所有夏季Xbox演示,我最喜爱的是我看不到的
Of All The Summer Xbox Demos, My Favorite Is The One I Can't See

Of All The Summer Xbox Demos, My Favorite Is The One I Can't See

所有夏季Xbox演示,我最喜爱的是我看不到的

我有点像是一个Xbox人和独立游戏人,所以当微软宣布将通过其ID @ Xbox程序在Xbox One上发布70多个全新游戏演示节目时,我已经知道我将尽可能多地尝试玩游戏。我还没有检查过全部73年的名单,但对我来说尤其突出的是:开发商Falling Squirrel的《苍白:皇家阴影》(The Vale : Shadow of the Crown)。

当潜水器下架时,我很快就跳过了游戏的描述。在淡水河谷中,你扮演的角色是亚历克斯(Alex),她是皇室中第二个出生的女人— —如果第一个孩子出了什么可怕的事情,她基本上是后来者。但由于她失明,亚历克斯的成长方式和哥哥不同。事实上,她父亲似乎不想与她有任何关系。因此,亚历克斯的叔叔(她也是第二个孩子)到了足够大的年纪,就把她带走,当王国郊区一座小城堡的看管人。启程500英里后, Alex和叔叔遭到袭击,并与他分离。亚历克斯决定自己最好的行动方针是回家,但在她出发的时候,她遇到了一个牧羊人,这个牧羊人告诉她,入侵的军队正在占领她和弟弟城堡之间的土地。

我最初的想法是,除了主要角色失明外,这听起来像是一个非常典型的基于奇妙的RPG设置。但这并不是第一个以盲人主角为主角的视频游戏— —他们通常依靠某种形式的魔术、刺激或技术来以不同的方式看待世界,这样,即使角色是盲人,玩家也能看到。淡水河谷不是这样的。

我第一次表示这将是一场截然不同的游戏,就是标题屏幕。游戏的设计是让那些视力不好或失明的人可以观看,在你安排游戏和调整困难的过程中,每个选择都会有语音引导。然后游戏就开始了。“这是不对的, ”我立即反应道。我可以听到声音,但屏幕都是黑色的,只有几个闪闪发光的灯光点除外。我说这是个小问题(毕竟这是个恶魔),于是我重新组合了这场游戏。但不是:我又得到了黑色屏幕。然后,它击中了我: “哦,这场游戏实际上也让我对它的世界视而不见。 ”

淡水河谷是我打过的第一场游戏,它使你像你打的主角一样对淡水河谷的世界视而不见。你看不到任何人或任何东西。相反,你需要依靠周围的噪音来收集你通常只看到的所有信息。我没有寻找清场来寻找一条河流和淡水,而是不得不倾听自来水的声音,朝着这个方向移动。我不容易看到铁匠的店铺在镇上的广场上。我不得不聆听一个繁忙市场的喧嚣,找出一个铁匠工具的故事片段,以便弄清他在哪里。当我从他那里买了一个据说很棒的鞠躬和箭时,我只能希望它们符合他所描述的质量。没有菜单或统计数字可以看,只有从无尽的黑洞里传来的声音才能看出来。你和店主进行了交谈,而不是立即跳进一个物品清单,供你浏览。

问题是: 淡水河谷是一个以行动为基础的RPG 。你做的都是该类型传统的事情。你们与人民交谈并作出选择。为了购买新的武器和装甲,你会探索类似于小屋的位置,拿起随身背心购买更多的硬币。你们在战斗中使用这些武器和武器。但你是一个失明的人,需要完全依靠你的其他感官(淡水河谷中的其他感官主要是声音,但也有一点通过控制器振动反馈的触感),才能在世界中航行,并与世界上的人互动。

鉴于这种动态,战斗尤其令人感兴趣。开始时相对简单。你有一把剑,必须倾听敌人在哪里,当你听到有人说敌人的警卫已经放下时,你必须对他们摇摆不定。Stamina可以防止你挥动,由于没有游戏中的UI可以观察,你需要倾听亚历克斯的呼吸,以确定她留下了多大的耐力。但是,战斗变得更加复杂— —你得到了盾牌和鞠躬,你有机会偷偷穿越各个地区。当我与Falling Squirrel创始人戴维·埃文斯(David Evans)交谈时,他告诉我,整个游戏中还有更多内容。具体而言,战斗要复杂得多。

