我玩过这个1992年的沙丘游戏,所以您不必
The Dune saga’s arduous hunt for spice in the midst of a planet of sand has yet to lose its luster. From its inception in 1965, the sci-fi novel’s intriguing setting and arresting plot set the stage for countless adaptations, from videogames to miniseries. And with a star-studded cast all set for its latest big-screen adaptation, the endearing franchise is gearing up to reach an audience who didn’t grow up with Dune novels and merchandise. While I haven’t had the good fortune of delving into the intricate lore behind the world of Arrakis, I burrowed my way in through another route.
“沙丘傳奇”在一片沙土中艱辛地尋找香料的努力尚未消失。 自1965年問世以來,這部科幻小說的迷人場景和引人入勝的情節為從電子游戲到小型連續劇的無數改編奠定了基礎。 并采用星光熠熠的演員表來為其最新的大屏幕改編作準備,這可愛的特許經營權正在逐步壯大,以吸引那些不熟悉沙丘小說和商品的觀眾。 雖然我還沒有幸運到Arrakis背后的錯綜復雜的傳說,但我還是嘗試了另一條路。
Dune II: The Building of a Dynasty.
沙丘二世:王朝的建造。
While it is by no means the first real-time strategy game out there, Dune II set the ball rolling with cogs in the machine that still shine in games today. It’s a shining adaptation of its subject matter, with all its elements nodding towards things that were already present in the original novel.
雖然決不是第一個實時戰略游戲,但《 Dune II 》卻用機器中的嵌齒輪使球滾滾而來,今天仍然在游戲中大放異彩。 這是對主題的一種光輝的改編,其所有元素都指向原始小說中已經存在的事物。
The ritual of setting up camp and assimilating resources before sending an army towards your foe was one deeply rooted in Dune II’s core design. Mechanics and ideas that are commonplace today came together in 1992 to form a game that spawned a genre by itself. It’s absurd how much of the game has been lifted and placed into the beating hearts of RTS games today. It helped define the RTS genre well into the next millennium. All it did was put a clock into a genre straddled with turn-based shenanigans.
沙丘II的核心設計深深扎根于在派遣軍隊前往您的敵人之前建立營地和吸收資源的儀式。 1992年,當今非常普遍的力學和思想融合在一起,形成了一種本身催生了一種體裁的游戲。 荒謬的是,如今已經有多少游戲被提升并投入了RTS游戲的心臟。 它有助于將RTS風格定義到下一個千年。 它所做的一切只是將時鐘擺放在一個以回合為基礎的惡作劇形式的游戲中。
No offense, Civilization.
沒有冒犯,文明。
Dune II: The Building of a Dynasty in all its pixelated glory. Source: OldPCGaming.沙丘二世:建立光榮的朝代建筑。 資料來源:OldPCGaming。鋪平道路 (Paving the way)
You can see why anyone would have second thoughts on playing something that looks like a mess of pixels with a daunting control scheme. The little box on the right with movement options does little to divert said worry. And don’t let the II in the name fool you: the first entry was an adventure game. Nonetheless, the veins beneath most flagbearers of the RTS genre come into full focus here. Sure, it looks like your regular space-faring strategy outing at first. A few seconds in, minarets of dust make way for a striking revelation.
您會看到為什么有人會對采用令人生畏的控制方案播放看起來像一堆像素的東西有第二個想法。 右邊帶有移動選項的小方框幾乎沒有轉移人們的擔憂。 而且不要以II的名字欺騙您:第一個條目是冒險游戲。 盡管如此,RTS類型的大多數旗手下方的血管在這里仍是重點。 當然,這看起來像是您最初的常規太空旅行策略。 幾秒鐘后,塵埃宣禮塔就為驚人的啟示鋪平了道路。
Right off the bat, changing things to run in real-time lent the game a sense of pacing that its predecessors simply could not capture. While 1991’s Civilization let you spend agonizing minutes on decisions, Dune II demanded split-second reflexes a year later. In a genre that used to give you all the time in the world, the move made its precursors look ridiculous.
