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Gamasutra评选:2019年度十佳游戏(不限制载体)

发布时间:2020-04-01 09:09:08 Tags:,,

Gamasutra评选:2019年度十佳游戏(不限制载体)

原作者:Gamasutra员工 译者:Willow Wu

2019年对游戏圈来说是精彩纷呈的一年,这一年发行了很多值得赞颂的作品,它们在未来的数年里也会被人们所铭记。

也正是因为出色的游戏太多,要选择哪10个游戏列入此文就成了一个大难题,整个过程经历了辩论、妥协,最后达成一致意见(……大部分是吧)。

有些游戏的相关段落明显比其它的短一些,但是对我们来说,文中列出的每一个游戏都是我们认为会留存于记忆中的,它们代表了2019年的技术成熟、叙事升华、创新以及虚拟体验带来的无形价值。

从大制作的多人FPS游戏到猎奇的富人运动游戏,还有画面精美、气氛很丧、主人公个性怪异的RPG游戏——请看Gamasutra评选的2019年度十佳游戏。

Respawn Entertainment:《Apex英雄》

《Apex英雄》是一款节奏流畅、内容充实的快节奏射击游戏,非常对我的胃口。在戒了《绝地求生》之后,我真的想不到我还能爱上另一个battle royale产品。Respawn Entertainment看到了《绝地求生》的每一个优点,并在《Apex英雄》上加以放大。

技能各异的英雄、巨大的地图,快节奏射击时也不会感觉到空间的束缚,在你还没注意到那些设计精良的武器之前,这些游戏特色就足够让它在市场脱颖而出了。这是一个由玩家主导的舞台,展示着各种各样的冲突、遭遇,即使没有获得胜利,你也能成为故事的创作者。或许《堡垒之夜》是battle royale的统治者,但是我很高兴《Apex英雄》能够作为一款科幻大逃杀精品与它并驾齐驱。——Bryant Francis

Apex Legends(from ea.com)

Apex Legends(from ea.com)

Hempuli:《巴巴是你》(Baba Is You)

《巴巴是你》这款游戏其实就跟《大鹅模拟器》和What the Golf类似,围绕一个简单的创意扩展成一个极为滑稽、有意思的作品。就这个游戏来说,搭建的第一块砖——也就是游戏的点子,就是重组句子,改变游戏本身的规则。Baba Is You,Flag is Win字面上意思就是要你操作主角巴巴,想办法碰到旗子、过关。但是你可以改变句子,改成Baba is You, Baba is Win,也能过关。

每个用来构建规则的单词都成为了游戏世界的一块砖。玩家可以把它们当做箱子,将有用的对象推到适当的位置,但是要注意这样可能会影响其它有用的单词。某些规则你无法接触或者改变,渐渐地,你的解决方案就会变得越来越复杂。所有这些整合起来就是一款极为烧脑的解谜游戏,你反复喃喃着那些无意义的短语,一心想看穿眼前看似无解的难题,直到灵光一闪,你向一群困惑的室友们高喊:“FLAG MAKE MOON IS OPEN!”——Alissa McAloon

Remedy Entertainment:《控制》

这个游戏满足了我对剧情驱动游戏的一切需求。真正有趣的故事背景,熟悉但颇具挑战性的对战,而玩法成为了二者的补充,所以这些元素相辅相成,给人一种十分和谐、无缝连接的感觉。

游戏过程中从不会觉得无聊。我总是会急切地跟随《控制》留下的面包屑,想要体验游戏提供的所有内容。至始至终,我对游戏中所看到、听到的东西沉迷不已,最终,我的大脑受到了无比强烈的冲击。

这绝对不是轻易就可以做到的。每一章都让我紧张不安。我能知道这个世界发生了什么吗?我能学到什么样的新技能?面对一大堆文本,我能利用什么线索破译多少政府文件?总而言之就是我很兴奋,这不是一件苦差事,也不是什么必须完成的任务,而是一种选择。

