刺客信条 (游戏)

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维基百科,自由的百科全书
刺客信条
  • Assassin's Creed
类型动作动作冒险隐蔽类游戏
平台PlayStation 3Xbox 360Microsoft Windows
开发商育碧蒙特利尔工作室
发行商育碧
总监特里斯·德西莱茨、Simon Peacock 编辑维基数据
制作人捷德·雷蒙德 编辑维基数据
设计师Patrice Desilets英语Patrice Desilets捷德·雷蒙德
音乐耶斯帕·居德 编辑维基数据
引擎Scimitar引擎
模式单人
发行日PlayStation 3Xbox 360
  • 北美:2007年11月14日[1]
  • 欧洲:2007年11月14日[2]
  • 澳洲:2007年11月21日[3]
  • 日本:2007年11月29日[4]
Microsoft Windows
  • 北美:2008年4月8日[5]
  • 北美:2008年4月9日Steam[6]
  • 澳洲:2008年4月10日[7][8][9]
  • 欧洲:2008年4月10日

刺客信条(英语:Assassin's Creed是由育碧公司蒙特利尔工作室开发的一款第三人称视角游戏动作冒险游戏隐蔽类游戏类游戏,本系列始于2007年11月在PlayStation 3Xbox 360上发行。Windows版追加了内容并更名为《刺客信条:导演剪辑版》(Assassin's Creed: Director's Cut Edition),于2008年4月推出。

游戏系统[编辑]

界面采用开放世界第三人称视角,以主角追溯其刺客祖先记忆而控制其行动。游戏引入“社会状态图像”(Social Status Icon)从而让主角能了解附近敌兵与区域对其祖先的注意程度及警戒状态[a],并以“高姿态”(High Profile)及“低姿态”(Low Profile)区分行动性质[b]:低姿态行为较容易被社会接受[c];高姿态行为以行动为中心[d](例如擒拿和抛掷敌人、疾跑)。一旦附近区域对其祖先出现高度警戒状态,其祖先可选择把应战敌兵杀死或逃离敌兵视线范围并躲藏直至警戒回复正常。

其祖先之生命值以主角及祖先之间之“同步值”(Sychronization)显示[e]:作出与真实记忆不合之事(如受伤或伤及无辜)会使同步值下降,失去之同步值能透过重新经历祖先之生活而遂渐回复[f],降至零点会导致记忆重新开始[g];作出与真实记忆相同之事(如拯救市民或在每次刺杀行动前对目标作出全面调查)会使同步最高值逐渐提升。完全同步时主角可使用其祖先之第六感官“鹰眼视界”(Eagle Vision)以感知附近人们对其祖先之态度[h][i]

故事剧情[编辑]

2012年9月1日04:02[10],酒保戴斯蒙·迈尔斯被跨国制药公司Abstergo 劫持作为基因记忆追溯机器“Animus”[j]的第十七个实验体[k],目的为获得其活跃于1191年第三次十字军东征时期、隶属叙利亚刺客组织之刺客祖先-阿泰尔·伊本·拉阿哈德(Altaïr ibn La-Ahad)的一段记忆。

当年阿泰尔奉命与两名同伴到所罗门圣殿寻找一个古代遗物,却对于自己过度自信[l],不但被刺客之宿敌圣殿骑士团阻止[m]且违背了三大刺客信条[n]:不杀无辜[o]、不暴露行踪[p]、不连累刺客组织[q][r][11]。于回到刺客组织位于马西亚夫的堡垒后,刺客组织之首拉希德丁·锡南(Rashid ad-Din Sinan)把阿泰尔降至最低级别[s],同时命其刺杀九名位于圣地(耶路撒冷大马士革阿卡)内的骑士团重要人物以作赎罪[t],为十字军撒拉森势力之间带来和平[u]

阿泰尔把各人逐一刺杀,并了解众人之目的为利用从所罗门圣殿取得之古代遗物控制人民思想以带来和平,而圣殿骑士团之最终计划为联合十字军及撒拉森势力以摧毁刺客组织[12],但阿泰尔在刺杀最后一名目标-圣殿骑士团大团长罗贝尔·德·萨布莱后始悉拉希德丁乃圣殿骑士[v],因企图独占遗物而派遣阿泰尔刺杀其余九人[w][13]:该遗物名为“伊甸碎片”[x],能控制人类思想及造出幻象[y],而古代之超自然现像包括古埃及法师把手杖变成蛇、摩西红海特洛伊战争中神明显灵、迦拿的婚礼中水变成酒等全为此遗物造出之幻象[z][aa]。在阿泰尔回到刺客组织堡垒后[ab],拉希德丁利用碎片造出各种幻象与阿泰尔展开决斗。阿泰尔击破各幻术后刺杀拉希德丁[ac],碎片亦于此时投射出全世界其余多块碎片位置的立体影像[14]

