GameSpot 独家深度专访:增田顺一谈《宝可梦 Let's Go!皮卡丘·Let's Go!伊布》如何为新世代重塑《宝可梦 黄》
欧美权威游戏媒体 GameSpot 在《宝可梦 Let's Go!皮卡丘·Let's Go!伊布》发售前夕专访总监增田顺一与环境概念设计师名花健作。访谈深入探讨了如何将1998年的经典Game Boy作品《宝可梦 黄》在Nintendo Switch上全面现代重塑:1. 为什么劲敌从初代脾气暴躁的青绿变成了友善的同伴?增田揭秘点阵时代与现代高清3D角色表情感染力的心理学差异;2. 为什么果断移除了携带道具与特性?为了让家庭玩家与新世代更加纯粹专注于探索与宝可梦本身;3. 名花健作阐释如何将充满童年回忆的2D关都(如紫苑镇、玉虹市)在高清3D中真实呈现野生宝可梦漫步的生态世界;4. 首次官方揭秘幻之宝可梦‘美录坦’与《Pokémon GO》的协同宣发秘密;5. 增田顺一正面回应皮卡丘被废弃的二段进化‘哥罗丘(Gorochu)’:宝可梦绝非纯粹的‘角色游戏’,所有中途被舍弃的废案设计都不会再面世。
增田顺一名花健作Kevin Knezevic宝可梦 Let's Go!皮卡丘·Let's Go!伊布宝可梦 黄宝可梦 红·绿Pokémon GO
原始资料
从Game Boy的点阵像素到Nintendo Switch的高清立体世界:《Let’s Go!皮卡丘·Let’s Go!伊布》全面重塑《宝可梦 黄》
图像作为阅读入口保留;正文仍以可检索、可对照的文字档案为主。
逐段译读
从Game Boy的点阵像素到Nintendo Switch的高清立体世界:《Let’s Go!皮卡丘·Let’s Go!伊布》全面重塑《宝可梦 黄》
原文
Barring a small handful of spin-offs, the Pokemon series is making its proper debut on Nintendo Switch next month with the release of Pokemon: Let’s Go Pikachu and Let’s Go Eevee. Based largely on the classic Pokemon Yellow version, the Let’s Go games return the franchise to its roots in many ways. As in the original, the story is once again set in the Kanto region, and you’ll only encounter the first 151 Pokemon (plus the newly revealed Meltan) during your adventure.
译文
除了少数几款衍生作品外,《宝可梦》系列将于下个月随着《宝可梦 Let’s Go!皮卡丘·Let’s Go!伊布》的发布,正式在Nintendo Switch上登场。这两款Let’s Go游戏在很大程度上基于经典的《宝可梦 黄》版本,让该系列在许多方面回归本源。与原作一样,故事再次设定在关都地区,冒险途中你只会遇到最初的151种宝可梦(加上新公开的美录坦)。
原文
The Let’s Go games also diverge from tradition in some dramatic ways, particularly in their connection with Pokemon Go. Not only are you able to transfer certain monsters you catch in the mobile game over to the Switch titles, they also employ Pokemon Go’s catching mechanics, meaning you’re no longer be able to battle wild Pokemon.
译文
《Let’s Go》系列游戏在某些方面也大胆突破了传统,尤其体现在与《Pokémon GO》的联动上。你不仅能够将手机游戏中捕获的特定宝可梦传输至Switch作品中,这些游戏还采用了《Pokémon GO》的捕捉机制,这意味着你不再能与非玩家控制的野生宝可梦进行对战。
原文
GameSpot recently had an opportunity to sit down with Pokemon: Let’s Go director Junichi Masuda and lead game environment designer Kensaku Nabana. Through an interpreter, we discussed what it was like reimagining the traditionally 8-bit world of Kanto in 3D, what changes the development team made in bringing the games to Switch, and how the new Mythical Pokemon Meltan came to be.
译文
GameSpot最近有幸采访了《宝可梦 Let’s Go!皮卡丘·Let’s Go!伊布》的总监增田顺一和首席游戏环境设计师名花健作。通过翻译,我们探讨了将传统的8位机关都地区以3D形式重新构想的过程,开发团队在为Switch平台打造这些游戏时所做的改变,以及新幻之宝可梦美录坦的诞生始末。
原文
Despite being inspired by Pokemon Yellow, Let’s Go Pikachu and Eevee seem to introduce a lot of new elements not found in previous Pokemon games. What new things should we expect?
