《冥界狂想曲》(Grim Fandango)是一款由美國游戲開發商LucasArts制作,Tim Schafer擔任項目領導的冒險游戲,于1998年在Windows平臺上推出。游戲是LucasArts首款結合3D計算機圖形與預先渲染背景的作品,玩家必須通過與其他角色互動并正確觀察周圍環境、收集和使用關鍵物品來解決問題,以推動游戲故事的發展。游戲背景設定在一個名為“亡者國度”(Land of the Dead)的死后世界中,描述了一個靈魂在死者國度中的四年之旅,目的地為阿茲特克冥界的最終目的地——米克特蘭(Mictlan)。游戲融合了阿茲特克文明對死后世界的信仰,以及來自《梟巢喋血戰》《北非諜影》等黑色電影的元素,構建了一個名為“亡者國度”的游戲舞臺。游戲主角曼尼(Manny)是一位在死亡部門(Department of Death、DoD)工作的旅行代理人,他試圖拯救一位名叫麥姬(Meche)的少女靈魂,讓她平安度過漫長的旅程。游戲獲得了廣泛贊譽,尤其是在劇情和角色設計方面,被認為是LucasArts冒險游戲的巔峰之作。然而,由于銷售不佳,未能達到預期,被視為是冒險游戲類型的衰落的一部分原因。2014年,隨著Sony的幫助,Double Fine Productions收購了《冥界狂想曲》的版權,并推出了重制版,增加了多項改進,包括更高的分辨率、更好的照明模型、新的控制選項和開發者評論。重制版在PlayStation 4、PlayStation Vita、Microsoft Windows、OS X和Linux等多個平臺上發行,并逐步擴展到Android和iOS等移動設備系統。
游戲簡介
《冥界狂想曲》(Grim Fandango)是一款冒險游戲,由Tim Schafer領導的LucasArts開發并于1998年發布。它是LucasArts的第一款使用GrimE引擎的游戲,該引擎基于Sith引擎開發,用于《絕地武士:死星戰將II》。游戲結合了3D電腦圖形與預先渲染的背景,是LucasArts首款以3D方式展現的作品。游戲背景設定在阿茲特克神話的死后世界中,描述了馬尼在死者國度(Land of the Dead)中的四年之旅,目的地為阿茲特克冥界中所有死者靈魂的終點站-米克特蘭(Mictlan)。故事分為四個部分,分別發生在死者之日(Day of the Dead,墨西哥的萬圣節)后的每年。游戲中的多數意象源自這個節日,大多數游戲角色是以骷髏狀的“calaca”形象出現,這是一種基于墨西哥版畫家José Guadalupe Posada的作品而設計的形象。游戲中的花卉也成為殺人工具,一種被稱為“開花素”(Sproutella)的物質會與骨骼起反應,借由快速地在骨骼中生長,達到摧毀骨骼的目的,游戲中的人物將這種死法稱為“開花”(sprouting)。游戲中也遍布了獨特的動物,比如會吃骨頭的火海貍,以及專門競速用的巨貓。游戲糅合了神話中的陰間、以及1930年代裝飾藝術運動(Art Deco)的設計主題、加上引起黑色電影(film noir)類別聯想的灰暗情節。馬尼的工作結合了旅行代理人以及死神(Grim Reaper)的角色,而后來又扮演了偵探的角色,在他發現應得善報的人被駁回了死后應有的獎賞-跳過其他靈魂必經的四年之旅,直達米克特蘭。在游戲的第二個部分中,馬尼經營夜總會的情節是受到了亨弗萊·鮑嘉電影《梟巢喋反抗軍》《蓋世梟雄》(Key Largo)以及《北非諜影》的啟發。游戲中,賭徒曹吉拉·查理(Chowchilla Charlie)與彼得·羅瑞(Peter Lorre)極端地神似,城鎮中貪污的警長是依據克勞德·雷恩斯所扮演的雷諾隊長(Captain Renault)。盡管如此,Tim Schafer 本人提到,游戲其實是受到了像是電影《雙重保險》(Double Indemnity)的啟發,電影中一個懦弱且平庸的人(是個保險推銷員,而非偵探)牽涉謀殺以及陰謀之中。
游戲玩法
《冥界狂想曲》的操作方式與之前的LucasArts冒險游戲有所不同,不再使用鼠標移動角色和與周圍物體交互,而是使用鍵盤、操縱桿或游戲手柄。在游戲中,玩家控制的角色曼紐·“曼尼”·卡拉貝拉(Manuel "Manny" Calavera),簡稱馬尼(Manny),在各個場景中行走,尋找可用的物品來解決難題。在遇到可交互的物品時,馬尼會轉頭盯著看,接著玩家可以按下輸入鍵命令曼尼與之交互。按下“I”鍵可打開物品菜單,菜單中的物品可通過方向鍵切換,按下輸入鍵可取出放入曼尼的口袋。當手持物品欄中的物品時,馬尼可以用常規的交互方式與場景交互。這種新型的交互方式不僅讓《冥界狂想曲》在當時的冒險游戲中獨樹一幟,并提供了獨特、創新的游戲方式。游戲劇情的時間軸分為四個年份,每個年份均作為一個獨立章節,玩家需要在各章節的場景中闖蕩并解決所有難題,才能前往下一個年份。
游戲劇情
