【玩游戏学英语】 · IGN漫威金刚狼评测第 2 期 · 利爪、暴力与战斗节奏
选自 IGN《Marvel's Wolverine Review》第 7-10 段(基础战斗 + 动画特写)+ 第 11-12 段(疲劳感浮现 + pull quote)+ 第 13-15 段(敌人/关卡设计)。
板块:基础战斗系统 + 残忍终结技动画 + 14 小时疲劳 + 敌人变种与关卡设计。
字数:约 770 词
Wolverine's basic attacks are well-honed tools that sink smoothly into flesh and steel alike, with devastating combos delivered through rapid presses of the square and triangle buttons. It's incredibly responsive action, with the modern staples like dodges, parries, and special attacks to tear through each enemy. It's not a complex system, though, and is ultimately quite forgiving. A quick press of triangle will make Logan leap to an enemy within range, and the more you stay on the front foot, the quicker your rage bar will fill up, allowing for critical hits to rip through foes with ease and the safety blanket of a revive in your back pocket. His healing factor also means that he'll regenerate over time while in combat – a smart, and lore-appropriate, decision that means you never have to scramble around arenas in search of health packs.
Again, the animation work is outstanding. It really feels like after years of making sure Spider-Man didn't let anyone fall to their death, Insomniac has revelled in all the ways Wolverine can end someone's life. Brutal finishers, from sliced-up limbs to stabs up through jaws, are employed for a variety of gory outcomes. Maybe I should be placed on some sort of watchlist for saying so, but I really couldn't get enough of them, reveling in each squelchy spine sever and chest-carving cleave. Throw in some slick camerawork and fight choreography when teaming up with the likes of Jean or Sabretooth for tandem kills, and you've got an impressive combat flow from an aesthetic perspective.
There's no denying that wielding those claws is slick, punchy, and wonderfully bloody. It's just a shame, then, that halfway through Wolverine's 15-hour string of missions, I felt like I'd had my fill. The fundamentals are solid, but combat needed a stronger sense of progression to sustain that sensation over a game of this length – especially when you're asked to cut down hundreds of enemies at a near-relentless pace. Yes, there are unlockable skills and special abilities to build into your repertoire, but only a handful, and you'll gain access to them relatively early on.
【Pull Quote】Combat needed a stronger sense of progression to sustain that sensation over a game of this length.
I enjoyed spinning around like a lemon-tinged tornado slicing up anyone in my path, and booting people off of skyscrapers and cliff edges is a joy that never got old, but those techniques didn't change my approach to combat in any significant manner. This lack of evolution in Logan's toolset puts the pressure on two other factors in order for the action to remain exciting: enemy variation and encounter design. Only one of those is executed somewhat successfully.
Whether it be Trask's sci-fi forces or the evil ninja followers of The Hand, there's a consistent drip-feed of new enemy types to sink your claws into, even if every fight is ultimately a test of the same reflexes. These vary from sharp-shooting snipers you'll have to scurry your way toward to hard-hitting brutes with cybernetic embellishments. The problem is, although some may require a few more hits to tear apart or demand two parries to stun instead of one, each fight does pretty much feel the same. When multiple enemy waves are comprised of different units, the action can come alive as you learn to prioritise targets to thin out the herd most efficiently. But this balance isn't found anywhere near consistently enough.
1. pocket
音标:/ˈpɒkɪt/
词性:n.
本文义:(衣服的)口袋;(本文比喻义)手里握着的一张底牌
例句:Keep your ID and a bit of cash in your pocket when you travel.
例句翻译:出行时记得把身份证和一点现金放在口袋里。
2. explore
音标:/ɪkˈsplɔː/
词性:v.
本文义:探索;考察
例句:It's fun to explore every corner of an old town on foot.
例句翻译:徒步去探索古镇的每一个角落很有意思。
3. prioritize
音标:/praɪˈɒrətaɪz/
词性:v.
本文义:优先处理;排出轻重缓急
例句:When you have a deadline, learn to prioritize the most urgent tasks first.
例句翻译:当你有截止日期时,要学会优先处理最紧急的任务。
1. combat
音标:/ˈkɒmbæt/
词性:n.
本文义:战斗;搏斗
例句:Years of training taught him that patience wins more combats than strength.
例句翻译:多年的训练让他明白,耐心比蛮力更能在战斗中取胜。
2. encounter
音标:/ɪnˈkaʊntə/
词性:n.