Abstergo 在取得该段记忆后[ad]计划把戴斯蒙留待日后处决[ae],但戴斯蒙在研究人员离开后[af]看见实验室地上及墙上出现以鲜血写成之文字:因长期进入Animus 而出现之副作用-“出血效应”(Bleeding Effect)使戴斯蒙拥有了鹰眼视觉[ag],看见第十六实验体自杀前以血写下之2012年预言及其他加密讯息[ah]

戴斯蒙、现代刺客及Abstergo(现代圣殿骑士团)之事迹于后继作品《刺客信条II》中续有叙述。

登场人物[编辑]

主条目:刺客信条系列角色列表

开发[编辑]

在《波斯王子:时之砂》完成后,游戏设计师Patrice Désilets获指示开发另一款波斯王子游戏。游戏灵感来自哈桑·沙巴,并以《波斯至子:刺客》之名开始开发[15]。Désilets认为以王子作为主角并不吸引,因此该王子被安排成为需要由玩家操纵之刺客拯救之人工智能角色,但育碧不希望开发一款不以王子为中心之波斯王子游戏,游戏最终变成新的知识产权,王子角色也被删除[15]

2006年9月28日,开发者Jade Raymond在与IGN的会谈中表示主角阿泰尔是一名过去不明之中世纪刺客,而他也不是一名时空旅行者[16]。于2006年12月13日另一次IGN会谈中,配音员Kristen Bell谈及游戏剧情:剧情将围绕基因记忆以及一个欲寻找刺客后裔之机构[17]

Raymond也于一会谈中表示游戏灵感来自1938年小说《Alamut》[18][19]

评价[编辑]

评价
汇总得分
汇总媒体得分
GameRankingsX360:82.92%[20]
PC:79.87%[21]
PS3:79.30%[22]
MetacriticPS3:81/100[23]
X360:81/100[24]
PC:79/100[25]
评论得分
媒体得分
1UP.com7.0/10
Eurogamer7/10
Game Informer9.5/10
GamesRadar+10/10
GameSpot9/10
GamesTM4/5
IGN9.2/10
官方Xbox杂志8.5/10
PALGN7.7/10
PlayStation杂志英语PlayStation:_The_Official_Magazine5/5
Fami通37/40

游戏普遍获得正面评价。Eurogamer表示游玩过程没有进步,最终变得沈闷而且过于重复[26]。Electronic Gaming Monthly成员Andrew P.于评论中认为游戏的跑酷式逃生路线富挑战性[27]Fami通以40分为满分下分别为游戏之Xbox 360版和PS3版给予36分和37分,赞扬了游戏剧情、表达手法和主角之高难度动作,但对过于简单之战斗系统、地图和视角问题作出批评[28][29]Game Informer以10分为满分下给予游戏9.5分,赞扬游戏之操作系统、重玩价值和吸引的剧情,但认为情报打听的任务过于重复[30]。ESPN成员Aaron Boulding认为游戏之社会潜行概念相当创新,而且设计者在视觉上捕捉了神髓。[31]GameTrailers同样表扬了游戏的剧情并对此给予9.7分,但指出重复度高的玩法与下等的人工智能使游戏的潜质下降,认为游戏虽有所突破但未能做好部分基本要素[32]GamesRadar为游戏给予10分满分;Metacritic为游戏之Xbox 360与PS3版各给予81分[23][24]GamePro认为如果玩家愿意付出耐性,游戏能提供部分最佳的游玩体验[33]。Hyper杂志成员Darren Wells赞扬游戏剧情、画面和操作,但批评部分任务不大适合电脑平台而且菜单系统设计不佳[34]

注释[编辑]