游戲背景設定在阿茲特克神話的死后世界中,描述了馬尼在死者國度(Land of the Dead)中的四年之旅,目的地為阿茲特克冥界中所有死者靈魂的終點站-米克特蘭(Mictlan)。故事展開為四個片段,這些片段設定在死者之日(Day of the Dead,墨西哥的萬圣節)后的每一年。游戲中的多數意像是來自這個節日—大多數的游戲角色是骷髏狀的“calaca”形象(以墨西哥版畫家José Guadalupe Posada的作品為依據,而calaca是墨西哥死者之日中骷髏狀的裝飾物)。各式各樣的花朵也成為了殺人的工具,一種被稱為“開花素”(Sproutella)的物質會與骨骼起反應,借由快速地在骨骼中生長,達到摧毀骨骼的目的,游戲中的人物將這種死法稱為“開花”(sprouting)。游戲中也遍布了獨特的動物,比如說會吃骨頭的火海貍,以及專門競速用的巨貓。與眾不同的是,游戲揉合了神話中的陰間、以及1930年代裝飾藝術運動(Art Deco)的設計主題、加上引起黑色電影(film noir)類別聯想的灰暗情節。馬尼的工作結合了旅行代理人以及死神(Grim Reaper)的角色,而后來又扮演了偵探的角色,在他發現應得善報的人被駁回了死后應有的獎賞-跳過其他靈魂必經的四年之旅,直達米克特蘭。在游戲的第二個部分中,馬尼經營夜總會的情節是受到了亨弗萊·鮑嘉電影《梟巢喋反抗軍》《蓋世梟雄》(Key Largo)以及《北非諜影》的啟發。游戲中,賭徒曹吉拉·查理(Chowchilla Charlie)與彼得·羅瑞(Peter Lorre)極端地神似,城鎮中貪污的警長是依據克勞德·雷恩斯所扮演的雷諾隊長(Captain Renault)。盡管如此,Tim Schafer 本人提到,游戲其實是受到了像是電影《雙重保險》(Double Indemnity)的啟發,電影中一個懦弱且平庸的人(是個保險推銷員,而非偵探)牽涉謀殺以及陰謀之中。“骷髏威拉咖啡館”(Calavera Café)這個名字和夜總會的風格都是模仿著名電影《北非諜影》(Casablanca)中的“力克燭光咖啡館”(Rick's Candlelit Café)。
游戲系統
《冥界狂想曲》是第一個使用GrimE引擎的游戲,其控制系統與只需鼠標點擊的傳統冒險游戲有某種程度的不同。它拋棄了使用鼠標移動人物、與周圍物件互動的界面,而使用方向鍵甚至是搖桿來操作主角-曼紐·骷髏威拉(Manuel Calavera),簡稱馬尼(Manny)。在不同場景中走動時,馬尼會轉頭盯著可以與之互動的物件,接著玩家可按下輸入鍵命令曼尼與之互動。按下“I”鍵可開啟物品菜單,菜單中的物品可用方向鍵切換,若按下輸入鍵可將它拿出曼尼的口袋。當手持物品欄中的物品時,馬尼可以用一般的互動方式來使用物品與場景互動。這種新型的互動方式不僅讓冥界狂想曲在當時的冒險游戲中獨樹一幟,并提供了獨特、創新的游戲方式。
主要角色
大多數的角色為拉丁美洲裔,英文對話中偶爾綴以西班牙文。大部分的角色會吸煙(主要為了戲劇效果)。曼紐(馬尼)·卡拉貝拉(Manuel "Manny" Calavera),配音演員:Tony Plana為了贖他生前的罪,馬尼在骨髓城(El Marrow)中一個城市的死人旅行社(Department of Death)做旅行代理人的工作,借由販賣旅行套件來賺取往陰間的通行證。旅行套件的范圍從奢華的9號列車四分鐘之旅,到一根堅固的拐杖加上為期四年的徒步旅行。馬尼會爭取好客戶,他們純潔無瑕的生命替他們掙來了往陰間的快速通行,進而替自己爭取更快速的旅行方式,同時也提升了旅行社的名聲。但很不幸地,所有的好客戶都給馬尼的職場競爭對手多米諾(Domino)搶去了,經過一番努力,馬尼發現了使自己陷入這樁黑幕的原因。梅塞德斯(美琪)·克羅瑪(Mercedes "Meche" Colomar),配音演員:Maria Canals美琪(Meche)是個典型的受難少女(damsel in distress)。馬尼對她一見鐘情。盡管她生前純潔無瑕,死人旅行社仍神秘地未批準她9號列車的票,只得任由她獨自徒步旅行至陰間。被死亡部開除之后,馬尼盡全力地尋找她的行蹤,一方面希望能再見美琪一面,來幫助她前往應屬于她所在的安息之地。葛羅迪斯(Glottis),配音演員:Alan Blumenfeld游戲中的喜劇效果兼配角。葛羅迪斯是個巨大的橘色惡魔,他在死人旅行社擔任修車工一職,后來充當馬尼的司機。當他被死人旅行社開除后,成為馬尼在尋找美琪時的朋友與同伴。黑特·勒曼(Hector LeMans),配音演員:Jim Ward游戲中的反派。黑特·勒曼是骨髓城罪惡的幕后黑手,專門販售車票以獲取暴利。在追隨者的幫助之下,他從那些應得善報的死者手上偷取9號列車的票,并將車票賣給有錢人。他在游戲中作風殘酷,是個不容小覷的對象。他以將數以百計的人“開花”為著名,他擁有一個大草地圍繞的花房,草地上全是“開花”過后的遺體。薩瓦多(老薩)·利蒙尼斯(Salvador "Sal" Limones),配音演員:Sal Lopez薩瓦多是失魂聯盟(Lost Souls' Alliance,簡稱LSA)的領袖。該聯盟是專門對付腐敗勾當的地下革命組織。薩瓦多為了在死亡部中能有個臥底而招募了馬尼。在馬尼尋找美琪時,薩瓦多還幫助了他逃離骨髓城。
各方評價
