“不幸的是,这游戏可能是最好的搜打撤游戏了”国产单机游戏《逃离鸭科夫》火爆steam好评如潮,英语评测(上)
Escape from Duckov
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逃离鸭科夫火爆steam,英语评测
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Escape from Duckov
逃离鸭科夫火爆steam,英语评测(上)
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Unfortunately, this might be the best extraction shooter.
不幸的是,这游戏可能是最好的搜打撤游戏了。
tug
If you enjoy extraction games but do not enjoy other people(derogatory) then this is the one for you. Vibe in base, load up with gear, and have fun. It's cute, its tough, its fun, and its awesome.
如果你喜欢搜打撤游戏,但不喜欢(包含)其他人(贬义)的游戏,那么这款游戏就适合你。在基地里感受氛围,装备齐全,享受乐趣。它可爱、有挑战性、好玩,而且很棒。
Lynx2Xero
Send help. The only reason I stop playing the game is because I have to for responsibility reasons.
Also plz add dedicated quack button. That is all.
求助。我停止玩游戏的唯一原因是出于责任感(工作/生活/身体原因)。
另外,请添加专用的“嘎嘎”按钮。就这样。
Fiesta! Fiesta!
game seems very awesome but can we get the option the rebind aim/shoot? my disability means i have to rebind these
edit: they added it! that was super fast, thanks devs!
游戏看起来很棒,但是能不能加个重新绑定瞄准/射击的选项?我的残疾意味着我不得不重新绑定。
编辑:他们加了这个!速度超快,谢谢开发者!
ArsenicDrop
In the meantime, and if you haven't already, try looking into something like AutoHotkey scxts to rebind keys for you. Should work with any game/application :)
与此同时,如果你还没有尝试过,可以尝试使用 AutoHotkey 之类的脚本来重新绑定按键。应该适用于任何游戏/应用程序 :)
Wintertime
Yeah, it works on this game, but AHK can trigger game bans in online games, like if its protected by BattleEye or EAC
是的,它适用于这款游戏,但 AHK 可能会在在线游戏中触发游戏封禁,如果它受到 BattleEye 或 EAC 的保护。
TomDaRippa
Whoever gave this a clown emote your mom's a hoe
无论是哪个杂种给了楼主这个小丑表情,你妈都是个荡妇。
JSizzle
You can use Steam Input to rebind anything.
你可以使用 Steam Input重新绑定任何内容。
BluesyBlue
Hey more options for you to try out for silly games that don't support accessibility. PowerToys. It's official Microsoft free thing to download from Microsoft Store in Windows and it offers a push of a button switch for rebinding any keys.
嘿,对于不支持辅助功能的无聊游戏,还有更多选择可以尝试。PowerToys。它是微软官方的免费工具,可以从 Windows 中的 Microsoft Store 下载,它提供一键式开关,可重新绑定任何按键。
Dogsbody
ZS really messed up my wrist so I can relate in some small way. Not being able to rebind is literally a dealbreaker for me on buy/no buy
ZS(译注:ZERO Sievert,另一款搜打撤新游)确实让我的手腕难受,所以我多少能体会。无法重新绑定对我来说,买不买都是一件很麻烦的事。
Dokuujin
@JSizzle - No you can't, lol. you can use steam input to rebind controller binds. You can ONLY change controller binds, and it's specifically lixed to actual button faces. You can -technically- fiddle with it so that it works as a keyboard thing but reads as a controller, but like... Accessibility is a good thing? Lol.
不行,哈哈。你可以用 Steam Input 法重新绑定控制器,也只能更改控制器绑定,而且它与实际的按键面是绑定的。
你可以——从技术上来说——摆弄它,让它像键盘一样工作,但读取起来像控制器,不过……方便点总是好事,对吧?哈哈。
Fiesta! Fiesta!
hurray, its added
快,楼主,重新绑定按键功能游戏里已经添加了。
Sgt.PeePants
Feeding ducks with bread
Feeding ducks with lead
This game has everything you'd want from an extraction shooter. Complex Base building, cool character customization and progression system, quests quests quests, tons of different enemies, LOOOOOOT, great soundtrack and fishing!!!!
