庆祝一下_为了庆祝超级游戏

庆祝一下

Back in September 2010, the work of seven people was released for the first time at the Penny Arcade Expo. It was an indie game. People were impressed with the game’s initial presentation — so much so, in fact, that the game received awards from E3 and the 2011 Independent Games Festival before the game had even released. That game was called Bastion, and had started development in the living room of the studio director’s dad. Four years later, the game had sold more than three million copies and had set the bar for art and design for other smaller development teams to follow.

2010年9月其他回,七人工作被公布为第一次在竹篙商场博览会。 这是一个独立游戏。 人们对这款游戏的最初展示印象深刻-实际上,这款游戏甚至在发行之前就获得了E3和2011年独立游戏节的奖项。 该游戏被称为堡垒,并已在工作室导演父亲的客厅里开始开发。 四年后,该游戏已经售出了超过300万张,为其他较小的开发团队遵循了艺术和设计标准。

As 2020 passes, the studio has released three games (with an extra game in early access, Hades). With these titles, they have cemented for themselves a reputation for impressive visual and audio work, combining enjoyable gameplay with hauntingly beautiful songs and instantly memorable characters. It’s a reputation to be envious of — especially with a catalog so small.

随着2020年的过去,该工作室已经发布了三款游戏(其中还有一款供抢先体验的游戏Hades )。 凭借这些头衔,他们凭借令人印象深刻的视觉和音频作品树立了自己的声誉,将令人愉悦的游戏玩法与令人难以忘怀的优美歌曲以及即时令人难忘的角色相结合。 令人羡慕的声誉-特别是目录如此之小。

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At the time of Bastion’s release, I was busy with university work and was not privy to any of this hype. In fact, I was pretty new to the general concept of an indie game, and had been mainly playing through World of Warcraft expansions and Xbox 360 releases. That was until I had discovered the Xbox Live Arcade, which was a mini haven of indie titles (like the time-twisting Braid) that could be downloaded from the store. I quickly discovered that there was a lot I was missing out on available on the digital store, and the title that really stood out to me was Bastion.

在发布《 堡垒 》时,我正忙于上大学,对任何这种炒作都不感到陌生。 实际上,我对独立游戏的总体概念还很陌生,主要是通过《魔兽世界》扩展和Xbox 360版本进行游戏。 直到我发现Xbox Live Arcade为止,它是一个独立游戏天堂的迷你天堂(例如时间扭曲的Braid ),可以从商店下载。 我很快发现,我在数字商店中缺少很多东西,而真正让我印象深刻的标题是堡垒。

The gameplay was impressive enough, with a multitude of weapons available that made it possible to create your own playstyle according to your preferred way of engaging an enemy — the usual mix of ranged gameplay combined with melee combat. It wasn’t always that inventive or difficult, but it was still fun to play through. It would be a decent title with this aspect alone, but what really made it stand out from its peers was its added focus on its setting, its storytelling, its art, and its presentation.

游戏玩法令人印象深刻,提供了多种武器,可以根据您首选的与敌人交战的方式来创建自己的游戏风格-远程游戏与近战的通常组合。 这并不总是那么有创造力或困难,但是通过它仍然很有趣。 仅在这方面,这将是一个不错的称呼,但真正使它在同行中脱颖而出的是它对背景,故事,艺术和展示方式的更多关注。

Bastion’s story was entirely narrated with the voice of the character Rucks (played by Logan Cunningham) set in an isometric world liberally splashed with artistic strokes full of colour, and the combination gave way to a style of game that seems to be a Supergiant Games recipe: that of the playable graphic novel, where gameplay walks hand-in-hand with the storytelling. Be it through the vehicle of sound design, artistic choice, or character development, one does not fall secondary to the other. It meant that playing Bastion had a purpose beyond trying to get all of the achievements available or to unlock all the weapons. Sometimes, it was simply to see what Logan would say next.

