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星際大戰:亡命之徒
  • Star Wars Outlaws
類型動作冒險
平台
開發商Massive Entertainment[a]
發行商育碧
總監
  • 朱利安·格懷蒂(Julian Gerighty)
  • 馬蒂亞斯·卡爾松(Mathias Karlson)
製作人萊昂內爾·勒戴因(Lionel Le Dain)
編劇納維德·卡瓦里(Navid Khavari)
美術貝內迪克特·波德斯尼格(Benedikt Podlesnigg)
音樂
引擎Snowdrop引擎
模式單人
發行日2024年8月30日

星際大戰:亡命之徒(英語:Star Wars Outlaws,中國大陸譯作「星球大戰:亡命之徒」,香港和臺灣譯作「星際大戰:亡命之徒」)是一款由Massive Entertainment開發[a]並由育碧發行在WindowsPlayStation 5Xbox Series X/S平台上的動作冒險遊戲,於2024年8月30日發行。故事舞台星球大戰宇宙,其時間線介乎正傳電影《帝國大反擊》(1980)至《絕地大反攻》(1983)的劇情之間,講述初出矛頭的女惡棍凱伊·維斯為了收買一犯罪集團而組團實施大規模搶劫[1]。遊戲採用第三人稱視角,並允許玩家在開放世界中自由探索、從事各種活動。作中主角維斯由亨伯莉·岡薩雷斯(Humberly González)獻聲兼動態捕捉,而她的拍擋寵物小尼(Nix)則由迪·布萊德利·貝克英語Dee Bradley Baker配音。

遊戲玩法

編輯

《星際大戰:亡命之徒》是一款採第三人稱視角的動作冒險遊戲[2],玩家將在開放世界環境內操縱女惡棍凱伊·維斯(Kay Vess)穿梭行星、在太空內從事各種活動[1]。維斯戰鬥的方式多樣,能近戰格鬥和使用爆能槍英語Blaster (Star Wars),而後者有包括電磁脈衝在內的多種彈藥[3][4],也可利用其武器庫內的抓鉤英語Grappling hook、骸入設備[5],以及炸藥彈等一切對她有利的環境物件[6]。維斯的腎上腺素能力可以減緩時間,以標記多個目標後進行一系列速射,將他們全數擊斃[7]。除此之外,她也可以用潛行技能來避免戰鬥或刺殺目標[8][9]。維斯的寵物夥伴小尼(Nix)則可掃視環境、與物體互動,干擾或攻擊敵人[10][11]

玩家在行星上可駕駛反重力機車英語speeder bike到處移動,並乘坐名叫「拓荒者號」(Trailblazer)的宇宙飛船前往各個行星[3],還可在探索行星或衝星的軌道時[12]使用雷射炮和飛彈的武器進行太空戰鬥[13]:84。若遇到物資短缺,太空站能起到補給、交易和接受任務的作用[12]。在完成各種活動後,玩家可以獲得可用於購買自定義物品和裝備的點數英語Fictional currency[1]。隨著遊戲進展,玩家可以為維斯和小尼的能力、爆能槍、機車與「拓荒者號」升級[14],也可以在完成特定NPC給予的任務後獲得新的技能和升級[1]

在《亡命之徒》中,維斯需要與四個派系周旋,他們分別是亞西嘉家族(Ashiga Clan)、赤色黎明(Crimson Dawn)、赫特英語Hutt (Star Wars)企業(Hutt Cartel)和派克組織(Pyke Syndicate)[15]。玩家在遊戲中作出的決定和行動會直接影響維斯在各派系間的聲譽[16],較高的特定派系聲望能夠讓她進入該派系的商店、獲得折扣或任務,反之則派系會派出傭兵追殺[17]。《亡命之徒》有一決定帝國軍追捕維斯強度的通緝系統,最高可達六級[18],玩家能通過躲藏、賄賂或殲滅敵人等方式避免落網[1][19]。除此之外,玩家在與NPC對話時所選的選項可能會影響到任務的最終結果[20]

開發

編輯

2018年電子娛樂展期間,時任Massive Entertainment行政總裁大衛·波爾費爾特(David Polfeldt)曾與迪士尼代表接洽,表明有意改編後者的IP,其中便包括《星際大戰》系列[12][21],而迪士尼其實早就把該工作室列進他們想要合作的候選名單中[21]。與此同時,Massive亦希望摒棄前幾作採用的服務型商業模式,力求增多他們的創新機會[22]。該開發商在2020年向迪士尼旗下孫公司盧卡斯藝術提出希望製作一款完美的開放世界遊戲的願景[13]:80[23],並隨後獲得盧卡斯藝術肯定[23]。這也是迪士尼自2013年簽定授予美商藝電製作星戰遊戲的獨佔權協議後,首次在在沒有該公司參與的情況下開發的《星際大戰》作品[24]

