开始时很难让整个团队都支持我们的工作,因为你必须走到他们跟前然后说:‘对,你必须在接下来的两个月制作这些东西,而且只有 30% 的玩家有机会见到这些内容。’但大部分游戏的制作哲学都是:‘如果某样东西花费了我们的时间和资金,它就该被所有玩家看见’。
Initially it was also very tough to convince the team to be totally on board, because you would have to go to them and say things like, “OK, you have to work on this piece for the next two months, and only 30% of players are going to see that'. Most games have the philosophy of ‘if we spend money and time on something, all players must see that'.
Jean-François Dugas
《杀出重围:人类革命》总监Jean-François Dugas,
Deus Ex: Human Revolution's director
举例来说,通过黑客能力开门总是会得到经验奖励,但用找到的密码开门则完全得不到任何经验。这不是什么大问题,毕竟无论怎么玩你都能得到足够多的经验,但游戏在设计上明显倾向于某些特定的玩法。游戏中最臭名昭著的问题就是它的 boss 战了。因为工期限制,他们将这一部分外包给了其他工作室,最终导致这一部分和整个游戏格格不入。玩家被迫要和血量厚到吓人的 boss 在狭小的密闭空间中战斗,这和游戏中的其他任务毫无共同之处。
所幸制作组在 2013 年推出了导演剪辑版,并为游戏加入了更多通过潜行和黑客能力完成任务的方法。该版本还额外加入了总监的评论和制作特辑,所有的 DLC 都被整合了进来,游戏画面也得到了略微的提升。
说起画面,游戏中的美学风格深受赛博朋克和文艺复兴的启发,成为了游戏中令人印象最为深刻的部分。游戏中的角色设计和环境叙事都强烈地反应了这种美学风格。亮金与漆黑的色调反差充斥着整个游戏,这种光与影的强烈对比为游戏营造了一种独特的氛围。
这种贯穿了整部游戏的黄色滤镜引起了玩家的争议,并在导演剪辑版中被调整的更柔和了。但总的来说,这种艺术风格是游戏真正的闪光点,而 Michael McCann 所作的配乐更是令这一风格得到了升华。
For example, hacking always gives XP, but using passwords you found doesn't. It's not a major issue, as you'll earn enough experience no matter how you play, but the game clearly favours specific playstyles and approaches. Similarly, HR's most infamous flaw is its boss fights. Due to time constraints, they were outsourced to a different studio, and the result feels as out of place as it sounds. The player is forced to fight bullet-sponge enemies in small, closed areas, contrary to all other missions in the game.
Luckily, the game received a Director's Cut in 2013, which added stealth and hacking options to allow for more playstyles. It also added an extensive director's commentary and Making Of documentary, plus as all the DLCs and slightly improved graphics.
Speaking of which, the game's aesthetic, heavily inspired by cyberpunk themes and the Renaissance, is perhaps its most memorable quality. These themes are strongly reflected in the character designs and environmental storytelling. The stark contrasts, mainly between gold and black, often resemble a chiaroscuro approach that sets a unique atmosphere.
The ever-present yellow filter was divisive, but was toned down in the Director's Cut. Overall it's an area where the game truly shines, and Michael McCann's excellent score makes it all even better.
就游戏本身而言,《杀出重围:人类革命》是过去十年中最好的 3A RPG 大作之一。作为《杀出重围》系列的续作,尽管在某些方面尚存差距,但它已经尽其所能地接近系列初代作品了。一个没有任何原作开发者的新工作室,最终向世界证明自己可以做出一部忠于原作的同时又有着自己风格的 3A 级重启作品,并获得商业上的成功。这是那个时代少见的辉煌时刻。
但本作的直接续作,发售于 2016 年的《人类分裂(Mankind Divided)》却没能复刻这样的成功。虽然有着更好的画面,更有趣的黑客小游戏和充满魅力的布拉格,但这部作品却在几乎所有方面失了前作的水准。
《人类分裂》的关卡设计太简单了,故事根本没讲完(可能是因为 Square Enix 计划做个三部曲),文本写的过于啰嗦,游戏整体也毫无难度。更糟的是游戏强行塞入了一个多人模式,还在战役中加入了微交易系统。
《杀出重围:人类革命》是一个叫好又叫座的作品。《人类分裂》虽然受到评论家们喜爱,但却没能被大多数人买账,最终导致了其平平无奇的销量。就像《隐形战争》一样,《人类分裂》的失败令 Square Enix 收回了特许经营权[4] ,《杀出重围》系列也再次遭到雪藏。
Judged by itself, Deus Ex: Human Revolution is one of the best AAA RPGs from the last decade. As a Deus Ex prequel, it falls short of the first game in some areas, but comes remarkably close. It is a rare triumph among its contemporaries. A lesson that a modern AAA reboot, despite being made by a new studio with none of the original creators, can find success and its own identity while staying faithful to its roots.
The same cannot be said about Mankind Divided, HR's direct sequel, released in 2016. The graphics are prettier, hacking is more fun, and the hub area in Prague is very nice, but it's worse than its predecessor at just about everything else.
The level design is way too simple, the story feels like it was cut in half (possibly because Square Enix had plans for a trilogy), the writing has a lot more exposition, and the game as a whole is way too easy. To make it worse, they added micro-transactions to the campaign and a tacked-on multiplayer mode.
Deus Ex: Human Revolution was a best-seller and won several Game of the Year awards. Mankind Divided was well-received by critics, but it didn't go down well with the public, resulting in underwhelming sales. Much like Invisible War, it did enough damage that the franchise was put on hold by Square Enix, tragically taking Deus Ex back into the fridge.
__________
4 译者注:本作的制作公司 Eidos Interactive 早在 2009 年就已经被 Square Enix 收购。