some changes, but most were for the better. Classic maps got updated in a big way and are much more enjoyable. This is very apparent as servers are no longer only populated by just two maps (de_dust 2 and cs_office). There are also a few new modes for players to sink their teeth into such as arsenal and demolition (though admittedly many of these new modes are based on existing mods).
That said, Global Offensive isn’t without its faults. The biggest is that it contains a microtransaction economy that has poisoned so many similar titles in the genre. Admittedly it doesn’t seem to affect Global Offensive’s quality much, but there are occasional snipits of it here and there. There is also the game’s artstyle which while works in its favor a lot, there are times where the color tones of certain maps are way off. Particularly in any map located in the desert. Everything has a washed out, bluish grayish tone to it, much like Metal Gear Solid 4. It is very distracting at times, especially when certain characters wear clothing that matches the tint. I am sure there are mods out there that fixes this problem, but still.
All in all, CounterStrike: Global Offensive had huge shoes to fill. Not only was Valve dealing with a legacy franchise, but they were dealing with a legacy franchise that was divided. Not only did Valve manage to fill in the shoes and bring the player base together, but they also managed to recruit tons of new players along the way. It has been close to twenty years since the original CounterStrike debuted and the series has never been more popular. There are always around at least half a million players playing the game at any given time and it constantly fights its way in being the most popular game on Twitch. It is arguably the most successful first person shooter of all-time in terms of player base size and consistency, as well as global popularity. And being completely honest, it deserves all of it.
23| Metal Gear Solid 3: Subsistence
Released: December 22nd, 2005
Definitive Version: Playstation 3; Also on: Xbox 360, PSV, 3DS, PS2

Metal Gear Solid 3: Subsistence is undisputedly the best Metal Gear game. In my mind no other Metal Gear game comes close to it. The reason for this is because it perfectly encases everything a Metal Gear game is supposed to be. It has very well designed levels that are made exclusively for sneaking around enemies and leaves a lot in the way for experimentation. It contains a string of unique and exhilarating boss fights. And it has an engaging story that just reeks of 1980s B-Movie action. It is the definitive Metal Gear experience.
Unfortunately, I did not feel this way the first time I played it. This was solely due to the fact that the initial version of the game, Snake Eater, had one humongous problem with it. You couldn’t see anything. The entire game was played via overhead. Now this doesn’t sound too bad as this was how Metal Gear had been traditionally played since the series inception. However, being that Metal Gear Solid 3 takes place in the outdoors, it meant that the player had too transverse through a lot of open spaces and few corridors. This meant that it was very difficult to pinpoint or even see enemies. To add insult to injury the traditional radar screen was gone in favor of more obscure methods. This certainly makes sense in the context of the setting, as of course the 1960s would lack the technology that would be available in the 1990s and 2000s. However, it didn’t change the fact that the gameplay didn’t accommodate the new changes in level design.
In 2005, the game was re-released as Metal Gear Solid 3: Subsistence which added multiplayer, the two original Metal Gear games, and a slew of other modes. However, the most exciting addition to most was the fact that the game now had a third person perspective for the camera. Now I was hesitant toward this at first, as the game wasn’t designed with that perspective in mind. Things rarely work out when things are shoed in after the game is complete. After playing the game a second time with the new camera, I simply fell in love. One simple change managed to completely fix virtually everything wrong with the title. Enemies can now be seen, as well as the layout of the area. What’s interesting about this change is that it didn’t make the game too easy. This is due to the ways the maps are designed led to few times where the player can get a clear shot of where everything is. Luckily this is when Metal Gear becomes Metal Gear as the player can then just huddle along a wall and use the tools they have to scan the area. It just wasn’t the gameplay though, the graphics of the game seemed much better as they could now be appreciated as the textures became much more visible. In short, I went from disliking the game to loving it.
Metal Gear Solid 3 was an abrupt change from what fans were used to in the series. For starters the game took place during the 1960s. Keep in mind that up until that point the series had always taken place in the not so distant future. So technology was always a bit ahead of the curve from what we were used to. From remote controlled missiles to nanomachines, Metal Gear’s futuristic setting was part of its appeal, and it was part of the gameplay. However, this game took players forty years into the past. Not only did this change the setting astronomically, but it also changed the gameplay as well. All the high tech gadgets the series used since the first entry were gone. All that was given to the player are simply guns, bullets, and not much more. To make up for this, Kojima Productions managed to really fine tune gunplay in the game and give the player a wide variety of guns to choose from. Not only that, but they also created the close quarters combat system, abbreviated as “CQC” in the game. Basically the CQC system relies on the player doing brief takedown attacks on their enemies, knocking them down and dizzying them in just a few moves. The game also gives the player a knife to wield which often results in a lot of slit throats.
It just wasn’t the time period that led the game to be unique, but the location as well. The game takes place in the exotic jungles of the Soviet Union! As a result, there be tons of trees, swamps, and wildlife scattered about. Survival in the wild is a big part of the game, the protagonist often becomes hungry and needs to eat. As a result, the player needs to hunt for food. This includes animals like crabs, snakes, alligators, and pretty much anything you can see walking around. However, the player needs to be careful as some creatures are poisonous. Camouflage also plays a huge part in the game. Being that the jungle has so many different textures, it leads to a lot of different camo outfits to use depending on the situation. Wearing the right outfit is the difference between being able to walk right past enemies, and not even being able to crawl toward them dozens of feet away.
Despite all of these changes, the game is still Metal Gear through and through. As stated before, the maps are wonderfully designed and lead themselves to a lot of experimentation. Whether your playstyle consists of sneaking past enemies, or taking them head on, Metal Gear Solid 3 satisfies. The jungle is a perfect setting that leads to experimentation with all of the different cover options, camos to choose from, and wildlife to exploit. The facilities in the game are just as well designed with tons of rooms and floors to play with. This is the type of game where you will be screwing around with the map for hours before you even want to progress to the next cutscene.
At the end of the day however, a Metal Gear game isn’t a Metal Gear game without the batshit story. And boy does Metal Gear Solid 3 have one. It starts off with the player playing as a spy who is codenamed “Snake”, or “Naked Snake” to be more precise. His job is to retrieve a scientist who has been kidnapped by the Soviets. Soon everything goes haywire as one of the Soviet agents does a false flag attack triggering a Cuban Missile Crisis style situation with the United States. What’s worse is that apparently the Soviet’s are constructing a super high tech weapon capable of mass destruction. As a result, Naked Snake is sent out to do a secret covert mission. Admittedly it isn’t the best story in the series, but it is still very entertaining and has the perfect balance of batshit and grounded storytelling. The story also introduces a lot of unique characters who often translate to fascinating boss fights such as a rocket man with a flame thrower, a centenarian sniper, and an electrified body builder to name a few. But the character that I feel really steals the show is a young Ocelot. It was a bit strange seeing him so young in the game as in the previous two games he was an old man. Yet in this game is nothing but a kid with a huge ego. Nevertheless, he is very entertaining to watch.
我不能不提及游戏的在线多人游戏模式而关闭此条目。 也许是因为这是我有史以来第一个多人在线游戏之一,但是最初的《合金装备在线》太棒了。 当然,它到处都是虫子和作弊者,但正确播放时却是爆炸。 玩一个不是第一人称视角或第三人称视角的在线射击游戏非常有趣。 有多种模式,但大多数人都陷入了团队死亡竞赛,偶尔会有间谍与士兵对战。 是的,间谍大战士兵几乎是一名扮演Snake的玩家,目标是四处溜达,而找到他是每个人的工作。 这非常令人愉快,但我主要还是坚持团队死亡竞赛。 显然,它已针对在线私人服务器游戏进行了更新,但仅适用于仿真版本。
无论如何分割,《合金装备3:生存》都是一款出色的游戏。 这当然不是完美的,因为不断变化的迷彩会令人烦恼,而频繁变化的地图会破坏沉浸感。 但是,总而言之,它仍然是一款高质量的游戏,代表了该系列游戏的顶峰。 我觉得在这场比赛之后,球队的实力开始下降。 Metal Gear Solid 4令人失望,因为它无法决定它想要成为什么样子。 PSP游戏太糟糕了。 Metal Gear Solid V实际上还没有完成,因此采取了播放电视节目而不是电影的方式(如果可以的话)。 Metal Gear Solid 3是我眼中的最后一个“传统” Metal Gear,它的确显示出来。 我只希望小岛最近取得的成就是最好的。
22 | 席德·迈耶的文明V
发行日期:2010年9月21日
适用于:PC(所有主要操作系统)

在我玩过的任何视频游戏中,我玩得最多的游戏是《文明五》。我在该游戏中投入的时间为360小时。 仅凭事实,无论您如何分割,该游戏对我都产生了重大影响。 经历了无数次演练,最终我一次只花了四个,五个甚至六个小时的时间。 充其量,文明可以被描述为游戏的幸福,最坏的情况可以被描述为成瘾。 查看同龄人的小时日志,显然我并不孤单。
要解释什么使《文明》成为令人上瘾的游戏,就必须解释什么是《文明》。 文明是“ 4X”流派的父亲。 “ 4X”是“探索”,“扩展”,“利用”和“灭绝”的缩写。 文明的基础是玩家从历史中选择一位传奇的领袖来扮演。 这包括像甘地一样受人尊敬的成吉思汗。 游戏开始时,玩家只有一包定居者和一个军事单位可以指挥。 它们周围的整个位置,但附近区域是不可见的。 随着时间的流逝,玩家将定居在城市中,探索它们周围的区域,并遇到其他文明,因为它们以朋友的身份结盟或以敌人的斗殴而战。 玩文明基本上是在替代历史中玩。 您将看到随着您和多个AI控制的玩家争夺成为最强大的文明而世界将如何发展。 这就是使这款游戏如此令人上瘾的原因,以致使人们在伪历史幻想中生活,在那里,美洲印第安人殖民了欧洲,反之亦然。 使非洲成为世界上最富有和最强大的大陆。 让共产主义凌驾于资本主义之上。 把世界变成一个公然的神权政体。 对于普通人来说,这听起来可能并不十分令人兴奋,但是对于历史爱好者而言,这却很吸引人。
看看AI在游戏中会做什么也很有趣。 看到奥托·范·比斯马克(Otto van Bismark)和阿提拉(Attila)之间的小冲突,匈奴总是很着迷看比赛。 既要了解哪个国家将战胜另一个国家,又要确定哪个国家将是更大的威胁。 为了使事情更加动摇,游戏允许玩家收集不同属性的多个“点”。 这些属性包括信仰,文化和科学。 信仰可以让玩家创造宗教先知并在整个领土上传播自己的信仰以产生影响。 文化被用来影响其他人口,并使自己的国家与众不同。 科学使国家能够研究技术并变得更加强大。 所有这些事情从一开始就很小,但后来逐渐滚雪球,在游戏的后半部分变得越来越重要。 宗教的力量可以使盟友成败,甚至可以使盟友反抗政府。 文化不仅可以促进旅游业的发展,而且可以使一个民族的人民对自己的国家感到更加温暖,从而减少了战争的机会并更加接受了自己的意识形态。 科学加快了发现新技术的时间,可以使玩家在人口增长,后勤,勘探和战争中发挥重要作用。 虽然建议您将重点放在一个属性上而不是其他属性上,但完全忽略一个属性很少是明智的。
专注于这些属性也有助于玩家获得哪种胜利。 该游戏具有四种类型的胜利:文化,技术,统治和外交。 通过采用最多的社会租户来赢得文化。 通过赢得太空竞赛而赢得了技术。 通过拥有最大的本钱来实现统治。 拥有联合国最多的盟友可以赢得外交。 玩家通常会说其中的一两个相对容易实现,而其他则几乎是不可能的。 我本人对我来说属于这一类,技术和外交很容易实现,但是文化和统治是我无法掌握的胜利。
该游戏还具有一种非常流行的在线多人游戏模式,玩家可以在地图上相互竞争。 它就像单人游戏一样玩,只是其他实际玩家代替了控制敌对文明的AI。 一开始听起来很酷,但是不幸的是,游戏花费的时间太长,无法完成。 比赛持续几个小时很常见。 我总是总会提早辞职。
除此之外,关于《文明五》的说法不多。这是一款非常棒且令人上瘾的游戏。 当然,它有其缺点,例如可疑和可预测的AI,不均匀的难度模式以及转弯时间有时太长。 但是,它仍然是一款出色的游戏。 即使一年中花了将近几天的时间,我仍然偶尔会有回跳的渴望。
21 | 游侠-X
发行日期:1993(确切日期未知)
可用在:Sega Mega Drive

不可否认,Sega Mega Drive是一款出色的游戏系统。 今天可能是一个流行的主题,尽管当时的主机战争非常火爆,但实际上超级任天堂在这两个平台上都有明显的优势,但我个人并不相信。 超级任天堂的许多游戏都比大多数人想起的要粗糙得多。 《超级马里奥世界》看起来像是经典游戏,但它是一款非常无聊的马里奥游戏,其中包含2D系列中最令人兴奋的关卡设计。 从理论上讲,Mana的概念的秘密听起来令人难以置信,但它存在严重的起搏问题。 许多“大型经典”街机端口的完成情况非常差,缺少大量的帧,减速和关键的丢失功能。 甚至当时相当不错的游戏,也已经老化得很严重。 自从系统告别以来,JRPG和平台游戏已经在其受人尊敬的风格上进行了20年的持续工作。 如今,Squaresoft和任天堂的“传奇”产品中有很多都只是平淡无奇。 当然,仍然有许多很棒的游戏支持该系统,例如大金刚(Donkey Kong)Country 2,Chrono Trigger,Super Castlevania IV,Shin Megami Tensei II和Yoshi’s Island。 但是,最终,很多游戏的表现都没有以前那么好。
与此相反,Sega Mega Drive专注于街机类型的体验。 游戏所流派的这些流派已经非常发达,并且由于还没有真正“演变”那么多。 因此,与说Crimzon Clover相比,像MUSHA Aleste这样的名字看起来不会过时。 但是尽管如此,我仍然认为Mega Drive上的游戏也由于两个原因而变老了。 首先是该系统实际上是玩这些游戏的任务。 当然,硬件可能没有Super Nintendo的浮华图形,但是其快速的CPU意味着它可以以极低的速度甚至没有速度运行这些游戏。 还有一个事实是,Sega Mega Drive拥有很多真正尝试过其设定流派的游戏。 当时大多数格斗游戏都在模仿《街头霸王II》,而Yuyu Hashinko则试图成为一名四人格斗家,成为自己的东西。 在大多数平台游戏者是Mario克隆人的时代,刺猬索尼克(Sonic the Hedgehog)专注于垂直水平设计,其布局不像传统的“丘陵”平台游戏,而更像过山车。 有很多这样的例子,但我最喜欢的一个是Ranger-X。
Ranger-X可以描述为16位系统的另一种侧滚动射击游戏。 玩家在其中控制着一个巨型机器人,该机器人正在保护居民免受敌人的入侵。 这听起来很典型吧? 好吧,直到人们意识到Ranger-X做了一些改变系统的事情。 首先,机械可以转换成几种不同的“形式”。 默认模式是飞行的人形机器人,通常会在大多数日本动漫中看到。 它伴随着独轮车,其作用类似于人形机器人的“狗”。 在这种模式下,玩家可以控制两个机甲向敌人的波浪射击。 但是,还有另外两种模式。 一种更简单的方法是,玩家可以让类人动物机械手跳到单轮车上并连接到单轮车上。 这样可以创建一堵能炸开敌人的墙壁,并且可以在保持地面的情况下快速行进。 第三种模式是使人形机器人与单轮脚踏车完全整合,并变成具有速度,火力和跳跃能力的成熟摩托车。 有趣的是,人形模式和摩托车模式都有自己的健康栏,从而为玩家提供了两次机会。 这些多种模式使玩家可以通过多种方式接近每个阶段。
公认的是,游戏的第一阶段就可以做到。 玩家只需要移动到屏幕的右侧并击落所有敌人即可。 很简单的。 但是,随着游戏的进行,每个级别似乎都是不同的。 一旦第一个区域被清除,下一个区域将采用完整的替代方法。 机甲不是穿过开阔的沙漠,而是横穿迷宫般的洞穴。 它围绕着玩家走来走去,寻找各种要摧毁的锁,以找到逃离地下迷宫的方式。 其他级别包括垂直缩放大型塔或在空中和地面上平衡战斗敌人。 游戏从来没有真正地停留在桂冠上。
并不是令人印象深刻的游戏玩法。 标题也是该系统的技术杰作。 它不仅具有很高的色数,详细的像素图和令人印象深刻的缩放比例,而且还具有一些不错的视差滚动,伪3D效果和其他各种视觉奇观。


