我玩过这个1992年的沙丘游戏,所以您不必

    科技2026-08-28  22

    The Dune saga’s arduous hunt for spice in the midst of a planet of sand has yet to lose its luster. From its inception in 1965, the sci-fi novel’s intriguing setting and arresting plot set the stage for countless adaptations, from videogames to miniseries. And with a star-studded cast all set for its latest big-screen adaptation, the endearing franchise is gearing up to reach an audience who didn’t grow up with Dune novels and merchandise. While I haven’t had the good fortune of delving into the intricate lore behind the world of Arrakis, I burrowed my way in through another route.

    “沙丘传奇”在一片沙土中艰辛地寻找香料的努力尚未消失。 自1965年问世以来,这部科幻小说的迷人场景和引人入胜的情节为从电子游戏到小型连续剧的无数改编奠定了基础。 并采用星光熠熠的演员表来为其最新的大屏幕改编作准备,这可爱的特许经营权正在逐步壮大,以吸引那些不熟悉沙丘小说和商品的观众。 虽然我还没有幸运到Arrakis背后的错综复杂的传说,但我还是尝试了另一条路。

    Dune II: The Building of a Dynasty.

    沙丘二世:王朝的建造。

    While it is by no means the first real-time strategy game out there, Dune II set the ball rolling with cogs in the machine that still shine in games today. It’s a shining adaptation of its subject matter, with all its elements nodding towards things that were already present in the original novel.

    虽然决不是第一个实时战略游戏,但《 Dune II 》却用机器中的嵌齿轮使球滚滚而来,今天仍然在游戏中大放异彩。 这是对主题的一种光辉的改编,其所有元素都指向原始小说中已经存在的事物。

    The ritual of setting up camp and assimilating resources before sending an army towards your foe was one deeply rooted in Dune II’s core design. Mechanics and ideas that are commonplace today came together in 1992 to form a game that spawned a genre by itself. It’s absurd how much of the game has been lifted and placed into the beating hearts of RTS games today. It helped define the RTS genre well into the next millennium. All it did was put a clock into a genre straddled with turn-based shenanigans.

    沙丘II的核心设计深深扎根于在派遣军队前往您的敌人之前建立营地和吸收资源的仪式。 1992年,当今非常普遍的力学和思想融合在一起,形成了一种本身催生了一种体裁的游戏。 荒谬的是,如今已经有多少游戏被提升并投入了RTS游戏的心脏。 它有助于将RTS风格定义到下一个千年。 它所做的一切只是将时钟摆放在一个以回合为基础的恶作剧形式的游戏中。

    No offense, Civilization.

    没有冒犯,文明。

    Dune II: The Building of a Dynasty in all its pixelated glory. Source: OldPCGaming. 沙丘二世:建立光荣的朝代建筑。 资料来源:OldPCGaming。

    铺平道路 (Paving the way)

    You can see why anyone would have second thoughts on playing something that looks like a mess of pixels with a daunting control scheme. The little box on the right with movement options does little to divert said worry. And don’t let the II in the name fool you: the first entry was an adventure game. Nonetheless, the veins beneath most flagbearers of the RTS genre come into full focus here. Sure, it looks like your regular space-faring strategy outing at first. A few seconds in, minarets of dust make way for a striking revelation.

    您会看到为什么有人会对采用令人生畏的控制方案播放看起来像一堆像素的东西有第二个想法。 右边带有移动选项的小方框几乎没有转移人们的担忧。 而且不要以II的名字欺骗您:第一个条目是冒险游戏。 尽管如此,RTS类型的大多数旗手下方的血管在这里仍是重点。 当然,这看起来像是您最初的常规太空旅行策略。 几秒钟后,尘埃宣礼塔就为惊人的启示铺平了道路。

    Right off the bat, changing things to run in real-time lent the game a sense of pacing that its predecessors simply could not capture. While 1991’s Civilization let you spend agonizing minutes on decisions, Dune II demanded split-second reflexes a year later. In a genre that used to give you all the time in the world, the move made its precursors look ridiculous.

