概览 | Abstract
Titanfall 2 is a science-fiction first-person shooter video game and a sequel to Titanfall. It was developed by Respawn Entertainment and was released on Xbox One, PlayStation 4 and Microsoft Windows on October 28, 2016. It was released on Steam on June 18, 2020.
《泰坦天降2》是由Respawn Entertainment开发并由艺电发行于Microsoft Windows、PlayStation 4和Xbox One的第一人称射击游戏,为《泰坦天降》的续作,于2016年10月28日在全球发布。
Developer: Respawn Entertainment
Publisher: Electronic Arts
Designer: Todd Alderman • Mackey McCandish
Game Engine: Source Engin
Released: October 28, 2016 (worldwide)
游戏在发行后因其单人模式的设计和实行与以前作为基础的多人模式而受到称赞,批评则主要集中于文字叙述和篇幅短小方面。尽管《泰坦天降2》获得颇为积极的评价,但它在商业上的表现却跑输市场。
游戏亮点 | Adventages
关卡设计 | Level Design
第五关: 结果和缘由 | Fifthe Level: Effect and Cause
关键词:时间穿越、解密、战术 Keyword: Time transfer, Puzzle, combat
**遭遇点1 | Encounter1** |
遭遇点1是玩家刚刚离开实验室,可以自由的使用时空切换功能。在这个阶段,所有的敌人都存在于“过去”(当这个机构还是完好的时候),这防止了玩家一次接受过多的信息,只需要处理“过去”的敌人。
The first encounter where players freely use the time-shift mechanic starts shortly after players exit a lab area. Here, enemies are located only in the past, when the facility is operating and functional. This prevents players from becoming overwhelmed with two types of enemies in two different realities within the first big encounter of the level.
**遭遇点2 | Encounter2** |
在遭遇点2中,敌人的放置更加巧妙。制作者在「现在」和「过去」两个时空都放置了敌人,提供给玩家不同的战术选择。同时这个遭遇点的范围为长条状(长方形),而且「现在」和「过去」的敌人强度不一致,使得玩家不会觉得难以处理。
The second encounter worth analysis is much more varied with how it positions enemies throughout the level. It also places enemies in both time periods, serving as a playground for prioritization strategies and other interesting player tactics. This encounter also features more verticality, which helps prevent players from feeling too overwhelmed with enemy forces, while also allowing players to use more of their Titan-piloting skills.
**遭遇点3 | Encounter3** |
遭遇点3中加入了高度差,将空间分为两个区域,同时区域只能在特点的时间(「现在」/「过去」)中前进。在这个遭遇点,强化了玩家对于时空转移的理解和运用。
It features different height levels, space divided into two areas, and flanking paths which can be accessed only through certain time periods. It serves as the “final skill check” for all of the pilot abilities and time-shifting gathered thus far in “Effect and Cause”.
**总结 | Summary** |
玩家在「过去」遇到大量的敌人后,可以选择穿越时间前往「现在」绕至敌人后方,再通过穿越回到过去并进行击杀。这是非常具有创新性和实验性质的设计尝试:玩家可以在「过去」与大量的敌人进行战斗,或者玩家可以选择回到「过去」找到前进的出口。选择后者给了玩家喘息的机会,但也制约了玩家的弹药获取。这两种选择都给予玩家不同的战术选择空间。
如果长时间存在某一个时空,那么玩家就会面临大量的敌人,因此设计师倾向用这种方式去调动玩家穿越时空。
Players enter this area in the past, where they witness a single back-facing enemy, instantly inviting them to perform a takedown. From this point, the encounter is very open to experimentation: the player can either continue in the past and fight a big wave of soldiers coming through the main path (a staircase in the middle), or they can switch to the present, where they will find open flanking paths on both sides of the level. Going with the latter option offers a moment to breathe before prowlers are spawned, but it will also disable an ammo dispenser in the first area, adding consequence to player choices.
剧情讲述 | Storytelling
配音 | Voice
游戏缺点 | Disadventages
游戏宣传 | Propaganda
参考文献 | References
TitanFall Wiki: https://titanfall.fandom.com/wiki/Effect_and_Cause
Effect and Cause - Titanfall 2 Level Breakdown: https://www.mapcore.org/articles/development/effect-and-cause-titanfall-2-level-breakdown-r96/