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One glance at the game's phenomenally lifelike real-time visuals will have you second-guessing your own reality's graphical prowess, but ultimately, the quality of Heavy Rain's story line will determine whether or not it's worth the price of admission. Luckily, its grisly serial-killer plot shows incredible promise. "Most publishers are still busy making games for 12-year olds," explains Quantic Dream CEO and founder David Cage. "Heavy Rain is for an adult audience who want to be emotionally engaged." Cage places immense value on depth and meaning -- two narrative tenets generally absent from even the best games' story lines. Cage even tried to pare the game's thousand-plus page script down to the size of a standard film script, but found it a fruitless exercise -- Heavy Rain's interlocking "nonlinear fractal structure" simply couldn't be contained by the antiquated medium. And you shouldn't expect to sit through oodles of talky, non-interactive cut-scenes either. Cage says that he'll resort to standard cinemas only when absolutely necessary, and he hopes to make Heavy Rain a game that can be enjoyed in short, episodic bursts. He believes that the savvy, adult audience he's courting don't necessarily have the time to sit down and plow through ten hours of gameplay -- instead, he hopes that it's an ongoing mystery that you'll keep returning to over the course of a few weeks.
True crime aficionados will surely be hooked: The game's premise has you investigating a series of unexplained slayings in a dreary, east coast American town, but the unique nonlinear "bending" narrative structure allows for greater freedom than you'd expect from the genre. Here, you're not constricted by a set path, but rather given freedom to make significant moral decisions that lead to a diverse network of interlocking story possibilities. Your dialogue choices (and contextual interactions, performed via simple, Shenmue-style button presses) will determine which ending you'll reach, and it's even possible for major protagonists to bite the dust along the way. Plus, Cage guarantees that we won't be witnessing an absurd, Indigo Prophecy-style deus ex machina moment in Heavy Rain's fifth act. "I'm trying to avoid adding yellow monsters from the Internet this time around -- Heavy Rain doesn't need supernatural elements to make an impact."
http://www.1up.com/do/previewPage?cId=3171774
简单翻译:
第一眼看到如此逼真的及时演算画面,你会觉得这才是正真该有的游戏画面,不过无论如何,Heavy Rain 的故事情节才是决定这款游戏素质的因素。庆幸的是,游戏中的恐怖连环杀人情节给我们展示了游戏的魅力。“大多数的游戏发行商还在为12岁的小孩忙于制作游戏,”Quantic Dream 的 CEO 和 创始人 David Cage 解释道,“Heavy Rain是为那些想参与到游戏中的成人开发的。”Cage 给予游戏极广的深度和含义——甚至是最好的游戏剧情也缺少这两种概念。Cage 曾经尝试着把上千页的游戏剧本缩减到标准电影剧本的大小,不过发现这样做得不偿失——Heavy Rain的连锁“非线性分形结构”不能简单的用传统媒介来表达。而且你也不希望在游戏中看到大篇大篇的对话,或是没有任何互动的过场动画。Cage 表示他只会在不得已的情况下才采用标准电影的表达方式,而且他希望把 Heavy Rain 制作成一款短小,插曲不断的游戏。他认为成年人不会花过多的时间在电视前,打通几十个小时的游戏——相反,他希望游戏就像奥秘一样不断的吸引你有时间回到游戏中来。
真正的犯罪爱好者肯定会被这样的剧情给迷住:游戏一开始玩家置身在美国东岸一个阴郁的小镇上调查一系列难以解释的***案,但是非线型的剧情结构让玩家的自由度大大超出你的想象。玩家不会被局限在某个剧情路线上,而是自由的让玩家做出自己的决定并可能导致剧情产生一系列的连锁反应。玩家的对话选择会决定最后的结局,当然主角可能以失败告终。并且 Cage 保证在 Heavy Rain 中,我们不会看到一个荒谬的,类似 Indigo Prophecy (幻象杀手)式的杀出重围的场景。“我不会在游戏中加入什么怪物—— Heavy Rain 不需要这些超自然的东西”
One of the fascinating things about Heavy Rain - previewed on Eurogamer today - is its reliance on development studio head David Cage, who wrote the massive script single-handedly, and motion capture. On a recent excursion to see the game in development, we noted down a few of the more interesting stats in its creator's presentation. We thought you might enjoy them, so here they are:
The script
2,000 pages long
60 scenes, each about 15-20 minutes long, most, but not all of which you see on any play-through
40,000 words of non-linear dialogue
Based on 6,000 pages of notes and references
15 months in development
The art design
Two weeks scouting for locations on the East Coast of the USA
15 months of design by ten people
Photos, topographical gameplay maps, sketches of every item, paintings of every scene
The outsourcing to Asia
Over 100 people involved outside Quantic Dream
480 man-months of work
Based on an "outsourcing bible" and "level architect blueprints"
The motion capture
All done on-site at Quantic Dream in Paris
170 days of shooting across nine months
Over 70 actors and stuntmen involved
Casting sessions in Paris and London
30,000 unique animations recorded
来源:http://www.eurogamer.net/article.php?article_id=310435
翻译:
剧本
2,000页的长度
60个场景,每个大约15-20分钟,每次通关并不会看到所有的场景
40,000单词的非线型对话
基于6,000页的笔记以及各种资料
15个月的开发
美术设计
花了两个星期在美国东岸寻找地点
10人花了15个月进行设计
包括照片,游戏地图,每种项目的草图,每个场景的绘画着色
在亚洲的外包部分
有超过100个 Quantic Dream 以外的人参与
480人月(单位:1人×1月=1人月)的工作
基于一个 "outsourcing bible” 和 "level architect blueprints"
动作捕捉
所有的动作捕捉都在巴黎的Quantic Dream完成
在9个月里,170天的拍摄
有超过70个演员及特技人员参加
后期部分在巴黎和伦敦完成
30,000个独特的动画记录. |
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