《堡垒 》的故事完全由角色Rucks(由洛根·坎宁安(Logan Cunningham饰演))配音的故事来讲述,该角色放置在等距的世界中,自由地洒满了色彩丰富的艺术笔触,这种结合让位给了看起来像超级巨人的游戏风格游戏配方:可玩的图形小说的配方,其中游戏性与讲故事并驾齐驱。 无论是通过声音设计,艺术选择或角色发展的手段,一个都不是次于另一个。 这意味着玩堡垒游戏的目的不仅仅是尝试获得所有成就或解锁所有武器。 有时,仅仅是看洛根接下来会说些什么。

The audio treats did not end there, either: the music of Bastion was impressive, memorable, and had context within the story being told, reminding me of the type of music you might find in an episode of Firefly. The production quality was groundbreaking to me. Previously, I hadn’t really considered small-team efforts could yield games with as much soul as Bastion had.

音频处理也没有到此结束: 堡垒音乐令人印象深刻,令人难忘,并且在讲述的故事中带有上下文,使我想起了萤火虫情节中可能找到的音乐类型。 生产质量对我来说是突破性的。 以前,我还没有真正考虑过小团队的努力可以像堡垒一样拥有足够的灵魂。

In that way, each of their games has a different blend of storytelling. They have shown a willingness to deviate from a standard they could have easily stuck to through sequels, downloadable content, or other continuations of the initial story of The Kid. So far they have tackled party-based RPGs with Pyre, sci-fi action RPGs in the form of Transistor, and now a rogue-like dungeon crawler called Hades. In each of these other titles, you can detect Supergiant’s influence in its art direction, its choice of music, and its focus on strong, fully-voiced characters.

这样,他们的每款游戏都具有不同的叙事方式。 他们表示愿意通过续集,可下载的内容或《小子》最初故事的其他续篇来轻易地坚持自己的标准。 到目前为止,他们已经使用Pyre ,以Transistor形式的科幻RPG来解决基于派对的RPG 现在已经变成了流氓般的地牢爬行者Hades。 在其他每个标题中,您都可以检测到Supergiant在其艺术指导,音乐选择以及对强壮,清晰声音人物的关注方面的影响力。

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That very blend is what I love about the studio — there is a recognition that storytelling underpins the context for why players are doing the thing they are doing in the first place, and as well as that, it’s how much effort goes into telling that story well. That method changes noticeably from each time as the overall formula of the Supergiant game is tinkered with to create something original, but on-brand.

这种融合是我对工作室的最爱-人们认识到讲故事是玩家为什么要先做自己所做的事情的基础,而且,这是讲这个故事需要付出的努力好吧 。 每次修改Supergiant游戏的整体公式以创建原创但有品牌的东西时,该方法都会发生显着变化。

Later this year, Supergiant Games will be seeking to close the early access period of their latest game Hades. It feels like a return to form for the developers — creating a form of combat that adapts to the preference of the player through weapon choices and roguelike gameplay. Combined with the Supergiant Games brand of storytelling, it feels like an engrossing, interesting underworld — and the story hasn’t even been completed yet.

今年晚些时候,Supergiant Games将寻求关闭其最新游戏Hades的抢先体验期。 对于开发人员来说,这就像是一种形式的回归-通过武器选择和类似流氓的游戏玩法来创建一种适应玩家偏好的战斗形式。 结合Supergiant Games品牌的故事讲述,感觉就像是一个引人入胜,有趣的黑社会-故事甚至还没有完成。

Possibly my favourite interactions are between your character, Zagreus, and Hades, his father. Hades is the primary antagonist of the game. As opposed to being abrasive for the sake of the plot, Hades acts as if you’re just being a naughty kid. He’s not evil for the sake of it — if anything, he’s more like God of War’s Kratos, except this time he’s got too much paperwork to be dealing with your tantrums. You can also pet Cerberus, who is a good dog.