立即改變,實時運行改變了游戲的節奏,這是它的前輩根本無法捕捉到的。 1991年的《文明》讓您花了很長時間在決策上,而Dune II要求在一年后進行瞬間反射。 過去,這種風格曾經帶給您全世界的時光,此舉使它的前身顯得可笑。
Spice substituted the wood and ore found in today’s games, collected by harvesters at the risk of drawing the ire of Arrakis’ colossal sandworms. Limited supply meant that you couldn’t just hole up in one spot and hope for the best. Bases always felt like a temporary measure in Dune II. Contending with the harsh sandstorms of the planet encased in sand was no mean feat either. Laying down a pavement of sorts before building structures was a tedious exercise. It also meant that you couldn’t go about dropping buildings around like a futuristic Bob the Builder.
香料替代了當今游戲中發現的木材和礦石,這些木材和礦石是收割機收集的,有可能引起阿拉基斯巨大的沙蟲的憤怒。 有限的供應量意味著您不能只停留在一個地方而希望獲得最好的。 在沙丘II中,基地總是感覺像是臨時措施。 面對被沙子包裹的星球的嚴酷沙塵暴也絕非易事。 在建筑結構之前鋪設各種路面是一項乏味的工作。 這也意味著您不能像未來派建筑商鮑勃(Bob the Builder)那樣在建筑物周圍亂扔東西。
A sneaky mentor, called a Mentat in the game. Source: OldPCGaming.偷偷摸摸的導師,在游戲中被稱為門塔特。 資料來源:OldPCGaming。多人游戲 (Pre-multiplayer)
Yes, Dune II was made in a time when it was okay to not have a multiplayer component. Mostly because back in 1992, multiplayer meant handing your controller over to a friend. Speaking of the narrative, Dune II let you pick one from three houses. Each came with their own distinct race-specific units and custom cutscenes featuring a unique mentor figure. The good-willed Atreides possessed Sonic Tanks, the ruthless Harkonnen had Devastators and the non-canon but enterprising Ordos worked with devious Saboteurs. While the paper-thin narrative loosely set in Frank Herbert’s Dune universe won’t win any storytelling awards, it kept things chugging along at a good pace.
是的, Dune II是在沒有多人游戲組件的時候制作的。 主要是因為早在1992年,多人游戲就意味著將您的控制器移交給朋友。 說到敘述, Dune II讓您從三棟房屋中選出一棟。 每個人都有自己獨特的種族特定單位和具有獨特導師形象的定制過場動畫。 善良的阿特雷德人擁有“音速坦克”,殘酷的哈肯寧擁有毀滅者和非佳能,但進取的鄂爾多斯人與狡猾的破壞者合作。 盡管在弗蘭克·赫伯特(Frank Herbert)的《沙丘》(Dune)宇宙中松散的紙質敘述并沒有獲得任何評書獎,但它使事情保持了良好的步伐。
It even had a decent twist.
它甚至有一個不錯的轉折。
Dune II set ideas in motion that would bear fruit in the battlegrounds of its successors. The campaign fed players a detailed tech tree one drop at a time to keep things from going stale. Things like multiple unit types with unique weapons and abilities, a mix of ground and air units, and hero units were things that were unheard of at the time. Sandworms acted as forces of nature that could shift the tide in a battlefield by threatening all the factions on the board. Smaller non-playable factions assisting you with bonuses and units owe their heritage to the Atreides teaming up with the Fremen to beat the Harkonnen.
沙丘二世提出了可以在其繼任者的戰場上取得成果的想法。 該活動一次就給玩家提供了一棵詳細的技術樹,以防止事情過時。 諸如具有獨特武器和能力的多種單位類型,地面和空中單位的混合以及英雄單位之類的東西在當時是聞所未聞的。 worm蟲是自然力量,可以通過威脅董事會上的所有派系來改變戰場上的潮流。 規模較小的不可玩派系可為您提供獎金和單位,這要歸功于Atreides與Fremen合作擊敗Harkonnen的傳統。
The best part? All of these ideas are rooted in the lore of the original novel.
最好的部分? 所有這些想法都根植于原始小說的傳說。
It’s shocking to see rudimentary versions of ideas that we now take for granted. While the graphics won’t blow your socks off, the charm embodied by the armies of blurry pixels was truly impressive for its time. It let your mind fill in the gaps present in the chinks of Dune II’s pixelated armor plating. A well-composed soundtrack in tandem with audio cues from unit commands and enemy engagements set the tone for the future, one where consecutive split-second decisions could make or break a game.
