български（保加利亚语） čeština（捷克语） Dansk（丹麦语） Nederlands（荷兰语） English（英语） Suomi（芬兰语） Français（法语） Deutsch（德语） Ελληνικά（希腊语） Magyar（匈牙利语） Italiano（意大利语） 日本語（日语） 한국어（韩语） Norsk（挪威语） Polski（波兰语） Português（葡萄牙语） Português-Brasil（葡萄牙语-巴西） Română（罗马尼亚语） Русский（俄语） Español（西班牙语） Svenska（瑞典语） 繁體中文（繁体中文） ไทย（泰语） Türkçe（土耳其语） Українська（乌克兰语） 帮助我们翻译 Steam
由于违反《Steam 服务条款》，该物品已被封禁。该物品仅对您可见。如果您认为自己的物品被误封了，请联系 Steam 客服。
此物品与 Greenlight 不兼容。想知道为什么此物品不能在 Greenlight 中使用，请查看指导页面。
New Grasp on Old Controls
2014年3月11日 - The Working Parts
One of the first things I would hear at every Residue playtest ever conducted was this: ”why do you need to hold down space to climb ropes?” To finally answer that, and why we are now changing it, I need to tell you a bit about myself.
Every director, regardless of their medium, has their own hang-ups. Mine is physicality. When I close my eyes, I see a 3D platform game where two feet can be controlled independently and where it really matters where you set them down – it would be simple and understandable (somehow), momentum-based and it would feel just like jumping around on the hills and mountains and forests where I grew up. I want players to move in ways that correspond more to motions I remember from my own life, and less to old-school platforming conventions. So even when I make games where story and atmosphere is king (as I most often do), I still seek that sense of bodily connection between player and player character, that physical sense of immersion.
That is what tempted me to put Emilio's dive in the game. By holding space in mid-air, Emilio rotates ever forward, throwing himself into the air in the hope of reaching something to grab onto – or land face-first on the ground. I wanted the player to embrace Emilio's careless nature, taking all these chances and ignoring the bruises that come with them. And with that, I wanted my player to hold on to the space bar for dear life, just as Emilio was holding on to whatever he was holding on to.
It would have worked in another game.
My games have often suffered from me trying to do too many things at once. And while the concept behind Emilio's controls is neat, in the context of Residue it really distracts more than it adds. For every player that gets into Emilio's mindset, there are two who are distracted from the story because they're too busy wrangling with the controls. Players who get stuck, fail crucial jumps because their feet don't work the way they're used to. I see that now. And the Steam release has given me the courage to go in and change it.
In the Final Cut, space is the jump button. There is no grab button, Emilio will dive automatically whenever he is in the air, grabbing anything he touches. Once grabbing, he will let go at the press of a jump button. It is more like classic platformers and less like Shadow of the Colossus. I find it's slightly less interesting this way, but it allows Residue to focus on its true strengths, and so the darling must die.
Hugo Bille, game director