戰國無雙 KATANA

人氣指數:
二手品
日文名稱:戦国無双 KATANA
英文名稱:SAMURAI WARRIORS: KATANA
類別:懷舊遊戲
定價:6,279円
售價:165.00
人數:2 人
庫存量:1
分級1/發行日期: 輔12級 2007-09-20
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遊戲內容

《戰國無雙 KATANA》(日文原名:戦国無双 KATANA,英文名:Samurai Warriors: Katana)是由日本光榮(KOEI)開發、專為Wii平台打造的動作遊戲,於2007年在日本發售,2008年於北美與歐洲推出。雖然冠上「戰國無雙」系列的名稱,但實際玩法與系列傳統的無雙動作風格大相徑庭,是結合第一人稱視角與體感操作的實驗性衍生作。

在劇情方面,並非以單一角色為主線,而是讓玩家扮演一位無名的劍士,從默默無聞的浪人起步,逐步投身於波瀾壯闊的戰國時代,歷經戰役、升官、結交名將、參與重大歷史事件,最終成為一方名將。會遇到《戰國無雙》系列的知名角色,如織田信長、真田幸村、伊達政宗等,並與他們合作或對抗,根據玩家選擇不同的任務與立場,逐步編織出屬於自己的戰國傳奇。雖然劇情的深度不及系列主作,但依然保留歷史背景的厚重感與英雄傳奇的浪漫色彩。

在遊戲操作與玩法上,最大特色即是其全程使用Wii的體感控制。以第一人稱視角體驗戰場,不再像傳統無雙遊戲那樣以第三人稱視角操作角色自由移動、橫掃千軍。取而代之的是固定軌道的前進路線(類似軌道射擊),但敵人會從四面八方湧上,需要揮動Wii遙控器來模擬刀劍攻擊,並搭配Nunchuk操作防禦、閃避、弓箭射擊或使用道具等。舉例來說,橫斬與直劈會根據遙控器揮動方向不同而有所區別,敵人也會根據玩家招式出現破綻或格擋反應。

此外,也設計多樣化的武器與戰鬥風格,包括太刀、雙刀、長槍、弓箭與火槍等,每種武器的揮動方式與節奏都有所不同。某些關卡還會加入特別任務,如騎馬衝鋒、城牆攻堅或暗殺行動,透過體感操作來進行多樣化互動。例如使用弓箭時需將遙控器朝前「瞄準」敵人,再拉動Nunchuk進行「拉弓」,模擬射擊動作,營造身歷其境的戰鬥臨場感。還包含角色養成要素,透過戰鬥獲得經驗值與資源,可用於升級能力、獲得新技能與購買裝備,增添些許RPG風格。

視覺與音效方面,在Wii的機能限制下,畫面表現中規中矩,並未達到系列主作的細緻度。人物建模與場景重複性較高,但整體風格仍保持系列一貫的濃厚和風設計。音樂部分則延續無雙系列的風格,以電子搖滾結合和風樂器,營造出熱血與歷史感兼具的氛圍。語音方面支持日文原音,部分版本也有英文配音,角色語調誇張,符合戰國時代誇張戲劇性的表現方式。

市場評價方面,自推出後反應褒貶不一。部分玩家肯定其創新的操作方式與嘗試打破無雙公式的勇氣,尤其在Wii當時仍缺乏成熟動作遊戲的時期,這款作品的體感戰鬥體驗確實帶來新鮮感。然而,也有許多玩家與評論指出,整體的重複度偏高,戰鬥節奏容易疲乏,體感操作雖有趣但長時間遊玩容易造成疲勞,且準確性與反應有時不夠穩定。

遊戲媒體方面,《IGN》給予5.8分,指出雖然有趣的點子不少,但整體完成度偏低,缺乏戰略深度與關卡變化。《GameSpot》則批評操作準確性不足,讓人難以精確揮砍或防禦,視覺效果也略顯陽春。不過也有部分玩家表示這款遊戲作為體感遊戲入門、或是希望親身揮刀感受戰國氛圍的體驗仍具吸引力。

