
A Beautiful Game
Inazuma Eleven puts players in the confident cleats of eternally optimistic Mark Evans, keeper for Raimon Junior High's ragtag and soon-to-be-disbanded soccer club. As you might imagine, Mark's not about to let that happen if he can help it, so together with a colourful cast of classmates — including a mysterious new transfer student with a swift kick and a secret — you'll embark on a quest to save the club, win the Soccer Frontier tournament, and unravel a few mysteries along the way. The story's quick-moving, genuinely sweet, and gloriously over the top; you'll start out in a familiar schoolyard setting, but it's not long before the first opposing team shows up on an enormous battleship, like a pee-wee delegation from the Galactic Empire, and things only ramp up from there. It feels very much like playing an anime, with central themes of friendship, believing in oneself and doing one's best; while it's certainly aimed at a younger audience — Persona for the post-primary school set — the characters are so appealing that the young-at-heart will enjoy the after-school special storyline as well.
Once you hit the pitch, everything's controlled with the stylus; your players will move intelligently on their own, but you can tap to speed them up, draw paths for them to follow, and point out exactly where you'd like them to kick the ball. You can also hit a "time-out" button at any time to freeze the clock and plan out moves in advance by drawing out paths and plays — an invaluable aid that allows for fine-grained control and deeply strategic soccer action. In addition, each time one of your players comes up against a rival - -say, for a tackle, when intercepting a pass, or to take a shot on goal — time stops as you decide which course of action to take. Each scenario will let you select from two moves — a regular vs. sliding tackle, fake out vs. charge, or straight ahead vs. chip shot, for example — where one is the safer bet, and the other a high-risk, higher-reward proposition. Characters' elemental affiliations come into play here as well; every player has a type, either Fire, Wood, Air, or Earth, and each element has an advantage over another, so while a wooden defender won't have much of a chance against a fiery forward, an earth-affiliated midfielder will stop him in his toasty tracks.
To help give your team a leg up in close calls, you can do some spot-training on the side by spending Prestige Points (Inazuma's merit-based currency of choice) at designated locations around town: dashing on the track to increase Speed stats, running the stairs to increase Stamina, or kicking bugs out of a tree to power-up punting. These training exercises are cutscenes, rather than playable sequences, but they're fun to watch in a Rocky-montage sort of way, and their quick clip lets you get back to the action as soon as possible.
You'll have plenty of chances to perfect your game, as in addition to the full-length, eleven-man, story-advancing soccer showdowns, you'll also be challenged to random, four-man skirmishes by all manner of comically-named clubs as you make your way around Raimon and Inazuma. Instead of actual matches, these are quick skill-tests with a specific victory condition: get the ball off the opposing team, score the first goal, or keep possession until the clock runs out. They're a great way to hone your skills, as well as being fun in their own right, and in a nice change from the RPG-norm losing them won't send you back to the last inn, town, or Pokécenter you visited — you'll just carry on as you were, a few Prestige Points lighter but none the worse for the wear. That little detail makes a huge difference, helping to keep frustration levels low, encouraging exploration, and - in our experience - making the random encounters much more enjoyable; rather than worrying about being wiped out on your way back to the clubhouse, you can concentrate on improving with every encounter.
Early on especially, when you're still learning how to handle the finer points of football, it can be difficult to juggle these dynamic win conditions while still playing well enough to actually win, and the constraints can feel a bit unfair. If you do lose a big game — as we did, repeatedly, in a certain early matchup — the sting of failure is compounded by having to sit through unskippable pre-match dialogue scenes every time. Still, objectives are easy enough to figure out if you've been paying attention to the dialogue, and we absolutely appreciate what these scripted setups bring to the narrative and character development.
Inazuma Eleven rests on a rock-solid gameplay foundation. It's got great pacing, enjoyable random encounters, and plenty to tinker with; between the strategic soccer battles, rock-paper-scissors type-advantages, and huge number of recruitable characters, it feels a bit like a friendlierFire Emblem in football boots. And even with all that, the fact that it's so much fun to play comes down to the simple fact that it's absolutely packed with heart. With a glass-half-full hero and his infectious, unconditional love for the game, a fist-pumping anime intro and anthemic theme song, a lovely little world to explore, and an inspiring, can-do spirit that runs through the entire experience, Inazuma Eleven is an incredibly charming game from start to finish.
The soundtrack, meanwhile, has aged beautifully. The overworld is accompanied by a range of wistful, whimsical melodies, playful and pensive in turn, while a rollicking battle theme sets the tone each time you unsheathe the stylus. The voiceover — recast in American English for the game's New World début — is very well done, and always welcome when it kicks in for important scenes. Not everything in the game has been localised for its transatlantic trip, however, so unsuspecting Americans may spend a few extra minutes searching for a room on the wrong "first floor". Happily, Italian, French, and Spanish language options are also available, each fully voiced and of similarly high quality to the English dub.原帖由 @tigeshem 于 2014-3-15 21:52 发表
请问这是ds上的复刻么?
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