这就是你在玩淡水河谷时看到的一切。埃文斯说,在这场恶作剧中,承认一点也不太重要。"管理战斗并不是特别重要的。但是,一旦你被赋予不同的敌人,他们告诉你必须倾听,或者他们交替讲述,你就必须做出不同的反应。而且,你也会得到最初没有的不同的能力。你会受到猛烈的攻击,你会拥有能够打开破门而入等新能力的武器,然后你会有一些神奇的魔力,就像简单的东西一样,你会有一把剑可以点燃火,还会有爆炸的AoE效应,你会战略性地使用它来做某些事情。 ”

他接着说: “你先拿一把剑,然后拿起盾牌,然后学会如何使用鞠躬,然后你就可以把这三件事情结合起来,处理遇到的问题。 ”然后,到了可能的情况下,你将无法穿越空间,倾听敌人的声音,决定你是想从远处向他们开火,还是要进进攻击他们,这样做有某些好处" 。

埃文斯最初只是想与淡水河谷(Federal Reserve Bank)合作,寻找一些新颖的东西。至少在他和我可以说的范围内,从来没有人真正做过这样的游戏。埃文说, “但很快,当[ The Vale ]成为一款可能适合视力受损社区的游戏时— —至少在《第一方向》中更专注于这个游戏— —人们忘记了它的新奇之处,开始开发一款需要首先让人们看到的游戏,然后再发现它的新奇之处。 ”“一开始,我就意识到自己的经历有多么亲密,对玩这样的游戏会有一定的兴趣和兴奋,因为它有一定的局限性。 ”

埃文斯认为,在开发游戏的第一个月内,他需要与盲人社区建立联系,以便创造一种容易获得的体验和沉浸式体验。淡水河谷(世贸组织)的第一次游戏测试是在加拿大国家盲人研究所(Canadian National Institute for the Blind)进行的,第一批获得游戏手的是视力低或失明的人。埃文斯说, “这就是关注的焦点,我们非常了解我们的游戏规则普遍性问题、我们正在做和试图做的事情,以及对盲人社区有意义的具体事情。 ”

为此,埃文斯确保淡水河谷始终遵循一条规则:如果你碰巧是一个可以看到的人,你就不可能在游戏中拥有优势。但出人意料的是,盲人社区并不是那些在《淡水河谷》的控制中挣扎的人。最初与淡水河谷(Federal Reserve Bank ,简称淡水河谷)搏斗的是可以看到的玩家,他们习惯了以某种方式玩游戏。

例如,与传统游戏不同的是,将左手或右手推到左手拇指上并不能使Alex走路左边或右边。相反,这让她左转或右转。但是,可以看到的球员经过了心理训练,以为左倾是左倾,右倾是右倾。为了解决这个问题,黑色屏幕上漂浮着小的彩色粒子,充当着可以看到的玩家的手。因此,举个例子,当你推开时,粒子的移动方式可以模仿把你的头部左转的行为— —提醒玩家,他们可以看到这种游戏的效果不像他们可能习惯的那样好。

有时候,粒子确实会改变颜色,以代表场景的变化,或者像这样的黑色蓝色通常会在夜间用来做考官。但诚实地说,我最擅长用闭上眼睛的眼睛打淡水河谷 。淡水河谷有一个学习曲线。当我第一次开始玩类似道德操守的节目时,我遇到了很多问题。但随着时间的推移,我学会了"看到"周围的世界。我绘制了我多次访问的地点的心理地图。我在战斗中更好地确定了自己的方向。闭上眼睛使这一过程更加容易,因为它消除了我周围任何视觉刺激的干扰。我被迫只是倾听。我通过耳机获得了所有相关信息(试图通过发言者玩这个游戏并不理想,你需要很容易地知道声音来自哪个方向)。我以前从来没有玩过这样的RPG ,我和《 Vale 》的舞蹈演员相处得很好,这既是因为这段经历令人耳目一新,也因为亚历克斯是一个很棒的角色,我很喜欢也想扮演这样的角色。我不知道剩下的游戏会如何堆积如山,但我不能等着找到答案。