译文
尽管《Let’s Go!皮卡丘/伊布》灵感源自《宝可梦 黄》,但它们似乎引入了许多前作中未曾出现的新元素。我们可以期待哪些新内容呢?
原文
The main flow of the story plays out very much like Pokemon Yellow Version. One of the reasons we wanted to do this is that we imagined a lot of fans of the original game were going to be playing through it. There are different parts, but I think they’ll recognize the main beats of the story and feel some nostalgia there.
译文
故事主线与《宝可梦 黄》颇为相似。我们之所以选择这条路线,是因为预见到许多原版游戏的粉丝将会重温这段旅程。虽然细节上有所差异,但我相信他们会认出故事的主要脉络,并在其中感受到怀旧之情。
原文
At the same time, we did add a decent amount of sub-events that weren’t in the originals. It kind of gives it a different feel because there’s a lot of trainers alongside their Pokemon in the actual world itself, so it would be a different impression than the original game, while also covering the same story.
译文
同时,我们也确实加入了不少原版中没有的支线事件。这多少赋予了游戏不同的感觉,因为现实世界中会有许多训练家与他们的宝可梦并肩作战,因此给人的印象会与原版游戏有所不同,尽管故事主线保持一致。
原文
Team Rocket seems to play a more prominent role in Let’s Go Pikachu and Eevee. Does this mean we’ll see more of Jessie, James, and Meowth during the story?
译文
在《宝可梦 Let’s Go!皮卡丘·Let’s Go!伊布》中,火箭队似乎扮演着更为重要的角色。这是否意味着在故事进程中,我们将更多地看到武藏、小次郎和喵喵的身影呢?
原文
Yeah, they definitely appear more in the game than in the original Pokemon Yellow Version. With these two games, we really set out at the very beginning with a main target in mind, which was younger kids who maybe didn’t own their own smartphones and weren’t able to really participate in the Pokemon Go craze that happened. They weren’t able to go out and join in on that fun, so really providing them with a really fun experience that also had some of that Pokemon Go gameplay. But at the same time, we wanted to introduce these new players, for whom this might be their first Pokemon game, through the original story, kind of ease them into the Pokemon experience that way.
译文
是的,它们在游戏中的出现频率确实比原版《宝可梦 黄》要高。在开发这两款游戏时,我们一开始就设定了一个主要目标,那就是面向那些可能还没有自己的智能手机、无法真正参与《Pokémon GO》热潮的年轻孩子们。他们无法外出加入那份乐趣,所以我们真的想为他们提供一个既有趣又能体验到一些《Pokémon GO》玩法的游戏体验。但同时,我们也希望通过原版故事来引导这些新玩家——对他们来说,这可能是他们的第一款宝可梦游戏——让他们以这种方式轻松地进入宝可梦的世界。
原文
Also, I thought it would be fun if players who maybe enjoyed the original game–they’re now much older, probably in their 30s–they’d be able to interact with maybe their own kids or other kids that they know that are playing the game. They would actually know the general flow of the story, maybe able to give advice like where to go next and things like that. With Team Rocket, because the animated series is popular–it’s in like 85-plus countries–I imagine a lot of those younger kids will have seen the animated series, even if they haven’t played the game. So, we’re trying to add in the elements like that to make it easier for them to get into the world and recognize the setup.
译文
另外,我觉得如果那些曾经玩过原版游戏的玩家——他们现在年纪大多在30多岁——能够与自己的孩子或是认识的其他正在玩这款游戏的孩子互动,那会很有趣。他们实际上了解故事的总体流程,或许能给出下一步该去哪里的建议之类的。至于火箭队,因为动画系列很受欢迎——在超过85个国家播出——我想很多年幼的孩子即使没玩过游戏,也看过动画系列。所以,我们正尝试加入这样的元素,让他们更容易融入这个世界并认出故事背景。
动画经典反派火箭队武藏、小次郎与喵喵在《Let’s Go!》中拥有更具戏剧张力的主线出场
原文
In the original games, your rival was a huge jerk, but the one in Let’s Go seems much friendlier. Why the change?
