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6月24日,《死亡搁浅2》即将在周四正式解锁(豪华版现可提前游玩),IGN编辑西蒙·卡尔迪给出9分评测,盛赞DS2为凯旋归来的续作,完美兑现了初代的潜力,更加成熟!本作的舞台移师澳大利亚,依然延续的小岛标志性的怪诞美学,继续以人与人的联结为核心,串联起复杂科幻叙事与人文哲思,IGN坦言本作虽非完美,却因坚守原创性不忘初心而更显珍贵!
鸭嘴兽的J液、巨大的油腻杀手骷髅、会说话的碰撞测试假人、泡在温泉里的木偶,以及诺曼·瑞杜斯的奶头,别误会,这不是精神病发作的胡言乱语,仅是我在《死亡搁浅2:冥滩》所见怪异景象的冰山一角!
但若将小岛秀夫的作品简单归结为猎奇秀,未免太过肤浅,这种怪诞并非贬义,而是小岛秀夫标志性的艺术,也是狂野创造力的直接体现,这种独特而大胆的创意,使得游戏能够展现出我们从未设想过的事物,从而突破了传统游戏的边界!
从这个角度来看,《死亡搁浅2》堪称神作——将复杂的科幻叙事与精进蜕变的潜行玩法完美融合,在前作实验性基础上筑起令人惊叹的高塔。美丽与惊悚交织,细腻与趣味并存,它完全满足了我对《死亡搁浅》的所有期待!
Platypus semen. A giant, oily killer skull. A talking crash test dummy. A puppet soaking in a hot spring. Norman Reedus' nips. No, these aren't straightjacket blabberings due to another vicious bout of temporary madness; instead, they are just 10% of the bizarre things I've seen in Death Stranding 2: On the Beach. But it would be far too easy to dismiss Hideo Kojima's work as acts of weirdness alone. I think we should encourage such wild creativity, and be excited that someone is willing to show us things we'd never even thought of seeing. When viewed this way, Death Stranding 2 stands as an almighty achievement – a triumphant combination of complex sci-fi storytelling and thrillingly evolved stealth-action that impressively builds upon the experimental foundation of its predecessor. It's beautiful, horrific, nuanced, and crucially, a lot of fun. Simply put, it's everything I wanted Death Stranding to be.
初代《死亡搁浅》虽然引人入胜但不够平衡,像是一个充满可能性的谜箱,却未能完全破解密码,而续作不仅完美实现了创作目标,更显露了本系列应有的巅峰形态!叙事更具魄力,大幅优化的玩法也消解了前作系统的诸多晦涩的内容,故事主线更动人,延展末日世界的宏大设定。若非初代拥趸,本作恐难彻底扭转你的看法,但若你曾像我一样对系列持观望态度(译者注:指的是IGN不看好初代死亡搁浅,仅打了6.8分),这次也会被游戏深深地吸引!
I found the original Death Stranding alluring but uneven – an intriguing safe full of possibilities that I couldn't quite crack the code to. So with On the Beach, I couldn’t have been happier to find a sequel that triumphs in what it sets out to achieve, and a blockbuster fulfilment of what Death Stranding can (and should) be. It's more confident in both its storytelling and much-improved gameplay, removing a lot of the friction that previously existed in its systems. It also tells a more focused, affecting story that builds out the mythos of its post-apocalypse setting. If you weren't a fan of the first one, then I'm not sure it rewrites the book to an extent that would make you become one here (even though I’d urge you to give it a go). But if you found yourself, much like me, somewhat teetering on the fence, then you may well find yourself falling in love this time around.
死亡搁浅系列地玩家会对节奏倍感熟悉,瑞杜斯再度化身山姆·波特·布里吉斯,肩负横跨险境运送货物的使命,途中仍要面对人类与非人威胁,每次任务前需研究地图周密准备:途遇深河?备好长梯架桥通行。BT出没预警?多带几枚血手榴弹招呼。这种"筹备-克服地形/敌袭-抵达目标"的循环构成了《死亡搁浅2》约35小时主线流程的核心内容。
The rhythm will be familiar to those who played the original. Reedus is back as Sam Porter Bridges, once again on a mission to make deliveries across treacherous terrain, often facing human and otherworldly threats along the path. It requires you to be prepared for what faces you on each mission by studying your map and packing accordingly. See a river too deep to walk through in your way? Bring along a ladder or two to cross it with. Spot a warning that BTs (the ghostly threats that stalk certain rainy spots) lurk in the area? Pack a few blood grenades to lob at them. It's this loop of preparation, overcoming both geographical and human/former-human hurdles, and reaching your goal that makes up much of Death Stranding 2's roughly 35-hour runtime when mainlining its story missions.