目前, 淡水河谷还没有确切的发行日期,但人们希望,这个游戏将于今年上映。埃文斯说, “由于COVID ,我们(释放日期)还没有截止。 ”"关键已经变成了声音。我们还有一、两届会议,加拿大的情况已经开放到我们可以去安全记录的地步。我们在这里有这一完整的阶段制度,从现在起,多伦多将每周或两周进入第三阶段。我认为,这是一个良好的迹象,表明我们将能够进入并获得最后的录音。但工作室的生产已经开始恢复。一旦所有这一切完成了吗?我觉得离我们还有一两个月的时间。我希望看到我们仍然称之为夏季的一年中的一个时刻,这也是我的希望。但是,由于我们所反对的东西,我们必须与之合作" 。

如果你想在《苍白:王冠阴影》(The Vale : Shadow of the Crown)正式发行之前为它表演,那么你就没有太多时间了,其他所有的ID @ Xbox夏季游戏游戏演示节目也将在7月27日之后无法下载和播放。淡水河谷并不是让我们对未来Xbox either - 7 ID @ Xbox夏季游戏游戏演示项目感到兴奋的唯一的演示项目。

I'm a bit of an Xbox guy and indie game guy so when Microsoft announces that it's releasing over 70 brand-new game demos on Xbox One via its [email protected] program, I already know that I'm going to try playing as many as I can. I haven't checked out all 73 yet--I'm only about halfway through the list--but one in particular stood out to me: The Vale: Shadow of the Crown from developer Falling Squirrel.

While the demo was downloading, I quickly skimmed through the description of the game. In The Vale, you play as Alex, a woman who's the second born in a royal family--essentially the backup if something terrible happens to the first kid. But because she's blind, Alex hasn't had the same type of upbringing as her older brother. In fact, her father seemingly doesn't want anything to do with her. So when she's old enough, Alex's uncle (a fellow second born) takes her away to be the warden of a small castle on the outskirts of the kingdom. 500 miles into the journey, Alex and her uncle are attacked and she's separated from him. Alex decides her best course of action is to make her way home but as she sets out, she runs into a shepherd that informs her that an invading army is occupying the land between where she is and her brother's castle.

My initial thoughts were that it sounded like a very typical setup for a fantasy-based RPG, save for the main character being blind. But this isn't the first video game to feature a blind protagonist--typically they rely on some form of magic or echolocation or technology in order to see the world in a different way so that even if the character is blind, the player can still see. That is not what The Vale is.

My first indication that this would be a rather different game was the title screen. The game has been designed to be accessible to people who can't see very well or are blind, and a voice guides you through every selection while you set up your game and adjust your difficulty. And then the game starts. "That can't be right," was my immediate reaction. I could hear voices but the screen was all black save for a few fluttering dim spots of light. Figuring it was a glitch (this was a demo after all), I reset the game. But nope: I got the black screen again. And then it hit me: "Oh, this game is actually making me blind to its world too."

The Vale is the first game I have ever played that makes you as blind to its world as the protagonist you play as. You can't see anyone or anything. Instead, you need to rely on the noises around you to gather all the information you normally would just see. Instead of looking for a clearing to find a river and fresh water, I had to listen to the sound of running water and shuffle in that direction. I couldn't just easily see where the blacksmith's shop was in a town's square. I had to listen to the cacophony of a busy market and pinpoint the telltale clang of a blacksmith's tools in order to figure out where he was. And when I bought a supposedly fabulous bow and arrows from him, I just had to hope that they matched the quality that he described. There's no menu or stats to see, only voices coming to me from an endless black void. You have conversations with shopkeepers instead of immediately jumping into a list of items to scroll through.

Here's the thing: The Vale is an action-based RPG. You do all the things that are traditional to the genre. You talk to people and make choices. You explore hub-like locations and pick up side quests for extra coin in order to buy new weapons and armor. You use those weapons and armor in combat. But you do it all as a person who's blind and needs to rely completely on your other senses (which in The Vale is primarily sound but also a bit of touch through controller vibration feedback) to both navigate the world and interact with the people in it.

