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致命框架 - 接水管游戏的逆袭

推荐指数:7/10
这么说可能有点激进,但是不得不说,在网上铺天盖地的赞美之词如潮水般涌过来的时候,我确实满怀期待,尤其是每每大家在描述这个游戏的时候都提到通过改变画框顺序来改变剧情,我就不由地心里面为作者捏了一把汗的同时也惊喜不已,难道这个游戏有着多个开放式的剧情吗?事实“果然”和我想得一样,开放式剧情的愿望是美好的,现实却是十分的骨感和冰冷,原来玩家真正能做的,是用接水管的游戏机制来保证剪影小人可以正确地发展唯一的指定剧情,这个才是这个游戏真正的描述好嘛?
也没有想要一棒子打死这个游戏,毕竟游戏的定义本身是什么也没有人说得清楚。我只是shout out我的沮丧,因为我被大家的评论误导得太严重,以至于我在玩的时候因为落差太大而不太开心。
这款游戏浓浓的007或者说希区柯克的风格,剪影的画风,干净的线条,当主角走过,风衣的下摆随风摇动,女主走路时的俄罗多姿,都在一片小小的剪影下显得活灵活现,细节部分的处理十分精妙,走过的画框嵌入到背景纸里,每个画框的背景都会有一些微妙的ambient animation,所有的这些,都看出来开发者的良苦用心,也造就了这款游戏艺术品的性质。

接水管游戏截图
游戏本身的解谜元素有一些重复和单调,在几次场景变换之后我马上就意识到这是类似于布尔逻辑一样的机制,或者说就是接水管小游戏的机制,怎样让正确接入填入水管,旋转水管,让水从上流下,顺利流到指定的地方,这个游戏里也是这样,怎样安排画框,让剪影小人正确地走到指定的地点展开剧情。游戏提供了排序,旋转这些接水管传统元素,但也加入了复用和时间的因素让人眼前一亮,诚实点说,这个游戏将一个水管的小游戏包装到淋漓尽致,差点没认出来。
另外,我在玩的过程中不由得想起了纪念碑谷这款游戏,两款游戏美术风格,游戏机制虽然大相径庭。但是其实我觉得本质都是一样的,打着puzzle元素的艺术品,因为这些游戏的puzzle,其实就是点触类,不去想很多,无脑跌跌撞撞地去试一定可以试出来,玩家在玩的还是那一份视觉,氛围,概念上的新鲜冲击波,要说真的思考,puzzle神马的,hmm,呵呵。
游戏的BGM也非常营造氛围,爵士和低沉紧张的节奏鼓点对于故事的气氛渲染得恰到好处,不过相对于一个解谜游戏,有时候紧密的节奏鼓点听久了不免让人心烦,不过为了那一份剪影的电影艺术风格,我还是赞同开发者的选择的,毕竟这款游戏最重要的是艺术。而且只要不卡关就听不了很久,要是卡关卡得久了就会摔iPad。

总体来说,这个游戏是一次艺术化的尝试,一次值得肯定的大胆的先锋艺术,必须致以最高的敬意,将独立游戏做出更多的尝试,每个独立游戏都在感染彼此,激发彼此,这也是游戏的魅力。只是在游戏性上还是略显不足,如果能在谜题的设计上再多一些新意,再多一些思考(不一定是加难度),在puzzle上多一些跳出接水管的布尔逻辑,应该会达到更惊艳的高度。