LV. 39
GP 2k

【情報】Darkest Dungeon 2 製作人Chris Bourass 專訪

樓主 Kion25 kwong25
踏入Q3(7-9)DD2即將進行早期測試,在上一個討論Darkest Dungeon 2 新內容資訊中我們對這次DD2有了初步的了解,今天將為各位帶來最新的資訊-DD 始創製作人Chris Bourass的專訪,讓我們更了解整個系統的運作。

>>>>來源<<<<

話說在前,這次訪問很詳細,但很遺憾並沒有說明測試的確實日期。遊戲內容有了更清晰的描述和幾張新的圖,爆點到是沒有。

在進入詳細訪問之前,整理這次訪問的重點和順便吐糟一下:

>這次訪問解釋了為什麼要用公路旅行的概念,主要是在DD1玩家已深入到星球中心打敗星球怪物,已經不可能再深入了,所以反過來,從深入換成遠離。

>玩家最終目標是逃到PV1那座高山

>過往火炬是用來點亮黑暗,這次功用好像不是點亮,而是透過劇情選擇所累積的象徵意義,從而獲得一些BUFF(__請看那一段)

>每個地區會有地牢,每個地牢會有BOSS和戰利品。(這邊的地區意義不明,從故事有5個章節來看該不會這個地牢就是用來劃分章節的地牢吧?即是有5個?)

>全新的系統"affinity system" (__請看那一段)(不知道是不是正式名稱)

>確認不會有心臟病,當壓力爆掉會換成崩潰,觸發崩潰會跟心臟病一樣生命馬上到零並會到達死門(death's door)。同時崩潰會重置所有英雄之間的關係(這邊應該是重置affinity system的內容)。(這表示當有一個性格太爛的英雄一直在隊中搞飛機,拖後腿時,刻意將他崩潰就可以重置,可能會更好。)

>再一次強調戰鬥時,當選擇技能後,英雄會有準備攻擊的姿態,就像下圖醫生(我猜),醫生照理戰鬥姿態不會是彎著身的,這種彎身姿態就像準備攻擊一樣。

>不會再有裝備升級系統

>飾品可以永久保留,但重新來一次就會消失(不懂,重新一次可能是指破關後承接記錄再跑一次,那之前的飾品就會消失,__請看那一段)

>在例子中知道,其中一件飾品的功能是:當英雄攻擊MISS,就會增加暴擊值。麻瘋發生暴擊之後會產生失明狀態。(將兩者配合非常棒)

>DD2只有一種裝備系統就是飾品,飾品非常重要,有絕對影響戰局的可能性。(因此在我遊戲生涯之中,the banner saga這款遊戲的飾品也是非常重要,好的飾品絕對讓你輕鬆很多,讓一些技能更加OP)

>每個英雄最多有11種技能,透過每次過程中所觸發的事件,英雄會解鎖更多技能。(即是說,要全部解鎖技能要不斷重新遊戲)

>DD1共有18個英雄,DD2也會不斷加入新的英雄

>他們很高興不再需要考慮相同職業英雄戰鬥的平衡性(__請看那一段)(但是我覺得很遺憾,DD1的概念我很喜歡,玩家不再是使用英雄,而是一堆奇葩的大眾臉戰鬥,把他們由奇葩育成到精英,這過程的確很有成就感。來到DD2,限定4人只有各一種職業,感覺他們已不是大眾臉而是英雄)

>一些新的圖



(整個訪問會用GOOGLE翻一次,英文太欄並沒有能力修飾和更正非常抱歉。)
Last wagon out of hell
走出地獄的最後一輛車
"The more you learn about The Ancestor, the worse of a guy he is," Bourassa says, looking back on the story he and cofounder Tyler Sigman created for Darkest Dungeon starting in 2014. "This guy was the worst piece of shit in history. You get to the end of the game and you're like, not only is he the worst, but the whole world is the worst, everything's the worst… I feel like six years into Obama we were all ready to have some fun with nihilism, but it just didn't feel like we could go any further down. We went to the heart of the actual planet, revealed it's a monster, and then nothing matters."
“你對 The Ancestor 了解得越多,他就越壞,”Bourassa 說,回顧他和聯合創始人 Tyler Sigman 從 2014 年開始為 Darkest Dungeon 創作的故事。“這個人是歷史上最糟糕的人. 你到了比賽的最後,你就像,不僅他是最糟糕的,而且整個世界都是最糟糕的,一切都是最糟糕的......我覺得奧巴馬六年後我們都準備好和他一起玩了虛無主義,但感覺我們不能再往下走。我們去了實際星球的中心,發現它是一個怪物,然後就什麼都不重要了。”