《冥界狂想曲》獲得了近乎一面倒的正面評價,GameSpot對其劇情贊賞有加,提到“冥界狂想曲很謝天謝地的避免了八股的內容”且“針對游戲背景與角色發展它獨有的幽默……在沒有自捅簍子的情況下,創造了這個可信的世界。”PCZone則著重在其制作的完整性,“專家級的執導、服裝、角色、與氛圍,冥界狂想曲其實可以拍成一部絕佳的電影。”Game-Revolution的評論中則以曼尼自己的口吻解說,“就藝術成就來說,我給我的冒險五根大腿骨。”而IGN將其評論以此做總結:“就我所能形容,冥界狂想曲絕對是我們所見過最佳的冒險游戲。”另一方面,在《女性玩家》(WomenGamers)的評論中,雖然激賞它“創新的故事情節、角色、以及墨西哥風情的場景”,但感到游戲界面窒礙難行,提到它令評論員感到“比較像是因為這些限制,而使得游戲操控性不足。”,GameSpot與IGN也為此作出小幅度的批評。評價盡管不低,《冥界狂想曲》并未如先前冒險游戲一般地大賣,比不上差不多同時期推出的《戰栗時空》《星海爭霸》等其它游戲,造成LucasArts因此終止往后其它冒險游戲的開發,也被視為是冒險游戲類型衰退的一部分原因。
詳細評價
在1998年的E3游戲大展中,它一舉奪得了最佳冒險類游戲獎。正如游戲譯名所預示的那樣,盧卡斯藝術中心在冒險游戲制作的進程中邁出了最勇敢的一步。在確認延期后的時期里,仍有一些謎題與角色在基于技術問題上被迫舍棄,例如在結尾對抗黑克多的高潮段落里,原先是安排需要完成五個階段的謎題才能勝利,但最終因技術問題被刪除。游戲后續安排在1998年10月30日周五發售,該周周末同時是當年度亡靈節的舉辦時刻。并且也有推出游戲的原聲帶CD。
音樂專輯
名稱:《Big band,bebop and bones》(大樂隊,波普樂和骨頭)作曲:Peter McConnell專輯曲目列表及翻譯:0:00-1:05 Casino Calavera(“骷髏威拉”賭場)1:06-3:22 Swanky Maximino(奢華的麥斯米諾)3:22-5:22 Smooth Hector(柔和的黑特)5:22-7:42 Mr. Frustration Man(失意的人)7:42-8:37 Hector Steps Out(黑特出去娛樂)8:37-10:00 Hi-Tone Fandango(高音調方丹戈)10:00-10:23 She Sailed Away(她揚帆而去)10:23-12:07 High Roller(高滾筒機)12:07-13:09 Domino's In Charge(由多米諾掌管)13:09-14:17 Trouble With Carla(與卡娜的麻煩)14:17-15:27 Blue Casket Bop(“藍寶匣”波普爵士樂)15:27-16:42 Manny's Office(馬尼的辦公室)16:42-17:49 Rubacava(魯巴卡瓦鎮)17:49-19:49 Blue Hector(憂郁的黑特)19:49-20:51 This Elevator Is Slow(這電梯真慢)20:51-21:59 Domino(多米諾)21:59-22:59 Don Copal(唐庫珀)22:59-24:06 Neon Ledge(霓虹燈下的暗礁)24:06-25:34 Nuevo Marrow(煥然一新的骨髓城)25:34-27:45 Gambling Glottis(賭博的葛羅迪斯)27:45-28:04 Raoul Appears(瘟伯登場)28:04-28:58 Scrimshaw(骨雕)28:58-29:52 Talking Limbo(言語間的林波舞曲)29:52-31:01 Coaxing Meche(哄美琪)31:01-33:15 Lost Souls' Alliance(失魂聯盟)
獲獎情況
互動藝術與科學學會:年度最佳游戲提名(1999)最佳畫面效果提名(1999)最佳角色設計提名(1999)最佳游戲配樂提名(1999)年度最佳電腦冒險游戲(1999)GameSpot:E3最佳電腦游戲(1998)年度最佳電腦冒險游戲(1998)年度最佳游戲(1998,打敗同年提名的<半條命>和<星際爭霸>)十個最令人難忘的游戲世界設計之一(1998)最佳電腦游戲配樂(1998)十大最佳游戲原聲(1999)十大最佳讀者票選游戲(1999)史上最偉大的游戲之一(2003)
詳盡評價
在游戲的內容上,《冥界狂想曲》獲得了來自媒體近乎一面倒的正面評價,像電子游戲網站GameSpot對其劇情贊賞有加,提到“冥界狂想曲很謝天謝地的避免了八股的內容”以及“從游戲背景與角色發展出獨有的幽默,在沒有刻意去自嘲的表現下,創造了這個可信的世界”。Game Revolution的評論中,則以曼尼自己的口吻表示著“就藝術成就來說,我給我的冒險五根大腿骨”來形容此游戲的成功表現。另一網站IGN將其評論以此做總結:“就我所能形容,冥界狂想曲絕對是我們所見過最佳的冒險游戲。”
后續
