Re: [外媒] 批評明末有著對女性令人不適且低俗的刻畫
找了一下應該是這篇吧
https://www.thegamer.com/wuchang-fallen-feathers-review/
原文
Wuchang: Fallen Feathers is very frustrating. You could argue that this is
what makes the soulslike genre so appealing, as you tussle with foes much
bigger and stronger than you who will - nine times out of ten - mash you into
a fine paste, but Wuchang is frustrating in ways that make it a slog to get
through. Whether it be a boss fight that feels a little too unfair, or level
design that seems as if it never gets more complex than a scribble on the
back of a napkin, there’s always something eating away at your patience.
Inconsistency is what frustrates me the most about Wuchang though, especially
its boss fights. After steamrolling through the first chapter, I found myself
worrying about how the experience was on the easier end of the soulslike
spectrum, only to step into the second chapter and be met with back-to-back
brick walls that each took up multiple hours of my life. I’d then reach a
well-designed and difficult boss, only for the game to follow it up with a
damage sponge that can kill you in just a couple of attacks.
Again, this is part of the package, but Wuchang's toughest fights just aren't
fair. One of the most satisfying parts of fighting a boss is learning the
attack patterns, finding a good counter, and executing it perfectly. There
are a handful of bosses that gave me that feeling of struggle and triumph,
but many of them can’t be fought this way because they don’t have
discernable attack patterns.
A boss will come at you with a flurry of sword strikes and follow it up with
a lunge, only to follow up with a completely different attack the second time
around, and unless you have the reaction speed of a lizard, you’re getting
punished. A lot of bosses have one or two punishable moves that you have to
pray come out more often, and so many encounters feel like I got through them
with pure luck. You don’t feel good after a fight like that, you just feel
numb.
Wuchang: Fallen Feathers Can’t Decide What Game It Wants To Be
A woman readying an attack with a sword againt a large man.
This erratic inconsistency also applies to the game’s level design, which
can range from extremely linear hallways, to a FromSoftware-esque area filled
with looping shortcuts and tucked-away secrets, to frustratingly confusing,
semi-open-world segments that can be a struggle to find your way around.
The Avian Marsh is an amazing tangle of branches and vines that all lead back
to one another, with a surprising level of verticality and depth. I often
found myself impressed upon finding a shortcut that led me back to the area’
s main shrine, perplexed as to how the game had managed to fit so much into
such a small space.
On the other hand, Shu Sanctum is a village that looks the same throughout,
has very few landmarks to tell where you’re actually going, and includes
shortcuts that have no reason to exist. On more than one occasion, a boss
will be at the end of an extremely long and boring runback, or at the bottom
of a hole that requires you to take the slowest elevator in existence to
reach. It feels like two soulslikes of extremely differing quality have been
mashed together.
Wuchang Is All About Experimentation
A large skill tree with the Sword Counter ability highlighted.
Thankfully, some of the frustration of Wuchang's bosses and levels is eased
by how exciting it can be to experiment with different builds, as the game
offers up a nice variety of weapons and abilities, including axes, spears,
dual blades, and more.
For defensive options, you have your basic Shimmer, which acts as a dodge
that can be used at the perfect time to gain Skyborn Might, a resource that
is required to fire off powerful abilities and spells. You’ll also
eventually unlock a parry, which can be upgraded to grant Skyborn Might upon
each deflect. There's a nice flow to combat, as you quickly switch between
defense and offensive, spending your Skyborn Might as quickly as you
accumulate it.
All of your power comes from the game’s gigantic skill tree known as the
Impetus Repository, which has similar vibes to Final Fantasy 10’s iconic
Sphere Grid. You make your way along your desired trees by spending Red
Mercury Essence (the game’s version of souls), upgrading health, attack
power, and stamina as you go, and eventually making your way to more powerful
upgrades and abilities.
Even your weapon mastery and the number of health flasks you can hold is
upgraded through theImpetus Repository, and a soulslike with what is
essentially a Sphere Grid is a very clever idea that I’m honestly astonished
nobody has attempted before. Couple that with a very easy respec system, and
you can experiment with different builds almost endlessly. It makes Wuchang
really stand out in a genre that’s becoming increasingly saturated.
