The Last Guardian:最后的守护者(下)

发表于2017-10-26
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The Last Guardian(最后的守护者


Luna 在从 The North of United Kingdom 采访归来的灰机上很感慨(感言在 “The Last Guardian (上)” 篇,(下)篇为影评的译文,适合游戏设计制作者)

如下是 Luna 画的一些画,还有小编浣熊帮助 Luna 从 Ross 的 Video 中截取的一些插播 GIF。

(Ross 的这篇影评文章(翻译) Luna 个人以为若给走心的游戏设计者看,恐怕会启发或帮助他们在开发游戏的过程中加入一种经典甚或是高级的审美价值感)

Ueda was the focus of that morning's opening session at Nordic Game Conference, structured as a fireside chat with David Polfeldt, the managing director of Tom Clancy's The Division studio Massive Entertainment.


上田文人是那天早上北欧游戏大会开幕式的焦点,与与大卫·波尔费尔特(David Polfeldt),汤姆·克兰西(Tom Clancy)的大娱乐工作室的部门总经理进行炉边谈话。

Fumito Ueda(上田文人)

"I created the more open world of Shadow because ICO was an adventure game set in such a small space - and I spent four years in that closed space," he said. "So I wanted to go out into something more open.

“我在《旺达与巨像》的创造了更加开放式的世界,因为 ICO 是一个在小小空间中的冒险游戏 - 而我已经花了四年的时间都在那个封闭的小空间里,”他说。 “所以我想从那里面出来,走进一个更开放的地方。

Luna's Scottish  Interview

(月亮の苏格兰采访)

英文

 

Ross Foubister

Ross 是 Nintendō 杂志英国(任天堂杂志英国版)特邀邀请的作家、点评家。他同时也是2017年夏在英国 Glasgow 举办的国际游戏展中的 Organizer 组织者之一……

翻译

 

Luna

Luna 是我们英文文献翻译的编撰者和志愿者。她在英国北境苏格兰5年的留学和工作生涯令她对世界文化富有极浓厚的兴趣。

她极热忱和专注地投入的工作使她逐渐架起了一座东西文明和文化的桥梁……

续(The Last Guardian 上)篇:译

The Last Guardian

—— Ross Foubister(原文:罗斯)

—— translated by Luna(速(直)译:卢娜)

—— edited by Wee Raccoon(编辑:小浣熊)

The core of Fumito Ueda’s appeal is his ability to convey emotions and abstract ideas. Not through music or cinematics, but through direct gameplay. Gameplay can make you feel excited or scared – That’s easy – but moments of gameplay in Ueda’s games can make you feel sadness, regret, relief, loneliness, hope or dread. Ueda’s games make you take part in stories in very real, very physical ways. You’re not completing objectives and triggering cutscenes, you’re actively taking part in the plot twists and reacting to the characters in a way that’s unique to video games. The developers go out of their way to avoid scripted sequences. They’re games about the actions you take in these situations, and the real risks you overcame.


译:

上田文人游戏创作的核心吸引力实际上是以传达他的情感和他抽象的思想主意的能力。这些并非是通过音乐或通过电影,而却是通过直接的游戏操作! 通过游戏可以直接让你感觉到兴奋或者恐惧 - 这很容易 - 但玩上田的游戏的时候却(除了兴奋和恐惧感外)还可以让你感到直接的如悲伤,遗憾,救济,孤独,希望或担忧。上田的游戏让你以非常真实而实在的感觉存在于游戏中。你并非完成目标也没有触及转场的动画,你实际上是主动的参与了曲折的剧情,并以独一无二的角色做在游戏中作出了反应。《最后的守护者》的开发者们为了避免脚本序列的照本宣科,而走出了他们的既定路线。他们的游戏是使玩家作出了在各种曲折情况下采取的行为和克服风险的行动。

Judged as action games, this spiritual series doesn’t hold up. The controls are awkward, there’s weird collision issues, and quite often, they’re not fun. Ico’s combat is chore and a struggle, but intentionally so. If you were enjoying it, that would take you out of the emotion of the scene. If killing colossi felt like killing straightforward, fun video game bosses, the story would have no weight or impact.

