水晶动力工作室解释为何再次重制古墓丽影

发表时间:2025/12/16 00:00:00  来源:“ZZer”翻译  作者:Jordan Middler  浏览次数:59  

【古墓丽影网站】水晶动力工作室解释为何再次重制古墓丽影

  我们想要传承原作的遗产:水晶动力工作室解释为何再次重制古墓丽影  
  ‘We want to honor the legacy of the original’: Crystal Dynamics explains why it’s remaking Tomb Raider again

  水晶动力工作室分享为何2026年是重启90年代标志性游戏的恰当时机  
  Crystal Dynamics shares why 2026 is the right time to bring back the 90s icon

  乔丹·米德勒 发布于2025年12月15日 下午3:01
  Posted by Jordan Middler 15th Dec 2025 / 3:01 pm


  劳拉·克劳馥回来了。在TGA颁奖典礼上,古墓丽影系列公布了两款新作,同时亮相的还有劳拉·克劳馥的新形象。
  Lara Croft is back. At The Game Awards, two new games in the Tomb Raider franchise were announced, as was the new face of Lara Croft.

  第一款游戏《古墓丽影:亚特兰蒂斯遗迹》是对初代古墓丽影的"重新构想",承诺带来重新设计的视觉效果与现代玩法,定于2026年发售。第二款游戏《古墓丽影:催化剂》则是全新冒险,设定于2027年发售,劳拉将前往北印度探索。  
  The first, Tomb Raider: Legacy of Atlantis, is a “reimagining” of the original Tomb Raider, promising redesigned visuals and modern gameplay, set to release in 2026. The second game, Tomb Raider: Catalyst, is an entirely new adventure set for release in 2027 and will see Lara exploring Northern India.

  英国演员艾利克斯·威尔顿·里根将出演劳拉·克劳馥,接替卡米拉·卢丁顿。她原定在已取消的《完美黑暗》重启版中饰演乔安娜·达克。
  Alix Wilton Regan, the British actor who was previously set to play Joanna Dark in the now-cancelled Perfect Dark reboot, will step into the role of Lara Croft, taking over from Camilla Luddington.

  公告发布后,水晶动力工作室就两款游戏接受了VGC的采访。工作室负责人史考特·阿摩司与游戏总监威尔·克斯莱克谈论了新劳拉的选角以及对经典的重制。  
  Following the announcement, Crystal Dynamics sat down for a Q&A session with VGC about both games. Scot Amos, the head of studio at Crystal Dynamics, and Will Kerslake, game director at Crystal Dynamics, spoke about the new Lara and remaking a classic.


  采访:水晶动力工作室谈古墓丽影新作
  Q&A: Crystal Dynamics on Tomb Raider’s next games

  史考特·阿摩司:《古墓丽影:亚特兰蒂斯遗迹》所有粉丝写给粉丝的一封情书。考虑到如此难得的机会,我们知道30周年纪念日即将到来,所以我们想做一些特别的事情来庆祝这个时刻,同时向核心设计工作室奠定这个系列的原版游戏精髓与设计初衷致敬。正是这款惊艳的初代作品开启了整个系列,也为我们30年后的工作奠定了基础。  
  Scott Amos: Tomb Raider: Legacy of Atlantis is a love letter by fans, all of us, for fans. Looking at the opportunity we had with this, we knew the 30th anniversary was coming up and wanted to do something special to both celebrate that moment, but still pay an honor to all of Core Design’s original DNA and intent from this amazing title that launched the franchise. That is literally the debut title that’s set up for what we’re doing now, 30 years later, as part of Tomb Raider.

  因此,我们使用虚幻5引擎从头构建整个游戏,这也是我们称之为"重新构想"的原因。我们提取了初代游戏中所有关键元素,然后思考如何通过现代玩家的视角来呈现,将原版中可能只是背景图的区域完全实现为全3D场景。  
  So being able to have the entire game built from scratch in Unreal 5 is why we call this a reimagining. We’ve taken all of those things that were critical from that first game, and then said, what can we do to push it through a modern-day gamer’s lens and say, this is how we can take areas that might have been a background image in the old game, now completely realized in full 3D.