本文义:遭遇;交集;碰到的对手
例句:Their first encounter was awkward but left both wanting to meet again.
例句翻译:他们的第一次交集虽然尴尬,却让双方都想再见一面。
3. sustain
音标:/səˈsteɪn/
词性:v.
本文义:维持;支撑;使持续
例句:To sustain a long-term friendship, both sides have to put in effort.
例句翻译:要维持长期的友谊,双方都要用心经营。
4. consistently
音标:/kənˈsɪstəntli/
词性:adv.
本文义:始终如一地;一贯地
例句:If you study consistently, even twenty minutes a day adds up to a lot.
例句翻译:如果你坚持学习,哪怕每天二十分钟也会积累很多。
5. significantly
音标:/sɪɡˈnɪfɪkəntli/
词性:adv.
本文义:显著地,明显地
例句:This new app has significantly changed how I organise my study notes.
例句翻译:这款新应用明显改变了我整理学习笔记的方式。
6. animation
音标:/ˌænɪˈmeɪʃn/
词性:n.
本文义:动画片制作;(本文)动作捕捉与动画表现
例句:The animation in that film set a new standard for hand-drawn storytelling.
例句翻译:那部电影的动画为手绘叙事树立了新标杆。
1. devastating
音标:/ˈdevəsteɪtɪŋ/
词性:adj.
本文义:毁灭性的,惊人的,震撼的
例句:The sudden drop in temperature had a devastating effect on this year's harvest.
例句翻译:气温的骤降对今年的收成造成了毁灭性影响。
2. responsive
音标:/rɪˈspɒnsɪv/
词性:adj.
本文义:反应灵敏的;响应快的
例句:A good teacher is highly responsive to the questions and confusion of students.
例句翻译:好老师能对学生的问题和困惑作出迅速反应。
3. forgiving
音标:/fəˈɡɪvɪŋ/
词性:adj.
本文义:宽容的;容易对付的;容错性高的
例句:This new game is more forgiving of beginners than the previous one.
例句翻译:相比前作,新作对新手玩家更宽容。
4. spectacle
音标:/ˈspektəkl/
词性:n.
本文义:奇观;壮观的场面
例句:Fireworks over the harbour turned the celebration into a real spectacle.
例句翻译:港口上空的烟花把这场庆祝变成了一场视觉奇观。
5. scripted
音标:/ˈskrɪptɪd/
词性:adj.
本文义:(游戏/电视)按脚本设计的;(写作)剧本化的
例句:The opening mission feels too scripted and leaves no room for player choice.
例句翻译:开头那关感觉太按剧本来,几乎不给玩家选择的空间。
6. choreography
音标:/ˌkɒrɪˈɒɡrəfi/
词性:n.
本文义:编排;舞蹈/动作设计
例句:Years of dance training shaped her incredible stage choreography.
例句翻译:多年的舞蹈训练造就了她非凡的舞台编舞能力。
超纲(3,Marvel 设定/游戏黑话/3D 平台游戏梗)
1. adamantium
音标:/ˌædəˈmæntiəm/
词性:n.
本文义:(同上)金刚狼骨骼中的虚构合金
例句:In the comics, his skeleton was fused with the unbreakable metal adamantium.
例句翻译:漫画里他的骨骼被注入了坚不可摧的 adamantium 金属。跨期:第 1 期已学,复现一次巩固。
2. parry
音标:/ˈpæri/
词性:v. / n.
本文义:招架;格挡反击(游戏战斗动作术语)
例句:A well-timed parry in a fighting game opens up a window for a critical counter.
例句翻译:在格斗游戏里,一次时机恰当的招架能撕开一瞬反击的窗口。
3. Sentinel
音标:/ˈsentɪnl/
词性:n.
本文义:哨兵机器人(漫威宇宙中专门猎杀变种人的巨型机甲)
例句:In this match, we finally get to face a Sentinel in a real boss fight.
例句翻译:这一关我们终于在一场正儿八经的 Boss 战中正面硬刚一台 Sentinel。
1. tear through 含义:打穿;迅猛穿过;横冲直撞地突破
原文出处:with the modern staples like dodges, parries, and special attacks to tear through each enemy
写作拓展:Once she turned eighteen, she tore through college in only two years.
2. rip through (sb/sth) 含义:撕开;破开;猛烈切割
原文出处:critical hits to rip through foes with ease
写作拓展:A sharp knife can rip through tough leather in a single move.