译文
在最初的游戏中,你的对手是个十足的家伙,但在《Let’s Go》里,他似乎友好多了。为什么会有这样的变化呢?
原文
I think the biggest reason that rivals were more of a jerk in the early days is that we were just limited with what we could express with the pixel graphics. There’s not much you can do with that kind of little sprite on the screen, so we worked harder to characterize them through dialogue and give them certain personalities. Also, because it’s just dialogue and there’s not a whole lot going on on the screen, it doesn’t give as harsh of an impression even if they’re jerks, I think. Now we have HD graphics and the visuals are much more impressive. If you also made him a jerk, the impression would be a lot stronger on players. Another thing, just my own personal take, is that it feels that people with those kinds of personalities these days are not as accepted by players, I think, as they were back then.
译文
我认为,早期劲敌角色之所以更讨人厌,很大程度上是因为当时像素图形的表现力有限。屏幕上那个小小的精灵图,能做的事情不多,所以我们更努力地通过对话来塑造他们的性格,赋予他们鲜明的个性。而且,正因为只有对话,屏幕上没有太多其他内容,即使他们很讨人厌,给人的印象也不会那么强烈。现在,我们有了高清画质,视觉效果更加震撼。如果再把劲敌塑造成讨人厌的角色,给玩家的印象就会强烈得多。另外,就我个人来看,如今这种性格的人似乎不像过去那样容易被玩家接受了。
原文
In the original games, there was text or some sort of setting where “Pidgey eat Caterpie,” for example. That was fine back then, I think everybody liked it. But, I think, as Pokemon has gone on, the fans kind of have their idea of what Pokemon should be. If we did that now, I think a lot of people wouldn’t really like it, it would give them a bad reaction.
译文
在最初的游戏中,有文本或某种设定,比如“波波吃绿毛虫”。那时候这没问题,我想大家都喜欢。但是,我认为,随着宝可梦的发展,粉丝们对宝可梦应该是什么样子有了自己的想法。如果我们现在这样做,我想很多人不会真的喜欢,会给他们带来不好的反应。
原文
What about the old man standing outside Celadon Gym who says he loves looking at the pretty girls? Did you have to tone that down as well?
译文
那站在玉虹道馆外,说自己喜欢看漂亮女孩的老爷爷呢?这部分内容你们也得淡化处理吗?
原文
Yeah, we definitely re-evaluated all those kinds of things. But at the same time, the fact that you remember that means that it was something memorable. We had to be very careful about which things to change and which things to keep as they were. Definitely check it out for yourself and see if he’s still around.
译文
是的,我们确实重新评估了所有这类内容。但与此同时,你还能记得这些,说明它们确实令人难忘。我们在决定哪些内容需要改动、哪些应保持原样时,必须非常谨慎。请务必亲自去体验一番,看看他是否依然还在。
原文
What was it like having to reimagine the Kanto region in 3D? How hard was it to recreate the world for an HD console?
译文
在3D环境下重新构想关都地区是一种怎样的体验?为高清主机重现这个世界有多难?
原文
I was in elementary school when Pokemon Yellow Version came out, and I remember playing those games as well as a fan myself. So, when we were first starting out in the development of this game, we all went back and played Pokemon Yellow Version again, and I just tried to remember the world of Pokemon that was in my imagination when I was playing those games, because you had to fill in the gaps a lot back then. Really try and take what was in my imagination then and redesign the areas to look like that image I had in my head.
译文
《宝可梦 黄》发售时,我还在上小学,我记得自己作为粉丝也玩过那些游戏。所以,当我们刚开始开发这款游戏时,我们都回去重新玩了《宝可梦 黄》,我试着回忆当年玩那些游戏时,脑海中想象的宝可梦世界,因为那时候你必须在很多地方自行填补空白。我真的很努力去把当时想象中的样子,重新设计成那些地区,让它们看起来就像我脑海中曾经的模样。
原文
Also, keeping in mind that we put the focus on having a lot of Pokemon in the environment, walking around in the overall world this time around, so [we focused on] making the visuals look like something where that wouldn’t seem strange. We initially explored a more photorealistic direction, but we settled on this more anime style approach, these cuter visuals.
