牧群之旅

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英文名稱:Herdling
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《牧群之旅》(Herdling)是《FAR/遠方孤帆》系列開發團隊Okomotive的全新原創冒險,由《Firewatch》發行商Panic負責發行並已登上Nintendo Switch與 Switch 2平台。作品延續團隊拿手的「無重台詞、重氛圍」敘事風格,把公路式旅程換成高山群峰的攀行,以一路相依的「你與牠們」為核心,在靜默壯闊的自然景觀中,透過照料與引導,慢慢理解這支隊伍為何要向上、又為何必須繼續前行。

劇情氣質近似寓言:玩家扮演的領隊(或可說是牧人)在一次偶然相遇後,帶著一群外型可愛卻來歷神祕的生物踏上山徑。沿路不僅有森林薄霧、高原風口與陡峭冰磐的變幻景色,也會遭遇詭異的事件與不期而至的阻礙;這些「山上的考驗」既是物理層面的險阻,也是角色心境的投射。每道關卡彷彿一章無字的日記,藉由風的力量、岩壁的紋理、群體的動作與停頓,逐步掀開山頂那層若即若離的神祕面紗。Okomotive擅長用景觀說故事——從谷底看見遠方的曙光、在暴雪裡停下腳步聽群體的呼吸——都比台詞更能傳達牽絆與責任的重量。

玩法上,《牧群之旅》把「引導群體」作為唯一且完整的核心。要讓這群生物信任你、跟隨你,並在不同地形與天候中保護牠們的安全。路上常會出現需要「一起解決」的環境謎題:有時要將群體分散與集結,讓輕巧的先行探路、讓健壯的推動機關;有時得掌握隊伍節奏,等風勢歇止再渡過危險的稜線;也可能必須協調牠們各自的習性,像是害怕黑暗、喜歡光亮、對聲響特別敏銳,利用這些反應去啟動橋梁、壓制陷阱或穿越會移動的自然屏障。操作設計維持Okomotive一貫的簡潔:少量而直覺的指令,強調「看懂環境—發出指示—觀察回饋—微調策略」的循環,因此難點不在手速,而在閱讀地形與群體行為、把每一步踏穩。整體節奏像長途跋涉:平靜行走與緊張應對交替出現,偶爾穿插一兩處需要精準時機的段落,讓旅程時而冥想、時而揪心。

美術與聲音依舊是記憶點。畫面以清爽、留白的筆觸呈現高山的冷暖層次,遠景的疊色與近景的顆粒感交織出「可居住的寂寞」。音樂與環境音量少而精,更多時候讓風聲、雪屑拍擊岩面的聲響與腳步節律擔綱敘事,當群體在你的指示下合而為一、跨過一道險坡時,配樂才在靜默中緩緩推升,帶來情緒上的釋放。這種低語式的演出,也讓每次回頭遙望來時路都格外有重量。

就市場反應而言,一公布便受到《FAR》系列擁躉與獨立遊戲愛好者的高度關注Okomotive的口碑與Panic的發行背書,讓玩家對其敘事質地與體驗完整度有相當期待;實際上手的回饋多集中在幾個面向:其一是「帶領而非支配」的互動哲學,讓解謎更像溝通;其二是畫面—音效的整體氛圍,成功把攀山變成一次情感上的上升;其三是與掌機搭配的適配度,章節化的路段與溫和的學習曲線,適合隨時停下、再回到旅程。對喜歡快節奏戰鬥或系統繁複養成的玩家而言,可能顯得內斂甚至極簡;但若偏好以環境敘事承載情緒、享受在路上慢慢「讀懂世界規則」的過程,它正好提供不靠大場面也能動人的高山史詩。

總結來說,《牧群之旅》延續Okomotive用旅途講述人心的拿手本領,只是把蒸汽與海潮換成稜線與風雪,並把「照看一台機具」提升為「理解一群生命」。它不把意義塞給你,而是邀請你和牠們一起走,一起犯錯、一起等風停——等到抬頭看見雲破的那刻,大概就明白,為什麼還想繼續往更遙遠的地方去。

“Herdling” is the latest original adventure game developed by Okomotive, the acclaimed studio behind the FAR: Lone Sails series, and published by Panic, the team known for Firewatch. Now available on Nintendo Switch and Switch 2, the game continues Okomotive’s signature style of atmosphere-driven, wordless storytelling—this time exchanging open-road journeys for towering mountain ascents. At its heart lies the bond between “you and them”: a leader and a herd of mysterious creatures who must climb together, sustained by care and guidance, slowly uncovering why the group ascends, and why it must keep moving forward.

