官方发布E3特使(多个国家粉丝网站代表)采访《古墓丽影10:崛起》创意总监诺亚·休斯内容。
Noah Hughes – Community Ambassador Interview
诺亚·休斯 – 社区特使访谈录
当把劳拉设计成为古墓丽影的主角时,我们能看到向经典游戏致敬的桥段吗?
Noah Hughes: Yeah, one of the things we always try to do is evoke elements of the classics and that comes in more abstract and more literal ways. Probably my favorite of the general themes is really just tombs and trying to evoke those same feelings you’d get in the classic games when you’d come into these giant vertical spaces and really wonder how you’re going to get through them. So for me a lot of it is just that feeling that you got in classic games and just trying to really conjure that same sense of awe-inspiring discovery. We also try to find ways to evoke the classic games a little more literally but with that I think it’s probably a little spoilery, so I will say that we have tried to evoke not just those feelings but actually gesture at some of the classic things from Lara’s history. Even the bear I remember going to toe to toe with the bear in the first game which was really memorable for me, so even things like the bear are an important part of the survival ecosystem but they also have that nostalgic flavor to me.
诺亚·休斯:当然。我们常做的一件事就是尽量唤起经典游戏的桥段,这件事已经逐渐成为我们的指导思想并在实际设计中有所体现。可能在所有的这些主题中,我个人最喜爱的仅仅是那些古墓,并且会尽量唤起当你进入经典游戏中,进入到那些巨大的垂直空间中并想逃出去时内心中同样的情感。所以,对我而言,我的最爱就是这种你在经典游戏中体验到的那种让人产生敬畏的发现时的情感。当然,我们也尝试着更直观地体现经典游戏的桥段,但我觉得这些方法可能有点剧透,因此我会说我们不仅尝试着唤起大家内心中同样的情感,还实际设计了劳拉故事中一些经典角色。我记得就算是熊的设计也与第一代游戏中的熊的设计极其类似,我个人对第一代游戏中的熊的设计记忆深刻。你看,就算是熊都是整个生存生态链中的一个重要构成部分,虽然这些设计都带有很浓烈的怀旧色彩。
Will there be a multiplayer mode?
会有多玩家模式吗?
Noah Hughes: Well we don’t have anything to announce in terms of multiplayer, but certainly we heard feedback from the last game and so as always we try to distill any feedback we get and make sure whatever we do, we’re informing it with what people would like to see.
诺亚·休斯:呃,我们暂时不会公布这方面的信息,但是可以确定的是,我们听取了玩家对上一代游戏的反馈,我们一直听取玩家的反馈,并且确保不管怎么做,我们都会以玩家喜闻乐见的形式来设计我们的游戏。
Will there be any kind of summary of the comics and books?
会有每一代游戏单独的漫画和书籍出版吗?
Noah Hughes: That’s a good suggestion. We currently have set out to make a story that does stand alone so we don’t want people to be confused if they haven’t read the comics or book. But at the same time it does add a certain amount of understanding about Lara’s character and what she’s been through between the two games, so even if we don’t include it on the disc, I think it is something that adds to the experience. But we are committed to making sure people don’t feel left out if they haven’t experienced all of them.
诺亚·休斯:这个建议很棒。我们已经着手独立故事的编撰,这样,即使玩家没有看过之前的漫画或书,他们也不会感到困惑,同时他们也会加深对劳拉的个性和她在两代游戏之间经历的故事的理解。这样,即使我们不把这些故事刻录在游戏光盘上,我想也是一种很棒的经历。同时,我们也承诺玩家不会因为没有完整地玩过所有的系列游戏而感到一无所知。
Will it be possible to combine equipment to create new equipment or gain new attributes?
有可能通过组合装备来创建新装备或增加新技能吗?
Noah Hughes: Yeah, we definitely have more equipment that for Lara in this game and in some cases that equipment sort of progresses over the course of the game. So in that example she takes her climbing axe and is able to use it in new ways, and one of the most important things about that is then she is able to get to areas in the world that she wasn’t previously able to. So one of the things that we like is coming back to hub spaces that you’ve been to before and making sure that that new gear is making it increasingly fun to get around, but also giving you access to more and more things within the world. So gear is still a very important part of the game and we have some new gear to introduce.
