卡普空近日在《鬼武者:劍之道》官方社交賬號上發布了一條關於戰鬥細節的深度解析,分享了主角宮本武藏在戰鬥中的一個巧妙預判設計——劍尖會提前指向下一個發起攻擊的敵人。
據官方介紹,在實際戰鬥中,武藏會預判性地將劍尖指向下一個即將攻擊自己的敵人,並始終保持警惕,以此預測攻擊的來向。這一機制在集團戰中尤為實用,能夠讓玩家更直觀地判斷戰鬥形勢。

不過,設計上也留出了人性化的空間。官方指出,根據戰況不同——例如被敵人的攻擊前搖誤導——武藏判斷指向目標的時機可能會發生延遲。而恰恰是這種延遲,為機械化的AI賦予了像人一樣的可變性。如果系統過於嚴格,劍尖就會在敵人之間規律性地來回擺動,顯得過於機械,反而會破壞沉浸感。

同時官方提到,來自鏡頭視野之外的攻擊,將通過UI界面的雷達進行提示。這是團隊在遊戲可玩性與世界觀沉浸感之間找到的平衡點。官方最後還打趣道:「如果您已經注意到了這個細節,或許您已經是真正的劍術大師了。」
📝 Weekly Oni Memo #50 During battle, Musashi makes 「a certain movement.」 Today, I’d like to reveal just a small part of that secret. If you look at this image, you might notice something. That’s right Musashi anticipates the next enemy to attack him and keeps the tip of his sword pointed in that direction, staying on guard. This allows him to gauge where an attack might come from, making it particularly effective in group battles. However, depending on the situation such as being misled by an enemy’s 「attack sign」 his decision to point the tip of his sword may sometimes be delayed. Yet I believe it is precisely this 「delay」 that creates a human-like variability. If we were to control it too strictly, the tip of his sword would move rhythmically back and forth toward enemies, giving a mechanical impression. Because this would detract from the sense of immersion as a samurai, we have not implemented it as a rigid system. Incidentally, attacks from outside the camera’s field of view are handled via the radar display in the UI. We designed the game with a balance between playability and world-building in mind. If you’ve noticed this, you might already be a true master of the sword. (Director: Nihei)
《鬼武者:劍之道》已開啟預購,將於9月25日正式發售。但此前我們曾報道,根據海外零售平台的新消息,這款遊戲的發售日疑似將提前到9月4日。

截止發稿,《鬼武者:劍之道》官方未對該反向跳票的消息做出回應,請大家理性看待!