A team of approximately 600 developers from eleven Ubisoft studios, including Massive, participated in the development of Outlaws.[25][26] It was led by creative director Julian Gerighty, known for his work on Tom Clancy's The Division (2016) and its 2019 sequel, along with game director Mathias Karlson. They were joined by narrative director Navid Khavari,[19] whose previous projects included Far Cry 5 (2018) and Far Cry 6 (2021),[27] and lead writer Nikki Foy,[28] known for Watch Dogs: Legion (2020) and downloadable content for Far Cry 6.[29][30] Lucasfilm Games provided additional support.[31] The team aimed to integrate canonical Star Wars elements with their own ideas,[32] adhering to the design principles of Ralph McQuarrie,[b] the conceptual designer for the original trilogy.[12] Their research encompassed a range of Star Wars media, including animated series and books.[33] Furthermore, the developers drew inspiration from the sources that influenced George Lucas, such as spaghetti Westerns, the works of Akira Kurosawa, and classic war films,[12][34] in addition to McQuarrie's concept art, Joe Johnston's storyboards, and Phil Tippett's creature designs.[35]

Lucasfilm proposed the time gap between The Empire Strikes Back (1980) and Return of the Jedi (1983) as the setting for Outlaws.[36] This period was deemed a "perfect starting point" as it allowed the story to shift away from the Rebel Alliance and instead focus on the criminal underworld, a subject not deeply explored in the franchise before.[32][37][c] In the early stages of development, Massive compiled a list of planets for the game, including established Star Wars planets like Kijimi and new locations like Toshara, which was inspired by African savannas, particularly those of Tanzania. Despite the challenges presented by the existing Star Wars material about the planet, the team also decided to incorporate Tatooine. They relied on Dorling Kindersley's Star Wars visual guides to recreate the city of Mos Eisley and the planet's distinctive dunes and canyons.[38]

The studio aimed to present the protagonist, Kay Vess, as a "resourceful underdog," contrasting with the trained soldier archetype seen in their The Division series.[12] Star Wars characters such as Han Solo and Lando Calrissian, along with characters from other franchises like Jack Sparrow, Indiana Jones, and James Bond, influenced Kay's persona. At the same time, the developers wanted to make Kay more relatable by emphasizing her inexperience.[13]:80[39] Gerighty stated that Kay's story arc was a coming-of-age journey, transforming her from a "street thief to a fully-fledged scoundrel who is well known and kind of respected and feared by the syndicates."[33] Martin Scorsese's 1985 film After Hours served as one of the inspirations for Kay's storyline.[25] Her appearance, including her clothing and physical attributes like her broken nose and scars, was designed to visually convey her life experiences.[12]

亨伯莉·岡薩雷斯
岡薩雷斯和貝克分別飾演作中的主角凱·維斯(Kay Vess)與尼克斯(Nix)

Massive and Lucasfilm introduced the merqaal, a new species to the franchise, with Kay's companion, Nix, being one of them.[39] The developers envisioned Kay and Nix as the main characters, emphasizing their synergy. Their goal was to integrate them organically with existing franchise characters while avoiding fan service.[12] Humberly González provided both the motion capture and voice for Kay,[40] while Dee Bradley Baker voiced Nix. González had previously worked with Ubisoft on Far Cry 6, and Baker is known for his numerous roles in Star Wars media, including the animated series The Clone Wars (2008–14, 2020) and The Bad Batch (2021–2024).[41] Gerighty stated that González was chosen for her ability to embody the multifaceted nature of Kay's character.[13]:80–83