Given this dynamic, combat is especially intriguing. It begins relatively simple. You have a sword and must listen to where enemies are and swing at them when you can hear a tell that their guard is down. Stamina prevents you from swinging wildly, and since there's no in-game UI to look at, you need to listen to Alex's breathing to determine how much stamina she has left. But then combat gets more complicated--you get a shield and a bow, you're given opportunities to stealth your way through areas. And when I spoke to Falling Squirrel founder David Evans, he told me that there's a lot more in the full game. Specifically, combat gets much more complicated.

"Pattern recognition isn't super important in the demo, at all," Evans said. "And managing combat isn't super important. But once you're given enemies that have different tells that you have to listen for or they have alternating tells, you have to respond differently. And you'll also be given different abilities that you don't have at the beginning. You'll have heavy attacks, you'll have weapons that will open up new abilities like guard-breaking, and then you'll have some magic as well--simple stuff, you'll have a sword that lights on fire and an explosive AoE effect, which you'll use strategically to do certain things."

He continued: "You start with a sword, then you get a shield, then you learn how to use a bow, then you can combine those three things in how you handle encounters. And then eventually--it's not in the demo--you'll be able to move through spaces, listening for enemies and deciding whether or not you want to fire at them from range or move in and attack them and there are certain advantages to doing one or the other."

Originally, Evans was simply aiming for something novel with The Vale. No one has really made a game like this before, at least as far as both he and I can tell. "But very quickly, when [The Vale] became a game that might be for the visually-impaired community--at least more focused in that direction--I sort of forgot about the novelty and started developing a game that needed to be accessible first and then rediscover the novelty of it," Evan said. "And once I started, I realized how intimate the experience was and that there would be some interest and excitement for playing a game like this, that had the limits that it does have."

Within the first month of developing the game, Evans figured he needed to connect with the blind community in order to create both an accessible and immersive experience. The first playtests of The Vale were set up at the Canadian National Institute for the Blind, and the first people to get their hands on the game were those with low-vision or who were blind. "That was the focus and we learned quite a bit about our game--universal issues with what we were doing and trying to do as well as specific things that meant something to the blind community," Evans said.

To that end, Evans made sure The Vale always followed one rule: You could not have an advantage in the game if you happen to be someone who can see. But surprisingly, the blind community weren't the ones that struggled with The Vale's controls. It was the players who could see, who were used to playing games in a certain way, that initially struggled with The Vale.

For example, unlike in traditional games, pushing left or right on the left thumbstick does not make Alex walk left or right. Instead it makes her turn left or right. But players who can see have been mentally trained to think that pushing left is go left and pushing right is go right. To address that, small colored particles float around on the black screen and act as a handhold for players who can see. So when you push left, for instance, the particles move in a way to emulate the act of turning your head left--a reminder to players who can see that this game doesn't work in the way they're likely used to.

But in all honesty, I had the best experience playing The Vale with my eyes closed. There is a learning curve to The Vale. I bumped into stuff when I first started playing the demo--like a lot. But over time, I learned to "see" the world around me. I crafted mental maps of the locations I visited multiple times. I got better at orienting myself in the middle of a fight. And closing my eyes made the process easier because it removed the distraction of any visual stimuli around me. I was forced to just listen. I got all my relevant information through my headphones (trying to play this game through speakers is not ideal, you need to easily know from which direction a sound is coming from). I have never played an RPG like that before and I had a good time with The Vale's demo, both because the experience was refreshingly novel and because Alex is a wonderful character who I love and want to play as. I have no idea how the rest of the game is going to stack up, but I can't wait to find out.

For now, The Vale has no exact release date, but the hope is that the game will come out this year. "We've left [the release date] open because of COVID," Evans said. "The linchpin has become voice over. We have one or two sessions left and things have opened up in Canada to the point where we can go and safely record. We have this whole stage system here and Toronto is going into Stage 3 a week or two weeks from now. And that, I think, is a good sign that we'll be able to go in and get the final recording. But production has started back up in the studio. Once all that's done? I feel like we're a month or two away. I would like to be looking at a time of year that we still call the summer--that's my hope. But we'll have to roll with it because of what we're up against."

If you're looking to play the demo for The Vale: Shadow of the Crown ahead of its official release, you don't have much time--it, along with all the other [email protected] Summer Game Fest demos will no longer be available to download and play after July 27. The Vale is not the only demo that has us excited for future Xbox releases either--seven [email protected] Summer Game Fest demos caught our eye.