这是宝藏或像Konami或Sega这样的主要开发人员所期望的巫术类型。 媒体新秀开发商并不新鲜。
游戏开发商GAU Entertainment在一开始就进行了灌篮。 但不幸的是不久之后似乎失去了立足之地。 它们最终由世嘉(Sega)带来,并合并到Nex Entertainment,这是一家以时间危机游戏…后来的糟糕的时间危机游戏而闻名的工作室。 看到这些才华横溢的开发人员要么浪费要么路旁,总是很不幸。
Ranger-X并不是完美的游戏。 对于初学者来说,游戏太短了,即使考虑到游戏的类型。它也太容易了。 音乐也有很多不足之处,因为这几乎是您的标准Mega Drive票价。 但归根结底,我真的很喜欢这款游戏,而且我认为这是专为Sega的16位系统制作的最佳游戏。
正如我告别世嘉的小型计算机那样,我无法克服这样一个事实:我感觉控制台是如此的被忽视。 它以数十种高品质游戏为特色,这些游戏支持“他们不像以前那样使它们成为现实”的说法。 尽管如此,它还是不断克服竞争对手的阴影。 也许是因为自1990年代以来,Mega Drive专门从事的游戏类型已不受欢迎,或者可能是因为Nintendo仍在推广他们的特许经营,游戏风格和理念,而Sega却是游戏机制造商和是他们以前自我的影子。 很难确定,但是无论哪种方式,Mega Drive都是一个很棒的系统,而且我觉得没有比Ranger-X更好的游戏了,因为这个名单的帷幕已经临近。
20 | 化妆舞会吸血鬼:血统
发行日期:2004年11月16日
可用在:PC

大多数RPG仅关注两个设置。 他们要么来自中世纪,要么是科幻小说。 不论它们是西方还是日本品种,它几乎总是涉及龙或太空巡洋舰。 在现代时代发生角色扮演游戏是非常罕见的。 仅此一项,化妆舞会吸血鬼:血统就转头了。 但是要补充一个事实,它是由Black Isle的退伍军人制造的,并且使用了当时不常见的吸血鬼主题,并且除了使用当时很热的Steam引擎之外,它还使角色扮演游戏的玩家停滞不前。 那些敢于测试数字发行丛林的人发现了一个角色扮演头衔,其中包含了核心角色扮演元素。 一个真正的三维继任者,是Black Isle扮演过去的庞然大物的角色。 不幸的是,这款游戏并没有卖得太热。 从长远来看,由于一系列业绩不佳的工作室,该工作室破产了。 然而,并非并非所有游戏都成为经典。 最著名的是化妆舞会吸血鬼:血统。
即使在今天,该游戏似乎仍然像以往一样受欢迎。 每当提起WRPG或什至只是RPG时,都会定期讨论标题。 但是,到底是什么使Troika的出行如此出色呢? 在巫师时代和Deus Exes时代,标题要现代得多,所以仍然如此渴望并没有什么意义。 但是,一旦有人玩了游戏,它就会变得很明显。 解释它的最简单方法是,游戏可以说是三维WRPG核心WRPG的最佳代表。 在地图大小及其提供的任务数量方面,像《辐射4(Fallout 4)》和《天际》(Skyrim)这样的游戏肯定雄心勃勃。 但是,当涉及以个人方式做出选择或改变玩家周围的世界时,游戏确实缺乏。 相反,《吸血鬼化妆舞会:血统》是一款非常个人化的游戏。 玩家在整个游戏过程中所做的选择不仅会改变整体的弧线和故事,还会产生涟漪效应,而且还会形成结盟,甚至会成为熟人和陌生人的生活。
游戏开始于玩家选择他们想要成为哪个种族的吸血鬼。 根据他们的选择,他们有不同的优势和劣势,并且只能参与特定的任务甚至故事情节。 一旦玩家完成设置,他们就可以进入令人惊叹的加利福尼亚州圣莫尼卡市。 游戏设置在免费的漫游地图中,主要角色可以探索该地图以发现独特的位置,事件和角色。 角色玩家会在与相关故事情节交织在一起的任务中遇到结果。 玩家可以根据自己的决定选择故事的播放方式。
现在,在文字上,确实有很多使这款游戏与其他大多数出色的RPG脱颖而出。 但是在玩游戏时,一切都非常合适。 大多数RPG似乎都无法弄清一个真正充满生机和发现的开放世界。 真正感觉到玩家在周围的真实事件中产生影响的任务。 但是,此游戏完美地钉了这些东西。 最重要的是,该游戏具有非常独特的哥特式主题。 如今,始于2000年代后期的吸血鬼热潮最近已经结束。 但是在吸血鬼变成十几岁和二十多岁的女孩有罪的性快感之前,它们就被视为非常恐怖的怪物。 Troika的头衔将吸血鬼带入了更加现代,都市和时尚的氛围,使事情变得更加混乱。 为了简化起见,大多数JRPG显然都将重点放在针对青少年上。 相比之下,大多数WRPG都过于关注针对30岁及以后的成年人。 这使许多二十多岁和三十多岁的人没有任何针对他们的东西。 JRPG似乎太像孩子了并且很焦虑,而WRPG太干又自命不凡。 假面舞会的吸血鬼:血统发现自己非常适合成年后的年轻人,因为它专注于跌落社会主题,但与儿童戏剧或一生的后悔背道而驰。 实际的游戏玩法并不能提供很大的自由,而是玩家可以找到自己的环境。您已经二十多岁了,没有父母来回答,也没有孩子要照顾。 世界是您的游乐场,城市是您的围栏。 我认为这是对为何如此爱游戏的准确推论。
当然,这并不是说游戏没有黑暗和令人毛骨悚然的气氛。 游戏具有深色调和饱和色的美妙阴郁的艺术风格。 环境是肮脏的。 而且配乐是一流的。 但是,总的来说,我觉得让这款游戏如此受人喜爱的两件事是着重于吸引20岁左右(以及30岁以下人群中的大部分)的生活方式,但是它显示了3D WRPG可能走到哪里的另一条路线。 如今,大多数3D WRPG似乎都将重点放在拥有大量任务的大型环境上,以牺牲基于选择的游戏玩法为代价。 当然,有一些标题,例如《巫师》,向开发人员展示了他们也可以吃蛋糕,也可以吃蛋糕,但是这种情况很少见。 吸血鬼化妆舞会:血统在许多方面与潮流背道而驰,因此,它今天在许多方面脱颖而出,并且将来将继续如此。
19 | 母亲3
发行日期:2006年4月4日
可用日期:Game Boy Advance

我对此会非常直率。 我一点都不喜欢《大地无界》。 我个人认为这是有史以来最被高估的游戏之一。 不要误会我的意思,它有时非常独特和迷人。 但是,许多游戏机制以及总体故事都是一团糟。 该游戏享有的邪教地位对我来说是一个很大的谜。 就是说,当我尝试游戏的续集“ Mother 3”时,我想到的就是:“我很高兴它没有本地化”。 并不是因为游戏很糟糕,而是相反。 这是因为游戏是如此独特且前卫,以至于任天堂的保守派本地化团队不可能做到公正。
由于Earthbound拥有众多的狂热粉丝群,因此当游戏没有本地化时,Earthbound社区决定自行对游戏进行本地化。 结果是有史以来最好的本地化游戏之一。 我不能称赞粉丝翻译。 这可能是我玩过的最好的本地化游戏。 上面有“天空之路:第二章”。 考虑到它是免费完成的,这更加令人不寒而栗。 这不仅是因为他们如何处理角色和情节,还因为他们如何处理游戏的轻松和节拍色调。 这包括一些敏感的主题,例如死亡,奴隶制和性行为。 是的,您没听错,尽管该游戏看起来像是小尼克的动画片,但它还是需要认真对待一些主题。 但是,更令人困惑的是,当这些主题出现时,游戏在大多数情况下仍显得轻松愉快。
为了确切地解释什么是Mother 3,它本质上是常见的日本角色扮演游戏的模仿。 从技术上讲,它的播放方式与其他任何JRPG一样。 它以聚会为基础,具有主要特征,具有回合制战斗系统,是线性的,并且具有很强的概括性故事。 即使您想获得更多技术知识,该游戏甚至围绕着拯救世界的孩子们展开。 关键是,游戏不是普通游戏。 对于初学者来说,标题的世界与其他视频游戏中常见的东西相去甚远。 据说它发生在现代,但是尽管有恐龙,先进的太空飞船和奔跑的牛仔。 如果我必须将“母亲3”的世界与某个事物进行比较,我会说它有点像“七龙珠”的世界。 过去,未来和现代的融合。 这个怪异的疯狂世界为游戏拍摄的外观和感觉增色不少。 播放标题的感觉就像您身处漫画中。 很多时候,您都会笑一个甚至笑。 话虽这么说,事情有时会变得很病态,但是详细地讲,我可能会破坏它。
在游戏方面,尽管最好将游戏隐藏起来,但它遵循的是典型的JRPG设计。 虽然有一些突出的功能。 最大的是战斗系统。 就像它的前身一样,损害是通过滚动健康来实现的,因为健康会逐渐消耗,而不是立即被消耗。 例如,假设我的角色还剩下200 HP,而一个敌人用300点伤害击中了我。 显然我的角色快要死了,但是我不会一次受到300点伤害。 最初,运行状况将快速下降,然后在几秒钟的过程中逐渐耗尽。 在这段时间内,我可以恢复健康或攻击敌人,希望在我的生命值降为零之前先杀死他们。 不幸的是,这是一把双刃剑,因为敌人可能会发生相反的情况,在他们崩溃之前,它可能会对我的队伍造成相当大的伤害。 还有一个事实,就是游戏从《勇者斗恶龙IV》中摘取了一些页面,在整个游戏中,玩家扮演多个角色,每个角色都有自己的故事弧。 就我个人而言,我通常不喜欢这样,但是由于每个角色都非常迷人且令人难忘,所以它做得非常完美。
在结束之前,我必须大声喊声。 它不是那里最好的,但肯定是独一无二的。 它完全符合游戏的风格和基调。
尽管是这样一个小众系列,但疯狂的母亲特许经营对游戏产生了多大影响还是很疯狂的。 我已经在较早的入门文章中介绍了它,但是Undertale受到Mother系列的影响如此之大,以至于创作者从Earthbound游戏hack开始。 再说一次,我没有看到人们在《大地之战》中看到的东西,但是我当然看到了人们在《母亲3》中看到的东西。这是一款非常独特且有趣的游戏,我不想表现出任何不同。 母亲4可能永远也不会被释放。 但是,该系列的精神和基调将持续很长时间。
18 | 喷枪
发行日期:2015年5月28日
可用在:Wii U

Splatoon是任天堂的粉丝和广大游戏玩家等待了将近15年的游戏。 对任天堂的最大批评是他们很少创造新的IP。 在任天堂顽固派退出断头台之前,让我解释一下大多数人所说的批评是什么意思。 当然,从技术上讲,任天堂更频繁地制造新IP。 最近,我们看到了代号STEAM,并且即将推出3DS游戏Ever Oasis。 但是,人们所指的是预算庞大的新IP,它们显然是任天堂根深蒂固的Mario,Zelda,Metroid等产品目录的一部分。 对于同等水平的用户,请使用育碧的看门狗。 这是育碧内部开发的一款庞大的大型预算游戏,被誉为最大的特许经营游戏之一。 当时,它不仅受到看似独特的概念的高度赞扬,而且对育碧来说是一笔巨大的预算新知识产权,因为自刺客信条以来,该公司就一直保持着桂冠。 当然,育碧在那时创造了一些新的IP,例如《光明之子》和《成长家》,但它们的预算并不高,显然也无法满足那些想要更多鲜味和育碧主目录一部分的人们的需求。 这类似于任天堂的困境,它们制造了新的IP,但它们并没有计划像其其他知名游戏一样扎根于任天堂的主要产品阵容中。 任天堂发布的最后一款符合该标准的新IP游戏是皮克敏,直到世纪之交。 宣布Splatoon时,它很激动,因为它只是任天堂主要课程之一的新标题。
在Splatoon发布时,最初遭到了一些人的怀疑。 首先,它是第三人称射击游戏,目标不是射击敌人,而是射击几乎所有其他东西。 “将城镇漆成红色”不仅是游戏中的一种表达,实际上是游戏中的一种。 每个玩家都控制一个配备了喷枪状油漆武器的人形鱿鱼。 目标是在计时器用尽之前用您团队的尽可能多的颜料覆盖地图。 听起来很简单,但令人惊奇的是它既有趣又具有竞争力。 更重要的是,由于竞争对手是乌贼,角色实际上可以跳进去,在队友的油漆下游泳,而未被敌人察觉。 但是,如果他们设法在敌人的油漆下行走,他们的脚就会卡在其上,从而开始缓慢行走,基本上就是完美的目标。 更重要的是,该游戏是围绕Wii U独特的控制器开发的。 触摸屏用于使玩家随时随地立即穿越地图上的其他玩家,而不会中断游戏。 还有一个事实,游戏使用陀螺仪控件实现了卓越的瞄准,证明了陀螺仪控件比模拟控件更准确,响应更快。 如果您选择了游戏的这些方面中的任何一个,都将拥有一个创新的头衔,但是当将它们全部组合在一起时,您将获得突破。
随着时间的流逝,Splatoon发生了许多变化。 与几乎所有其他具有更新的游戏不同,Splatoon不仅发挥了作用,而且还开始定期免费提供大量新武器和新模式。 似乎任天堂在Valve的《军团要塞2》一书中占据了一章,而不是用大量的付费墙DLC,扩展或年度郊游来创建游戏,而是致力于通过免费更新来保持标题的活力。 而且,由于该游戏是Wii U上最畅销的游戏之一,并且拥有大量的追随者,因此它似乎运行良好。 这并不奇怪,因为其中许多更新不断将人们吸引回游戏中。 许多新模式(例如Splatoon的版本)都捕获了标志和有效载荷,以至于很难想象没有它们的游戏。 这对于许多新的武器类(例如画笔)也一样。
关于游戏,要说的一件事是它多么酷和时髦。 自从Jet Set Radio拥有如此“酷”和“带有它”的标题以来,再也没有。 从Akihabaran启发的地理位置,到杀手级配乐,再到注重时尚的设计选择,Splatoon的世界都显得年轻而充满活力。
Splatoon不仅在任天堂的产品中受到欢迎,而且在一般游戏中也受到欢迎。 在现代时代,感觉所有最好和最有趣的游戏都在独立的场景中进行。 由于游戏名称比以往任何时候都更加同质,因此盒装游戏与游戏社区的联系越来越少。 Splatoon与众不同,它以漫长的停滞射击游戏风格为新生命,因为它着重于扩大领土和团队合作,所有这些都具有幸福而充满活力的氛围。 Splatoon是任天堂想要在现代游戏时代中保持与时俱进的游戏。 如果标题暗示了即将发生的事情,那么马里奥建造的房子的前途将非常光明。
17 | 罪恶装备XX ^核心
发行日期:2007年9月11日
最终版本:街机; 同样在:PS2,Wii