诺亚·休斯:当然。在这代游戏中,劳拉会有更多的装备。随着游戏中故事的发展,这些装备还会升级。劳拉手中的攀岩斧还有其它的用处,其中一项最重要的用处就是劳拉可以用攀岩斧去到她之前无法去到的世界。我们会回到之前游戏中有涉及到的异形空间,并且确保新装备会让这次旅程变得更加有趣,同时也让玩家在这个空间中接触到更多的东西。所以装备是游戏中很重要的一环,在这代游戏中我们会有一些新的装备。
Are there vehicles?
有车辆吗?
Noah Hughes: We don’t have anything to talk about as it relates to vehicles. A lot of what we do focus on is Lara’s traversal mechanics - the platforming and the gear is something that’s really important to us, so that’s certainly the primary mechanic set that we wanted to focus on this time around. But we wanted to expand it, so for example swimming is a new way for Lara to traverse even when she may not have a vehicle. So for us it’s sometimes more interesting to give Lara new mechanics, new skills, and new ways to get around.
诺亚·休斯:车辆的话,我们暂时没内容可谈。我们的重心集中在劳拉的穿越技能 – 平台和装备对我们来说非常重要,这也是我们这代游戏中的设计重点。我们也希望能拓展劳拉的技能,比如即使劳拉没有车辆,她也能够通过游泳来移动。对于我们来说,有的时候让劳拉具备新的技能、技巧和穿越方法会更加有趣。
Will there be any hand-to-hand combat?
会有肉搏战吗?
Noah Hughes: There are some additions to Lara’s close quarters combat move set, but we do feel like it becomes a bit of a different game, and in some ways becomes a little bit out of character, when hand-to-hand combat becomes your primary means of interacting. So in a lot of cases it is a last resort to some extent. Lara tends to take advantage of her bow obviously and she can use her axe in close combat, but it hasn’t been a focus of combat evolution. Instead we’ve tried to give more ways for players to use the environment and especially in the context of stealth and pre-combat, and we feel it’s in character to give Lara that resourcefulness and that intelligent approach to combat, and the ability to use her bow as a star and give the bow new mechanics. So yes there’s been some slight enhancements but it’s not necessarily the focus of Lara style combat for us.
诺亚·休斯:劳拉的技能中包含了一些肉搏战动作设计,但是我们觉得如果肉搏战成为了交战的首要方式的话,可能会变成一款别的游戏,而且,从一些层面上来讲,这也和咱们的角色不符。在很多情况下这只是最后一招。劳拉显然倾向于利用她手中的弓。她可以在近身搏斗时使用她的攀岩斧,但是这不是搏斗方式优化的重点。相反,我们尝试着让玩家更多地利用环境进攻,特别是在偷袭和搏斗前。我们认为劳拉本身就足智多谋、聪明伶俐,她会很好的利用环境和手中的装备,她会利用她的弓并赋予其新的技能。所以这代游戏中有会一些无足轻重的强化,但是我们不认为这是劳拉战斗风格的重点。
Will we see the dual pistols, the ponytail, the swan dive, and more familiar elements make a comeback?
我们会看到更多熟悉元素的回归吗,比如说双轮手枪、马尾辫、燕式跳水?
Noah Hughes: We have some small details that make a reappearance, but in a lot of ways it’s more those thematic elements. It’s the tomb feelings and a lot of those aspects. Having said that, there may be at least one of those things in that list that makes an appearance, so I’ll let you guys figure that out.
诺亚·休斯: 会看到一些熟悉的小细节,但更多的还是符合主题的元素,比如对于古墓的感觉和很多相关的方面。说到这儿,至少有一项上面提到的会再次出现,我把这个机会留给你们去猜。
A lot of people want to know more about the final boss.
很多玩家都想知道更多关于终极boss的情况。
Noah Hughes: Spoiler alert! [laughs] Yeah, we do have bosses in the game, and on a smaller scale we even think of the first bear as a mini boss encounter and those sort of escalate between human and animal enemies. We do have a final climax at the end that may qualify as a boss fight, but for us it’s more about creating a memorable experience that allows you to test all of the skills that you’ve gained over the course of the game and ultimately feel that sense of accomplishment. And there is a narrative showdown between you and the main antagonist in the game.
