SFC 鬥人魔境傳3

人氣指數:
二手品
日文名稱:SFC ヘラクレスの栄光III 神々の沈黙のすべて
英文名稱:
類別:遊戲攻略
定價:992円
人數:1 人
分級1/發行日期: 全年齡 1992-06-25
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遊戲內容

《大力士的光榮 III:神靈的沈默》(Glory of Heracles III / ヘラクレスの栄光III 神々の沈黙)由Data East於1992年4月在Super Famicom(SFC/超級任天堂)上開發與發行,是系列在轉向16位元主機後的首部大作。在日式RPG歷史上,享有極高的地位,編劇野島一成(後來成為《Final Fantasy VII》的主編劇)在此展現大膽且深邃的敘事能力,將「不死身」的哲學思考與希臘神話完美融合,使其被廣泛認為是系列作乃至SFC平台上的「隱藏神作」。

在技術表現上,充分利用Super Famicom的發色能力與音效性能,畫面風格遠離前作的稚氣,呈現出略帶憂鬱、古樸而宏大的視覺色調,生動地再現從奧林帕斯山到冥界的壯麗景觀。遊戲的氛圍設計極為出色,16位元晶片合成的管弦樂風背景音樂中流露出神話時代特有的孤寂與莊嚴感。戰鬥畫面採用帶有斜向透視的設計,使敵人的點陣圖顯得巨大且具威壓感,配合華麗魔法特效,營造出強烈的打擊感和視覺張力。

遊戲劇情是其核心亮點,徹底突破傳統RPG的「勇者討伐魔王」框架。主角是一名失去記憶、從高空墜落卻發現自己「無法死亡」的少年。在尋找身份的過程中,他遇見同樣擁有不死之身的夥伴,包括力大無窮的少年和身手矯健的女性角色。他們即便身體被摧毀、從懸崖墜落或遭受烈火焚燒,依然會在痛苦中重生。這種「不死的詛咒」引導他們穿梭於希臘諸島,試圖揭示眾神保持沈默的原因。劇情深刻探討生命、死亡與永恆的痛苦,其結局的巨大反轉以及對海克力斯傳說的重新詮釋,使本作在敘事深度上達到當時遊戲界的巔峰。

在操作機制上,保留系列的硬核特色,並針對16位元環境進行優化。主角的不死身設計使得戰鬥中HP歸零時角色不會立即撤退,而是陷入「昏迷」狀態並在數回合後恢復,這讓玩家面對強大Boss時可以採取更激進的策略,但也要求精確掌握恢復節奏。魔法與神力系統不僅消耗MP,部分強力神力還會對施術者造成負擔,玩家必須在祈求神蹟與維持戰力間取得平衡。此外,裝備損壞系統被簡化,更著重不同屬性武器對神話生物的剋制效果。遊戲世界還設計許多互動地形與解謎元素,需要利用跳躍或特殊動作解開謎題,並頻繁與NPC交流,從眾神的沈默中拼湊出前進的線索。

市場對本作的評價極高,被認為是劇本神作,情感衝擊力極強。評論家盛讚野島一成的腳本,認為其敘事手法領先時代十年,將孤獨、迷惘與神話悲劇描寫得淋漓盡致。雖然在商業知名度上不及同期的《勇者鬥惡龍 V》或《Final Fantasy V》,但在核心RPG愛好者圈中,本作被視為與《超時空之鑰》等經典作品齊名的藝術品。市場普遍認為這是Data East歷史巔峰之作,不僅重新定義希臘神話遊戲的可能性,也以「神靈為何沈默」的疑問,在無數玩家心中留下數十年的深刻迴響。

Glory of Heracles III: The Silence of the Gods (Glory of Heracles III / ヘラクレスの栄光III 神々の沈黙) was developed and published by Data East in April 1992 for the Super Famicom (SFC/Super Nintendo). It is the first major installment in the series after the transition to 16-bit consoles and holds an extremely prestigious position in the history of Japanese RPGs. The script, written by Kazushige Nojima—who would later become the lead writer for Final Fantasy VII—demonstrates bold and profound narrative skill, perfectly blending the philosophical concept of immortality with Greek mythology. The game is widely regarded as a “hidden masterpiece” both within the series and among SFC titles.

 

Technically, Glory of Heracles III makes full use of the Super Famicom’s color palette and audio capabilities. Its visual style departs from the more naive tone of its predecessors, adopting a slightly melancholic, classical, and grand aesthetic that vividly recreates the majestic landscapes from Mount Olympus to the Underworld. The game’s atmosphere is particularly remarkable, with orchestral-style background music produced by the 16-bit sound chip, evoking a sense of solitude and solemnity unique to mythic times. The battle screens feature a pseudo-angled perspective, rendering enemies in large, imposing sprites enhanced by dramatic magical effects, creating a strong sense of impact and visual intensity.

The narrative is the soul of the game, breaking away from the traditional RPG trope of “hero versus demon lord.” The protagonist is a young boy who has lost his memory and discovers that he is truly immortal after falling from great heights. During his journey of self-discovery, he meets companions who also share the curse of immortality, including a physically powerful boy and an agile young woman. No matter how much their bodies are destroyed—by falling from cliffs or being burned—they are reborn in pain. This “curse of immortality” guides them across the Greek islands as they attempt to uncover why the gods remain silent. The story deeply explores themes of life, death, and eternal suffering, and its dramatic twists and reinterpretation of the Hercules legend elevate its narrative to the highest level of its time.

Gameplay retains the series’ hardcore roots while optimizing for the 16-bit environment. The immortality mechanic allows characters to enter a “faint” state instead of immediately dying when HP reaches zero, recovering after several turns. This enables players to adopt more aggressive strategies against powerful bosses but demands careful timing and resource management. Magic and divine powers consume MP, and some powerful abilities also place a physical burden on the caster, requiring a balance between invoking miracles and maintaining combat readiness. The traditional equipment durability system is simplified, emphasizing weapon attributes and their effectiveness against mythological enemies. The game also features interactive terrain and environmental puzzles that require jumping or special actions, alongside frequent NPC interactions to piece together clues amidst the gods’ silence.

Glory of Heracles III received critical acclaim, praised as a narrative masterpiece with profound emotional impact. Reviewers lauded Kazushige Nojima’s storytelling, noting its decade-ahead sophistication in portraying isolation, confusion, and mythological tragedy. Although it did not achieve the commercial visibility of contemporaries like Dragon Quest V or Final Fantasy V, the game is regarded among hardcore RPG enthusiasts as an artistic achievement comparable to Live A Live. The market recognizes it as one of Data East’s crowning accomplishments, redefining what Greek mythology games could achieve and leaving an enduring impression on players with its haunting question: why do the gods remain silent?

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