在当今的游戏世界中,格斗游戏类型与往年一样健康。 仅在今年,就出现了新的《街头霸王》和新的《拳皇》。 根据格斗游戏社区的普遍看法,这两个标题都是可靠的。 未来的前景一片光明,许多正在进行的系列赛将继续进行修订,并获得许多有趣的独立游戏冠军,以及有关第四次Marvel vs Capcom游戏的传闻。 但是,当涉及到战斗类型时,尤其是2D类型并不总是那么麻烦。
2001年之后,Capcom几乎放弃了这一类型。 SNK是其前身的外壳,它始终与Neo Geo相同的翻新版精灵一起工作,并且唯一专注于制作传统风格2D游戏的开发人员是来自日本的同人开发人员。 在西方从来没有适当释放过的东西(最著名的是《熔血》)。 但是,在2D格斗风格的黑暗时期,只有一位开发人员能够保持生存。 Arc System Works发布了“罪恶装备”系列,该系列拥有独特而快速的一对一游戏玩法,诱人的组合系统以及迄今为止见过的最高分辨率的精灵。 玩游戏和看游戏都比其他开发人员大吃一惊。
我很难尝试解释是什么使Guilty Gear与当时的其他格斗游戏如此不同,但是我会尽力而为。 最明显的原因是它特别着重于短跑,尤其是在空中。 因此,为什么它通常被称为“空气缓冲器”。 如果您曾经观看过《罪恶装备》,尤其是有经验的人,您会注意到角色跳跃后,人物在空中来回飞奔。 这是关闭对手并与对手保持距离的一种很好的方法。 它还会做出某些举动,例如开销攻击,更多地是威胁。 从技术上讲,有些游戏早在Guilty Gear(例如吸血鬼救世主)就开始飞奔之前就开始飞奔了。 但是,它不像Guilty Gear中的那样直观,也不实用。
还有一个事实,游戏充满了很多不同的功能。 有一种爆破计,可以使角色在受到攻击时立即将他们的对手“推”到很远的地方,这是阻止长时间抽出甚至是无限连击的好方法。 还有一个拉力计,可以用作遮挡物,以防止在阻塞时发挥破坏作用,从而表现出色。 当然,还有一个选项可以禁用张力计以执行“立即杀死”攻击,无论对手的健康状况如何,该攻击都会导致对手被彻底杀死。
所有这些因素加在一起,使Guilty Gear的“ airdasher”类型成为2D格斗游戏……err……子类型的“第三支柱”子类型。 您有传统的一对一战斗机(例如Street Fighter),以组合为重点的标签团队游戏(例如Marvel),以及现在的飞镖游戏(例如Guilty Gear)。 是的,这是一个滑稽的过分简化,但是在一定程度上确实如此,并且显示了Guilty Gear在当时的独特程度。
在结束之前,我不得不提一下游戏令人难以置信的配乐。 《罪恶装备》系列拥有所有视频游戏中最好的配乐。 我觉得只有Ys系列可以比较。 即使在经过近十年的探索之后,今天,我仍然在开车上班时聆听汽车中一些经过尝试和真实的曲调。
尽管该系列游戏起步不高,但曾经拥有的特许经营权已成为格斗游戏社区中最受欢迎的游戏系列之一。 最新版本是去年EVO上注册次数最多的前五名游戏,而第二名注册的传统格斗游戏则是近一千人。 对于曾经被丢弃了一年的系列来说,这是令人印象深刻的,有些人怀疑是由于缺少参赛者。 系列爱情是不应该的,因为从游戏玩法和展示的角度来看,没有其他比这更好的了。 我等不及要看该系列从何而来。
16 | 菲尼克斯·赖特(Phoenix Wright):Ace律师-审讯和琐事
发行日期:2007年10月23日
最终版本:Nintendo DS; 同时在:3DS,iOS,Wii

Ace Attorney的专营权已从晦涩难懂的经典游戏转变为便携式游戏的家喻户晓的名字。 就像埃特里安·奥德赛和《恶魔城》一样,如果您是“便携式游戏玩家”,则必须玩Ace Attorney游戏。 并有充分的理由,它们提供了其他游戏所无法提供的异想天开和有趣的故事情节和氛围。 游戏玩法和剧情是围绕一小段游戏设计的,但是如果他们希望一次坐着玩几个小时,就足以引起人们的注意。 标题的文字非常沉重,与电子游戏相比,它更像是一本互动书籍,而且迷人的角色甚至使我们当中最反书呆子的人也更愿意涉猎游戏的文字。 该系列目前有6种主线游戏,如果算上其他产品,则有9种。
在系列赛中有如此多的参赛作品,显然新来者不断地问什么是特许经营中最好的游戏? 通常,当一个系列中有这么多高质量的游戏时,粉丝会被划分为哪个类别占主导地位。 《灵魂》迷的粉丝群似乎一直在四分之一之间是最好的。 街头霸王粉丝对最好的街头霸王游戏没有共识。 清单继续。 但是,“ Ace律师”系列并非如此。 绝大多数粉丝都认为该系列中最好的游戏是第三名。
在游戏中,“三部曲”中的第三名成为最好的是很常见的。 这主要是由于他们通常被计划为系列赛的最后一场比赛。 显然,这是Ace Attorney系列赛第三次参赛的方式。 在故事和人物方面,开发人员全力以赴。 Trials and Tribulations并不是该系列中最激烈和“史诗般”的头衔。 我不想在情节方面付出太多,我只想说它在很大程度上涉及了主人公的过去,并解决了游戏系列中一些明显的松散结局。
关于Trials and Tribulations真的没有什么要说的,只是它是Ace Attorney游戏。 它使用与系列中所有其他标题相同的视觉小说,侦探和矛盾来寻找游戏玩法。 使其脱颖而出的原因在于其出色的书写和节奏。 我意识到这可能不是最令人满意的答案,但这是事实。 角色像没有其他任何游戏一样在游戏中大放异彩,情节令人ping目结舌,而写作则是一流的。 如果您只打算玩该系列中的一个游戏,请不要玩这个游戏,因为除非玩了前两个条目,否则无法完全理解它。 老实说,该系列中的所有标题都很棒,值得在此列表中出现。 但是由于被迫选择了creme de le creme,因此我不得不将“ Trials and Tribulations”放在列表的顶部。
我意识到这是一个非常短的条目,尤其是对于如此高质量的游戏。 它当然值得更长的时间写。 但实际上,这是最好的Ace Attorney游戏。 就那么简单。
15 | 美德的最后奖励
发行日期:2012年10月23日
最终版本:Playstation Vita; 同时在:3DS

看来这些天所有的愤怒都是逃生室。 我注意到,我的许多同事经常谈论他们如何经常希望与朋友一起去该地区的当地逃生室,或者玩各种iPhone逃生室主题的应用程序。 对于那些不熟悉逃生室的人来说,它实际上使人们陷入了一个陌生的房间,那里有各种各样的难题和技巧。 由个人来解决这些难题和技巧,以解锁进入房间的门口。 这是一个简单的概念,但是却带来很多乐趣。 因此,这些业务最近在各地迅速兴起。
但是,那些熟悉游戏的人,尤其是手持设备领域的人,对逃脱游戏室并不陌生。 半个多世纪前,西方玩家被带入了一个名为“ 999”的称号,这使游戏玩家熟悉了这一概念。 游戏本质上是视觉小说和逃脱室。 游戏以沉重的文字过场动画,视觉新颖的方式进行,随后是逃生室拼图。 几乎要冲洗一遍,然后再重复一次,但是,谜题和故事都很吸引人,因此受到欢迎。 但是真正使它脱颖而出的是分支路径游戏性。 在整个游戏中,玩家可以选择在各种事件中该做什么。 这主要包括与谁合作,通常会解锁游戏中的各种门。 总而言之,每个字符都被分配了一个数字,整个设施的门也被分配了一个数字。 为了打开门,玩家必须与足够的相应角色组队以将相应门上的数字加起来。 它可能看起来很傻,但是很有趣,并且由于遇到了不同的难题并且发生了不同的事件,因此增加了很多重播价值。
999非常受欢迎,并很快在游戏社区中获得了崇拜。 它仍然可以与Ace Attorney系列进行较弱的竞争,因为它一直是其备受推崇的平台上最佳视觉小说/冒险游戏的竞争者,正如它仍然可以说那样。 但是,该游戏是在任天堂DS生命周期的末尾发布的,并且新平台正在逼近。 999的续集很快宣布,它将在即将推出的Nintendo 3DS和Playstation Vita上发行。 标题在一年后发布。
美德的最后奖励发生在第一个冠军头几年之后。 我不想付出太多,所以我不会过多解释这个故事。 基本格式仍然存在。 游戏本质上是一半视觉小说和一半逃生室/拼图。 尽管有一些关键差异。 最大的区别是,尽管游戏仍然具有分支路径功能,但玩家必须在整个游戏过程中探索所有可能的路径。 虽然每次结束后通常都要以999(通常令人讨厌)结束,才能重新开始播放,但在《美德的最后的奖励》期间,玩家可以浏览整个故事情节中的各种事件,并在它们之间来回跳动,探索每种可能的选择。 在999中,您处于所选时间轴的异想天开,而在Virtue的Last Reward中您挥舞着它。 仅仅通过更改一个事件,就可以看到事情如何如此根本地变化,这是非常有趣的。 还有一个事实是,游戏没有使用繁琐的数字系统,而是为每个玩家和门分配了“颜色”。 它消除了数学的复杂性,并使事情变得更加直接。
但是可以说,游戏中最有趣的变化是“盟友”和“背叛”系统。 基本上,其工作方式是在每个逃生室之前,将每个“参赛者”与一个伴侣配对。 为了离开房间,每一对必须与另一对合作解决难题。 逃生室建成后,两人进入一个私人房间,在这里他们投票赞成“盟友”或“背叛”。 如果他们投票“同盟”,那么每个玩家将获得2分;如果您选择“背叛”,则您将获得3分,而相应的人则没有获得分。 这些分数的目的是使那些获得9分以上的人从设施中释放出来,而那些直到9分才留下的人。 解决方案似乎很简单。 只是让每个人都有盟友投票,这样每个人都可以退出。 不幸的是,了解人性,事情并不是那么简单。
这些变化的结果是一个非常引人入胜的游戏,总体上比第一款游戏更大,更好。 Virtue的Last Reward吸收了大约999的一切,并以此为基础。 这不仅是从玩法的角度,而且还是故事的角度。 连接了先前游戏中遗留下的许多点,与此相反,创建了许多新的单个点。 上一个标题中也有一些重复出现的字符,以及许多新的重复字符。 几乎所有的人都脱颖而出,可以说是该系列中最好的角色。 但是,这可以说是“弱点”,因为在玩系列的第一场比赛以充分了解情况时,标题确实是最好的。
我还必须接触游戏的音乐。 电影配乐很棒,非常适合游戏。 难怪该系列的下一款游戏会使用这么多(即使不是大多数)音乐剧《美德的最后奖励》中的音乐作品。 音乐带来的状态和幻灭感之feeling,非常适合游戏的气氛。
据推测,该系列由于最近发布的零时困境而告一段落。 该游戏是为PS Vita,3DS发行的,并且让Steam感到惊喜。 这是一款很棒的游戏,并且与其他系列游戏保持一致。 不幸的是,我发现游戏是该系列中最弱的游戏,尽管这并不能说明这些游戏的制作水平。 假设系列赛即将结束,我可以轻松地说,《美德的最后奖励》是三款游戏中最好的游戏。 它拥有最好的故事,最好的游戏玩法,最好的音乐以及实际上最好的一切。 它代表了系列赛的巅峰之作,并且达到了很少的比赛高峰。 随着逃逸室的普及,我很难想象这是我们将要看到的一元游戏。 我希望我是对的。
14 | 红色乐团2:斯大林格勒英雄
发行日期:2011年9月13日
可用在:PC