诺亚·休斯:剧透警报!(笑)是的,游戏中会有很多的boss,我们一度甚至有想过把第一只熊设计成一个迷你boss,以及人类和动物敌人之间的冲突升级(作为一个小高潮)。在游戏最后,我们确实设计了一个可以被称之为boss战的终极高潮,但是我们更关心的是创造一种允许玩家去测验在游戏过程中获得的技能并最终体验到成就的难忘体验。 游戏会讲述劳拉和主要敌人之间的决战。
What can we expect in terms of the graphics engine over the Definite Edition?
在终极版本中,有哪些图形引擎值得我们期待?
Noah Hughes: The Definitive Edition was a great opportunity to push the content we had made with some of the resolution and performance of the hardware, but it also allowed us to understand how to make better content from the beginning as well as enhance our engine to take advantage of that hardware. This time around I think even if you played the Definitive Edition on the Xbox One that even though it’s the same platform you’re going to see a notable improvement. Some of my favorite things are Lara’s facial animation, and I think she really is coming to life and more importantly showing her emotion in ways she hasn’t in the past.
诺亚·休斯:我们借助硬件的部分分辨率和性能来构造了游戏内容。终极版本是推动这些内容的一个非常重大的机遇。从一开始,我们就意识到如何利用硬件来构造出更好的内容并优化我们的引擎。我想这次就算玩家是在Xbox One上面玩终极版本,即使是同一平台,玩家也能看到明显的改善。我最喜爱的就是劳拉的面部动画,感觉她像来到了现实生活中一样。更重要的是,以前所未有的方式来表现她的情感。
I think also even just things like her hair are great, and for her to have all that secondary motion - as she moves all the things on her outfit are jingling around. But also gameplay benefits as well, as with the scale of the hub spaces. One of the things that’s interesting about that, as spaces get bigger you can actually sort of get lost in them, and talking about evoking some of those classic Tomb Raider feelings, that is part of it. I remember almost being panicked, like, “Oh my gosh, I don’t know where to go!” and so I do think even just scale adds a certain amount of feeling that we couldn’t evoke in the small-scale environments.
我想就算一些平常的物品比如她的头发都做得那么棒,对于她来讲,那些不起眼的动作 - 当她移动时,她外套上的所有物品都在来回摆动。玩家在异形空间中也能收获惊喜。其中一件有趣的事情就是,当空间变得越来越大,玩家甚至会觉得迷路。我们之前有谈到向经典游戏致敬的桥段,在这儿就有所体现。我记得有一次差点就惊慌失措了,感觉就像“天哪,怎么走?!”。我想就算这些不起眼的小物件都能给我们增添一丝在一些小制作中无法体验到的情感。
And then just little things, like the snow and Lara’s ability to make trails in the snow or get snow on her. There’s any number of things both gameplay-wise and aesthetics-wise that I think we’ve been able to do because we were making it for the hardware, and Microsoft’s been really good about giving us the geniuses behind their hardware, and we can send them code and they can profile it and instead of pulling back on the aspiration they really figure out how to get the system to do that for us.
然后还有其它一些小物件,比如说雪花、劳拉在雪地中追踪的能力或者雪花落在她身上。不管从游戏的把玩性还是从美学角度来讲,我们都能够做很多事,因为我们本身就是为了硬件去做。微软的硬件团队确实天赋异禀,我们把代码发给他们,他们就能够勾勒出轮廓,而不是生拉硬扯。他们确实在这方面下了一番功夫来配合我们的设计。
Will there be any paid DLC?
有付费的可下载内容(PDLC)吗?
Noah Hughes: I think that is a common request that we very much take to heart, but we don’t have any announcements for PDLC. It is something that like you said we want to provide to allow players to continue to play in the world and that starts with just the on-disc replay. As soon as you’re done with the story, chances are there’s quite a bit more to do in the world. But then we recognize that beyond that it would be great to have more fun in the game so we’ll look at ways to do that.
诺亚·休斯:我们很重视玩家的声音,我想这是玩家普遍的需求,但是我们现在还没有PDLC。就像你之前提到的,我们想要给玩家提供一些内容,这样玩家可以继续在游戏世界中徜徉,而不是重复光盘上的故事。当玩家完成游戏后,可以有更多的选择继续留在游戏世界中。但是我们想到除此之外,如果能在游戏中获得更多的乐趣岂不是更好吗?所以我们还是把重点放在了游戏本身内容之上。
Did you have Rise’s story in mind before developing it?