Note: You’ll eventually unlock weapon buffs called Benedictions and
Temperance, which pile even more possible builds onto what you already have.
It can feel a little overwhelming, but the satisfaction you feel when a build
clicks is immense.
Wuchang Is A Little Skeevy, And It Really Shouldn’t Be
A woman wearing a blindfold with a large tentacle coming out her back.
Unfortunately, for all of its unique appeal, there is one increasingly common
problem in the games industry that Wuchang suffers from, and that’s a skeevy
attitude towards women. Before the cries of ‘woke gamer’ start flooding in,
I’d like to preface that I’m able to enjoy games that cater to the male
gaze. I liked Stellar Blade. I'm a Marvel Rivals enjoyer. I acknowledge they
very clearly have a place in the industry, whether I want them to or not, but
Wuchang is not a game that should have partook if it wanted to tell a serious
story.
It’s extremely distasteful to depict women going through untold horrors,
only for you to find multiple armor sets that let you run around in their
underwear. You can tell a story about the depravity of an invading army, as
long as you treat barbaric acts with the required sensitivity. Throughout the
game, you’ll see women strung up, weeping in dark rooms with a slither of a
health bar, and one of the main story threads in the game revolves around an
evil queen who kidnaps women to experiment on them in order to create the
perfect bride for her son.
It would have been fine if Wuchang had treated this story with the gravity it
deserved, but you can then find the clothing of these women and read about
how horribly they’ve suffered, only for the game to giggle as your character
breasts boobily in those same clothes. It’s just gross, and makes vast
sections of the game feel uncomfortable to play through.
Note: We won’t even get into the previous descriptions of these “armor
pieces”, which were thankfully patched during the review period to be far
less disgusting than they initially were.
When the game isn’t trying to get you to wear the underwear of tortured
women, it actually has a pretty cool sense of style, with various outfits you
can mix and match however you like. In fact, due to how hard some of Wuchang’
s fights can be, mixing up your armor to buff yourself up against certain
damage types is essential. It makes finding new outfits feel a lot more like
a reward, and the game’s transmog system makes it easy to play fashion souls.
Wuchang Is Combat First, Story Second
A woman sat underneath a large Buddha statue.
As for the plot, it’s not exactly a masterpiece of storytelling. You wake up
with no memories and an arm full of feathers, find out you’re afflicted with
a disease ravaging the land called Feathering, and set off to find a series
of mystical doohickeys that may or may not lead to a cure. If Wuchang was a
present, the story would be the plain brown wrapping paper that holds
everything together, keeping things a mystery in the least dazzling way
possible.
Its side quests are just as serviceable, albeit with a couple of exceptions.
I encountered a gang of lovable orphans in a city called Cloudspire, and I
found myself caring for their wellbeing a lot more than I expected. Outside
of that, no other characters really had me invested in their stories, and the
simplicity of picking up an item and bringing it to them to move their quests
along didn’t help much either.
There’s plenty to enjoy about Wuchang, but it is not a game for the casual
soulslike enjoyer. It’s a game for the soulslike sickos that enjoy banging
their heads against brick walls until it cracks, or they do. I’m usually
right there alongside them, as an avid soulslike enjoyer myself, but the game
’s brutally unfair boss fights, inconsistent level design, and general
attitude towards women broke me. Wuchang often shows glimpses of the game it
could have been, but frustrations upon frustrations sour the whole experience.
