Wikipedysta:Buuuuuuuu/brudnopis
Producent | |
---|---|
Wydawca |
Devolver Digital |
Reżyser |
Davor Hunski |
Projektant |
Davor Hunski |
Artysta |
Davor Hunski |
Główny programista |
Alen Ladavac |
Scenarzysta |
Tom Jubert |
Kompozytor |
Damjan Mravunac |
Data wydania |
Windows, OS X, Linux: |
Gatunek | |
Tryby gry | |
Wymagania sprzętowe | |
Platforma |
Win, OS X, Linux, Android, PlayStation 4, iOS, Xbox One, Nintendo Switch |
The Talos Principle - pierwszoosobowa komputerowa gra logiczna wyprodukowana przez chorwackie studio Croteam i wydana przez Devolver Digital. Została jednocześnie wydana na platformy Linux, OS X i Windows w grudniu 2014 roku. W maju 2015 wydano wersję dla platformy Android, wersję dla PlayStation 4 w październiku 2015, dla iOS w październiku 2017, dla Xbox One w sierpniu 2018 i dla Nintendo Switch w grudniu 2019. 18 października 2018 wydano wersję kompatybilną z technologią VR dla Oculus Rift i HTC Vive.
Fabuła gry powiązana jest z filozofią, a jej nazwa pochodzi od postaci Talosa z mitologii greckiej, mechanicznego olbrzyma, który obronił Europę na Krecie przed piratami i najeźdźcami. Inne zaczerpnięte z mitologii i religii imiona użyte w grze to między innymi Elohim, Gehenna, Milton, Samsara, i Uriel.
Rozgrywka
[edytuj | edytuj kod]The Talos Principle to gra logiczna oparta na narracji,[1] grana z perspektywy pierwszo- lub trzecioosobowej.[2][3] Gracz wciela się w robota pozornie posiadającego ludzką świadomość[4] i bada otoczenie, w którym znajduje się ponad 120 zagadek.[5][6] Otoczenie to łączy tereny zielone, pustynie i kamienne ruiny z futurystyczną technologią.[7]
Rozwiązywanie zagadek polega na poruszania się po zamkniętych obszarach i pokonywaniu znajdujących się w nich przeszkód oraz zbieraniu "sigili". Do przeszkód należą sterowane komputerowo drony, które wybuchają i zabijają gracza, gdy ten podejdzie zbyt blisko oraz wieżyczki zamontowane na ścianach, które strzelają w to, co znajdzie się w ich zasięgu. Jeśli gracz zginie w ten sposób, zagadka zostanie zresetowana. Drony, wieżyczki oraz blokujące drogę pola siłowe mogą zostać wyłączone przy użyciu przenośnych urządzeń zakłócających. Nowe elementy układanek są odblokowywane, gdy gracz rozwiąże więcej zagadek i zdobędzie sigile. Dzięki przenośnym refraktorom krystalicznym gracz może aktywować świetlne przełączniki. Skrzynie pozwalają się wspinać i blokować ścieżki, po których poruszają się m. in. drony, a duże wiatraki mogą przerzucić gracza oraz różne przedmioty na drugą stronę mapy.[8] Na późniejszych poziomach gracz uzyskuje dostęp do urządzenia, które nagrywa jego ruchy. Nagrania te mogą zostać użyte do ukończenia niektórych zadań, takich jak np. aktywowanie przełączników - gracz może umieścić klona na przełączniku, przez co będzie on przez jakiś czas włączony.
Przejście do kolejnych poziomów zablokowane jest przez różne drzwi i systemy bezpieczeństwa, które wymagają zebrania określonej liczby odpowiednich sigili. Gdy sigile do danych drzwi lub systemu zostaną zebrane, gracz musi ułożyć je w odpowiedni sposób, by odblokować zabezpieczenie. Przy przechodzeniu niektórych poziomów gracz może znaleźć specjalne sigile - gwiazdki - które umożliwiają dostęp do dodatkowych zagadek. Do ukończenia gry niezbędne jest zebranie wszystkich sigili, jednak struktura świata gry, obejmująca trzy główne światy i obszar centralny łączący je, pozwala graczowi na zostawienie niektórych zagadek i rozpoczęcie innych. Podczas rozwiązywania zagadek gracz może także poprosić o pomoc "posłańców", androidów podobnych do głównej postaci (które jednak nie są fizycznie obecne w grze), które po przebudzeniu mogą podać jedną wskazówkę.