3. on the front foot 含义:保持攻势;主动出击;不被动
原文出处:the more you stay on the front foot, the quicker your rage bar will fill up
写作拓展:It's better to start each conversation on the front foot — ask, don't wait.
4. safety blanket 含义:(心理/玩法上的)安全网;保护伞
原文出处:the safety blanket of a revive in your back pocket
写作拓展:Knowing there's a backup plan gives me a psychological safety blanket.
5. come alive 含义:鲜活起来;活跃起来;栩栩如生
原文出处:the action can come alive as you learn to prioritise targets to thin out the herd
写作拓展:When the band started the second song, the whole room came alive.
6. thin out the herd 含义:削弱数量;淘汰一批("减少群体")
原文出处:thin out the herd most efficiently
写作拓展:Three rounds of interviews help the company thin out the herd of applicants.
7. be drip-fed (something) 含义:一滴一滴地投放;缓慢而持续地增加
原文出处:there's a consistent drip-feed of new enemy types to sink your claws into
写作拓展:Children should be drip-fed difficult topics rather than overwhelmed all at once.
8. stand out / out of the arena 含义:(战斗目标)游离在攻击范围外
原文出处:your towering target mostly sits just outside of the arena
写作拓展:Don't let your opponent stand just out of reach; pull them back in.
A quick press of triangle will make Logan leap to an enemy within range, and the more you stay on the front foot, the quicker your rage bar will fill up, allowing for critical hits to rip through foes with ease and the safety blanket of a revive in your back pocket.
拆解:
句子是 and 连接的并列复合句。前半句 make sb do sth 让洛根扑向一名敌人;后半句先用一个"the more ... the quicker ..."的递增句式把核心机制讲清,然后用 allowing for 开头的现在分词短语作为结果状语再延伸——这层分词短语里又是 A and B 的并列结构:A 是 to rip through foes with ease(暴击撕裂敌人),B 是 the safety blanket of a revive in your back pocket(手心里那张"复活安全网"的底牌)。B 内部还套了一个介词短语 in your back pocket(放进口袋里——形象化的"压在手里")。
考点:
① make + 宾 + 不带 to 的不定式(使役动词 make 后的宾补不带 to,写作 can stop 也可以类比);
② "the more ... the + 比较级 ..."结构(写作高级句型:"越……,就越……");
③ 分词作结果状语:现在分词短语 allowing for sth 表示随之带来的可能结果。
译文:轻按一下三角键就能让洛根弹飞到一名敌人面前;你越保持攻势,怒气槽就涨得越快,于是暴击轻轻松松就能撕裂敌人,还能在掌心保留一张"原地复活"的安全网。
There's no denying that wielding those claws is slick, punchy, and wonderfully bloody. It's just a shame, then, that halfway through Wolverine's 15-hour string of missions, I felt like I'd had my fill.
拆解:
两个独立句用 shifty 的方式前后翻筋斗。第一句"There is no denying that ..."是一个万能肯定的固定句型——"无可否认……",后面拎出三个并列形容词 slick / punchy / bloody 当宾补。第二句"It's just a shame (then) that ..."是叙旧的口语化转折,then 插在句中起到"老练作者"的口吻。然后第一段第二个 that 从句把上文的"爽快"反衬出"还是有遗憾":15 小时一长串 mission 中的半程,had my fill 是固定搭配——意思是"够本了/腻了/撑到了"。
考点:
① "There is no denying that + 从句"——写作高频肯定句型(替换 People all agree that ...);
② 三形容词并列(A, B, and C)——本句三个形容词都是押头韵的拟声/拟感词(slick 滑 / punchy 劲 / bloody 血色);
③ "had one's fill"——固定搭配,意思是"吃够了/听腻了/经历够了",写作中常用于表达"对重复的事物感到厌倦"。
译文:无法否认,舞动那对利爪确实手感一流、拳拳到肉、血色浪漫;但让人稍感遗憾的是,金刚狼这长达 15 小时的连绵任务,刚走到一半我就已经"血量虽满、兴致已尽"了。
S3(Sentinel 战的"早期 3D 平台游戏"吐槽长句)
On the other hand, there's a Sentinel showdown that essentially boils down to whacking a metal arm for 15 minutes, which would feel more at home in a middle-of-the-road 3D platformer than a top-tier action game. It's the sort of boss battle that should've stayed in the early 2000s, where your towering target mostly sits just outside of the arena.