看到我們現在認為理所當然的基本概念令人震驚。 雖然圖形不會讓您大吃一驚,但模糊像素大軍所體現的魅力在當時確實令人印象深刻。 它使您可以填補Dune II像素化裝甲板的縫隙中的空白。 精心組合的配樂以及來自單位命令和敵方交戰的音頻提示為未來奠定了基調,連續的瞬間決策可以決定游戲的成敗。
But not all was well in Arrakis.
但是在阿拉基斯,并不是一切都很好。
Reminds you of Total War, doesn’t it? Source: HonestGamers.讓您想起全面戰爭,不是嗎? 資料來源:HonestGamers。可原諒的缺陷 (Forgivable flaws)
I grappled with the controls in vain, a facet that the RTS pioneer struggled with. When Age of Empires and StarCraft let you pick dozens of units at once and right-click to go about business, Dune II’s painful scheme was far from simple. The arduous “select unit, select command, select target” cycle made my life miserable.
我徒勞地處理控件,這是RTS先鋒奮斗的一個方面。 當《帝國時代》和《星際爭霸》讓您一次選擇數十個單位并右鍵單擊以開展業務時,沙丘II的痛苦計劃絕非易事。 艱苦的“選擇單位,選擇命令,選擇目標”循環使我的生活痛苦不堪。
Adding insult to injury is that the game only lets you deal with a single unit at a time. The lack of a grouping feature in a game that expected you to juggle an army alongside a base was downright infuriating. Which is why this retrospective does you a solid. In my opinion, it’s a history lesson that’s better off gleaned from a review. Fair enough, I’m rambling about a game that used to run on computers with 4 megabytes of RAM in 1992. But if you still want a dose of nostalgia and see where it all began during a lunch break, plenty of faithful ports exist. I did warn you.
更讓人受傷的是,該游戲一次只能讓您處理一個單位。 在游戲中缺少分組功能,這種功能期望您在基地附近與軍隊打交道,這實在令人發指。 這就是為什么這次回顧會為您提供扎實的理由。 在我看來,這是一門歷史課,最好從回顧中總結出來。 公平地說,我正在談論一個游戲,該游戲曾經在1992年運行在具有4 MB RAM的計算機上。但是,如果您仍然想念一下懷舊之情,看看午餐休息時一切從何而來,則存在許多忠實的端口。 我確實警告過你
Sadly, licensing woes mean that Dune 3 won’t see the light of day. Shifting gears, the development team decided to refine their vision as Westwood began to work on C&C: Tiberian Dawn. The rest is history. What made Dune II fun: its pacing, its building, and its battles, paved the way for more of the same. And some much-needed refinements.
可悲的是,許可問題意味著“沙丘3”將一去不復返。 隨著Westwood開始從事C&C:Tiberian Dawn的工作,開發團隊決定改變自己的視野。 剩下的就是歷史了。 是什么讓Dune II變得有趣:其步調,建筑和戰斗為更多的相同鋪平了道路。 和一些急需的改進。
I’ll never forget enemy soldiers squealing as my tanks ran over them. Those injured and lucky enough to avoid tank treads crawled as they were consumed by Arrakis’ eerie shifting dunes. Explosions left permanent craters, akin to future Command & Conquer Titles. It’s almost surprising how Westwood managed to stuff so much into a game where a handful of pixels denotes a building. Sprawling franchises like Total War, WarCraft, and Age of Empires stand on a template of tenets and pillars erected back in 1992. Their strands of DNA were concocted by a game with immeasurable potential.
我永遠也不會忘記我的戰車沖向敵軍時的尖叫聲。 那些受傷和幸運的人避免了坦克踏板被阿拉基斯令人毛骨悚然的沙丘所消耗而爬行。 爆炸留下了永久的環形山,類似于未來的《命令與征服》標題。 令人驚訝的是,韋斯特伍德(Westwood)如何將如此多的東西塞入游戲中,其中少數像素表示建筑物。 諸如Total War , WarCraft和Age of Empires之類的龐大專營權站在1992年樹立的宗旨和Struts模板上。他們的DNA鏈由一場潛力不可估量的游戲炮制而成。
By a game not entirely lost to the sands of Arrakis.
一場比賽并沒有完全輸給阿拉基斯。
翻譯自: https://medium.com/super-jump/i-played-this-1992-dune-game-so-that-you-dont-have-to-c8619fea7acf
總結
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