对于恐怖作品的爱好者们来说 看到游戏中大量的致敬
Seeing all the horror references sprinkled in is just a real treat
就如同一场饕餮盛宴
for fans of the genre.
我的奴仆
My slave.
主人 您有何吩咐?
What is your bidding, master?
就连游戏的封面都沾上了鲜血
Even the cover had blood on it.
这部游戏里的很多元素 都并不适合那些给孩子买♥♥游戏的家长们
It had a lot of themes that were not popular with parents who were primarily buying these games for their kids.
这个时期的 FPS 游戏的确与神秘主义密不可分
Occultism is really intertwined with this era of FPSs.
我不确定这是否和80到90年代的撒旦教恐慌有所关联
I don't know if it's something about, like, the Satanic panic of the '80s or '90s.
显然 那时候我们有《异教♥徒♥》《毁灭巫师》还有《毁灭战士》
You know, you've got Heretic and Hexen and Doom, obviously.
这个邪恶信徒们在地底举♥行♥仪式的点子 令当时的人们相当痴迷
People are really obsessed with this idea of these evil folks in subterranean layers doing rituals
并且 我们必须层层深入 阻止他们
and, you know, we have to go down there and stop them, I guess.
那部游戏的难度堪称举世无双
The difficulty of that game is pretty legendary.
它不欢迎弱者
It's not for the weak and, um
并且我认为这是它的长项之一
I think that's one of its strong suits.
它自己的这套武器库不知为何突破了常规模板
It has its own arsenal of weapons which somehow
看起来与公爵和王洛的手段都大相径庭
breaks the mold and, and seems completely separated from what Duke and Lo Wang did.
我喜欢巫♥毒♥娃♥娃♥ 这个太经典了 我还想看到更多类似这样的东西
I love the voodoo doll. That's classic. I'd love to see more stuff like that.
当然 炸♥药♥是我的最爱之一
The dynamite, of course, is one of my favorites.
这很大程度上是因为 我觉得我用它炸死自己的次数 比炸死的敌人还多
mostly because I think I've killed myself more times with it than I've killed enemies.
其实我从一个朋友那里借来了原版光盘 之后一直没还给他
I actually borrowed the original disc off a friend of mine and never gave it back to him
所以我的这份《血祭》不是我自己的
so my copy of Blood is not my own.
我想面对一部经典 白嫖也可以稍微理直气壮一些
It's a classic and rightly so, I think.
你别想招惹我王洛
You no mess with Lo Wang.
在那时 整个第一人称射击游戏产业 都被 3D Realms 及其软件所统治着
Back then, the whole first person shooter industry was ruled by 3D Realms and its software.
《公爵3D》展示了 Apogee 内部有着开♥发♥一款热门游戏的能力
Duke 3D really showed that Apogee internally could develop a hit game
而且 原版《影子武士》中的所有核心元素也都在这里诞生
and, um, all the seeds were there in the original Shadow Warrior game.
这一切都从一个点子开始“嘿 要不我们做一款”
And it started as a concept. 'Hey, let's, you know, do a
“忍♥者版的《公爵3D》吧” “酷啊 启动Build引擎然后去做吧”
ninja version of Duke Nukem.' 'Cool, use the builders and go for that.'
我们又一次创造了一个富有幽默感的角色 和一大堆他身上的非正常武器
Once again, we had a character with humor, a lot of crazy weapons.
粘性炸♥弹♥是一个自然而然的设计进化
The sticky bomb was a natural evolution.
我记得我们还在制♥作♥《公爵3D》时 就和Allen探讨过这件事
I remember talking with about that with Allen while we were still working on Duke 3D.
小心点 唷砰 砰
Better watch out. Boom, boom.
那把枪 我们是从哪部电影里看到的来着? 应该是部施瓦辛格的电影
I mean, the real gun, what was the movie we saw? It was an Arnold Schwarzenegger movie.
你从人间蒸发了
You've been erased.