完成《冥界狂想曲》后不久謝弗離開了LucasArts,之后他在2000年與許多之前曾一同開發《冥界狂想曲》的同仁成立了游戲公司Double Fine Productions。在Double Fine Productions里,謝弗繼續投入冒險類型游戲的開發。
到了2014年E3電子娛樂展的索尼互動娛樂媒體大會上,發表了由謝弗執掌的工作室Double Fine Productions將負責開發重制版本《冥界狂想曲》的消息。重制版本除了有在PlayStation 4、PlayStation Vita、Microsoft Windows、OS X和Linux等平臺上發行外,也陸續在Android和iOS等移動設備系統上推出。
重制版本
制作
背景和項目啟動
2013期間LucasArts被華特迪士尼公司被并購后,開始從游戲開發公司轉型成商品授權公司。Under new management, LucasArts licensed several of its intellectual properties (IP), including Grim Fandango, to outside developers. Schafer was able to acquire the rights to the game with financial assistance from Sony, and started the process of building out the remaster within Double Fine Productions. Schafer said that the sale of LucasArts to Disney had reminded them of the past efforts of former LucasArts president Darrell Rodriguez to release the older LucasArts titles as Legacy Properties, such as the 2009 rerelease of The Secret of Monkey Island. Schafer also noted that they had tried to acquire the property from LucasArts in the years prior, but the frequent change in management stalled progress. When they began to inquire about the rights with Disney and LucasArts following its acquisition, they found that Sony, through their vice president of publisher and developer relations Adam Boyes, was also looking to acquire the rights. Boyes stated that Sony had been interested in working with a wide array of developers for the PlayStation 4, and was also inspired to seek Grim Fandango's after seeing developers like Capcom and Midway Games revive older properties. Boyes' determination was supported by John Vignocchi, VP of Production for Disney Interactive, who also shared memories of the game, and was able to bring in contacts to track down the game's assets. After discovering they were vying for the same property, Schafer and Boyes agreed to work together to acquire the IP and subsequent funding, planning to make the re-release a remastered version. Sony did not ask for any of IP rights for the game, instead only asking Double Fine to give the PlayStation platforms console exclusivity in exchange for funding support, similar to their Pub Fund scheme they use to support independent developers.
