skysat重访周期_重访小恶梦

skysat重访周期

You awaken with a start, the nightmare still fogging your mind with terror. Rain falls through cracks in the ceiling above you. The room is sparse, metallic, desolate. Searching the pockets of your yellow raincoat, you find only a cigarette lighter. Knowing nothing but fear and the need to get away from wherever you are, you push forward. The tiny flame is your only illumination, your only hope for salvation, pushing away the shadows as you creep slowly ahead.

Ÿ 欧醒来时开始,噩梦仍与恐怖雾你的头脑。 雨水从上方的天花板裂缝中掉出来。 房间稀疏,金属,荒凉。 搜索黄色雨衣的口袋时,您只会发现点烟器。 除了恐惧之外,一无所知,无论您身在何处,都需要前进。 微小的火焰是您唯一的照明,是您拯救的唯一希望,随着您慢慢向前爬行,推开阴影。

Thus begins Little Nightmares, one of the best small (in playtime, not in stature) adventures on the PS4. You play as Six, the aforementioned yellow-clad character awakening from a nightmare into a world that is, well, still a nightmare. This experience more than anything was what I had in mind when I wrote an ode to short games recently. Even with three levels of DLC released for this game, it still clocks in around 6 or 7 hours total, a perfect run-time for the thrills and chills on offer here. Either before or after reading this article, I implore you to play this game, and you can thank me later.

这样就开始了Little Nightmares ,这是PS4上最好的小型冒险游戏(在游戏时间,而不是身材)之一。 您扮演的角色是六,前面提到的穿着黄色衣服的角色会从噩梦中醒来,进入一个仍然是一场噩梦的世界。 最近写短歌致词时,我所想到的就是这种经历。 即使为该游戏发布了三个级别的DLC,它仍然总共需要大约6或7个小时的时钟,这对于这里提供的刺激和寒意来说是一个完美的运行时间。 在阅读本文之前或之后,我恳请您玩此游戏,稍后您可以感谢我。

Created by Swedish development house Tarsier Studios, which had previously made Little Big Planet 3 and Tearaway Unfolded among other work, Little Nightmares released in April of 2017. As of May 2020, the game has been a phenomenal success with more than 2 million copies sold. It’s not difficult to see why, as it is one of the most effective and atmospheric horror titles available for any system.

由瑞典开发公司Tarsier Studios创建, Little Nightmares之前曾制作过Little Big Planet 3Tearaway Unfolded等作品,于2017年4月发行。截至2020年5月,该游戏取得了惊人的成功,售出了200万本。 不难看出为什么,因为它是可用于任何系统的最有效,最大气的恐怖片之一。

This will be a spoiler-free look back at the game, as it would be absolutely criminal to ruin anything new players have in store for them. Suffice it to say that Six needs to escape, and everything flows from there. The gameplay revolves around solving environmental puzzles, sneaking past enemies and occasionally running like hell away from them.

回顾一下这款游戏,这将是无懈可击的,因为毁掉新玩家为他们储备的任何东西绝对是犯罪的。 只需说六号需要逃脱,一切就从那里流出来就足够了。 游戏玩法围绕解决环境难题,潜行经过敌人并偶尔像它们一样逃离地狱而展开。

Other than the occasional tip to tell you which button press accomplishes a scene-specific action, there is no spoken or printed dialogue, and no direction given to help you out. The puzzles aren’t fiendishly difficult, and while they never feel frustrating, there is a bit of trial and error involved in some of them. The journey and the ending are the struggle, though, as you will feel every emotion Six feels in her attempts to escape. Grab the three DLC packs and you have a wonderful bookend to Six’s journey, with a twist at the very end I didn’t see coming.

除了偶尔提示您哪个按键可以完成特定于场景的操作外,没有任何口头或书面对话,也没有提供指导来帮助您。 这些难题并不难解决,尽管它们从未感到沮丧,但其中有些涉及反复试验。 然而,旅程和结局是艰辛的奋斗,因为您会感受到六人试图逃脱的每一种情感。 抓住这三个DLC包,您将对Six的旅程有一个美好的书挡,但最后却发现我没想到会有所改变。

Image for post

The first thing you notice about the game is its scale, and how small you feel. The environments are simply massive compared to Six, and the game does a fantastic job of conveying that stark contrast. Chairs and tables tower over her, to the point where just getting up to a stool takes a monumental jump. The vertical nature of each screen means Six will often scale chests of drawers or stacks of boxes to get on top of tables, then to high shelves where important items or collectibles are stowed.