在开发《古墓丽影·崛起》之前,你有构想过故事情节吗?
Noah Hughes: Yeah, we had on a couple levels. So one is trying to understand Lara’s arc as a character that we had a very broad strokes understanding of where she would go after the first game. And so there were some facets of character arc that we were excited to do after this game, and then beyond that I think you get inspiration for things that worked well in the first game so before you even finish you start to imagine what you could do. So you not only have this broad sense of where Lara would go, but in the end we don’t know the details like what exact location she is gonna go, or who the bad guys are, but it helps to have sort of a broad strokes sense of Lara’s journey as a character.
诺亚·休斯:是的,有几个层面。其中一个层面就是试着把劳拉的探秘范围当成一个角色,这样,当第一代游戏结束以后,我们对劳拉接下来往哪里去有了一个非常清晰的认识。探秘范围这个角色有很多有趣的方面,我们对第一代游戏之后有哪些事情可以做感到非常兴奋,除此之外,在第一代游戏中非常成功的设计给了我们很多的启发,甚至在游戏结束之前我们就已经开始想象接下来我们能做些什么了。所以我们不仅仅清楚知道劳拉接下来的动向,虽然我们对游戏的细节还不是特别清楚,比如说具体劳拉探秘的地点或者反派人物是谁,但是把劳拉的探秘范围当成一个角色对我们的游戏设计工作有很多的帮助。
How did you choose the location, and why the myth of Kitezh?
你是怎么选择地点的?为什么会选择捷奇神话?
Noah Hughes: That’s a great question. We choose our locations based on a lot of different facets, but one of them is very much the myths and inspirations that we can take for the actual tomb raiding that Lara is going to do. And in particular when we did find the myth about Kitezh, this idea of a lost city but not just lost, but the idea that it sank beneath a lake, was captivating to us and there were some great themes in the story. But for the most part it also becomes a decision about location and what types of environments we want to explore, and making sure we’re taking Lara to different places. So it becomes a combination of being inspired by the myth as well as the terrain, and situations that we can experience, but I think it was a very fertile land for both.
诺亚·休斯:这个问题问得好。我们根据不同的情况来选择游戏场景,但我们古墓丽影神话和灵感中考虑最多的场景是劳拉将如何做。尤其是我们发现捷奇的神话的时候,失落之城的构想绝不仅仅是失落,但这种沉落湖底的构想迷住了我们,且故事中有一些很好的主题。但就故事主体而言,考虑的更多的是如何选取游戏场景、探索何种环境、如何确保我们能将劳拉放在不同的场景。因此,游戏场景的设置综合考虑了神话的启示、地形地貌以及我们所体验的实际情况,但我认为对两者而言这都是沃土。
Does it matter what order you do side missions in and can Lara influence the day-to-day lives of NPCs?
玩支线任务有先后顺序要求吗?劳拉能影响非玩家角色(NPC)的每日生命吗?
Noah Hughes: Well I don’t think we are talking much about the NPCs and generally as a game we do find it difficult to express changes in the narrative flow based on the player's actions. But at the same time what we try to do is express a lot of playstyle advantages to how you play, and there may or may not be some secondary effects. But for the most part, the main story will play out. A lot of what you’re allowed to do is sort of tell your own stories on the side. So in some ways, I kind of think of it like a tree where the trunk is the main story, but when you get out on to the branches and leaves you really do feel like you’re progressing your own story, and we tried to involve more characters in that as well. We do try to make sure that’s a narrative backdrop for a lot of the secondary stuff that you do, but again that sort of becomes the story that you tell along the way.
诺亚·休斯:呃,我想我们现在谈的不是特指NPC,而是整个游戏。的确,根据玩家动作来叙述故事很难表达其中的变化。同时,我们尽量做的就是,玩家怎么玩,他就能体验到游戏方式的诸多优势。这其中可能有也可能没有一些次级效应。但大多数时候还是以主故事为核心的,玩家能做的也只是在某一个支线上讲述玩家自己的故事。我想,有的时候,这就像一棵树,树的主干是故事的主线,但你处在枝干或者树叶上时,你确实能感受到你在讲述自己的故事。我们尽量融入更多的故事角色在里面。我们想要确保的是玩家做的很多次级任务都有一个描述性的背景,但是只是讲述的玩家自己的故事。
Will Jason Graves be returning? Will the soundtrack be released on a CD or vinyl for collectors?