  1. ^ In-game Animus tutorial program: The Social Status Icon [Exposed, Cool Down, Vanishing, Vanished, Anonymous] gives you information on your social status.
  2. ^ In-game Animus tutorial program: The Animus differentiates between two fundamental actions: Low Profile and High Profile.
  3. ^ In-game Animus tutorial program: Low Profile actions are socially acceptable.
  4. ^ In-game Animus tutorial program: High Profile actions are more action-oriented.
  5. ^ In-game Animus tutorial program: The Sychronization Bar measures your sychronization with your ancestor.
  6. ^ In-game Animus tutorial program: Should you lose sych, you can restore sychronization by reliving key moments of your ancestor's life, or by respecting the Creed.
  7. ^ In-game Animus tutorial program: If you ever fall completely out of sych, the Animus will retore you to your last sychronized position.
  8. ^ In-game Animus tutorial program: Now that you are fully syched, a new ability is available to you. Refered to as Eagle Vision, this sixth sense helped your ancestor understand the intentions of the people around him.
  9. ^ In-game Animus tutorial program: Remember, Eagle Vision will only be available when you are fully syched.
  10. ^ Vidic: You're inside the Animus. Desmond: Which is...? Vidic: It's a projector that renders genetic memories into three dimensions.
  11. ^ In-game Animus tutorial program: Hello, Subject Seventeen.
  12. ^ Altaïr: Robert de Sablé. His life is mine. Malik: No! We were asked to retrieve the treasure and deal with Robert only if necessasry. Altaïr: He stands between us and it. I'd say it's necessary. Malik: Discretion, Altaïr!. Altaïr: You mean cowardice. That man is our greatest enemy, and here we have a chance to be rid of him. Malik: You have already broken two tenets of our creed. Now you would break the third: do not compromise the brotherhood. Altaïr: I am your superior, in both title and ability. Youl should know better than to question me.
  13. ^ Robert: I spare you only that you may return to your master and deliver a message.
  14. ^ Rashid: Three simple tenets, which you seem to forget. I will remind you.
  15. ^ Rashid: First and foremost: Stay your blade... Altaïr: from the flesh of an innocent. I know.
  16. ^ Rashid: The second tenet is that which gives us strength. Hide in plain sight. Let the people mask you such that you become one with the crowd.
  17. ^ Rashid: The third and final tenet, the worst of all your betrayals. Never compromise the brotherhood.
  18. ^ In-game Animus tutorial program: The Creed consists of three tenets. First, never hurt an innocent person. Second, always be discreet. Third, do not compromise the clan.
  19. ^ Rashid: You'll see that you've been stripped of all your possessions. Your rank as well. You are a novice, a child once more, as you were on the day you first joined our Order.
  20. ^ Rashid: I am offering you a chance at redemption. You'll earn your way back into the brotherhood.
  21. ^ Rashid: I hold here a list. Nine names adorn it. Nine men who need to die. They are plague bringers, war makers. Their power and influence corrupts the land and ensures the Crusades continue. You will find them. Kill them. In doing so, you sow the seeds of peace, both for the region, and for yourself. In this way you might be redeemed.
  22. ^ Robert: Nine men he sent you to kill, yes? The nine who guarded the treasure's secret. Altaïr: What of it? Robert: It wasn't nine who found the treasure, Assassin. Not nine, but ten. Altaïr: A tenth? None may live to carry the secret. Give me his name. Robert: Oh, but you know him well, and I doubt very much you'd take his life, as willingly as you've taken mine. Altaïr: Who? Robert: It is your master, Al Mualim.
  23. ^ Altaïr: I have no interest in the treasure. Robert: Ah, but he does. The only difference between your master and I, is that he did not want to share.
  24. ^ Rashid: That's all it's ever done, this Templar treasure, this... Piece of Eden.
  25. ^ Rashid: He who holds it commands the hearts and minds of whoever looks upon it, whoever tastes of it, as they say.
  26. ^ Rashid: This... piece of silver, cast out Adam and Eve. It turned staves into snakes, parted and closed the Red Sea. Eris used it to start the Trojin War, and with it, a poor carpenter turned water into wine.
  27. ^ Rashid: Do you understand now? The Rea Sea was never parted. Water never turned to wine. It was not the machinations of Eris that spawned the Trojan War, but this! Illusions! All of them!
  28. ^ Rashid: So... the student returns. Altaïr: I've never been one to run. Rashid: Never been one to listen either.
  29. ^ Rashid: Impossible. The student does not defeat the teacher. Altaïr: La'a shay'a waqi'un moutlaq bale kouloun moumkine. Rashid: So it seems. You have won then. Go, and claim your prize.
  30. ^ Abstergo: Well? Vidic: We've got the map.
  31. ^ Lucy: We might need him, his memories. I'd recommend we hold him until we have confirmation that there aren't any surprises waiting for us at the sites. Abstergo: Very well. Ensure we have no further need of him, then kill him.
  32. ^ Vidic: Don't get too comfortable, Mr. Miles! We'll be back for you soon enough.
  33. ^ Assassin's Creed II. Lucy: We're going to train you - turn you into one of us. Desmond: What?! No, no... you've seen me in action - I'm no good at this. And even if I was... it would take months - years, even. Lucy: No. Not with the Animus. Not with the bleeding effect... If you can follow in his footsteps, you'll learn everything he did - just like he did. Years of training absorbed in a matter of days.
  34. ^ Desmond: Oh my god! It looks like... is that blood? Who the hell were they keeping here before me? What happened to him? What does it mean, I wonder.

