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Edge杂志的平林良章访谈全文翻译

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《生化危机:村庄》(Resident Evil Village)是Capcom的生存恐怖系列的第8个主线作品,它的命名主要是因为有一个双关语——特别是罗马数字“Ⅷ”——以及它的背景。对于大多数玩家来说,与该系列最密切相关的村庄是里昂·S·肯尼迪(Leon S Kennedy)在2005年的《生化危机4》(Resident Evil 4)开头所到达的贫困农场。部分原因是这个游戏改变了一切。它发明并普及了被应用于从《战争机器》(GearsOf War)到《蝙蝠侠:阿卡姆疯人院》(Batman: Arkham Asylum)等游戏中的越肩瞄准机制(over-the-shoulder precision-aiming mechanic),同时将该系列的基调从陈旧的恐怖Jump Scare(clichéd horror jump scares)转变为暴徒控制(mob control)。Capcom将这款游戏带到20年来的每一款新主机上,让我们一直对它记忆犹新也就不足为奇了。
但是说真的,这个到处是干草捆和干草叉、泥泞的铺路板和冒着烟的泥炭沼泽的地方,即使不再来一趟,也是令人难忘的。僵尸——肯尼迪的天然捕食者——消失了,取而代之的是喃喃自语的Los Ganados,有着明亮的眼睛和肮脏的工具(耙子、锄头、电锯、炸药棒)的村民们,他们的不断追逐一直伴随着你。大多数人都认为,这部导演三上真司(Shinji Mikami)离开Capcom前的最后的游戏,还没有被续作超越。当所有发行商都在翻找旧游戏目录,寻找重制的候选游戏时,《生化危机4》显然是一个不错的选择:这是一款受人喜爱和尊重的游戏,而且制作时间足够长,所以将其移植到当代平台能够提供更出色的体验。
“当然,我们在开始工作之前重玩了原版,”制作人平林良章(YoshiakiHirabayashi)解释道,他在2000年代初还担任过原版的过场动画的导演。“原版游戏仍然保持得很好。助长这种观点的并非纯粹的怀旧情绪。这款游戏具有革命性:体验的多样性,特别是紧张和宣泄时刻之间的节奏,恐怖和安静时刻之间的循环。在很多方面,都没有感到像是在重玩一部老游戏。”
事实上,回到这个在第7作游戏中使用的RE(也以Reach For the Moon而著称)引擎中从头开始重建的村庄,会感觉到新奇的东西,而非沿着一条熟悉的小路跋涉。我们的20分钟演示(平林解释说,为了不剧透肯尼迪在这个对原作的故事情节全面革新(overhauled)的版本中是如何到达村庄的,以及和他一起来的人是谁,演示已经精心剪辑过)非常漂亮:精致的光照,每个摄像机角度都恰到好处,当你走近村庄广场上燃烧的火堆时,这种不安的戏剧感更加强烈。有一些熟悉的时刻:踩在捕熊夹上,看到一只被肢解的鹿躺在一块石碑上,一大群蜡烛摇曳着火焰。但它更像是一次混合(remix),而不是一个像素一个像素的重建(pixel-by-pixelreconstruction),像是回到一个关键道具以一种无法确定的方式重新排列的梦中。那个大锅在原作中吗?那个毛茸茸的长柄勺呢?
