用户:EzrealChen/备用沙盒101

维基百科,自由的百科全书
异尘余生4:港湾惊魂
类型动作角色扮演生存
发行日2016年5月19日

异尘余生4:港湾惊魂》是2015年游戏《辐射4》的资料片,由贝塞斯达游戏工作室开发,贝塞斯达软件发行。《港湾惊魂》于2016年5月19日在Microsoft WindowsPlayStation 4Xbox One平台上以可下载内容(DLC)形式发布。《异尘余生4》的剧情背景设定于一场摧毁大半美国的核战争之后,年份为公元2287年。在该资料片当中,玩家角色获一家侦探事务所招募,去调查一名偏乡女孩失踪的事件。

玩家可使用第一人称或第三人称视角来游玩,玩家的任务是操控主角在缅因州海岸附近的一座岛上进行调查。《港湾惊魂》的主要游玩内容由任务和解谜环节组成。一旦任务全破,玩家可获得瓶盖(游戏中的流通货币)和经验值作为奖赏。解谜部分包含多种游戏机制,有些谜题需要用激光枪射击目标,也有的允许玩家用方块进行建造。

官方在《异尘余生4》发行后3个月宣布推出《港湾惊魂》。玩家对主游戏对话系统的回馈反映在该资料片上,该系统被人诟病不如其他游戏机制成功。开发团队也注意到玩家对新增大量可探索区域的品项会有兴趣。该资料片的大小也导致《异尘余生4》的季票价格上涨。《港湾惊魂》获得评论家的多数好评。资料片新增的任务备受赞誉,但整体氛围和运用浓雾的手法则评价两极。评论家主要抨击解谜的部分,觉得浪费时间、没有必要且使人过度挫折。2016年7月,Guillaume Veer指控《港湾惊魂》抄袭了他制作的《辐射:新维加斯模组“Autumn Leaves”,不过他说就算贝塞斯达有意抄袭,他也不生气。

游戏玩法[编辑]

《港湾惊魂》是为异尘余生系列第五作《辐射4》开发的资料片,该游戏是一款动作角色扮演游戏[1]。剧情背景设定在“大战”(The Great War)的210年后,那场战争导致了影响全美的核子浩劫[2][3][4]。资料片的玩法和主游戏类似,玩家都被赋予调查失踪角色的任务。主游戏当中,玩家找寻的是儿子[3],而在《港湾惊魂》里,玩家受瓦伦坦侦探社英语Nick Valentine所雇,去调查年轻女孩Kasumi的失踪案件[5][6]。主游戏和资料片都开放玩家切换第一人称第三人称视角[7]。资料片的场景设定在一座充满放射线且浓雾笼罩不去的岛屿[5][6],这座岛屿的原型是缅因州汉考克县的一个城镇酒吧港英语Bar Harbor[8]。《港湾惊魂》里有三个派系,各自都有激进暴力和崇尚和平的两类非玩家角色[6][9]

File:Fallout 4 Far Harbor screenshot.jpg
《港湾惊魂》的剧情发生在一座雾气缭绕的岛屿。在游戏中,玩家可以使用动力装甲英语Power Armor (Fallout),如图所示

该资料片包含玩家必须破解的任务和解谜。完成任务的方式有很多种,每一种都会产生不同的后患。玩家可以选择与角色或帮派和平解决,但副作用包含秘密公开或恶化与其他帮派的关系[10]。暴力解法可能比较快,但会造成玩家与帮派的同盟关系弱化[11][10]。In some of the puzzle sections, the player directs lasers to hit designated targets; others require the player to build with blocks, as in Minecraft. Puzzle sections were not featured in the base game.[6][12] Upon completion of quests, the assisted factions reward the protagonist with Nuka-Cola bottle caps, one of the fictional currencies found throughout the Fallout series.[13] The player character also gains experience points.[14] Some of the quests include investigating minor mysteries, retrieving missing items, solving disagreements, and clearing out monster-infested areas.[13]