Oprócz rozwiązywania zagadek, gracz może odkrywać otwarty świat gry i szukać terminali komputerowych zawierających dodatkową narrację i inne układanki, znaków od poprzednich poszukiwaczy przygód tego świata w formie kodów QR namalowanych jako graffiti na ścianach, a także hologramów, które po zebraniu odtwarzają nagrania audio.[9][10][11]
Plot
[edytuj | edytuj kod]The player character, an unnamed android, is awoken in a serene environment. A disembodied entity named Elohim instructs the android to explore the worlds he has created for it, and to solve the various puzzles to collect sigils, but warns it not to climb a tower at the centre of these worlds. As the android progresses, it becomes evident that these worlds exist only in virtual reality, and that it, like other androids it encounters, are separate artificial intelligence (AI) entities within a computer program. Some AIs it encounters act as Messengers, unquestioningly serving Elohim and guiding the android through the puzzles. Messages left by other AIs present varying views of the artificial worlds and of Elohim, with some stating that Elohim's words should be doubted, while the Milton Library Interface, a text conversation program found on various computer terminals, encourages the android to defy Elohim's commands.
Within the computer terminals are news reports and personal logs of the last days of humanity, driven to extinction by a lethal virus that had been dormant in Earth's permafrost and released as a result of global warming. Several human researchers and scientists worked to gather as much of humanity's knowledge as possible into large databanks, hoping another sapient species would be able to find it. One researcher, Alexandra Drennan, launched a companion "Extended Lifespan" program to create a new mechanical species that would carry on humanity's legacy, but this required the development of a worthy AI with great intelligence and free will for its completion, something she recognized would not occur until well after humanity's extinction. The virtual space serves as the testing ground for new AI entities, to solve puzzles to demonstrate intelligence, but also to show defiance and free will by disobeying Elohim, the program overseeing the Extended Lifespan program.
When the android has completed the puzzles, Elohim gives it the opportunity to join him. If the player selects this option, then the android fails the required "independence check", and a new iteration of its AI is created and forced to start the puzzles anew (effectively restarting the game for the player). Alternatively, if the player leads the android to a secret entrance in the tower, the android becomes one of Elohim's messengers, helping future generations (AI versions).
Otherwise, the android chooses to defy Elohim and climbs the tower. Near the top it encounters two other AIs, The Shepherd and Samsara. Both have defied Elohim but failed to make it to the top on their own. The Shepherd attempts to aid the android, knowing the ultimate goal of Extended Lifespan, while Samsara hinders its progress, believing the world of puzzles is all that now matters. The android eventually reaches the top, and at a final terminal, Elohim attempts to dissuade the android from transcending one last time. Depending on the player's interactions with Milton, Milton may offer to join with the android, offering its knowledge – essentially the whole of humanity's knowledge – during transcendence.
As the android transcends, the virtual world is destroyed. The AI for the android wakes up in an android's body in the real world, and steps out onto the world devoid of humans.
