《共和国:革命》(Republic: The Revolution)[压缩包]
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【简介/Introduction】
如果你看过了2004年的E3展,相信肯定会对EIDOS的经营游戏《共和国:革命》有点印象,虽然它不及EA的《模拟城市4》那么出名,但它那奇特的构思还是引起不少人的关注,它是一款经营类游戏,经营的不是铁路、机场、游乐园、百货公司,而是经营政府,这跟《模拟城市》有相同之处,但《模拟城市》只是建设为主,而《共和国:革命》不仅要建设,还要管理下层人员,甚至包括与邻国的外交等等。
~创新的想法才会有创新的游戏~
游戏的设计师是人称“游戏神童”的Demis Hassabis,也就是Elixir Studios创始人,他16岁时就进入了开发过《黑与白》和《地下城守护者》的牛蛙工作室。他曾经说过:“对我们来说,原创力也是非常重要的,没有人想花两年的时间去模仿别人的游戏,我们想做的是创造出一些别人从未做过的东西。”他的确做到了,这款《共和国:革命》的内容可以说是前所未有的,玩家扮演一个虚构的在苏联解体后从中分裂出来的一个小国中一个派别的领袖。你千方百计试图夺得整个国家的控制权,于是你一个城镇一个城镇、一个城市一个城市的控制,直到首都成为你的囊中之物。你还可以使用政治、军事力量、宗教信仰、犯罪等手段来达到这个目的。
~一个真实的环境~
游戏所使用的是新绘图引擎“Totality”,它能够描绘出许多的多边形物体和表现出数百万个立体场景。引擎强大的效果可以使你从1240平方公里的共和国的卫星图片上识别出甚至是一朵花的花粉这样的细微之处。不仅如此,这款引擎的许多特殊效果都非常出色,包括无限制的光源系统、自影效果和基于物理学的真实模型。在环境方面,游戏非常注重天气效果,白天、黑夜、雨雪都时常出现。游戏对场景中的物体模型使用了真正的物理原理,当一辆车在一场爆炸中被炸飞时,向四处爆裂开来的碎片会对四周环境产生互动影响,比如窗户会被震碎。每一个人物都有其自己的面貌、眼睛的颜色、毛发以及衣服装饰,它们都是用10000个以上的多边形描绘的,你可以放大镜头直到看清楚角色叼在嘴里的香烟的烟蒂,这一切都像是在真实世界一样。
~政权由玩家控制~
你想成为遗臭万年的暴君,还是成为万人敬仰的传奇人物,一切都在你的行动当中。你建立的政府类型、政治上的意识形态、道德规范、经济模型、对待暴力的态度、是否存在种族歧视以及国际关系都由你的行为决定。如果你想要取得更高的职位就必须赢得居民的支持,有些人支持你,也有些人反对你,有时广场上有人在那里演讲,他是你的竞争对手,他只是为了取得大家的信任。你可以雇佣杀手去暗杀竞争对手,那些杀手一般都是用阻击在远处伏击别人。或者你只是想教训一下对方,那就请一些打手就可以,但如果遇到警察还是离远一点好。经常做坏事的角色会被记上邪恶分数,将会最终导致被逮捕或是其它的不愉快的事情。游戏中有三种“资源”可以协助玩家到达权力顶峰。
“武力”,衡量你军队势力的指标,“金钱”当然是指你的现金储量和“影响力”代表你可以通过政治、宗教和媒体对公众施加的影响力。通常你可以通过招揽上层社会人物来增加自己的金钱,通过吸引下层社会的人来扩充自己的军队,通过接触中层社会的人来提高自己的影响力。《共和国:革命》的确是我们见过的最具有创新意识也最雄心勃勃的游戏之一,它建立了一种全新的游戏模式,玩家可以操控一个象现实生活一样逼真的游戏世界,并可以看到通过他们自己的行为对整个国家造成的影响。大家是不是有些迫不及待了的想要玩到这款游戏了?