当然,没有我的投入剧情也无法推进,但这不是我要说的重点,重点是开发者愿意承担风险去创造一个另类的IP作品,这很让我觉得很新鲜。《控制》并不是一款无可挑剔的游戏,但它是一部写得很好的故事,自从发行以来我就没有停止过分析、思考。——Emma Kidwell

ZA/UM:《极乐迪斯科》

《极乐迪斯科》是一款勇于展现社会和人性最糟糕面的现实向游戏,它的表现方式往往会让游戏变得荒谬无比、令人不安,甚至引起恐慌。正是这种无处不在的不安感——任何事情都没有令人信服依据,像法律和人际关系这样的产物对于人类企图控制宇宙的混乱来说只是徒劳的尝试——给《极乐迪斯科》增加了庄严的氛围。

尽管游戏剧情中充斥着深刻的自我意识和存在主义,但还是会有很多令人不禁脱口说出“WTF”的惊喜时刻,让你想继续沉浸在游戏的悲凉之中。这款RPG游戏有一种你在其它任何地方都无法体验到的怪异而扭曲的乐趣。——Kris Graft

Popcannibal:《暖心之语》(Kind Words)

很少有游戏会像《暖心之语》一样盲目地对陌生人抱有信任,但不管怎样,我们确实看到了效果。

这其中有很大的风险:玩家可能会写些愚蠢、不友好或粗鲁的话,我相信有些人就会这样做。但至少到目前为止,大多数人似乎都是认真对待游戏的。看到一款游戏能培养出一群真心致力于帮助彼此的玩家,这是一件很棒的事情。

夏天时我陷入了艰难期,不久之后,《暖心之语》发行了,我利用这个平台写了一封简短的信,倾诉我的烦恼。不到一天的时间里,我收到了半打非常贴心的回信。它们真的很有帮助,甚至过了好几个月,我还会打开游戏浏览这些信件,给几个玩家回信。

你肯定得这么做啊,不是吗?你不一定要说好话、给出正确的建议,但是你得让他们知道有人在倾听。这是大家心照不宣的一种协议:相互支持、相互鼓励只有在玩家愿意登陆、成为他人的树洞并给出贴心建议的前提下才能成立,大家都明白做这些事是没有回报的。

很多游戏一直在鼓励我们争取更好的结果——我们要比AI玩得更好、比其他玩家玩得更好、比自己之前玩得更好,但几乎没有一个游戏是鼓励我们帮助其他人的。《暖心之语》这两点都做到了,它是一个对我很有帮助的游戏。希望它能在未来的几年里继续“暖”下去。——Alex Wawro
Mobius Digital:《星际拓荒》(Outer Wilds)

大约十年前,在我第一次参加GDC时,我坐在两位程序员后面,准备当周的第一次演讲。他们两个我都不认识(其实我谁也不认识),但隔着两排座椅我能听到他们的谈话——他们在讨论虚拟世界的物理计算,讨论如何在一个(目前只存在于他们脑海中的)宇宙环境下模拟重力和光。

绝大部分内容我都没听懂,但我还是被吸引住了。我看到两个非常聪明的人在构思一个全新的世界,我真的很想知道这是怎么做到的。现在,时隔十年之后,Mobius Digital的《星际拓荒》又让我产生了同样的感觉,整个太阳系的建立只是为了挑起和满足你的好奇心。

在这漫长的十年即将结束之际,我们很难知道一份游戏清单的真正价值是什么,但至少让它成为一个温柔的提醒:电子游戏可以成为漂亮的玩具、欢乐的召唤者,而今年很少有游戏能比《星际拓荒》做得更好。

这是一个迷人的太阳系,你可以在宇宙中不断穿梭,每一次你都可以学到更多关于它是如何运作的,以及它为什么存在的知识。这是一个可玩的宇宙,充满了各种激发原始敬畏和恐惧的恒星现象。这是一款独一无二的游戏设计作品,也是今年最有趣的游戏之一。——Alex Wawro