  如何更新镜头与操控?如何重现那些标志性时刻——比如所有玩家在原版游戏中与霸王龙战斗的经典场景?如今我们将以现代视角重新构想这些时刻,为从未体验过的玩家创造新的核心记忆,也为老粉丝带来仿佛初见的全新体验。  
  How to update camera and controls, and how to take things like that signature moment that all of us as gamers played when you got to fight a T.Rex in that original game, and now saying, how is that reimagined today for an epic action adventure moment that can create a new core memory for players who’ve never gotten to experience it as that first time, or if you’re long time fan, you now get to experience it as a first time again.


  《亚特兰蒂斯遗迹》与《催化剂》中的劳拉是同一角色吗?  
  Is the Lara Croft in Fate of Atlantis the same as the Lara Croft in Catalyst? 

  威尔·克斯莱克:是的。这是两段冒险,但属于同一个角色。正如斯科特所说,《亚特兰蒂斯遗迹》是对原版游戏的重新构想;而《古墓丽影:催化剂》则是全新冒险,展现处于巅峰状态、经验丰富的劳拉·克劳馥。这是同一角色,只是她人生中两个不同的时期。  
  Will Kerslake: Yes. So there are two adventures here, but they’re two adventures of the same character. So, Legacy of Atlantis is a reimagining of that original game, as Scott said. While Tomb Raider Catalyst is a brand new adventure, it’s the top of her game, experienced Lara Croft. So it is the same character, but at two distinct periods in her life.


  艾利克斯·威尔顿·里根成为新任劳拉·克劳馥。为何选择她出演?  
  Alix Wilton-Regan is the new Lara Croft. Why did you cast her in the role? 

  史考特·阿摩司:艾利克斯非常出色,从初次见面、第一次试镜起,她就深爱这个角色。我们相遇时她已是粉丝,交流中能感受到她具备劳拉天然的机智、魅力与气质内核,同时拥有我们讲述这些宏大故事所需的自信与情感深度。
  JA: Alix is just tremendous, like from the very first moment we met with her, from the very first casting calls we did, she loves this character, she was already a fan when we met her, and then being able to talk to her and get a sense that she has that wit, that charm and charisma that is a natural essence and core for Lara, but she also has that confidence and that depth of emotionality that we need for telling these great stories.

  昨晚我们现场揭晓时,有幸邀请艾利克斯亲临现场,看到粉丝们的反应真是意义非凡,令人激动不已。与她合作的过程也非常愉快。
  We had the privilege of having Alix with us last night when we did the live reveal, which is just a huge deal to see that and see the fan reaction. It was just so exciting. And she’s just been tremendous to work with.

  威尔·克斯莱克:从一开始她就理解我们的创作意图,既展现了角色应有的自信,又持续深化现代叙事所需的情感层次。她始终充满热情与兴奋,这非常棒。  
  WK: From the very beginning she got what we were trying to do and bring all the confidence of the character forward, but continue to push on the emotional depth that we need for modern storytelling and just was has been enthusiastic and excited about it and the whole time, which has been great.


  《亚特兰蒂斯遗迹》是重制还是重新构想?两者有区别吗? 
  Is Legacy of Atlantis a remake or a reimagining? Is there a difference?

  威尔·克斯莱克:我们希望通过现代化的游戏体验与虚幻5技术实现的高保真度,来传承原版游戏的遗产。自1996年来技术已发展30年,这并非易事,但最终目标是让玩家获得与初代相同的感受,同时享受现代游戏的体验。因此某些核心要素必须保留。 
  WK: We want to honor the legacy of that original game, by modernizing it with a gameplay experience and a fidelity that’s now possible in Unreal 5. 30 years of technology have happened since 1996, so that’s not an easy thing to do, but ultimately our goal there is you make it feel like it felt when you played it the first time, but play like a modern game. So there are vital things that we have to keep the same.

