[2026/07/06] vol.10 修补这个世界|《堡垒》Bastion
前言:《堡垒》(Bastion)是由Supergiant Games开发,定位为动作角色扮演的游戏,其战斗系统为后续的《晶体管》,以及知名的《哈迪斯》/《哈迪斯2》系列打下了坚实的基础。在系列作品的初代就有着非常丰富的武器、被动增益、主动技能的组合,以及可自由开关的额外难度选项,这个设计同样延续到了后续的每一部作品之中(《堡垒(Bastion)》难度系统表现为神明赐福,《晶体管(Transistor)》中表现为限制器,《柴堆(Pyre)》为星盘,《哈迪斯》中则是热力系统)。
1.从重建开始的故事 《堡垒》中以灾难后破碎的世界作为故事的开始,“大灾变”(The Calamity)后,繁荣的浮空城市与其他地块分崩离析,绝大部分居民未能幸免于难,主人公是少数幸存者之一,前往用于避难的堡垒,试图收集核心并逐步重建这个世界。游戏对世界的展现是生成式的、叙述式的,并非给出现有的稳定的世界可供玩家探索或互动,而是伴随着旁白的娓娓道来,路径与世界在角色脚下生成,场景随着人物的行进与活动逐步被构建起来。不单单出于玩法设计,更是在音乐、旁白叙述、游戏演出的多种方式来强化“世界正在重建”的感觉。
2.两个文明,四种身份 游戏的剧情表面上是“收集核心,重建堡垒”的故事流程,但其故事的重心则落在“堡垒”中仅剩的四位成员上,从底层一步步爬起,靠着血汗晋升为城市卫兵的主人公“孩子(The Kid)”,来自外部落民族的和平大使祖尔夫(Zulf),出生在城市的部落民族少女齐娅(Zia),以及身为堡垒设计者的旁白老人(Rucks)。整个游戏围绕着城市文明(Caelondia)与部落文明(Ura),两个不同类型文明之间的冲突,这种冲突同样表现在四位角色之间相互交互的微观层面上。文明之间的冲突是先进与落后,文明研发的杀伤性侵略武器并间接造成了自身的毁灭,同时也有多个剧情地点的文本(如采石场、荒野等)对于城市文明看似繁荣兴盛的背后隐藏着压迫和不公有所提及。
3.追溯还是新生 在玩家克服种种艰难,成功修复堡垒后,所面临着游戏中给出的终极抉择:1.修复堡垒,可以重新轮回时间,意味着要拥抱充满缺陷的过去;2.疏散,意味着彻底告别已经遭到毁灭的一切,与堡垒一同走向全新且未知的未来。最终选择并不只是映射了玩家自身的价值取向,更是反映西方哲学发展过程十分重要的数个问题。
对于时间进行重塑,以试图修改历史,如同尼采关于“无限次原封不动地重复人生,每个瞬间在无限的轮回中具有相等量的价值”(《查拉图斯特拉如是说》) 放下既定发生的一切,如同萨特理念中“绝对自由/绝对责任”的部分概念,“人永远拥有选择的自由,且必须独自承担选择带来的后果。”(《存在主义是一种人道主义》)
重塑时间,意味着让无数受难的逝者“死而复生”,意味着让遭到毁灭的城市得到重建,这个选择的底层逻辑是“功利主义”的,因为其服务于绝大多数人的最大幸福,符合边沁试图建立的“万全法”,“他按照看来势必增大或减小利益有关者的幸福的倾向,亦即促进或妨碍这种幸福的倾向,来赞成或非难任何一项行动。”(《道德与立法原理引论》) 接受灾难,意味着尊重已发生之事件的不可逆性,尊重所有逝者死亡的存在,意味着使人活着、且可能会死亡之存在其本身将不能被工具化为可被修复或替换的零件。从列维纳斯的伦理角度出发,或许不应抹去对其他个体死亡这一既定发生的事件,“技术性重置死亡”本身一定程度上意味着对于生命的终极确认不再真实有效。力求避免对于存在的非人格化压迫。换言之或可体现为做出选择的主人公,必须为其他一切与其交互的个体负责,乃至于成为这种负责行为之人质的极端伦理状态。(对他者的绝对责任,要求个体承担无条件的非对称责任,伴随着对个体自发性的绝对质疑《从存在到存在者》)
在玩家的最终抉择上,同样有着截然不同的两种身份映射,当人具有了神一样的能力来改变现实是,是否会影响人对于事物不可逆性质的敬畏,而这种直接且有效的敬畏是否是人最为珍贵的性质之一?游戏将决策与挣扎,并不仅仅指向于“世界何去何从”而是“玩家自己要成为怎样的人”。 修复:你扮演的是拯救者(Savior)——理论上你已经了解了每一条游戏内容,知晓了所有选择的最优解。玩家有全知视角、技术力量和道德责任去“纠正”错误。 疏散:你扮演的是幸存者(Survivor)——作为故事中成员的真实投射。玩家不再是救世主,甚至不是法官,你只是那个必须背负着记忆活下去的人。
以下英文版翻译由ai提供(The following English translation is provided by AI.)