I'm a bit of an Xbox guy and indie game guy so when Microsoft announces that it's releasing over 70 brand-new game demos on Xbox One via its [email protected] program, I already know that I'm going to try playing as many as I can. I haven't checked out all 73 yet--I'm only about halfway through the list--but one in particular stood out to me: The Vale: Shadow of the Crown from developer Falling Squirrel.

我有点像是一个Xbox人和独立游戏人,所以当微软宣布将通过其ID @ Xbox程序在Xbox One上发布70多个全新游戏演示节目时,我已经知道我将尽可能多地尝试玩游戏。我还没有检查过全部73年的名单,但对我来说尤其突出的是:开发商Falling Squirrel的《苍白:皇家阴影》(The Vale : Shadow of the Crown)。

While the demo was downloading, I quickly skimmed through the description of the game. In The Vale, you play as Alex, a woman who's the second born in a royal family--essentially the backup if something terrible happens to the first kid. But because she's blind, Alex hasn't had the same type of upbringing as her older brother. In fact, her father seemingly doesn't want anything to do with her. So when she's old enough, Alex's uncle (a fellow second born) takes her away to be the warden of a small castle on the outskirts of the kingdom. 500 miles into the journey, Alex and her uncle are attacked and she's separated from him. Alex decides her best course of action is to make her way home but as she sets out, she runs into a shepherd that informs her that an invading army is occupying the land between where she is and her brother's castle.

当潜水器下架时,我很快就跳过了游戏的描述。在淡水河谷中,你扮演的角色是亚历克斯(Alex),她是皇室中第二个出生的女人— —如果第一个孩子出了什么可怕的事情,她基本上是后来者。但由于她失明,亚历克斯的成长方式和哥哥不同。事实上,她父亲似乎不想与她有任何关系。因此,亚历克斯的叔叔(她也是第二个孩子)到了足够大的年纪,就把她带走,当王国郊区一座小城堡的看管人。启程500英里后, Alex和叔叔遭到袭击,并与他分离。亚历克斯决定自己最好的行动方针是回家,但在她出发的时候,她遇到了一个牧羊人,这个牧羊人告诉她,入侵的军队正在占领她和弟弟城堡之间的土地。

My initial thoughts were that it sounded like a very typical setup for a fantasy-based RPG, save for the main character being blind. But this isn't the first video game to feature a blind protagonist--typically they rely on some form of magic or echolocation or technology in order to see the world in a different way so that even if the character is blind, the player can still see. That is not what The Vale is.

我最初的想法是,除了主要角色失明外,这听起来像是一个非常典型的基于奇妙的RPG设置。但这并不是第一个以盲人主角为主角的视频游戏— —他们通常依靠某种形式的魔术、刺激或技术来以不同的方式看待世界,这样,即使角色是盲人,玩家也能看到。淡水河谷不是这样的。

My first indication that this would be a rather different game was the title screen. The game has been designed to be accessible to people who can't see very well or are blind, and a voice guides you through every selection while you set up your game and adjust your difficulty. And then the game starts. "That can't be right," was my immediate reaction. I could hear voices but the screen was all black save for a few fluttering dim spots of light. Figuring it was a glitch (this was a demo after all), I reset the game. But nope: I got the black screen again. And then it hit me: "Oh, this game is actually making me blind to its world too."

我第一次表示这将是一场截然不同的游戏,就是标题屏幕。游戏的设计是让那些视力不好或失明的人可以观看,在你安排游戏和调整困难的过程中,每个选择都会有语音引导。然后游戏就开始了。“这是不对的, ”我立即反应道。我可以听到声音,但屏幕都是黑色的,只有几个闪闪发光的灯光点除外。我说这是个小问题(毕竟这是个恶魔),于是我重新组合了这场游戏。但不是:我又得到了黑色屏幕。然后,它击中了我: “哦,这场游戏实际上也让我对它的世界视而不见。 ”

The Vale is the first game I have ever played that makes you as blind to its world as the protagonist you play as. You can't see anyone or anything. Instead, you need to rely on the noises around you to gather all the information you normally would just see. Instead of looking for a clearing to find a river and fresh water, I had to listen to the sound of running water and shuffle in that direction. I couldn't just easily see where the blacksmith's shop was in a town's square. I had to listen to the cacophony of a busy market and pinpoint the telltale clang of a blacksmith's tools in order to figure out where he was. And when I bought a supposedly fabulous bow and arrows from him, I just had to hope that they matched the quality that he described. There's no menu or stats to see, only voices coming to me from an endless black void. You have conversations with shopkeepers instead of immediately jumping into a list of items to scroll through.