从2000年代末到2010年代中期,射手流派一统天下。 自从80年代末和90年代初的平台游戏开发者以来,从未有这样的游戏类型在游戏机市场上如此such脚。 随着Halo保持其受欢迎的专营权地位,而《使命召唤》凭借其第四次入围而获得了巨大的成功,似乎每个发行商都在蜂拥而至,寻找该类型的下一个大冠军。 今天的Sureeven射击游戏仍然是当今市场上最受欢迎的游戏类型之一,但是在Xbox 360和PS3时代,似乎几乎所有被炒作的游戏都是以第一人称视角或至少在肩膀上射击枪支。 当时,许多人将这一代称为“第一人称射击游戏的黄金时代”。
尽管这有很多原因,但我个人并不真正有这种感觉。 尽管数量到位,就像当时的WRPG一样,许多射击者被淡化以吸引大众市场。 彩虹六号曾经是战术FPS系列,但从彩虹六号拉斯维加斯开始,它又变成了走廊FPS。 生化奇兵是《系统冲击II》的精神继任者。 然而,尽管增加了介绍的前瞻性,但关卡设计却可悲,RPG元素比其前身更为基础。 尽管《使命召唤》和《杀戮地带》之类的游戏占据了榜首,但与其他第一人称射击游戏多年来在多个类别中的表现却相去甚远。
就是说,这个时代确实有很多高质量的第一人称射击游戏。 团队要塞2,孤岛危机和地铁2033即将出现。 但是在所有这些声音中,我觉得比其他声音高很多的是红色乐团2。尤其是在在线mutliplayer上,这个名字听起来很有趣,大多数人认为它是Konami的“音乐游戏”的一部分。系列是玩家是指挥大师,挥舞指挥棒进行交响乐的大师。 虽然看起来确实有些奇怪,以至于可能成为现实,但这个标题实际上是苏联主题的二战多人第一人称射击游戏。 游戏的前提是非常基本的,您需要与大量玩家一起加入大型地图。 玩家分为苏联和纳粹两队。 游戏有两种模式,要么是占领所有领土,要么是击败所有敌方玩家。 简而言之,它与其他多人射击游戏非常相似。
Red Orchestra 2与其他作品的区别是很多。 首先是枪支处理方法与大多数其他游戏不同。 游戏中不存在现代机枪和突击步枪。 绝大多数玩家挥舞着简单的步枪。 这意味着玩家每次射击后,都需要重新装枪。 还有一个事实,就是游戏的击打盒非常令人无法忍受。 一个人需要排好队才能击中他们的对手,而爆头却是极少见的,甚至是中等距离。 也就是说,当一个人受到打击时,他们会失去很多健康,因为这通常很可怕。 这导致了其他射击手很少能提供的两件事:紧张感和奖励。 由于无法立即用子弹杀死敌人,因此玩家必须等待并潜入敌人才能获得完美的射击效果。玩家经常扎在茂密的枝叶中或建筑物的遮盖部分中,以使玩家感到惊讶。 在大多数游戏中,这会导致大量廉价杀戮,但是由于Red Orchestra 2出色的关卡设计以及多条路线来获取地图,以及多种侦察敌人的方式。 等待玩家像抓鱼饵似的来袭,或者偷偷摸摸地使一个棘手的对手精明,这真是一件令人高兴的事情。 红色乐团2不仅仅依靠挥舞枪械的技巧,还更多地依靠战术和策略。
游戏还具有原始演示文稿。 受到苏联启发的世界既震惊又振兴了玩家。 翻阅地图并听取人物讲话,就可以看到斯大林主义在那个时代是多么统治。 斯大林主义不仅是一种政治意识形态,更是这些士兵的生命,游戏世界确实抓住了这一点。 但是必须谈论游戏的出色配乐。 太好了,音乐实际上是在游戏过程中播放的。 通常,这很可笑,但是由于它非常适合游戏,它不仅获得了通行证,而且还张开双臂积极拥抱。 由于苏维埃参与了第二次世界大战,在击败德国人方面做得比其他任何国家都要多,所以很高兴看到冠军头衔如此多地聚焦于他们对战争的看法。
2013年发布了一个独立的扩展包,名为“ Rising Storm”。 它本质上是红色乐团2,但只有美国人和日本人,而不是俄罗斯人和德国人。 这也是一个很棒的游戏,但是到了最后,我感到地图有些缺乏。 尽管我希望看到有关太平洋剧院的更多游戏,但经典红色乐团并没有击败超阳刚的苏联主题。 话虽如此,《升起的风暴》确实有能力让玩家挥舞剑和火焰喷射器。 另一个独立的扩展名为“ Rising Storm:Vietnam”目前也处于测试阶段,计划在不远的将来发布。
Red Orchestra 2是一个以军事为重点的多人第一人称射击游戏,是一个以军事为中心的多人第一人称射击游戏。 尽管如此,由于战术,紧张和有趣的游戏性,它仍然脱颖而出。 Tripwire Interactive已证明自己是一名非常有能力的开发人员,并希望该系列的未来像往常一样保持光明和红色。
13 | 毁灭公爵3D
发行日期:1996年1月29日
适用于:PC(所有主要操作系统),PS4,Xbox One,PS3,XBox 360,PS Vita,N64,iOS,Android,PS,Saturn,MD

随着1993年12月《毁灭战士》的发行,很快出现了无数仿效游戏公式的游戏。 在该国主流文化中存在约20年之后,终于有了一款视频游戏,掌握了围绕美国对枪支的恋爱关系的严格公式。 因此,《毁灭战士》取得了巨大的成功,每家公司都想套现。如此之多,以至于在谷物盒中发现了“假克隆”(顺便说一句,这款游戏相当不错,令人震惊)。 在FPS统治的绝对高度上发布的是“ Duke Nukem 3D”。 Duke Nukem 3D实质上是2D平台游戏的续集,是从原始游戏到最后一部游戏的巨大转变。 之所以受到欢迎,是因为它可以说是有史以来最大的FPS,而在我看来,这是“先行即用” FPS子类别中最好的FPS。
对于不熟悉Duke Nukem 3D的人,它本质上是Doom,但更好。 它具有相同的迷宫式关卡设计,并具有快节奏的奔跑和射击游戏。 这两个游戏之间的主要区别在于,《毁灭公爵3D》只是……一款出色的游戏。 Duke Nukem 3D具有更大,更复杂的关卡,更具挑战性的原始敌人,并且整体上更具野心。 听起来好像我概括的太多了,但是实际上没有其他方法可以描述游戏了。 Duke Nukem 3D只是用外星人和变异者代替了Doom的恶魔和附魔,并且在各个方面都提高了赌注。 如果您喜欢Doom,那么您会喜欢Duke Nukem 3D。
2013年,第一次玩这个游戏是一次真实的体验。 从字面上看,我连续几天玩了好几个小时,直到击败为止。 对我来说,真正让这款游戏脱颖而出的一件事是,与现代FPS相比,它的先进程度更高。 自从我最近完成《生化奇兵:无限》(Bioshock:Infinite)并在几个月前与《孤岛危机2》(Crysis 2)一起试过手以来,这尤其是事实。

该图像经常被嘲笑,但事实是它非常准确。 玩《孤岛危机2》或《生化奇兵:无限》,游戏几乎都是“向前奔跑,杀死东西,重复”。 相比之下,Nukem 3D公爵要复杂得多。 这些地图是多层的,其中有大量的门口和可供探索的房间。 回溯是很常见的,要使游戏进展,必须找到秘密和隐藏区域。 当然,许多区域有些荒谬,有时似乎由HH Holmes设计。 但是,归根结底,他们让您想要探索,最重要的是考虑如何前进到下一个领域。 也就是说,高级的不是地图设计。 努克公爵3D拥有令人印象深刻的致命武器和多样化武器。 玩家一次可以携带9种武器。 其中一些武器包括将敌人变成冰块的冻土喷射器,或者使敌人收缩的收缩器,以便玩家可以停在他们身上。 当然,这还包括面包和黄油武器,例如手枪,shot弹枪和RPG。 与此相反,大多数现代FPS很少让玩家一次携带两个以上的武器。 这可能是由于当今大多数FPS在设计时都考虑了控制台这一事实,这意味着一次向玩家提供很多武器是很大的禁忌,因为在武器之间进行切换对于传统控制器来说是一个痛苦。 这也忽略了武器有多无聊的事实。 当a弹枪被视为游戏中的“噢,该死!”武器时,您就会知道武器的选择非常糟糕。 也有很多其他事情,但最重要的是,玩Duke Nukem 3D确实显示了这些年来这种类型的水落石。
可以说,使Nukem 3D脱颖而出的人们认为最大的就是演示。 主人公的角色被描绘成“不乱搞”的剧组削减了80年代的动作英雄坏蛋。 他经常使用一支内胆,进入脱衣舞俱乐部或击打女士们都没有问题。 游戏还具有很多幽默感,例如让LAPD都变成了变异的猪,并且在整个地图上都有各种流行文化参考。 我强调这是人们所声称的,因为通过我的游戏过程,我并没有真正注意到这一点。 我的意思是确定Nukem公爵被描绘成一个自嘲的蠢蛋,但是在很少的上司战斗之后的整个舞台和十秒钟的过场动画中,除了几个班轮外,这并不是很明显。 流行文化参考很不错,但即使如此也不常见。 游戏当然不是工作设计的称号。
正如我之前说过的,使游戏出色的原因不是古怪的幽默感和气氛,而是如此精心设计的游戏名称。 不幸的是,3D Realms从未收到此消息。 看起来,继《毁灭公爵3D》之后的系列影片之外,一切都是令人失望的。 第一个扩展包“ The Birth”的设计水平很差。 这些地图不是那么简单,但是探索起来并不是很有趣。 但是,游戏中流行文化的参考字面上无处不在。 我承认我没有玩过其他扩展,但与主游戏相比,它们看起来更像《出生》。 在最长的时间里,《毁灭公爵3D》的续集被恰当地命名为“永远毁灭公爵”。 为了使25岁以下的现代游戏者了解整个游戏历史,从本质上讲是“最后的守护者”…“最后的守护者”。 它持续发展了14年。 它一直受到延误的困扰,一直到2011年最终发布为止一直进行重建。问题是3D Realms从技术上讲从来没有完成游戏。 在开发游戏12年后的2009年,3D Realms宣布将大幅缩减公司规模,并将Nukem Duke 3D的团队撤职。 但是,最以《无主之地》称号而闻名的Gearbox软件同意完成游戏并发布。 结果是有史以来最令人失望,最糟糕和最糟糕的游戏之一。 您可以说出您想要的《最后的守护者》,但至少游戏可以正常运行且可玩,但是永远的毁灭公爵只是未完成。 这可能是游戏历史上最令人失望的时刻之一,但说实话……这是预料之中的。
就我而言,我对《毁灭公爵》的特许经营权的看法与对《法力的秘密》系列的看法非常相似。 您在该系列中拥有一个或两个非常出色的标题,但还有许多其他瓷砖,范围从平庸到小便。 这是非常不幸的,但是随着永远的毁灭公爵(Nukem Forever)的发行,似乎终于摆脱了他的痛苦。 我有一天只是希望这种体裁可以追溯到其根源。
12 | 巫师III:狂猎
发行日期:2015年5月19日
最终版本:PC; 还在:PS4,Xbox One

如果您一直在阅读此列表,则可以看出我是CD Projekt的“巫师”系列的忠实拥护者。 这是我第一个喜欢的“纯”西方角色扮演游戏系列。 这确实有助于将我带入该类型。 第一款游戏是经典游戏,证明了当空无一人的开放世界游戏风靡一时时,黑暗角色扮演了丰富的游戏。 续集延续了这一趋势。 要说第三场比赛意识到了系列的潜力,那就是轻描淡写。 《巫师III》只是没有意识到《巫师》系列的初衷,但是几乎扮演角色的整个角色都可以说是游戏本身。 现在是的,这听起来像是夸张,但实际上并非如此。《巫师III》成就了玩家自此以来一直梦想的梦想。 在庞大的可探索交互式3D世界中拥有强大的主要故事情节,深入的任务交织和生动活泼的世界,是一次真正的角色扮演体验。 通常,对于RPG,总是会有所牺牲。 您可能拥有一个庞大的可探索世界,其中有很多毫无意义的边际任务,而且故事情节很弱(例如Xenoblade X或The Elder Scrolls标题),或者您在线性故事方面的经验丰富,但故事情节动人和/或非常肉食(例如例如《最终幻想》或《化装舞会的吸血鬼:血统》。 在最长的时间内,这些事情被分割了,因为开发人员不得不选择。 一个人根本没有时间或资源一次专注于所有这些事情。 显然,CD Projekt设法实现了这一不可能。 巫师III设法检查了每个箱子,并检查了该死的东西。
他们是如何做到的? 老实说,我不太确定。 我相信这仅仅是因为他们着手创造可能的最佳游戏,并且用尽了将三场比赛变成一场比赛的全部资源。 老实说,这就是玩《巫师III》的感觉。 首先,走来走去或骑马,探索城镇之间的感觉就像是自己的游戏。 那里有许多隐藏的洞穴,地牢和随机发生的事情。 在仅探索时,您会遇到很多附带问题。 这些中的绝大多数将非常多肉,并且与其他WRPG中的平均“大任务”一样,具有很多背景知识。 世界是巨大的,无论您走到多远,您所能看到的一切都可以真正到达。 如果您设法到达海岸,那没什么大不了的。 您可以乘木筏并进一步航行到下一个大陆,然后继续您的探险。
但是,事实是,主游戏的故事情节非常有趣,以至于您发现自己在探索或继续执行“必须做的目标”之间陷入困境。老实说,故事情节通常不是WRPG的强项之一。 人们喜欢假装Deus Ex甚至Fallout之类的故事情节都能与高端JRPG匹敌,但实际上并没有接近。 从技术上讲,巫师III也不是,但是它尝试了另一种方法。 类似于吸血鬼化妆舞会:血统,它试图推销世界。 完成此任务后,您将穿越成千上万个城镇,这些城镇会遇到各种有趣的人物,并带有令人困扰的背景故事。 很容易迷失在游戏的知识中。 但是,主要情节也很有趣。 同样,它不是那里最吸引人的情节,但它肯定会引起您的注意。 它围绕着主角杰拉特(Geralt)寻找谁本质上是他的假女儿西里(Ciri)展开。 听起来很基本而且很陈词滥调,但是效果很好。 有趣的是,每个主要任务,甚至大量的附带任务如何与Ciri的行为交织在一起。 看到最后一切都真是太好了。
但是,对我来说,最令人印象深刻的是,尽管游戏有如此多的要求(包括强制性和可选性),但如何将所有事物联系在一起。 毫无疑问,Wticher III的尺寸使实际角色扮演几乎没有任何妥协。 角色做出的每个选择都会对游戏产生影响,有时是即时的,有时是最终的。 游戏任务缠绕在庞大的网络中,导致其他任务被解锁或取消。 它导致许多同盟或敌人。 这样一来,整个游戏世界就发生了变化。 涉及角色扮演部门时,标题平淡无奇使所有其他现代游戏都感到尴尬。 这不仅仅是简单地成为“好人”或“邪恶人”,而是要为个人和为更大的利益做出艰难的选择。
我几乎可以写一本关于巫师三世的书。 地狱,我什至没有谈论它的技术成就,因为游戏非常漂亮,即使在普通游戏PC上也能出色地运行。 我还没有写有关游戏完美OST的文章,也没有写游戏的内容,直到最小限度的附带要求。 我能解释游戏的最好方法是它是独角兽。 《巫师III》是一款游戏,拥有庞大的游戏世界,有大量的边路任务,但故事深刻,任务深入,并且在基于选择的游戏中彼此联系在一起。 它有大量的文本,所有的声音都有作用。 疯狂的超大抽奖距离和宽广的环境,以及一些游戏中最漂亮的图形,使用适度的装备在60fps下可以很好地运行。 游戏中充满了矛盾。 我通常会以标题为该类型添加新标准来结束这一点,但现实情况是,该标准设定的标准如此之高,以至于虚张声势。 巫师III就像CD Projekt像《辛普森一家》中的剪辑一样吸引了所有粉丝一样。 粉丝列出了他们极不现实和矛盾的愿望和期望。 但是CDProjekt并未对他们大喊大叫,而是提供了。
11 | 系统冲击II
发行日期:1999年8月11日
适用于:PC(所有主要操作系统)

