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Dark Echo - 一次难忘的蝙蝠体验
推荐指数:7/10
独立游戏圈里从来都不缺声音为主题的游戏,但这款游戏有着自己独特的创新,利用视觉化的回声来感知周围的环境,配合音效的烘托,巧妙地设计出蝙蝠般的盲人体验,可惜这个新意的背后,没有迸发出让人惊艳的关卡设计火花。

优
可视化回声反弹来感知周围的空间和事物让人耳目一新。视觉的设计走了极简风格,回声的反弹游荡在黑色的空间里,辅以高保真的环境音效,营造了一种类似于盲人的紧张刺激感。这种体验,是很少游戏能提供给玩家的,但是在这款游戏里,这种体验得到了十足的展现。
优质的音效设计。滴水声,蚊子飞舞声,脚步声,通关的开门声,游戏里每一个音效都牵动着玩家的神经。在视觉受限的世界里,玩家的听觉得到了放大,在黑暗中摸索,听声辨位,游戏出色的音效设计满足了玩家的需求,完美地烘托了气氛。

劣
关卡设计品质不够。有时候过关了也不太明白为什么,猜不出关卡的用意,连续玩下来新意不够。有的关卡的通关诀窍就是记住布局,这让我想到小时候在Arcade上玩到的游戏,敌人出场的方式,时机都是固定的,玩家要做的,就是试错,然后记住,形成肌肉记忆,一切就迎刃而解了。这样的过时的游戏模式,竟然放在解谜游戏,一定会让玩家觉得和预期相悖吧。

白版与黑版,关卡设计有炒冷饭的嫌疑。游戏通关以后,所有的关卡会重新提供一个白版让玩家挑战,其实就是所有原关卡的难度加强版,这样的设计有炒冷饭的嫌疑,如果设计师真的有心,设计新的关卡,提供新的体验不是更好吗?(我也是站着说话不腰疼)

结
游戏的立意非常巧妙,用回声的视觉化来表达空间和叙述周围发生的事情,加上音效的完美烘托,塑造了独特的蝙蝠(盲人)体验,是一个值得尝试的游戏,可惜的是关卡的设计品质不高,感觉设计师对机制的理解并没有能产生让人特别惊艳的关卡设计。
用《Fez - 视觉错觉,与纪念碑谷的爱恨情仇》里面介绍的情怀解谜游戏的理论,这个游戏,体验够,立意好,可惜谜题设计的魔法不够,也就没有达到同类游戏里其他佼佼者的高度。
#情怀解谜游戏 #百时计划 #独立游戏 #回声探路 #DarkEcho #indiegame #100hourproject