Obsidian Entertainment:《天外世界》

Obsidian回归开发第一人称、带有剧情选择的RPG游戏,这是个好消息。在这个颇具深度的RPG游戏中,每一个角色都有清晰的设定,你所拥有的属性与技能时刻影响着角色与世界的关系,每次跟NPC的互动都会给你带来惊喜。Obsidian不仅回归了RPG,他们还制作了一个非常有趣的游戏!系统回馈“玩家选择”的方式是在每一回合呈现到意想不到的内容。

角色很棒,世界设定也很惊艳,在一个企业强强联手占领土地的年代中体现了愤世嫉俗和无政府主义的完美结合,我感觉这样的未来并不是天方夜谭。——Bryant Francis

From Software:《只狼:影逝二度》

《只狼》不仅仅是From Software开发的另一款魂类游戏。他们采用了一个已经成功的公式,降低了难度,同时保留了你从其它魂类游戏中一样可以获得的满足感和掌控感。多亏了游戏更宽容的存档系统,你玩20分钟或2个小时都没有多大影响。之前的魂类游戏都无法配合我的时间,所以《只狼》是我玩得最多的魂类游戏。

游戏处处都是精致复古的日式建筑,玩家可以找到多个合适的隐藏点伺机攻击敌人、推进剧情,同时它受《天诛》启发的traversal玩法(指玩家可以用任意方式,例如跑、跳、攀爬等在环境中行动,游戏邦注)让你感觉自己像是一个致命的隐形战士。“影逝二度”这个标题也是受了游戏死亡机制的启发,开发者通过一种巧妙而有效的方式来强调第二次机会的价值。——Kris Graft

Blue Manchu的《虚空混蛋》是一款出色的单周目式游戏,核心循环是寻找被遗弃的(通常是已被其他方占领的)飞船,搜刮补给物,还有一套围绕此而设计的进阶系统中,能够让你欲罢不能地玩上几个小时。

That Blue Manchu利用多彩的漫画风格画风让游戏博得了关注,而辛辣巧妙的幽默剧情则更是锦上添花了。创造一款与众不同的游戏从来都不是一件容易的事,而《虚空混蛋》在越来越拥挤的独立游戏市场中获得成功无疑是值得庆贺的。——Alex Wawro

Triband:What the Golf?

What the Golf是一个关于打破期望、建立新的期望、并再次打破它们的游戏。游戏的第一关,从一个简单的恶作剧开始:不是把高尔夫球从球座上打下来,而是球杆撞击球的瞬间把球手往前扔,你的目标就变成了把那个穿着破布的人掷向球洞,获得胜利。每一关都提供了不同的高尔夫式玩法,看起来像是永远都不会重复。

即使玩过了几十个洞,你仍然可以从各种各样的恶搞中收获意外与欢笑。——Alissa McAloon

本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao

2019 was an incredible year for games–a year so flush with work worth celebrating that it will surely be remembered for years to come.

And because there were so many excellent games, the debate over which 10 games belong here was an exercise in debate, compromise, and in the end, consensus (…for the most part).

There are some omissions that are more obvious than others, but to us, every one of the games that made our list below are ones that we agreed would remain in our memories as having defined the year for technical sophistication, storytelling, innovation, and a pure intangible value in experience.

From a high-end multiplayer first-person shooter to a weird game about a rich-person sport, followed by a beautifully dreary RPG with a twisted-up protagonist, here are Gamasutra’s top 10 games of 2019.

Listed in alphabetical order

Apex Legends – Respawn Entertainment

Apex Legends is the free-flowing, fast-paced shooter that took aim right at my happy place this year. I did not know that I could love the battle royale format again after my time with PlayerUnknown’s Battlegrounds ended, but Respawn Entertainment found everything that was good with PUBG and doubled down when making ApeLegs.

