[情報] IGN評論Europa Universalis: Rome

看板Paradox (P社)作者 (吃素,減碳,救地球)時間17年前 (2008/04/15 22:57), 編輯推噓3(308)
留言11則, 5人參與, 最新討論串1/1
IGN的評論員在幾個禮拜前就拿到完整版的遊戲,把遊戲玩透了,所以在距離發行前的幾小 時便發出了這篇review。Europa Universalis: Rome漂亮的得到了8.7分的高分,以及 Editors' choice award。不過我有點好奇如果給分不好看的話,評論的老兄是不是會很 不給面子的,同樣在遊戲發行前放出review。 簡單提一下Rome跟前幾代EU的不同點。首先是時間拉前到羅馬共和末期,地圖縮小到大 概跟羅馬帝國全盛期的領土差不多。這是可惜了點,如果能率領羅馬大軍攻打中國或從中 國打到歐州會很有意思。雖然有玩家發出請願希望製作小組擴大地圖,不過製作小組 拒絕了。他們應該是希望將遊戲焦點放在羅馬爭霸史上。但值得期待的是,Rome:Total War著名的mod Europa Barbarorum的製作小組有成員表示要幫EU:Rome製作蠻族入侵時代 的mod。話說回來,地圖縮小也有好處,製作小組能夠將從3代引進的3D地圖 做更細緻的處理,可以很明顯的看到地貌的變化。預算管理的層面做了些簡化,這次玩家 不必再煩惱各個科技項目slider的調整,只要處理軍事維持費用就好了。貿易方面則取 消了COT,改成在各個省份牽貿易路線。軍種方面,則分成了民兵、重步兵、騎兵 、弓兵、象兵與馬弓兵六種。 最大的改變則是引進人事管理的成份。人物的屬性除了軍事能力、政治手腕、忠誠心、人 氣指數和一些會影響屬性的特性之外,也有好友、宿敵與婚姻家庭狀況之類的人際關係。 另外遊戲還會貼心的幫忙紀錄每個人物的生平重大事蹟,雖然評論也提到這個紀錄實在 是簡略了點,很容易讓人摸不著頭緒。人事管理系統最有趣的地方就是手下將領有可能坐 大,發起內戰。這意味著玩家必須非常小心手握重兵、頗得民心、但忠誠度低的將領。 評論員親身碰到的例子是Seleucid的一位將軍帶著一小批人馬叛變,勢力雖然不強,然 而在經過了幾個世代竟然完全征服了Seleucid全領。另外是羅馬的執政者會隨著選舉而 更替.素質差勁的政治人物憑著財力和甜言密語坐上執政官的寶座是不時可能會出現的事。 雖然在科技研發部份做了取消預算分配的簡化,不過有趣的人事系統要補足這個缺應該是 足足有餘.比起三不五時就要煩惱silder怎麼做調整,我想花時間處理人事問題會比較好玩 一點。 這篇IGN的評論對Rome評價很高,在缺點方面的批判主要是這個系列介面上的老問題。資 訊呈現Rome已經做了相當的改進,不會像前幾代一樣會出些一堆繁雜的訊息來吵玩 家,玩家還得順利進行遊戲還得手動做很麻煩的調整。不過操作上仍有待加強。比方說當 你有一批混合著不同兵種的部隊駐紮在一個省份,你得一個一個數裡頭有幾隊重步兵、騎 兵、弓兵等等。部隊組成資訊在進入戰鬥畫面後便一清二楚,然而平常的時候卻沒有清 楚的顯示,這讓人覺得相當不方便。另外是在攻城的時候,由於部隊資訊被攻城畫面給 擋住了,這使得指派個別部隊執行其他的任務會變的相當辛苦,很容易搞不清楚你改派 了哪些部隊去了其他省份。另外還有一個資訊呈現問題則是畫面上的軍隊不論規模大小 都以一個士兵代表。這在你有很多事情要做的時候,你很容易忽略掉鄰國已經在邊境 集結了重兵。 雖然有這些缺點,不過值得稱讚的是,差不多在遊戲發行的同時,Paradox也釋 出了1.1版的更新版。 以下是IGN的評論正文,有興趣的板友請繼續看下去。 Europa Universalis: Rome Review Paradox Interactive finally brings their acclaimed series to the ancient world. by Steve Butts http://pc.ign.com/articles/866/866374p1.html April 14, 2008 - If you know us at all, you know that we're excited about tomorrow's release of Europa Universalis: Rome. The venerable high-level real time empire game is finally embracing an ancient setting and we couldn't be happier about the prospect. We've spent the last few weeks playing through the final version of the game, trying desperately to hold onto the crumbling Seleucid empire, building a working coalition of Greek states, resisting imperial encroachment as a small Spanish colony, and even taking sides as the titans Rome and Carthage clashed across the Mediterranean. As you might have guessed, we've been having fun. If you're new to the Europa Universalis series, you should know right at the start that it's more than just a complicated game of war. It's a sort of geo-political simulator that divides the world up into provinces, each ruled by a religion, a culture and, most significantly, a national power. These provinces provide tax revenue and manpower that you can use to fund technological research, build infrastructure or raise armies. Events play out day-by-day in real time so you'll have the immediate intensity of a real-time strategy game coupled with the high level strategizing of a classic 4X game. It's an intriguing synthesis but the scale and presentation of the game mean that it's not for everyone. Additionally, there are still some rough spots in the design that reach as far back as the original Europa games that continue to plague us. In brief, the game allows you to select any starting date across over 250 years of Roman history, from the middle-Republic wars with Carthage to the civil wars that brought about the establishment of the Empire proper. Each date renders the political, economic and military situations as they existed at the time, so if you start early you'll find the Macedonians in alliance with their neighbors. If you progress a bit, you'll see them warring with the Aetolians. Progress even further and you'll see their territories being swallowed up by Rome. Although it probably contains a fair bit of ahistorical speculation and game balancing, the attention to detail here is considerable. Once you've selected a starting date, you'll pick a nation to lead from among all the players, from Numidia to the Bosporan Kingdoms, from Egypt to Massilia. Of course, Rome and Carthage are the big players here, but you're free to try leading a lesser power as well. There are no set victory conditions; you're just expected to do the best you can with what you've got. In some cases, the best you can do is to hold on to what little power you set out with. You'll need to raise armies, set trade routes, colonize barbarous provinces, appoint generals and governors, declare war, forge peace, manage alliances, blockade enemy ports, invoke omens, put down insurrections and pretty much anything else that a prospective world leader might have handled back in the ancient world. It's a tall order, but thankfully, the game can be paused so you can issue lots of orders at once. The first Europa Universalis games buried the player under an avalanche of pop-up messages that literally stalled the game every few seconds. Players were forced to fine-tune their message settings to put a stop to all but the most essential interruptions. Now the team has finally struck the right balance, giving the important messages high visibility while also offering players a way to dig down into the details of systems that might not interest other people. There's even a new outline list at the top right of the screen that summaries you armies, navies and sieges so you can tell at a glance what's going on around the empire. The designers have also abstracted several portions of the game to help ease the overall management crunch that plagued the first games. Technology research progresses regularly over time but instead of having to upgrade your existing infrastructure every generation, your new discoveries take the form of bonuses to your existing assets. And given the ancient history setting, you won't be worrying about dozens of different types of units here. Instead, you'll just have access to a few general types. They are still specific to each nation, so you'll have plenty of cultural flavor among the forces you're leading. Since this isn't a game about tactics, there's no real interaction with the battles. You'll simply sit and watch the affair play out before your eyes courtesy of a small pop-up battle window. Here you can see the numbers and types of units involved, the commanders, terrain or skill modifiers, morale levels and the random die roll that influence the outcome. Even if you're just looking at the small animation on the game map itself, you can see the numbers of casualties floating up above the combatants' heads. But ultimately, this is all just window-dressing for the battles which you really have no input in whatsoever. Some players will quite naturally be put off by this lack of control. They might argue that the game would be more fun if they could set general tactics or formations for each battle. But