代码世纪 乱斗 ~两个心跳~
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脚本错误:没有“nihongo”这个模块。 is a 2005 role-playing video game developed and published by Square Enix for mobile phones. Forming part of the Code Age media franchise, the story follows the character Lost L as they resist an apocalypse caused by an artificial world's control system, joining a resistance group's fight against the hostile Afternova faction. Gameplay consists of turn-based battles where the player absorbs the abilities of defeated opponents. A player-versus-player multiplayer function was prominently featured.
The concept for Code Age was created in 2002 by Yusuke Naora, with the development team of Brawls using the project to expand upon the multiplayer communication of Before Crisis: Final Fantasy VII. Miwa Shoda wrote the scenario, while Kumi Tanioka composed the soundtrack. As with the rest of Code Age, Brawls remained exclusive to Japan. It was released as five story chapters between December 2005 and July 2006, before shutting down in September 2006. Western journalists praised the demo for its graphics, while a Japanese review noted issues with its network multiplayer.
Gameplay[编辑]
Code Age Brawls is a role-playing video game in which players control the character Lost L. Players navigate through environments created using 2D pre-rendered artwork, while battles take place in 3D arenas.[1][2] Battles are turn-based and consist of five rounds. The player must select actions represented by colored badges, with each having strengths and weaknesses to others similar to a rock-paper-scissors mechanic. Once player and enemy have made a selection, the badges are revealed, and the winner does damage to the opposing player based on the difference between their levels.[3]
The badge colors are ranked in power from highest to lowest as yellow, red, blue, purple, and gray. Players can pass their turn to save their badges for later rounds, otherwise dealing damage when their badge equal to their opponent's badge level, or higher.[3] After winning a battle, the player gains access to the opponent's form and abilities, equivalent to a character class with themed weapons and equipment, and variations depending on the lead's gender. A chosen form also influences how players can use their badges.[2]
The original version features single-player combat against computer opponents, as well as player-versus-player multiplayer combat by networking and matchmaking with nearby phones.[2] The game also features an in-game Battle Arena where players battle AI-controlled teams of three, which was expanded to player-versus-player in April 2006.[4] Players can also use their location as a base and team up with others in their location to attack other people's bases.[5]
Synopsis[编辑]
Code Age Brawls takes place on the internal surface of a hollow world similar to a Dyson sphere, also called an 脚本错误:没有“nihongo”这个模块。. At the sphere's center is the Central Code, a structure which resets the world every ten thousand years by wiping out the current civilization in an event called the Reborn. In an attempt to survive the next Reborn, the current civilization constructs arks around the Central Code. The plan fails when the Central Code destroys the Arks and births the Otellos, a species that warps most survivors into mindless Coded. Some are instead transformed into powerful warriors dubbed Warheads. Survivors splinter into factions, some fighting each other and others hiding underground.[6][7][8]
The game follows Lost L, a survivor who is transformed into an incomplete Warhead. Due to this condition causing bodily degradation, Lost L must battle other Warheads to steal their bodies.[9][10] Lost L joins forces with a vigilante group facing off against the hostile Afternova faction, learning about their past and the Ark project along the way.[11][12] The final chapter focuses on Lost L meeting up with Commanders characters Gene and Meme to confront both Afternova's leader and R, a character from Archive with a similar condition to Lost L.[13][14]
Development[编辑]
The concept for the Code Age world was created by Yusuke Naora in 2002, prior to the 2003 merger of Square and Enix to become Square Enix.[15][16] Code Age formed part of Square Enix's plan to develop "polymorphic content", a marketing and sales strategy to "[provide] well-known properties on several platforms, allowing exposure of the products to as wide an audience as possible"; this approach included Compilation of Final Fantasy VII and the World of Mana.[3][17] Naora's concept was created independent of this policy.[16] Production of the Code Age projects was handled by a group dubbed "Warhead".[15] Naora, who also produced,Code Age Commanders, was co-producer with Takanori Kimura.[15][18] The director was Toru Osanai, while the character designs were created by Toshiyuki Itahana.[18] The music was composed by Kumi Tanioka, who also worked on Commanders.[19]
Miwa Shoda, who had previously worked on SaGa Frontier and Legend of Mana, wrote the scenario.[20] The storyline of Brawls featured character cameos from Commanders and Archive, tying the three projects into a larger narrative.[15] When creating the gameplay, the team wanted to expand upon the Materia System of Before Crisis: Final Fantasy VII, where players could communicate and exchange Materia with each other. While in the latter game the communication was one way only, Brawls incorporated two-way matchmaking for player battles.[18] The environments were designed in a similar way to Final Fantasy VII and VIII, projecting 3D character models onto 2D pre-rendered backgrounds. Using 3D graphics for the whole game would have put too much strain on the hardware, so 3D environments were reserved for battle sections, with the team still wanting to push the graphical limits of phones. The manga-style story cutscenes were chosen to fit the mobile format.[1]
发行[编辑]
2004年9月,史克威尔艾尼克斯注册了「代码世纪乱斗」等「代码世纪」企划的商标[21]。史克威尔艾尼克斯在E3 2005展前新闻发布会上公开本作,并宣布游戏预定于年内发行[22][23]。如同「补完计划」,每款作品都有首字母缩写代号,如本作「Code Age Bralws」的代号为「CAB」[16]。游戏还于2005年8月的东京电玩展上亮相[24]。游戏于10月10日至30日开展免费公开测试[25]。
《代码世纪乱斗》于12月15日登陆NTT DoCoMo兼容设备[9]。游戏为订阅制,玩家需付月费游玩游戏[4]。史克威尔艾尼克斯还举办了营销活动,最先注册的用户可获得主题靠垫或手机清洁器[26][27]。《指挥官们》玩家还可用代码抢先游玩获取稀有卡牌[27]。
首章于2005年12月15日发布[9],其余四章分别于次年1月24日[11]、3月14日[28]、5月14日[12]、7月3日面世[13]。伴随更新的有新角色职业、游戏社群网站更新、战斗竞技场、适配NTT DoCoMo i-area服务的便捷玩家对战[11][28][4]。北美版曾计划于2006年发布[29],但包括《乱斗》在内的「代码世纪」计划均未在海外推出[30][31]。《乱斗》于2006年9月30日终止服务[32]。
评价[编辑]
西方媒体人对游戏预告片印象深刻。「IGN」称游戏画面令人震惊,角色模型非常精致[23]。「GameSpot」的Stephen Pallet称影片显示游戏图形纹理平滑[33]。
「GameSpot」的Carrie Gouskos在东京电玩展2005实机测试,他称赞战斗系统,特别是富有策略深度的badge系统[3]。日本网站「ITMedia」的初版游戏评测称,游戏战斗较市面其他游戏有新意,但多人对战服务器连线常不稳定[2]。
参考文献[编辑]
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