生化奇兵是一款非常平庸的游戏。 在被《亚特兰蒂斯》大肆宣传之后,我实际上是在2007年8月21日发布当天为其PC购买了该游戏。问题是,当时我正准备打包原始的Deus Ex。 我发现Deus Ex是一种令人难忘且非常愉快的体验。 精心设计的地图,身临其境的世界,FPS和RPG风格的完美结合,使这款游戏迅速成为当时我的最爱之一。 我唯一的抱怨是脑残的敌人AI。 但是,尽管非常喜欢这款游戏,但我还是面临尽快完成游戏的压力。 原因? 那天,生化奇兵被释放了。 这款游戏获得了无休止的赞誉,有很多说法是第一人称射击游戏/ RPG混合类型具有革命性的叙事方式。 在《生化奇兵》解锁下载几个小时后,我完成了Deus Ex。 游戏的结局真是太棒了,这让我兴奋地玩了这种类型的游戏。
与《生化奇兵》玩了一段时间后,我感到非常失望。 当然,演示是一流的。 当时的图形疯狂,艺术风格很漂亮。 整个游戏中都有大量的电影风格,使我感觉自己就像在看电影,而且角色设计很棒,尤其是《大爸爸》(Big Daddy)吓坏了我。 游戏的问题是与实际游戏玩法有关的任何事情。 地图的设计是可悲的。 如此简单到有他妈的箭头告诉您要去的地方。 是的,您可以将其关闭,但是整个游戏都是围绕着这种手柄设计的,即使没有箭头,地图设计也仍然非常简单。 RPG元素似乎比Deus Ex的预期退了一步。 它们非常简单,并且您可以使它们变得最基本。 当您立即在再生室的附近“检查站”重生时,死亡几乎为零刑罚。 清单一直在继续。 可以说,我发现游戏令人失望。
从我当时的理解来看,《生化奇兵》是8年前问世的系统冲击II的精神继承者。 直到半年后,我才肯投入这场比赛。 如果在《生化奇兵》之前玩《杀出重围》使我对《生化奇兵》感到失望,那么如果我在玩《生化奇兵》之前曾玩过《 System Shock II》,那我的失望反而会演变成有毒的仇恨。 最初发行10多年后,玩System Shock II导致我被粘在计算机上。 游戏在很多方面都非常出色。 并从字面上解决了我与《生化奇兵》遇到的每个问题。
首先,关卡设计要比Bioshock提前数年。 尽管发生在太空飞船而不是实际城市上,但《系统冲击II》的地图比《生化奇兵》中的任何地图都要复杂和多层次。 每个区域都有多层相互连接的楼层,里面充满了不同的秘密,物品和其他有趣的事物。 为了在游戏中真正取得进展,您需要积极探索这一领域。 与其依靠地面上的箭头来防止玩家迷路,不如使用巧妙的视觉提示和结构化的区域来提示玩家要去的地方,但不足以达到手持的目的。 游戏的地图设法正确地找到平衡点,使其不够神秘,以至于该区域感觉不像迷宫,但不够精简,因此感觉不像隧道。
还有游戏的RPG元素。 有很多不同的统计数据,武器和小玩意可玩,可以说标题更像是RPG,而不是FPS。 令人着迷的是,如何更改不同的统计数据并使用不同的武器来改变游戏的玩法。 特别是当它们都非常适合于不同情况时。 尤其是当您可以选择做人并使用武器或心理能力时。
我享受的最后改进是游戏的沉浸感。 对我来说,有时我觉得沉浸在游戏中有时会少一些。 当然,交互式过场动画都很不错,但是它们只能小剂量保持其效果。 System Shock II了解这一点。 尽管它确实具有互动式过场动画,但沉浸感必须来自游戏本身。 两个大的危险生物在房间里走来走去,随机寻找猎物,挤在房间的黑暗角落里,正对着出口。 到处都是满身鲜血的破烂尸体,并在他们接受不可避免的命运时找到详细记录他们处境的人的录音。 这些都是我卖游戏的东西,虽然《生化奇兵》没有缺席的那一刻,但确实感觉是以互动过场动画为主要焦点。
就《 System Shock II》的游戏类型而言,它几乎是《生化奇兵》,但在太空飞船上。 角色在飞船上飞行时醒来,发现每个人都已经死亡或变成某种可怕的生物。 事实证明,这艘船已被一个极其邪恶的超级AI劫持,其目标是占领世界。 玩家应在为时已晚之前销毁AI。 事情显然比这复杂得多,但这是一个概括性的总结。 标题围绕着空虚和孤独的气氛而旋转,因为它扮演了整个“在太空中没人能听到你的尖叫”的牌。 然而,在这里非常有效,因为在玩家的整个旅程中,他们会遇到无数的尸体,并记录受害者的日志条目,以困扰的方式详细描述他们的处境。 就像《生化奇兵》一样,这些也暗示了正在发生的事情。 这是一种非常新颖的叙事方式,不足为奇的是,它不仅在《生化奇兵:无限》(Bioshock Infinite)中得到了证明,而且在《最后的我们》和《合金装备5:幻影之痛》(Metal Gear Solid V:The Phantom Pain)等游戏中也得到了证明。
实际上,System Shock II在各个方面都领先于时代。 不幸的是,该游戏未能获得应有的商业成功。 尽管如此,它不仅已成为经典,而且是绝对必要的经典PC游戏玩法。 不难理解原因。 游戏已经过时了,部分原因是经过尝试和真实的游戏设计,部分原因是过去十年来现代FPS游戏设计的倒退。 如果您是尝试“生化奇兵”(Bioshock)系列的人,并且觉得该系列在使用过程中需要更多的肉,那么我不建议您使用System Shock II。
10 | 跨步者
发行日期:1989年1月(确切日期未知)
最终版本:街机; 还在:MD,虚拟控制台(Wii),PS,PCE

好了,您终于到了这一点。 我的“有史以来最伟大的视频游戏(IMO)”列表中的前十名。 从字面上看,有数十款游戏都在努力争取这一位置,但是只有少数游戏成功了。 我花了一些时间思考哪些标题留下了很大的影响,并且足够有趣,可以实际在该领域排名。 我觉得Strider达到这个水平非常合适。 对于那些不熟悉该游戏的人来说,这是一款未来推出的侧卷动作游戏,其中将饰演一个名为“ Strider Hiyru”的杂技演员。 当这些侧滚动hack-n-slash游戏开始成为市场标准时,就发布了该游戏。 NES的忍者龙剑传(Nenja Gaiden)仅在几周前发布,而世嘉(Sega)将在几个月后发布《忍者的复仇》。 使Strider在这些游戏以及随后的几乎所有其他游戏中脱颖而出的原因是其开发的平台。 Strider是为街机游戏开发的,因此它不必解决游戏机的局限性。 该游戏具有巨大的精灵,屏幕上有许多敌人,甚至还有计算重力的游戏内物理系统。 仅此一项,Strider便在人群中遥遥领先。
就是说,尽管这款游戏具有出色的技术实力,但很少有人关心甚至注意到它。 有两件事使Strider成为最受欢迎的游戏。 恒定的高节奏起搏与杂技,快节奏的游戏玩法以及游戏的奇妙设置相融合的程度如何。 为简单起见,Strider中总会发生某些事情。 英雄忍者不断地在该地区走动(通常在右边),并用他的长剑向他看见的每个敌人猛击。 他的忍者灵活性和敏捷性使他能够在该地区几乎任何平台或建筑物上进行缩放和攀爬。 每当屏幕的X轴或Y轴移动时,通常都会准备好一些东西,因为敌人和平台在游戏中放置得很好。 不仅如此,游戏还具有一系列独特的关卡和细分。 从缩放到莫斯科新摩天大楼的顶部,再到攻击零重力飞艇基地的内部,Strider都提供了多种多样的刺激性。 从头到尾都是不间断的动作。
标题的设置也很棒。 它发生在遥远的未来(虽然我想今天不是那么遥远),而机器人,机器人和魔术在其中占主导地位。 游戏就像每十岁的孩子幻想成真。 甚至有一个地方,您都可以前往亚马逊雨林,与恐龙互动(包括有机机器人和机器人机器人)并与之战斗! 游戏的艺术风格非常喜剧和明亮,音乐同时具有深色和卡通风格。 如果您要指出某人,这将是视频游戏设置和氛围的典型例子,那么Strider将是最佳人选。
然而,游戏并非没有缺点。 对于初学者来说,游戏进入第三阶段后的质量确实会下降,因为最后两个阶段对玩家而言并不像前三个阶段那样令人愉悦。 这是最后阶段的两倍,最后阶段过于严厉,我敢为自己的利益感到困惑。 虽然过场动画非常好听,而且每个角色都说母语时会发声,但效果却太短了,这使得故事在具有如此巨大潜力的游戏世界中几乎不存在。
像《毁灭公爵3D》一样,Strider是该系列中的出色头衔,在该系列中,开发人员再也无法接近匹配。 Playstation的Strider 2被普遍认为令人失望。 Double Helix最近重新启动被认为是很好的……但是仅此而已,这是“很好”。 Strider不是一个“好”游戏,而是一个令人难以置信的游戏。 因此,为什么几年前重新启动时仍然要谈论原始的Strider,却几乎被遗忘了。
尽管只观看了三场正式比赛,但Strider Hiryu还是出现在更多游戏中。 尽管Capcom几乎不是最受欢迎的系列,但似乎只要有Capcom合奏参与标题,Strider WILL就会出现。 这可能是由于角色实在是个坏蛋。 他是一个未来派的忍者,是杂技演员的大师,挥舞着久远的等离子剑。 你为什么不想扮演他? 他是Monolithsoft的“ X” SRPG系列游戏的常客,该系列将Namco,Capcom,SEGA和Nintendo角色收集在一起,作为可玩角色。 但是Strider真正出名的地方是Marvel vs Capcom系列。 这主要归功于Marvel vs Capcom 2:新世纪英雄。 该游戏在3对3团队战斗机中拥有56个可玩角色的疯狂名册。 但是,该游戏在高水平游戏中具有疯狂的速度和复杂性,而其他格斗游戏几乎没有。 因此,竞技比赛中可行角色的名册缩减至约16个。在这16个中,只有3个或4个来自Capcom。 Strider是其中的角色之一,这确实促使他在游戏界获得了更多的认可,尤其是因为他的角色既有趣又独特。 Strider还参加了Ultimate Marvel vs Capcom 3比赛,在那场比赛中他再次表现出色,他拥有庞大的阵容,当考虑到比赛中可行的角色时,阵容会大大缩小。
在Capcom几乎已成为昔日自我的阴影的时代,值得看一下Strider之类的游戏来记住为什么它们一开始如此受到高度重视。 当然,《生化危机》,《街头霸王》,《洛克人》和《鬼泣》都拥有出色的游戏系列,但Capcom多年来生产了许多令人兴奋和有趣的游戏。 这值得记住。
09 | 伊卡洛斯小子:起义
发行日期:2012年3月23日
适用于:Nintendo 3DS

