创世纪 地下世界:
Ultima Underworld:
冥河深渊
The Stygian Abyss

Blue Sky Productions, 1992
MS-DOS (以及 PS1)*

Blue Sky Productions, 1992
MS-DOS (and PS1)*

作为第一款商业化的“真”3D RPG,《创世纪 地下世界(Ultima Underworld)》及其续作在很多方面都位于时代前列,充满了杰出的想法和前卫的创新。他们将大多数精力投入到对当时来说称得上前卫的技术上,但是这些技术在很久以前就已经过时了,于是这一经典 PC 游戏的其他很多闪光点反而被忽视了。

当然,跟 1992 下半年发布的《德军总部 3D(Wolfenstein 3D)》相比起来可自由移动的 3D 视角依然是一个非常了不起的创新。在这款《毁灭战士(Doom)》的前作中,采用了毫无区别的地板和仅有 90° 的视角来使得游戏节奏变快,而《创世纪 地下世界》则将场景中的所有元素赋予物理效果和不同材质,倾斜的墙壁、斜坡、悬崖、流动的河流和危险的熔岩——所有可移动的物体都受物理系统的影响。

尽管为了在早期系统上保持渲染速度,3D 图形被限制在一个窗口之内,但是《创世纪 地下世界》的环境是沉浸且复杂的。地板上和墙壁上到处是互动元素,从拉链和杠杆到可食用的植物和使人产生幻觉的蘑菇。

Known as the first “true” 3D commercial RPG, Ultima Underworld and its sequel were ahead of their time in many ways, full of stand-out ideas and innovations. So much attention is devoted to the pioneering technology, long ago rendered obsolete, that the other exceptional features of this classic PC game series are often ignored.

Of course, the free-moving 3D was groundbreaking even when compared with Wolfenstein 3D, released later in 1992. Where the precursor to Doom offered only flat, featureless floors and 90-degree angles in exchange for fast gameplay, Underworld featured fully texture-mapped environments with angled walls, slopes, cliffs, rivers of swimmable, flowing water and dangerous lava – all governed by a physics system that influenced all moveable objects.

In spite of the 3D graphics being confined to a limited window size for rendering speed on early systems, the environments in Underworld are immersive and complex. The floors and walls are littered with interactive elements, from pull-chains and levers to edible plants and hallucinatory mushrooms.

* 1997 年,《创世纪 地下世界》系列在 PS1 上重置,该版本将怪物的模型用 3D 模型替换,但奇怪的是该版本只发售了日版。

*A port of Ultima Underworld was released for the PS1 in 1997, which replaces enemies' sprites with 3D models. Oddly, this version was only released in Japan.

左侧的图标作用分别是说话、拿取、看、战斗和使用。并且根据鼠标移动的方式不同也有几种不同的攻击方式。

The icons on the left allow you to talk, grab, look, fight and use. There are also several types of attacks depending on your mouse movement.

游戏的剧情较为传统,以玩家的角色为开端——其乃是不被承认的美德的化身——被锁在冥河深渊中通过救出男爵的女儿来证明自己的清白。冥河深渊共有 8 层,但是每一层的内容都很丰富,如果要按正常流程走,每一层需要走大概几个小时。

于我而言,游戏真正想要讲述的故事反而是冥河深渊过去的历史,那些事迹通过对话和一些环境互动得以完全展现——一个贵族企图建立一个充满和平的乌托邦,但是事与愿违,崇高的尝试变成了充满争吵的地狱噩梦。那些弱小的族群只能够苟延残喘的生存。整个地牢都残留着过去发生的战斗和事件的遗迹。结合当地村民的故事以及潦草的笔记,游戏的历史在玩家的脑海中渐渐成形,而玩家作为这个世界的闯入者则也有着属于自己的故事。

在这幽闭空间中的种种事物即使放到今天依然夺人眼球。范围固定的地牢和有限的资源组成了玩家的所有可探索区域。游戏中的细节也非常重要:装备的质量以及所有权、食物的新鲜度、地牢的组成、墙壁纹理上清晰的裂缝是对此处密道的提示、地下生物所展示的情绪等等。就像当时的《创世纪(Ultima)》主系列一样,游戏世界的可互动性远远超过了之前甚至之后的大多数角色扮演类游戏。

在地牢深处没有商人的存在更没有商店开张。但是地下生物中有几种是想要用以物易物的方式进行交易的,不过要遵守深渊中的交易规则。生物的类型、性格、以及他们话里话外所暗示的喜好都决定了交易的价值,而并非是简单明码标价的金币交易。这个系统不仅很有意思,让故事叙事显得更加丰满,并且还能够使得其他的游戏角色更有趣。尽管这个系统很简单,但是他们的好恶却影响了玩家的世界。

The story is a paint-by-numbers affair that starts with the player's character – unrecognised as the Avatar of Virtue – being locked into the Stygian Abyss to prove his or her innocence by rescuing the Baron's daughter. The titular Stygian Abyss is only eight levels deep, but the sprawling, detailed levels traversed at methodical pace represent hours of play each.

For me, the real story is the environment and the dialogues about the history of the Stygian Abyss – a noble attempt to build a peaceful utopia turned into a hellish nightmare of bickering, isolated factions scraping a minimal survival. Throughout the dungeon are the remains of past battles and events. Combined with the stories of the denizens and scrawled notes, the player's own imagination builds a history and a new story with the player's character as interloper.

There's something about this claustrophobic environment that remains compelling even today. The confines of the dungeon and the limited resources within define the player's entire world. The details are important: the quality and ownership of equipment, the freshness of the food, the composition of the floor, the apparent flaws in the wall texture indicating a secret passage, the apparent mood of the creature down the hall, and much more. Like the core Ultima games of the era, the interactivity with the world was far beyond that of most RPGs before and even since.

No shops or merchants exist within the depths of this dungeon. There are several creatures inclined to trade, but within the Abyss the barter system rules. The creature type, disposition, and hints about their preferences dictate the value of trades, not an arbitrary gold-piece value. Not only does this make sense and feed the narrative, but it also makes the other characters more interesting. Simple as it was, their likes and dislikes impacted the player's world.

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