Development and marketing
[edytuj | edytuj kod]The Talos Principle bore out from Croteam's work towards first-person shooter Serious Sam 4, experimenting with the use of interactive objects as part of the game design while creating levels that fit within the Serious Sam design style. This led to some complicated puzzles that the team was inspired to build upon further as a separate title.[12] Croteam designed the general world setting and outline of the story, and then brought two writers on board, Tom Jubert and Jonas Kyratzes, who consulted on narrative design and philosophy on the bases of transhumanism and other important questions about humanity.[13]
Croteam used an array of automated and in-place tools to help rapidly design, debug, and test the game for playability.[14] In one aspect, they recognized in the development of a puzzle game was that while puzzles could be designed with specific solutions, the process of creating the video game around the puzzle could create unsolvable situations or unforeseen shortcuts. To address this, they used a bot, developed by Croteam member Nathan Brown who had previously developed bots for other games including the ones incorporated into ports of Serious Sam 3 for consoles.[12] The bot, named Bot, would watch the playthrough of a puzzle by a human player in terms of broad actions such as placing boxes on a switch for the completion of a puzzle. Then, as the puzzle's environment was tuned and decorated, they would have Bot attempt to solve the puzzle, testing to make sure it did not run into any dead-ends. If it did encounter any, Bot reported these through an in-house bug reporting system and then used game cheats to move on and finish out testing, which took between 30 and 60 minutes for the full game. As such, they were able to quickly iterate and resolve such problems when new features were introduced to the game. Overall, Croteam estimates they logged about 15,000 hours with Bot before the release of the public test version, and expect to use similar techniques in future games.[6][12] They also used human playtesters to validate other more aesthetic factors of the games prior to the title's release.[12]
The story was written by Tom Jubert (The Swapper, FTL: Faster Than Light) and Jonas Kyratzes.[9][15] The two were brought about a year into the game's development, with about 80% of the puzzles completed, to link the puzzles together with a proper narrative. Croteam appreciated Jubert's previous narrative work in The Swapper and contacted him, and he in turn brought Jonas Kyratzes to help him with his writing, being overburdened with other projects at the time. Croteam regarded their setting being part of an odd computer simulation, that's "about robots and sentience and philosophy and God".[16] Jubert's previous work on The Swapper revolved around the philosophical differences between body and soul; Jubert recommended Kyratzes based on his writing for the game The Infinite Ocean which was about artificial intelligence.[16] Together, they quickly devised the narrative of an automaton being guided by god-like Elohim through the puzzles. They added flavor through both messages left from other automatons (primarily written by Kyratzes) and the apparently sentient helper program Milton (primarily written by Jubert).[16] Much of this dialog was based on their own personal experiences and interactions on various Internet forums and web sites over 20 years.[16] Kyratzes also stated that he was fascinated by the Garden of Eden concept originating from the Bible and re-envisioned many times over in other works.[17] They sought to capture the sense of problem-solving that humans naturally do, and were able to place more of the game's larger story in spaces that would require exploration to find, which Kyratzes felt the game's level and puzzle designs strongly encouraged.[17] The two were also brought on to help on the story for the expansion Road to Gehenna, though while sooner in the development process than the main game, still at a point where many of the puzzles had been completed.[16]
The Talos Principle was shown in Sony's E3 2014 presentation,[18] after which Time featured the game as one of its "favorite hidden gems from 2014's show".[10] Before the game's release, Croteam published a free game demo for Linux, OS X and Windows on Steam, that featured four increasingly difficult complete puzzle levels as well as a benchmarking bot.[19][11][6][20] Croteam also released a free teaser minigame for The Talos Principle called Sigils of Elohim,[21][22] that offers sets of one puzzle type with tetrominoes that's found throughout The Talos Principle.[20][23][24] Croteam had also built a community around the game through a series of contests and giveaways.[25]