在墨西哥完成简短教学后,山姆的目标转向将澳大利亚接入维系后末日文明的开罗尔网络,如同初代连接美国那般。动机为何?受谁所托?答案需你亲自探寻。这片新大陆地貌变化多端,挑战随环境轮转:沙暴肆虐中维持平衡举步维艰,能见度骤降,地震撕裂脚下土地,货物滚落难追,暴雨滂沱时河流汹涌暴涨,未来科技对抗原始自然的矛盾感愈发凸显——地球本身仿佛在抗拒日益数字化的宿命。
After a brief tutorial chapter in Mexico, Sam is given the goal of connecting Australia to the Chiral Network (the online system knitting civilization together after a near-world-ending event), much like he did with the USA in the original. Why is he doing that, and who is he doing it for? You'll have to find out yourself. This new continent offers a far greater variety of locations, as it shifts in its appearance and the challenge it presents with regularity. Sandstorms buffet Sam, making keeping balance all the more difficult while also decreasing visibility. Quakes can shift the floor beneath you and send cargo tumbling. And rivers can rise and grow in size if rain comes down with enough force. It further adds to the feeling of combating nature with this future tech, as the Earth itself seems to be fighting back against its increasingly digital future. Should we have connected? It's a resounding "no," it seems, from Mother Nature.
"我们真的该连接吗?"大自然给出震耳欲聋的否定。
电影的烙印在这个世界同样深刻,作为"电影化游戏"拥趸,我全程沉溺于游戏的艺术画面,即便偶有过度致敬之嫌,比如诺兰《星际穿越》中直面自然浩劫的苍凉景观与孤勇前行、弗莱德金《巫师》里张力满载的押运场景和黑泽清《回路》中未知数字幽灵蛰伏暗影的诡谲气息,一幕幕光影在我的脑海中交织回响。
这一切都与初代死亡搁浅一脉相承,但本作的镜头显然更聚焦于动作场面,比如《疯狂的麦克斯2》中那片险恶的荒漠无疑是其灵感源泉,而乔治·米勒导演本人的客串也绝非巧合,这些致敬不只停留在风格层面,更深度渗透进小岛对玩法的构想中,最终淬炼出了一套远比前作更侧重于动作的革新系统。
Should we have connected? It's a resounding "no," it seems, from Mother Nature.
There’s no doubting film’s influence on this world either, and as a fan of “cinematic games”, I frankly can’t get enough of the artistry on show throughout, even when it may veer into overly referential territory. And those references are keenly on display: The stark landscapes and pioneering strides against the turmoil of nature in Nolan’s Interstellar. The tension-laced delivery of Friedkin’s Sorcerer. The unnerving energy of not knowing what digital ghosts lurk in the dark frames of Kiyoshi Kurosawa's Pulse. Screen-projected flickers of all of these bounce around my brain.
None of this is too different from the apparent cinematic influences of the original, but this time, the lens shifts focus more to action. The dangerous desert expanses of The Road Warrior are no doubt an inspiration, and the guest appearance of Mad Max’s creator, George Miller, is more than a mere coincidence. These are not just cinematic influences for the sake of it, as they inform and instruct Kojima’s approach to gameplay, too, and are reflected in an altogether more action-heavy evolution of the original Death Stranding’s template.
起初,游戏潜行玩法(蹲伏草丛+悄然制伏)看似比较基础,但随着武器库的扩充,游戏迅速展现出深度,例如那把足以颠覆战局的麻醉狙击枪,精准点射匪徒的快感令人上瘾,本作或许没能成为《合金装备V:幻痛》那样天马行空的潜行沙盒,却时常能在电光石火间唤起相似的悸动,屡屡带给我惊喜。《死亡搁浅2》相比前作赋予了玩家更高的自由度,战斗体验也因此更具吸引力,你也必须学会灵活运用多种战术,因为这段旅程中形形色色的正面冲突在所难免。
我永远玩不腻的一个操作,就是将我的“人偶”伙伴发射到空中,把它当作移动天眼来侦察敌方营地,标记并锁定我的猎物。敌人从未察觉头顶那个漂浮的小家伙——这虽略显失真,却让我体验到一种逍遥法外的窃喜。随着流程推进,敌人的类型也逐步升级:重甲单位、高机动性敌人、以及对特定弹药有弱点的敌人,这些都让遭遇战的变数陡增,你无法再用一套固定的路数通关。话虽如此,若你枪法够准,依然能在敌人近身前扫清大部分据点。关键在于,无论成败,整个过程都酣畅淋漓!
What initially presents itself as a pretty rudimentary style of stealth gameplay, mainly consisting of crouching in tall grass and performing silent takedowns, rapidly reveals its layers as your arsenal grows. For example, there’s the introduction of a game-changing tranquiliser sniper rifle, which is something I found super satisfying to pick bandits off with. It may never truly become the stealth-action playground of creativity that Metal Gear Solid V: The Phantom Pain is. But it frequently evokes that same feeling in brief moments, delighting me each time it does. Death Stranding 2 offers a lot more flexibility in your approach compared to the original Death Stranding, making its combat much more engaging as a result. And you’ll need to become accustomed to a variety of approaches as well, because there’s no avoiding confrontation and the many forms it takes this time around.