  我的意思是,通过预告片你们已经看到现代技术如何提升这些场景的体验。无论是坠入狼穴的桥梁还是霸王龙,你们对某些场景的记忆犹新——"这就是我从那款游戏中铭记的时刻"。我们如何为新生代玩家重现这些记忆?  
  I mean, you’ve seen in the trailer what we can do now with modern technology to really push the experience of these places. You have certain memories, whether it was the bridge and falling into the wolf den or the T. rex, where you go like, “That’s what I totally remember from that game,” and how can we create that same memory again for new players?


【古墓丽影网站】水晶动力工作室解释为何再次重制古墓丽影

  新作与即将推出的亚马逊剧集有关联吗?  
  Do the new games have any connection to the upcoming Amazon TV series?

  史考特·阿摩司:我们在此主要谈论昨晚刚公布的两款游戏。必须承认我们的亚马逊合作伙伴非常出色,他们从一开始就理解我们跨媒体系列的愿景——包括真人剧集与正在制作的两款游戏。  
  JA: So we’re here to talk about the two games that we just announced last night. We will say that certainly our Amazon partners have been tremendous. From the beginning, they’ve gotten the idea of this vision we have for this cross-media franchise across both the live-action things during the series and the two games that we’re making right now.

  关于剧集的具体细节或未来计划,我们暂不透露。但这无疑是个绝佳机遇,让所有项目协同推进,为古墓丽影开发众多内容,最终受益的将是粉丝。
  We’re not here to talk about any details or anything else in the future about the TV series until later on. But certainly, it’s a great opportunity for us to have all of these things going together and having so many things in development for Tomb Raider. The fans benefit from all of it.

  原版游戏充满即死陷阱,常依赖试错玩法。现代游戏通常避免这种惩罚性设计。《亚特兰蒂斯遗迹》会为追求原味保留高难度,还是采用更宽容的设计(如2007年重制版的QTE机制)?  
  The original game was full of instant-death traps and often based on trial and error. Modern games typically avoid this kind of punishing design. Will Atlantis keep this brutal difficulty for authenticity or adopt a more forgiving approach like the QTE moments seen in the 2007 remake?

  威尔·克斯莱克:重新构想游戏的部分工作在于调整设计以适应当代玩家偏好。但解谜、战斗、探索与惊险动作仍是古墓丽影体验的核心。观看《亚特兰蒂斯遗迹》的预告片,你们会看到标志性的滚石等古墓丽影经典元素。  
  WK: Part of reimagining a game is adjusting that game, evolving for modern player tastes. But, it is core to the Tomb Raider experience that there are puzzles and combat and traversal and death-defying action. If you look at the trailer that we had for Legacy of Atlantis, you’ll see big rolling balls and the things that you expect in a Tomb Raider game are going to be there.


  原开发团队成员有参与《亚特兰蒂斯遗迹》重制吗?  
  Is anyone from the original team involved in the legacy of Atlantis remake?

  史考特·阿摩司:水晶动力工作室有许多长期参与古墓丽影项目的成员,包括从业30年的元老,他们涵盖了我们参与过的所有古墓丽影游戏。
  JA: I will say that folks at Crystal who have been part of Tomb Raider for a very long time. We have folks who’ve been at Crystal for 30 years, and so we’ve had folks across the gamut of all the different Tomb Raider games that we’ve ever been part of.

  我们形成了有趣的新老结合团队。例如飞天猪工作室从未开发过古墓丽影游戏,注入了新鲜血液;同时我们也有许多来自过去的"水晶元老"。
  We have kind of an interesting crossbreed of some old blood and some very new blood. For example, Flying Wild Hog had never worked on a Tomb Raider game, so there’s a lot of new blood there, whereas we have a lot of “Crystallites” who’ve come from our past.

  这种融合既保留了历史经验,又通过新面孔与新思维推动古墓丽影迈向新时代。
  So blending together, we have a lot of experience in history, but we also have a lot of new faces and new attitudes that are helping really push into that next generation of what Tomb Raider is going to be.

——原文网址:https://www.videogameschronicle.com/features/interviews/we-want-to-honor-the-legacy-of-the-original-crystal-dynamics-explains-why-its-remaking-tomb-raider-again/

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