請chatGPT翻譯
《Wuchang: Fallen Feathers》讓人非常沮喪。你可以說這正是魂系遊戲吸引人的地方
—— 玩家要與比自己大得多、強得多的敵人搏鬥,而且十次中有九次都會被打得體無完
膚。然而,《Wuchang》的沮喪感並非來自這種「苦戰的快感」,而是那種令人疲憊不堪
的折磨感。不論是明顯不公平的王戰,還是宛如隨手在餐巾紙上塗鴉的關卡設計,這款遊
戲總有什麼在一點一滴地消耗你的耐心。
真正讓我最受不了的是這款遊戲的「不一致性」,尤其是在王戰方面。第一章簡直像在割
草一樣輕鬆,我還曾擔心這遊戲是不是太簡單了,沒什麼魂味。結果一進入第二章,立刻
就被接連兩個王當成磚牆猛撞,耗去我好幾小時的生命。我才剛打完一場設計良好、難度
適中的王戰,下一場就換成血超厚、兩下就能秒殺你的怪物。
這當然是魂系遊戲的一部分,但《Wuchang》最難的戰鬥並不公平。與王戰的精髓應該是
學習攻擊模式、找出反擊時機,然後完美執行。有些王戰確實給了我這種「苦戰後勝利」
的成就感,但很多王卻根本沒有可辨識的招式循環,讓人無從下手。
某些王會先是一陣亂砍,再突然突刺,下一次卻完全變招,如果你反應速度不是蜥蜴等級
,就只能被痛揍。很多王只有一兩個能反擊的動作,而且還得靠祈禱它們會多出現幾次。
整場戰鬥下來常常覺得是靠運氣撐過的。這樣的勝利讓人不會感到高興,只會感到麻木。
《Wuchang: Fallen Feathers》不知道自己想成為什麼遊戲
這種混亂的「不一致性」也體現在關卡設計上。有時是超級線性的走廊,有時則是類似
FromSoftware 風格的地區,藏有迴圈捷徑和隱密小道,有時又變成讓人頭痛的半開放世
界區域,根本不知道該怎麼走。
「鳥羽沼澤」是一個錯綜複雜的樹枝與藤蔓迷宮,卻又能回到原點,垂直空間感也做得出
奇地好。我常常會因為發現某個捷徑回到主神龕而感到驚訝,不敢相信這麼小的空間居然
能塞進這麼多內容。
但另一個場景「蜀聖所」則是完全相反。這個村莊到處看起來都一樣,幾乎沒有地標,讓
你完全不知道自己在哪,而且還設置了一些根本沒有意義的捷徑。有些王戰還被安排在一
段又臭又長的重生跑圖之後,或是藏在一個要搭全宇宙最慢電梯才能到的洞穴裡。整體體
驗就像是把兩款魂系遊戲 —— 一款品質高、一款品質低 —— 強行拼湊在一起。
《Wuchang》主打「Build 系統」的自由實驗精神
所幸,這些讓人抓狂的王戰與關卡,在某種程度上能被「自由配點系統」所平衡。遊戲提
供了各種武器與能力讓你嘗試不同流派,包含斧頭、長槍、雙刀等等。
防禦選項方面,你有一種叫做「閃光(Shimmer)」的閃避技能,如果時機抓得好,能獲
得一種名為「天生之力(Skyborn Might)」的資源,用來施放強力技能與法術。你後面
還會解鎖「招架(Parry)」,甚至可以升級成每次格擋都會產生天生之力。戰鬥節奏流
暢,進攻與防守之間不斷切換,Skyborn Might 一邊用掉一邊補回,非常有爽感。
角色的所有能力來源自一個巨大技能樹「Impetus Repository」,概念有點像《最終幻想
10》的「球體盤(Sphere Grid)」。你透過消耗「紅汞精華(Red Mercury Essence,遊
戲中的魂)」,升級體力、攻擊與耐力,一步步往高階技能與被動能力邁進。
甚至連武器精通度、補血瓶數量也是從這裡升級的。把魂系與《FF10》的球體盤融合,其
實是個超聰明的點子 —— 說真的我還驚訝怎麼沒人早點做過。再加上一個非常簡單的重
置系統,讓你幾乎可以無限次數自由嘗試不同配點。
補充:後期你還能解鎖「祈福(Benedictions)」與「節制(Temperance)」這類武器增
益機制,Build 的深度又更上一層樓。雖然會有點複雜,但一旦找到自己喜歡的玩法,成
就感非常高。
《Wuchang》在女性描寫上令人不適,實在不應該如此
儘管本作在某些方面有其獨特魅力,但它也受到當今遊戲界越來越常見的一個問題困擾:
對女性的描寫過於猥褻。先說清楚,我不反對「男性凝視」類型的遊戲,我也喜歡《
Stellar Blade》,也玩《Marvel Rivals》,這些遊戲在市場上有它們的位置,我也不會