一段时间以来,在一次索尼的主要新闻发布会上,将宣布Crash Bandicoot系列的重启,这一直是个难题。 Sure technically there have been plenty of games featuring Crash Bandicoot in recent years, but they weren’t really Crash Bandicoot games as they were developed by a different developer, published by a different publisher, and were…well kind of shitty. Similar to the situation the Terminator film series finds itself in, Crash Bandicoot was a well received video game series when it was controlled from the ground up by it’s creator, in this case Naughty Dog. Once Naughty Dog moved on to bigger and better things, the license was sold and the franchise went to…well shit. Since then fans have been clamoring Sony to buy the license back and return the character to their former glory. Over the years Sony has given some teases to bringing the series back to the spotlight. Recent examples are things such as the glorified entrance during E3 2016 of Activision releasing a HD remaster of the first three games and a presenter wearing a Crash Bandicoot shirt during another Sony conference.
Why am I bringing up Crash Bandicoot? Because it is the closest current example I can think of when comparing to what Kid Icarus went through for years. Kid Icarus was originally one of the classic NES games. In case you live under a rock, pretty much every one of Nintendo’s biggest standing franchises started on the NES. Zelda got its start in the on the NES and became a flagship franchise. Mario got its start on the NES and became a flagship franchise. Metroid got started on the NES and became a flagship franchise. All of these titles were very different from one another, complemented each other very well, and had multiple appearances on pretty much every Nintendo console. Zelda was an epic action-adventure game with a medieval setting. Mario was a pick up and play platformer with a cartoony setting. Metroid was atmospheric action-adventure platformer with a sci-fi setting. However, there was another game in the NES library that was pretty popular and complemented these games perfectly. Kid Icarus was an epic action platformer with a Norse fantasy setting. It completed the “main franchise” circle perfectly. Despite the game selling well, achieving critical acclaim, being “Nintendo unique”, and having a cult fanbase, it only received a single sequel for decades. After the 1991 Game Boy game the series was never heard from again.
Over the years, fans begged for a sequel, but it never happened. Then during the 2000s, some teasing occurred. First was 2006’s Tetris DS, which had an entire level dedicated to the Kid Icarus game. Then most notably was Pit’s inclusion to the roster in 2008’s Super Smash Bros. Brawl. Then in E3 2010, the impossible happened, a new Kid Icarus entry, was actually announced. Even more so, it was going to be developed for Nintendo’s upcoming Nintendo 3DS. As one would imagine, fans were floored.
Two years later the title was released. The first Kid Icarus game in almost twenty years. So how did it turn out? Very good, actually no, it turned out fantastic! Kid Icarus: Uprising not only met expectations, but it set a new standard in not just resurrecting franchises, but handheld gaming in general. Before I go into detail about the game, one has to understand just what kind of game the original Kid Icarus was. A vast majority of people think it’s simple a vertical platformer, in which instead of going from left to right, one goes from down to up. This is absolutely correct…for the first two levels or so. From there on out the game changes. It becomes side-scrolling dungeon crawler, then a traditional left-to-right 2D platformer, then a shoot-em-up, then back to a vertical platformer, then back to a side-scrolling dungeon crawler, then back to a shoot-em-up, then the game ends. My point is that the game had A LOT of variety. While it was technically mainly an action platformer, it didn’t really stick to one single genre. This is something that a modern entry of Kid Icarus had to get right. Kid Icarus: Uprising does just this. Half the game is pretty much one clearly defined genre. Though instead of this being the platforming genre, it is in fact the shooter genre. These segments are similar to titles such as Sin & Punishment in which the camera is behind the player as they move the reticule to shoot at enemies. It’s your typical affair, but what makes it stand out is how fast and frantic it can be. The game as a matter of fact let’s one control the “intensity” of each stage, so the higher intensity the player sets, the more enemies and chaos there will be on screen. This alone gives the game plenty of replay value.
Once the shooter portions are over, Pit (aka “Kid Icarus”) takes to the ground. The game then becomes a common action game. With Pit running on the ground, exploring the area, while taking out baddies with his trusty swords and arrows. However, these parts don’t just rest on their laurels, there is plenty of variety during these segments including controlling large robots, driving fast vehicles, and plenty of other things as well. The levels also change things up as some places are designed as labyrinth mazes or just straight forward action-platforming. Each stage has a boss battle at the end which is well worth your time. I’d dare to say that the game has some of the best boss battles I have ever played.
Now let me address the white elephant in the room. The controls. The 3DS, at least at the time, lacked a second analog stick. This meant that if you wanted to move character and aim at the same time, or move the camera freely around, you had to use the touch screen. So during the shooting stages the player had to move Pit with the analog stick while aim with the stylus on the touch screen, while shooting with the shoulder buttons. It takes time to adjust to it, but after a while one gets used it to it. Most of the biggest complaints are during the on ground segments. On the ground the player runs around with the analog stick, attacks with the shoulder buttons, uses items with the face buttons, and moves the camera or aims the arrows with the stylus on the touch screen. As one can imagine, this is pretty difficult to initially do and takes some practice. Especially due to how fast paced the game is. After a while however, most players get the hang of it. Keyword is “most”. Like Skyward Sword before it, Kid Icarus used a very unique control scheme which divided players into two groups: those who think it just takes getting used to and it enhances the game, and those who think it is broken, unneeded, and ruins the game. Personally, I am in the former category. Sure it takes time to learn and get used to the controls, but once one does it is very rewarding. That being said, I can understand the complaints. After playing the game for a while, it does get uncomfortable. I imagine those with more sensitive wrists will find it to be unpleasant. Nintendo realized this and sold the physical version of the game with a stand to aid players, especially those who happen to be left handed.
Despite the amazing gameplay the game goes all out on presentation. Make no mistake, this isn’t a “handheld” title. The game’s production matches that of a big budget console game. There is top notch voice acting, top notch cutscenes, a deep story, gorgeous graphics and effects, “epic” music, and tons of modes that I can’t even talk about. One could legitimately argue that it was Nintendo most ambitious game to date when it was released. I mean to me the only game that went so far at the time was Skyward Sword, besides that I have trouble thinking of anything else that compares. And it just isn’t all flash. The story is very engaging and characters are absolutely lovable. The world of Kid Icarus: Uprising is one you want to see again and again.
The title also sports an online mutliplayer mode. This mode involves a deathmatch or team deathmatch mode on one of many choices of maps, as each player controls their own Pit as they try to defeat their competitors by shooting arrows, attacking them with melee weapons, and using various items. It sounds like something that was very rushed and quickly put together, but it is actually surprisingly well throughout and pretty deep. Sure, it’s no Splatoon, but it’s not quite as far from that mark as one would assume. What’s really shocking is how active it was last time I played the game. I recall entering the online servers three years and a half years after the game was released and I never had a problem finding a match. Apparently the multiplayer had or has some serious legs. I wouldn’t be surprised if there were still players on the servers.
What really makes this game stick out is the replayability. From controlling the difficulty of every level, to the online multiplayer, to countless unlockable, to animated mini-episodes, and a many other things I forgot, this game is packed with content with a lot to love. It’s funny because it technically doesn’t need any of that stuff. The game in by itself is replayable enough as it is because it’s a very enjoyable experience that one wants to go back to. But despite that, Nintendo didn’t leave it at that, they went all out on this title. There is so much I have yet to talk about the game, but I feel like it’s best to end here or else I’ll just ramble on and on. The best summarization I can give about this game is this: buy it, play it, love it.
08| Jet Set Radio
Released: October 30th, 2000
最终版本:PC; Also on: Xbox 360, PS3, PSVita, DC

If there was a single game I’d show someone to summarize Sega during their twilight days of a powerhouse, it would be Jet Set Radio. I would feel wrong to begin detailing the game before I started to explain Sega at the time first. As virtually every gamer knows, during the 1980s Nintendo was the undisputed king of the console market. The NES had a virtual monopoly in North America. Then comes along Sega, a company mostly known for its cutting edge and fun arcade games. Sega released a series of consoles worldwide and none of them gained too much traction until their 16-bit Mega Drive, which was moderately successful in Japan and Europe, but wildly successful in North America. The system garnered a huge following due to it’s more “adult” and “big kid” centric marketing and library filled with pro-athletes, ninjas, and ‘tude characters. Shockingly, Sega’s follow up system was a dud in everywhere in the world but Japan where it saw some success. Despite having THE flagship 3D game series with Virtua Fighter, the company wasn’t really sure just how to approach 3D gaming. And with their follow-up system, the Sega Saturn, bombing almost everywhere and the arcades declining as a business the company was in a sink or swim situation. As a result, it threw out a lot of Hail Mary’s in order to save the company. Most of these faciliated in their next, and unfortunately last, gaming console, the Sega Dreamcast. Featuring funky controls, memory cards with a screen and minigames on them, and online gameplay it truly was a system way ahead of its time. But what most people remember about the Dreamcast was it’s unique titles.
Sega went out with a bang by creating games that nobody else really ventured in before. Shenmue is an obvious example as Sega combined free roaming map gameplay with a cinematic story, deep combat system, and pretty much something from every genre one can think of. Skies of Arcade was the first JRPG to really go all out in 3D as the maps were fully 3D models with no pre-rendered backgrounds in sight. Rez was a unique looking and playing arcade shooter similar to Panzer Dragoon. Phantasy Star Online brought MMOs to the console space. Sometimes they’d just throw shit at the wall, like they did with Typing of the Dead, which is a House of the Dead game…but where you type to kill the zombies with a keyboard.
Out of all the games though, perhaps the most beloved and well known one is Jet Set Radio. This hyper stylistic game focuses on players traversing the streets of Tokyo with inline skates as they have a mission in tagging everything and at times everyone with graffiti before the time runs out. It’s a very arcadey and Sega-like approach to the then popular skateboarding genre. It was both cool, daring, addicting, and most of all fun. It encompassed everything Sega was at the time.
Now one could think that the game is essentially a Tony Hawk clone, but only with a inline skates and the ability to use graffiti. This is a bit wrong. For starters, Jet Set Radio’s challenge doesn’t come from doing tricks in the manner of how many buttons one can press before they hit the ground, but more so how the characters play with the environment. To rack up the score it’s best for one to do a wall jump, then land on the rail, land on a car, do another wall jump, and land. As opposite to Tony Hawk which one just has to find a ramp and just constantly spam the two trick buttons. Jet Set Radio also requires a lot of skill to play. Grinding in the game is pretty difficult as one has to get the right angle and speed to do so. Setting up the tricks and just as, if not more difficult than doing the tricks themselves. The game is made to want you to go through the streets very fast and elegantly in order to tag your markers as quick as possible. In fact, it is a bit dishonest to call the game an “extreme sports” title. It’s more akin to a platformer. The goal is to reach areas by hopping around and playing with the environment before the timer runs out. The title is arguable more similar to Super Mario 64 than it is to Tony Hawk’s Pro Skater 2. And like Super Mario 64, one can play the game for quite some time just moving around through the area and playing with the environment. The game feels so good to just play.
Despite the title’s top notch gameplay, what most people remember the game for is how stylish it is. The game was one of the first, if not the first, to use cel-shaded graphics. This graphical style isn’t too uncommon today, as almost anything that’s supposed to emulate traditional cartoon uses this style. But back at the turn of the millennium, this style was never seen before. Playing the game was like being inside a living breathing cartoon world. And the atmosphere and setting of the game complemented that perfectly. The entire game is like a very upbeat comic book. Sort of like a “cool kids “ version of Scott Pilgrim. The setting of the game is about various “gangs”, more misfits than anything, having beef due to one thing or another. These differences are often resolved by graffiting their turf or something similar. So if you are expecting something more dark and, let’s face it, realistic like Grand Theft Auto, you’re playing the wrong type of game.
The title also has an incredible soundtrack. Using some of the “hippest” and “funkiest” music at the time, Jet Set Radio likely has the best use of licensed music in gaming to this day. It truly brings the world to life and makes you feel like you are a teenager again, but this time you are part of the “cool clique”. The atmosphere the music creates when combined with the rest of the game is most similar to The World Ends With You. It just nails the feeling of being a cool rebellious teenager.
Unfortunately this game never really got it’s due. It was initially released on the ill fated Dreamcast. It then received a pseudo-sequel called Jet Set Radio Future for the Xbox. The problem was, like most Sega titles on the system, is that it didn’t really gel well with the userbase that was focused on the dark, gritty, and realistic type of games. There was third title that was pitched for the Wii, but it never came to fruition. The original title did get a Steam re-release which sold very well…but apparently Sega still isn’t interested in making another title or even porting over the second game.
Today with gaming being so stale, it seems that late era Sega is needed more than ever. True, Nintendo is filling that gap to a degree, but they mostly take the weirdness too far at times. Usually relying on strange, or even appalling, control schemes as a way to keep a series fresh. Sega managed to create fresh games that used entirely new concepts consistently, all while having the titles focused on the devoted gamer. Unfortunately this arguable led to the companies downfall. The Dreamcast’s biggest problem was that outside few titles like Resident Evil: Code Veronica and Sonic, it didn’t really have any games that really appealed to the mainstream gamer. Even when Sega went third party, they still had this issue as nearly every game they released that wasn’t a Sonic title underperformed. So one can look at Jet Set Radio as a title that represents a period. A period of gaming where developers were much more willing to take risks, experiment, and just create fun games.
07| Freedom Planet
Released: July 21st, 2014
Definitive Version: PC (All major OSs); Also on: Wii U, PS4

In just such a short amount of time, it seems indie games have taken over the hardcore gamer market. To think that just a little over a decade ago, Xbox Live didn’t allow digital downloads of new content and that Steam didn’t even exist. Yet here we are today with many, if not most, of the year’s most anticipated titles belonging to independent developers. Now to me, there have generally always been two types of independent games. Those that are modern and try to experiment/push the trends of today, and those that are meant to emulate titles from a certain era. Time and time again we have seen many games, especially those from smaller and more ambitious developers, try their hand at recreating the glory of the old school titles from the NES, Super Nintendo, and Sega Genesis. And time and time again we have seen many of those games fail…miserably. Even the so called “good ones” I feel miss the mark.
The problem with these titles is that as enjoyable as they are, they focus too much on emulating the classics of the early and mid ’90s without realizing a core ingredient of what allowed those classic to be so great in the first place. There are a few titles that get this right however. But I think the one that absolutely nails it, is Galaxy Trail’s “Freedom Planet”.
The best way to describe the game is that it is two thirds Sonic the Hedgehog and one third Rocket Knight. The game is a 2D platformer where the player can choose between two three characters. Lilac, a dragon who can charge up and “fly”. Carol, a wildcat who attacks enemies with her claws and can ride a motorcycle with anti-gravity transportation. And Milia, a dog with energy attack powers. All these characters play very differently and can access different parts of each stages. This obviously leads to a lot of replayability. The game’s level design is very similar to Sonic the Hedgehog with it’s focus on speed, brief puzzles, and multiple routes. The stages are filled with ramps and even rollercoaster loops. It gets to the point that if someone managed to mod Sonic into the game, that an onlooker would never question whether or not one was playing a Sonic title. The game even has the player collect multiple rings crystals which tend to lead the player of where to go. Unlike Sonic though, the collectables have no relation to the characters health, as that is a separate life bar all together.
Describing the game like “Sonic with hot sauce and a unique flavor” is pretty accurate. That said, this isn’t a bad thing, because Freedom Planet doesn’t just match the quality of the previous Sonic titles, it surpasses them. Freedom Planet has better level design, has better boss fights, has better movement and character control, in pretty much every aspect Freedom Planet surpasses any Sonic the Hedgehog title. And this is a key ingredient of why I feel it succeeds more than any other title in terms of being an “old school throwback” indie game. What made games like Chrono Trigger, Super Metroid, Sonic, and Castlevania so great wasn’t the fact that they were shooting to be as “16-bit as possible”. They were great because they were focused on pushing their genres to the absolute limit. When looking at these games formulas and the hardware they were on, one can see that there wasn’t much more the developers could do. Today with modern knowledge and improved technology we can push these genres further. Freedom Planet does just that. It focused on pushing the core gameplay of the 2D action platformer genre. It mixed the beloved charge attacks from Rocket Knight with Sonic’s fast running speed. It took Treasures giant and frantic boss fights and added it into the game. And it upped the presentation with quality voice acting, a detailed MIDI soundtrack, and a story that is well put together. Due to this, Freedom Planet just didn’t reach the levels of the Genesis greats like Sonic, Sonic III, Rocket Knight Adventures, and Dynamite Headdy, it surpassed them.
A game that it reminded me of was Wayforward’s return to form title Contra 4. Contra is a game series has had mediocre title after mediocre title since the third game. Only one, well technically two, have managed to be a legitimately good game. And that’s Contra 4. The reason for this is that Wayforward just didn’t try to emulate Contra 3, they instead decided to expand on the game. Specifically with the grappling hook, by adding some Bionic Commando flavor, and much more ambitious level design and bosses. It was a winning formula that the company hasn’t replicated since with the series (well besides that one, but that WAS outsourced to Arc System Works.
I feel that developers can learn a lot from Freedom Planet. It isn’t enough just to simply emulate the games when titles attempt to recreate an experience. The best case scenario with that is that you get a quality title like Resident Evil: Revelations, which is seen by many as a solid entry in the series but is light years away from Resident Evil 4. The worst case scenario is you get a game like New Super Mario Bros. Yoshi’s New Island which is pretty much just like the title it is trying to be, but just with the most boring and uninspired design imaginable. One has to focus on making the best title possible and pushing those boundaries that already existed. That’s what made these titles so special in the first place. Now I’m not saying to innovate for innovation’s sake, but there is always something you can add to a title to spicin’ it up and make it more interesting, and developers should take note.
06| Ys Origin
Released: May 31st, 2012
Available On: PC