用面包喂鸭子/不对
用铅块喂鸭子/对
这款游戏拥有你对一款撤离射击游戏的所有期待。复杂的基地建设、酷炫的角色定制和进阶系统、任务、海量敌人、LOOOOOOT、精彩的配乐和钓鱼!
NuLife
Ducks GO BRRRRRRRRRRR
冲啊,鸭鸭!
Ottomic
I keep seeing people referring to this game as a "Tarkov Parody", which I personally don't agree with. While Duckov does make a handful of references to Tarkov, the game doesn't make fun of anything from Tarkov or the extraction genre at large, and it's not even trying that hard at being funny. It's just a very well put together third person, top down extraction based PvE shooter which happens to have a tarkov pun in its name.
The game loop is very simple: You will start on a bunker where you can craft and take missions. You can leave the bunker at any time, explore, loot, shoot, and come back before dark. As you do so, you will be able to craft upgrades, build more crafting stations, get more missions, and unlock further areas. The beauty of Duckov is not how well it does anything in particular, but how incredibly solid its foundations and core gameplay is, which coupled with its incredibly dense and well paced content, it means it will keep you thoroughly engaged as you discover new areas, fight new enemies, try new weapons and look for the next tchochke you need to improve your base.
In other words, and to be blunt, this is better Zero Sievert.
The game is quite colorful and pretty, almost reminiscent of the Zelda remakes for the Switch, and, for a game in a genre that hypes up being hard and unforgiving, it is actually quite easy... at first. Your character is always an absentminded wander away from a lucky enemy getting a hit too many in, and then you'll be sent back to base, having to go back to wherever you were killed to pick up your gear and *then* extract. It is an expertly designed game that knows exactly how far to push it without becoming obnoxious, and it also allows the player to change the difficulty level at any time during a campaign. You can't get locked into any fail state or run out of money, although with a game that has taken off this hard and that offers mod support from day one, I am sure difficulty fiends will get their fix sooner rather than later.
The gunplay also deserves a mention since it's probably the best example of how it takes the Zero Sievert formula and elevates it with slight wrinkles to add depth and nuance: holding your reticle exactly over enemies will cause critical damage and make your shots go over low cover, firing from right next to an obstacle will protect you from incoming fire while allowing you to shoot past it, and you (and enemies) can even shoot through thin enough materials. Stealth also plays an important role, and if you are careful and make good use of items, you can just sneak around without getting into trouble, great for those inevitable corpse runs.
There are a couple of negatives, such as being unable to track missions, a weirdly lopsided weapon design due to mostly ARs being *way* too good, and what looks like a seeded RNG that more likely than not will massively favor some kinds of items dropping while absolutely leaving you high and dry with others; but honestly, none of those are anything other than an occasional mild inconvenience (that I'm sure mods will address anyway).
Escape from Duckov doesn't pull any flashy features like procedural generation or terrain deformation, it doesn't have particularly good graphics, or crazy complicated controls, or even a particularly good sound design. It is functional in every possible sense and the most defining characteristic of every single one of its parts is that "it works". But you know what? In a world where every damn launch is either an Early Access with 2 hours worth of content, an $80 AAA release that can barely reach 40 FPS, or a combination of both, playing a no-nonsense, well designed, well paced, well performing, reasonably priced, finished game is a breath of fresh air. Absolutely GOTY material that deserves the success it's finding.
9/10.