The game’s mix of champions with unique abilities and huge maps with ample room for high-velocity shootouts already help it stand out before you even start talking about the oh-so-finely-tuned firearms. It’s an incredible engine for player-driven encounters that leaves you with stories to tell even if you fail to claim victory. Fortnite may reign supreme, but I’m happy Apex Legends gets to live alongside it as a sci-fi battle royale spectacular. – Bryant Francis

Baba Is You by Hempuli

Baba Is You is yet another game that, like fellow charmers Untitled Goose Game and What the Golf, takes a simple idea and excellently builds upon that core until something perfectly ridiculous and wonderful emerges. In Baba Is You’s case, that first block is the idea of rearranging simple phrases to change the rules of the game itself. Baba Is You, Flag is Win might require you to walk the character Baba to the flag to clear the level, but rearranging the words themselves (Baba is You, Baba is Win) can yield the same result.

As another layer on top of that core idea, each word used to forge a rule exists as a block in the game world. They can be pushed to nudge a useful object into place, but doing so might trap a useful word just out of reach. Some rules remain inaccessible and unalterable, gradually forcing you to come up with more complex solutions to problems you’d conquered just levels before. It all adds up to an impossibly clever game that’ll have you reciting nonsense phrases again and again to solve puzzles that seem impossible up until the very moment they click and you’re shouting a celebratory “FLAG MAKE MOON IS OPEN” to an audience of confused roommates. – Alissa McAloon

Control by Remedy Entertainment

Control has everything I look for in a story-driven game. There’s genuinely interesting lore, familiar yet challenging combat, and gameplay that supplement the two so neither element is ever fighting for attention from the player.

I was never bored. Control left bread crumbs behind which I eagerly followed, wanting to experience everything the game had to offer. From start to finish, I was engrossed in every aspect of what I saw, heard, and eventually Hulk-smashed into the ground with my mind.

That’s no small feat. Every chapter I progressed to had me on my toes. What would I learn about my environment? What new skills would I pick up? How many government documents could I decipher through context clues among a sea of [REDACTED] text? And I was excited. It wasn’t a chore, not a box to check off, but a choice.

Sure, the game couldn’t progress without my input anyway but that’s not the point. The point is that it’s refreshing to see a new, weird IP take risks. While the game doesn’t stick every landing, Control is a well-written narrative I haven’t stopped thinking about since launch for a reason. – Emma Kidwell

Disco Elysium by ZA/UM

Disco Elysium is a game that doesn’t shy away from displaying realistic depictions of the worst parts of society and psyche and does so in a way that often makes the game absurdly unsettling or even disturbing. It’s this pervasive sense of unease–that there is no solid foundation for anything, that constructs like laws and relationships are merely futile attempts for humans to control the chaos of the universe–that gives Disco Elysium its gravitas.

Despite the deep self-awareness and existentialism that swirls within the game’s narrative, there are so many instances of hilarious “what the fuck” moments of surprise that make you want to wallow in the game’s dreariness. There’s a weird, twisted joy in this RPG that you simply cannot experience anywhere else. – Kris Graft

Kind Words by Popcannibal

Few games put as much blind faith in people to be fundamentally good as Kind Words does, and somehow, it works.

It’s a big risk; players can write each other inane, insensitive, or just plain rude remarks in Kind Words’ letters, and I’m sure some do. But the lion’s share appear to take it seriously, at least so far, and it’s been wonderful to see a game foster a community of players who seem earnestly dedicated to helping each other feel better.

I hit a rough patch this summer; Kind Words launched not long after, and I used it to write a little letter bemoaning my troubles. Within a day I had half a dozen thoughtful, kind replies waiting for me. They really helped; even months later, I still sometimes fire the game up to rifle through them, and answer a few other players’ letters while I’m at it.