詹森·格雷夫斯会回归吗?游戏的原声会以CD还是Vinyl的形式发布给收藏者?
Noah Hughes: Again I think that is one of those questions that we…
诺亚·休斯:这又是一个有点(剧透)的问题…
Meagan Marie: Jason has actually said publicly that he is not involved. But we don’t have any announcement for who the new composer is. I’m sure we’ll blow it out when we do. I think that the answer to that is we know how much fan loves music, and that you guys loved the CD last time, so I would expect we’ll do something very similar. That’s not a formal announcement, but we’re definitely looking into options and we’ll let you know as soon as we have details.
梅根·玛丽: 詹森已经明确地表过态他不参与。我们暂时还没法向大家透露新的创作者是谁。当我们确定的时候一定会通知大家的。我想问这个问题的原因是大家都很喜欢音乐,上一次CD还是挺受欢迎的,这次我也会期待类似的形式。这不是正式声明,我们会研究更多的形式。细节一旦确定,我们就会告诉大家。
Noah Hughes: I should clarify then in that context that I really enjoyed working with Jason and I think we’d enjoy working together again, so it was something where we very much respected each other’s work. This was more a decision about this game being an evolution of the last game, and really trying to capture a new personality, so part of it was saying from the ground up that if we want to score this experience, how can we best show this transition in Lara’s character?
诺亚·休斯:我要澄清的是我非常享受和詹森一起工作的时光,我想如果再次合作的话,我们也会有同样的享受,我们都很尊重对方的作品。这一代游戏和上一代游戏相比有什么新的特点、新的角色个性的塑造是我们更关心的话题。如果我们想要达到这一种效果,需要思考的是如何通过劳拉的个性来展示这个转变。
Will Jason’s theme come back?
詹森的主题音乐作品会回归吗?
Noah Hughes: Yeah that is fair to say that we really loved the theme work that Jason helped us establish with the reboot, and so we like themes as a style of scoring the game. We try to make sure those themes take on the tone and emotion of the moment so they are very portable but we do work with common themes to help get that sense of identity.
诺亚·休斯:在《古墓丽影·重启》中,詹森帮我们创作了一部我们大爱的主题音乐作品,所以主题音乐作品也是我们的游戏作品取得高分的一种风格。这些主题音乐作品会恰如其分地表现当时的游戏场景,用途极广,我们也会通过采用一般的主题音乐来协助达到对身份的认知。
Will TressFx be applied to other characters in the game?
TressFx特效技术也会应用到游戏中其他角色上吗?
Noah Hughes: That’s a good question. We do focus on Lara’s hair and TressFx for anyone who tried to played the last game on an old PC, knows that hair simulation is pretty greedy as it relates to performance, so we do have to be modest to how much we apply that to other characters. But we do try to make appropriate hair styles where that doesn’t become a noticeable shortcoming. and it really is Lara’s long hair that begs for that simulation the most.
诺亚·休斯:这个问题很好。我们确实很关注劳拉的头发,对于在老旧的PC上玩过上一代游戏的玩家来说,很清楚头发的模拟特别的砢碜,因为TressFx特效技术和PC的性能息息相关,所以我们对要不要把这一特效应用到其他角色上很谨慎。我们尝试着给角色设定合适的发型,这样发型就不会成为一个很明显的短板,而且,也只有劳拉的长发才最配TressFx特效模拟。
Once Darrell Gallagher said “forget everything you know about Tomb Raider. I know that there are many forms of retaining the spirit of tomb raider to respect the spirit of what came before, while going new directions. After all of it, what should remain?
达雷尔·加拉赫(晶体动力主管)曾说过“忘记你所知道的古墓丽影的一切。我知道保留古墓丽影精神的方法有千万种,都是对过往精神的尊重,但同时也需要走上新的征程”。这样说来,哪些应该保留下来?
