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回報翻譯問題
* Superlevel: Kentucky Fried Zero[superlevel.de] (in German)
* Rock, Paper, Shotgun: Interview: Kentucky Route Zero’s Mountain Of Meanings - (more KRZ at rps - Mountain of Meaning[www.janneteller.dk])
So in suport of everything mendel wrote above (which I happen to agree with), I'd like to make a few observations about the game, and about its save file... The save file is located in Documents/KentuckyRouteZero/save.krz and it's a human-readable XML file. Within, you can see the flags for various variables that the game keeps track of, and there are a few rather surprising moments.
Warning: potential spoilers for future acts below. You have been warned.
KRZ save file keeps track of both Act 1 and Limits & Demonstrations. It is already future-proof towards a "dummy" variable set for Act 2. The save file serves two functions - one is a record of player's progress, the second is a record of decisions that game developers find important to remember for posterity. The way the latter is stored sheds a light into the aesthetic treatment of both narrative and characterization materials in KRZ, and exposes a far greater complexity of the inner workings of things.
For instance, Shannon has an impression of Conway. In a "vanilla" save file, the default is "leather." By the end of my game, Shannon's impression of Conway is "shaky." I'd love to read the enum Jake and Tamas have going for this variable in particular, because these words in themselves are far from concrete - like most things in KRZ.
Many of the OVERWORLD locations have "completed" variables attached to them, specifically:
The Museum is particularly interesting, as it houses a video game made by Joseph - make sure to speak to him to gain access to the archives.
Consider the possibilitiy that the Overworld is more than a collection of side-quests. To me, it certainly felt that it was the main part of the game. Its textural formal is there for a very good reason, as much of the descriptions focus on aspects that do not and could not work graphically. Like having the impression of Conway as "leather," the self-conained text adventures allow you to put a dollar into a man's whikey cup, or interact with a diner the interior of which you can not see. It isn't that they team did not have funds or time to make it work - it's that it couldn't work any other way.
Did you play Joesph's game in the Museum archive? Did you hear about other lights in the sky? Did the meteor strike? Did you let Shannon drive? Did you meet Carrington? Did you see two men pushing a plane down a deserted Kentuky road?
Life is not about getting to the end, and KRZ isn't either. You can choose to roleplay the game, looping round and round along country roads in search of dreamlike encounters. You can choose to be a goal-driven "this is just a game" rusher, focused on getting to the Zero as quickly as possible. You can also be a twitchy completionist, revisiting as many places as you can in search of every possible path. Naturally, you can choose to quit and ♥♥♥♥♥ about Steam's lack of refund policy, also.
But, to be clear - whatever you choose, you are being carefully watched, and tabs are being kept on what you have and have not discovered, what you did and did not see, what you did and did not ask. You're not a gallery patron, infusing art objects with meaning of your own. You are, instead, a lab rat led down a maze - a rat that's treated with enough respect to be given a human-readable unencrypted save file. (Better get pumped for Act 2.)
I still really want KRZ, but at this point I'll be waiting until all the Acts are out. I was going to jump on it when Act 2 showed up, but the heck with that. I've also told my interested friends to do the same. $25 is fine, if you stick to your release dates and don't put time limits that, going by Act 1's development time, you can't meet.
I still trust the two developers to deliver the game, but my confidence in their ability to predict when that's going to be is fairly low right now. :-P