~摘要~
政治厌恶真空。在苏联垮台后,有许多强人愿意出面领导新独立的共和国——比如诺维斯彻纳。在这个虚构的国家里,民主进程只存活了一次选举,Karasov总统在几个礼拜后便显出了他的本来面目。他自封为终身总统,大量逮捕政敌,将所有反对党统统宣布为非法。大多数人不敢出来挑战这么一个人物,但这正是你要在Elixir公司的“共和国:革命”里完成的任务。你必须超越合法政治和全国捐款的界限,去干宣传战、恶意攻击和有目标的暴力活动这样的脏活。
游戏的核心具有相当自由的形式,包括争取下层民众的支持、拿下政治首都以及搞垮敌对派系,但你无法绕开游戏情节中必须要完成的任务,直到最后决定诺维斯彻纳的命运。当你开始新游戏后,你首先要回答一大堆问题,这是为了决定你的属性和政治倾向。然后,你便被扔到小小的省城Ekaterine,在这里,你那个尚处在萌芽状态的党派在一个城区里拥有一些零星的支持。游戏中没有专门的教学任务来向你解释一些基本概念,比如街区的三种颜色(红色、蓝色和黄色)与它们各自的政治倾向有何关系,或者该如何控制这些街区来为你挣得游戏中的三种资源(力量、影响和财富)。关于这些问题,你必须自行阅读游戏文档。不过,在一些向玩家解释游戏界面的静态屏幕画面的帮助下,游戏中的早期任务的确能指引一个新玩家走过那些必不可少的步骤,使他的党派从非常卑微的开端演变成城市中的主宰力量。
共和国并不遵循一般游戏的惯例,因此你得花点工夫来学习游戏的界面并领悟与之相关的游戏方法。游戏中有两种主要的视角:一个是挂着时钟的3D视角,可以让你把画面缩放到任何一幢建筑物或者汽车和行人上,而2D俯瞰视角则使你能更方便地计划和追踪整个城市里的事态。虽然3D视角在视觉上更加引人注目,但游戏中的绝大部分时间还是在俯瞰视角下度过的,因为它能提供某些至关重要的信息,比如每个党在特定的城区内享有的支持率、以及行动地点,等等。俯瞰屏幕也是使用“行动”的唯一可行途径,这是每个党派成员所拥有的特定能力。“行动”是游戏的核心部分。许多“行动”都有令人好奇或强悍的名字,比如“美人计”、“轻松生活”、“威胁”、“暴乱”、以及“犯罪辛迪加”。但大多数行动还是那些司空见惯的政治活动,比如撒传单、组织集会、或者引发消极抗议。
在游戏的后期,你可同时命令六个部下在城内各地进行不同活动,而管理事务和执行“行动”实际上在很大程度上是委任手下去做。屏幕底部有每日计划界面,所有的行动都要在那里作提前规划。游戏中的一天分为三部分,也就是上午、下午和夜间。只要你有足够的资源,就可以随心所欲地预先安排任何数量的行动,但不断变化的政治气候经常会迫使你取消某个长期计划。在正常速度下,游戏中的每八个小时大约会持续现实中的四分钟,因此你有充足的时间到近距视角下仔细看看城市各处的情况。有些行动在屏幕底部提供了一个滑动条,让你能加以调节,例如集会上的说话口气。但这个选项只出现很短暂的一段时间,因此,如果正好有其他事情同时进行的话,你很容易忽略它的存在,而且它们带来的好处也并不怎么显著。还好,如果在某段时间中实在没什么事可干的话,你可以大大加快游戏进行的速度。有时候我们仍旧希望能有个“结束这一轮”的按钮。
在3D视角下只有一种关键事件,Elixir称之为“谈话游戏”,这是个类似于扑克牌游戏对决的小游戏。这个对决能决定许多招募活动、以及一些与故事情节有关的重要努力是否能成功。它的关键是达到一个阙值,而决定那个阙值的则是对决角色的相对能力和政治决心(或忠诚)的等级——游戏中有一些基本战略来决定该如何分配点数和最有效地使用它们。要摸出电脑常玩的那套把戏并不困难,但游戏通常有足够多的变化来维持一定程度的趣味。
有些任务会要求你在3D世界内到处寻找对剧情发展起关键作用的人物或线索,但要成功完成这些任务,你就必须牢牢掌握这种调查工作每一步的进展。收集情报和散布假消息是游戏中一个比较有趣的方面,而要穿透“战争迷雾”,你就得进行调查来增加你对某个特定区域的了解(它的级别会随时间不断降低,因此就使你的探子始终处于忙碌之中)。有了充足的情报,你就能看清对手究竟在何处行动,另外,非常重要的是,这样一来,当出现什么其它可供调查的事件时,你就能点击“深入挖掘”的气泡按钮。
Ekaterine只是你迈向总统府的第一步,而后边的两个城市则要大得多。每到一个新城市,你就得选择该让什么人留守原地替你收集资源。在第二个城市里,会有更加强有力的人物可供你招募,但这并不意味着你必须抛弃老部下,因为他们也会随着时间进展而升级,并获取新的能力。大多数游戏后期出现的能力都是基本行动的扩展,它们要耗费更多的资源,但影响面也更大,有时候甚至能影响全城范围,这会使你争取支持者的努力变得简单许多——如果你有资源的话。另外还可能在“深入挖掘”后找到具有稀罕能力的隐藏角色,比如“杀手”。你可以预料,这种行动会要了对手部下的老命,但它用起来却很困难。最大的问题是你必须知道目标的所有行动,而这就意味着杀手必须在你密切监控的城区里使用它们。
这种高不可攀的门槛是游戏里永久性暴力稀少的例证之一。3D场景内会出现许多卡通化的暴力镜头,但在更多的场合下,这些场景描绘了诸如空洞威胁和言词恐吓之类的东西。总体上来说,它是干巴巴的东西,尤其是那些严肃的政治行动,比如邀请牧师上讲台抨击对手,或者找个流氓站在街头等待任何人——注意,是任何人!——走过并向他散发传单。3D事件一旦开始,你能影响它们的机会是很稀少的,而角色能够对某个事件的成功或失败做出有效反应的例子则更加凤毛麟角。
在任何时间里,视觉效果看上去都很不错。建筑物被渲染地极其逼真,无论从远处还是近处看都显得很锐利。城市有一个真实的比例,而这就使那些苏式的政府大楼显得更加咄咄逼人。与这些细节相反,人看上去则显得有种卡通化的风格。不过他们走路的方式却有点令人倒胃口了。在某个重要谈话的开始阶段,镜头会锁定在一场奇怪的寻路交谊舞上。那些角色不走直路,而非要彼此绕着圈子,然后才会走在一起并互相致意。其他事件的设置也有类似的糟糕地方,比如有时候会出现20秒以上的长镜头,而它描绘的只是汽车开过或几个无关痛痒的人物走出来的情景而已。
对于一个像城市那样巨大复杂的环境来说,游戏运行的流畅程度值得嘉许——当然,你自己的系统也得够劲。在标准的游戏速度下,符合最低要求的系统——512兆内存和800Mhz的CPU就能运行了,但当你加快速度来结束某一轮时,游戏界面就变得没有响应。但一个拥有大量内存和快速CPU(超过2GHz)的机器就能搞定诺维斯彻纳发生的一切。不过,我们仍旧遇到了一个小小的技术问题,迫使我们时不时地存取进度并重新启动游戏——很不幸,存取进度要花许多时间。至于音效,冒牌的俄语配音听上去经常像是许多人的声音经过拼凑而成,这就大大降低了对话可能要表达的戏剧性效果。
“共和国”是高高在上的技术野心和不断延迟的开发工作的结果。糟糕的是,耗费那么长时间构建的精巧3D世界却成了游戏中最少参与的部分。至于游戏的核心部分,它有时候会因为形式自由地模拟了下层政治而使人大感兴趣,而有时候却因为任务的单一线性而令人恼火。那些寻找重复可玩性的人也许会欣赏游戏中四级难度的设定,以及任务结构中的几条分支路线,另外还有三种意识理念的不同战略。但如果有一个开放式结尾、用来聚焦政治暴力和斗争的沙箱模式就更好了,因为正是这种斗争和暴力给了“共和国”最大的光彩。
Politics abhors a vacuum, and after the fall of the Soviet Union, there were plenty of strong men willing to step up and lead newly independent republics--like Novistrana. In this fictional state, the democratic process lasts but a single election. President Karasov shows his true colors within weeks, declaring himself president for life, instigating mass arrests, and outlawing all opposing political parties. Most wouldn't dare stand up against such a figure, but that's exactly the job you're charged with in Elixir's Republic: The Revolution. It's prime territory to move beyond the kosher politics of stately fundraisers and television issue ads and get your hands dirty with propaganda campaigns, slanderous attacks, and targeted violence.
The core game is quite free-form and consists of winning grassroots support, gaining political capital, and undermining opposing factions, but there's no getting around having to do missions to advance the story and, eventually, decide the fate of Novistrana. A new game kicks off with a questionnaire to determine your character's base stats and political leanings and then drops you in the small provincial city of Ekaterine, where your budding faction has some clout in a single district. There isn't a dedicated tutorial section to explain basic concepts like how the district colors (red, blue, and yellow) match up with their political leanings (force, influence, and wealth) or how gaining control over these districts earns you the game's three corresponding resources. You'll have to read the manual for that. But, accompanied by some static in-game screens to explain the interface, the early missions do guide a new player through some of the steps necessary to grow from these very humble beginnings to become a dominant force in the city.