    立即改变,实时运行改变了游戏的节奏,这是它的前辈根本无法捕捉到的。 1991年的《文明》让您花了很长时间在决策上,而Dune II要求在一年后进行瞬间反射。 过去,这种风格曾经带给您全世界的时光,此举使它的前身显得可笑。

    Spice substituted the wood and ore found in today’s games, collected by harvesters at the risk of drawing the ire of Arrakis’ colossal sandworms. Limited supply meant that you couldn’t just hole up in one spot and hope for the best. Bases always felt like a temporary measure in Dune II. Contending with the harsh sandstorms of the planet encased in sand was no mean feat either. Laying down a pavement of sorts before building structures was a tedious exercise. It also meant that you couldn’t go about dropping buildings around like a futuristic Bob the Builder.

    香料替代了当今游戏中发现的木材和矿石,这些木材和矿石是收割机收集的,有可能引起阿拉基斯巨大的沙虫的愤怒。 有限的供应量意味着您不能只停留在一个地方而希望获得最好的。 在沙丘II中,基地总是感觉像是临时措施。 面对被沙子包裹的星球的严酷沙尘暴也绝非易事。 在建筑结构之前铺设各种路面是一项乏味的工作。 这也意味着您不能像未来派建筑商鲍勃(Bob the Builder)那样在建筑物周围乱扔东西。

    A sneaky mentor, called a Mentat in the game. Source: OldPCGaming. 偷偷摸摸的导师,在游戏中被称为门塔特。 资料来源:OldPCGaming。

    多人游戏 (Pre-multiplayer)

    Yes, Dune II was made in a time when it was okay to not have a multiplayer component. Mostly because back in 1992, multiplayer meant handing your controller over to a friend. Speaking of the narrative, Dune II let you pick one from three houses. Each came with their own distinct race-specific units and custom cutscenes featuring a unique mentor figure. The good-willed Atreides possessed Sonic Tanks, the ruthless Harkonnen had Devastators and the non-canon but enterprising Ordos worked with devious Saboteurs. While the paper-thin narrative loosely set in Frank Herbert’s Dune universe won’t win any storytelling awards, it kept things chugging along at a good pace.

    是的, Dune II是在没有多人游戏组件的时候制作的。 主要是因为早在1992年,多人游戏就意味着将您的控制器移交给朋友。 说到叙述, Dune II让您从三栋房屋中选出一栋。 每个人都有自己独特的种族特定单位和具有独特导师形象的定制过场动画。 善良的阿特雷德人拥有“音速坦克”,残酷的哈肯宁拥有毁灭者和非佳能,但进取的鄂尔多斯人与狡猾的破坏者合作。 尽管在弗兰克·赫伯特(Frank Herbert)的《沙丘》(Dune)宇宙中松散的纸质叙述并没有获得任何评书奖,但它使事情保持了良好的步伐。

    It even had a decent twist.

    它甚至有一个不错的转折。

    Dune II set ideas in motion that would bear fruit in the battlegrounds of its successors. The campaign fed players a detailed tech tree one drop at a time to keep things from going stale. Things like multiple unit types with unique weapons and abilities, a mix of ground and air units, and hero units were things that were unheard of at the time. Sandworms acted as forces of nature that could shift the tide in a battlefield by threatening all the factions on the board. Smaller non-playable factions assisting you with bonuses and units owe their heritage to the Atreides teaming up with the Fremen to beat the Harkonnen.

    沙丘二世提出了可以在其继任者的战场上取得成果的想法。 该活动一次就给玩家提供了一棵详细的技术树,以防止事情过时。 诸如具有独特武器和能力的多种单位类型,地面和空中单位的混合以及英雄单位之类的东西在当时是闻所未闻的。 worm虫是自然力量,可以通过威胁董事会上的所有派系来改变战场上的潮流。 规模较小的不可玩派系可为您提供奖金和单位,这要归功于Atreides与Fremen合作击败Harkonnen的传统。

    The best part? All of these ideas are rooted in the lore of the original novel.

    最好的部分? 所有这些想法都根植于原始小说的传说。

    It’s shocking to see rudimentary versions of ideas that we now take for granted. While the graphics won’t blow your socks off, the charm embodied by the armies of blurry pixels was truly impressive for its time. It let your mind fill in the gaps present in the chinks of Dune II’s pixelated armor plating. A well-composed soundtrack in tandem with audio cues from unit commands and enemy engagements set the tone for the future, one where consecutive split-second decisions could make or break a game.