您注意到游戏的第一件事是它的规模,以及感觉如何。 与“六”相比,环境简直是巨大的,并且游戏在传达这种鲜明对比方面做得非常出色。 椅子和桌子高高地耸在她身上,以至于只要站起来凳子都会产生巨大的跳跃。 每个屏幕的垂直性质意味着六个通常会称重抽屉柜或成堆的箱子,放在桌子上,然后到高架上,上面存放重要物品或收藏品。

Little Nightmares is quite literally dripping in atmospheric details, and they do more than anything to set the scene and deliver the horror. Water drips down every wall and puddles on every floor. When Six runs through those puddles, or the occasional spot of blood, she leaves tiny footprints in every direction she runs. Late in the game, you know you are in the presence of an enemy when Six’s breath results in icy clouds in front of her. When she has her lighter out, she shields the flame with her hand while running to keep it from blowing out. The darkness and gloom is less of a detail and more of a theme in the game, pervasive and disturbing in every room you visit.

《小恶梦》确实滴入了大气中的细节,它们在设置场景和传达恐怖方面做得比什么都重要。 水从每一滴墙壁上滴下来,在每层地板上都水坑洼洼。 当六个人穿过那些水坑或偶尔的血迹时,她在奔跑的各个方向上留下了微小的足迹。 在游戏后期,当六人的呼吸在她面前结冰时,您会知道您正在敌人面前。 当她把打火机拿出来时,她用手遮挡火焰,以免熄灭。 黑暗和阴暗在游戏中不再是一个细节,而是一个主题,在您访问的每个房间中无处不在。

The soundscape provides the backdrop for every horrific happening throughout the game, and truly must be heard to be believed. Chairs scrape across metal floors, causing the player the flinch at the thought of attracting unwanted attention. As Six approaches enemies to sneak past them, her heartbeat speeds up to a fever pitch, represented to the player by the thrumming of the DualShock controller’s force-feedback. When enemies attack or chase Six, the pace of the music accelerates and the blood-curdling screech of violin notes, familiar to all horror fans, are never far away.

音景为整个游戏中发生的每一次恐怖事件提供了背景,必须让人们真正相信它。 椅子在金属地板上刮擦,导致玩家退缩以引起不必要的注意。 当“六人”接近敌人潜行时,她的心跳加快,直到发烧音调为止,DualShock控制器的力反馈震撼了玩家。 当敌人攻击或追赶六号琴时,音乐的节奏会加快,所有恐怖迷们都熟悉的小提琴音符的鲜血凝结的刺耳声永远不会消失。

The graphical style of the game, both the levels and the characters, does more than anything to set the tone for the game. Hunger is a main theme, and the enemy characters are almost all grotesquely proportioned people with terrifying visages, seen gorging themselves throughout the game. Massive animal carcasses and hunks of food, which all look quite disturbing in proportions and conditions, are central to the setting of most levels. Some characters wear what appear to be Kabuki masks with twisted features, while others resemble obese versions of horror favorite Leatherface.

游戏的图形风格,包括关卡和角色,都可以为游戏设定基调。 饥饿是主要主题,敌人的角色几乎全都是怪怪的人,他们的面容令人恐惧,在整个游戏过程中,他们都陷入困境。 大规模的动物尸体和大块的食物,在比例和条件上都显得相当令人不安,它们对于大多数级别的设置至关重要。 一些角色戴着看起来像是带有扭曲特征的歌舞uki面具,而另一些角色则类似于恐怖的最受欢迎的莱瑟菲斯的肥胖版本。

The levels are works of art in themselves, both small and enormous. Whether it is a tiny crawlspace or a giant mansion, the levels have incredible details, down to the nails in the rotten wood floorboards. The darkness and gloom are practically part of the level, so pervasive and ever-present are they. The items that populate the levels are so realistic and well-crafted, they pop off the screen in an almost 3D manner. Lights swing realistically with the swaying of the room, and shadows dance along the walls and floors, inducing fear and relief in equal measure depending on where the light lands.

这些关卡本身就是艺术品,大小不一。 无论是很小的爬行空间还是巨大的豪宅,这些楼层都有令人难以置信的细节,甚至是烂木地板上的钉子。 黑暗和阴暗实际上是关卡的一部分,所以它们无处不在且永远存在。 填充关卡的项目是如此逼真且精心制作,它们以几乎3D的方式从屏幕弹出。 光线随着房间的摆动而真实地摆动,阴影沿着墙壁和地板跳动,这取决于光线的落地,相等程度地引起恐惧和缓解。

Image for post

Last, and most important, is the environmental storytelling that makes this game really remarkable. With the lack of spoken and written dialogue, the environment tells the entire story. Every corner of every room tells a bit of the tale and gives clues to what is really happening in this frightening place.