One of the gameplay mechanics which carried over from the previous iterations is V.A.T.S. (Vault-Tec Assisted Targeting System). While using V.A.T.S., real-time combat is slowed, allowing the player to choose where to shoot the enemy: shooting enemies in the head will typically result in death while shooting their legs can slow them. Weapons can also be shot at to disarm the enemy. Using V.A.T.S. lowers the player's stamina (Action Points, or AP). Some actions are unavailable to the player if their stamina is insufficient, in which case the player has to wait for their AP to regenerate. The use of power armor英语Power Armor (Fallout) in combat increases the rate at which the player's AP are used.[15] The Pip-Boy英语Pip-Boy, a small computer strapped to the character's wrist, also plays a role in both Fallout 4 and Far Harbor. It contains a menu which the player can access to view maps, statistics, data, and items,[16] and when the player is able to visit Far Harbor, the Pip-Boy will receive a signal from Valentine's Detective Agency.[17]

Synopsis[编辑]

Setting and characters[编辑]

Aerial photograph of Bar Harbor, Maine, the real life locale Far Harbor is based on.
Far Harbor's fictional setting is based on Bar Harbor英语Bar Harbor, a town in Maine (pictured).

The expansion is set on a post-apocalyptic version of Mount Desert Island, known in-game as The Island, which is north-east of the Commonwealth, Fallout's post-apocalyptic version of Boston, Massachusetts. The starting point is the town of Far Harbor.[8] The Island, where many unique creatures reside, is blanketed by radioactive fog. Because the creatures that live inside the fog are unwilling to go anywhere without it, the town uses devices called fog condensers to turn the fog into liquid in order to protect its inhabitants.[9][18]

There are three major conflicting factions present in the expansion, all residing in separate areas: the Harbormen of Far Harbor; the synth (synthetic humans) colony of Acadia; and the Church of the Children of Atom. The Harbormen of Far Harbor are led by the town leader, Captain Avery, and seek to reclaim The Island from the fog that has gradually driven them out of their homes. The Children of Atom live in an old nuclear submarine base called the Nucleus and are led by High Confessor Tektus. Tektus is a fanatical follower of the Church of Atom who seeks to disable or destroy the fog condensers. The refuge for the synth colony of Acadia is an abandoned observatory at the top of The Island; the group are led by a mysterious prototype synth called DiMA. DiMA is friendly to both the Harbormen and the Children so long as Acadia remains autonomous and isolated from the rest of the world.[9][19][20]

Plot[编辑]

Valentine's Detective Agency receives a request for help from Kenji and Rei Nakano, a husband and wife living in a remote corner of the Commonwealth:[17] their daughter, Kasumi, has vanished without a trace or explanation. The Sole Survivor is sent to investigate, discovers Kasumi had been in contact with Acadia and borrows Kenji's boat to follow her.

Arriving in the town of Far Harbor, the Sole Survivor finds The Island locked in a tense stalemate between the local residents and the Children of Atom. With the aid of a local hunter and one of the Harbormen named Old Longfellow, the Sole Survivor finds Kasumi living in Acadia. Kasumi has come to believe that she is a synth, and has sought refuge in Acadia, even though she has started to doubt the intentions of DiMA. At Kasumi's behest, the Sole Survivor switches focus to investigating DiMA, and gradually learns he has consciously chosen to store some of his memories on hard drives outside of his body. He has hidden them inside a computer simulation in the Children of Atom's base, the Nucleus, but has grown increasingly concerned that if the Children access the memories, they will have the means to destroy Far Harbor.

The Sole Survivor approaches the Children of Atom to recover DiMA's memories and learns that he put in place a series of fail-safes to protect Acadia, and to preserve the balance of power between Far Harbor and the Children of Atom. These are the access codes to a nuclear warhead, stored within the Nucleus, and the means to sabotage the fog condensers protecting Far Harbor. The Sole Survivor also discovers that DiMA murdered Captain Avery and replaced her with a synth to maintain peace between Far Harbor and Acadia.