I never tired of launching my little drone friend Dollman into the air and using him as a portable eye in the sky as I scoped out enemy outposts, marking and identifying my prey. They never notice the small puppet floating above them, which might be a little unbelievable, but also makes me feel like I’m getting away with murder. Enemies develop as you progress, and knowing which are armoured, which have higher mobility, and what ammo type they’re vulnerable to adds variables to encounters, meaning you can't always rely on the same rinse-and-repeat tactics. That being said, if you're a decent enough shot with a sniper rifle, you can clear out most bases before enemies have time to reach you. Crucially, it's just as fun when it goes wrong as when it goes right, though.
《死亡搁浅2》的战斗,洋溢着初代所缺失的一种戏谑感。
很多时候,我们按周密计划,用麻醉狙击枪逐个放倒守卫,这种打法固然爽快,但更刺激的是,如果一枪失手,我们会被迫在敌群围攻中手忙脚乱地切换武器,再比如追车场景,击毙司机后夺车碾过他的同伙,也会给我们带来无穷的乐趣,而驾驶着自己加装机枪的越野车与敌人大战,同样非常带感。总体而言,《死亡搁浅2》的战斗设计中透着一种初代简陋系统所缺乏的戏谑感,它为整个体验注入了强大的力量幻想,大幅提升了游玩乐趣。
敌人的AI算不上顶尖,但这恰好为玩家提供了戏耍猎物般的快感。在普通难度下,游戏几乎没有挑战,直到终局阶段压力才略有增加。这份流畅感其实是刻意为之,得益于丰富的武器系统(包括多种噪音等级的枪械和手雷),玩家得以顺畅地推进剧情,毕竟山姆早已身经百战,在这场横跨大陆的跋涉中,《死亡搁浅2》让你化身为一个更强大的传奇送货员。这是一段旅程,而非一场因失误而需要反复重来、或是频繁看到“任务失败”的严苛试炼。甚至连Boss战都可以全程跳过(但我绝不推荐这么做——那些震撼的奇观,如早期的机械触手巨怪乃至后续更多不可名状的怪物,实属游戏的精华)。
There's a playfulness in Death Stranding 2’s approach to combat that just wasn't present in the original.
There's a satisfaction in a perfectly planned attack going smoothly as you pick off each guard with a tranq dart, but a thrill when one shot goes awry and you're made to scramble, juggling your arsenal as enemies descend upon your position. Shooting the driver of an on-rushing vehicle before stealing it to run over his friend is always fun, as is dancing around them in a machine gun-turreted off-roader of your own design. Overall, there's a playfulness in Death Stranding 2’s approach to combat that just wasn't present in the original’s simpler, less imaginative system. It brings a dash of power fantasy to the mix, adding to the fun and making it a wholly more enjoyable game to play.
Enemy AI may still not be the sharpest, but it does enable some of that "playing with your food" energy that's always welcome. I played on the normal difficulty and never really found any fight a challenge until things cranked up a little towards the end. This lack of friction is deliberate, though, with the increased toolset, including many different gun and grenade types of varying loudness, allowing you to get through its story at a good pace. This isn't Sam's first rodeo, so when he’s setting out on a continent-spanning trek this time, Death Stranding 2 reflects that by making you feel like a more powerful Porter Bridges. This is a journey, not something that asks you to replay sections if you do something wrong or walk into “mission failed” screens unless you really, really mess up. In fact, even boss battles can be skipped entirely if that particular challenge isn't what you're here for. This isn’t something I'd recommend, though, as they offer some of the most striking spectacles Death Stranding 2 has to offer – a giant tentacle mech is an early favourite, but there are many more monstrosities following later that I'll keep hidden here.
与新角色尼尔(由意大利演员卢卡·马里内利以克制而冷峻的风格演绎)的遭遇战,更是将你的动作技巧推向极限。在华丽的建筑群中穿梭寻觅武器,于烟火映照的枪林弹雨间加入自己的闪光与轰鸣,堪称血脉偾张,这些火焰与美感交织的战场,甚至会让你恍惚间以为在玩另一款游戏,但电影化风格不仅渲染着每一场战斗,更浸润于承前启后的海量过场动画中。击杀敌人后的子弹时间,既有实用性,又为枪战披上了炫目的外衣——《死亡搁浅2》的每个毛孔都渗透着大片的野心。
面对更凶悍的自然环境与敌人,山姆也获得了新的能力来反击。不同于初代简陋的角色成长系统,如今的技能点可以解锁新工具并强化属性,本作虽非RPG,却让玩家能更自由地定制山姆——想成为潜行大师?投资能抹除足迹的技能;偏爱枪火狂人?强化武器的杀伤力;想化身气象专家?那就学会精准预判天气以规避BT区域!尽管所有玩家的任务线都相同,但解决问题的方式却千变万化。
Your action chops are also firmly put to the test in the sections that have you face off against newcomer Neil, played with a subtle intensity by Italian actor Luca Marinelli. Scrambling around gorgeous architecture to find new weapons in a series of tense shootouts and adding your own flashes and bangs to the fireworks display backdropping these showdowns is a thrill. They're particularly stunning stages full of flame and beauty that made me feel I was briefly being taken away to a different game. But those lashings of cinematic style are painted across each encounter, and the many, many cutscenes that bookend them. Having time slow down after dispatching an enemy is not only very helpful when faced with multiple threats, but adds a slick layer of style to each gunfight. No aspect of Death Stranding 2 is left untouched by its blockbuster aspirations.