In Red Hook's first game, surviving a 40-plus-hour campaign meant putting dozens of heroes through the grinder and watching them go insane, then replacing them with fresh meat. Darkest Dungeon 2 wants you to care more about your flawed heroes. It's keeping the idea of quirks and stress creating unexpected, sometimes maddening surprises. But this time you'll be managing a party of only four heroes on a roguelike run to an ominous mountain, a brisk five hours if you survive the journey.
在 Red Hook 的第一場比賽中,在 40 多個小時的戰役中倖存下來意味著將數十名英雄放入絞肉機中,看著他們發瘋,然後用新鮮的肉代替他們。 Darkest Dungeon 2 希望您更加關心您有缺陷的英雄。它保持著怪癖和壓力的想法,創造出意想不到的,有時是令人發狂的驚喜。但這一次,您將管理一個只有四名英雄的隊伍,以 roguelike 的方式跑向不祥的山峰,如果您在旅途中倖存下來,那將是一個輕快的五個小時。

Shorter runs will hopefully be more inviting for players intimidated by the first game's enormous campaign. Like other modern roguelikes, there's meta progression between runs. And like Hades, DD2 will have a story that evolves over the course of development in Early Access. The idea is for the game to be easier to get into but just as deep once you're hooked. "We want more people to feel worse" jokes Bourassa.
對於被第一場比賽的龐大戰役嚇倒的玩家來說,較短的跑步有望更有吸引力。 像其他現代 roguelike 遊戲一樣,運行之間存在元進程。 和 Hades 一樣,DD2 的故事會隨著搶先體驗的開發過程不斷發展。 這個想法是讓遊戲更容易進入,但一旦你被迷住了,就會同樣深入。 “我們希望更多的人感覺更糟”Bourassa 開玩笑說。

"There's some games where once you have the sequel there's no reason to go back and play the original. We wanted to do a different structure," says Tyler Sigman.
“有些遊戲一旦有了續集就沒有理由回去玩原版了。我們想做一個不同的結構,”泰勒·西格曼說。

They settled on the idea of a road trip, which Sigman relates to the teensy-bit-brighter tone, likening it to Lord of the Ring's quest to Mordor. The trip may be brutally hard, but this time there's some nobility to it.
他們確定了公路旅行的想法,西格曼將其與略帶明亮的語氣聯繫起來,將其比作指環王對魔多的追求。 這次旅行可能非常艱難,但這次有一些高貴。

"If you go back to this whole idea of settling West, it's people trying to achieve a better or freer life than their options where they are," he says (the Oregon Trail reference wasn't a joke). "I think those motifs, and dunking the ring in Mount Doom, are so powerful because the end goal is worth the trials of the journey. I think that is really important. The journey is terrible. You are leaving safety and going towards the worst possible thing you could, because somebody's got to do it."
他說:“如果你回到定居西部的整個想法,那就是人們試圖實現比他們現在的選擇更好或更自由的生活,”他說(俄勒岡小道參考不是一個笑話)。 “我認為那些主題,以及在末日山扣籃,非常強大,因為最終目標值得在旅途中嘗試。我認為這真的很重要。旅途很糟糕。你正在離開安全地帶,走向最糟糕的地方 你可以做到的事情,因為必須有人去做。”

A run in Darkest Dungeon 2 looks much like a journey up the tower in Slay the Spire or through the stars in FTL. Every region is divided into branching paths, each node a battle or ruin to investigate or an encounter with survivors who need your help.
在《暗黑地牢 2》中奔跑看起來很像在 Slay the Spire 中爬上塔樓或在 FTL 中穿越星星。 每個區域都分為分支路徑,每個節點都是要調查的戰鬥或廢墟,或者與需要您幫助的倖存者的遭遇。