我经常看到有人把这款游戏称为“塔科夫恶搞”,我个人并不认同。虽然《鸭科夫》确实多次提到塔科夫,但这款游戏并没有嘲讽塔科夫或整个搜打撤题材的任何内容,甚至没有刻意去搞笑。它只是一款制作精良的第三人称视角、自上而下的搜打撤题材 PvE 射击游戏,只是恰好名字里就带着塔科夫的双关语。
游戏循环非常简单:你从一个地堡开始,在那里你可以制作物品并接受任务。你可以随时离开地堡,探索、搜刮、射击,然后在天黑前返回。在此过程中,你将能够制作升级物品、建造更多制作站、获得更多任务并解锁更多区域。 《鸭科夫》的魅力不在于它有多么出色,而在于其扎实的基础和核心玩法,再加上其内容丰富且节奏紧凑,让你在探索新区域、对抗新敌人、尝试新武器以及寻找升级基地所需的下一个小玩意儿时,都能全身心投入其中。
换句话说,坦白说,这比《Zero Sievert》更好。
这款游戏色彩绚丽,画面精美,几乎让人联想到 Switch 版的塞尔达传说重制版。而且,对于一个标榜高难度和无解的游戏类型来说,它其实相当容易……一开始就是这样。你的角色总是心不在焉地躲避一个幸运的敌人,因为敌人攻击次数太多,然后你就会被送回基地,不得不回到你被击杀的地方捡起装备,*然后*撤离。这是一款设计精良的游戏,它知道该如何推进才能不让人讨厌,而且它还允许玩家在战役过程中随时更改难度等级。你不会陷入任何失败状态或耗尽金钱,不过,对于一款从一开始就提供模组支持的游戏来说,我相信高难度玩家很快就会找到解决办法。
枪战也值得一提,因为它或许是《Zero Sievert》规则的最佳体现,并通过细微的调整来提升其深度和细节:将准星对准敌人正上方会造成致命伤害,并使你的子弹能够越过低矮的掩体;从障碍物旁射击可以保护你免受来袭火力的伤害,同时允许你射穿障碍物;你(和敌人)甚至可以穿透足够薄的材料。潜行也扮演着重要的角色,如果你小心谨慎并善用道具,你就可以潜行而不会惹上麻烦,这对于不可避免的追逐战来说非常有用。
有一些缺点,比如无法追踪任务,由于大多数AR武器都*太*好用,导致武器设计怪异地不平衡,以及看起来像种子随机数生成器(RNG)的东西,它很可能会大幅增加某些物品的掉落几率,而其他物品则完全让你束手无策;但说实话,这些都只是偶尔带来的轻微不便(我相信模组无论如何都会解决这个问题)。
《逃离鸭科夫》没有像程序生成或地形变形这样炫目的功能,也没有特别出色的画面,也没有极其复杂的操控,甚至连特别好的音效设计都没有。它在各个方面都功能齐全,其每个部件最显著的特点就是“能用”。但你知道吗?在这个世界上,每次发布要么是包含2小时内容的抢先体验版,要么是售价80美元却勉强达到40帧的3A大作,或者两者兼而有之。玩一款内容丰富、设计精良、节奏流畅、性能出色、价格合理且已完成的游戏,简直让人耳目一新。它绝对是年度最佳游戏,值得拥有如此高的成功。
满分10分我打9分。
Fyrex Obliquity
Brother it's called "Escape from DUCKOV". It literally has it in the name itself
伙计,它的名字叫《逃离鸭科夫》,字如游戏。
Sneak Irwin
"erhm akshually" meets Oats Posting in the comments here . Thanks for the extensive writeup. Not sure it's my type of game, but I still appreciate the insight.
“erhm akshually” 遇见了 Oats,在评论区留言。感谢你的详尽评论。虽然我不确定这是否是我喜欢的游戏类型,但我仍然很欣赏你的见解。
Cacapipitantan
It does specific references. There is bronze pocket watch quest, punisher questline, bitcoin miner where you mine exactly 0.2 bitcoin as in tarkov. There is vila boss in shopping center which has the same helmet and high level armor AND rpk gun as the shopping center boss in tarkov killa. Im sure I missed lot of other things.
So yeah this might be considered parody but its really good one and no one cares.
它确实引用了(来自塔科夫的)特定的内容——有青铜怀表任务、惩罚者任务线,还有比特币矿工,可以像塔科夫一样挖到0.2个比特币。购物中心的维拉boss和塔科夫killa里的购物中心boss一样,戴着同样的头盔、高级盔甲,还有一把rpk枪。我肯定漏掉了很多其他内容。
所以,这或许会被认为是恶搞,但它真的很好,而且没人在乎。
Ottomic
Fair point I guess, I still think a parody game would need to follow its inspiration closer to be really considered as such, and those references would need to be exaggerated or humoristic in nature, but I stand corrected on the references. I don't have 200 bucks to drop on Tarkov's PvE component, so I was looking at it more from a mechanical standpoint than anything else.