《蒸发密令》
Eraser.
我们想: “这个太酷了” 就直接把它偷了过来
We're like, 'That's awesome.' We just stole that.
霰弹枪对我来说相当重要 但吉姆·诺伍德当时想要一把全自动的武器
Shotgun was really important to me and, you know, Jim Norwood wanted a full automatic thing
而我想到的景象 则是两名同样装备霰弹枪的玩家
and, you know to me, the dance that was happening where two players both equipped with a shotgun
有如同斗舞一般交替进攻 同时尝试在进攻中不露出破绽
were kind of alternating their point of attack while trying to hide during their point of vulnerability
我记得我当时说: “好吧 要不我们换个方向考虑呢?
I remember feeling like, 'Okay, what if it went in the other direction?
“用大火力连射怎么样?”
You know, the thump, thump, thump, thump, thump.
在90年代时 每一款新推出的游戏带来的技术飞跃 都会让人们大为震撼
Back in the '90s, every game that came out had a leap forward in technology that people would be blown away by.
要知道 那时用一部有四五年历史的引擎
You know, it was just a tough world releasing a game like Shadow Warrior with an
发布一款如同《影子武士》这样的游戏可谓相当艰难
with an engine that was probably four or five years old at that time.
我会说《影子武士》在幽默感这方面的表现和《毁灭公爵》可谓异曲同工
Shadow Warrior is certainly a very worthy kind of cousin to Duke Nukem, I would say, in terms of its, again, sense of humor.
这个戒指可不普通
That's no ordinary ring.
以今天的眼光看 其中一些元素会显得相当不合适
Definitely elements of that would, would be seen as, you know inappropriate
甚至有些文化刻板在里面
and, and, and sort of, um, culturally insensitive today
你看着像个傻瓜
You look like a stupid.
尽管如此 它依然是那个时代所开♥发♥出的游戏的一个缩影
You know, nevertheless, it represents a snapshot of, you know, the games that were being made at the time
《影子武士》的传奇一直流传至今
Shadow Warrior lives to this day. You know, we sold the rights in
几年前 我们把游戏的版权卖♥♥给了Devolver
full to Devolver several years ago,
而他们一直在推出全新的《影子武士》游戏
and they keep releasing new Shadow Warrior games.
在 Devolver 发行的全新重启作中 王洛显然更年轻了 他的形象更加真实
In the new Devolver reboot games, Lo Want is clearly younger, he's more realistic.
他不像原版的形象似地有种漫画式的夸张
He's less of a caricature like we had with our original Lo Wang.
你会发现如今的他对漫画着迷 还有些其他的爱好
You find out that he's a big fan of comics and, and he's got other sort of hobbies on the side and, you know
现在的角色形象不再像以前那样脸谱化了
nowadays, characters are not as one dimensional as they used to be.
Devolver 对游戏各方面进行了很好的现代化
You know, Devolver's just done a great job modernizing the game and
并使它更贴合我们当今的思维方式
and making it more compatible with our current ways of thinking.
所以 当我们启动《雷神之锤》开♥发♥的时候
So, when we first went into doing Quake
我们对这个游戏的设想更接近角色扮演游戏
the idea was it was gonna be a lot more like a role playing game.
在1991年1月 我们推出《指挥官基恩》三部曲之后
Quake was originally a game that we started making
《雷神之锤》的制♥作♥就提上了日程
after the first Commander Keen Trilogy in January of 1991.
我们想制♥作♥一款名为《雷神之锤》的游戏
We wanted to make a game called Quake
是因为雷神之锤是约翰·卡马克发明的 D&D 宇宙的一部分
because Quake was part of the D&D universe that John Carmack had invented.
我们一起在《雷神之锤》里冒险这件事 可以说是有史以来最帅的体验
And we did get to go on an adventure with Quake and it was like the coolest thing ever.