Helping them is one way to keep your torch, the symbolic and literal light of hope, burning bright. Somewhere in each region is a proper dungeon, home to a tough boss fight and better loot. A powerful trinket could transform a run, but tackling it is risky: any hero you lose is dead for good.
幫助他們是讓你的火炬——象徵性的、字面意義上的希望之光——繼續燃燒的一種方式。 每個地區的某個地方都有一個合適的地牢,這裡有一場艱難的 Boss 戰和更好的戰利品。 一個強大的飾品可以改變一次奔跑,但解決它是有風險的:你失去的任何英雄都是死的。

"I don't think we could respect ourselves or look at ourselves in the mirror if we didn't kill your characters," says Bourassa. "They can die, and you can be on a run with two characters left. But we reward your progress at the end."
“如果我們不殺死你的角色,我認為我們無法尊重自己或照鏡子,”Bourassa 說。 “他們可以死,你可以在剩下兩個角色的情況下奔跑。但我們最終會獎勵你的進步。



Are we there yet?
我們到了嗎?
Like in a real-life road trip, Darkest Dungeon 2 is all about the personalities in the car. "I've done a few of them in my time, and you end up best friends with somebody and never talk to the other guy again, ever," says Bourassa. They've recreated that dynamic by tossing out the old afflictions caused by stress and creating an affinity system, where characters gain and lose favour with each other. Relationships have tendrils into every corner of the game. When you come to a crossroads, all four will have an opinion about which way to go.
就像在現實生活中的公路旅行一樣,《暗黑地牢 2》完全是關於車內的個性。 “在我的時間裡,我做過一些,你最終和某人成為了最好的朋友,永遠不會再和另一個人說話,”Bourassa 說。他們通過拋棄由壓力引起的舊痛苦並創建一個親和系統來重新創建這種動態,在那裡角色獲得和失去彼此的好感。人際關係在遊戲的每個角落都有捲須。當你走到十字路口時,四個人都會對走哪條路有意見。

When you encounter strangers, your highwayman might want to rob them, while your man at arms wants to give them food. Whichever option you pick, somebody's likely going to end up angry and stressed. In combat, if your grave robber is near death and you have your plague doctor toss a healing potion to your highwayman instead, how do you think the grave robber's going to react?
當你遇到陌生人時,你的強盜可能想搶劫他們,而你的武裝人員想給他們食物。無論您選擇哪個選項,都可能有人最終會生氣和感到壓力。在戰鬥中,如果你的盜墓賊瀕臨死亡,而你讓瘟疫醫生向劫匪投擲治療藥水,你認為盜墓賊會如何反應?

Rack up enough positive or negative reactions and characters will form relationships. Good ones will pay dividends: friendly heroes might "pull a Kevin Costner bodyguard" or "double-up Capcom style on the enemy", Bourassa says. But this being Darkest Dungeon, there are a few million ways for relationships to go terribly, terribly wrong.
積累足夠的正面或負面反應,角色就會形成關係。 Bourassa 說,好人會得到回報:友好的英雄可能會“拉一個凱文科斯特納的保鏢”或“對敵人進行雙重攻擊”。但這是最黑暗的地牢,有幾百萬種人際關係會變得非常糟糕,非常錯誤。

"We like that every run can have a story. You can have a grave robber who gets hit with too much stress early on, then just gets real crummy to everybody. Hateful with the man at arms, jealous of the highwayman, just a toxic person. But she's probably better off alive than dead for the health of you run. That becomes the story of that time you had that awful lady in the back of the car and she was really mean to everyone."
“我們喜歡每次跑步都有一個故事。你可以有一個嚴重的強盜,他很早就受到了太大的壓力,然後對每個人都變得非常糟糕。仇恨這個男人,嫉妒強盜,只是一個毒藥人。但為了你跑步的健康,她活著可能比死了更好。那變成了那個時候你有那個可怕的女士在車後座的故事,她對每個人都非常刻薄。”

Character quirks like 'clumsy' or 'kleptomaniac' will affect how members of your party play off each other, and stress piled on by being dragged to the dungeon or watching a friend die in battle can make them spiral out of control. Unlike in the first game, a full stress meter won't trigger a heart attack – it'll trigger a meltdown, where their health drops to death's door and all their relationships are reset. Their ensuing tantrum will stress everyone else out too, of course.
像“笨手笨腳”或“盜竊狂”這樣的性格怪癖會影響你的隊伍成員如何互相玩弄,而被拖到地牢或看著朋友在戰鬥中死去所帶來的壓力會使他們失控。與第一場比賽不同的是,完整的壓力計不會觸發心髒病發作——它會引發崩潰,在那裡他們的健康下降到死亡之門,他們所有的關係都被重置。當然,他們隨後的發脾氣也會給其他人帶來壓力。