Noah Hughes: The shortest answer is Lara and who she represents, and the reality is that we didn’t throw everything out. It was a mental exercise to basically strip the franchise back to its very core but ultimately rebuild it with the same sensibilities and intentions and I think for me that becomes an expression of Lara’s adventure. As a character, she’s a brilliant archaeologist, she’s athletic in traversal, she’s competent in combat now, but most importantly she’s this driven explorer and discoverer and a lot of that embodies what’s great about action adventure games, and so we kind of took these two ideas of Lara Croft and everything she represents and what is fun to do in an action adventure game and we rebuilt with those same ideas our new vision for it. So it’s really a combination of being willing to put everything aside, but trying to put something together that’s a modern expression of everything that you did love about those classic games.
诺亚·休斯:最简单的答案就是劳拉和她代表的一切。事实上我们并没有抛弃所有。基本上,要刨除掉繁华、回归到本真,并最终怀着同样的情感和目标重建一切是一种精神锻炼,而我认为这就是劳拉的旅程所表达出来的一种精神。作为角色来讲,她是一名才华横溢的考古学家,精力充沛的暴走运动员,现在她还是一名老练的斗士,最重要的是,她富有激情、勇于冒险,所有这些品质都展示出了一部动作冒险游戏的刺激之处。所以在劳拉克劳馥这两种精神、她代表的一切,和一部动作冒险电影的有趣之处的基础上,我们赋予其新的视野。自愿放下一切,并重新构建新的内容。将二者融合起来是表达你所爱的那些经典游戏的一切的一种全新的表达方式。
Good question, by the way.
顺便说一句,这个问题很好。
Are we going to see Lara’s apartment in Rise of the Tomb Raider, or be able to play in her apartment?
在《古墓丽影·崛起》中我们能看到劳拉的公寓,或者在她公寓里玩游戏吗?
Noah Hughes: Unfortunately we’re trying to not necessarily speak to everything you’ll do outside of the demo content. Mainly I can expand on what we’re showing right now. But it was fun to work on Lara’s apartment and showing her personality in different ways, and get inside Lara’s head by understanding what her desk looks like and things like that.
诺亚·休斯:不好意思,我们不方便透露演示内容之外的更多的内容。我可以就咱们现在演示的内容进行更多的探讨。在前代游戏中,在劳拉公寓里面玩还是挺有趣的,这也能从不同的方面体现她的个性,比如进入到劳拉的脑袋中去理解她的书桌上的物品摆放,以及其它类似的玩法。
What is driving Lara this time around?
这一代游戏,又是什么驱使着劳拉去冒险呢?
Noah Hughes: That’s a good question. We could play a whole game’s story to answer it fully, but to summarize we probably start with trying to get into Lara’s head after the last adventure. She glimpsed something supernatural that she couldn’t explain but she believed it was real, however she came back to a world that didn’t believe it was real. So she suffered a certain amount of trauma on the island but probably the hardest thing about coming back to normal life was trying to get that out of her head -- that idea that if this myth was real what else could be real? And she started to begin to realize that her place in this world isn’t just digging up pots and relics and things, but she really felt that there were truths lost to humanity that were buried in these secret places around the world. If something like immortality was real it could make a difference, so you have a character that is both out of place in her world in search of an identity, but ultimately fueled by a passion to understand and discover and make that difference in ways she never thought she could. So we get deeper into Lara’s past to understand where that hunger comes from, so it’s actually a fun part of the storytelling this time around.
诺亚·休斯:这个问题很好。我们可以通过玩完整个游戏来理解这一点,但是总的来说,我们或许可以试着进入劳拉的脑袋,去看看上一次冒险结束以后(发生了什么事)。她瞥见了一些超自然的事情,虽然她没办法解释,但是却觉得是真的,然而她现在回到的世界却认为这些事情不是真的。一定程度上她在岛上饱受着精神创伤。或许要回到正常生活最难的一件事就是把这个观念赶出自己的脑中——如果这个迷(超自然的事情)是真的,其它什么是真的?她逐渐意识到她在这个世界中不仅仅只是探寻宝物、遗迹和从事其它探秘的活动,她真真正正地感觉到人性缺失了一些真理,而这些真理被埋葬在了分散在这个世界上的各个神秘角落。如果真有永生,世界将从此不同。劳拉就是这样一个(矛盾的)角色,在她自己的世界里面寻找身份,同时也被一种激情点燃,以一种她之前完全没有想到的方式去理解、发现和变革这个世界。我们深度挖掘劳拉的过去,就能理解这种渴望的来源。其实,这也是这一代游戏故事情节里面的一个有趣之处。
Another good question!
