婆罗门
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战斗力 鹅
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注册时间 2012-4-13
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https://web.archive.org/web/2015 ... ritual-of-the-night
"People may suggest it was me that reinvigorated that subgenre," says Igarashi. "From my perspective, that's not really the case. When we made Symphony of the Night, the idea wasn't to make a Metroid-like game; it was actually to make a Zelda-like game. But the second [Symphony] was a side-scrolling game, it was compared to Metroid more than it was [compared to] Zelda. I understand why that is, and, honestly, Metroid's a fantastic franchise I love as well. So it's fine by me if they want to compare it that way. Honestly, the idea of exploring, and having locked gates that you need certain items or abilities to get through—a lot of those key features are already in Zelda games. In making Symphony of the Night, we just wanted to make a fun game. Games with an exploring element to them, where you get to kill a lot of different enemies: That's the core of what makes a lot of fun games fun, and we were surprised more people weren't doing that kind of design at the time." "人们可能会认为是我重新激活了这一亚流派,"Igarashi 说,"从我的角度来看,情况并非如此。"从我的角度来看,事实并非如此。当我们制作《黑夜交响曲》时,我们的想法并不是制作一款类似 Metroid 的游戏,而是制作一款类似塞尔达的游戏。但《夜之交响曲》是一款侧滚动游戏,它被拿来与《Metroid》比较,而不是与《塞尔达》比较。我理解为什么会这样,而且说实话,我也非常喜欢 Metroid 这个梦幻般的游戏系列。所以如果他们想这样比较,我也没意见。老实说,探索的概念、需要特定物品或能力才能通过的上锁的大门--这些关键功能在塞尔达游戏中已经有很多了。在制作《黑夜交响曲》时,我们只想制作一款有趣的游戏。游戏中要有探索元素,你要杀死很多不同的敌人:这正是许多有趣游戏的核心所在,我们很惊讶当时没有更多的人在做这样的设计"。
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