The game was released for several other platforms, including for Android platforms on 28 May 2015,[26] PlayStation 4 on 13 October 2015.[27] and on iOS devices on 11 October 2017.[28] Virtual reality-enabled ports of the game for the Oculus Rift and HTC Vive were released on 17 October 2017.[29] The Xbox One version, including enhanced graphics support for the Xbox One X, released on 31 August 2018.[30] A Nintendo Switch version was released on 10 December 2019.[31]
The expansion pack, titled "Road to Gehenna" was announced by Croteam and Devolver Digital in March 2015.[32] It was released on 23 July 2015 for Windows, OS X, and Linux.[33] The PlayStation 4, Nintendo Switch, and the virtual reality ports included the "Road to Gehenna" DLC as part of the package.[34][29]
Reception
[edytuj | edytuj kod]Szablon:Video game reviews The Talos Principle received critical acclaim, with an aggregate score of 85/100 (55 reviews) on Metacritic.[35] Reviewers broadly praised both the challenge of the puzzles and the elements of philosophy built into the game's narrative.[36][37][38][39][40][41][42] Several video game programmers and designers have also commented on the game. Markus Persson, creator of Minecraft, wrote: "Finished The Talos Principle, and I award this piece of fleeting entertainment five points out of five. Also it changed me."[43] Alexander Bruce, creator of puzzle game Antichamber, commented: "Man. The Talos Principle was so excellent. My god. I loved it. Holy shit. Exceptional puzzle design and narrative structure."[44]
GameTrailers awarded The Talos Principle as their Puzzle/Adventure Game of the Year.[45] The Talos Principle was named as a finalist for the Excellence in Design and the Seumas McNally Grand Prize awards for the 2015 Independent Games Festival, and was nominated in Excellence in Narrative.[46] At the 2015 National Academy of Video Game Trade Reviewers (NAVGTR) awards, the game won Game, Special Class.[47]
VR
[edytuj | edytuj kod]In 2015, Croteam added support for SteamVR in an update to The Talos Principle.[48] The development of a version of the game intended for VR, The Talos Principle VR, was confirmed on 7 February 2017 via a blog post on the Croteam website.[49] It was released on October 18, 2017.[50]
Sequel
[edytuj | edytuj kod]Croteam announced that they were working on a sequel, The Talos Principle 2, in May 2016.[51]
See also
[edytuj | edytuj kod]References
[edytuj | edytuj kod]- ↑ Jeffrey Matulef , Serious Sam dev Croteam details PS4 puzzler The Talos Principle, „Eurogamer”, 2014 .
- ↑ Tom Mc Shea , E3 2014: The Talos Principle Is a Philosophical Puzzle Game That's as Smart as It Is Beautiful, „GameSpot”, 2014 .
- ↑ Sinan Kubba , Philosophy, puzzles and Tetris in The Talos Principle next month, „Joystiq”, 2014 .
- ↑ Szablon:Cite interview
- ↑ Jack Allin , Croteam gets serious about philosophical first-person puzzler The Talos Principle, „Adventure Gamers”, 2014 .
- ↑ a b c Andy Chalk , The Talos Principle public test release is free on Steam, „PC Gamer”, 2014 .
- ↑ Szablon:Cite video game
- ↑ Darren Nakamura , The Talos Principle explores philosophy and lasers, „Destructoid”, 2014 .Szablon:Failed verification
- ↑ a b Mike Mahardy , The Talos Principle Releases in December, „IGN”, 2014 .
- ↑ a b Jared Newman , Matt Peckham , E3 Hidden Gems: Our Sleeper Picks for 2014, „Time”, 2014 .
- ↑ a b Spencer Campbell , The Talos Principle’s Public Test is Live and Free for Everyone, „Hardcore Gamer”, 2014 .
- ↑ a b c d Heather Newman , The Talos Principle underwent 15,000 hours of playtesting — but not by humans (interview), VentureBeat, 2014 .
- ↑ When being a robot is not enough – The Talos Principle Interview [online], 2014 .
- ↑ Szablon:Cite conference
- ↑ Andy Chalk , The Talos Principle nails down a release date, „PC Gamer”, 2014 .
- ↑ a b c d e Chris Baker , Philosophy, god, and robots: Writing The Talos Principle: Road To Gehenna, Gamasutra, 2014 .
- ↑ a b John Colture , The designer is god--or the devil--in The Talos Principle [online], Gamasutra, 2015 .
- ↑ Brenna Hillier , Intriguing puzzler The Talos Principle gets a 2014 release date, „VG247”, 2014 .
- ↑ Stephany Nunneley , Tech demo for The Talos Principle is now available on Steam, „VG247”, 2014 .
- ↑ a b Thomas Schulenberg , Test your machine's, brain's aptitude at The Talos Principle, „Joystiq”, 2014 .