Republic doesn't adopt standard game conventions, so it can take some work to learn the game's interface and figure out what's involved in playing it. There are two main views: A 3D view of the large clockwork cities lets you zoom in on any of the buildings, cars, or inhabitants, while the 2D overhead view makes it easier to schedule and track actions throughout a city. Even though the 3D close-ups are clearly more visually appealing, the vast majority of the game is actually played in the overhead view, which provides essential information, such as the support levels each party enjoys in a given city district, the locations of operatives, and much more. The overhead screen is also the only practical way to use actions, the selection of abilities that each faction member possesses. Actions are the very core of the game. Many come with intriguing or forceful names like honeytrap, easy life, intimidate, riot, and crime syndicate, but the majority feature bread-and-butter political activities like leafleting, organizing rallies, or instigating passive protests. In later parts of the game, you can have up to six agents simultaneously engaged in various activities all over a city, and to keep things manageable, executing actions is a pretty hands-off process.
All actions are scheduled ahead of time, in the daily planner interface that pops up at the bottom of the screen, with each day divided into three time segments (morning, afternoon, and night). As long as you have the resources, you can queue up as many actions as you'd like, but the need to react to the changing political atmosphere can undercut long-range plans. At normal speed, each eight-hour phase lasts about four real-time minutes, so there's plenty of time to drop into the close-up view and take a look around the city. It's easy enough to jump right to the locations of your agents--or even to members of opposing factions that you've identified--and watch them execute assigned actions. Most of the time there isn't much to do, and only exceptional events are animated in an entertaining way.
Some actions do provide a slider at the bottom of the screen that lets you tweak, say, the sort of rhetoric used at a rally. But this option appears for such a brief time that it's easy to miss if there's anything else going on, and, in any case, the benefits aren't terribly apparent. Fortunately, if there's not much going on in a given phase, it's possible to speed the game time up considerably. Sometimes we still wished for an end-turn button. The one and only critical activity to monitor in 3D is what Elixir calls the conversation game, a minigame that plays out like a card-game duel. This duel determines the success or failure of many recruitment actions as well as a number of story-critical efforts that otherwise involve convincing someone to help the cause. The point of it all is to reach a certain threshold--which is determined by the relative abilities and levels of the political resolve, or loyalty, of dueling characters--and there's some basic strategy involved in figuring out how to divide up the points and play them most effectively.
It's not hard to figure out the patterns the computer usually uses, but there's enough variety to keep things somewhat interesting. But it is too bad that the 3D characters speaking the game's made-up Russian-like language don't react at all to what's going on in the minigame. For as much challenge as the free-form side of the game can offer, it can take more time to get through the linear missions than it does to hit upon a winning strategy and gain the support in most of a city. The story unfolds with a few scripted sequences that act out the president's rise to power and his despotic acts, and there's a series of newspaper clippings and memos to explain what's really going on. But the memos from your mentor and lieutenants are not just there for some context--mostly they throw up hoops to jump through.