I think The Last Guardian does the best job of this out of the three.


译:

被判断为动作类的游戏,这种灵魂的触碰感的延续性势不可挡。游戏中的一些控制方式有点点尴尬,也有很多时候有些奇怪的冲突和麻烦的问题,这些缺点的确不太好玩。游戏 ICO 的战斗是一种麻烦而挣扎的,而且是故意如此的。但假如你喜欢这个游戏,那却会让你脱离现场的情感。(在《旺达与巨像》游戏中,)如果杀死那些巨人之怪或者 Bosses(令玩家)感觉那么的直接了当,(看似一时简单玩爽了,)而那游戏中的故事将不再会有重量和深远的感情(/教育)影响。

我认为《最后的守护者》是(在与其并列三大的游戏《旺达与巨像》与 ICO)中的最好的实现者。

In The Last Guardian, there’s emotional intention behind everything. It starts incredibly subtly with a prompt to move the character during what looked like a cutscene. This is a terrific way to start the game that follows. A game that often makes you feel powerless to act in a meaningful way is urging to interact in a moment you assumed you had no active role in. Maybe that sounds wanky, but I insist that by the time The Last Guardian is over, there will be moments where you are hammering the buttons, trying to take control of the situation, unsure whether or not you can do anything.


译:

在《最后的守护者》中,在一切背后有一种感动的情感意向。它始于令人难以置信的看似如场景动画一样的动态的角色。这是一种游戏开始的极优秀的方式使得跟随领悟接下来的游戏。

通常让你觉得无能为力的角色时候往往是有意义的敦促你此时不需独立行动,却可进行“团队合作”:与你游戏中的那个伙伴进行互动来解决问题。也许这听起来很“淫荡”,但是我却坚持在那时候做到了这一秘点。《最后的守护者》结束夕,在你敲打控制器上按钮的时刻,试图控制那局面,不确定能否做任何事情。

Trico is the key to all of the game’s emotion. You’re always trying to figure out how he’s feeling, and why he’s feeling that way, because understanding him is how you’ll move forward. He’s huge and powerful, but also wounded, timid and vulnerable. When you first encounter him, he’s very defensive and hostile towards you, but throughout the game, you’ll earn his trust, and he’ll do more and more incredible things for you. Trico’s design is perfect for the role he plays in the game. The design team must have put in a lot of work to make him seem strange and intimidating, but also entirely convincing and natural. He has characteristics of dogs, cats, birds and rodents. If you’ve ever owned a pet, you’ll likely see little quirks in Trico that remind you of them. Not only is it deeply endearing, but it’ll help you understand how he’s feeling, and maybe what you can do to encourage him. Trico can be difficult to work with, but it’s key to the idea of the game that he has a mind of his own, and he’s not always completely focused on what you want to do. This is a wild animal you found, and now it’s following you, curiously, but it doesn’t really know why you’re doing what you’re doing. You just have to get him to trust you, and that’s what the game is all about. Trico isn’t a component in a piece of software, he’s an active entity existing within the rigid stone structures of the game.


译:

Trico 是游戏所有情感的关键。你总想知道他的感受,以及他为什么以这种方式来感觉,因为理解他才好继续下去。他巨大又强大,但却是受伤的、怯懦和脆弱的。当你第一次遭遇他时,他对你是非常抵触、防御和敌对的,而在游戏世界中你将可以逐步赢得他的信任,他甚至会为你做更多的不可思议的事情!Trico 的设计非常适合在游戏中的角色。设计团队肯定投入了大量的工作令它看起来是那么自然而有说服力的奇怪甚至恐怖。它身上有一切狗,猫,鸟和啮齿动物的特点。如果你拥有或曾拥有过宠物,怪癖的 Trico 注定会让你记忆起它们。不仅触动你的爱怜,而更会令你更深刻的去理解它真实的感受,这个游戏世界中可以帮助你更深地了解和鼓励他。Trico 可能有些难与你合作,但于游戏而言,它有它自己的想法,而且他并不总是完完全全专注于你想要去做的事情。是一个被你发现的野性野生的,而它现在却跟着你,充满好奇地,而它并不知道你为什么要做你正在做的事情。你需要赢得他的信任,这就是游戏的一切。Trico 不是一个软件中的零件,他是一个实实在在存在于冷酷僵硬的石结中的游戏中的生命体。

I love the relationship between this lost rural village boy and this strange monster. I like the idea that he’s likely seen how his community works with and relies on animals, but he’s also got this childish faith in that Trico could do anything. It feeds into the game. Seeing him stubbornly instruct Trico, stamping his feet and making grand gestures all builds into who the boy is, and how he thinks of Trico. Seeing the futility of his support when Trico is in peril lends the game a terrific pathos, and urges your investment.