There may be runs where you intentionally trigger a meltdown to reset nasty relationships. You can also try to build positive bonds at the inn where your weary band will rest at the end of every region (it replaces camping from the first Darkest Dungeon). You can have your characters share a game of cards or a bottle of booze and hope they hit it off, but a negative quirk like egomania could make your good intentions backfire. "We always want to put you in a place where you're trying to make the most of a sub-optimal situation," says Sigman.
可能有一些跑步是您故意觸發崩潰以重置令人討厭的關係。您還可以嘗試在旅館建立積極的聯繫,您疲憊的樂隊將在每個區域的盡頭休息(它取代了第一個黑暗地牢的露營)。你可以讓你的角色分享一個紙牌遊戲或一瓶酒,並希望他們一拍即合,但像自大這樣的消極怪癖可能會讓你的善意適得其反。 Sigman 說:“我們總是想讓你處於一個你試圖充分利用次優情況的地方。”


Battle lines
戰線
If you haven't played much Darkest Dungeon, combat in the sequel will look much the same to you. Your party still stands in a line, a selection of skills below. Each character's position is key, since skills can only hit certain distances. With each attack you get a cutaway animation as blade or bullet hits flesh.
如果您沒有玩過多少《暗黑地牢》,那麼續集中的戰鬥對您來說將大同小異。你的隊伍仍然排成一排,下面是一些技能選擇。每個角色的位置都很關鍵,因為技能只能達到一定的距離。每次攻擊時,刀刃或子彈擊中肉體時都會出現一個切掉的動畫。

If you have played a great deal of Darkest Dungeon, combat will look strikingly different. It's in 3D now, for one thing, as is the whole rest of the game. Characters have bigger bodies and smaller heads, no longer cartoonishly proportioned.
如果您玩過很多《暗黑地牢》,戰鬥看起來會大不相同。一方面,它現在是 3D 的,整個遊戲的其餘部分也是如此。角色有更大的身體和更小的頭,不再是卡通般的比例。

"There's really amazing preparatory animations in combat," Bourassa says. "If you click 'wicked slice' on your highwayman he whips his knife out and gets ready, and when you click a target he follows through. The result is combat feels way more alive. People are getting potions out and then launching them on your mouse clicks. Once you get into a flow, if you watch someone who knows how to play, even though it's turn-based it feels very fluid."
“戰鬥中的準備動畫真的很棒,”Bourassa 說。 “如果你在你的強盜身上點擊‘邪惡的切片’,他會揮出他的刀並準備好,當你點擊一個目標時,他會跟隨。結果是戰鬥感覺更加活躍。人們正在取出藥水,然後將它們發射到你的身上。鼠標點擊。一旦你進入一個流程,如果你看到一個知道如何玩的人,即使它是回合製的,也會感覺非常流暢。”

There are even more dramatic mechanical changes. Characters no longer have upgradeable armour or weapons, or stats like dodge and accuracy. These sweeping changes make combat 'chunkier' – designer speak for 'easier to understand.' Clearer information makes each turn more of a puzzle to solve than a slugfest to endure.
還有更戲劇性的機械變化。角色不再擁有可升級的盔甲或武器,或閃避和準確度等統計數據。這些徹底的改變讓戰鬥變得“更笨拙”——設計師用“更容易理解”來形容。更清晰的信息使每個回合都更像是一個需要解決的難題,而不是要忍受的slugfest。

Darkest Dungeon 2's battle makeover started with a radical move: ditching accuracy altogether. "We found over time that people just dislike missing so much that we ended up tuning up accuracy quite a lot over the lifetime of the [first] game," Sigman says. "So what if we just got rid of accuracy as a stat? You hit. You know you're going to hit – unless the opponent is dodgy, unless they have a block." To convey a dodge or a block, they condensed percent chances into tokens that represent concrete effects. If your character or an enemy has a block token, they're guaranteed to absorb 50% of their next hit.
Darkest Dungeon 2 的戰鬥改造始於一個激進的舉措:完全放棄準確性。 “隨著時間的推移,我們發現人們不喜歡錯過太多,以至於我們最終在 [第一] 遊戲的整個生命週期中對準確性進行了大量調整,”Sigman 說。 “那麼,如果我們把準確性作為一項統計數據去掉呢?你擊中了。你知道你會擊中——除非對手很狡猾,除非他們有一個蓋帽。”為了傳達閃避或阻擋,他們將百分比機會濃縮為代表具體效果的標記。如果你的角色或敵人有一個方塊標記,他們一定會吸收 50% 的下一次攻擊。