淡水河谷是我打过的第一场游戏,它使你像你打的主角一样对淡水河谷的世界视而不见。你看不到任何人或任何东西。相反,你需要依靠周围的噪音来收集你通常只看到的所有信息。我没有寻找清场来寻找一条河流和淡水,而是不得不倾听自来水的声音,朝着这个方向移动。我不容易看到铁匠的店铺在镇上的广场上。我不得不聆听一个繁忙市场的喧嚣,找出一个铁匠工具的故事片段,以便弄清他在哪里。当我从他那里买了一个据说很棒的鞠躬和箭时,我只能希望它们符合他所描述的质量。没有菜单或统计数字可以看,只有从无尽的黑洞里传来的声音才能看出来。你和店主进行了交谈,而不是立即跳进一个物品清单,供你浏览。

Here's the thing: The Vale is an action-based RPG. You do all the things that are traditional to the genre. You talk to people and make choices. You explore hub-like locations and pick up side quests for extra coin in order to buy new weapons and armor. You use those weapons and armor in combat. But you do it all as a person who's blind and needs to rely completely on your other senses (which in The Vale is primarily sound but also a bit of touch through controller vibration feedback) to both navigate the world and interact with the people in it.

问题是: 淡水河谷是一个以行动为基础的RPG 。你做的都是该类型传统的事情。你们与人民交谈并作出选择。为了购买新的武器和装甲,你会探索类似于小屋的位置,拿起随身背心购买更多的硬币。你们在战斗中使用这些武器和武器。但你是一个失明的人,需要完全依靠你的其他感官(淡水河谷中的其他感官主要是声音,但也有一点通过控制器振动反馈的触感),才能在世界中航行,并与世界上的人互动。

Given this dynamic, combat is especially intriguing. It begins relatively simple. You have a sword and must listen to where enemies are and swing at them when you can hear a tell that their guard is down. Stamina prevents you from swinging wildly, and since there's no in-game UI to look at, you need to listen to Alex's breathing to determine how much stamina she has left. But then combat gets more complicated--you get a shield and a bow, you're given opportunities to stealth your way through areas. And when I spoke to Falling Squirrel founder David Evans, he told me that there's a lot more in the full game. Specifically, combat gets much more complicated.

鉴于这种动态,战斗尤其令人感兴趣。开始时相对简单。你有一把剑,必须倾听敌人在哪里,当你听到有人说敌人的警卫已经放下时,你必须对他们摇摆不定。Stamina可以防止你挥动,由于没有游戏中的UI可以观察,你需要倾听亚历克斯的呼吸,以确定她留下了多大的耐力。但是,战斗变得更加复杂— —你得到了盾牌和鞠躬,你有机会偷偷穿越各个地区。当我与Falling Squirrel创始人戴维·埃文斯(David Evans)交谈时,他告诉我,整个游戏中还有更多内容。具体而言,战斗要复杂得多。

This is all you see while playing The Vale."Pattern recognition isn't super important in the demo, at all," Evans said. "And managing combat isn't super important. But once you're given enemies that have different tells that you have to listen for or they have alternating tells, you have to respond differently. And you'll also be given different abilities that you don't have at the beginning. You'll have heavy attacks, you'll have weapons that will open up new abilities like guard-breaking, and then you'll have some magic as well--simple stuff, you'll have a sword that lights on fire and an explosive AoE effect, which you'll use strategically to do certain things."

