矛手

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日文名稱:
英文名稱:Spear
類別:電視遊樂器
分級1/發行日期: 全年齡 2026-01-09
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遊戲內容

《矛手》(Spear)是節奏明快、充滿惡趣味與自嘲精神的2.5D動作平台遊戲,由獨立開發者Andrea Cavuoto與Polyhedric工作室打造。以「數位世界出錯後,由最不起眼的NPC被迫拯救一切」作為核心概念,透過高速戰鬥、創意關卡設計與大量打破第四面牆的敘事方式,構築出一個既荒謬又充滿魅力的冒險體驗。PC(Steam)版已於2025年5月5日推出,而Xbox Series X|S版本則預定於1月 9 日正式上線。

在劇情設定上,徹底顛覆傳統英雄敘事。故事從一個極度不光彩的開場開始——原本的主角因為「致命錯誤(Fatal Error)」瞬間被系統抹除,整個遊戲世界陷入漏洞橫行、任務崩壞的混亂狀態。就在這種情況下,玩家所操控的並不是什麼天選之子,而是一名名為「Default」的背景NPC。他原本只是站在角落發呆、負責填充世界的路人角色,手中唯一的武器甚至只是一把臨時拼湊出來的長矛。然而在英雄消失後,拯救整個數位世界的重擔卻荒謬地落在他身上。

隨著冒險推進,會逐漸揭開這個遊戲世界「出錯」的真相。大量NPC因為任務流程中斷而陷入精神崩潰,不斷抱怨自己永遠無法完成使命,甚至連對話都殘缺不全。玩家除要對抗失控的Bug與變異怪物,也必須介入這些破碎任務,修補邏輯、重啟流程,某種程度上成這群NPC的心理諮商師。故事雖然表面上充滿惡搞與黑色幽默,但其實暗藏對遊戲設計、玩家角色中心主義,以及「被忽視角色」存在價值的反思。

在操作與玩法方面,最大的亮點在於那把「看似只是根棍子,實際卻是萬能工具」的長矛。戰鬥採用高流暢度的即時操作,玩家可以用長矛刺穿敵人、投擲後再隔空召回,形成節奏快速又富有爽快感的攻防循環。隨著能力解鎖,長矛不再只是武器,還能用來減緩時間、跨越原本不可能抵達的地形,甚至在空中化為暫時的平台,讓關卡解謎與動作操作緊密結合。這種設計讓每一個關卡都同時考驗反應力與空間判斷,操作手感既要求精準,也鼓勵創意。

同時刻意保留「不穩定」的風格特色。各種道具與藥水往往沒有清楚說明效果,可能獲得飛行能力,也可能瞬間爆炸,或者變成某種連自己都無法理解的狀態。這種近乎「數位輪盤」的設計,強化了世界崩壞的主題,也讓遊戲過程充滿意外與笑點。敵人與 Bug 也會隨著玩家成長而同步進化,變得更加暴躁與危險,甚至在回頭探索舊關卡時,仍會因難度提升而感受到強烈壓力,形成一種既殘酷又帶點惡意的成長循環。

整體而言,《矛手》(Spear)是在玩法與敘事上都極具個性的作品。它用高速動作平台遊戲的外殼,包裹著對遊戲世界本身的諷刺與熱愛,讓玩家在爽快戰鬥與荒唐劇情之間來回切換。你不是英雄,甚至不是被記住的角色,卻必須在滿是漏洞與錯誤的世界中撐起一切。對於喜歡節奏明快、機制創新,同時又能接受黑色幽默與高難度挑戰的玩家來說,這是一段既混亂又令人印象深刻的數位冒險。

Spear is a fast-paced 2.5D action platformer filled with dark humor and sharp self-parody, developed by indie creator Andrea Cavuoto in collaboration with Polyhedric Studio. Built around the concept of “the most insignificant NPC being forced to save a broken game world,” the title combines high-speed combat, inventive level design, and constant fourth-wall breaks to create an experience that is both absurd and strangely compelling. The PC (Steam) version launched on May 5, 2025, while the Xbox Series X|S version is scheduled to release on January 9.

Narratively, Spear deliberately overturns the traditional hero’s journey. The story opens in the most unglamorous way possible: the original protagonist is instantly erased by a “Fatal Error,” plunging the entire game world into chaos as glitches spread and quests collapse. In this situation, players do not step into the role of a chosen hero, but instead control a background NPC named “Default.” He was never meant to matter—just a filler character standing silently in the corner of the world—and the only thing he carries is a crudely improvised spear. Yet after the hero’s disappearance, the responsibility of saving the digital world falls on him in the most absurd way imaginable.

 

As the adventure unfolds, players gradually uncover the truth behind the world’s corruption. Numerous NPCs have been left mentally broken by incomplete questlines, endlessly complaining about objectives they can no longer fulfill, sometimes unable to even finish their dialogue. Beyond fighting rampaging bugs and mutated enemies, the player must intervene in these shattered systems, repairing logic and restoring broken quests. In doing so, Default effectively becomes a therapist for depressed NPCs. While the tone is overtly comedic and satirical, the story subtly reflects on game design itself—questioning player-centric narratives and exploring the value of characters who are usually ignored or forgotten.

From a gameplay perspective, the standout feature of Spear is the weapon that looks like “just a stick,” yet functions as a versatile, all-purpose tool. Combat is real-time and highly fluid, allowing players to impale enemies, throw the spear and recall it telekinetically, creating a fast and satisfying rhythm of offense and control. As abilities are unlocked, the spear evolves beyond a weapon: it can slow time, help cross otherwise impossible gaps, and even transform into a temporary platform in midair. This tightly integrates action and puzzle-solving, with each stage testing both reflexes and spatial awareness, rewarding precision as well as creativity.

The game intentionally embraces instability as part of its identity. Items and potions often lack clear explanations, meaning players might gain flight, explode instantly, or transform into something completely unpredictable. This “inventory roulette” reinforces the theme of a corrupted digital world while injecting constant surprises and dark humor into the experience. Enemies and glitches scale aggressively as the player grows stronger, becoming more volatile and dangerous, even when revisiting earlier levels. This creates a brutal yet oddly fitting feedback loop where progress brings both power and regret.

Overall, Spear is a highly distinctive title in both gameplay and narrative. Beneath its fast-paced action platforming lies a satirical love letter to video games themselves, oscillating between exhilarating combat and deliberately absurd storytelling. You are not a hero—barely even a character anyone remembers—yet you are forced to hold together a world collapsing under its own errors. For players who enjoy tight controls, inventive mechanics, black humor, and demanding challenges, Spear delivers a chaotic but unforgettable digital adventure.

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