"We started doing that with all the mechanics and it was kind of an experiment at first. The concern was what if we make it too simple, but it ended up working." Sigman compares the token system to a card game like Hearthstone, where if an enemy has a creature with taunt on the board, that's an obstacle to work around. Almost all the effects from the first game have been converted to tokens – immobilise, stun, bleed, blind, even team-up combo attacks.
“我們開始用所有的機制來做這件事,起初這有點像一個實驗。擔心的是如果我們把它弄得太簡單了,但它最終奏效了。” Sigman 將代幣系統比作爐石傳說之類的紙牌遊戲,如果敵人的棋盤上有一個帶有嘲諷的生物,那就是解決的障礙。幾乎所有第一場比賽的效果都被轉化為代幣——定身、眩暈、流血、致盲,甚至是團隊組合攻擊。

"It gets people thinking a little bit more," Bourassa adds. "I found that it erodes the natural inclination we saw in the first game for people to just use damaging attacks all day long." And so you now get to see the next few turns in the turn order, letting you plan out multiple moves in advance.
“它讓人們多思考一點,”Bourassa 補充道。 “我發現它削弱了我們在第一場比賽中看到的人們整天使用破壞性攻擊的自然傾向。”因此,您現在可以看到回合順序中的下幾個回合,讓您提前計劃多個動作。



Trinket for your thoughts
你的想法的小飾品
Characters do still have some stats: hit points, speed and resistances to status ailments like blight. But the simpler pool helped Sigman go wild designing trinkets, the only gear you'll be equipping. Once you found a trinket in the first game you could keep it forever, so popular strategies revolved around the most powerful ones. Trinkets usually had a negative stat trade-off, but only a few stats really mattered, so the design options were limited.
角色仍然有一些統計數據:生命值、速度和對枯萎病等狀態疾病的抵抗力。但是更簡單的池幫助 Sigman 瘋狂地設計小飾品,這是您將裝備的唯一裝備。一旦你在第一場比賽中找到了飾品,你就可以永遠保留它,所以流行的策略圍繞著最強大的策略展開。小飾品通常有一個負面的屬性權衡,但只有少數屬性真正重要,所以設計選項是有限的。

In DD2 you may get lucky and find an awesome trinket in one run, but it'll be gone the next. "So basically we can get crazy," Sigman says. Instead of percent tweaks to stats, trinkets can now grant effects like starting every round with a pair of block tokens, or getting a crit token every time you miss an attack (which could stack well on the leper, who blinds himself after landing big hits). "That's the fun of a true roguelike. Sometimes you have a run and you get a crazy item and you're like 'I'm unstoppable'. That's a really fun place to be as a player." Trinkets will be divided into some standard loot tiers: commons, rares, epics. But there will also be trinkets unique to certain bosses and certain factions of enemies. Those will dangle an incentive to chance taking on a dungeon or fighting a tough battle against cultists to luck into a particular drop.
在 DD2 中,您可能會很幸運並在一次運行中找到一個很棒的小飾品,但下一次它就會消失。 “所以基本上我們會發瘋,”Sigman 說。代替對統計數據的百分比調整,小飾品現在可以提供效果,例如每輪開始時使用一對塊標記,或者每次錯過攻擊時獲得暴擊標記(這可以很好地疊加在麻風病人身上,麻風病人在擊中重擊後使自己失明)。 “這就是真正的 roguelike 遊戲的樂趣所在。有時候你跑了,你會得到一個瘋狂的物品,你就像'我勢不可擋'。作為一名玩家,這是一個非常有趣的地方。”飾品將分為一些標準的戰利品等級:普通、稀有、史詩。但是也會有某些老闆和某些敵人派系獨有的小飾品。那些將有機會冒險進入地牢或與邪教徒進行艱苦的戰鬥,以運氣進入特定的下降。