我觉得说得对,我仍然认为一款恶搞游戏需要更贴近其灵感才能真正被认可,而且那些借鉴需要夸张或带有幽默感,但我承认这些借鉴是错误的。我没有200美元可以花在塔科夫的PvE组件上,所以我更多的是从机制角度来看待它,而不是其他方面。
melonLord
I'd just remove that first paragraph tbh. Its very clearly a parody by the definition of pretty much everyone else.
说实话,我建议删掉第一段。按照大多数人的定义,这显然是一部恶搞游戏。
Ottomic
To make a parody you must make references. You can make references and not be a parody. Duckov has references, but it's not a parody, and every time you insist on it you just drive home the point that you don't understand parodies.
If you want an example of a parody, you can try the bulletstorm ads when it came out. Or some of the Bad Company 1 ads. Or you can do neither and continue to be wrong somewhere else, I don't particularly care.
要进行恶搞,你必须借鉴。你可以借鉴,但这并不意味着恶搞。《鸭科夫》里有借鉴,但这不是恶搞,而且每次你坚持借鉴,都只会让人觉得你不懂恶搞。
如果你想找个恶搞的例子,可以试试子弹风暴(《bulletstorm》)刚发布时的广告。或者《叛逆连队1》(《Bad Company 1》)的一些广告。或者,你也可以什么都不做,继续在其他地方犯错,我对此并不特别在意。
Ottomic
You are correct in that definition, and I disagree particularly on that imitation being for comedic effect.
To me this takes way, *way* more from Zero Sievert than Tarkov. And Zero Sievert also does take a lot from Tarkov, yet it's never been considered, or called, or referenced to as a parody of Tarkov. And imo, the only real reason for this distinction is its name and success.
The difference is that this game has a Tarkov pun in the title, and includes some more references to Tarkov. It plays differently, it doesn't include any particularly Tarkov-y gameplay elements (moment-to-moment, at least), and it doesn't even try that hard to be funny.
I agree that maybe my definition is too narrow, but imo something needs to be *really* heavy with the parody to be considered a parody game. Otherwise, any game with more than 2-3 parallels can be considered a "parody".
To put it in another way, I consider calling this a "tarkov parody" equivalent calling Temtem a parody of Pokemon.
你的定义很正确,我尤其不同意模仿是为了达到喜剧效果。
在我看来,这款游戏借鉴《Zero Sievert》的程度远远超过借鉴《塔科夫》。《Zero Sievert》也确实借鉴了很多《塔科夫》,但它从未被视为、被称为或被提及为对《塔科夫》的戏仿。在我看来,这种区别的唯一真正原因是它的名字和成功。
区别在于,这款游戏的标题中包含了与《塔科夫》相关的双关语,并且包含更多与《塔科夫》相关的元素。它的玩法与众不同,没有包含任何特别像《塔科夫》的游戏元素(至少是即时的),甚至没有刻意去搞笑。
我同意我的定义可能太狭隘了,但在我看来,只有真正具有借鉴元素的游戏才能被视为借鉴游戏。否则,任何拥有不超过2-3个类似元素的游戏都无法被视为“借鉴”。
换句话说,我认为称其为“模仿塔科夫”就相当于称 Temtem 模仿 Pokemon 一样。
David Lynch Gaming
As someone with hundreds of hours wasted in Tarkov. I do clearly have a yearning for some sort of extraction shooter; I am just not all that competitive anymore. So spending hours in Tarkov, losing my mind, enduring endless fear that someone somewhere will hit me in the head and I crumble like a crouton. But sometimes that''s exactly what you need.
During my search for a Tarkovesque game I found, months ago, a game called Hole. Which filled the void that Tarkov left, without the erasing of all progress upon your inevitable death. Hole is genuinely brilliant, but short and sweet with the Devs moving on to their next game. I also found the demo for Escape from Duckov during that search.