It could be argued that Falcom was the last developer to come stateside after the Japanese RPG floodgates opened. After Final Fantasy VII became one of the best selling games on the Playstation, it seemed that every Japanese role playing developer moved their titles stateside. Enix quickly hopped onboard, as did Namco. Atlus took a few years but was soon solidified, as did Nippon Ichi. However, there was one developer who’s presence was glaringly absent. And that’s the developer who arguably started the entire genre in Japan. Falcom was developer mostly known for their action RPG titles in Japan. Mostly known for the Ys and Xanadu series, Falcom published tons of quality action RPGs in Japan. They even ventured successful with traditional turnbased JRPGs with the Legend of Heroes series. To be fair, these titles were released in the West, and to very high praise. The NES release of Faxanadu was said to be one of the best games on the system for the few who played it. Ys for the PC Engine was ground breaking at the time, thanks to its cutscenes, voice acting, and CD quality soundtrack. However, despite these two titles being well respected, neither series received another Western release for decades. And for a quality port, it would be even longer.
A big reason for this is because unlike every other Japanese role playing developer (or really any other Japanese developer), Falcom did not focus their products on consoles but rather the niche Japanese PC market. And while there was a clear market for Japanese role playing games for consoles, it wouldn’t be for nearly a decade and a half later until PC market was proven to be a friendly place for Japanese role playing games. But for the longest time Japanese role playing games, and really Japanese games in general, were seen as a nonexistent market for the Western PC market. As a result Japanese developers rarely localized the PC versions of their games, and this included Falcom. In fact, Falcom’s games didn’t begin being localized on the PC market, but for the console. The studio moved production to consoles/handhelds due to the fact that PC niche market eventually shrank too small even for Falcom. Thus a lot of their previous titles began to be ported to the PSP. They were pretty successful, and thus Falcom kept porting.
In an odd twist of events, thanks to Square-Enix taking the chance with the port of The Last Remnant and Carpe Fulgar localizing the extremely niche but addicting Recettear: An Item’s Shop Tale, the PC market was proven not just to be viable for Japanese role playing games, but showing that the genre was actually in high demand. As such, Falcom began porting all of their old classic PC titles, which almost all of them selling very well. So well in fact that they are now starting to port their recent titles to the PC exclusively for the Western market. Quite the contrast to Falcom’s previous viewpoints of the Western PC market.
Now since Falcom began their PC and Sony portable localization binge there have been plenty of quality games they’ve brought over the Western shores. As a matter of a fact, I’d argue that all of these games are of high quality, accept maybe Ys VI. If I had to pick one game though to take the top spot, I would easily pick Ys Origin. The reason is very simple, it is the best action RPG ever made, and I do not bestow that claim lightly.
To explain the game, it would be best to explain its context. Falcon would truly make the jump from PCs to handhelds in late 2007 in Japan. Ys Origin was the last full, ground up, mainline major title they were developing for the PC. It was, in many ways, a signal to the end of an era. As such, Falcom truly gave it their all with title. In truth, there is nothing unique or innovative about Ys Origin in a core gameplay sense. The player can select between two (eventually three) characters each with their own unique play style. They then explore a, pretty linear, dungeon as take out enemies, solve puzzles, and fight tough bosses. What makes the game stand out is just how well everything packaged.
The combat is wonderful. It may not be Bayonetta, but is extremely satisfying as it is so fast and frantic that it keeps the adrenaline rushing. Each character plays completing different from a traditional hack-n-slash character, to a long range “bullet” attack character, to a rush down down in your face character. There is something for everyone to choose from. To add to that, each character has their own unique story in the game. The truly get the entire experience and understand what is going on, one must play each character to see the story through “their eyes” so to speak. It is very enjoyable and adds a lot of replay value.
The level design is top notch. Darm Tower isn’t most challenging dungeon in gaming, but it is very fun to transverse. The way enemies are placed and distance doors and different levels are from each other just make for such a smooth and seamless experience. The boss battles are “epic” and just so intense. And the story more than holds one’s attention and truly fleshes out the characters, their unique personality, and their struggles. And the music. The music! 天哪! THE MUSIC! THE FUCKING MUSIC! Ys Origin comfortably has the best soundtrack I have heard in all of gaming. I realize that I often complement an entry’s soundtrack on this list, but believe me Ys Origin is the absolute pinnacle of this category.
Add in a ton of replay value, great tie ins with the other entries in the series, and various hidden tidbits, and you have a must have title for anyone’s RPG collection. There really isn’t anything else to say about Ys Origin, it is simply the best of the best. The ultimate action RPG.
05| Shin Megami Tensei IV
Released: July 16th, 2013
Available On: Nintendo 3DS

To say that Shin Megami Tensei III: Nocturne was a breath of fresh air when it was released on Western shores in 2004 is an understatement. Long after the twilight of JRPGs heydays, the subgenre began to grow stale, with quality release not seen for quite some time. It took the traditional blue sky adventure shonen formula and switched it into a dark occult modern horror fantasy setting. The usual brain dead turnbased battle system with a boring linear overworld, became a highly tactical and strategic turnbased battle system with the entire game being designed as one big dungeon. The title single handedly spawned the series to become a mainstay in the West and aided Atlus in becoming a dominant publisher for niche Japanese games.
Over the years there have been plenty of entries to the series. Such as the Digital Devil Saga titles, the Devil Summoners, Strange Journey, the Personas, etc. However, it was quite some time before an actual full numbered sequel was released. To gamers who don’t know much about the series, it was kind of like the wait for Street Fighter III. The studio kept churnning out all of these spinoffs, side-series, and technical sequels. However, they never really made a game that was actually a full numbered sequel. Eventually that changed in 2013 with the release of Shin Megami Tensei IV.
First, I have to address the giant elephant in the room. The game was made for the Nintendo 3DS, a handheld. This initially disappointed a lot of the fanbase as the series was traditionally associated with home consoles. Now while the series was never known for its crazy production values through most of its life, the third entry of the main franchise had a bit of a production going for it at its time, being that it was fully 3D with tons of character models and ambitious dungeons. Now to be fair this is a valid complaint, as Atlus probably could have upped the presentation department significantly if the game was on a PS3 instead. However, thinking of it, the game more then lived up in pushing boundaries in more ways than one.
To begin, I’m going to describe just the type of game Shin Megami Tensei is. The mainline series is basically a traditional dungeon crawler meets a traditional JRPG meets Pokemon. There is a main overarching story that the player has to go through with character development, world building, etc. This combines with the usual crafting of party members and the like. Though, it’s the type of party members one gets that’s interesting. As the player fights enemies they can choose to either kill them or “negotiate” with them. Basically instead of throwing balls in their face to get the enemies on your side, you have to talk with them and convince them to join you. If successful, then the enemy will be part of your team, if not they’ll either attack you, run away, or run away and steal something. Instead of being “pocket monsters” the enemies in the game are straight up demons from an alternate universe. They look dark and satanic which makes them appealing in a weird way. One can level up these demons with experience or by fusing them together with one or more demons to create an even more powerful demon. Though it just isn’t the power of a demon one has to keep in mind, but also the skills they have in order to help one’s party. Finally, one also transverses the world and visits different lands, but unlike other JRPGs, the entire world is basically one giant dungeon as all the maps have a maze like quality to them.
In short, Shin Megami Tensei combines three main types of RPG genres and creates its own thing that appeals to a specific type of gamers. So how does the fourth entry in the series fair? Pretty damn well actually. Sure there were some changes that some may have mixed feelings about, but overall it is an extremely solid entry in the series. The first thing one notices is that the title is very clearly designed for a handheld. Unlike the console versions of the game, dungeons and areas are much more bite sized. This isn’t to say that they are easy, but transversing the average map/area in the game can probably be done in twenty minutes or so, compared to the console titles which are usually around three times that. The main story also takes a bit of a back seat to the sidequests which truly make up the meat of the game, as players will find themselves exploring the world and random areas to take out hordes of enemies, hunt for items, or challenge hidden bosses.
This may all seem very eyerolling, and in most titles it usual is. However, Shin Megami Tensei IV makes the exception in that this format gives more than it takes. The bite sized dungeons are admittedly a bit disappointing, however there are so many areas to explore and venture through it eases the pain. The side quests don’t detract from the single player campaign and do well to flesh out the world. They also work in synergy with bite sized dungeons in having the player go through an act with boss fight and all in a reasonable amount of time. And as cliche as this sounds, these two things also makes the game very easy to pick up and play, as well as results in it being very replayable.
The presentation of the game is great. I don’t want to spoil too much, but let’s just say that the game manages to serve fans who both are accustomed to traditional medieval style settings, as well those who enjoy modern settings, and those who enjoy the “not so distant future” settings. The lore is very well done and one can easily get lost in the world. There is also a bit of interesting philosophy thrown in the story, even with moral choices that truly effect the gameplay, even to the point of one half of the game being entirely different due to it. The only downside is that this is no Witcher, as the choices are pretty literally either black, white, or gray.
As usual by Atlus, the soundtrack is superb. Atlus really went all out to give the game its own style and unique feeling. Plus soundtrack art is some of the best I’ve seen. I mean…look at this!

THAT is an album cover. It really reflects the quality of the game.
In short, Shin Megami Tensei IV is a fantastic game. Despite being on a handheld, it managed to push the boundaries of the series and the JRPG genre. Also, much like Kid Icarus: Uprising, it significantly upped the standards of what developers should be doing for their handheld entries. Shin Megami Tensei IV may have been on a handheld, but it truly earns that number at the end of its title. It is a full fledged sequel and continuation of the previous titles in the well regarded series. Atlus knocked it out of the park with this title, and it deserves all the recognition.
04| Xenoblade Chronicles
Released: April 6th, 2012
Definitive Version: Wii; Also On: Wii U eShop, 3DS

If you were to ask any JRPG fan, they would largely agree that the ’90s was the “Golden Age” for the genre. Not only was it when the genre came to its own, but so many ground-breaking titles that have aged like fine wine were released then. Titles like Chrono Trigger, Final Fantasy VI and VII, Xenogears, Dragon Quest III and V, Secret of Mana 2, Earthbound, the list goes on and on. Not to mention if one were to include the dawn of the new millennium, then titles like Skies of Arcadia, Pokémon Silver, and Final Fantasy X would be included as well. After the early 2000s however, the genre began to slow down a bit.
After another brief boost in quality of, mostly forgettable, JRPGs during the end of the PS2s lifetime, people were waiting for the next wave of quality JRPG titles. The thing was, was that people were expecting games to push the genre more than ever before. Due to the power of the PS3 and Xbox 360, developers were now capable of making much more vibrant and elaborate game worlds than ever. This obviously had many fans of the genre very excited. Unfortunately, there weren’t any real quality titles that grabbed the bull by the horns when it came to pushing the envelope. The Last Remnant, while a quality game, didn’t really do anything from an ambition standpoint to push the genre that previous games did not. The Mistwalker Xbox 360 games developed a cult fan base, but were criticized by playing it too safe. Most notorious however was Final Fantasy XIII in which failed to push the envelope to the point that having towns in the game was ditched due to them being too “difficult” to do in HD.
The generation was about to come to a close, when finally, a title comes along that truly pushes the genre in all the right ways. After around a two year wait, Xenoblade Chronicles finally reached American shores. It was title that focused huge on exploration with gigantic maps to explore, contained tons of side quests that tie into the main plot, a battle system that was an evolution of the semi-real-time type, and over course a huge epic story that spans dozens upon dozens of hours. If there was juggernaut of the genre that one could point for that generation of consoles, it was Xenoblade Chronicles. But the irony of all of this, is what the game was released on. The title was developed ground up for the Nintendo Wii, a system that was basically inline in terms of power with the then previous generation consoles. It turned out that the most “next generation” JRPG experience was on last generation technology.
So, what made Xenoblade Chronicles so good? To put it simply, it’s a game where the developers put every ounce of their effort to make it as great as possible. Xenoblade Chronicles is your typical epic adventure JRPG. It focuses on a group of party members focused on vanquishing evil as they travel along a series of maps and encounter tons of enemies and bosses that the player needs to defeat until they reach the end. Again, it’s typical, but it is all so well done. In terms of gameplay the battle system, while having its kinks, is very unique and pretty solid. The enemies, and especially bosses, do a great job in testing one’s skills and abilities. The level design is sublime. Not only are the maps gigantic, but they are very interactive, layered, and most importantly, fun to explore. Throughout the maps are multiple secrets in the form of items, monsters, quests, and tons of easter eggs. This is the type of game where you definitely do not want to simply go from point A to point B.
The presentation however is also superb. The game’s world just feels so alive with so much going on in terms of lore and politics. The characters are very appealing and likable. And story in general is pretty fucking cool and will definitely suck you in. It’s a good thing too because the game is very long. It lasts around eighty hours or so and gives you tons of stuff to do throughout your journey. The graphics are spectacular and when playing upscale on HD, the game could easily pass an Xbox 360 title. The soundtrack is splendid, with music the complements the atmosphere very well.
Of course, the game isn’t exactly perfect. While the story has great pacing, the difficulty doesn’t. It’s very difficult to have a game that has good difficulty pacing that also puts a lot of focus on side quests. What often happens is that those who do a lot of the side quests will find themselves too overpowered and will be able to blow through the game, while others who just want to focus mostly on the main story will find themselves fighting enemies and bosses that are next to impossible. While the same games that get it more right than others such as Shin Megami Tensei IV or The Witcher III, Xenoblade isn’t one of those games. Far too often I found myself getting stuck on a very difficult boss battle in which I had to level up my party two or three levels. This usual took an hour or two to accomplish, and while it wasn’t so bad because I mostly did it via side quests, it was very annoying. I feel that much of it is because of how misleading things are. One could have party that is able to trounce all of the surrounding enemies, but then receive a beat down from the map’s boss. Being honest in any other game it would be enough to really sink my impression of it, but the highs of Xenoblade Chronicles are so strong that they easily tower over the lows.
除此之外,没有什么其他的了。 就我而言,《 Xenoblade编年史》应该是任何遵循“史诗般”冒险的JRPG的事实上的标准。 尽管在本世纪初开始了首映,但它仍然轻松地保持了这一头衔。 开发商Monolithsoft确实为Wii U制作了一款名为《 Xenoblade Chronicles X》的游戏续集。它与Xenoblade Chronicles类似,只不过它更多地侧重于侧边任务而少了一些主情节。 结果,游戏遭受了巨大的损失。 尽管标题有其追随者,但大多数人都认为最初的比赛是出色的。 因此,在任天堂的新游戏机发布期间,Xenoblade Chronicles 2被宣布,“ 2”强调该条目将与第一款游戏更加一致。 就我个人而言,我持谨慎乐观的态度,但无论哪种方式,游戏中都有一些巨大的鞋子可以填补。
03 | 罪与罚:明星接班人
发行日期:2010年6月27日
最终版本:Wii; 也在:Wii U eShop