The team aimed to create gameplay that felt cinematic and seamless.[23][32] They sought to evoke a "matinee action" atmosphere[32] and employed visual techniques such as vignetting, film grain, lens effects,[13]:84 and ultrawide resolution, drawing inspiration from the visual style of Rogue One (2016). The developers focused on creating the game's open world that expanded gradually and felt "conscious," rather than simply being large in scale.[1] Its design was particularly inspired by Ghost of Tsushima (2020).[42] The team aimed to create combat that offered diverse tactical approaches, avoiding a narrow focus on "precisely taking cover and taking headshots."[19] Gerighty said that they wanted to convey the experience of a clever scoundrel rather than a trained soldier.[19][39] To enhance Nix's usefulness as a companion, the developers drew inspiration from lemurs and monkeys, granting Nix abilities like object manipulation. They also incorporated reptilian features to highlight Nix's "tough side" and reflect the character's corresponding skills.[39] The speeder movement was inspired by motocross.[23] To develop space combat, Massive collaborated with other Ubisoft studios experienced in arcade flight and combat simulators. Their goal was to make starship controls intuitive while fostering deeper, more intense space combat through a slower pace.[43] The space aspects were inspired by both Starlink: Battle for Atlas (2018) and the space sequence in Call of Duty: Advanced Warfare (2014).[44]

Outlaws was developed using the Snowdrop engine, which had been enhanced to support Massive's three core design pillars: densely populated, dynamic cities; expansive landscapes with various activities; and outer space exploration.[22][23][45] The developers chose to handcraft each game environment, deciding against using procedural generation.[19] The visual design was inspired by the aesthetics of the 1970s and 1980s, which Gerighty described as "timeless." For instance, Kay's simplistic starship design drew inspiration from 1970s toys.[13]:84 Kay's speeder was modeled after a Swedish motocross bike, featuring a simplified and retrofuturistic style.[38] Nix's design combined features of the developers' pets with those of wild animals such as armadillos and axolotls.[18][46] To capture Nix's movements, a puppet was used, while the character's 3D model utilized shaders that mimicked latex.[13]:84 When developing accessibility options, the team collaborated with players with disabilities, consultants, and conducted user research. They also worked closely with Descriptive Video Works to implement audio description for cutscenes, making Outlaws the first Ubisoft game to feature this. The game offers 60 accessibility options, including audio cues, visual aids, and customizable controls.[47]

宣傳與發行

編輯

在2021年1月釋出正在開發的消息後[48],《星際大戰:亡命之徒》於2023年6月的Xbox Games Showcase英語Xbox Developer Direct活動上正式亮相[49]。隔年4月,發行商育碧公佈該作將有兩種限定版——「黃金版」與「終極版」,兩者皆內設包含獎勵任務、造型包和延伸故事資料片《百搭牌》(Wild Card)和《海盜的命運》(A Pirate's Fortune)的季票,差別在於終極版含有數位藝術畫集及兩款額外的造型同綑包。同時發行的兩個版本的預售價格分別是110和130美元,玩家獲得限定版之後可在正式發行前搶先體驗遊戲[50],然而兩個版本的定價和包含內容引起了遊戲社群內的部分人士的非議[51][52][53]。育碧在同月宣佈和英特爾合作,指定的第14代Raptor Lake處理器會與《星際大戰:亡命之徒》一起合併發售[54]。兩個月後,該作在夏季遊戲節英語Summer Game Fest上公開演示[5],並在隔月結束開發階段[55]。2024年8月30日,遊戲正式在WindowsPlayStation 5Xbox Series X/S平台上公開發售[56]

反應

編輯
評價
匯總得分
匯總媒體得分
MetacriticPC:77/100[57]
PS5:77/100[58]
XSX:76/100[59]
評論得分
媒體得分
Eurogamer     [60]
Game Revolution8/10[61]
GamesRadar+     [63]
GameSpot6/10[62]
HardcoreGamer2.5/5[64]
IGN7/10[65]
新音樂快遞     [66]
PCGamesN5/10[68]
PC Gamer美國73/100[67]
Push Square          [69]
Shacknews8/10[70]
衛報     [71]
VG247     [72]
Video Games Chronicle英語Video Games Chronicle     [73]

《星際大戰:亡命之徒》發行後收獲廣泛良好的評價。在Metacritic上,該作的PC版根據33條評論獲得77/100分,PS5版為69條評論的77/100分,而XSXS則是75/100分(25條評論),三者皆屬「大致正面評價」級別[74]