我们甚至在《指挥官基恩》中放了广♥告♥
We even put an ad inside of Commander Keen
我们说: “《雷神之锤: 正义之战》是我们要制♥作♥的下一款游戏的名称”
and we said, 'Quake, The Fight for Justice is the name of the next game that we're gonna make.'
我们开始制♥作♥游戏的时候都在想
We started making the game, and we just were like
“我们不想草草开始开♥发♥《雷神之锤》 因为技术还不成熟”
'You know what? The technology's not here. We do not want to ruin Quake.'
因此 直到四年后 我们才真正开始着手开♥发♥
So, four years later, that's when we really started Quake
因为计划是制♥作♥一款全3D游戏
because the plan was to do a full 3D game
所以在游戏里 玩家们可以亲自挥舞雷电之锤 地狱魔方 以及一系列炫酷狂拽的道具
and now, we can actually have a hammer of thunderbolts the Hellgate Cube, and all the other cool stuff that Quake has.
我们总想有所创新 比如说“我们可以做什么游戏玩法?”
We're always trying to do new things, and 'What is the gameplay that we could do?
我不想再做一个《毁灭战士》翻版
I don't wanna make another clone of Doom.
也许可以做个第三人称视角肉搏游戏吗?
Can we do hand-to-hand combat type stuff from a third person viewpoint
也许隔三岔五再做些FPS?
and, like, maybe we do some FPS every once in a while?'
但是随着时间的推移 制♥作♥引擎需要的时间远超预期
But as time went on, it took a really long time to make the engine
团队开始精疲力尽
and the team started getting burned out.
开♥发♥非常困难 那是真正让我碰壁的项目
It was pretty hard. That was the project where I did really hit a wall
我认为 意识到自己能力的极限是件有益的事情
and I think that's a useful thing for people to find out that everybody has their limits.
所有技术都很新
All the technology was so new.
约翰·卡马克相当于边开飞机边造飞机
John Carmack was inventing the plane while he was flying the plane
团队成员就这么被带到了还未完工的飞机上 在旁边帮忙造
and we were the passengers outside the plane, you know, building things onto it.
在开♥发♥阶段伊始 我们的设计师制♥作♥的地图只能一次又一次地被扔掉
At the beginning, we had designers building maps that just had to be thrown away over and over again.
在某个时候 我的办公室搬到了约翰的旁边
At some point, my office ended up being next to John's.
约翰选中了我 每次都会过来说“嘿 能测试一下这个吗?”
He chose to have it be me that he would come to and say, 'Hey, can you test this thing?
美♥利♥坚♥在开♥发♥初期的贡献非常大
American was super valuable at that point.
每次我改了一些东西时 他的工作都会作废 但他对此并无怨言
It was completely cool with him that I made him throw away his work every time I changed something.
我那时候确实折磨遍了公♥司♥里的几乎每一个人
I did put a lot of people, practically the whole company, through the ringer with that.
我们一直在原地转圈空耗 因为引擎花了很长时间才完成
We're just spinning wheels the whole time, because the engine took so long to get done.
公♥司♥的一部分人对推陈出新毫无兴趣
Part of the company doesn't want to explore anything.
他们只是想制♥作♥另一个跟《毁灭战士》差不多的FPS 然后卖♥♥出去
They just want to make another FPS like Doom and ship the thing.
“我们受够了 身心俱疲”但我想做新的游戏设计
'We're done, we're mentally drained.' And I wanted to do the new game design stuff.
有一次我们的会议才刚刚开始 但突然间就有人开始发难
It's like we just had this meeting and, all of a sudden, everything that we'd done went to shit.
他们说: “去他的中世纪废铜烂铁”
They're, 'Yeah, screw these medieval weapons.
“我想回去做霰弹枪和科幻武器”
I wanna get back to shotguns and future weapons.'
我想“妈的 这要咋办”
I'm like, 'Oh, fuck, man.'
《雷神之锤》的开♥发♥ 让我第一次真正认识到这样一个现实
Quake was the first time where I did have to really kind of confront the fact that
那就是 无论我多么努力 我都无法独自一人完成所有工作
you know, no matter how hard I work, I can't do everything.