Wii的成功确实使所有人措手不及。 它使Nintendo措手不及,使零售商措手不及,使新闻界措手不及,等等。然而,对系统的成功感到最惊讶的是游戏开发商。 他们无法想象该系统会大受打击。 但是,当控制台飞离商店货架并建立起庞大的安装基础时,开发人员并不知道该怎么做。 除了明显的独特控制方案成为问题之外,还有一个事实是,与Wii相关的游戏玩家主要被视为休闲游戏玩家。 基本上是30多岁和40多岁的女性,中年男性,甚至是那些不喜欢玩游戏的普通人。 大多数发行商认为,最好的方法是在Wii上发布他们的休闲游戏,同时在Xbox 360和PS3上发布更核心的游戏。
尽管如此,仍有一些开发人员尝试了第三种选择。 弥合休闲游戏玩家和铁杆玩家之间差距的一种方法。 在2000年代末和2010年代初,任天堂的游戏机上出现了许多街机类游戏。 当时的想法是:“休闲游戏玩家和铁杆玩家过去曾经在街机游戏,而我们为什么不只是制作街机游戏呢?”。 因此,许多街机游戏开始出现在系统上。 该系统发布了诸如NBA Jam,Jumbo Safari和Tatsunoko vs Capcom之类的游戏。 可以说,它也成为了诸如吉他英雄,摇滚乐队,迈克尔·杰克逊体验和《舞力全开》等音乐游戏的“入门”系统。 但是,这种街机现象最明显的例子是轻型枪支游戏。 《生化危机:伞编年史》,《生化危机:暗面编年史》,《死亡空间提取》和最著名的《亡灵之屋:杀戮》。
但是在系统上发布的所有街机游戏中,迄今为止最好的是《罪与罚:星际接班人》。 该游戏是炸弹袭击的一个不太可能的续集,它是一个铁路射击游戏,玩家在射击敌人时一直控制着角色的光标和X / Y轴。 这是一个非常简单的前提,但是像其开发商Treasure的大多数游戏一样,它的工作非常混乱。 这是一款游戏,序幕级别从7开始,然后在第一级别迅速切换到10,但不知何故中断了转盘,因此游戏其余部分停留在10。游戏的整个过程是如此快速而疯狂,它给了一点呼吸时间。 它要么是源源不断的敌人和子弹,要么是巨大的头目之战……通常是脸上源源不断的子弹。 游戏是无情的,只是不会停止。
仅此一项就足以将其列入列表,但游戏并不仅限于此。 与该类型的大多数电影不同,《罪与罚:星际接班人》不是射击场。 环境是非常互动的,相机会不断改变角度,游戏通常会切换到不同类型,例如成为侧滚式射击游戏,甚至跳动游戏。 整个过程都是坐过山车。
我不能不谈控制方案而真正谈论游戏玩法。 这是为Wii控件制作的游戏。 Wii Remote和Nunchuck非常适合该游戏。 只需简单地将Wii遥控器指向屏幕上他们想要拍摄的位置,然后按下扳机即可。 双节棍的感觉很好,而且他的体重很轻,因此人们可以不断地移动棍棒而不会感到疲劳。 确实没有更好的游戏控制方案。 就像是在玩街机控制硬件一样。
演示方面的游戏很好。 图形很详细,声音表现有些不好(但是效果很好),具有很好的艺术风格,音乐也很合适。 我唯一的抱怨是主角看起来很普通。 与90年代虽然很酷但看起来很主角的第一款游戏相比,这是一大步。 除此之外,即使我经常重玩它,我也不会抱怨这款游戏。
宝藏是多次出现在此列表中的开发人员。 这是有充分的理由的,他们很有才华,并且有很多追随者。 不幸的是,自2014年以来,他们还没有发布过任何形式的游戏。更糟糕的是,有传言称该工作室已经完成了游戏的制作。 今天,该工作室没有发布任何一款游戏。 《罪与罚:星际接班人》很有可能是备受赞誉的制片厂最后一款零售著名的预算游戏。 如果是这种情况,我想不出更好的发行版本。
02 | Skullgirls:第二次再演
发行日期:2012年4月10日
最终版本:PC(所有主要操作系统); 同时启用:PS4,PS3,Xbox 360,PS Vita。

我仍然记得当我第一次发现Skullgirls时。 我被开发人员制作带有卡通品质“精灵”的游戏而着迷。 但是,我对游戏的艺术风格以及角色中某些更……舒适的服装感到非常反感。 在游戏机上发行游戏后,我对游戏没什么想的。 它的受欢迎程度似乎有所下降。 最终,该游戏启动了由粉丝资助的Kickstarter,以在PC上为该游戏提供更新版本。 想要尝试另一款格斗游戏并且对Street Fighter IV无聊,我决定一时兴起购买Skullgirls。 当时我几乎不知道我最终会非常喜欢这款游戏,并且如此认真地对待它,以至于最终我最终会去参加一场大型格斗比赛。
为什么我最终如此认真地对待游戏? 答案是因为它值得。 Skullgirls代表了理想的格斗游戏应有的一切。 拥有格斗游戏中最全面的教程和训练模式之一,就可以轻松上手。 角色都是多样且非常平衡的,因此您可以选择多种战斗风格。 熟练掌握游戏非常有趣,部分原因是进度进展得很顺利,部分原因是您学得越多,您就越能确定自己可以做的事情。
最后但并非最不重要的一点,该游戏包含一个小型但非常活跃和友好的社区。 在这种社区中,玩家将自愿出钱自愿帮助您在游戏中变得更好,而无其他理由希望您在游戏中变得更好。 游戏玩家已经不止一次主动邀请我进入游戏培训室,向我展示如何玩每个角色以及游戏的基础知识。 具有讽刺意味的是,我对许多休闲玩家都做过同样的事情,我认为它具有感染力。 与我以前在格斗游戏中的经历相比,这是一种极大的欢迎,在我看来,我只是被大吼大叫或取笑,我在找您《街头霸王》。
Skullgirls是一款游戏,我从在宿舍中进行随机的在线比赛开始,到参加在线活动,再到参加锦标赛,因为这很值得。 玩起来非常有趣,社区充满热情,并且游戏始终提供试验和改进的选项。 再加上一个事实,即游戏达到了均衡的程度,即使是技能最高的玩家也根本不看分层,并且您拥有最出色的格斗游戏。
更新:从我开始这已经有一段时间了。 比赛非常热闹,非常有趣,我没有定期去当地人。 我通过这款游戏结识了很多人,并且玩了数百个小时。 在许多方面,《 Skullgirls》是一款真正影响了我一生的游戏,不仅在娱乐方面,而且还在社交方面。 这也忽略了这个游戏随着我玩的越多,越好而变得越来越好。 我坚持最初的主张,认为这是有史以来最好的格斗游戏。
01 | 半条命²(包括第1集和第2集)
发行日期:2004年11月16日
最终版本:PC(所有主要操作系统); 同样在:PS3,Xbox 360,Xbox。

每个游戏玩家一生中都会留下一种巨大的印象。 那种游戏感觉不像您在玩游戏,而更像您正在体验一种可以持续一生的体验。 我喜欢称其为“星球大战经验”。 这通常来自媒体的发布,这些发布是如此精致,而且远远超过了他们的时代,以至于几乎没有什么比它们更合适。 仿佛您在演未来的杰作。 这完美地描述了在2000年代中期发行Half-Life 2的感觉。 当时几乎没有像它这样的东西。 没有游戏能像“您控制玩家”那样具有电影般的体验。 没有一款游戏具有如此出色的节奏。 没有游戏能够完美地融合图形,艺术风格,文字和氛围。 没有一款游戏包含如此多的游戏设计创新,而这些创新很大程度上依赖技术力量。 当然,上述所有游戏都没有。 这就是《半条命2》如此特别的游戏。
阅读上面的列表,看来这款游戏将是“时间不错,但老化严重”的经典案例。 但是,去年重玩游戏后,我对它的表现感到震惊。 不仅仅是游戏的实际游戏玩法仍然像以往一样清晰,或者节奏仍然是业界所能提供的最好的事实。 但是,十年前令游戏如此令人难以置信的事实今天仍在几乎相同的水平上得到证明。 纹理可能不是最好的,但是由于艺术风格和令人难以置信的细腻动画,图形令人惊叹。 游戏的电影感仍然几乎无与伦比,这要归因于游戏的出色导演。 角色的动画效果很好,动作自然,表演是一流的,而且总会发生一些事情,因此您不会感到无聊。 但是大多数游戏都具有无与伦比的细节水平。 绕着17号城市走就足以解释整个世界。 如您所见,戒严法完好无损,在该地区巡逻并骚扰公民。 这座城市是一片空旷的荒地,人们所看到的唯一人类生活要么是压迫性的军队,要么是居民为恐惧自己的生命而蹲在建筑物上。
也就是说,游戏并非完全完美。 游戏有一些轻微的磨损,显示了它的年龄。 场景虽然令人惊叹,但没有达到应有的详细程度,因此可能使我脱离经验。 虽然枪法可以胜任工作,而且肯定“感觉”不错,但这肯定有点简单。 而且敌人的种类肯定可以得到改善。 但是,没有什么是完美的。 今天玩《半条命2》是一款视频游戏,相当于观看电影大片,例如《印第安纳·琼斯》或《星球大战》。 当然,它已经以某种方式老化了,但是在大多数情况下还没有,特别是在某些传统知识认为应该具有的特性上。 这证明了游戏的强大动力,并表明该游戏很可能会保持其行业领先者的头衔。
尽管游戏达到了如此高的标准,Valve还是设法不断地击中瓶子。 以小插曲的形式发行随后的游戏可能会引起许多粉丝的担忧,虽然这本来应该导致游戏质量下降,但实际上第1集和第2集的表现与他们所开发的突破性游戏一样好。 尽管当时他们还不是技术奇迹,但他们仍然保留了剃刀锐利的节奏,并保持了以前游戏的设计。 在游戏中玩从来不会让人感到烦琐,总有一些事情会引起您的兴趣。
但是,由于两个简单的事实,我觉得《半条命2》应该在这份榜单上名列第一。 首先,《半条命2》之所以如此出色,是因为它当时是真正的“下一代”体验。 在《半条命2》之前,没有一款游戏具有如此严格的节奏,沉浸感和高质量的电影体验。 自游戏发布以来,整个行业都朝着这个方向前进。 似乎几乎AAA游戏都将重点放在电影体验上。 试图模糊游戏与电影之间的界线。 但是即使在这种情况下,甚至在《半条命2》的零距离之内也没有任何进展。部分原因是因为《半条命2》不应以将游戏和电影融为一体的方式推动媒体发展,这意味着推动媒体了解游戏在沉浸性,交互性以及乐趣等方面所擅长的优势。 这是现代开发人员应注意的事情。 第二个原因是因为游戏是如此出色。 还有一种更好的方式来结束本文,只需说明一下,它将我所说的一切压缩成五个字即可。 半条命2就是那么好。
附录
自从我开始列出这份清单以来,已经快一年了。 我从来不知道我会花很多时间或精力。 就个人而言,我终于松了口气。 我之所以列出该列表,是因为我可以说它是成为“游戏迷”的“再见”。 不要误会我的意思,我仍然经常玩视频游戏,但是玩游戏的方式却有所不同。 我觉得这是很多铁杆游戏玩家都会理解的东西,而其他人很少。 有很多热衷于游戏的人总是想尝试“必须玩”的游戏。 无论是最新,最出色的游戏还是经典游戏。 例如,如果您今天在游戏中,则必须玩Ni-Oh并被抽空玩《地平线:零黎明》和《塞尔达传说》; 狂野的呼吸。 与电影类似,为了保持“最新”,总是必须播放这些“开创性”的电影。 经典作品也是如此。 如果您喜欢游戏,就必须像许多经典电影一样玩《超级银河战士》和《最终幻想VII》,在任何人的名单中它们都是必不可少的。
但是,尽管定期玩游戏,但我越来越将其视为休闲时间和竞争性爱好。 今天,我主要玩格斗游戏(主要是Skullgirls),以便与他人一起玩耍和比赛。 我偶尔仍然玩单人游戏,但很少。 事实上,自从开始这份名单以来,我仅活跃地玩过四款单人游戏。 平均每个赛季大约一场比赛。 就个人而言,我比以前更喜欢这种游戏方式。 但是,我仍然很高兴自己能列出这份清单,作为对爱好的这一方面的某种结束。
如果今天就开始列出该榜单的游戏:
Dark Souls III-虽然不如原始版本令人难忘,但与系列中一些最佳的上司之战相比,这是一种更为精巧的体验。 三部曲的终结。
Guilty Gear Xrd [Revelator]-从原始版本大幅提升。 与该系列中的任何其他条目相比,我都更喜欢此版本。
漫威vs卡普空2:英雄新纪元-我设法给了这款游戏第二次机会,这让我震惊。 “一次幸福的事故”导致照明被多次击中瓶子。 我想不出另一款游戏,如此多的故障和意想不到的后果设法打造出了如此出色的竞技游戏。 快速而疯狂,Marvel 2无疑是Capcom有史以来最好的格斗游戏。
Odin Sphere:Leifthrasir-最初的PS2版本是我深爱的游戏,并且是我的第一个“硬核”利基JRPG。 但是由于该游戏的口碑太差了,因为它全都没有内容,而且我十年都没有玩,所以我决定不包括它。 重新审视PS4的称号使我意识到,这款游戏就像我记得的一样出色。 那些也抱怨游戏缺少标题的人,那就再错了。 可能是由于PS4版本的更新,但在“困难”模式下玩游戏时,人们发现它在任何动作RPG中都具有最深的战斗力。 有时,它甚至接近像Devil May Cry这样的2D硬动作游戏的境界。
列表中“缺少”的游戏以及原因:
半条命-我重玩了游戏,但它的老化程度不佳。 很无聊。
生化奇兵系列-所有样式,无实质内容。 老实说,这种风格甚至不如每个人所说的那样好。
侠盗猎车手(Grand Theft Auto)系列-虽然我以前很喜欢这些游戏,但它们作为各种行业折磨的杰作而来。 您可以做很多事情,但是其中任何一项都被许多其他作品所超越。
未知系列-从未真正玩过这些游戏。 似乎对我没有吸引力。
街头霸王IV-非常敏捷的入境。
暴雪游戏-在《魔兽世界》之外,我无法参与其中的任何一场。 甚至《守望先锋》对我也不感兴趣。
《生化危机4》-虽然我记得发行时非常喜欢这款游戏,但十多年来我从未玩过它。 因此,我无法真正判断其质量。
神奇宝贝游戏冠军-当我小时候喜欢这些游戏时,我最终对他们失去了爱,而我再也无法重新点燃它。 即使有了新的Gen X和Y版本。
塞尔达传说:与过去的联系-尽管这款游戏很有趣,但其他动作冒险类游戏已经超越了它。
Shin Megami Tensei III:夜曲-这款游戏在我十几岁的时候表现出色,但近十年来我都没有玩过。 所以我不确定它的表现如何。
超级银河战士(Super Metroid)-在玩过DS恶魔城(DS Castlevania)的新游戏后,它似乎并没有给我带来多少惊喜。
《银河战士Prime》 —和其他许多游戏一样,我在玩游戏时就喜欢它,但是那是在高中的时候。 我不确定效果如何。
Shenmue-我在进入此列表之前不久就为Dreamcast带来了这款游戏。 我弹出CD并在第一个过场动画后停止加载。 我的Dreamcast死了。 决定只等不可避免的高清重新发行