As major plot points, some missions sound pretty cool--there are jail breaks, raids on rivals, rigged elections, reluctant benefactors, and plenty more. In practice, however, they just involve using the ordinary range of actions for very narrowly defined goals. To add some extra challenge, a memo doesn't always quite say what the mission is about, but fortunately there's a summary screen to spell things out more clearly. A number of missions will have you hunting and clicking around the 3D world for people or clues that are essential to advancing, but to succeed these missions, you'll have to have a solid grasp on how the multistep process of such investigation works. Gathering intelligence and spreading misinformation is one of the game's more interesting concepts, and cutting through the fog of war involves doing investigation actions that increase your general knowledge of a certain area (this level decays over time to keep investigating agents busy).
With sufficient intelligence, you'll see exactly where opponent actions are taking place and, very importantly, also be able to click around for the dig deeper bubbles that pop up when there's something extra to investigate. Getting the dirt can take an extra turn, since you have to have an agent investigating that very district when you click on the building. The system isn't obvious at first, but it's absolutely necessary to advance through the game. Ekaterine is just the jumping-off point on the way to the president's mansion, and the later two cities are considerably larger and more interesting. At each transition, there's the choice of which lieutenants to leave behind to watch over this power base and send resources along to your operations in the next city. In the second city, you'll meet more powerful individuals to recruit. That doesn't mean longtime agents have to be cast aside, since they will also gain levels over time and earn new abilities related to their character class.
The late-game abilities are mostly extensions on the basic actions that cost more to use, but fortunately many have a wider, even citywide, area of effect, which radically simplifies the process of gaining support--if you have the resources. It's also possible to dig deeper and find hidden characters that have particularly rare abilities, like hit man. As you'd expect, this action puts a contract on an opposing agent--but it's surprisingly hard to use. The big hurdle is to know all the target's actions (perhaps seven or eight for a high-level target), which means he had to use them in districts you had under close surveillance. This high threshold is an example of how little permanent violence the game actually has, for all the vandalism, assault, and blackmail a force-centric character might unleash.
Sitting through the 3D sequences that illustrate such actions, there are plenty of instances where violence is played for comic effect, but more often the sequences feature blustering threats or menacing talk (and gibberish at that). Overall, it's dry stuff, particularly the serious political endeavors, like having a priest get up on a soapbox to slander an opponent or having a gang stand on street corners waiting for someone--anyone, please!--to walk by and take a leaflet. As rare as it is that you truly influence 3D events as they unfold, it's even rarer to see characters react usefully to the success or failure of an event. The visuals can look quite good at any given moment. Buildings are rendered superrealistically and look equally sharp at a distance and zoomed in, where you might get close enough to see details like a variety of foods at different street vendors. The cities have a realistic scale, which makes the Soviet architecture of institutional buildings look all the more imposing. In contrast to all that detail, people have a caricatured look. But the way they move is what's really off-putting.
At the beginning of a phase with an important conversation, the camera will lock on an odd pathfinding dance, with characters going out of their way on indirect paths before finally coming together for a friendly salute. Such events aren't hand-scripted--you pick the specific location--and it's obvious. Other story events display similarly awkward pacing, with drawn-out set-up shots of 20 seconds or more just showing cars rolling up and a few peripheral people getting out. It wouldn't be quite so tedious except for the fact that the camera is locked for the least entertaining and least interactive parts of these sequences.
For as large and complex as the city environments are, the game runs remarkably smooth--if you have a good enough system. At the normal game speed, the game was playable on a PC near the minimum specs--512MB of memory and an 800MHz CPU--but once you speed things up to end turns, the interface becomes unresponsive. But a PC with lots of memory and a fast CPU (over 2GHz) can keep the power on in Novistrana, with few performance hesitations. Still, we did encounter a minor technical issue that had us saving and restarting the game periodically--and, unfortunately, saving takes quite a long time. As for the audio, the fake Russian often sounded as if lines from different actors were edited together, undercutting whatever dramatic interest the dialogue might convey.
Republic is the result of lofty technical ambitions and sustained development delays. Unfortunately, the huge clockwork 3D world that took so long to construct ends up as the least involving part of the game. The core game, on the other hand, can be at times fascinating in its free-form simulation of grassroots politics and utterly frustrating with its single-mindedly linear missions. Even if the interface is a challenge to learn, the 2D presentation is as clear as could be, and gaining traction in the later cities suitably rewards those with a clear strategy in recruiting key people with complementary actions and then executing combinations of actions. Those looking for replay value may appreciate the four difficulty settings, the several branching paths in the mission structure, and the varying strategies for each of the three ideologies. But what would have been even better is an open-ended sandbox mode to focus on the political competition and havoc that gives Republic its best moments.
【最低系统要求/Minimum System Requirements】
# Windows XP/Vista/7
# Pentium 4 2GHz or equivalent
# 512 MB RAM
# 128 MB Video Memory
# 1GB Hard Drive Space
【安装步骤/Installation Steps】
1. 解压并从文件提取内容./Extract contents from rar file.
2. 安装游戏./Install game.
3. 安装后, 复制crack文件夹里的crack, 覆盖游戏现有的文件./Copy over crack in crack folder, replacing existing game files.
4. 用桌面快捷进游戏!/Play game using desktop shortcut!