最后,也是最重要的是使这个游戏真正与众不同的环境故事。 由于缺乏口头和书面对话,环境讲述了整个故事。 每个房间的每个角落都讲述了一个故事,并提供了有关这个可怕地方实际发生情况的线索。

Bloody handprints on a door frame are found at the end of a bloody trail across the floor. A bed folds out from the wall, frighteningly complete with straps and buckles laid across it’s width. It is clear that children are involved in some way with the horror, as many rooms sport crayon drawings, toys and child-sized beds or even cribs. One particularly haunting room was filled with nothing but shoes, evoking images of a similar room at the Holocaust Museum, as Six trudges through their midst toward the next challenge. You could spend multiple hours beyond playing the game, just looking at the details in each room.

在地板上流血痕迹的末端发现了门框上的流血手印。 一张床从墙壁上折叠起来,令人恐惧地完成,在其整个宽度上都配有皮带和带扣。 显然,孩子们在某种程度上参与了恐怖活动,因为许多房间都摆着蜡笔画,玩具和儿童大小的床甚至是婴儿床。 一间特别令人难以忘怀的房间里只剩下鞋子,唤起了大屠杀博物馆中类似房间的画面,六名苦苦跋涉的人艰难地迈向下一个挑战。 您可以在玩游戏之外花费多个小时,仅查看每个房间的细节即可。

The developers have discussed the game’s inspirations, which include Studio Ghibli animated classics, and stated that they feel it is a darker take on their Little Big Planet works from earlier years. I was also reminded of Inside, the wonderfully atmospheric platformer from Danish studio Playdead, in both the game’s feel and mechanics. Whatever the inspiration, or your reason to play it, give Little Nightmares a try before the sequel comes out later this year. You may not sleep too well once you’re done, but you’ll be glad you took the journey.

开发人员讨论了游戏的灵感 ,包括吉卜力工作室的动画经典作品,并表示,他们觉得与《 Little Big Planet》早期作品相比,这是一个黑暗的想法。 还使我想起了丹麦工作室Playdead出色的大气平台游戏《 Inside》 ,无论是游戏的手感还是机制。 无论灵感是什么,或者是您使用它的理由,都可以在今年下半年续集问世之前尝试一下Little Nightmares 。 完成后,您可能不会睡得很好,但是您会很高兴踏上旅途。

翻译自: https://medium.com/super-jump/revisiting-little-nightmares-6b66383591ee

skysat重访周期

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.mzph.cn/news/274929.shtml

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈email:809451989@qq.com,一经查实,立即删除!

相关文章

记一次 Vue2 迁移 Vue3 的实践总结

大家好,我是若川。持续组织了6个月源码共读活动,感兴趣的可以点此加我微信 ruochuan12 参与,每周大家一起学习200行左右的源码,共同进步。同时极力推荐订阅我写的《学习源码整体架构系列》 包含20余篇源码文章。历史面试系列一、V…

改错3-38

#include<iostream.h>class time{private:int hour,minute,second;public:void settime(int h,int m,int s) { hour(h>0&&h<24)?h:0; minute(m>0&&m<60)?m:0; second(s>0&&s<60)?s:0; }void sh…

魔兽怀旧网站模块下载_一个人的网站重新设计和怀旧

魔兽怀旧网站模块下载Despite how I look, I’m the kind kind of person that loves to play old video games. (Full disclosure: I look exactly like the kind of person that loves to play old video games).尽管我长得很帅&#xff0c;但我还是一个喜欢玩旧视频游戏的人…

Node.js 可以和 Web 实现 HTTP 请求的跨平台兼容了!

大家好&#xff0c;我是若川。持续组织了6个月源码共读活动&#xff0c;感兴趣的可以点此加我微信 ruochuan12 参与&#xff0c;每周大家一起学习200行左右的源码&#xff0c;共同进步。同时极力推荐订阅我写的《学习源码整体架构系列》 包含20余篇源码文章。历史面试系列大家好…

zeplin加载 不出图片_为什么Zeplin不能解决您的所有问题

zeplin加载 不出图片Design handover involves communicating the visual styles and behaviours of your design so they can be translated into code.设计移交涉及传达设计的视觉样式和行为&#xff0c;以便可以将它们转换为代码。 Back in the Dark Ages of digital desig…

POJ 基础数学

数学 组合数学 POJ3252,poj1850,poj1019,poj1942 数论 poj2635, poj3292,poj1845,poj2115 计算方法&#xff08;二分&#xff09; poj3273,poj3258,poj1905,poj3122 组合数学 poj 3252 题意&#xff1a;如果一个数是round number&#xff0c;则它的二进制表示中&#xff…

推荐2022前端必看的新书 《Vue.js设计与实现》

大家好&#xff0c;我是若川。持续组织了6个月源码共读活动&#xff0c;感兴趣的可以点此加我微信 ruochuan12 参与&#xff0c;每周大家一起学习200行左右的源码&#xff0c;共同进步。同时极力推荐订阅我写的《学习源码整体架构系列》 包含20余篇源码文章。历史面试系列这本新…

汉堡菜单_汉堡菜单-可访问性和用户体验设计原则的挑战?