IGN的特里斯坦·奧格爾維(Tristan Ogilvie)給予《星際大戰:亡命之徒》7/10分,形容其是一款優秀的高探索性星際劫盜冒險遊戲,並猶其讚賞小尼和犯罪集團的設計,但仍無法掩蓋缺乏原創概念、存在諸多技術問題與戰鬥模式重複且僵化等問題。他又說:「將一大堆螺栓和重新利用的部件焊接在一起,打造出來的也只是一件易損品,但全盛姿態的它(《亡命之徒》)還是足以讓玩家全心全意地投身進星戰迷的『超空間』(Hyperspace)粉絲網站中」[65]GameSpot的喬丹·拉梅(Jordan Ramée)為《亡命之徒》打出6/10分,指該作只在部分較為出彩,其他部分盡是黯然失色。優點在於出色的配樂和音效設計、延伸講述了一些星際大戰宇宙中從未描寫過的角落和人物,以及有時令人心驚肉跳的交火情節。相比之下,維斯的角色弧線發展並不明確,選擇與哪個犯罪集團共事對遊戲玩法和故事而言都關緊要,且敵對角色的AI設計過於笨拙,使得線性故事任務中的潛行要素和戰鬥橋段變得十分無趣[62]PC Gamer的摩根·帕克(Morgan Park)在評出73/100分的同時持與拉梅一樣的觀點,認為《亡命之徒》儘管雄心勃勃,不願成為沙盒式的第三人稱射擊遊戲,然而對比其他以創新為買點的育碧大作,其安分守已的玩法顯得格格不入。例如幾乎每個任務都要爬梯子或通風口,才能抵達走道,但與此同時也有著使人流連忘返的城市設計和別具匠心的開放世界支線任務[67]

銷量

編輯

由於《星際大戰:亡命之徒》在Metacritic的總體評分偏低的關係,摩根大通在2024年9月4日將其原先估計的初期銷量下調至200萬份,並預計該作在隔年5月才會突破550萬大關,捷孚凱的數據更顯示該作在英國的實體版銷售量要比去年的《星際大戰 絕地:倖存者》低55%,從而導致育碧在泛歐交易所的股價在兩天內縮水10%,跌至近十年來新低[75]

獲得獎項與提名

編輯
年份 獎項 類別 結果 來源
2023 遊戲大獎 未來最期待遊戲 提名 [76]
金搖桿獎 最受期待遊戲 提名 [77]

註釋與參考資料

編輯

註釋

編輯
  1. ^ 1.0 1.1 盧卡斯藝術育碧旗下的RedLynx安錫布加勒斯特成都米蘭蒙彼利埃巴黎上海斯德哥爾摩多倫多亦有參與開發
  2. ^ McQuarrie's principles are "strong silhouettes, the Three Second Rule (regarding how long it takes a viewer to understand what they're seeing), and injecting or maintaining the personality of characters, locales, vehicles, and so on."
  3. ^ Star Wars 1313 by LucasArts and Project Ragtag by Visceral Games had a similar synopsis but were canceled in 2013 and 2017, respectively.