【游戏画面/Game Pictures】
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【简介/Introduction】
如果你看过了2004年的E3展,相信肯定会对EIDOS的经营游戏《共和国:革命》有点印象,虽然它不及EA的《模拟城市4》那么出名,但它那奇特的构思还是引起不少人的关注,它是一款经营类游戏,经营的不是铁路、机场、游乐园、百货公司,而是经营政府,这跟《模拟城市》有相同之处,但《模拟城市》只是建设为主,而《共和国:革命》不仅要建设,还要管理下层人员,甚至包括与邻国的外交等等。
~创新的想法才会有创新的游戏~
游戏的设计师是人称“游戏神童”的Demis Hassabis,也就是Elixir Studios创始人,他16岁时就进入了开发过《黑与白》和《地下城守护者》的牛蛙工作室。他曾经说过:“对我们来说,原创力也是非常重要的,没有人想花两年的时间去模仿别人的游戏,我们想做的是创造出一些别人从未做过的东西。”他的确做到了,这款《共和国:革命》的内容可以说是前所未有的,玩家扮演一个虚构的在苏联解体后从中分裂出来的一个小国中一个派别的领袖。你千方百计试图夺得整个国家的控制权,于是你一个城镇一个城镇、一个城市一个城市的控制,直到首都成为你的囊中之物。你还可以使用政治、军事力量、宗教信仰、犯罪等手段来达到这个目的。
~一个真实的环境~
游戏所使用的是新绘图引擎“Totality”,它能够描绘出许多的多边形物体和表现出数百万个立体场景。引擎强大的效果可以使你从1240平方公里的共和国的卫星图片上识别出甚至是一朵花的花粉这样的细微之处。不仅如此,这款引擎的许多特殊效果都非常出色,包括无限制的光源系统、自影效果和基于物理学的真实模型。在环境方面,游戏非常注重天气效果,白天、黑夜、雨雪都时常出现。游戏对场景中的物体模型使用了真正的物理原理,当一辆车在一场爆炸中被炸飞时,向四处爆裂开来的碎片会对四周环境产生互动影响,比如窗户会被震碎。每一个人物都有其自己的面貌、眼睛的颜色、毛发以及衣服装饰,它们都是用10000个以上的多边形描绘的,你可以放大镜头直到看清楚角色叼在嘴里的香烟的烟蒂,这一切都像是在真实世界一样。
~政权由玩家控制~
你想成为遗臭万年的暴君,还是成为万人敬仰的传奇人物,一切都在你的行动当中。你建立的政府类型、政治上的意识形态、道德规范、经济模型、对待暴力的态度、是否存在种族歧视以及国际关系都由你的行为决定。如果你想要取得更高的职位就必须赢得居民的支持,有些人支持你,也有些人反对你,有时广场上有人在那里演讲,他是你的竞争对手,他只是为了取得大家的信任。你可以雇佣杀手去暗杀竞争对手,那些杀手一般都是用阻击在远处伏击别人。或者你只是想教训一下对方,那就请一些打手就可以,但如果遇到警察还是离远一点好。经常做坏事的角色会被记上邪恶分数,将会最终导致被逮捕或是其它的不愉快的事情。游戏中有三种“资源”可以协助玩家到达权力顶峰。
“武力”,衡量你军队势力的指标,“金钱”当然是指你的现金储量和“影响力”代表你可以通过政治、宗教和媒体对公众施加的影响力。通常你可以通过招揽上层社会人物来增加自己的金钱,通过吸引下层社会的人来扩充自己的军队,通过接触中层社会的人来提高自己的影响力。《共和国:革命》的确是我们见过的最具有创新意识也最雄心勃勃的游戏之一,它建立了一种全新的游戏模式,玩家可以操控一个象现实生活一样逼真的游戏世界,并可以看到通过他们自己的行为对整个国家造成的影响。大家是不是有些迫不及待了的想要玩到这款游戏了?