I spent the next 4 hours, 2200-0200, roaming through Duckov and doing everything I possibly could. And then it was over, and I was devastated but impressed and excited for late October. And then here we are. Escape from Duckov is everything that the beta promised. Which to me was a jovial, and dare I say fun, version of EFT.
You still start with next to nothing, but it doesn''t feel like you are a chicken with its head cut off. You get a pistol and go hunting. For food and equipment, quest items, other ducks, so on. In a world that feels like a PG-13 Tarkov. Things are destroyed, and overturned, and doors are locked. If you have played Tarkov it will feel familiar. As will the quests. Get this, go there and fix that, kill these with X weapon. And the quests are fun. The directions in the quest descxtion makes sense, so you aren''t aimlessly running around hoping to God you get lucky and find where you need to be. And a little quest marker pops up when you''re fairly close.
This is also benefited by the fact you have maps, and they don''t feel horrible to use. Locations are what you''d expect from a Tarkov-like. But they have depth and charm, along with not being too big that you feel trekking across them is a chore and not too small that you are entirely across the map in moments. There is also persistent change within the maps. Moving a log to open a gate, destroying a wall, building a bridge, making traversal easier while forcing you to explore and not making that null and void as soon as you extract. Duckov takes the blindness that Tarkov thrusts upon you and gives you a pair of glasses that make sure you aren''t tripping over everything in front of you.
Usually, I am a skeptic of isometric games and their gameplay. I wasn''t a huge fan of Zero Sievert, but I am a huge fan of this. Movement once again isn''t sluggish or tedious. And the gunplay feels shockingly good. It''s as simple as point at thing and shoot. But guns have an effective range, and just pointing isn''t the extent. Actually aiming at the other ducks makes your life easier and massively ups your damage output. All the guns feel punchy, and sound good. The combat is incredibly fun, and feels adequately refined and rewarding for the kind of game this is. With guns feeling unique enough to use that you are allowed to have a preference and choose your engagements. Finding them isn''t impossible, nor is finding ammo. Which does come in different grades that do make a substantial differences. You have different classes of armour, you have different meds to use. You get shot and bleed needing a bandage, you get dehydrated and hungry meaning you need food. All the survival systems that Tarkov has are also here. And done in a way that won''t ruin your experience.
From what I''ve experienced bosses are always on the map, and don''t feel unfairly tuned that you must waste every resource on fighting them. Facing a boss isn''t the end of your raid, as long as you survive. And running can be an option. Crafting is an option, and finding the materials by digging in boxes and jackets and garbage bins is just as satisfying as it is in Tarkov. Expanding your base is the main goal, leading to you Escaping Duckov. Meaning there is an end, and progression feels meaningful. And the biggest benefit of a game like this, YOU MOVE AT YOUR OWN PACE. There isn''t a chase or feelings of being left behind. You are allowed to be slow, and play a few hours a week, and just not worry about falling behind.
If you are a person who has an itch for extraction shooters, but not the time to abuse yourself with them, EFD is genuinely perfect. A fully customizable difficulty scale, which allows you to be as brutalized as you''d like. The same mechanics that make Tarkov good but without Sword of Damocles hovering over you in anticipation of a few bad raids and resetting days and days of progress. Gunplay that feels good and weighted, and scales very well. A story that is interesting, and quests that mimic the goofy nature of some of Tarkovs while still feeling unique enough that you aren''t doing the same things over and over again.
Buy this game. Get your Tarkov fix on your own terms. The game oozes care and love and joy. And I can''t wait to see where it goes from here.