But as both elements and entities fight against you with more vigor this time around, you're in turn given new abilities to combat them with. Unlike the first game’s relatively barebones character progression, now skill points can be used to unlock fresh tools and boost your stats sheet. Death Stranding 2 is by no means an RPG, but it does offer greater and much-appreciated variety when it comes to building out how you want your Sam to play. Want to be a sneaky Sam? Invest in the ability to cover your tracks by scrubbing out your footprints. Want to be shooty Sam? Augment his arsenal so it packs a heavier punch. Or perhaps you fancy yourself a budding meteorologist and just want to accurately analyse the weather and know what BT-infested spots to steer clear of. You'll ultimately be treading the same set of missions as every other player, but the ways you can choose to approach each one are far more varied this time around.
从悬浮的棺材滑板到会发射追踪导弹的机械犬,游戏中的创意似乎永不枯竭。
本作的技能可以自由装卸(类似《尼尔:机械纪元》的芯片系统),让你能根据任务类型灵活调整配置,进一步释放策略空间。升级路线会根据你的游玩风格解锁:偏重战斗的玩家可以获得半自动瞄准能力;如果你经常为他人的设施点赞(例如便捷的货物弹射器),那么联网建筑(如桥梁、发电机)在你个人世界中的出现频率就会提升。这些细节让《死亡搁浅2》更贴合玩家的习惯,也印证了它打磨前作粗糙边缘的决心。
除了技能,山姆的新奇小工具与武器同样令人目不暇接。通过完成支线、提升散布在地图各处的据点星级,你将以稳定的节奏解锁新装备,其中一部分则需要推进主线剧情来获取。例如,对BT有特效的“回旋血镖”,威力显著,但每次投掷都会消耗你的生命值。工具的设计愈发天马行空,几乎每项任务都能让你获得新的破坏性或潜行玩具。从悬浮的棺材滑板到会发射追踪导弹的机械犬,游戏中的创意似乎永不枯竭。
From coffin hoverboards to homing missile mechanical dogs, there really is no shortage of creativity on show.
These perks can also be freely plugged in and out (reminiscent of how Nier Automata's fantastic chip system functions) and offer great flexibility, further enhancing your freedom when preparing for specific types of missions. Upgrades get unlocked in accordance with how you’ve been playing; if you take a combat-heavy approach, you’ll be rewarded with new skills like a semi-automated lock-on ability for your guns. Find yourself dishing out likes to other players' items you see, such as a helpful cargo catapult? You’ll unlock a perk that increases the number of other people’s online constructions, like bridges and generators, that appear in your world. It’s a nice touch that further makes Death Stranding 2 feel like an experience that is in step with you, and another indication of its formerly rough edges being sanded down for a much more enjoyable time.
On top of perks, there is also no shortage of new gadgetry and weaponry available to Sam. Completing side missions and increasing your star ranking with each of the outposts dotted around the map unlocks these options at a consistently good rhythm, as well as some that open up when you complete certain story events. The blood boomerang is particularly effective against BTs, for example, but comes at the cost of draining your lifeforce with every hurl of it. And the tools get weirder and wilder from there, coming at such a regularity that you'll be moving on from one shiny toy of destruction or subterfuge to the next with each mission. From coffin hoverboards to homing missile mechanical dogs, there really is no shortage of creativity on show.
但这些装备不仅用于战斗——无论《死亡搁浅2》如何强化动作元素,核心依旧是完成跨越澳大利亚的运货目标。广袤的地貌自然催生了新的运输系统。没错,这世上再没有比真正的六节单轨电车更绝妙的东西了。当你面对需要运送数百公斤化工品穿越崎岖海岸的任务时,这套设施堪称天降神兵,但这需要你与线上社区的其他玩家通力协作来建造。
即便如此,我仍奉行“尽量避免徒步”的原则。《死亡搁浅2》在这方面相当体贴,很早就为玩家提供了载具(相比之下,初代需要数小时才能摸到方向盘),因此我经常驾驶着自己改装的越野车长途跋涉,自动拾取货物的功在流程中备受我珍爱,它帮了我大忙,让我得以将大部分旅程视作一场慢节奏的后末日拉力赛。
But it isn’t just in combat that these accessories have their uses either, because no matter how much Death Stranding 2 has cranked up the action this time around, it is still fundamentally about porting cargo from one location to another across Australia. That vast expanse naturally leads to new delivery systems. Yes, turns out there really is nothing on Earth like a genuine, bona fide, electrified six-car monorail. This new structure is a godsend when it comes to a handful of missions that require shipping hundreds of kilos of chemical materials over a rocky coastline, but it does call on quite the combined construction job between you and the online community.