we think that's missing the point. Those types of interactions would, to our thinking at least, be out of place in a game of this scale. Here, the real test of your strategic mettle is whether or not you're creating balanced armies and putting them in the right places under the right commanders. While we thoroughly enjoy the tactical experience in games like Rome: Total War, that's not the type of experience that Paradox is going for in the Europa Universalis series and its inclusion would add a layer of management that would distract from the real purpose of the game. There's a similar complaint to be leveled at the relatively indecisive nature of most of the battles. It's not uncommon to see only a few thousand casualties for battles involving twenty to thirty thousand units. And while it's historically accurate that an army will give up and run before allowing itself to be completely annihilated by the enemy, it does mean that the player will have to chase an enemy army across several provinces (or even back and forth across the same two provinces) before they can actually destroy them. Realistic as it might be, it can still get annoying, particularly when you happen to have an enemy completely surrounded and they still manage to break out. If you're not careful about the loyalty of your generals and the happiness of your population, then you just might have a civil war on your hands. We've seen entire nations split in half over the mismanagement of resources and the popularity of a general with a big army. In our largest game a small group of rebels in a far corner of the Seleucid empire managed not only to carve out a nice slice of empire for themselves but over the course of a few generations, actually eliminate the entire Seleucid empire altogether. The cool thing about civil wars, depending on what side you're on, is that there's no room for peaceful coexistence between the sides so you can be sure that the conflict will rage until one or the other parties is completely destroyed. But even with all the good, there are some definite flaws in this gem that are hard to look past. First army management is a huge pain and could benefit from some very simple tools. To begin with, there's no way to sort the units by type so if you want to know how much heavy infantry or cavalry you have in a given army, you have scroll through the whole list and count them. It's particularly aggravating because the second you enter a battle or a siege, you see a window right at the bottom that tells you how many of each troop type you have. If this information were available throughout the rest of the game, it would make army management much easier. It's also unfortunate, not to mention altogether mystifying, that you can't manage your armies around a siege. Once your forces surround an enemy fort, you can just forget being able to do anything at all to organize them. It's true that you can select the individual armies in that province, but the siege window prevents you from seeing which of the armies you've selected. You can only tell that if you give them a move order. If you'd like to break a besieging army up to send a portion of the army off on another mission, you can only do so by actually lifting the siege entirely, reorganizing the units and then starting the siege all over again. It's a real time waster and a constant source of aggravation, particularly during wars where you're making lots of invasions. There are general movement issues as well. To begin with, EU Rome suffers from the same movement resets that come whenever you decide to issue new orders to your units. Even with the game paused, you'll find yourself wasting a good few weeks of marching simply because you wanted to refine an army's destination. This occurs even when your change in orders sends a unit exactly where it was going in the first place, which is particularly obnoxious and has been throughout the entire life of this franchise. It helps to know where you're going in the first place, of course, but that's not always practical in the world of EU Rome. I remember previous EU games had an option to synchronize the arrival of invading armies from different territories as well, but that has to be managed by hand in EU Rome. This means that you'll have to go ahead and order movement from both territories, check the arrival dates and hold back the faster army until you know their arrival time will match that of the other army. The story elements in a character's history tab promised to be a really stunning new feature that let you see the events of an entire character's life summed up in a single page. And while it's definitely amazing to see the offices they held and the battles they won (or lost), the actual character event references are nearly impossible to decipher. We're sure they reference the events that pop up from time to time during the game, but what am I to make of a line that simply says "It's pragmatism, not laziness in Why Do It Now?" Obviously it references some key character event that I had to make some choice in but a little more information would definitely help to give it some meaning. Diplomacy seems a bit hampered as well. To begin with, there really aren't enough options for increasing your standing with another nation, and it's entirely unclear why there should be so much animosity growing between you and nations that are on the other side of the world from you. Beyond that, the peace negotiations seem to be somewhat hampered by the inability to make allowances for third party interests. If, for example, you're negotiating as the head of an alliance, it's impossible for you to force the defeated nation to cede provinces to your allies. It's also similarly impossible to annex an entire nation if one of their core provinces is being held by another combatant. 8.5 Presentation A great setting for a great game design. Some notable interface improvements have made their way into the game. 7.5 Graphics Still clings to the board game aesthetic but adds a bit more polish in a few key areas. 7.0 Sound Good enough to get the job done but won't hold your attention for long. 9.0 Gameplay Touches on nearly every level of grand strategy and manages to present it in a comprehensible fashion. Suffers from some interface problems. 9.0 Lasting Appeal The "what ifs" of history are very compelling here, particularly given the accurate starting positions. Loads of playable nations with goals you set yourself. 8.7 Great OVERALL (out of 10 / not an average) -- ■所有荷蘭人如果每週一天不吃肉,就可達到荷蘭政府希望家家戶戶一年所減少的二氧化 碳排放量目標。 ■南美洲約有四億公頃的黃豆作物是種給牛吃的;如果是提供給人類食用,則只需兩千五 百萬公頃就可以滿足全世界所需。 「不吃肉、騎腳踏車、少消費,就可協助遏止全球暖化。」 by Dr. Rajendra Pachauri -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 122.127.65.121 ※ 編輯: swallow73 來自: 122.127.65.121 (04/15 23:55)