參考資料

編輯
  1. ^ 1.0 1.1 1.2 1.3 1.4 1.5 Cardy, Simon. Star Wars Outlaws Wants to Be Your Dream 'Open Galaxy' — IGN First. IGN. Ziff Davis. July 9, 2024 [July 10, 2024]. (原始內容存檔於July 10, 2024). 
  2. ^ Middler, Jordan. Ubisoft has revealed 10 minutes of Star Wars Outlaws gameplay. Video Games Chronicle. 1981 Media. June 12, 2023 [July 1, 2024]. (原始內容存檔於June 13, 2023). 
  3. ^ 3.0 3.1 Watts, Steve. Kay Shot First In Star Wars Outlaws Gameplay Reveal Trailer. GameSpot. Fandom, Inc. June 12, 2023 [July 1, 2024]. (原始內容存檔於June 13, 2023). 
  4. ^ Mercante, Alyssa. Star Wars Outlaws Hands-On: Good Gameplay, Wonderful World. Kotaku. G/O Media. June 11, 2024 [July 1, 2024]. (原始內容存檔於June 11, 2024). 
  5. ^ 5.0 5.1 Myers, Maddy. Star Wars Outlaws aims to be the Han Solo simulator we've always wanted. Polygon. Vox Media. June 10, 2024 [July 1, 2024]. (原始內容存檔於June 10, 2024). 
  6. ^ Harte, Charles. Check Out The Gameplay Debut of Ubisoft's Star Wars Outlaws. Game Informer (GameStop). June 12, 2023 [July 1, 2024]. (原始內容存檔於June 13, 2023). 
  7. ^ Hornshaw, Phil. Star Wars Outlaws Hands-On Preview: Hey Kid, You Wanna Do Space Crimes?. GameSpot. Fandom, Inc. July 30, 2024 [July 30, 2024]. (原始內容存檔於July 30, 2024). 
  8. ^ Park, Morgan. Star Wars Outlaws looks like the best thing Ubisoft has made in years. PC Gamer. Future plc. June 12, 2023 [July 1, 2024]. (原始內容存檔於June 13, 2023). 
  9. ^ Romano, Sal. Star Wars Outlaws gameplay walkthrough, screenshots. Gematsu. June 12, 2023 [July 1, 2024]. (原始內容存檔於June 13, 2023). 
  10. ^ Benfell, Grace. The Cute Critter In Star Wars Outlaws Can Distract Enemies And Snatch Weapons. GameSpot. Fandom, Inc. June 12, 2023 [July 1, 2024]. (原始內容存檔於June 13, 2023). 
  11. ^ Wald, Heather. In Star Wars Outlaws, I escaped an Imperial space station, swiped a relic, and fell in love with Kay and Nix's teamwork. GamesRadar+. Future plc. June 10, 2024 [July 1, 2024]. (原始內容存檔於June 10, 2024). 
  12. ^ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Shea, Brian. Star Wars Outlaws Cover Story — Forging A Strong Reputation. Game Informer (GameStop). May 4, 2024 [July 1, 2024]. (原始內容存檔於May 4, 2024). 
  13. ^ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Spencer, Alex. Rogue Leader. Edge. No. 387 (Future plc). September 2023: 78–85. 
  14. ^ Tatsumoto, Kai; Palumbo, Alessio. Star Wars Outlaws Q&A — Game Length Can Double with Side Content. Wccftech. June 11, 2024 [July 1, 2024]. (原始內容存檔於June 12, 2024). 
  15. ^ Shea, Brian. Star Wars Outlaws Preview — Exclusive Hands-On Impressions. Game Informer (GameStop). April 10, 2024 [July 1, 2024]. (原始內容存檔於April 10, 2024). 
  16. ^ Bailey, Dustin. Star Wars: Outlaws has narrative choices and factions you can anger, including a GTA-style wanted system. GamesRadar+. Future plc. June 12, 2023 [July 1, 2024]. (原始內容存檔於June 13, 2023). 
  17. ^ Van Aken, Alex. Star Wars Outlaws Preview — The Scoundrel Experience. Game Informer (GameStop). June 14, 2023 [July 1, 2024]. (原始內容存檔於June 15, 2023). 
  18. ^ 18.0 18.1 Travis, Emlyn. Star Wars Outlaws cast and creatives unpack their galaxy-hopping scoundrel story (exclusive). Entertainment Weekly (Dotdash Meredith). June 7, 2024 [July 1, 2024]. (原始內容存檔於June 7, 2024). 
  19. ^ 19.0 19.1 19.2 19.3 19.4 West, Josh. How Star Wars Outlaws will give you the freedom to become the Outer Rim's most infamous scoundrel. GamesRadar+. Future plc. June 14, 2023 [July 1, 2024]. (原始內容存檔於June 15, 2023). 
  20. ^ Kim, Matt. First Star Wars: Outlaws Gameplay Shows Firefights, Space Battles, and Branching Dialogue. IGN. Ziff Davis. June 12, 2023 [July 1, 2024]. (原始內容存檔於June 12, 2023). 
  21. ^ 21.0 21.1 Dring, Christopher. Star Wars Outlaws began life in a café at E3. GamesIndustry.biz. Gamer Network. July 10, 2024 [July 11, 2024]. (原始內容存檔於July 11, 2024). 
  22. ^ 22.0 22.1 Cryer, Hirun. Star Wars Outlaws gameplay was shown in a cinematic mode you can pick on release. GamesRadar+. Future plc. June 14, 2023 [July 1, 2024]. (原始內容存檔於June 15, 2023). 
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  24. ^ Orland, Kyle. EA's hold over Star Wars games ends with Ubisoft's open-world announcement [Updated]. Ars Technica. Condé Nast. January 13, 2021 [July 1, 2024]. (原始內容存檔於January 13, 2021). 
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  26. ^ Star Wars Outlaws for Xbox, PlayStation, PC, and More. Ubisoft. [July 1, 2024]. (原始內容存檔於April 10, 2024). 
  27. ^ Navid Khavari. Video Games Chronicle. 1981 Media. October 6, 2021 [April 23, 2024]. (原始內容存檔於September 24, 2023). 
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