因此抵制。但《Wuchang》如果真心想講一個嚴肅的故事,那它就不該加入這類元素。
你可以描述戰亂中女性遭遇的不幸,但前提是要有適當的敏感度與尊重。遊戲中你會看到
許多女性角色被吊起來,躲在暗房裡哭泣、只剩一點點血,甚至主線之一就是講一位邪惡
女王綁架女性、將她們當成實驗品,只為了替自己兒子打造「完美新娘」。
如果遊戲能嚴肅地處理這些內容,那也還說得過去,但它卻讓你撿到這些女性曾穿過的衣
服,還附上描述她們悲慘遭遇的背景故事,然後角色穿上後胸部一晃一晃地跑步。這就真
的很噁心,讓人玩到一半只覺得渾身不舒服。
補充:遊戲早期這些「裝備描述」還更難聽,在媒體試玩階段有修改,才沒那麼誇張。
如果遊戲不是要你穿上受虐女性的內衣,它的風格其實還不錯。有各種服裝可以混搭,並
且戰鬥難度也讓你不得不針對不同傷害屬性調整裝備,這讓「找裝」成為一種有趣的回饋
。而且變裝系統也做得很好,能同時兼顧美觀與實用,讓人玩起來有點像「時尚魂系」。
《Wuchang》重戰鬥、輕劇情
至於劇情表現,那就不是它的強項了。你是一位失憶的主角,手臂長出羽毛,患上了一種
名為「羽化病(Feathering)」的疾病,踏上尋找某種神秘物品的旅程,希望能找到解藥
。如果把《Wuchang》當作禮物,故事就是那張最普通的牛皮紙,只是用來把其他內容包
起來罷了。
支線劇情同樣中規中矩,不過也不是完全沒有亮點。有一段是你遇到一群生活在「雲岑城
」的孤兒,我意外地對他們的命運產生了感情。但除此之外,其他角色的劇情很難讓人投
入,而且大多是「撿個道具 → 還給 NPC」這種簡化式任務,難以感受到深度。
總結來說,《Wuchang》某些方面值得一玩,但它絕不是一款適合「偶爾玩魂系」玩家的
遊戲。它是專門給那種喜歡把頭撞牆、直到牆裂或人崩潰的硬核魂系玩家。身為魂系愛好
者,我原本以為我會很享受這種挑戰,但這遊戲的王戰過於殘酷、關卡品質不一,以及對
女性的不當描寫,讓我整個人崩潰。《Wuchang》偶爾會讓你看到它本可以是多麼精彩的
作品,但層層疊疊的挫敗感,最終毀掉了整體體驗。
關於服裝不適的問題,我覺得原文說明得比較清楚
參考看看吧
--
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07/24 16:05,
2天前
, 231F
07/24 16:05, 231F
→
07/24 16:08,
2天前
, 232F
07/24 16:08, 232F
→
07/24 16:08,
2天前
, 233F
07/24 16:08, 233F
推
07/24 16:34,
2天前
, 234F
07/24 16:34, 234F
→
07/24 16:34,
2天前
, 235F
07/24 16:34, 235F
→
07/24 16:34,
2天前
, 236F
07/24 16:34, 236F
→
07/24 16:34,
2天前
, 237F
07/24 16:34, 237F
推
07/24 16:54,
1天前
, 238F
07/24 16:54, 238F
→
07/24 16:54,
1天前
, 239F
07/24 16:54, 239F
→
07/24 16:54,
1天前
, 240F
07/24 16:54, 240F
推
07/24 17:26,
1天前
, 241F
07/24 17:26, 241F
→
07/24 17:26,
1天前
, 242F
07/24 17:26, 242F
推
07/24 19:40,
1天前
, 243F
07/24 19:40, 243F
噓
07/25 01:43,
1天前
, 244F
07/25 01:43, 244F
→
07/25 04:15,
1天前
, 245F
07/25 04:15, 245F
推
07/25 08:21,
1天前
, 246F
07/25 08:21, 246F
→
07/25 08:21,
1天前
, 247F
07/25 08:21, 247F
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