平林说,开场的村庄是团队——参与最近所有《生化危机》游戏工作的最大的团队——最先开始工作的地方。“我们把大量注意力集中在这个开始区域,因为这是游戏中非常有影响力的时刻。”团队被分成独立的小组,每个小组都有不同的开发区域:村庄、城堡、小岛。这些团队在将各自的工作放在一起之前分别工作,以了解每个全面革新的元素如何与其他元素一起工作以创造整体体验。“我们的方法非常细化,”平林解释道。“我们没有说,‘哦,这是我们在原版游戏中因为技术限制而努力创造出来的内容,但现在我们已经能够完善它了’,我们选择了上百个组成原始游戏体验的独立小元素,并重新制作和优化这些构建模块。”这可能是控制,移动和瞄准,每个场景的光照:每个单独的元素都被考虑在内。
“是的,这个重制版是许多部分的综合,”平林总结道。
在努力保留原版优点的同时,团队也没有回避它的弱点,或者至少是找出那些最需要现代革新的地方。“我与导演[安保康弘](Yasuhiro Anpo)讨论了我们可以改进的地方,比如瞄准,角色的移动——那些对于那些习惯了现代游戏玩法的人而言是进入游戏的障碍的东西,”平林解释道。这仍然是一款关于管理资源的游戏;弹药是有限的。在每一次对峙中,你必须决定是用一颗子弹,还是挥刀猛冲过去。而且,你没有击中头部时的挫败感就和2005年时一样强烈。但一切都很流畅,很有现代感。举枪瞄准不再缓慢和晃动(slowand twitchy)。当射偏或浪费弹药时,不会再对问题出在哪里有任何疑问。
《生化危机4》蹩脚的B级片故事情节(所有的美国英雄都去一个不讲英语的原始农民家,营救代号为“Baby Eagle”的总统女儿)的基本节奏不太可能改变。但团队显然渴望更新故事的传递方式。“里昂给这种经历带来了某种风趣(wit)”,平林说。“我们已经开发了角色剧情,特别是角色之间的互动和他们的个性。从这个意义上说,原版游戏更‘游戏化’:故事场景主要是为游戏玩法的节奏服务的。单人故事游戏在那时之后已经发展了,所以整合故事情节的元素变得非常重要。从这个意义上说,我们已经努力确保这个重制版是一个完全现代的、基于故事的单人游戏体验。”
自然,制作一款如此受人喜爱,并且有许多人认为是系列巅峰之作的游戏,并不是没有压力。“是的,期望值很高,”平林说。“我们对我们的工作进展感到非常忧虑。但在制作游戏的过程中,我们也尝试着从中获得乐趣。创造一种有助于消除紧张气氛的氛围非常重要。”
同样,《生化危机4》也是一款与其广受尊敬的原导演三上真司紧密联系在一起的游戏,有时会让人强烈地感受到他的缺席。“如果他还在身边做事就好了,”平林承认。“但另一方面,团队中有许多人与三上有过密切合作。”除了导演安保康弘,竹内润(Jun Takeuchi)还担任执行制作人,而曾参与过原版《生化危机》的门井一宪(Kazunori Kadoi)(他是第一个只用刀通关游戏的员工)则提供了额外的监督。“虽然我很想念三上,”平林说,“但我们的团队中有这么多的经验丰富的人,我相信没有他我们也能做得很好。”