Because you have to, right? You don’t have to be good, or right, but you have to let someone know you heard them. That’s part of the unspoken agreement: this whole game of mutual support and encouragement only works as long as players are willing to log in and write nice things to each other, week after week, for nothing.

Games push us, constantly, to be better; better than the AI, better than the other players, better than our best run. Almost none of them push us to help each other. Kind Words does both, and for me, it worked. Here’s hoping it keeps working for years to come. – Alex Wawro

Outer Wilds by Mobius Digital

Nearly a decade ago I sat down behind two programmers in my first talk of the week at my first GDC. I didn’t know either of them (or anyone, really) but I could hear their conversation from two rows back; they were discussing physics calculations for virtual worlds, sharing advice on how to model gravity and light in a universe that, for the moment, existed only in their minds.

I barely understood any of it, but I was hooked; I saw two smart people building whole new worlds in their heads, and I couldn’t stop wondering at how they did it. Now, almost ten years later, Mobius Digital has managed to evoke that same sense of wonder with Outer Wilds, an entire solar system built just to titillate and satisfy your curiosity.

It’s hard to know what the real value of a list of games is, here at the thin end of this long decade; let it at least be a gentle reminder that video games can be beautiful toys, evokers of joy, and few were better at it this year than Outer Wilds.

It’s a charming orrery you can bounce around in over and over, each time learning a bit more about how it works and why it exists. It’s a playable universe, replete with stellar phenomena that inspire real primordial awe and terror. It’s a singular work of game design, and one of the most interesting releases this year. – Alex Wawro

The Outer Worlds by Obsidian Entertainment

Obsidian’s return to the world of first-person, choice-driven RPGs is a welcome one. Not only has the studio returned to the fold with a fantastically deep RPG with a clear point of view and setting that informs every single character you encounter and creates surprises around every turn, they’ve made a game that’s actually really funny! Every time the game rewards “player choice” it does so by leaning into the unexpected and the surprising at every turn.

The characters are great, the worlds are beautiful, and it’s the right mix of cynicism and anarchy for a corporatized future that doesn’t feel too far from our own. – Bryant Francis

Sekiro: Shadows Die Twice by From Software

Sekiro is more than just another difficult Souls-like by From Software. The developer took an already successful formula and made it more accessible while retaining the same kind of gratification and sense of mastery you get from other Souls-inspired games. This is thanks to a more forgiving save point system that lets you play for 20 minutes or for two hours. It’s the first Souls-like that respects my time and because of that it’s the one that I’ve played the most.

The game’s hauntingly beautiful Japanese setting offers the player multiple points to attack enemies and progress through levels, while its Tenchu-inspired traversal makes you feel like a deadly stealth warrior. And the death mechanic that inspired the game’s title is a brilliant and effective way to emphasize the value of a second chance. – Kris Graft

Void Bastards by Blue Manchu

Blue Manchu’s Void Bastards is a beautiful “one more run”ner, a game with a great core loop (scavenge derelict, often occupied spaceships for supplies) nested inside a stack of progression systems that can keep you playing for hours.

That Blue Manchu was able to make it pop with a colorful comic book aesthetic and a beautiful, biting wit is just icing on the Jaffa space-cakes. It’s never been harder to make a game that stands out, and Void Bastards’ success in an ever more crowded indie game market is something to celebrate. – Alex Wawro

What the Golf? by Triband

What the Golf is a game about breaking expectations, building up new ones, and breaking them all over again. The game, and its first level, starts off with a simple gag: instead of opening the game by hitting the golf ball off the tee, the moment of impact of club against ball instead flings the golfer forward and your goal becomes propelling that rag dolled figure to the hole for victory. Each and every level offers some different play on the idea of golf along those lines, to an extent that seems infinite.

It’s an interesting example of endlessly iterating on an idea until it takes on a life of its own and somehow, even after dozens of holes, still manages to surprise and find humor and fun in an ever-evolving gag. – Alissa McAloon

(source:gamasutra.com


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