译文
另外,考虑到这次我们着重于让许多宝可梦出现在环境中,在整体世界里四处走动,因此[我们专注于]让视觉效果看起来不会显得突兀。我们最初探索了更加写实的风格,但最终决定采用这种更偏向动画风格的处理方式,这些更可爱的视觉效果。
原文
It definitely leaves a strong impression, seeing how different some very famous scenes from the old game are in Let’s Go, such as the first time you come to the S.S. Anne and see how much more majestic it looks. For some areas like Lavender Town, which was very creepy in the original games, how did you go about expressing that in Let’s Go Pikachu and Eevee?
译文
看到《Let’s Go》中一些旧作著名场景的变化,确实给人留下了深刻的印象,比如你第一次来到圣安奴号时,看到它变得更加雄伟壮观。对于像紫苑镇这样在原作中非常阴森恐怖的地方,你们是如何在《Let’s Go!皮卡丘·Let’s Go!伊布》中表现的呢?
原文
Lavender Town is definitely one that I don’t want to talk too much about and have you discover for yourself, but I definitely have the same impression as you. It’s kind of this creepy, unsettling place. So, I initially approached it with that in mind and designed it to make it look like it would give that impression. But that wasn’t enough for Mr. Masuda. He was like, “You’ve got to make it feel even creepier.” He gave me a lot of specific directions to do that. So, I think it will be fun to see what it looks like.
译文
紫苑镇绝对是我最不想过多谈论,希望你能亲自探索的地方,但我确实和你有着相同的感受。那是个令人毛骨悚然、心神不宁的地方。所以,我最初就是带着这样的想法去设计它的,让它看起来就能给人留下那种印象。但这对于增田先生来说还不够。他说:“你得让它感觉更诡异。”他给了我很多具体的指导来实现这一点。因此,我认为看到它的样子会很有趣。
原文
It doesn’t seem like held items and abilities are in these games. What is the reason for that?
译文
这些游戏中似乎没有携带道具和特性。请问这是出于什么考虑?
原文
Yeah, that was actually a conscious decision. We don’t have held items or abilities or eggs, or a lot of features that weren’t in the original generation that got added later on. We had to be very careful in selecting which things we would update from the original games and which ones we would keep the same. I did like the appeal of the simplicity of the original Generation 1 games, as this being an entry title for new players joining the franchise to really experience something very similar to what kids did 20 years ago, but [we also wanted people to] enjoy some of these new gameplay gimmicks, like the Poke Ball Plus and the connectivity with Pokemon Go.
译文
是的,这其实是我们深思熟虑后的决定。我们没有加入携带道具、特性、宝可梦蛋,或是许多原版世代之后才新增的功能。在决定哪些内容从原版游戏中更新、哪些保持原样时,我们必须非常谨慎。我确实喜欢原版第一世代游戏的简约魅力,作为新玩家加入这个系列的入门作品,让他们能真正体验到与20年前孩子们相似的东西,但同时[我们也希望人们能]享受一些新的游戏玩法,比如精灵球Plus和与《Pokémon GO》的联动。
原文
But, of course, we did have to update some other things. For example, we added more types later on and Pokemon got re-typed, so those exist in the game. And, obviously, you weren’t able to run in the original game. We were only able to create four-way movement, so we decided that we probably couldn’t do that today and it made it much easier to move around, I think.
译文
当然,我们也必须更新一些其他内容。比如,后来我们增加了更多属性,宝可梦的属性也得到了重新设定,这些在游戏中都有体现。而且,显然在原版游戏中你是无法奔跑的。当时我们只能实现四方向移动,所以我们认为如今可能无法再那样做了,而能够奔跑让移动变得方便多了,我觉得。
原文
Even though held items aren’t in it, we’ve seen that Mega Evolutions are. Can you tell us how that’s going to work? Traditionally, your Pokemon has to hold the right item to Mega Evolve.
译文
尽管本作中没有携带道具,但我们发现超进化(Mega进化)依然存在。能否告诉我们它是如何运作的?传统上,宝可梦必须携带正确的道具才能进行超进化。
原文
No real details, but I can guarantee it’s very simple. We didn’t really think too much about it and just kept it very simple to trigger Mega Evolutions.