"There are a lot of trinket-based interactions and class skill interactions you can try to maximise," says Bourassa. "There's a lot of ways you can mitigate a class's downsides with trinkets and some help from his friends. That's awesome, but where we're hoping our game really comes into its own is 'what if they hate each other?' They won't do [what you say], so you're sort of stymied even though you do have the optimal strategy in mind. I think that's quintessentially what we've tried to explore."
“有很多基於飾品的互動和職業技能互動,你可以嘗試最大化,”Bourassa 說。 “有很多方法可以通過小飾品和他朋友的幫助來減輕班級的缺點。這很棒,但我們希望我們的遊戲真正發揮作用的是'如果他們彼此討厭怎麼辦?'他們不會做[你說的],所以即使你心中有最佳策略,你還是有點受阻。我認為這就是我們試圖探索的典型。”


Skills for kills
擊殺技能
Darkest Dungeon 2 is launching with nine heroes: eight familiar haggard faces and one new one still under wraps. Each returning class is now significantly expanded, from a pool of seven skills to eleven. You unlock more advanced skills by completing special encounters for each hero on multiple runs. "We want you to feel rewarded that you put some time in the game. It directly translates into more flexibility in the run, more team comps you can put together, and a greater chance of success," says Sigman. "It's not that we give you crappy skills to start, but the more skills you have the more you can adjust to the changing conditions on the road."
Darkest Dungeon 2 推出九位英雄:八位熟悉的憔悴面孔和一位仍在保密中的新面孔。現在每個返回的課程都顯著擴大,從七項技能池增加到十一項技能。通過在多次運行中為每個英雄完成特殊遭遇,您可以解鎖更高級的技能。 “我們希望您在遊戲中投入一些時間後會感到有回報。它直接轉化為更多的跑步靈活性、更多的團隊組合以及更大的成功機會,”Sigman 說。 “這並不是說我們給了你糟糕的起步技能,而是你擁有的技能越多,你就越能適應道路上不斷變化的條件。”

Those unlocks will go hand-in-hand with learning Darkest Dungeon 2's regions, so you'll know when you head into a region where enemies have high blight resistance, it's time to adjust your plague doctor's loadout. You can swap out skills on the road between encounters.
這些解鎖將與學習《暗黑地牢 2》的區域密切相關,因此當您進入敵人具有高抗疫能力的區域時,您就會知道是時候調整瘟疫醫生的配置了。您可以在遭遇之間交換道路上的技能。

But Red Hook never giveth without takething away. You can no longer have multiple copies of the same hero in your party, and each run you have to choose from a bunch of heroes pre-rolled with a good and bad quirk. "It's not like Wizardry from the 1980s where you keep rolling till you get 18s across the board," says Sigman. "If you really wanted a leper this run but he's a pacifist or whatever, that makes you really choose."
但紅鉤從不放棄而不帶走。你不能再在你的隊伍中擁有同一個英雄的多個副本,而且每次運行你都必須從一堆預先確定好的和壞的怪癖的英雄中進行選擇。 “這不像 1980 年代的巫術,你一直滾動到 18 歲,”Sigman 說。 “如果你真的想要一個麻風病人,但他是一個和平主義者或其他什麼人,那你真的可以選擇。”

Restricting you to a just single hero type per-party made the game easier to design – Sigman no longer has to think about what a party of four lepers plays like. But that decision was ultimately more about the characters themselves, "It keeps that experience of each hero being super unique and vital as a key part to that SWAT team."
將你限制在每個派對上只能使用一個英雄類型使遊戲更容易設計——Sigman 不再需要考慮四個麻風病人的聚會是什麼樣的。但這個決定最終更多地是關於角色本身,“它讓每個英雄的體驗都非常獨特,並且作為特警隊的關鍵部分至關重要。”


Forward unto dawn
前進到黎明
Darkest Dungeon ended up with 18 classes after years of expansions. Darkest Dungeon 2 will grow, too. It's coming to Early Access in Q3 2021, and you'll be able to complete a run from the get-go: if you survive long enough to haul your flickering torch to the mountain's peak, ready to stop the world from crumbling, you won't be greeted by an 'under construction' sign. Bourassa says to expect a five-act story, with each act bringing a new boss to fight when you reach the mountain. It'll launch with act one.
經過多年的擴展,《暗黑地牢》最終擁有 18 個職業。 Darkest Dungeon 2 也會成長。它將於 2021 年第三季度進入搶先體驗階段,您將能夠從一開始就完成一次奔跑:如果您活得足夠長,能夠將閃爍的火炬拖到山頂,準備好阻止世界崩潰,您就贏了'不要受到'在建'標誌的歡迎。 Bourassa 說期待一個五幕的故事,當你到達山上時,每一幕都會帶來一個新的老闆來戰鬥。它將以第一幕啟動。