译:

我喜爱存在在这个失落的农村男孩儿与这个奇怪的怪物之间的感情。我喜欢他如何与这只动物的交流并依赖情感的想法,而他那种孩子气的幼稚的信任 Trico 的信念认为它棒到可以任何事情。它深入着游戏。看到他固执地指挥着大 Trico,跺着他的小脚和夸张的大手势都露出了这个男孩的内在的性格、他这个人,以及他是怎样看 Trico 的。当看到他徒劳而渺小的帮助着处于危险的 Trico 时,带来极深刻的痛楚,但与此同时却可敦促投身探索与发现。

I haven’t spent much time discussing The Last Guardian in its fundamental gamey qualities, because it feels almost like you’re missing the point if you focus on that stuff. I mean, the puzzles here are of the same high standard you’d expect from this team, but that’s not why you’re in this. The Last Guardian is all about these two characters, their dependence on each other and their struggle for freedom. Every new section brings adds something to your understanding of them, the world, and their situation. These don’t feel like levels in a video game, but valuable parts of a story, and that’s the game’s greatest achievement. Any great game you can think of can’t help but rely on gamey structure and challenges every now and then to help pad out the experience or keep the player interested, but making Trico such an active, unpredictable element within The Last Guardian keeps you focused. If he’s not helping, you feel a duty to get him back on board. Sometimes the story doesn’t feel important. It’s enough just to be in these places with this terrific creature.


译:

我至此仍还没有花太多时间来讨论《最后的守护者》在其基本的游戏中的原理和品质,而于这个游戏言,当专注于去理论它的游戏理论基础时,反而几乎像错过了真正的掘点。我想说,期望游戏设计中的谜题与从这个团队极高的标准一样,而这并非是你在这个游戏中的原因。《最后的守护者》是关于两个角色,他们相互的依赖和向往自由的共同的奋斗。每一个新篇章都增添了你对这个世界和他们情况的深一层的了解。这些并不像是游戏中可达到的层次,而是有价值的真正的故事情节,这一点是此游戏相当大的成就!任何成功的游戏,你可以想到不得不依赖游戏结构和挑战,然后,以增加经验让玩家感兴趣,但创作的 Trico 这样一个不可预知的却活淋淋的家伙让你专注了《最后的守护者》这个游戏。如果它并没有帮助到你的吸引,会有一种责任感让他回到那个点。有时故事本身并不重要,在这种地方与这个可怕的大怪物在一起足矣。

There are moments in The Last Guardian I could pick apart and really discuss, second by second, discussing what they tell the player, both as an active participant, and as an audience member. I wouldn’t want to spoil them for anybody. All I can do is encourage you to play the game and have a good old think about the big moments.

The Last Guardian is my favourite game of 2016. It’s a hundred new reasons why I love video games. It’s one of my favourite games of all time. Nonomori.

(Songs in the video are “Castle in the Mist” and “You Were There” by Michiru Oshima)


译:

在《最后的守护者》中有那些片刻我可以一秒钟一秒钟地撕裂分解并展开来讨论,讨论作为参与者或作为观众的成员,那是告诉了玩家什么。我并不想因为这篇文章对任何人造成剧透,所以我所有能做的,只是去鼓励你去玩这个游戏,并且对每个大篇章时刻思考到一个很好的老(思索回味的)想法。

《最后的守护者》是2016年我最喜欢的游戏。我喜欢电子游戏可能有成百上千个理由。而这个游戏是最爱的游戏之一!永驻我记忆。

(附录:视频中的歌曲是 “Castle in the Mist”  “You Were There” 作曲为:Michiru Oshima)

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