IP属地:北京1楼2023-01-07 21:33回复
    原文:
    Resident Evil Village, the eighth mainline entry in Capcom's survival horror series, was named as much for its capacity to smuggle a pun - specifically the roman numerals 'Ⅷ' - as for anything to do with its setting. For most players, the village with the keenest association with the series is the poverty-wrecked farming estate at which Leon S Kennedy arrives in the opening moments of 2005's Resident Evil 4. Partly that's because this was the game that changed everything. It invented and popularised the over-the-shoulder precision-aiming mechanic subsequently used in everything from Gears Of War to Batman: Arkham Asylum, while shifting the series' tone, if only for a moment, from clichéd horror jump scares to mob control. It's no surprise, then, that Capcom has dutifully brought the game to just about every new console released in the two decades since its debut, keeping it fresh in all of our memories.
    But really, this place of hay bales and pitchforks, of muddy paving slabs and smoking peat bogs, is unforgettable even without repeat visits. The zombies - Kennedy's natural predator - are gone, replaced by muttering Los Ganados, peasants with bright eyes and nasty tools (rakes, hoes, chainsaws, sticks of dynamite) whose relentless pursuit stays with you. Most agree that the game, one of director Shinji Mikami's last before his split with Capcom, has yet to be bettered by its sequels. At a time when every publisher is raking through back catalogues in search of remake candidates, Resident Evil 4 is an obvious choice: a game adored and respected in equal measure, and made sufficiently long ago that the transposition to contemporary platforms could facilitate a meaningfully superior experience.
    "We replayed the original before starting work, of course," explains producer Yoshiaki Hirabayashi, who also worked as director of the original's cutscenes in the early 2000s. "The original game still holds up so well. It's not pure nostalgia that's fuelling this opinion. The game was genuinely revolutionary: the variety of experience, and especially the pacing between moments of tension and catharsis, cycling between moments of horror and moments of quiet. In so many ways it didn't feel like replaying an old game."
    Indeed, returning to the village, rebuilt from the ground up in the RE (also known as Reach For The Moon) Engine first deployed for the seventh game, feels like a novelty rather than a familiar trek down a well-worn path. Our timed 20-minute demo (carefully edited, Hirabayashi explains, so as not to spoil how Kennedy arrives at the village, or whom he comes with, in this overhauled version of the original's storyline) is astonishingly handsome: exquisitely lit, every camera angle placed just so, heightening the sense of unsettling drama as you approach the burning pyre in the village square. There are moments of familiarity: stepping on a bear trap, spotting a mutilated deer laid out on a stone tablet, a battalion of candles with wriggling flames. But it feels more like a remix than a pixel-by-pixel reconstruction, a return to a dream in which key props have been rearranged in ways you can't quite nail down. Was that cauldron in the original? What about the hairy ladle?
    The opening village was the scene, Hirabayashi says, that the team - the largest assigned to work on any recent Resident Evil game - began to work on first."We focused a lot of attention on this starting area because it's such an impactful moment in the game." The team was divided into independent subgroups, each given a different area to develop: the village, the castle, the island. These teams worked separately before their work was brought together to see how each overhauled element worked with the others to create a holistic experience. "Our approach was quite granular," Hirabayashi explains. "Rather than saying, 'Oh, this is a bit that we struggled to make in the original due to technological limitations that we can now perfect, we took a hundred individual, small elements that make up the original gameplay experience, and remade and polished those building blocks." That might be the controls, the moving and aiming, the lighting of each scene: every single individual element has been considered.
    "Yes, this remake is very much the sum of many parts," Hirabayashi concludes.
    While attempting to remain true to the original game's strengths, the team has certainly not shied away from identifying its weaknesses, or at least pinpointing those areas most in need of a contemporary overhaul. "I discussed with the director [Yasuhiro Anpo] where we could improve things like the aiming, the movement of the character - the things that become barriers to entry for those used to how modern games play," Hirabayashi explains. This is still a game about managing resources; ammunition is limited. In every face-off you must decide whether to spare a bullet or make a lunge with a knife. And the sense of frustration when you miss a headshot is as keen as it was in 2005. But everything feels smoothed and contemporised. Aiming down the sights is no longer slow and twitchy. When it comes to missed shots or ammo overspends, there is no longer any doubt as to where the fault lies.
    The fundamental beats of Resident Evil 4's schlocky, B-movie storyline (all American hero visits home of primitive non-English-speaking farm folk to rescue President's daughter, codenamed 'Baby Eagle') are unlikely to change. But the team has evidently been eager to update the way in which that story is delivered. "Leon brings a certain kind of wit to the experience," Hirabayashi says. "We've developed the character drama, specifically the interactions between characters and their personalities. The original game was more 'gamey' in that sense: story scenes were mostly there to serve the pacing of the gameplay. Singleplayer story games have developed since then, so it's been important to integrate the storyline elements. We've tried to make sure that this remake feels like a thoroughly modern, story-based singleplayer experience in that sense."
    Naturally, working on a game that is so beloved, and which many consider to be the apex of the series, has not been without its pressures. "Yes, expectations are high," Hirabayashi says. "We feel a great deal of apprehension to see how our work goes down. But we have tried to have fun as we work on the game, too. This has been important to create the kind of atmosphere to help dispel that tension."
    Likewise, Resident Evil 4 is a game strongly associated with its widely admired original director, Shinji Mikami, whose absence on the project has, at times, been felt keenly. "It would have been nice to have him still be around to run things by," Hirabayashi admits. "But on the other hand, the team features many individuals who worked closely with Mikami." As well as director Yasuhiro Anpo, Jun Takeuchi has worked as executive producer, while Kazunori Kadoi, who worked on the original Resident Evil (he famously became the first member of staff to complete the game using only a knife), has provided additional oversight. "So while I miss Mikami," Hirabayashi says, "we have so many veterans working on the team that I'm sure that we'll be able to get by without him."