又是一个好问题。
How will transitioning between locations work as relates to fast travel?
不同地点之间的快速移动如何实现?
Noah Hughes: It is important for us to allow players to replay areas for completion’s sake, but certain mechanics sometimes make that travel not available. So you won’t necessarily be able to freely travel between every location, but we will provide fast travel for players to strive to be completionists.
诺亚·休斯:让玩家体验到不同地点之间的移动很重要,这也是游戏完整性的一个体现,但一些机械学原理有时候会让这种移动无法实现。所以玩家没有办法完全自由地在两个不同地点之间穿梭,但是我们会为玩家提供这样的快速移动方式,让玩家体验到游戏的完整性。
What percentage is the action adventure versus puzzles?
游戏中动作冒险和谜题的比例是怎样的呢?
Noah Hughes: Percentage is always a hard thing to give but generally we’ve tried to maintain a similar balance to the last game with a few major adjustments. The most important adjustment is more tombs on the main story path along with challenge tombs in the world that are truly ancient spaces. Puzzles being a big part of tombs so I’m hoping there’s a bit more classic tomb raiding in there.
诺亚·休斯:要给出具体的比例很难。总体上来说,我们会保留了和上一代游戏类似的平衡结构,除了几个比较大的调整。最重要的调整就是故事主线中会有更多的古墓出现, 在古老空间世界中的挑战模式中同样也会有比较多的古墓。谜题是古墓很重要的一部分,我希望玩家也能从其中更多地看到经典古墓丽影游戏的影子。
The second facet would be as it relates to combat style. I know some people would like if there was a lot less combat but certainly it is an important part of our pacing and mechanic set, and so we’ve tried to provide more ways for Lara to engage and sometimes be able to not engage in combat. When she does, there’s more opportunities to be clever and resourceful and win because she’s outsmarting her opponents instead of just outshooting opponents. So it’s not entirely a different mix from the last game, but I think those were two pieces of feedback we got especially from the fans. As you know I’m always trying to broker a peace between some of our classic sensibilities and some of the more mass market pacing requirements and stuff, but I do think we have dialed the knobs a bit to try and cater to that.
第二个调整就涉及到搏斗风格。我知道一些玩家希望看到更少的搏斗,但是搏斗必然是我们步伐和机械套装设计的很重要一部分,我们会尽量让劳拉通过更多的方式加入,或有的时候劳拉有能力避免加入到(搏斗)中。如果劳拉必须参加搏斗,她会采用聪明和战略性的方式去赢得战斗,因为,劳拉并不仅仅只会冲过去朝着敌人疯狂射击,而且她远远比她的敌人更聪明。《古墓丽影·崛起》不完全是前几代游戏的一个混合体,这两条是我们,特别是从粉丝中,收集到的两条反馈。你知道我总是尝试着在我们对经典游戏的情感诉求方面和现在大众市场的需求之间找到一个平衡点,我想我们现在已经朝着这个目标迈出了一小步。
Are there difficulty settings and will they affect puzzles at all?
游戏中有难度级别设置吗?这会影响到谜题的效果吗?
Noah Hughes: Yes there are difficulty settings in the game but it’s very hard for them to affect the puzzles specifically, so one of the ways we choose to address that is to put some of the harder puzzles off the main path in some of the challenge tombs. So if you like harder puzzles you’re going to seek out the challenge tombs.
诺亚·休斯:是的,游戏中有难度级别的设置,但是丝毫不影响到谜题的效果。我们会把一些难度较高的谜题放在故事主线之外的挑战模式中来应对这个问题。如果玩家喜欢难度更高一点的谜题,玩家就需要发挥聪明才智去开启挑战模式。
Having said that it does affect resources, so one of the things that does is asks you to play a bit more carefully. When we talk about smart resourceful Lara, that’s not necessarily just puzzle solving but it's also catering to succeeding by out-thinking rather than out-twitching.