挑戰
A major complication in remastering the original work was having many of the critical game files go missing or on archaic formats. A large number of backup files were made on Digital Linear Tape (DLT) which Disney/LucasArts had been able to recover for Double Fine, but the company had no drives to read the tapes. Former LucasArts sound engineer Jory Prum had managed to save a DLT drive and was able to extract all of the game's audio development data from the tapes.
Schafer noted at the time of Grim Fandango's original development, retention of code was not as rigorous as present-day standards, and in some cases, Schafer believes the only copies of some files were unintentionally taken by employees when they had left LucasArts. As such, Schafer and his team have been going back through past employee records to try to trace down any of them and ask for any files they may have saved. In other cases, they have had difficulty in identifying elements on the low-resolution artwork of the original game, such as an emblem on one character's hat, and have had to go looking for original concept art to figure out the design.
Once original assets were identified, as to be used to present the "classic" look of the game in the Remastered edition, Double Fine worked to improve the overall look for modern computers. The textures and lighting models for the characters were improved, in particular for Manny. Schafer has likened the remastering approach to The Criterion Collection film releases in providing a high-fidelity version of the game without changing the story or the characters.
In addition to his own developers, Schafer reached out to players who had created unofficial patches and graphical improvements on the original game, and modifications needed to keep it running in ResidualVM, and gained their help to improve the game's assets for the remastered version. One such feature was a modified control scheme that converted the game's movement controls from the tank controls to a point and click-style interface. Schafer said the team used tank controls as it was popular with other games like Resident Evil at the time, but recognized it did not work well within the adventure game genre. Schafer contacted Tobias Pfaff who created the point-and-click modification to obtain access to his code to incorporate into the remastered version.
后續開發和新增特性
Double Fine demonstrated an in-progress version of the remastered game at IndieCade event in October 2014; new features included higher-resolution textures and improved resolution for the character models as well as having real-time lighting models, and the ability to switch back and forth between this presentation and the original graphics at the touch of a control. The remastered game runs in 4:3 aspect ratio but has an option to stretch this to a 16:9 ratio rather than render in a native 4:3 ratio. The remaster includes improvements to the control scheme developed by Pfaff's patch and other alternate control schemes in addition to the original tank like controls, including analogue controls for console versions and point-and-click controls for computer versions. The game's soundtrack was fully orchestrated through performances of the Melbourne Symphony Orchestra for the remastered version of the game.
The re-made soundtrack was produced under Nile Rodgers' label Sumthing Else. It had a standard release of 37 tracks, as well as a Director's Cut with 14 extra tracks (the latter sold exclusively through Sumthing Else). It included the original score from the LucasArts archives, new compositions by Peter McConnell and new orchestral arrangements, as well as new extended versions of jazz pieces re-mixed at Sony Computer Entertainment America.
In 2018, celebrating the 20th anniversary of the original release of the game, the soundtrack was released for the first time in vinyl format.
接受
Grim Fandango Remastered has received similar positive reception as the original release, with many critics continuing to praise the game's story, characters, and soundtrack. They also found the developer's commentary to be very insightful to the history of the game. Reviewers were disappointed at the lack of an auto-save system, as well as the game not receiving a full high-definition upgrade, leaving the higher-resolution characters somewhat out of place with the original 3D backgrounds. Many reviewers also noted that the puzzles, though a staple of the day when Grim Fandango was first released, remain somewhat obtuse with solutions that are not clear even after the player solves them, and that a hint system, as was added to the Monkey Island remake, would have been very helpful. The game's pacing, also unchanged from the original version, was also found harder to grasp, in both the pacing within the game's four acts, and the time taken to move around and between rooms. In his review for Eurogamer, Richard Cobbett warned players to "be careful of rose-tinted memories", that while the remastered version is faithful to the original, it does show aspects of the original game that have become outdated in video game development.
影響
《冥界狂想曲》已經成為了代表視頻游戲作為一種藝術形式的作品;該游戲已被選為公眾投票的“藝術游戲”之一(2003)。
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