    看到我们现在认为理所当然的基本概念令人震惊。 虽然图形不会让您大吃一惊,但模糊像素大军所体现的魅力在当时确实令人印象深刻。 它使您可以填补Dune II像素化装甲板的缝隙中的空白。 精心组合的配乐以及来自单位命令和敌方交战的音频提示为未来奠定了基调,连续的瞬间决策可以决定游戏的成败。

    But not all was well in Arrakis.

    但是在阿拉基斯,并不是一切都很好。

    Reminds you of Total War, doesn’t it? Source: HonestGamers. 让您想起全面战争,不是吗? 资料来源:HonestGamers。

    可原谅的缺陷 (Forgivable flaws)

    I grappled with the controls in vain, a facet that the RTS pioneer struggled with. When Age of Empires and StarCraft let you pick dozens of units at once and right-click to go about business, Dune II’s painful scheme was far from simple. The arduous “select unit, select command, select target” cycle made my life miserable.

    我徒劳地处理控件,这是RTS先锋奋斗的一个方面。 当《帝国时代》和《星际争霸》让您一次选择数十个单位并右键单击以开展业务时,沙丘II的痛苦计划绝非易事。 艰苦的“选择单位,选择命令,选择目标”循环使我的生活痛苦不堪。

    Adding insult to injury is that the game only lets you deal with a single unit at a time. The lack of a grouping feature in a game that expected you to juggle an army alongside a base was downright infuriating. Which is why this retrospective does you a solid. In my opinion, it’s a history lesson that’s better off gleaned from a review. Fair enough, I’m rambling about a game that used to run on computers with 4 megabytes of RAM in 1992. But if you still want a dose of nostalgia and see where it all began during a lunch break, plenty of faithful ports exist. I did warn you.

    更让人受伤的是,该游戏一次只能让您处理一个单位。 在游戏中缺少分组功能,这种功能期望您在基地附近与军队打交道,这实在令人发指。 这就是为什么这次回顾会为您提供扎实的理由。 在我看来,这是一门历史课,最好从回顾中总结出来。 公平地说,我正在谈论一个游戏,该游戏曾经在1992年运行在具有4 MB RAM的计算机上。但是,如果您仍然想念一下怀旧之情,看看午餐休息时一切从何而来,则存在许多忠实的端口。 我确实警告过你

    Sadly, licensing woes mean that Dune 3 won’t see the light of day. Shifting gears, the development team decided to refine their vision as Westwood began to work on C&C: Tiberian Dawn. The rest is history. What made Dune II fun: its pacing, its building, and its battles, paved the way for more of the same. And some much-needed refinements.

    可悲的是,许可问题意味着“沙丘3”将一去不复返。 随着Westwood开始从事C&C:Tiberian Dawn的工作,开发团队决定改变自己的视野。 剩下的就是历史了。 是什么让Dune II变得有趣:其步调,建筑和战斗为更多的相同铺平了道路。 和一些急需的改进。

    I’ll never forget enemy soldiers squealing as my tanks ran over them. Those injured and lucky enough to avoid tank treads crawled as they were consumed by Arrakis’ eerie shifting dunes. Explosions left permanent craters, akin to future Command & Conquer Titles. It’s almost surprising how Westwood managed to stuff so much into a game where a handful of pixels denotes a building. Sprawling franchises like Total War, WarCraft, and Age of Empires stand on a template of tenets and pillars erected back in 1992. Their strands of DNA were concocted by a game with immeasurable potential.

    我永远也不会忘记我的战车冲向敌军时的尖叫声。 那些受伤和幸运的人避免了坦克踏板被阿拉基斯令人毛骨悚然的沙丘所消耗而爬行。 爆炸留下了永久的环形山,类似于未来的《命令与征服》标题。 令人惊讶的是,韦斯特伍德(Westwood)如何将如此多的东西塞入游戏中,其中少数像素表示建筑物。 诸如Total War , WarCraft和Age of Empires之类的庞大专营权站在1992年树立的宗旨和Struts模板上。他们的DNA链由一场潜力不可估量的游戏炮制而成。

    By a game not entirely lost to the sands of Arrakis.

    一场比赛并没有完全输给阿拉基斯。

    翻译自: https://medium.com/super-jump/i-played-this-1992-dune-game-so-that-you-dont-have-to-c8619fea7acf

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