这就是你在玩淡水河谷时看到的一切。埃文斯说,在这场恶作剧中,承认一点也不太重要。"管理战斗并不是特别重要的。但是,一旦你被赋予不同的敌人,他们告诉你必须倾听,或者他们交替讲述,你就必须做出不同的反应。而且,你也会得到最初没有的不同的能力。你会受到猛烈的攻击,你会拥有能够打开破门而入等新能力的武器,然后你会有一些神奇的魔力,就像简单的东西一样,你会有一把剑可以点燃火,还会有爆炸的AoE效应,你会战略性地使用它来做某些事情。 ”

He continued: "You start with a sword, then you get a shield, then you learn how to use a bow, then you can combine those three things in how you handle encounters. And then eventually--it's not in the demo--you'll be able to move through spaces, listening for enemies and deciding whether or not you want to fire at them from range or move in and attack them and there are certain advantages to doing one or the other."

他接着说: “你先拿一把剑,然后拿起盾牌,然后学会如何使用鞠躬,然后你就可以把这三件事情结合起来,处理遇到的问题。 ”然后,到了可能的情况下,你将无法穿越空间,倾听敌人的声音,决定你是想从远处向他们开火,还是要进进攻击他们,这样做有某些好处" 。

Originally, Evans was simply aiming for something novel with The Vale. No one has really made a game like this before, at least as far as both he and I can tell. "But very quickly, when [The Vale] became a game that might be for the visually-impaired community--at least more focused in that direction--I sort of forgot about the novelty and started developing a game that needed to be accessible first and then rediscover the novelty of it," Evan said. "And once I started, I realized how intimate the experience was and that there would be some interest and excitement for playing a game like this, that had the limits that it does have."

埃文斯最初只是想与淡水河谷(Federal Reserve Bank)合作,寻找一些新颖的东西。至少在他和我可以说的范围内,从来没有人真正做过这样的游戏。埃文说, “但很快,当[ The Vale ]成为一款可能适合视力受损社区的游戏时— —至少在《第一方向》中更专注于这个游戏— —人们忘记了它的新奇之处,开始开发一款需要首先让人们看到的游戏,然后再发现它的新奇之处。 ”“一开始,我就意识到自己的经历有多么亲密,对玩这样的游戏会有一定的兴趣和兴奋,因为它有一定的局限性。 ”

Within the first month of developing the game, Evans figured he needed to connect with the blind community in order to create both an accessible and immersive experience. The first playtests of The Vale were set up at the Canadian National Institute for the Blind, and the first people to get their hands on the game were those with low-vision or who were blind. "That was the focus and we learned quite a bit about our game--universal issues with what we were doing and trying to do as well as specific things that meant something to the blind community," Evans said.

埃文斯认为,在开发游戏的第一个月内,他需要与盲人社区建立联系,以便创造一种容易获得的体验和沉浸式体验。淡水河谷(世贸组织)的第一次游戏测试是在加拿大国家盲人研究所(Canadian National Institute for the Blind)进行的,第一批获得游戏手的是视力低或失明的人。埃文斯说, “这就是关注的焦点,我们非常了解我们的游戏规则普遍性问题、我们正在做和试图做的事情,以及对盲人社区有意义的具体事情。 ”

To that end, Evans made sure The Vale always followed one rule: You could not have an advantage in the game if you happen to be someone who can see. But surprisingly, the blind community weren't the ones that struggled with The Vale's controls. It was the players who could see, who were used to playing games in a certain way, that initially struggled with The Vale.

为此,埃文斯确保淡水河谷始终遵循一条规则:如果你碰巧是一个可以看到的人,你就不可能在游戏中拥有优势。但出人意料的是,盲人社区并不是那些在《淡水河谷》的控制中挣扎的人。最初与淡水河谷(Federal Reserve Bank ,简称淡水河谷)搏斗的是可以看到的玩家,他们习惯了以某种方式玩游戏。

For example, unlike in traditional games, pushing left or right on the left thumbstick does not make Alex walk left or right. Instead it makes her turn left or right. But players who can see have been mentally trained to think that pushing left is go left and pushing right is go right. To address that, small colored particles float around on the black screen and act as a handhold for players who can see. So when you push left, for instance, the particles move in a way to emulate the act of turning your head left--a reminder to players who can see that this game doesn't work in the way they're likely used to.