我最喜欢的互动可能是在您的角色Zagreus和他的父亲Hades之间。 Hades是游戏的主要对手。 与为剧情而磨砺相反,Hades的行为就像您只是个顽皮的孩子一样。 因此,他并不是邪恶的人-如果有的话,他更像是战神的Kratos,但这次他的文书工作太多,无法应付您的发脾气。 您也可以爱犬Cerberus,他是好狗。

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While the game is clearly still in development and needs a conclusive ending, the whole process has been handled clearly, with a defined roadmap and regular updates. Early access games have a reputation for ending up half-baked or coming short of what has been promised. This has not been helped with how the concept of preordering a game has been tarnished in recent years, most notably with the likes of games like Fallout 76. Players as a group are now more averse to spending so early for games that disappoint fairly often.

虽然游戏显然仍在开发中,需要最终的结局,但整个过程已得到明确处理,并有明确的路线图和定期更新。 抢先体验游戏以最终失败或未达到承诺而闻名。 近年来,如何对游戏的预购概念之以鼻,尤其是诸如Fallout 76之类的游戏,这并没有得到帮助。 如今,作为一个整体的玩家更不愿意花那么多时间花钱让那些令人失望的游戏花钱。

Supergiant Games, by comparison, sought to approach creating an early access title with the help of the community:

相比之下,Supergiant Games寻求在社区的帮助下创建抢先体验游戏:

Hades has now been in the works for about three years. The very first decision we made on the project was to make it an Early Access game, something we could build in partnership with our community. We also wanted to prove that Early Access development could be compatible with our approach to making games. We couldn’t be happier with how the experiment has gone. Your feedback has made this game so much better than we could have on our own, so keep telling us what you think.

Hades现在已经从事了大约三年的工作。 我们对该项目做出的第一个决定是使其成为抢先体验游戏,这是我们可以与社区合作建立的游戏。 我们还想证明抢先体验开发可以与我们的游戏制作方法兼容。 我们对实验的进行感到高兴。 您的反馈使这款游戏比我们独自拥有的游戏要好得多,因此请继续告诉我们您的想法。

It has gained an Overwhelming Positive rating on steam with 20k reviews, which is only a few thousand behind Bastion’s lifetime performance. I think that Supergiant Games are on their way to achieving another success — and it’s done through a passion for engaging gameplay and an engaging narrative. I’m eagerly awaiting the close to this tale, and I’m interested to see how the developers handle the scenes following Zagreus’ escape from his father.

凭借2万条评论,它在蒸汽方面获得了压倒性正面评级,仅比堡垒堡垒的终生成绩落后数千人。 我认为Supergiant Games正在取得另一个成功-这是通过对引人入胜的游戏玩法和引人入胜的叙事的热情来完成的。 我热切地期待这个故事的结局,而且我很想看看Zagreus从父亲那里逃走后,开发人员如何处理这些场景。

I’m also keen for more of the music. If Supergiant Games had designed the music for Doom Eternal, this would be it. They have been kind enough to share their singles on YouTube, but it would be nice to support them if you can.

我也渴望更多的音乐。 如果Supergiant Games为Doom Eternal设计了音乐,那就是它。 他们很友善,可以在YouTube上分享单曲,但如果可以的话,很高兴能为他们提供支持。

Studios like Supergiant Games need to be celebrated for their commitment and passion for creating amazing titles for their players, as well as treating them fairly. They’ve crafted a fantastic reputation from humble beginnings, and I hope they continue to work on inspired works of art.

需要赞扬像Supergiant Games这样的工作室,因为他们致力于为玩家创造出惊人的游戏并公平对待他们。 他们从一开始就树立了良好的声誉,我希望他们继续从事受启发的艺术品。

Thanks, guys.

多谢你们。

翻译自: https://medium.com/super-jump/in-celebration-of-supergiant-games-6f2db2c046ca

庆祝一下

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