[2026/07/06] vol.10 Mending This World | Bastion Preface: Bastion, developed by Supergiant Games and positioned as an action role-playing game, laid a solid foundation for the combat systems of its successors—Transistor, and the renowned Hades / Hades II series. Even in this first installment, the game featured a rich array of weapon combinations, passive buffs, active skills, and optional difficulty modifiers that could be toggled freely—a design philosophy that carried through to every subsequent title (manifested as the Shrine System in Bastion, Limiters in Transistor, the Astrolabe in Pyre, and the Heat System in Hades).
A Story That Begins with Reconstruction Bastion opens in a shattered world in the aftermath of disaster. Following "The Calamity," the once-prosperous floating city and its surrounding landmasses were torn asunder, with the vast majority of inhabitants perishing. The protagonist, one of the few survivors, makes his way to the eponymous Bastion—a refuge—and sets out to collect cores in order to gradually rebuild the world. The game presents its world not as a static, pre-built environment for the player to freely explore, but rather as a generative, narrative-driven space: paths and landscapes materialize beneath the character's feet as the narrator's voice unfolds, and scenes are progressively constructed through the character's movement and actions. This design serves not merely gameplay mechanics, but—through the integration of music, spoken narration, and cinematic presentation—reinforces the pervasive sense that "the world is being rebuilt" in real time.
Two Civilizations, Four Identities On the surface, the game's plot follows a straightforward "collect cores, rebuild the Bastion" structure. Yet its narrative weight centers on the four remaining members who inhabit the Bastion: The Kid, the protagonist who rose from the lowest rungs of society to become a city guard through blood and toil; Zulf, a peace ambassador from the foreign Ura tribe; Zia, a young woman of Ura descent born and raised in the city; and Rucks, the elderly narrator and designer of the Bastion itself. The entire game revolves around the conflict between two distinct types of civilization—the urban Caelondia and the tribal Ura—and this tension is mirrored on the micro-level in the interactions among these four characters. The civilizational conflict is framed as one of advanced versus primitive, with the city-state having developed devastating invasive weaponry that ultimately brings about its own destruction. Meanwhile, various in-game texts (found in locations such as the Quarry and the Wilderness) hint that beneath Caelondia's seeming prosperity lay layers of oppression and injustice.
Retrospection or Rebirth? After overcoming numerous trials and successfully restoring the Bastion, players are confronted with the game's ultimate choice:
Restore the Bastion – This rewinds time, allowing history to be reset, which means embracing a flawed and imperfect past.
Evacuate – This means bidding farewell to all that has been destroyed, setting out with the Bastion toward a completely new and unknown future. This final decision is not merely a reflection of the player's personal values; it also resonates with several pivotal questions in the trajectory of Western philosophy. 3.1 Eternal Return vs. Absolute Freedom
Reshaping time to attempt to alter history echoes Nietzsche's concept of the "Eternal Return" —the idea that life repeats itself infinitely, with every moment carrying equal weight within the boundless cycle (Thus Spoke Zarathustra).
Letting go of what has already occurred aligns with aspects of Sartre's "absolute freedom / absolute responsibility" —the notion that "man is condemned to be free," and that he must bear the full consequences of his choices alone (Existentialism Is a Humanism). 3.2 Utilitarianism vs. Duty
Resetting time implies resurrecting countless victims and rebuilding a destroyed city. The underlying logic here is utilitarian: it serves the greatest happiness of the greatest number, echoing Bentham's pursuit of a "universal jurisprudence" in which actions are judged according to their tendency to augment or diminish the happiness of those affected (An Introduction to the Principles of Morals and Legislation).
Accepting the disaster means respecting the irreversibility of what has occurred, acknowledging the existence of the deceased, and refusing to treat living beings—even those who are mortal—as mere replaceable parts or repairable components. From Levinas's ethical standpoint, one ought not to erase the established fact of others' deaths, as "technically resetting death" would, to some extent, invalidate the authenticity of death as the ultimate affirmation of life. This perspective seeks to avoid dehumanizing oppression of existence itself. In other words, the protagonist who makes this choice is bound to an absolute responsibility for every other individual with whom they interact—to the point of becoming a "hostage" to that responsibility, an extreme ethical state wherein unconditional, asymmetrical duty is demanded, accompanied by a radical questioning of the subject's own spontaneity (Existence and Existents). 3.3 Identity Projection: Savior or Survivor? The player's final choice also projects two distinctly different identities:
Restoration: You assume the role of the Savior—one who, in theory, has mastered every piece of content in the game and knows the optimal solution to every decision. The player possesses omniscient perspective, technological power, and moral authority to "correct" historical wrongs.
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