例如,与传统游戏不同的是,将左手或右手推到左手拇指上并不能使Alex走路左边或右边。相反,这让她左转或右转。但是,可以看到的球员经过了心理训练,以为左倾是左倾,右倾是右倾。为了解决这个问题,黑色屏幕上漂浮着小的彩色粒子,充当着可以看到的玩家的手。因此,举个例子,当你推开时,粒子的移动方式可以模仿把你的头部左转的行为— —提醒玩家,他们可以看到这种游戏的效果不像他们可能习惯的那样好。

Sometimes the particles do change color to represent a change in scene or tone--this dark blue is typically used for when it's nighttime, for example.But in all honesty, I had the best experience playing The Vale with my eyes closed. There is a learning curve to The Vale. I bumped into stuff when I first started playing the demo--like a lot. But over time, I learned to "see" the world around me. I crafted mental maps of the locations I visited multiple times. I got better at orienting myself in the middle of a fight. And closing my eyes made the process easier because it removed the distraction of any visual stimuli around me. I was forced to just listen. I got all my relevant information through my headphones (trying to play this game through speakers is not ideal, you need to easily know from which direction a sound is coming from). I have never played an RPG like that before and I had a good time with The Vale's demo, both because the experience was refreshingly novel and because Alex is a wonderful character who I love and want to play as. I have no idea how the rest of the game is going to stack up, but I can't wait to find out.

有时候,粒子确实会改变颜色,以代表场景的变化,或者像这样的黑色蓝色通常会在夜间用来做考官。但诚实地说,我最擅长用闭上眼睛的眼睛打淡水河谷 。淡水河谷有一个学习曲线。当我第一次开始玩类似道德操守的节目时,我遇到了很多问题。但随着时间的推移,我学会了"看到"周围的世界。我绘制了我多次访问的地点的心理地图。我在战斗中更好地确定了自己的方向。闭上眼睛使这一过程更加容易,因为它消除了我周围任何视觉刺激的干扰。我被迫只是倾听。我通过耳机获得了所有相关信息(试图通过发言者玩这个游戏并不理想,你需要很容易地知道声音来自哪个方向)。我以前从来没有玩过这样的RPG ,我和《 Vale 》的舞蹈演员相处得很好,这既是因为这段经历令人耳目一新,也因为亚历克斯是一个很棒的角色,我很喜欢也想扮演这样的角色。我不知道剩下的游戏会如何堆积如山,但我不能等着找到答案。

For now, The Vale has no exact release date, but the hope is that the game will come out this year. "We've left [the release date] open because of COVID," Evans said. "The linchpin has become voice over. We have one or two sessions left and things have opened up in Canada to the point where we can go and safely record. We have this whole stage system here and Toronto is going into Stage 3 a week or two weeks from now. And that, I think, is a good sign that we'll be able to go in and get the final recording. But production has started back up in the studio. Once all that's done? I feel like we're a month or two away. I would like to be looking at a time of year that we still call the summer--that's my hope. But we'll have to roll with it because of what we're up against."

目前, 淡水河谷还没有确切的发行日期,但人们希望,这个游戏将于今年上映。埃文斯说, “由于COVID ,我们(释放日期)还没有截止。 ”"关键已经变成了声音。我们还有一、两届会议,加拿大的情况已经开放到我们可以去安全记录的地步。我们在这里有这一完整的阶段制度,从现在起,多伦多将每周或两周进入第三阶段。我认为,这是一个良好的迹象,表明我们将能够进入并获得最后的录音。但工作室的生产已经开始恢复。一旦所有这一切完成了吗?我觉得离我们还有一两个月的时间。我希望看到我们仍然称之为夏季的一年中的一个时刻,这也是我的希望。但是,由于我们所反对的东西,我们必须与之合作" 。

If you're looking to play the demo for The Vale: Shadow of the Crown ahead of its official release, you don't have much time--it, along with all the other [email protected] Summer Game Fest demos will no longer be available to download and play after July 27. The Vale is not the only demo that has us excited for future Xbox releases either--seven [email protected] Summer Game Fest demos caught our eye.

如果你想在《苍白:王冠阴影》(The Vale : Shadow of the Crown)正式发行之前为它表演,那么你就没有太多时间了,其他所有的ID @ Xbox夏季游戏游戏演示节目也将在7月27日之后无法下载和播放。淡水河谷并不是让我们对未来Xbox either - 7 ID @ Xbox夏季游戏游戏演示项目感到兴奋的唯一的演示项目。