    IP属地:北京2楼2023-01-07 21:36
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      2025-08-28 15:50:10
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      还有一些片段内容,马上发出来


      IP属地:北京3楼2023-01-07 21:37
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        上图:制作人平林良章参与了原版游戏的光照工作,他将这一经验带入了这次重制版,其中包括一些在生化危机游戏中见过的最好的场景设置的方向。
        下图:在重制版中,团队采用了Capcom制作的,在确定成为《生化危机4》的版本前就被放弃的早期原型(其中一个版本演变成了《鬼泣》)中出现的一些更传统的恐怖元素。


        IP属地:北京5楼2023-01-07 21:44
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          在《生化危机4》中,很少有敌人像身着背带,头上套着麻袋,挥舞着电锯的Ganado那样令人难忘。十七年的岁月并没有减弱他对闯入者的执着追求


          IP属地:北京6楼2023-01-07 21:46
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            弹药总是很珍贵的。对浪费子弹的沉默使你与武器的关系变得更加复杂,激发了往往会导致你射偏的保守主义,因为就在你扣动扳机时,目标会随意地下蹲和猛扑


            IP属地:北京7楼2023-01-07 21:47
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              选择你自己的不幸
              《生化危机4》转向了开放空间和人群控制节奏,而不是早期游戏中狭窄的走廊和固定的镜头角度,为这个系列引入了一种新的自由,在此之前,所有人都需要以几乎相同的方式玩游戏。平林和团队一直热衷于在重制版中保留甚至扩大这种互动带宽。“游戏允许不同的游玩风格,我们也致力于开发游戏的这一方面。“他说。“不同的玩家可以采用不同的方式。这在原版游戏中就已经存在了,但我们想要进一步发展,这样,无论你想要在行动中采用什么样的策略,游戏都能够对此做出回应,并允许不同的游戏方式。这都是更新游戏玩法,让玩家感受完全现代化的一部分。我认为,当所有这些元素结合在一起时,你会觉得这款游戏是原作的一大进化。”


              IP属地:北京8楼2023-01-07 21:49
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                上图:重制版的基调更加黑暗,可能是为了反映自2005年以来恐怖类型作品的普遍转变。
                右图:在原版游戏中,总统的女儿一度成为了一个可玩角色,但Capcom尚未确认这部分是否仍然存在。
                左图:Capcom能否为这些见面创造出与我们15年前听到的对话相匹配的新对话?
                下图:三上真司根据传闻得知,如果第4部表现不佳,《生化危机》系列将被取消。现在,这种压力已经从重新创造一款游戏转向了维持这个游戏的记忆


                IP属地:北京9楼2023-01-07 21:51
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                  2025-08-28 15:44:10
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                  村民的返乡
                  原版《生化危机4》是平林良章在《生化危机0》和原版《生化危机》的GameCube全面革新版之后制作的第3款系列游戏。“在这个系列的重大转折点,能在三上真司的麾下工作是非常令人兴奋的,”他谈了制作一部重塑如此受欢迎的系列的游戏的经历。作为负责摄像机和光照的“电影”团队的领导者,平林和他的STAFF必须在3D空间中定义一种新的摄影语言。“我们有很多工作要做,”他回忆道。“这很令人兴奋,但也极具挑战性。我们拥有尖端技术,但也肩负着重大责任。我们经历了多次尝试和错误,才创造出玩家最终看到的成品游戏。”


                  IP属地:北京10楼2023-01-07 21:54
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                    生化4重制能否拿到年度最佳


                    IP属地:山东来自Android客户端11楼2023-01-08 11:24
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                      4楼似乎被吞了


                      IP属地:北京来自Android客户端12楼2023-01-08 13:41
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                        四楼的内容


                        IP属地:北京来自Android客户端13楼2023-01-08 13:42
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                          前几年的新闻说卡表一开始是邀请三上真司来领导开发生化4的重制,但是三上没答应。不过应该是新闻小编瞎编的,因为今年三上接受采访还说“听闻”卡表要重制生化危机4


                          IP属地:江苏14楼2023-01-08 16:15
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