Endings[编辑]

There are eight possible endings. The Sole Survivor is faced with a choice: to destroy Far Harbor, to destroy the Children of Atom, or to inform the people of Far Harbor of DiMA's crime and trigger a feud between the Harbormen and Acadia.[21]

Should the player choose to detonate the warhead, the Harbormen will take control of the island, while if the player destroys the fog condensers, the Children will become dominant. In both scenarios Acadia will be spared, though DiMA will disapprove of the player's actions. Alternatively, if the player confronts DiMA over Avery's murder, Acadia may become hostile.[21]

The Sole Survivor is able to establish a more permanent peace between all parties by assassinating or chasing away High Confessor Tektus, and allowing DiMA to replace him with a synth who will adopt a more moderate stance towards the Harbormen.[21]

Additionally, the Sole Survivor can choose to make the main factions aware of Acadia's existence.[22] If so, The Institute, a scientific organization that made the synths, will send agents to reclaim the synths, while the Brotherhood of Steel, a quasi-religious organization rooted in the United States Armed Forces, will launch an expedition to exterminate them. The Railroad, a group opposed to the existence of The Institute with the aim of freeing sentient synths, will send an operative to make contact with Acadia, though the latter will reject their help.[22]

In the aftermath, the Sole Survivor returns to the Nakano family back in the Commonwealth. Kasumi, depending on the player's choices, may return with the player character or stay in Acadia.[23]

Development and release[编辑]

"Then we have an opportunity with something like Far Harbor. Like: okay, how many different ways can it end—let's give them some more choice. So it's not just a one-off, meaning Fallout 4 comes out and then we forget about it—it's an ongoing thing. The feedback we get is really, really helpful."
Todd Howard, Bethesda director[24]

Far Harbor was developed by Bethesda Game Studios and was announced three months after the official release of Fallout 4—alongside Automatron, Wasteland Workshop英语Fallout 4: Wasteland Workshop, and teasers of other upcoming expansions—in a blog post on February 16, 2016.[25] The expansion was released on May 19, for Microsoft Windows, PlayStation 4 and Xbox One.[26] Of the first three expansions, Far Harbor added the largest landmass, and was consequently sold at a higher price. It also added new dungeons (self-contained quest locations), quests, creatures, and other miscellaneous features.[27][28] The expansion was included in the Fallout 4 season pass, a collection of all the expansion packs. Because of the large amount of additional content, the price for the pass was increased from US$30 to $50.[29]

The expansion was influenced by feedback from players regarding the dialogue system in Fallout 4, which "didn't work as well as other features".[30] The dialogue system in Fallout games allows the players to converse with and influence the non-player characters.[31] The dialogue options in Far Harbor were designed to give players more flexibility in bringing the game to an end, with the expansion featuring more dialogue choices.[30] The development team also found players were interested in visiting new locations, adding inspiration to Far Harbor albeit at increased development cost and time to completion.[32]

Two weeks after the expansion's official release, the PlayStation 4 version was re-released to fix performance issues.[33] In a performance analysis by Eurogamer's Digital Foundry, it was discovered that although Fallout 4 typically ran at 30 frames per second (fps), when the player was outside and, in Far Harbor's foggy biomes, the frame rate could drop to 15 fps, and could drop even lower during action-oriented events such as firefights. In the same analysis, the Xbox One version was found to run at 20–30 fps but experienced various issues, such as stuttering and software lock-ups.[34] The update toned down the level of fog, and was successful in making the game more stable.[35]

Reception[编辑]