译文
没有具体细节,但我可以保证它非常简单。我们没有过多考虑,只是保持非常简单来触发超进化(Mega进化)。
原文
Please tell us more about the new Pokemon, Meltan. Was it always planned to debut first in Pokemon Go? And was it designed in collaboration with Niantic, or internally at Game Freak?
译文
请详细介绍一下新宝可梦美录坦。它是否从一开始就计划在《Pokémon GO》中首次亮相?它的设计是与Niantic合作完成的,还是由GAME FREAK内部设计的?
原文
We definitely planned to debut it in Pokemon Go from the very beginning. We had talked about in the early stages of even Go’s development that we want to debut a Pokemon, and we worked with Niantic to kind of figure out that functionality. I’ve been working on the development of Go since the beginning as well, so I’ve always had it in mind. But the design, that was done internally at Game Freak. I gave some specific setting directions to one of our designers who was also a fan of the original games and played them as a kid, so he had a really good idea of what I was looking for, based on this kind of very simple metal nut design. He definitely probably had the original Kanto Pokemon designs in his mind and tried to keep it as simple as possible. You know, they were more kind of basic back then compared to some of the more modern designs. He worked on that, and then once it was finished, we gave all the assets and everything to Niantic, we planned the event and had them execute on that, and it worked out.
译文
我们最初就计划在《Pokémon GO》中首次亮相它。甚至在《Pokémon GO》开发的早期阶段,我们就讨论过想要推出一个新的宝可梦,并与Niantic合作研究实现这一功能。我从一开始就参与了《Pokémon GO》的开发工作,所以这个想法一直在我心中。但设计工作是在GAME FREAK内部完成的。我向我们的一位设计师提供了具体的设定方向,他同时也是原版游戏的粉丝,小时候玩过这些游戏,因此他非常清楚我想要的是什么,基于这种非常简单的金属螺母设计。他肯定在脑海中有着关都地区原版宝可梦的设计,并尽量保持简单。你知道,与一些更现代的设计相比,那时候的设计更加基础。他完成了设计,然后一旦完成,我们将所有素材和一切交给了Niantic,我们策划了活动并让他们执行,最终效果很好。
幻之宝可梦“美录坦”与挥动 Joy-Con 沉浸式捕捉体验
原文
Following up on Meltan’s design, here in the States he’s been given a joking/affectionate nickname of “Nut Boy.” I’m curious how you feel about that nickname and if, perhaps, he has a similar nickname in Japan?
译文
关于美录坦的设计,在美国,它被赋予了一个玩笑而又亲切的昵称“坚果小子”。我很好奇您对这个昵称有何看法,或许,在日本它也有类似的昵称吗?
原文
I haven’t really seen a lot of nicknames in Japan yet, but for the design, we really tried to make it look like it was kind of a more realistic-looking object, like something that maybe you could see it in real life. It would look weird, but it wouldn’t stand out too much. Initially, I thought this would be a very divisive design, like some people might like it but some people won’t. It looks really strange, but if you look at it more closely, it’s kind of cute at the same time. But it seems like the reaction has been generally really positive, and that’s been a lot of fun. There’s been tons of fan art already and it was revealed just recently, so it’s been exciting for us.
译文
我目前在日本还没怎么见到很多昵称,但在设计上,我们确实努力让它看起来像是一个更写实的物体,就像是现实生活中可能见到的东西。它会显得有点奇怪,但不会太过突兀。起初,我以为这个设计会引发很大分歧,有人可能会喜欢,但也有人不会。它看起来真的很奇特,但如果你仔细观察,它同时也有种可爱之处。不过,反响似乎普遍非常积极,这让我们感到非常开心。自从最近公布以来,已经出现了大量的粉丝艺术创作,这对我们来说非常激动人心。
原文
In the DS and 3DS games, there were a lot of events at stores that gave out free Pokemon via download codes. Is anything similar planned for Let’s Go Pikachu and Eevee?
译文
在DS和3DS时代的游戏里,商店经常举办活动,通过下载码免费赠送宝可梦。对于《宝可梦 Let’s Go!皮卡丘·Let’s Go!伊布》,是否有类似计划呢?