04/16 03:48, , 1F
戰略版的全軍破敵-羅馬?
04/16 03:48, 1F

04/16 04:51, , 2F
不如說是EU3版的CK.....
04/16 04:51, 2F

04/16 04:51, , 3F
NFO出來了.....
04/16 04:51, 3F

04/16 06:44, , 4F
了解,非常感謝t大提供的資訊。
04/16 06:44, 4F

04/16 06:59, , 5F
人事系統還有一點很有趣且寫實。部隊會對將領個人效忠,
04/16 06:59, 5F

04/16 07:00, , 6F
好處是戰鬥效率增加,壞處是增加將領叛變可能XD
04/16 07:00, 6F

04/16 12:36, , 7F
http://gameaar.blog83.fc2.com/ 日本人的AAR已經出來了
04/16 12:36, 7F

04/16 13:33, , 8F
希望不要有CK的每月一頓阿
04/16 13:33, 8F

04/16 13:41, , 9F
我看到生平大事系統 大概又會每月一頓吧
04/16 13:41, 9F

04/16 13:42, , 10F
這樣資料會超級繁雜吧 跟CK一樣
04/16 13:42, 10F

04/17 01:42, , 11F
期待...
04/17 01:42, 11F
文章代碼(AID): #181C9QpM (Paradox)
文章代碼(AID): #181C9QpM (Paradox)