That being said, I did settle on travelling on foot as little as possible quite quickly. On the Beach is very kind in that it gives you a vehicle very early on this time around, especially when compared to the many hours it took to fire up an engine in the original. I therefore made many of my long-haul treks via a custom off-roader equipped with a handy auto-pick-up tool for loose cargo that I nursed for much of my playthrough. It served me incredibly well, and I had a fantastic time treating most of my playtime like a post-apocalyptic rally racer, albeit at slower speeds.
初代中部分令人感觉拖沓的环节确实被消除了,这是件好事。
正因为能早早获取实用设备,体验流畅度显著提升。但即便如此,我仍然觉得货物管理有些繁琐。虽然物品栏和菜单系统有所简化,但操作起来依旧不够便捷,在长达数十小时的流程中,我翻看菜单所花费的时间远超预期。
所幸,任务本身充满魔力,始终吸引着你点击“再送一单”。强烈的好奇驱动力(谢天谢地,续作极少有强制回溯的设计)更是助长了这种感觉,无论是为一位苏格兰流行歌手找回丢失的袋鼠,还是向一位VTuber派送披萨,你永远无法预料下一步的际遇。多样的任务条件也保持了新鲜感:限时送达、易碎品需轻拿轻放等要求,迫使你为每次行程调整策略,无法机械地复用相同的装备与战术。
持续的目标感与逐步解锁的新装备,令整体体验的回报感更强。战役的结构远胜前作:无论是对抗瞬移机甲时的火力倾泻,还是驾着轻舟渡河的静谧时刻,都巧妙地交织在一起,绝妙地服务于它想要讲述的那个复杂的科幻故事。
It just feels like some of the original Death Stranding’s friction has been removed
Again, it just feels like some of the original Death Stranding’s friction has been removed, and for the better, with the decision to introduce this helpful equipment early as opposed to it being held hostage for many, many hours. I do still think that managing the cargo on these trips is a bit of a pain, though. Inventory systems and menus have been streamlined a bit but are still fiddly, and I spent a little more time than I'd have liked scrolling through them over my few dozen hours.
The missions themselves are incredibly moreish, though, with that “just one more job” itch that I always had to scratch. There’s a great sense of forward momentum which aids this sensation hugely, with backtracking, thankfully, a rarity in the sequel. Whether it's recovering a lost kangaroo for some Scottish popstars or delivering a pizza to a VTuber, you never quite know what’s around the corner. Varied mission conditions also keep things fresh; these range from having to complete orders within a set time limit or being extra careful with fragile cargo. Again, these parameters force you to adjust how you prepare for each mission and ensure that you can’t just use the same toolset and methods on every run.
It's this consistent drive alongside a drip-feed of new equipment that makes the whole experience more rewarding. The overall structure of Death Stranding 2’s campaign is leaps and bounds above what came before, and whether it's unleashing bullets into a teleporting mech or gently navigating a river, it all feels intertwined beautifully and serves the complex sci-fi story it aims to tell to fantastic effect.
生命如滩
《死亡搁浅2》的故事设定在初代事件的11个月后,曲折的情节始于山姆,他本想着和婴儿Lou一起隐居避世,但不出所料这份宁静的幻想很快便化为泡影,对于后续的发展我不会剧透,但我可以保证,其中半数的剧情反转都将超乎你的想象。
我能透露的是,粘稠感贯穿了整个故事:焦油、淤泥、原油、鲜血,而比这更浓郁的是悬疑氛围——在一个接一个的创意风暴中,秘密接连揭晓,信息密度之高在游戏界独步天下,故事的主题包罗万象,从个人的心路历程到全球性的议题,深刻探讨现代生活与无孔不入的技术,故事犀利地剖析了数字化的存在如何侵蚀人类的灵魂(在后YQ时代,现实互动显得尤为珍贵),字里行间更透露出小岛秀夫对于“艺术及个体表达永远无法被AI取代”的信念。
Set 11 months after the events of the original, On the Beach’s twisting tale begins with Sam attempting to settle into a quiet life off the grid with baby Lou but, inevitably, that dream is swiftly ended. Where it goes from there, I won’t even dare to spoil, but I guarantee that you won’t see even half of its reveals coming.
I can say, though, that there’s an ongoing trend of viscosity throughout. Tar, sludge, oil, blood – you’ll wade through it all. But it's also thick with intrigue, as the secrets continue to be uncovered in a flurry of ideas so dense I’d struggle to point to its like elsewhere. The themes it tackles are multifold. Some focus on a more personal level, and others are global. The latter is a treatise on modern life and how technology infests every part of it. It’s a strong story of how increased existence in the digital world eats away at our souls as humans, as physical interactions – especially in a post-COVID environment – became all the more precious. I can’t help but feel that Kojima is bristling with thoughts about how art and individual expression can never be replaced by artificial intelligence, no matter how it's forced upon us.