原文
The functionality from the previous games is in there, it’s called Mystery Gift. It’s in the game and I’m sure there’ll probably be something, but I think with the limited selection of Pokemon, they’re all fairly easily catchable in other games. I’m not sure how often or how frequent it’s going to be with these particular games.
译文
之前游戏中的功能依然保留,那就是神秘礼物。这个功能已内置在游戏中,我相信届时应该会有些内容,但考虑到本作宝可梦种类有限,它们在其它游戏中都相对容易捕捉。对于这两款游戏而言,我不确定神秘礼物的更新频率会有多高。
原文
We’ve talked about transferring between Pokemon Go and Let’s Go. When the “core” Pokemon game planned for 2019 arrives, will there also be transfer possibilities between Let’s Go and that title?
译文
我们已经讨论过《Pokémon GO》与《Let’s Go》之间的传输问题。对于计划于2019年推出的“核心”宝可梦游戏,是否也会存在从《Let’s Go》向该作品传输宝可梦的可能性呢?
原文
We’re definitely always thinking of that kind of forward-moving functionality, especially since we’ve introduced the Pokemon Bank. Now, up to Ultra Sun and Ultra Moon, you’re able to store your Pokemon. We know they’re very important to everyone. I mean, obviously, people would be very sad if they couldn’t use their Pokemon in a future game. So, it does get complicated when you talk about the details and we’re still figuring it out, but we do have plans to find ways to let players use their Pokemon in the next game.
译文
我们始终在考虑这种前瞻性的功能设计,特别是在引入了宝可梦银行之后。目前,直至《究极之日/究极之月》,玩家都能存储自己的宝可梦。我们深知这些宝可梦对每位玩家都至关重要。显然,如果玩家无法在未来游戏中继续使用他们的宝可梦,会感到非常难过。因此,当涉及到具体细节时,情况就变得复杂了,我们仍在探索解决方案,但我们确实有计划寻找方法,让玩家能够在下一款游戏中使用他们的宝可梦。
原文
What are your favorite Pokemon games?
译文
你最喜欢哪些宝可梦游戏?
原文
Definitely Red and Green for me is the most memorable. It was a six year development with just nine of us, so we have a lot of memories from that time, both good and bad. One of the other things was that we didn’t have much expectation that the game would be played by millions of people at the time. We were just developing it. At any time the company could have gone under and it may not have been released. But yeah, a lot of memories from that time.
译文
对我来说,《宝可梦 红·绿》绝对是最难忘的。那是一款历时六年、由我们九个人共同开发的作品,所以那段时光给我们留下了许多回忆,有美好的也有艰辛的。另外,当时我们并没有预期这款游戏会被数百万人游玩。我们只是一直在开发它。公司随时都有可能倒闭,游戏也可能无法发布。但没错,那段时期确实留下了许多回忆。
原文
Red and Green, that’s where I started as well. I played those games and I have great memories playing them, but over the 20 years as time went on, I think the memory got glamorized even more. It starts to just become this legend in my mind. Of course, we tried to make Let’s Go Pikachu and Let’s Go Eevee, the re-imagining of that, to kind of live up to those. It gets more and more beautiful in your mind as time goes on, so that’s what we tried to do. So those are probably my favorite games, just in my memory.
译文
《宝可梦 红·绿》也是我最初的起点。我玩过那些游戏,有着美好的回忆,但随着20年的时光流逝,我觉得那些记忆被美化得更加厉害了。它开始在我心中成为一段传奇。当然,我们尝试制作《宝可梦 Let’s Go!皮卡丘·Let’s Go!伊布》,对那段经历进行重新构想,以不负那些美好记忆。随着时间推移,它在你的脑海中变得越来越美好,这就是我们努力的方向。所以,那些大概是我最喜欢的游戏,就存在于我的记忆之中。
原文
But as a developer, I think being able to work on these games and try and update them for the modern time and work as a team lead on these games, that was probably my favorite experience so far.
译文
但作为一名开发者,我认为能够参与这些游戏的制作,尝试将它们现代化,并作为团队负责人参与其中,这大概是我迄今为止最喜欢的经历。
关都生动可见的生态系统:明雷野生宝可梦漫步与跟随搭档系统
原文
Going back to Red and Green and how arduous the development process was. Is there anything from back then that you wanted to specifically address or implement when updating the adventure for Let’s Go Pikachu and Eevee?