就开♥发♥过程而言 《雷神之锤》是我们做过的最困难的项目
It was the hardest project that we had done from a development process.
大家抱怨着棕色和灰色的色调 因为我们每个光照贴图的颜色都五花八门
People complained about the brown and gray palette, and that was because we had so many colors per light.
光照贴图的颜色数量占用了 VGA 调色板的大部分颜色选项
The amount of colors with the light maps ate up most of that VGA palette
而 VGA 调色板总共只有256种颜色
which only has 256 colors total in it.
所以 没错 想要更多的照明算是限制了我们
So, yeah, we were limited, because we wanted more lighting.
我们挑选了一些 最为符合洛夫克拉夫特风格 那种暗黑深邃感觉的颜色
We picked the colors that best make us a Lovecraftian, dingy, dark, unsettling, violent
狂乱 暴♥力♥又令人不安 游戏就是因此选择了这样的色彩搭配
you know, blast fest, and that's why the game looks that way.
我一直是恐怖片的忠实粉丝 而在《雷神之锤》中
I've always been a big fan of horror and, in Quake
我终于能够融入一些真正的洛夫克拉夫特式的东西了 这还是头一遭
for the first time, I think, I was actually able to sneak in actual Lovecraft stuff.
而这样做的方法之一 是从一本书里得来的灵感
and one of the ways I did that is I got a copy of my book
我给了 id 一份副本 阿德里安和凯文·克劳德读了
and I gave a copy to id and, specifically, Adrian and Kevin Cloud were reading it.
所以 很多怪物的设计都是基于这本书中的插画
So, a lot of the monsters are based directly off images from this book.
我喜欢那个世界 里面的大量角色让人灵感大发
And I like that world. It was very inspirational with, uh, many of the characters,
我们以一种非常独特的方式处理他们
and we worked on the characters in a, a very unique way.
凯文负责在一个3D程序内设计角色
Kevin would design the characters within a, a 3D program
并将角色的 UV 展开 以便我绘制皮肤
and splay out the characters so I could draw the skin.
其中一种重要的新敌人是Fiend 它们会跳跃
One of the things that was a big improvement was the Fiend, the leaping Fiend.
我们把《毁灭战士》中的大型近战怪物称为粉红魔 那个粉红色的东西
The big melee monster in Doom was the we called it The Demon, the pink-y things
它们实际上是种非常无聊的怪物 只会冲向玩家试图啃咬
and they were actually a pretty boring monster. They would run up to you and bite you
但 Fiend 就会让人提心吊胆 因为它们会像兔子一样跳向你
but, the Fiends, you're actually afraid of, cause they jumped into you like a bunny.
如你所知 id有四位关卡设计师
You know, we had basically four level designers and
我们每人分得其中一个章节 最终交出的答卷都非常酷
and each one of us, you know, was basically kind of assigned to to an episode, and, and all the episodes are really cool.
设计师们都有非常独特的个性 因此他们每个人的关卡都自成一体
You know, they all have very unique personalities, and they're all very different
我认为让《雷神之锤》变得如此独具一格和经久不衰 是他们的个性
which is something that, I think, makes Quake as magical and timeless as it is.
其中一座城♥堡♥ 黑檀堡垒 差不多一半沉在水中
One of the castles, The Ebon Fortress, is like sunken half in water
就是说 要在水下游过半个城♥堡♥以后才能上岸
you know, swimming through half the castle before you can get out of the water
然后再通过城♥堡♥的其它部分 但这些地方也是泛滥成灾
and play through the other parts, and then there's even more water in other areas
所以玩家就像特种部队一样两栖作战
so it's like a really cool half and half thing.
引擎还让我们可以做更多的事情 比如垂直纵深
It also let us do a lot more things with verticality, you know, there's
我负责的一个关卡里有个水池
there's that level I do where there's the pool of water
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