虽然如此,但这也会影响到资源的利用,我们需要玩家在游戏过程中稍微细心一些。当我们说劳拉特别聪明、足智多谋时,我们不仅在说解决谜题方面,同时也在说除小聪明之外,还需要有真正的大智慧来获得成功。
Do the actions you take have a persistent impact on the game?
劳拉的行事逻辑会对游戏的连贯性有影响吗?
Noah Hughes: Yes, there will be some reflections of things you do in the world. We try to make sure there’s a certain persistence to the world so those things that you can do in different orders is generally respected across the game.
诺亚·休斯:是的,我们在现实世界中的行事逻辑会在游戏中有所体现。我们确保在游戏中,现实世界的行事逻辑是通贯整个游戏的,玩家做事的先后顺序都是符合现实世界的逻辑的。
Will Rise of the Tomb Raider be harder than the previous game?
《古墓丽影·崛起》会比前几代游戏更难吗?
Noah Hughes: The goal is to allow players to use difficulty settings to make it harder, but we’re pushing to make the hardest difficulty setting a greater challenge by a decent amount than the last game. The normal setting is really about finding that sweet spot where the majority of our audience can really enjoy it, but for a lot of us--myself included--I like a greater degree of challenge, so we’re trying to make sure the game is challenging even hardcore players at those higher settings.
诺亚·休斯:游戏设定的目标就是让玩家有自主选择更高游戏难度等级的权利,同时呢,我们也在努力推动在一定程度上,把最高难度等级的游戏设计得比前一代更难。我们一般的玩家会挺享受一般难度等级的,只需要找到正确的道路即可,但是对于大多数玩家来讲,当然包括我自己,我喜欢难度更高一些的挑战,我们会尽量把高难度等级的游戏设计得甚至对骨灰级玩家来讲也很难突破的挑战。
Will Jonah be with Lara during the whole game?
约拿这次会全程陪同劳拉吗?
Noah Hughes: We don’t have any specific details on other characters, but we do focus on Jonah as the main Yamatai survivor featured in this story. As you saw in Bear Valley, Lara gets separated from Jonah. You will see him later in the game but at the same time we create these periods of separation to get back to some of those Tomb Raider flavors like isolation and Lara’s independence as a character. Having said that, human interaction is something that really allows you to understand a personality a lot more, and we create large periods of separation from the other characters, but it’s great to see Lara’s relationship with Jonah and he’s featured various times throughout the game.
诺亚·休斯:目前我们对游戏中其他角色没有细节可公布,但是呢,约拿在故事中是作为邪马台的幸存者来设计的。你已经知道劳拉和约拿在Bear Valley中被分开了。约拿还会在游戏中出现几次,但是都是作为分散的片段,这样,我们能尝到前几代古墓丽影的味道,比如孤独和劳拉作为角色的独立性。话虽这样说,人际交往确实能让人对角色的个性理解得更多,所以我们还是创建了好多个其他角色的长时分散片段。看到劳拉和约拿的关系还是挺开心的。约拿在游戏中还有好多次特写。
Now that Lara can swim will we see more of her acrobatics like the swan dive?
既然劳拉能游泳,我们会看到她展示更多的游泳技巧吗,比如说燕式跳水?
Noah Hughes: No specifics for anything we didn’t see today, sorry.
诺亚·休斯:我们今天没有看到都不能透露。抱歉。
How do the things that happened to Lara on Yamatai affect Lara in-game?
在邪马台发生的事情对游戏中的劳拉有什么影响吗?
Noah Hughes: We learn a little about what Lara was going through, but in a lot of ways that state of mind plays into Lara’s motivation, the idea that it’s not just coping with the trauma of the event but her whole belief system was turned upside down. The idea that things exist in this world that she can’t explain and she came back into a world that questioned what she saw and doesn’t believe her and so she feels unable to fulfill something important, and so we do see her state of mind play into that a bit.
诺亚·休斯:我们知道一些劳拉经历过的事情,在很大程度上,这种精神状态激励着劳拉前进。这种观念不仅仅是治愈创伤,而是她的整个信念系统都翻了个底儿朝天。她无法解释在这个世界中发生的事情,所以她回到了另外一个世界,而这个世界却质疑她的见闻、不相信她,以至于她感到自己无法完成一些重要的事情。从这一点来讲,我们的确能够看到她的精神状态有着一定的作用。