译文
回到《宝可梦 红·绿》的时代,那时的开发过程极为艰辛。在将这段冒险更新到《宝可梦 Let’s Go!皮卡丘·Let’s Go!伊布》的过程中,有没有哪些当时想要特别处理或实现的内容?
原文
With Red and Green and even games after that, at Game Freak we always wanted to have Pokemon appear in the overworld, in the field itself. But, specifically with the original games, there was no way of doing that with the Game Boy hardware. It just couldn’t handle it. We really wanted to make them feel like living creatures that are in the world with you, so you’ll see on Let’s Go Pikachu and Let’s Go Eevee they’ll all have their own little unique movement characteristics. Some of them will run up and stop. They’re kind of curious. It’ll be fun to just discover how they all react to you.
译文
在《宝可梦 红·绿》乃至其后的作品中,GAME FREAK始终怀揣着一个愿景,那就是让宝可梦在游戏世界的野外、场景中生动展现。然而,受限于Game Boy的硬件性能,初代游戏无法实现这一构想,技术上的局限让我们无法如愿。我们渴望让宝可梦如同活生生的生物,与玩家共处同一世界。因此,在《宝可梦 Let’s Go!皮卡丘·Let’s Go!伊布》中,你会发现每只宝可梦都拥有独特的行动模式:有的会跑上前来又突然停下,它们充满好奇。探索它们各自对你的反应,将是一大乐趣。
原文
One final question: any chance we see Pikachu’s scrapped evolution, Gorochu, someday?
译文
最后一个问题:未来有没有可能让我们见到皮卡丘被废弃的进化形态——哥罗丘(Gorochu)呢?
原文
You’re probably not going to see it. None of the Pokemon that we worked on, got to a point, and then discarded them have actually ever re-appeared yet, so I would say the chances are low. One of the reasons for that is that we always have this base criteria at Game Freak of being able to explain why a certain Pokemon is in the world or why it exists in that world, trying to make it feel believable within the fantasy. And usually the ones that get rejected are Pokemon that we weren’t able to justify, I think. Usually there’s a reason for why they weren’t implemented, and as long as that reason still exists, they probably won’t be put in the game.
译文
你大概不会见到它。我们曾经着手制作、做到某个阶段然后放弃的宝可梦,至今都还没有重新出现过,所以我觉得可能性很低。其中一个原因是,我们在GAME FREAK一直有一个基本标准,就是能够解释某只宝可梦为何存在于这个世界,或为何在那个世界中存在,努力让它在奇幻设定中显得可信。通常被否决的宝可梦,都是我们无法为其找到合理依据的,我想。它们未能被实装通常是有原因的,只要那个原因仍然存在,它们大概就不会被加入游戏中。
原文
We always say Pokemon isn’t a “character game.” It’s not a game where it’s just the characters, but it’s a game that shows this world where these living creatures are existing in a space. That’s kind of a slight nuance, but that’s what we always try to go for at Game Freak. It’s not good enough that they’re just cute. (Laughs) They have to have something more to it.
译文
我们始终强调,《宝可梦》并非一款“角色游戏”。它不仅仅展现角色,而是呈现这样一个世界——这些活生生的生物共存于同一空间。这或许是个微妙的差别,但正是GAME FREAK始终追求的方向。仅仅可爱是不够的(笑),它们必须拥有更深层的内涵。
原文
I’ve worked on Pokemon designs myself and it really is a very arduous, time consuming process. You’ve got to talk to a lot of people, a lot of back-and-forth and really be able to justify it before we get to a final design.
译文
我自己也参与过宝可梦的设计工作,那确实是一个非常艰辛且耗时的过程。你需要与许多人沟通,反复讨论,并且在我们确定最终设计之前,必须能够充分证明其合理性。
Archive record 档案信息
- Date
- 2018.10.17
- Source
- GameSpot
- People
- GameSpot, 增田顺一, 菜花健作
- Game / Work
- 宝可梦 Let's Go!皮卡丘·Let's Go!伊布、宝可梦 黄、宝可梦 红·绿、Pokémon GO
- Page
- 未标注
- Language
- en
- Status
- published