總結來說,這是試圖將無雙系列轉化為第一人稱體感動作遊戲的實驗作品。雖然在操作精準度與遊戲深度上仍有不足,但其創新嘗試與戰國主題結合Wii體感的表現方式,使其在Wii遊戲陣容中顯得獨樹一格。對於無雙系列愛好者或喜歡體感動作遊戲的玩家來說,這是值得體驗、但可能不適合長時間投入的特殊作品。

"Samurai Warriors: Katana" (Japanese title: 戦国無双 KATANA) is an action game developed by Koei (now part of Koei Tecmo), designed specifically for the Nintendo Wii. Released in 2007 in Japan and 2008 in North America and Europe, this title is a spin-off of the well-known "Samurai Warriors" series. Despite sharing the series name, its gameplay differs significantly from the traditional hack-and-slash format of the main titles. Instead, it adopts a first-person perspective and emphasizes motion controls, making it an experimental entry aimed at showcasing the Wii’s unique control scheme.

The game’s story does not follow a specific historical figure, as is typical for the series, but instead allows players to step into the role of a nameless swordsman. Starting as an obscure wandering ronin, players gradually rise through the ranks by participating in battles, forming alliances, and taking part in pivotal moments of the Sengoku period. As players progress, they encounter iconic figures from the "Samurai Warriors" series, such as Oda Nobunaga, Sanada Yukimura, and Date Masamune, either fighting alongside or against them. While the narrative doesn’t have the same depth or character focus as the main titles, it retains a strong historical atmosphere and the romanticism of becoming a legendary war hero.

 

The most distinctive feature of Samurai Warriors: Katana is its full integration of the Wii’s motion-sensing controls. Unlike traditional third-person Warriors games where players have free movement across large battlefields, this game uses a rail-based progression system similar to an on-rails shooter. The first-person view immerses players directly into the battlefield. Players swing the Wii Remote to simulate sword strikes, with different motions (horizontal slashes, vertical chops, thrusts) producing different attack styles. The Nunchuk is used for blocking, dodging, shooting arrows, or using items. Enemies respond to attack patterns, requiring players to adjust their tactics based on timing and movement.

The game features a variety of weapons and fighting styles, such as katanas, dual swords, spears, bows, and even matchlock firearms. Each weapon type requires a different rhythm and style of motion to master. Certain missions add unique objectives, such as horseback charges, castle sieges, or stealth assassinations, utilizing motion controls for a more dynamic range of activities. For example, when using a bow, the Wii Remote acts as the aim while pulling the Nunchuk mimics drawing the string, enhancing immersion. The game also includes light RPG elements like experience points, skill upgrades, and equipment purchases, giving players a sense of progression and customization.

Visually, Samurai Warriors: Katana is modest by Wii standards. While it lacks the polish and detail of the main "Samurai Warriors" entries, it maintains the series’ signature Japanese aesthetic. Character models and environments tend to repeat, but the art direction preserves a distinct Sengoku-period flavor. The soundtrack blends traditional Japanese instruments with energetic rock music, a staple of the series, adding intensity and flair to the battles. Voice acting is available in both Japanese and English in some regions, with performances styled in an exaggerated, dramatic tone fitting the historical drama theme.

Reception upon release was mixed. Some players appreciated the innovative use of motion controls and Koei’s willingness to break from the established Warriors formula. Particularly at a time when the Wii lacked mature, combat-heavy titles, Katana offered a fresh, if imperfect, experience. However, critics and players alike noted repetitive gameplay, a lack of strategic depth, and the often imprecise nature of the motion controls, which could become tiring and unreliable during extended play.

Major gaming outlets reflected this divide. IGN gave the game a 5.0, stating that while the concept had promise, the execution fell short due to shallow gameplay and lack of variety. GameSpot criticized the clunky controls and simplistic visuals, claiming they undermined the immersive potential of the motion-based combat. Still, some players found the game appealing as a motion-controlled introduction to action games or as a novelty title offering a different perspective on the Sengoku era.

In conclusion, Samurai Warriors: Katana stands as a bold attempt to reimagine the Warriors series through the lens of first-person action and motion controls. While it doesn’t reach the polish or depth of its mainline counterparts, its willingness to experiment and leverage the Wii’s capabilities makes it a unique title within the system’s library. It may not be suited for long sessions or those seeking deep strategic combat, but for fans of the period, or those curious about motion-controlled melee gameplay, it offers a distinct and memorable experience.

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