~摘要~
政治厌恶真空。在苏联垮台后,有许多强人愿意出面领导新独立的共和国——比如诺维斯彻纳。在这个虚构的国家里,民主进程只存活了一次选举,Karasov总统在几个礼拜后便显出了他的本来面目。他自封为终身总统,大量逮捕政敌,将所有反对党统统宣布为非法。大多数人不敢出来挑战这么一个人物,但这正是你要在Elixir公司的“共和国:革命”里完成的任务。你必须超越合法政治和全国捐款的界限,去干宣传战、恶意攻击和有目标的暴力活动这样的脏活。
游戏的核心具有相当自由的形式,包括争取下层民众的支持、拿下政治首都以及搞垮敌对派系,但你无法绕开游戏情节中必须要完成的任务,直到最后决定诺维斯彻纳的命运。当你开始新游戏后,你首先要回答一大堆问题,这是为了决定你的属性和政治倾向。然后,你便被扔到小小的省城Ekaterine,在这里,你那个尚处在萌芽状态的党派在一个城区里拥有一些零星的支持。游戏中没有专门的教学任务来向你解释一些基本概念,比如街区的三种颜色(红色、蓝色和黄色)与它们各自的政治倾向有何关系,或者该如何控制这些街区来为你挣得游戏中的三种资源(力量、影响和财富)。关于这些问题,你必须自行阅读游戏文档。不过,在一些向玩家解释游戏界面的静态屏幕画面的帮助下,游戏中的早期任务的确能指引一个新玩家走过那些必不可少的步骤,使他的党派从非常卑微的开端演变成城市中的主宰力量。
共和国并不遵循一般游戏的惯例,因此你得花点工夫来学习游戏的界面并领悟与之相关的游戏方法。游戏中有两种主要的视角:一个是挂着时钟的3D视角,可以让你把画面缩放到任何一幢建筑物或者汽车和行人上,而2D俯瞰视角则使你能更方便地计划和追踪整个城市里的事态。虽然3D视角在视觉上更加引人注目,但游戏中的绝大部分时间还是在俯瞰视角下度过的,因为它能提供某些至关重要的信息,比如每个党在特定的城区内享有的支持率、以及行动地点,等等。俯瞰屏幕也是使用“行动”的唯一可行途径,这是每个党派成员所拥有的特定能力。“行动”是游戏的核心部分。许多“行动”都有令人好奇或强悍的名字,比如“美人计”、“轻松生活”、“威胁”、“暴乱”、以及“犯罪辛迪加”。但大多数行动还是那些司空见惯的政治活动,比如撒传单、组织集会、或者引发消极抗议。
在游戏的后期,你可同时命令六个部下在城内各地进行不同活动,而管理事务和执行“行动”实际上在很大程度上是委任手下去做。屏幕底部有每日计划界面,所有的行动都要在那里作提前规划。游戏中的一天分为三部分,也就是上午、下午和夜间。只要你有足够的资源,就可以随心所欲地预先安排任何数量的行动,但不断变化的政治气候经常会迫使你取消某个长期计划。在正常速度下,游戏中的每八个小时大约会持续现实中的四分钟,因此你有充足的时间到近距视角下仔细看看城市各处的情况。有些行动在屏幕底部提供了一个滑动条,让你能加以调节,例如集会上的说话口气。但这个选项只出现很短暂的一段时间,因此,如果正好有其他事情同时进行的话,你很容易忽略它的存在,而且它们带来的好处也并不怎么显著。还好,如果在某段时间中实在没什么事可干的话,你可以大大加快游戏进行的速度。有时候我们仍旧希望能有个“结束这一轮”的按钮。
在3D视角下只有一种关键事件,Elixir称之为“谈话游戏”,这是个类似于扑克牌游戏对决的小游戏。这个对决能决定许多招募活动、以及一些与故事情节有关的重要努力是否能成功。它的关键是达到一个阙值,而决定那个阙值的则是对决角色的相对能力和政治决心(或忠诚)的等级——游戏中有一些基本战略来决定该如何分配点数和最有效地使用它们。要摸出电脑常玩的那套把戏并不困难,但游戏通常有足够多的变化来维持一定程度的趣味。
有些任务会要求你在3D世界内到处寻找对剧情发展起关键作用的人物或线索,但要成功完成这些任务,你就必须牢牢掌握这种调查工作每一步的进展。收集情报和散布假消息是游戏中一个比较有趣的方面,而要穿透“战争迷雾”,你就得进行调查来增加你对某个特定区域的了解(它的级别会随时间不断降低,因此就使你的探子始终处于忙碌之中)。有了充足的情报,你就能看清对手究竟在何处行动,另外,非常重要的是,这样一来,当出现什么其它可供调查的事件时,你就能点击“深入挖掘”的气泡按钮。
Ekaterine只是你迈向总统府的第一步,而后边的两个城市则要大得多。每到一个新城市,你就得选择该让什么人留守原地替你收集资源。在第二个城市里,会有更加强有力的人物可供你招募,但这并不意味着你必须抛弃老部下,因为他们也会随着时间进展而升级,并获取新的能力。大多数游戏后期出现的能力都是基本行动的扩展,它们要耗费更多的资源,但影响面也更大,有时候甚至能影响全城范围,这会使你争取支持者的努力变得简单许多——如果你有资源的话。另外还可能在“深入挖掘”后找到具有稀罕能力的隐藏角色,比如“杀手”。你可以预料,这种行动会要了对手部下的老命,但它用起来却很困难。最大的问题是你必须知道目标的所有行动,而这就意味着杀手必须在你密切监控的城区里使用它们。
这种高不可攀的门槛是游戏里永久性暴力稀少的例证之一。3D场景内会出现许多卡通化的暴力镜头,但在更多的场合下,这些场景描绘了诸如空洞威胁和言词恐吓之类的东西。总体上来说,它是干巴巴的东西,尤其是那些严肃的政治行动,比如邀请牧师上讲台抨击对手,或者找个流氓站在街头等待任何人——注意,是任何人!——走过并向他散发传单。3D事件一旦开始,你能影响它们的机会是很稀少的,而角色能够对某个事件的成功或失败做出有效反应的例子则更加凤毛麟角。
在任何时间里,视觉效果看上去都很不错。建筑物被渲染地极其逼真,无论从远处还是近处看都显得很锐利。城市有一个真实的比例,而这就使那些苏式的政府大楼显得更加咄咄逼人。与这些细节相反,人看上去则显得有种卡通化的风格。不过他们走路的方式却有点令人倒胃口了。在某个重要谈话的开始阶段,镜头会锁定在一场奇怪的寻路交谊舞上。那些角色不走直路,而非要彼此绕着圈子,然后才会走在一起并互相致意。其他事件的设置也有类似的糟糕地方,比如有时候会出现20秒以上的长镜头,而它描绘的只是汽车开过或几个无关痛痒的人物走出来的情景而已。
对于一个像城市那样巨大复杂的环境来说,游戏运行的流畅程度值得嘉许——当然,你自己的系统也得够劲。在标准的游戏速度下,符合最低要求的系统——512兆内存和800Mhz的CPU就能运行了,但当你加快速度来结束某一轮时,游戏界面就变得没有响应。但一个拥有大量内存和快速CPU(超过2GHz)的机器就能搞定诺维斯彻纳发生的一切。不过,我们仍旧遇到了一个小小的技术问题,迫使我们时不时地存取进度并重新启动游戏——很不幸,存取进度要花许多时间。至于音效,冒牌的俄语配音听上去经常像是许多人的声音经过拼凑而成,这就大大降低了对话可能要表达的戏剧性效果。
“共和国”是高高在上的技术野心和不断延迟的开发工作的结果。糟糕的是,耗费那么长时间构建的精巧3D世界却成了游戏中最少参与的部分。至于游戏的核心部分,它有时候会因为形式自由地模拟了下层政治而使人大感兴趣,而有时候却因为任务的单一线性而令人恼火。那些寻找重复可玩性的人也许会欣赏游戏中四级难度的设定,以及任务结构中的几条分支路线,另外还有三种意识理念的不同战略。但如果有一个开放式结尾、用来聚焦政治暴力和斗争的沙箱模式就更好了,因为正是这种斗争和暴力给了“共和国”最大的光彩。
Politics abhors a vacuum, and after the fall of the Soviet Union, there were plenty of strong men willing to step up and lead newly independent republics--like Novistrana. In this fictional state, the democratic process lasts but a single election. President Karasov shows his true colors within weeks, declaring himself president for life, instigating mass arrests, and outlawing all opposing political parties. Most wouldn't dare stand up against such a figure, but that's exactly the job you're charged with in Elixir's Republic: The Revolution. It's prime territory to move beyond the kosher politics of stately fundraisers and television issue ads and get your hands dirty with propaganda campaigns, slanderous attacks, and targeted violence.
The core game is quite free-form and consists of winning grassroots support, gaining political capital, and undermining opposing factions, but there's no getting around having to do missions to advance the story and, eventually, decide the fate of Novistrana. A new game kicks off with a questionnaire to determine your character's base stats and political leanings and then drops you in the small provincial city of Ekaterine, where your budding faction has some clout in a single district. There isn't a dedicated tutorial section to explain basic concepts like how the district colors (red, blue, and yellow) match up with their political leanings (force, influence, and wealth) or how gaining control over these districts earns you the game's three corresponding resources. You'll have to read the manual for that. But, accompanied by some static in-game screens to explain the interface, the early missions do guide a new player through some of the steps necessary to grow from these very humble beginnings to become a dominant force in the city.