拆解:
On the other hand(另一方面)作为过渡。前一句主干是 there's a Sentinel showdown that ...——that 引导了一个定语从句修饰 Sentinel showdown,而在这个 that 从句里又嵌一个 which 引导的非限定性定语从句,独立对"这场对决"的实质做吐槽——展开方式:which would feel more at home in A than in B,"放在 A 比放在 B 更合身"是老牌的吐槽句式。最后的 It's the sort of N that should've stayed in ... where ... 是一个总括判断句,把这场战斗钉在耻辱柱上——where 引导的是定语从句修饰 the early 2000s(这一个抽象的时间段),意思是"在那段日子里"。
考点:
① that 限定性定语从句 + which 非限定性定语从句 套娃(前者修饰名词本身,后者对整个前项做评价);
② feel more at home in A than in B——写作中替换"更适合 X"的升级表达;
③ where 修饰抽象时间名词(这一点在《GTA6 专访》第 1 期长难句 S3 已学过,本次复习),翻译常处理成"在……那个时候"。
译文:另一方面,这场与 Sentinel 的对决基本上就是"对着金属手臂猛敲 15 分钟",更像是出现在中游水平 3D 平台游戏而不是顶级动作游戏里的桥段。这一类 Boss 战本来应该停留在 2000 年代初那些日子里——那时候你那巍峨的目标大多数时间都只是默默站在竞技场之外。
Insomniac Games(失眠组游戏工作室):Sony 旗下第一方工作室,《漫威蜘蛛侠》(Marvel's Spider-Man,2018)系列开发方。本次推出的《漫威金刚狼》是他们在《蜘蛛侠》之后重启的另一条漫威改编线,本作 2026 年发行于 PS5 独占。IGN 评论特意提到"在《蜘蛛侠》里他们要确保没人坠楼,到了《金刚狼》这里他们反而在享受利爪结束别人生命的各种花式"。
Square / Triangle(方块 / 三角键):PlayStation 手柄上的两颗动作键。本作采用 PS5 手柄,本文中提到"rapid presses of the square and triangle buttons"——快速连点方块和三角键就能派生出连招,是动作游戏中"QTE"或"combo 系统"的另一种描述。
Sentinel(哨兵机器人):由 Bolivar Trask 发明的巨型机甲,专为猎杀变种人而造;在 X 战警宇宙里既是反派标志,也是"boss 模板角色"。本次评测吐槽某场 Sentinel boss 战"压根就是早期 3D 平台游戏遗物"——这是英文游戏评测的高频比喻套路:用"停留在这个年代"批评 Boss 战设计掉队。
Omega Red:漫威反派,变种人,本名 Arkady Rossovich,经典苏联背景的红发触手怪。本次评测中提到 IGN 编辑"小时候的噩梦",暗示他本人曾是粉丝,自带主观偏向。
Tandem kills(双人合杀):本作双人击杀系统——金刚狼与队友(Jean 或 Sabretooth)联合出招的终结技,IGN 评价"slick camerawork and fight choreography when teaming up ... for tandem kills"——属于"combo 升级版"的典型动作游戏机制。
1. 阅读理解题(细节题)
According to the reviewer, what mainly causes combat to feel "worn thin" halfway through the game?
A. The healing factor makes fights too easy.
B. Enemies lack enough variety and the toolset doesn't evolve much.
C. The audio and cutscenes interrupt combat flow too often.
D. The square and triangle buttons are placed awkwardly on the controller.
2. 阅读理解题(推断题)
What does the reviewer mean by calling combat "forgiving"?
A. It punishes players harshly for every mistake.
B. The combo system allows players to chain devastating finishers.
C. Even careless players can survive thanks to its design choices (healing factor + rage bar + revive).
D. It never gives players any real challenge to overcome.
3. 阅读理解题(词义猜测题)
In "I felt like I'd had my fill", "fill" most likely means:
A. enough / a sense of being full (especially of something repetitive)
B. water / a filling station
C. talent / specialised skill
D. an ingredient / a recipe item
4. 阅读理解题(推断题)
The reviewer's complaint about the Sentinel boss fight is that it:
A. Is too visually impressive for a serious boss encounter.
B. Feels like a relic of an older era of game design and lacks real challenge.
C. Has too many quick-time events that interrupt the flow.
D. Defeats the player unfairly with one-hit kills.
5. 中译英(取材自本期选段,请用上至少 2 个本期词表的词汇)
这款动作游戏的基础手感出色且响应迅速,但仅仅通关两个小时,我就感觉到十足的疲倦了。敌人种类倒是有一些变化,但关卡设计远远不够出彩——越打越像在重复同样的"反射动作"。
提示关键词:responsive / sustain / sprinkle of / drip-feed / repetitive reflexes
Wolverine's basic attacks are well-honed tools that sink smoothly into flesh and steel alike, with devastating combos delivered through rapid presses of the square and triangle buttons.(金刚狼的基础攻击如磨得顺手的好工具,无论切入肉体还是钢铁都顺滑——一套又一套毁灭性的连招,仅靠快速连点方块和三角键就能打出。)It's incredibly responsive action, with the modern staples like dodges, parries, and special attacks to tear through each enemy.(操作上极其跟手,再加上时下动作游戏标配的闪避、招架、特殊攻击,让你轻松撕裂任何一个敌人。)It's not a complex system, though, and is ultimately quite forgiving.(这套系统并不复杂,终究也很"宽容"。)A quick press of triangle will make Logan leap to an enemy within range, and the more you stay on the front foot, the quicker your rage bar will fill up, allowing for critical hits to rip through foes with ease and the safety blanket of a revive in your back pocket.(轻按一下三角键就能让洛根弹飞到一名敌人面前;你越保持攻势,怒气槽就涨得越快,于是暴击就能轻轻松松撕裂敌人,还能在手里保留一张"原地复活"的安全网。)His healing factor also means that he'll regenerate over time while in combat – a smart, and lore-appropriate, decision that means you never have to scramble around arenas in search of health packs.(他的自愈因子也意味着战斗中他能随时间慢慢回血——这是一个聪明、又忠于原作的设定:再也不用在竞技场里慌张地找血包了。)
Again, the animation work is outstanding.(动画表现一如既往地惊艳。)It really feels like after years of making sure Spider-Man didn't let anyone fall to their death, Insomniac has revelled in all the ways Wolverine can end someone's life.(这种感觉真的很到位:失眠组花在《蜘蛛侠》里穷尽心思确保没人坠楼之后,到了《金刚狼》这里反而放飞自我,沉醉在金刚狼能用来结束他人生命的各种方式里。)Brutal finishers, from sliced-up limbs to stabs up through jaws, are employed for a variety of gory outcomes.(残忍的终结技——从肢解断臂,到自下颌刺穿——被安排出形形色色的血腥玩法。)Maybe I should be placed on some sort of watchlist for saying so, but I really couldn't get enough of them, reveling in each squelchy spine sever and chest-carving cleave.(也许我应当被列入某份观察名单才会说这话——但我确实看不够这些花活,沉醉在每一次湿答答的椎骨斩断与开膛劈胸里。)Throw in some slick camerawork and fight choreography when teaming up with the likes of Jean or Sabretooth for tandem kills, and you've got an impressive combat flow from an aesthetic perspective.(再叠加上与琴·葛蕾或剑齿虎联袂"双人合杀"时流畅的运镜与动作编排,从视觉角度来说,这套战斗的流畅度就立住了。)
There's no denying that wielding those claws is slick, punchy, and wonderfully bloody.(无可否认,挥舞那对利爪的手感真是一流、劲爆、血色满满。)It's just a shame, then, that halfway through Wolverine's 15-hour string of missions, I felt like I'd had my fill.(但让人略感遗憾的是,金刚狼这长达 15 小时的连串任务,刚过半程我就已经"血量虽饱、兴致已尽"了。)The fundamentals are solid, but combat needed a stronger sense of progression to sustain that sensation over a game of this length – especially when you're asked to cut down hundreds of enemies at a near-relentless pace.(基础底子是稳的,但战斗系统还需要更强的"成长感",才能在一款这个体量的游戏里把那种爽感维持下去——尤其当你在近乎无歇的节奏下被要求砍倒成百上千的敌人。)Yes, there are unlockable skills and special abilities to build into your repertoire, but only a handful, and you'll gain access to them relatively early on.(是的,的确有可解锁的技能和特殊招式来充实你的招式库,但只是寥寥几个,而且你很早就全拿到了。)
【Pull Quote 译文】这场战斗本该具有更强的成长感,才能在一款这个长度的游戏中持续支撑那种爽感。
