婆罗门
精华
|
战斗力 鹅
|
回帖 0
注册时间 2012-5-1
|
本帖最后由 mimighost 于 2019-11-9 07:02 编辑
.......但是一切都迷惑得恰当好处
原文:https://www.polygon.com/2019/11/8/20953349/hideo-kojima-death-stranding-story-analysis-review-ps4
翻几段
关于啰嗦:
I’m far from the first person to complain about Kojima’s tendency toward verbosity. His weakness as a writer is on full display in Death Stranding. 我远非第一个抱怨口技马啰哩啰嗦的人。他作为一个编剧的弱点在死亡搁浅展露无疑。
The reviews have already noted that Death Stranding’s monotone characters talk too much. They over-explain their motivations, detail obvious plot directives, and grind us down with references to sophomoric themes of togetherness. 很多评论都注意到DS里面那些扁平的角色话太多了。他们过度阐释自己的动机,事无巨细的给你透露情节的方向,并且在其中塞爆各种并没怎么深刻的有关于“联结”的意涵。 Kojima has little interest in brevity or subtlety. He’s overly keen on tired horror tropes, like creepy, abandoned baby dolls, spider webs as sources of evil, and masks as motifs of hidden motives. He leans heavily into sci-fi drivel about demi-gods, government conspiracies, and phony science. 口技马对于简洁或者微妙没有兴趣。他过度依赖以往的恐怖片桥段,比如被遗弃的瘆人的娃娃,蜘蛛网作为邪恶的源头,面具象征隐藏的动机等等。同时他也对于SF的那些陈谷烂芝麻照单全收,比如半神、政府阴谋论还有伪科学一类的。
Characters spend hours talking rubbish about how BTs intersect with BBs and how the Void Outs are triggered by Mules and Timefall and Dooms and Chirals and ... actually ... it turns out that this gibberish is precisely where his good instincts shine through.
这里的角色会花几个小时胡说八道,比如bt是怎么和bb交流,虚爆是怎么通过mules还有timefall激发的,dooms还有手性等等。事实上,这些胡言乱语才是他的直觉闪光的地方。
就翻到这里了
作者觉得死亡搁浅没有一个真正统一的故事,而是数个小故事串联起来,彼此之间联系也不慎紧密。但是这也不是坏事,作者觉得小岛的才能就是在某个时刻给玩家提供整个故事有一个统一的收束的幻象,然后让玩家感到愉悦。不过最后依然是一地鸡毛。
另外作者觉得运货的体验很有趣,设计得很精巧。
评论也有亮点
stackenblochen -- 如果接下来的几个小时,我再听一次那个戴面具的傻叉告诉我我一定要拯救美国,我就把我的ps4从窗口扔出去
|
|