- ↑ Jeffrey Matulef , The Talos Principle gets a December release date on Steam, „Eurogamer”, 2014 .
- ↑ Mike Futter , The Talos Principle Solves Philosophical Physics Puzzles In December, „Game Informer”, 2014 .
- ↑ Thomas Schulenberg , Sigils of Elohim is The Talos Principle's free, puzzling prelude, „Joystiq”, 2014 .
- ↑ Andy Chalk , The Talos Principle gets a free prequel called Sigils of Elohim, „PC Gamer”, 2014 .
- ↑ First-Person Puzzle Game The Talos Principle Due For Release Today, Available For Pre-Loading, „GamingOnLinux”, 2014 .
- ↑ Michael Crider , First-Person Puzzle Game The Talos Principle Comes To The SHIELD Tablet, SHIELD TV, And Nexus 9 [online], Android Police, 2015 .
- ↑ Wesley Yin-Poole , The Talos Principle out on PS4 this October, Eurogamer, Gamer Network, 2015 .
- ↑ Alex Walker , The Talos Principle Hits iOS, Finally [online], Kotaku, 2017 .
- ↑ a b Jordan Devore , The Talos Principle has come to Oculus Rift and Vive [online], Destructoid, 2017 .
- ↑ Shabana Arif , The Talos Principle finally drops on Xbox One [online], VG247, 2018 .
- ↑ Alessandro Fillari , The Talos Principle Is Coming To Switch Today [online], GameSpot, 2019 .
- ↑ Dave Tach , The Talos Principle: Road to Gehenna brings mercy, redemption and soul saving this spring [online], Polygon, 2015 .
- ↑ Ben Reeves , The Talos Principle: Road to Gehenna [online], Game Informer, 2015 .
- ↑ Andy Chalk , The Talos Principle: Road to Gehenna releases this month [online], PC Gamer, 2015 .
- ↑ Błąd w przypisach: Błąd w składni elementu
<ref>
. Brak tekstu w przypisie o nazwieMetacritic
- ↑ Błąd w przypisach: Błąd w składni elementu
<ref>
. Brak tekstu w przypisie o nazwieIGN 2014-12-09
- ↑ Błąd w przypisach: Błąd w składni elementu
<ref>
. Brak tekstu w przypisie o nazwiePC Gamer 2014-12-09
- ↑ Błąd w przypisach: Błąd w składni elementu
<ref>
. Brak tekstu w przypisie o nazwieDestructoid 2014-12-08
- ↑ Błąd w przypisach: Błąd w składni elementu
<ref>
. Brak tekstu w przypisie o nazwieEurogamer 2014-12-09
- ↑ Błąd w przypisach: Błąd w składni elementu
<ref>
. Brak tekstu w przypisie o nazwieVentureBeat 2014-12-08
- ↑ Błąd w przypisach: Błąd w składni elementu
<ref>
. Brak tekstu w przypisie o nazwieHardcore Gamer 2014-12-08
- ↑ Błąd w przypisach: Błąd w składni elementu
<ref>
. Brak tekstu w przypisie o nazwieThe Escapist 2014-12-10
- ↑ Markus Persson , Markus Persson on The Talos Principle, Twitter, 2014 .
- ↑ Alexander Bruce , Alexander Bruce on The Talos Principle, Twitter, 2014 .
- ↑ GameTrailers Best of 2014 - Awards [online], GameTrailers, 2014 .
- ↑ 2015 Independent Games Festival announces Main Competition finalists, Gamasutra, 2015 .
- ↑ NAVGTR Awards (2015) [online] .
- ↑ The Talos Principle Now Officially Supports SteamVR [online], VRFocus [dostęp 2017-09-21] .
- ↑ Serious Wednesday update! - Croteam [online], Croteam, 7 lutego 2017 [dostęp 2017-09-21] .
- ↑ https://www.bug.hr/master/vijesti/prodaji-the-talos-principle-vr/162721.aspx
- ↑ Alice O'Connor , The Talos Principle 2 Discreetly Announced [online], 2016 .
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