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Fallout 4: Far Harbor was released to "generally favorable" reviews, according to the review aggregator Metacritic.[42][43][44] The new quests drew praise from reviewers, though the puzzle sections were criticized. In particular, Dan Stapleton (IGN) expressed admiration for the new quests but said that the puzzle rooms were "so hard to fail I'm not sure why Bethesda bothered".[6] He also mentioned that the Far Harbor expansion contained some of the strongest quest content in Fallout 4.[6] Peter Brown (GameSpot) commended the addition of "hours of side quests driven by curious characters",[38] and the staff at Game Central agreed.[41] Matt Wittaker (Hardcore Gamer) appreciated the quests: he praised the main questline for its focus on "moral ambiguity and tough choices", saying that that was what Fallout fans were seeking.[45] The reviewers for Game Revolution and GameCentral disliked the puzzles, as did Jack de Quidt (Rock, Paper, Shotgun) who regarded them as very frustrating even though he felt they were "a small part of the release".[46] Both de Quidt and the Game Revolution reviewer considered the engine insufficient for the intricate puzzle sequences.[36][46] Several reviewers made comparisons to the video game Minecraft when talking about the block-related content added in the expansion.[6][10][12][47]

Reviewers had varying opinions on the atmosphere and the fog. Stapleton commended the majority of the content except the fog, which he felt became annoying after a time, but Matt Wittaker thought the fog was not much of a nuisance if the player's character was built to mitigate radiation.[6][45] David Ambrosini (IGN) and Christopher Livingston (PC Gamer) both praised the atmosphere; with Livingston saying "you can literally taste [it]".[13][40] Reviewers were also divided over the storyline, with the writers for Game Revolution admiring the story and new characters, while Peter Brown found them uninteresting.[36][38]

Some reviewers did not like the expansion's repetitiveness, and Nic Rowen (Destructoid) was disappointed with the lack of uniqueness in the release.[5] Chad Sapieha (Post Arcade) said that he was growing weary of the repetitive small tasks like managing loot, and traveling between settlements just to dispose of it; he added that he was done with Fallout 4 and its DLC and was prepared to move onto a further installment.[47] David Soriano (IGN) commended the extensive size of the map but felt it was somewhat wasted.[39] Alice Bell (VideoGamer.com) and the reviewers at GameCentral praised the value for money: Bell said that Far Harbor was the best of the first three expansion packs for getting "the most bang for your buck英语Bang for the buck", even taking into account the design flaws.[37][41]

Similarities with Autumn Leaves[编辑]

The screenshots of Autumn Leaves and Far Harbor used by Guillaume Veer to show the similarities he noticed between the two releases.
Screenshots (top is of Autumn Leaves, bottom is of Far Harbor) used by Guillaume Veer to show the similarities he noticed between the two releases.

In July 2016, Mod DB user Guillaume Veer, going by the online alias of BaronVonChateau,[48] accused Bethesda of copying one of his Fallout: New Vegas mods, named Autumn Leaves.[49] Comparing the plot of Autumn Leaves and one of Far Harbor's quests called Brain Dead, Veer described both as having “a colorful cast of eccentric robots, in charge of a forgotten Vault where a strange murder happened".[50] Pete Hines, the vice president of Bethesda's marketing team, claimed that any similarities were completely coincidental.[51]

Other similarities were discussed in an article by Mat Paget (GameSpot), such as the fact that both Far Harbor and Autumn Leaves feature the ability to use the character's voice to determine whether they are a robot.[51] Veer noted that he was not upset with the similarities, saying that he takes inspiration from other games too: "I seriously think this is perfectly okay. After all, Autumn Leaves' inspirations are countless ... and being influenced is a natural part of the writing process."[51] Veer said that having the names of modders in the game's credits for acknowledgement would be beneficial.[50] He also said that he was comfortable even if Bethesda did deliberately use content from Autumn Leaves, and wrote that "I honestly thought Bethesda’s staff played Autumn Leaves, had a blast with it, took some things out of it and made their own thing for Far Harbor. ... And I seriously think this is perfectly okay."[52]

References[编辑]

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External links[编辑]

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