Narratively, the game has the quality of a parable. The player, in the role of a guide—or shepherd—meets a group of adorable yet enigmatic creatures by chance and sets out with them along a mountain path. Along the way, shifting landscapes unfold: misty forests, windswept highlands, sheer icy cliffs. The journey is punctuated by uncanny events and unexpected obstacles, each “trial of the mountain” serving both as a physical challenge and a mirror of the inner journey. Every stage feels like an unwritten diary entry, revealed not through words but through the wind’s force, the striations of rock faces, and the herd’s collective gestures and pauses. Okomotive excels at telling stories through landscapes: glimpsing dawn from a valley floor, or stopping amid a snowstorm to listen to the creatures’ breath, often speaks louder than dialogue, conveying the weight of bonds and responsibility.

 

Gameplay centers entirely on guiding the herd. Success depends on earning their trust, ensuring they follow you, and keeping them safe across diverse terrain and weather. Environmental puzzles frequently require collaboration: splitting and regrouping the herd so lighter ones can scout ahead while stronger ones push mechanisms; mastering the timing of crossings in sync with the wind’s ebb and flow; or using the creatures’ unique instincts—fear of darkness, attraction to light, sensitivity to sound—to trigger bridges, suppress traps, or bypass living natural barriers. The control scheme remains true to Okomotive’s philosophy of simplicity: minimal, intuitive commands that emphasize a loop of reading the environment, issuing guidance, observing feedback, and adjusting strategy. The difficulty doesn’t lie in reflexes, but in careful interpretation of terrain and herd behavior, making each step deliberate and meaningful. The rhythm of the game evokes a long trek: moments of calm walking interspersed with sudden tension, with occasional sequences requiring precise timing that heighten the journey’s contemplative-yet-heart-racing balance.

Visually and sonically, the game is equally memorable. Its art style uses clean, spacious strokes to capture the cold and warm gradients of mountain ranges, while distant color layers and foreground textures create a “habitable loneliness.” Sound design leans on sparseness: instead of a constant soundtrack, the game foregrounds wind, snow against stone, and synchronized footsteps. Music only rises at decisive moments—such as when the herd unites to cross a perilous ridge—providing a slow, cathartic emotional release. This understated presentation ensures that looking back at the path already taken carries a profound sense of weight.

From a market perspective, Herdling immediately drew attention upon announcement. The reputation of Okomotive and the publishing support of Panic set high expectations, particularly regarding narrative texture and experiential cohesion. Player feedback has highlighted three main strengths: its philosophy of “leading, not commanding,” which makes puzzles feel like acts of communication; its cohesive audiovisual atmosphere, which transforms mountain climbing into an emotional ascent; and its suitability for handheld play, with chapter-based progression and a gentle learning curve that allows players to pause and return seamlessly. For fans seeking fast-paced combat or complex progression systems, the game may feel too subdued or minimalist. But for those who cherish environmental storytelling and the gradual discovery of a world’s hidden rules, Herdling delivers a mountain epic that moves without spectacle.

Ultimately, Herdling extends Okomotive’s mastery of telling human stories through journeys. Where the FAR series revolved around tending machines across seas and plains, here the focus shifts to understanding and caring for a living herd across ridges and snowfields. Meaning is never handed to you; instead, the game invites you to walk alongside the creatures, to make mistakes, to wait for storms to pass. And when you finally lift your gaze and see the clouds part, you’ll understand why the climb must continue—to reach something farther still.

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