这些萦绕小岛秀夫数十年的主题,时至今日,其现实意义依然令人沮丧。
此外,还有对枪械文化及人类对武器升级痴迷的批判,当然小岛自1998年的《合金装备》起便在探讨这些母题,但在当今的语境下,它们依旧犀利且值得被反复提及,叙事的高明之处在于,所有理念都得到了清晰的传达,并未被复杂科幻框架所拖累或掩盖。
但《死亡搁浅2》不止于向外的批判,它对小岛过往的作品同样具有自省精神,《合金装备》系列宏观审视地缘ZZ与核危机,初代《死亡搁浅》则叩问数字时代人类的真实联结(而且是新冠疫情爆发的数月前,这点显得尤为尖锐),本作直面初代埋下的问题,进行自我剖析最终奉献出一个多层次的高超故事。
“联结”这一主题巧妙地统合了所有分散的篇章:它不仅探索人与人之间的羁绊,更深入到与自我过往的和解——何物应被珍存,何物当被释怀。新角色尼尔酷似索利德·斯内克绝非偶然,这位十年前随小岛离开科乐美后便被割舍的角色,在《死亡搁浅2》中的回归,宛如一场对那位头戴红头巾的传奇战士的郑重告别。
These are themes Kojima has been writing about for decades now, but still remain frustratingly topical.
And then there’s commentary on gun culture and our world's obsession with building bigger and better weapons. These are, of course, themes Kojima has been writing about for decades now – all the way back to the original Metal Gear Solid in 1998 – but still remain frustratingly topical and worthy of continued commentary on in a modern context. It's a credit to the storytelling that all of these concepts shine through, without getting too bogged down or obscured by the sci-fi trappings they could so easily sink into.
But Death Stranding 2 doesn’t only look outwards. It’s as introspective as any of Kojima's work to date. Metal Gear Solid always looked at geopolitical and nuclear issues on a wide scale, and the original Death Stranding challenged our ability to truly connect as humans in a digital age – a stark reality when faced with the pandemic it pre-empted by mere months. But On the Beach asks questions about the issues posed in that original text. It's self-analytical, but rarely gazes at its navel, delivering a knockout story that works on many levels.
The theme of connectivity, fittingly, weaves each disparate part together by exploring not only how we connect to each other, but with our own pasts as well. What we choose to hold onto, and what we choose to let go. I don't think it's any coincidence that Neil resembles Solid Snake, a character whom Kojima has had to make peace with cutting ties with ever since his departure from Konami a decade ago. Death Stranding 2 almost feels like a funeral for his beloved bandana operative.
尽管有些角色的命名太过于直白,但每个人物都在故事的关键节点展现出细腻的性格、细微的表情(听闻真相时的面部抽动、滑落脸颊的泪滴),这些则通过面部建模技术得以呈现,动作捕捉的水准令人叹为观止,演员的每寸肌肤与情绪反应都得到了精准的复现。
诺曼·瑞杜斯延续了他对山姆·波特·布里吉斯的坚忍演绎,以沉稳的姿态锚定了整个故事,但山姆依旧像是一个带有情感隔膜的角色——他更多是作为故事的载体,而非情感的核心。虽然表演的幅度有所拓宽,但他那不温不火的演绎再度让配角们大放异彩:蕾雅·赛杜为“芙拉吉尔”赋予了层次丰富的魅力,艾丽·范宁将神秘的“明日”(Tomorrow)演绎得淋漓尽致,而那位诡魅的红色武士更是酷劲十足。这种犀利的风格,正是自1998年第一位忍者登场以来,艺术家新川洋司带给我们的期待,作为一位处于巅峰状态的角色设计大师,《死亡搁浅2》为他提供了反复施展才华的华丽舞台。
While the cast of characters may be as subtly named as referring to me as Simon Reviewman, they do all possess nuanced personalities that reveal themselves at frequent junctures in the story. Small idiosyncrasies, such as face twitches upon revelations being heard or the faintest of tear drops falling down a cheek, really bring a level of depth to these people that their stunningly realised faces deserve. The motion and performance-capture technology is simply astounding, allowing for every pore and reflex of the actors to make their way onto the screen.
Norman Reedus continues his stoic portrayal of Sam Porter Bridges and anchors the story with a calm, centered approach. I do still find Sam a fairly impenetrable character to connect with on an emotional level, though, as he again serves as a vehicle for the story rather than the personal heart of it. He's given more range to work in this time around, but his not-too-high, not-too-low performance again allows for the supporting cast to shine. Lea Seydoux beguiles as Fragile, a layered character that the French actress elevates even further. Elle Fanning is fantastic as the enigmatic Tomorrow, and the mysterious Red Samurai is dripping with cool. It’s the kind of sleek style we've come to expect from artist Yoji Shinkawa ever since Psyborg Ninja first dashed onto the screen in 1998. He’s a master character designer on top of his game, and Death Stranding 2 really gives him the opportunity to cook again and again.
