波兰流行的桌游 RPG 与其他地方很不一样——桌游要讲好一个故事,掷骰摇点不如叙事重要。关键在于人物心理、叙事手法与氛围营造。《巫师 3》也反映了这一创作理念。
In Poland a different style of [tabletop] RPG was popular – where a story is told and throwing dice is less important. What's important is the psychology of the characters, the way of telling the story and simulating the world. This way of thinking is also visible in The Witcher.
Marcin Blacha
《巫师 3:狂猎》叙事总监Marcin Blacha,
The Witcher III: Wild Hunt's story director
开发团队花费大量时间,以丰满游戏角色形象,打磨对话的文本质量,这让整个游戏世界更加立体,让玩家觉得自己的努力是有意义的。战斗必不可少,消极避战行不通。虽然两者有所不同,但对描绘老百姓日常生活的注重会让人想起《创世纪(Ultima)》系列游戏。
游戏融合波兰神话传说,让自己与奇幻作品里的“大路货”拉开差距。有些画面让你毛骨悚然,有些场景让你怒火中烧。有时,黑暗的世道会让好人变成怪物,而你也会为此大发感慨。有时候,你很难看出自己的选择会给故事进展带来怎样的影响。但哪怕你不慎走入坏结局,也不需要读档重玩。因为无论结局好坏,你都会心生触动;无论是团圆结局还是悲剧落幕,你都能享受一段精彩的叙事体验。
虽然通篇选取的主题颇为严肃,但游戏里也不乏诙谐幽默之处:一位老太婆会煞有其事地委托你找回她最爱的铁锅;在情节高潮前夕,气氛凝重之时,你可以选择和女儿一起开心地打雪仗。
拥有海量任务的游戏并不止《巫师 3》一个,但《巫师 3》耗费心血所营造的氛围,让你救下的每一个村民、击杀的每一头怪兽都有非凡的意义。此外,游戏本体与 DLC 的结局也是恰到好处。
Taking the time to flesh out characters and Geralt's interactions with them makes the game world feel more concrete and lends weight to the efforts of the player. Combat is an integral part of the game and a pacifist run is not an option. However, this concern for the life of daily folk brings the Ultima series to mind despite the obvious differences.
The incorporation of elements of Polish folklore helps distinguish the game from run-of-the-mill fantasy worlds. Certain sequences evoke an uncanny feeling, draw misplaced anger or make the player feel sympathy for the circumstances that turned someone into the monster they are about to face. Some of the choices have outcomes that are hard to discern, and yet, bad outcomes may not force a reload since they make an impression either way and feel satisfying from a narrative point of view.
Sequences with very mature themes take place is in the same game where you are solemnly tasked to retrieve a favourite pan, or where you can opt to have a snowball fight before the climax of the game.
It is not the first game that lets you take a break from questing, but it takes pains to create the texture that makes it worth helping a villager or cutting down a monster. The game also features a fitting denouement for the main game and the expansions.
第一部扩展包是 2015 年的《石之心(Hearts of Stone)》。它颠覆了主角在结局所向披靡的模板。杰洛特的对手拥有不死之身,还能操控时间。《石之心》保留了本体战斗、追踪、探索的设定,但游戏的亮点在于——玩家抽丝剥茧,发掘各个全新角色不为人知的秘密,最终得知,想获得强大力量,往往要付出惨痛的代价,这赋予游戏淡淡的悲怆与哲学的厚重。此外,《石之心》的大反派形象丰满,一点也不幼稚。
第二部扩展包是 2016 年的《血与酒(Blood and Wine)》,杰伦特来到了陶森特公国(Toussaint)。这是一张新地图,借鉴法国的普罗旺斯。内容丰富,带有大量任务,有些是为贵族服务,歌功颂德,堪比武功歌[1] ;有些场面宏大,波澜壮阔,堪比史诗。杰洛特可以参加比武大赛,帮助懦弱的骑士击败食人魔,修缮庄园等。但随着剧情进展,游戏的黑暗氛围愈发明显。主线剧情里有一个任务,杰洛特会遇到一只囤积汤匙的妖鬼,这个任务完全称得上是一个精致的黑暗童话。此外,就游戏机制而言,全新的升级系统让游戏大放异彩[2] 。
《巫师 3》意味着 CDPR Projekt 历经漫漫长路,最终走向巅峰。开发团队不断打磨自己的技术,让最初的雄心壮志成为现实,随着杰洛特的传奇故事走向落幕,无数玩家也为此怅然若失。不过,《巫师 3》的成就永不磨灭:一个乐趣无穷的开放世界,扣人心弦的支线任务,在进行工业化制作的同时,保证了游戏的剧情与质感。
The first expansion, Hearts of Stone (2015), upends the trope of virtually invincible endgame characters by casting Geralt against an immortal and a being that can control time. There are the usual opportunities to fight, track, and explore, but at its best moments there's a melancholic, philosophical sheen when exploring the toll of power and the circumstances of the new characters. Bosses have left their kid gloves at home, too.
The second expansion, Blood and Wine (2016), places Geralt in Toussaint, a new region inspired by France's Provence. This meatier expansion offers a range of quests straight from chansons de geste and epic poems. Geralt can join tournaments, help a cowardly knight fight an ogre, acquire an estate, etc. However, darker undertones soon become apparent. A certain quest with spoons is a best-in-class dark folk tale, and the game's new advancement system keeps things interesting mechanics-wise.
The Witcher III is the culmination of a long journey for CD Projekt. Their skills have increased to match their ambition and many will be saddened Geralt's saga has come to an end. However, its achievements will remain with us: presenting an interesting world, relevant side-quests and streamlining that does not necessarily sacrifice depth or texture.
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1 译者注:武功歌,chanson de geste,一种法国长篇叙事诗,主题大多颂扬封建统治阶级的武功勋业。
2 译者注:这里指的是突变系统,大幅增强主角战力,丰富各流派玩法(如瘾头猫、刺骨狼等)。