Republic doesn't adopt standard game conventions, so it can take some work to learn the game's interface and figure out what's involved in playing it. There are two main views: A 3D view of the large clockwork cities lets you zoom in on any of the buildings, cars, or inhabitants, while the 2D overhead view makes it easier to schedule and track actions throughout a city. Even though the 3D close-ups are clearly more visually appealing, the vast majority of the game is actually played in the overhead view, which provides essential information, such as the support levels each party enjoys in a given city district, the locations of operatives, and much more. The overhead screen is also the only practical way to use actions, the selection of abilities that each faction member possesses. Actions are the very core of the game. Many come with intriguing or forceful names like honeytrap, easy life, intimidate, riot, and crime syndicate, but the majority feature bread-and-butter political activities like leafleting, organizing rallies, or instigating passive protests. In later parts of the game, you can have up to six agents simultaneously engaged in various activities all over a city, and to keep things manageable, executing actions is a pretty hands-off process.
All actions are scheduled ahead of time, in the daily planner interface that pops up at the bottom of the screen, with each day divided into three time segments (morning, afternoon, and night). As long as you have the resources, you can queue up as many actions as you'd like, but the need to react to the changing political atmosphere can undercut long-range plans. At normal speed, each eight-hour phase lasts about four real-time minutes, so there's plenty of time to drop into the close-up view and take a look around the city. It's easy enough to jump right to the locations of your agents--or even to members of opposing factions that you've identified--and watch them execute assigned actions. Most of the time there isn't much to do, and only exceptional events are animated in an entertaining way.
Some actions do provide a slider at the bottom of the screen that lets you tweak, say, the sort of rhetoric used at a rally. But this option appears for such a brief time that it's easy to miss if there's anything else going on, and, in any case, the benefits aren't terribly apparent. Fortunately, if there's not much going on in a given phase, it's possible to speed the game time up considerably. Sometimes we still wished for an end-turn button. The one and only critical activity to monitor in 3D is what Elixir calls the conversation game, a minigame that plays out like a card-game duel. This duel determines the success or failure of many recruitment actions as well as a number of story-critical efforts that otherwise involve convincing someone to help the cause. The point of it all is to reach a certain threshold--which is determined by the relative abilities and levels of the political resolve, or loyalty, of dueling characters--and there's some basic strategy involved in figuring out how to divide up the points and play them most effectively.
It's not hard to figure out the patterns the computer usually uses, but there's enough variety to keep things somewhat interesting. But it is too bad that the 3D characters speaking the game's made-up Russian-like language don't react at all to what's going on in the minigame. For as much challenge as the free-form side of the game can offer, it can take more time to get through the linear missions than it does to hit upon a winning strategy and gain the support in most of a city. The story unfolds with a few scripted sequences that act out the president's rise to power and his despotic acts, and there's a series of newspaper clippings and memos to explain what's really going on. But the memos from your mentor and lieutenants are not just there for some context--mostly they throw up hoops to jump through.