参考[编辑]

  1. ^ Launch date announced. IGN. [2007-10-25]. (原始内容存档于2007-10-27). 
  2. ^ Assassin's Creed game detail page at Xbox.com. [2008-04-04]. (原始内容存档于2008-04-17). 
  3. ^ Assassin's Creed official site. Ubisoft. [2008-05-12]. (原始内容存档于2012-12-11). 
  4. ^ アサシン クリード (xbox360). Ubisoft. [2008-04-04]. (原始内容存档于2008-04-08). 
  5. ^ Unofficial PC ship dates on Gamespot. Gamespot. [2008-02-26]. (原始内容存档于2011-05-25). 
  6. ^ Assassin's Creed. Steam. [2008-04-04]. (原始内容存档于2012-12-11). 
  7. ^ Assassin's Creed. EB Games Australia. [2008-04-04]. (原始内容存档于2008-04-08). 
  8. ^ Assassin's Creed. EB Games New Zealand. [2008-04-04]. (原始内容存档于2008-04-11). 
  9. ^ Assassin's Creed. GAME. [2008-04-04]. (原始内容存档于2008-03-12). 
  10. ^ 刺客信条IV:黑旗》,Abstergo Entertainment 地图二楼右侧二级安全房间的左下的电脑“戴斯蒙文件包”。
  11. ^ Memory Block 1
  12. ^ Memory Blocks 2, 3, 4, 5
  13. ^ Memory Block 6
  14. ^ Memory Block 7
  15. ^ 15.0 15.1 The Making of Assassin's Creed页面存档备份,存于互联网档案馆) at Edge (magazine)
  16. ^ IGN: Assassin's Creed Preview. [2014-09-18]. (原始内容存档于2011-09-19). 
  17. ^ IGN: IGN Exclusive Interview: Kristen Bell. [2014-09-18]. (原始内容存档于2012-08-13). 
  18. ^ Interview: Assassin's creed. Computer and videogames. [November 3, 2008]. (原始内容存档于2007-10-14). 
  19. ^ Nick Doerr. Assassin's Creed producer speaks out, we listen intently [update 1]. [November 3, 2008]. (原始内容存档于2008-12-25). 
  20. ^ Assassin's Creed for Xbox 360 - GameRankings. GameRankings. [2009-08-15]. (原始内容存档于2012-02-19). 
  21. ^ Assassin's Creed for PC - GameRankings. GameRankings. [2009-08-15]. (原始内容存档于2012-02-19). 
  22. ^ Assassin's Creed for PlayStation 3 - GameRankings. GameRankings. [2009-08-15]. (原始内容存档于2012-02-19). 
  23. ^ 23.0 23.1 Assassin's Creed (ps3) reviews at Metacritic.com. GameRankings. [2009-08-15]. (原始内容存档于2012-02-19). 
  24. ^ 24.0 24.1 Assassin's Creed (xbox360) reviews at Metacritic.com. GameRankings. [2009-08-15]. (原始内容存档于2012-02-19). 
  25. ^ Assassin's Creed Director's Cut (pc) reviews at Metacritic.com. GameRankings. [2009-08-15]. (原始内容存档于2012-02-19). 
  26. ^ Assassin's Creed Review // Xbox 360 /// Eurogamer
  27. ^ Andrew P., "Review of Assassin's Creed," Electronic Gaming Monthly 224 (January 2008): 89.
  28. ^ Famitsu reviews Dragon Quest IV, Assassins Creed, Guilty Gear 2 and more. [2014-09-18]. (原始内容存档于2009-04-16). 
  29. ^ Assassin's Creed nabs 37/40 from Famitsu. [2014-09-18]. (原始内容存档于2014-10-09). 
  30. ^ Game Informer, December 2007 issue
  31. ^ ESPN – Easy Points – 'Tis the Season – Videogames. [2014-09-18]. (原始内容存档于2007-12-01). 
  32. ^ GameTrailers Assassin's Creed Video Review. [2014-09-18]. (原始内容存档于2009-05-04). 
  33. ^ Melick, Todd. Assassin's Creed review. GamePro. November 14, 2007 [2008-01-08]. (原始内容存档于2007-11-10). 
  34. ^ Wells, Darren. Assassin's Creed. Hyper (Next Media). June 2008, (176): 54. ISSN 1320-7458. 

外部链接[编辑]