特洛伊·贝克回归饰演的希格斯,几乎抢走了所有的风头!
我也很喜欢前文提及的“人偶”,它始终悬挂在我的工具带上陪伴着我,稍稍缓解了旅途的孤寂。它的角色类似《战神》中的密米尔,但它不讲述神话传说,而是提供高中课堂水平的《白鲸》主题解析,偶尔还会提醒你身上的体味不太好闻,但本作最亮眼的表演,当属特洛伊·贝克所饰演的希格斯——他几乎攫取了自己登场的每一场戏的全部光芒,这一次他获准以歌剧般夸张的风格来诠释角色,配上那骇人的面具和猩红的电吉他——堪称“范·海伦版的红男爵”(译者注:这里是(R)Eddie Van Halen双关文化梗)。
这是一场全方位、重量级的演出,与故事的宏大格局完美匹配。但公允地说,所有演员都没有太多的缺点,几乎每个角色都在动静之间闪耀着光芒。纵然有海量的货物需要流转,但角色们所背负的情感包袱才是最沉重的。压力层层累积,最终在震撼收场的数小时中彻底爆发——我可以断言,我从未经历过如此的场面!
Troy Baker returns as Higgs, who pretty much steals every scene he enters.
I also have a soft spot for the aforementioned Dollman, who makes the journey a little less lonely by accompanying you at all times on your utility belt. He’s effectively a version of God of War’s Mimir, but instead of funny retellings of myths and legend, we're treated to high school-level interpretations of the themes of Moby Dick and occasionally telling you that you stink. The standout performer this time around, though, has to be Troy Baker's return as Higgs, who pretty much steals every scene he enters. He’s been given license to bring an even more operatic edge to the character this time around, complete with a chilling mask and crimson electric guitar to match. A Reddie Van Halen, if you will.
It’s a big role in every way, and matches the grandeur of the story being told, but in truth, there’s not a single poor performance to be found within the cast, each being given moments to shine in both loud and quiet pockets. For as much cargo as there is being lugged around this world, it's the emotional baggage of the characters that weighs the heaviest, and that pressure builds and builds until its jaw-dropping final few hours, of which I can safely say I’ve never seen anything quite like before.
虽然我钟爱这个结局,但仍然期望开篇能更紧凑一些:由于前期抛出的谜团过多,运送了好几个小时的货才揭晓主线的关键信息,过程略显煎熬,关键角色可能会长时间缺席,母舰停航时需要完成特定配送,才能推进剧情,这种设定可能会成为阻力,但好在从未让流程彻底停滞。
不过这些瑕疵都如过眼云烟,毕竟《死亡搁浅2》确实踏足了疯狂的疆域,穿插着经典的小岛式“打破第四面墙”的戏码,而我对此欲罢不能,它敢于展示前所未见之物的勇气,也弥足珍贵,当巨额预算支撑下的创意重拳出击时,最终游戏给玩家的震撼也是无可比拟的。
需要提醒的是,本作是一部纯粹的续作:虽然游戏提供了简短的前情提要,但新玩家最好还是先详细了解初代的完整剧情。如果你感到困惑,《死亡搁浅2》引入的“知识圣殿”(Corpus)系统可以让你随时查阅术语和剧情背景——它实际上是一个体验更佳的术语库,类似于《最终幻想16》的“动态时间百科”,能帮你快速查询“失孤母亲”或“灭绝体”等晦涩名词。
While I love how it ends, I do wish it started a little thicker and faster. It's so full of mystery that going a couple of hours of deliveries before finding out the next big nugget of the main plot can feel a little agonising. Multiple hours can go by without seeing key characters, and there are a handful of instances when your home base ship is grounded and you need to complete some deliveries before it can get on the move again. These do hinder momentum at times, but never bring things completely to a halt.
Those parts are quickly forgotten, though, because On the Beach does go to some legitimately batshit places, as well as some classic Kojima fourth-wall-breaking antics – and I frankly couldn’t get enough of that. Its willingness to show us things we simply haven't seen before is something I appreciate so much, because when big creative swings are taken with a budget of equal magnitude behind them, there's nothing else that hits quite the same when they land.
A word of warning that this very much is a sequel, though, and while On the Beach does provide a short story recap, I’d recommend hunting down a more fully fleshed out one if you’re in need of a catch-up or jumping in fresh here. And if it does all ever get a little too confusing, the introduction of Death Stranding 2’s Corpus acts as a handy tool to catch you up on terminology or the story so far. It's effectively a sexy-sounding glossary that works in a similar way to how Final Fantasy 16's Active Time Lore did, and a quick method of reminding yourself what a Stillmother or Extinction Event is when someone casually drops it into conversation like it isn’t from some alien language.