作为一个在塔科夫浪费了数百小时的人,我显然渴望某种类型的搜打撤游戏;我只是不再那么有操作了。所以,我花几个小时在塔科夫,失去理智,忍受着无尽的恐惧,担心有人会在某个地方打中我的头,让我像面包块一样崩溃。但有时这正是你需要的。
几个月前,在我寻找塔科夫式游戏的过程中,我发现了一款名为《洞》的游戏。它填补了塔科夫留下的空白,而且不会在玩家不可避免的死亡后抹去所有进度。《洞》确实很精彩,但开发团队很快就转向了他们的下一款游戏,这很短小精悍。在那次搜索中,我还找到了《逃离鸭科夫》的试玩版。
接下来的4个小时,从22:00到02:00,我游历了《逃离鸭科夫》,尽我所能。然后游戏结束了,我感到沮丧,但印象深刻,也为十月下旬的到来感到兴奋。然后,我们终于等到了。《逃离鸭科夫》完全符合测试版的承诺。对我来说,这是《逃离塔科夫》的一个愉快版本,我敢说它是有趣的版本。
你仍然几乎一无所有地开始,但感觉不像无头苍蝇。你会得到一把手枪去打猎,为了食物、装备、任务物品、其他鸭子等等。这个世界感觉就像PG-13(限制年龄不低于13岁)级的塔科夫。东西被摧毁、被推翻,门也被锁上了。如果你玩过塔科夫,你会觉得它很熟悉。任务也很熟悉。得到这个物品,去那里修好那个东西,用X武器杀掉那些人。而且任务很有趣。任务描述中的指示很有意义,所以你不必漫无目的地跑来跑去,指望上帝保佑你能幸运地找到你需要去的地方。当你离目的地很近的时候,会弹出一个小的任务标记。
这也得益于你拥有地图,而且它们使用起来并不难。位置信息符合你对塔科夫类游戏的期望。但它们既有深度,又有魅力,既不会大到让你觉得徒步穿越是件苦差事,也不会小到让你瞬间就穿越整个地图。地图内部也不断变化。移动一根木头打开大门,摧毁一堵墙,建造一座桥梁,让跑图变得更容易,同时迫使你探索,而不是在你撤离后就让探索变得毫无意义。鸭科夫吸收了塔科夫强加给你的盲点,并赋予你一副眼镜,确保你不会被眼前的一切绊倒。
通常,我对等距游戏及其玩法持怀疑态度。我并不是 Zero Sievert 的忠实粉丝,但我非常喜欢这款。移动再次变得不再迟缓或乏味。枪战感觉非常棒。只需指向目标并射击即可。但是枪支有有效射程,仅仅指向并不是全部。实际上,瞄准其他鸭子会让你的击杀更轻松,并大幅提高你的伤害输出。所有枪支都感觉很有力,声音也很棒。战斗非常有趣,而且对于这种类型的游戏来说,感觉足够精致和有回报。枪支感觉足够独特,你可以有偏好并选择你的战斗方式。找到它们并不是不可能的,找到弹药也是。不同等级的弹药确实有很大的不同。你有不同等级的盔甲,你可以使用不同的药物。你被枪击中流血需要包扎,你会脱水和饥饿,这意味着你需要食物。塔科夫的所有生存系统也一样。而且不会破坏你的游戏体验。
根据我的经验,地图上总是有 Boss,不必觉得必须浪费所有资源与他们战斗是不公平的。只要你能活下来,面对 Boss 并不意味着你的突袭结束。逃跑也是一种选择。制作是一种选择,通过在盒子、夹克和垃圾桶中搜刮来寻找材料就像在塔科夫一样令人满意。扩大你的基地是你的主要目标,这将引导你逃离鸭科夫(星球)。这意味着有一个结局,而提升自己感觉很有意义。像这样的游戏最大的好处是,你可以按照自己的节奏行动。没有追逐或被抛在后面的感觉。你可以放慢速度,每周玩几个小时,而不必担心落后。
如果你热衷于搜打撤游戏,但又没时间玩得过瘾,那么《逃离鸭科夫》绝对是你的完美之选。它拥有完全可定制的难度等级,让你可以随心所欲地体验残酷的战斗。游戏机制与《塔科夫》的精髓相同,但不会像《达摩克利斯之剑》那样,让你担心几次糟糕的突袭,也不必每天重置进度。枪战体验出色,分量十足,而且扩展性极佳。故事引人入胜,任务模仿了《塔科夫》系列的一些搞笑元素,同时又足够独特,让你不会一遍又一遍地重复同样的事情。
购买这款游戏,按照你自己的方式体验《塔科夫》。这款游戏充满了关爱、友爱与欢乐。我迫不及待地想看看它接下来会如何发展。