汉堡菜单重点 (Top highlight)I was recently designing a hamburger menu for a client and before I knew it, I had embarked on this journey where I was reading article after article about the accessibility issues which accompany a hamburger icon. Turns out, th…

Server2012R2 ADFS3.0 The same client browser session has made '6' requests in the last '13'seconds

本问题是在windows server2012R2系统ADFS3.0环境下遇到的&#xff0c;CRM2013部署ADFS后运行一段时间(大概有一两个月)后在IE浏览器中访问登陆界面点击登陆后就报以下错误 “Microsoft.IdentityServer.Web.InvalidRequestException: MSIS7042: The same client browser session…

又一个基于 Esbuild 的神器!esno

大家好&#xff0c;我是若川。持续组织了6个月源码共读活动&#xff0c;感兴趣的可以点此加我微信 ruochuan02 参与&#xff0c;每周大家一起学习200行左右的源码&#xff0c;共同进步。同时极力推荐订阅我写的《学习源码整体架构系列》 包含20余篇源码文章。历史面试系列esno我…

c# ui 滚动 分页_UI备忘单:分页,无限滚动和“加载更多”按钮

c# ui 滚动 分页重点 (Top highlight)When you have a lot of content, you have to rely on one of these three patterns to load it. So, which is best? What will your users like? What do most platforms use? These are the questions we will explore today.当内容…

少年,看你异于常人,有空花2小时来参加有3000人的源码共读嘛~

大家好&#xff0c;我是若川。按照从易到难的顺序&#xff0c;前面几期&#xff08;比如&#xff1a;validate-npm-package-name、axios工具函数&#xff09;很多都只需要花2-3小时就能看完&#xff0c;并写好笔记。但收获确实很大。开阔视野、查漏补缺、升职加薪。已经有400笔…

16位调色板和32位调色板_使调色板可访问

16位调色板和32位调色板Accessibility has always been a tough sell. Admittedly, less so than in the ‘nineties, when no prospective client was interested. But even today — more enlightened times — the majority of companies I encounter still prefer to make …

从零开始发布自己的NPM包

大家好&#xff0c;我是若川。持续组织了6个月源码共读活动&#xff0c;感兴趣的可以点此加我微信 ruochuan02 参与&#xff0c;每周大家一起学习200行左右的源码&#xff0c;共同进步。同时极力推荐订阅我写的《学习源码整体架构系列》 包含20余篇源码文章。历史面试系列在Ver…

Jest + React Testing Library 单测总结

大家好&#xff0c;我是若川。持续组织了6个月源码共读活动&#xff0c;感兴趣的可以点此加我微信 ruochuan02 参与&#xff0c;每周大家一起学习200行左右的源码&#xff0c;共同进步。同时极力推荐订阅我写的《学习源码整体架构系列》 包含20余篇源码文章。历史面试系列1、背…

着迷英语900句_字体令人着迷

着迷英语900句I’m crazy about fonts. My favorite part of any text editing software is the drop down menu for picking fonts. When I look at any text, I try to identify the font. Roboto is my favorite font.我为字体疯狂。 在任何文本编辑软件中&#xff0c;我最喜…

推荐一个大佬,文章适合偷偷读!

大家好&#xff0c;我是若川。周末愉快。也许你看到这篇文章是周一的上午~我不得不推荐一位大佬给你&#xff01;这位大佬的文章很硬&#xff0c;却一直在「抱怨没有粉丝&#xff0c;没人愿意分享」我去读了读&#xff0c;尼玛这个「谁TM敢分享啊」&#xff0c;文章太「违规」了…

PERFORMANCE-MONITORING(转)

Performance-Monitoring 是Intel提供的可以监测统计CPU内部所产生事件的一组方法。在Intel的手册上介绍了两类CPU事件监测方法&#xff1a;architectural performance monitoring 和 non-architectural performance monitoring。Architectural performance monitoring与平台&am…

ux设计_为企业UX设计更好的数据表

ux设计重点 (Top highlight)If you have worked on enterprise products, you must have noticed the use of lots of data tables. Therefore, I am writing this article to collect the most common use cases and discuss how elegantly we can handle them.如果您使用过企…

狼叔直播 Reaction《学习指北:Node.js 2022 全解析》

大家好&#xff0c;我是若川。持续组织了6个月源码共读活动&#xff0c;感兴趣的可以点此加我微信 ruochuan02 参与&#xff0c;每周大家一起学习200行左右的源码&#xff0c;共同进步。同时极力推荐订阅我写的《学习源码整体架构系列》 包含20余篇源码文章。历史面试系列本文是…