I enjoyed spinning around like a lemon-tinged tornado slicing up anyone in my path, and booting people off of skyscrapers and cliff edges is a joy that never got old, but those techniques didn't change my approach to combat in any significant manner.(我享受像柠檬味龙卷风那样旋转着切碎我路径上的每一个人,把人踢下摩天大楼或悬崖边缘的快乐也从未褪色,但这些花招并不会在根本上改变我的作战方式。)This lack of evolution in Logan's toolset puts the pressure on two other factors in order for the action to remain exciting: enemy variation and encounter design.(洛根技能树缺乏进化,把动作的趣味维持工作重压给了另外两个因素:敌人变化与关卡设计。)Only one of those is executed somewhat successfully.(这两项里,只有一项做得还算差强人意。)
Whether it be Trask's sci-fi forces or the evil ninja followers of The Hand, there's a consistent drip-feed of new enemy types to sink your claws into, even if every fight is ultimately a test of the same reflexes.(无论是 Trask 的高科技部队还是"手合会"的邪恶忍者追随者,新的敌人类型都被一丝一缕地投喂给你,利爪总有得砍,只是每场战斗归根结底都是对同一组反射动作的考验。)These vary from sharp-shooting snipers you'll have to scurry your way toward to hard-hitting brutes with cybernetic embellishments.(他们从神射的狙击手到你得一路小跑过去贴脸击杀的猛男、再到带机械改造的狠角色,应有尽有。)The problem is, although some may require a few more hits to tear apart or demand two parries to stun instead of one, each fight does pretty much feel the same.(问题在于:尽管有些敌人需要多砍几下,或者两连招架才能眩晕而不是一次,但每场战斗感觉还是差不多。)When multiple enemy waves are comprised of different units, the action can come alive as you learn to prioritise targets to thin out the herd most efficiently.(当多波敌人混合编队时,你学会优先处理目标、最高效地削减数量时,动作也会鲜活起来。)But this balance isn't found anywhere near consistently enough.(但这种平衡远远称不上稳定地出现。)
1. 答案 B
解析:原文原句——"This lack of evolution in Logan's toolset puts the pressure on two other factors ... Only one of those is executed somewhat successfully."——一是工具集不进化,二是敌人变化不够/关卡设计掉队,选 B 复合原文两层吐槽。
2. 答案 C
解析:原文紧接着给出"宽容"的两条具体证据——"the safety blanket of a revive in your back pocket"(复活底牌)和"healing factor"(自愈因子),这两条加起来让你不必经营血量。选 A/D 错在 punishment / challenge 方向相反。
3. 答案 A
解析:had one's fill 是固定搭配,意思是"够本 / 吃腻了"。结合前文"I felt like I'd had my fill"——指"玩到一半就腻了",故正确义是"足够 / 太满",而不是"水/才能/食材"。
4. 答案 B
解析:原文"essentially boils down to whacking a metal arm for 15 minutes ... would feel more at home in a middle-of-the-road 3D platformer ... should have stayed in the early 2000s"——三层吐槽:内容单调、像 3D 平台游戏、停在 2000 年代——故选 B。A 错在"视觉太惊艳",原文恰恰是反方向;C/D 与原文无据。
The core feel of this action game is solid and highly responsive, but after just two hours of play I felt I'd had my fill. There is a steady drip-feed of new enemy types, sure, but the encounter design fails to sustain my interest across a game of this length — every fight too often ends up feeling like the same repetitive reflexes all over again.
● core feel ... solid(solid 形容词,基础手感扎实);
● highly responsive(本期词汇:responsive 反应灵敏的);
● had one's fill(彩蛋句已学"够本"短语);
● drip-feed of new enemy types(本期短语:be drip-fed sth);
● encounter design(本期词汇:encounter 遭遇/关卡);
● fails to sustain my interest(本期词汇:sustain 维持)。
Maybe I should be placed on some sort of watchlist for saying so, but I really couldn't get enough of them. (也许我应当被列入某份观察名单才会说这话——但我确实看不够这些花活。)
——这一句可能是 IGN 编辑"生涯最危险的真情告白"。
● 表"沉醉于危险/禁忌的事"经典句型:Maybe I should be on some sort of watchlist, but / could never get enough of ... / I confess I've developed a guilty pleasure ...
● 学术化升级版:Despite its provocative subject matter, I find it impossible to tear myself away from this newly released drama.
● 反向"端庄"用法:Maybe I shouldn't say this out loud, but this is hands-down my favourite video game of the year so far.
下期预告:第 3 期「解谜、收集品与告别」——威士忌瓶与蓝色味觉线、AP 与技能、噩梦试炼的肉鸽味、东京夜空追车戏、IGN 唯一一句"我希望它更慢一点"的对立结论……以及 Verdict 收官的金句。
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