Drova II: Torn Lands 试玩印象
Drova II: Torn Lands Impression
RPGamer作者试玩了Just2D即将推出的Drova II: Torn Lands早期alpha版本,认为该续作在战斗与开放探索上较前作明显进化。游戏背景设在前作数十年后,新增Seal武器类与潜行机制,阵营选择影响战斗风格与装备,完全重制UI仍在开发,发售日未定。
媒体受邀试玩早期版本,梳理了续作相较前作在战斗手感、潜行机制与阵营玩法上的主要拓展,便于感兴趣者了解进展。
After spending over six hours with this early alpha build, it’s safe to say I can’t wait to spend even more time in this world.
Just2D invited RPGamer to Magdeburg, Germany, to reveal its upcoming game, Drova II: Torn Lands. There, I was introduced in the story behind the game: Just a month after the successful release of Drova: Forsaken Kin, it was apparent the developers had a hit on their hands, prompting them to immediately begin work on a sequel. At first glance, Drova II: Torn Lands might seem like simply “more Drova,” but the extended early-alpha demo quickly made it clear that the sequel is aiming to be much more than that.
Drova II: Torn Lands takes place a few decades after the events of the first game. The Dark Fog is gone, and with the Divinities freed, magic has returned to the land. Yet a massive ravine has split the realm in two. Exploring this handcrafted pixel-art open world reveals a society shaped by two major factions: the Bear Mother and the Great Ram, each built around their respective Divinity.
The visual improvements over its predecessor are subtle at first, but impactful. The sprite work is considerably sharper, shadows in the pixel art add real depth, and a stronger color contrast brings the environments to life. While this early build reused the interface from the original game, Just2D noted that a completely overhauled UI is currently in development for the full release.
An unbearable fight.
Every NPC has a distinct daily routine, backstory, and place within the world. During the demo, this was best showcased when assisting a struggling local farm. Between managing a bad harvest, resolving internal bickering, and clearing out a monster infestation, the quest design highlights Just2D’s core philosophy: no quest markers, no hand-holding, and an uncompromising focus on player agency. One character told me their secret hiding spot that they used during the night, where they smoked their mind-numbing herbs. Instead of marking it on a map, following a trail, or using any GPS-style mechanics, I got directions to a dead bush which shrouded another hidden path. Navigating this way made me feel like I was truly exploring the world and learning to recognize its landmarks. This was already a strong point in the previous game, and it is great to see it remain a mainstay.
At its core, combat in Drova II: Torn Lands is a refined evolution of its predecessor. It retains the fast-paced, deliberate fights, but reworkings to skills and the dodge-dash mechanic make moment-to-moment encounters feel significantly smoother and more fluid. Don’t expect a walk in the park, though. Players will be seeing the game over screen plenty of times. The challenging difficulty remains fully intact. During my demo session alone, the game wasted no time trying to kill me with swarms of bloodflies, hordes of water rats, and a very lethal bear.
Finding that Rustmoss
Beyond returning options like the sword, shield, spear, and axe, Drova II introduces exciting new ways to build their characters. Players can now become a Combat Druid using the new Seal weapon class, which allows players to fight with a sword while casting spells. Striking enemies seven times charges players’ seal magic, unleashing distinct tactical effects based on their equipped seal, such as imbuing their slashes with magical energy for ranged attacks or summoning small wisps to fight alongside them until they take damage. Also, joining either the Bear Mother or Great Ram factions isn’t just a story choice. It also has a huge influence on players’ play styles by unlocking unique combat styles and gear abilities tailored to each side.
Another major addition driven directly by player feedback is the addition of stealth. Sneaking was one of the most requested features from the community, and its inclusion now lets lets players slip past enemies, pickpocket more efficiently, or land devastating ambush strikes on unsuspecting foes (or townspeople). Furthermore, while the bow was purely a secondary tool in the first game, archery has been overhauled into a fully viable primary combat option, opening up even more tactical freedom in how how players tackle the unforgiving Torn Lands.
After spending over six hours with this early alpha build, I can safely say I can’t wait to spend even more time in this world. Drova II: Torn Lands feels much more than just the original game with a fresh coat of paint. The world feels truly alive, and the expanded combat mechanics clicked for me almost immediately. I fell in love with the Seal weapon and spent my entire playthrough running as a Combat Druid. I could go on about the excellent writing, memorable character interactions, and dynamic quests I encountered along the way, but my biggest takeaway is simple: even without a confirmed release date yet, Drova II is shaping up to be a phenomenal sequel that interested parties should definitely keep on their radar.
Disclosure: This article is based on an early build of the game provided by the publisher during a dedicated preview event.
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来源:Rpgamer · rpgamer.com