As major plot points, some missions sound pretty cool--there are jail breaks, raids on rivals, rigged elections, reluctant benefactors, and plenty more. In practice, however, they just involve using the ordinary range of actions for very narrowly defined goals. To add some extra challenge, a memo doesn't always quite say what the mission is about, but fortunately there's a summary screen to spell things out more clearly. A number of missions will have you hunting and clicking around the 3D world for people or clues that are essential to advancing, but to succeed these missions, you'll have to have a solid grasp on how the multistep process of such investigation works. Gathering intelligence and spreading misinformation is one of the game's more interesting concepts, and cutting through the fog of war involves doing investigation actions that increase your general knowledge of a certain area (this level decays over time to keep investigating agents busy).
With sufficient intelligence, you'll see exactly where opponent actions are taking place and, very importantly, also be able to click around for the dig deeper bubbles that pop up when there's something extra to investigate. Getting the dirt can take an extra turn, since you have to have an agent investigating that very district when you click on the building. The system isn't obvious at first, but it's absolutely necessary to advance through the game. Ekaterine is just the jumping-off point on the way to the president's mansion, and the later two cities are considerably larger and more interesting. At each transition, there's the choice of which lieutenants to leave behind to watch over this power base and send resources along to your operations in the next city. In the second city, you'll meet more powerful individuals to recruit. That doesn't mean longtime agents have to be cast aside, since they will also gain levels over time and earn new abilities related to their character class.
The late-game abilities are mostly extensions on the basic actions that cost more to use, but fortunately many have a wider, even citywide, area of effect, which radically simplifies the process of gaining support--if you have the resources. It's also possible to dig deeper and find hidden characters that have particularly rare abilities, like hit man. As you'd expect, this action puts a contract on an opposing agent--but it's surprisingly hard to use. The big hurdle is to know all the target's actions (perhaps seven or eight for a high-level target), which means he had to use them in districts you had under close surveillance. This high threshold is an example of how little permanent violence the game actually has, for all the vandalism, assault, and blackmail a force-centric character might unleash.
Sitting through the 3D sequences that illustrate such actions, there are plenty of instances where violence is played for comic effect, but more often the sequences feature blustering threats or menacing talk (and gibberish at that). Overall, it's dry stuff, particularly the serious political endeavors, like having a priest get up on a soapbox to slander an opponent or having a gang stand on street corners waiting for someone--anyone, please!--to walk by and take a leaflet. As rare as it is that you truly influence 3D events as they unfold, it's even rarer to see characters react usefully to the success or failure of an event. The visuals can look quite good at any given moment. Buildings are rendered superrealistically and look equally sharp at a distance and zoomed in, where you might get close enough to see details like a variety of foods at different street vendors. The cities have a realistic scale, which makes the Soviet architecture of institutional buildings look all the more imposing. In contrast to all that detail, people have a caricatured look. But the way they move is what's really off-putting.
At the beginning of a phase with an important conversation, the camera will lock on an odd pathfinding dance, with characters going out of their way on indirect paths before finally coming together for a friendly salute. Such events aren't hand-scripted--you pick the specific location--and it's obvious. Other story events display similarly awkward pacing, with drawn-out set-up shots of 20 seconds or more just showing cars rolling up and a few peripheral people getting out. It wouldn't be quite so tedious except for the fact that the camera is locked for the least entertaining and least interactive parts of these sequences.
For as large and complex as the city environments are, the game runs remarkably smooth--if you have a good enough system. At the normal game speed, the game was playable on a PC near the minimum specs--512MB of memory and an 800MHz CPU--but once you speed things up to end turns, the interface becomes unresponsive. But a PC with lots of memory and a fast CPU (over 2GHz) can keep the power on in Novistrana, with few performance hesitations. Still, we did encounter a minor technical issue that had us saving and restarting the game periodically--and, unfortunately, saving takes quite a long time. As for the audio, the fake Russian often sounded as if lines from different actors were edited together, undercutting whatever dramatic interest the dialogue might convey.
Republic is the result of lofty technical ambitions and sustained development delays. Unfortunately, the huge clockwork 3D world that took so long to construct ends up as the least involving part of the game. The core game, on the other hand, can be at times fascinating in its free-form simulation of grassroots politics and utterly frustrating with its single-mindedly linear missions. Even if the interface is a challenge to learn, the 2D presentation is as clear as could be, and gaining traction in the later cities suitably rewards those with a clear strategy in recruiting key people with complementary actions and then executing combinations of actions. Those looking for replay value may appreciate the four difficulty settings, the several branching paths in the mission structure, and the varying strategies for each of the three ideologies. But what would have been even better is an open-ended sandbox mode to focus on the political competition and havoc that gives Republic its best moments.
【最低系统要求/Minimum System Requirements】
# Windows XP/Vista/7
# Pentium 4 2GHz or equivalent
# 512 MB RAM
# 128 MB Video Memory
# 1GB Hard Drive Space
【安装步骤/Installation Steps】
1. 解压并从文件提取内容./Extract contents from rar file.
2. 安装游戏./Install game.
3. 安装后, 复制crack文件夹里的crack, 覆盖游戏现有的文件./Copy over crack in crack folder, replacing existing game files.
4. 用桌面快捷进游戏!/Play game using desktop shortcut!
【游戏画面/Game Pictures】