鲜有3A大作能够容纳如此这般的沉思时刻。
你甚至可能会误以为这片澳大利亚是外星疆土:无论是那轮几乎要吞噬整个视野的荒诞巨月,还是那片唤起火星幻象的赤红沙漠,整段旅程都充满了超验的意味。驾驶车辆沐浴在荒漠的朝阳之中,本身就是一场心灵的疗愈。鲜有3A大作能够容纳如此这般的沉思时刻,而正是这些时刻,共同构筑了一场值得细细品味的朝圣之旅。
支撑这场视觉盛宴的,是精心编排的配乐:Woodkid空灵的嗓音萦绕在孤峰之巅,Ludvig Forssell优美的《BB's Theme》总在最关键的时刻响起。故事尾声处,伴随着驶向宿命的漫长征途,Low Roar乐队的歌声再度响起,尤为动人——这再次印证了《死亡搁浅2》是一部被精雕细琢的艺术构想。
当然,如此规模的作品绝非一人之功。小岛工作室的全体成员都值得赞誉:无论是艺术指导、音效设计,还是大幅强化的战斗系统,都取得了斐然的成就。游戏在PS5 Pro的性能模式下运行如丝般顺滑,这同样离不开Guerrilla的“Decima引擎”——正是强大的技术实力,才让这份艺术构想得以璀璨绽放。
Few blockbuster-scale games allow for moments of reflection like this.
You could be mistaken for thinking that this version of Australia is another planet, though. Whether it be the ludicrously oversized moon seemingly about to engulf you or the red desert conjuring images of Mars, there’s something transcendental about the whole experience. It’s just fundamentally therapeutic driving across the outback as the sun comes up. Few blockbuster-scale games allow for moments of reflection like this, and they really do add up to a journey that begs to be savoured.
Those visual treats are supported by music that is once again arranged to sensational effect throughout – whether it be Woodkid’s haunting vocals hanging over a lonely mountain or Ludvig Forssell’s beautiful BBs Theme playing at precisely the moments it should. One slice of Low Roar particularly moved me near the story's conclusion as it accompanied a long drive towards fate, and is further proof that Death Stranding 2 feels like a delicately curated vision.
But of course, no game of anywhere near this scale is all one man's doing, and credit should go to all of the Kojima Productions team for pulling off such a feat, whether it be in art direction, sound design, or the vastly improved combat mechanics. It also ran flawlessly in performance mode on my PS5 Pro, and Guerrilla Games deserves praise for the Decima Engine that Death Stranding 2 runs on. It’s a technical feat that allows for the artistry to shine through as intended.
最终总结
初代《死亡搁浅》,是小岛秀夫一份复杂晦涩却不矫揉造作的承诺,一场穿越失落美国的沉思之旅,华丽地奠定了世界观与规则,即便稍显稚嫩。而在《死亡搁浅2:冥滩》中,澳大利亚承载了更为宏大的视野,几乎在所有层面上都达成了更成熟的感觉,本作消弭了前作的滞重感,用充满悬念的诡谲叙事,和藏匿于绝美澳洲画卷中的多变潜行战场,来取悦玩家,是的它时而会毫无歉意地展现其怪诞的一面——但这绝非它的本质。这是一趟满载着震撼与敬畏的创新之旅,是一部值得我们鼓励的、充满胆识的作品。不,它并不完美,但它极其激动人心且独一无二,始终坚守在那条人迹罕至的道路上——正因如此,我才愈发深爱此作。
The original Death Stranding held promise: A complex, often confusing, but never contrived first draft. A reflective journey across a lost America, it established a world and its rules with a flourish, even if I found it stumbled along the path. But in Death Stranding 2: On the Beach, Australia plays host to an expanded vision and is a more accomplished achievement in nearly every facet. It removes almost all of the friction that weighed down its rookie effort, delighting with a truly unpredictable story full of intrigue and malleable stealth-action playgrounds hidden in its vast, hauntingly beautiful version of Australia. Yes, at times, it is unapologetically weird – but that isn't what defines it. It's an inventive journey packed full of both shock and awe, the sort of bold work that deserves to be encouraged. No, it isn't perfect, but it's incredibly exciting and original, never once straying from the path less trodden, and I love it all the more for it.
IGN 开年首评:《真三国无双:起源》9分,系列最佳神作!
《天国KCD2》IGN 9分完整评测:史诗级中世纪大作!
《文明7》IGN 7分完整评测:当前不算出色,但未来可期!
《宣誓》IGN 7分完整评测:稳健之作,全程无任何BUG!
《刺客信条:影》IGN 8分:日本绝美风景!
《如龙8 外传》IGN 8分:海战玩法极佳,革新之作!
《怪猎荒野》IGN 8分完整评测:新玩家最佳入坑作!
《双影奇境》IGN 9分:反抗科技霸权隐喻,双人里程碑神作!
《艾尔登法环:黑夜君临》IGN 7分:三人合作神作,单人难度较大!
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