There will be four regions to struggle through at first, but the roguelike structure makes it easy to add more—likely in themed releases similar to the first game's. I imagine Darkest Dungeon 2 in its final form like a version of Mad Max Fury Road, where you find an epic trinket in the Bullet Farm on one run and die of blight in Gas Town on the next one.
一開始會有四個地區需要努力,但 roguelike 結構可以很容易地添加更多 - 可能在類似於第一款遊戲的主題版本中。我想像《暗黑地牢 2》的最終形式就像瘋狂的麥克斯狂暴之路的一個版本,你在一次運行中在子彈農場找到了一件史詩般的小飾品,然後在下一次在煤氣鎮死於枯萎病。

It's hard to believe that the first game was built by a core team of just five people. Thanks to its success more than 20 are now working on the sequel. The bigger team means there are designers focused solely on creating monsters or heroes or skills, tasks Sigman once juggled while also managing payroll. Artists and animators are doing things with the new 3D models that would require more illustrations than Bourassa could've ever created by hand. But they're both still in the trenches.
很難相信第一款遊戲是由一個只有五個人的核心團隊開發的。由於它的成功,現在有 20 多人正在製作續集。更大的團隊意味著有設計師只專注於創造怪物、英雄或技能,西格曼曾經處理過的任務,同時還管理工資單。藝術家和動畫師正在使用新的 3D 模型做一些事情,這需要比 Bourassa 手工創建的更多插圖。但他們都還在戰壕里。

"It was important we own it and have our hands right in it," says Bourassa. "All we know how to do is what we did the last time. If we throw all that out and hire a bigshot producer from EA to just run the whole thing, we don't know where that leads, right? All we really know is the experience we had together. So we tried to preserve as much of that as possible and still create inroads and ownership for the team along the way. It really stems from, we don't want to fuck it up, quite frankly."
“重要的是我們擁有它並掌握它,”Bourassa 說。 “我們只知道怎麼做就是上次做的事情。如果我們把所有這些都扔掉,然後從 EA 聘請一位大牌製作人來管理整個事情,我們不知道這會導致什麼結果,對吧?我們只知道”是我們在一起的經歷。所以我們試圖盡可能多地保留它,並在此過程中為團隊創造進軍和所有權。這真的源於,坦率地說,我們不想把它搞砸。”

In our hours of talking about Darkest Dungeon 2, neither of them belaboured the connection between its more hopeful metaphor and their own intense creative process – that they both feel the need to take risks to make a videogame that satisfies them. But when my first run inevitably goes to hell and I contemplate leaving my petty egomaniac plague doctor by the side of the road, I know I'll think back to how Chris Bourassa describes the feeling he hopes this sequel can evoke after Darkest Dungeon's bottomless nihilism.
在我們談論《暗黑地牢 2》的幾個小時裡,他們都沒有強調它更有希望的隱喻與他們自己激烈的創作過程之間的聯繫——他們都覺得有必要冒險製作一款讓他們滿意的電子遊戲。但是當我的第一次嘗試不可避免地走向地獄並且我考慮將我的小自大瘟疫醫生留在路邊時,我知道我會回想起克里斯·布拉薩如何描述他希望這部續集能夠在《暗黑地牢》的無底虛無主義之後喚起的感覺.

"This game is more about trying to swim up, hoping you have enough air to break the surface, and the fear that you experience when you realise that it's just a little further out of reach each time," he says. "It's about trying to surface and trying to come to grips with your failures. But if you can manage to do it, there is a path to a better future." Or, at least, a path to a better trinket.
“這個遊戲更像是試圖游上來,希望你有足夠的空氣來突破水面,當你意識到每次都離水面有點遠時,你會感到恐懼,”他說。 “這是關於努力浮出水面並努力應對你的失敗。但如果你能做到,就有通往更美好未來的道路。”或者,至少,一條通往更好飾品的道路。
板務人員: