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The Sunday Papers 周日读物

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A plain white mug of black tea or coffee, next to a broadsheet paper on a table, in black and white. It's the header for Sunday Papers!
Image credit: RPS 图片来源:RPS

Sundays are for resting, so I hear, though by the time you read this I’ll have got up at 5:30am to drive my parents-in-law to Gatwick Airport. As such, I’m probably not the best authority on resting, or, indeed, Sundays. Nonetheless, I have gathered some quality game-related articles to help you fill yours.听说周日是用来休息的,不过当你读到这段文字时,我已经起床并开车送岳父母去盖特威克机场了。因此,我可能没资格谈论休息,甚至没资格谈论周日。尽管如此,我还是收集了一些优质的游戏相关文章,希望能帮你填满你的周日时光。

Gamescom 2026 was this week, yay and boo, and it was – apparently not for the first time – the scene of multiple dev-targeting laptop thefts. Nicole Carpenter investigates for Aftermath.本周举办了 2026 年科隆游戏展(Gamescom 2026),有喜也有忧。显然这已不是第一次发生针对开发者的笔记本电脑盗窃事件了。Aftermath 的 Nicole Carpenter 对此进行了调查。

Laley is not only losing out on the cost of a brand new laptop, but the booth space that will go unused for the rest of the event, which runs through Sunday. It costs nearly €3,000 (roughly $3,500) for the smallest size booth in Gamescom's business area, according to its price calculator. Pricing only goes up from there. That's not to mention the cost of travel, hotels, and food for the week in which Laley expected to showcase Mimic. He posted an emotional video to social media to share the news that his Gamescom was over. "As an indie, solo dev, this shit's expensive and hard to do all by yourself," Laley said in the clip. "And to have this happen is beyond frustrating. It's heartbreaking."Laley 不仅损失了一台全新笔记本电脑的费用,还失去了在展会余下时间里使用展位的机会(展会将持续到周日)。根据科隆游戏展的价格计算器,其商务区最小展位的租金也要近 3000 欧元(约合 3500 美元),而且价格还会更高。更不用说他在这一周的差旅、住宿和餐饮费用,他原本指望在展会上展示《Mimic》。他在社交媒体上发布了一段感人的视频分享了这个消息,称他的科隆游戏展之旅提前结束了。“作为一名独立开发者,独自完成这一切既昂贵又困难,”Laley 在视频中说道,“发生这种事令人无比沮丧,简直让人心碎。”

The writing is the reward, argues Steven Santana. I don’t necessarily have the same beef with stats that this does – often they’re just numerical expressions of actions and interactions that more tangibly tickle the senses. But then, I’ve spent too much time reading lore-snippet item descriptions to disagree further.Steven Santana 认为,写作本身就是一种奖励。我并不完全认同他对统计数据的看法——它们通常只是将动作和互动转化为数字,从而更切实地触动感官。但话又说回来,我花在阅读游戏背景设定说明上的时间太多了,没法再反驳什么。

In opposition to text, numbers are hard, precise, stoic monoliths that impose their mathematical certainties on you. Text is fluid, provocative, potent, elegant, blunt, sensual, noxious, vivid, visceral, tangible, abstract, hyperbolic, humorous, and much more.与文字相比,数字是坚硬、精确且冷漠的巨石,它们将数学的确定性强加于你。而文字则是流动的、挑衅的、强有力的、优雅的、直率的、感性的、有害的、生动的、发自肺腑的、有形的、抽象的、夸张的、幽默的,等等。

The award for Most Interesting GTA 6 Take of the post-Netflix showcase era goes, nepotastically, to friend of RPS Jeremy Peel, whose GamesRadar piece considers the dynamics of its central relationship.关于 Netflix 展示会后《GTA 6》最有趣的观点,奖项要颁给 RPS 的老朋友 Jeremy Peel。他在 GamesRadar 上发表的文章探讨了其核心人物关系的动态。

But what follows is subtler and more powerful than that. Rockstar appears to understand that some of the most important conversations between couples happen in liminal spaces: the car on the way to the party; the elevator up to the rooftop bar. These are moments for team tactics - in which potential issues are raised, fears are voiced, and a shared approach is agreed upfront. Forget couple goals – these two have couple objectives, and they're being reassessed and renegotiated on the fly.但接下来的内容比这更微妙、更有力。Rockstar 似乎明白,情侣间一些最重要的对话发生在过渡空间:去派对的路上、去屋顶酒吧的电梯里。这些时刻是制定团队策略的时机——潜在问题被提出,恐惧被表达,共同的应对方案被预先达成一致。别提什么情侣目标了,这两个人有着共同的“情侣任务”,而且他们正在随时进行评估和重新协商。

I remain more interested in reading about Disco Elysium than playing it, a personal flaw exacerbated by articles like this: Steven Stoermer revisiting the games soundtrack for Deleted Saves.我对阅读关于《极乐迪斯科》(Disco Elysium)的文章比实际玩它更感兴趣,像 Steven Stoermer 为 Deleted Saves 撰写的这篇回顾游戏原声带的文章,只会加剧我这一个人缺陷。

The surrender in the song title is also Harry’s, for when it first plays he is at his lowest point. The Instrument handed Revachol over to a centrist invader whose moralist equivocating has left it in stasis, while Harry is similarly paralyzed. Yet it plays when he steps onto Martinaise’s streets for the first time, dazed but roused nevertheless, with potential opening up before him. The rendition in the game itself is quite different from the official soundtrack — longer and more ambient, with the positivity of the OST version’s back half woven in more ethereally. It is a music cue that I have found to be personally stupefying: it stopped me in my tracks during multiple failed attempts to play through Disco Elysium, overwhelming me with emotion and halting my progress.歌曲标题中的“投降”也属于哈里(Harry),因为当它第一次响起时,正是他处于人生最低谷的时候。那个“工具”将雷瓦科(Revachol)交给了中间派侵略者,其道德主义的推诿让城市陷入了停滞,而哈里也同样陷入了瘫痪。然而,当他第一次步入马丁内斯(Martinaise)的街道时,这首歌响起了,他虽然感到眩晕,但依然被唤醒,未来充满了无限可能。游戏中的版本与官方原声带大不相同——更长、更有氛围感,原声带后半部分的积极感被更空灵地编织在一起。我发现这是一个让我个人感到目瞪口呆的音乐提示:在多次尝试通关《极乐迪斯科》的过程中,它曾让我驻足,被情绪淹没,从而中断了进度。

This is an old one, which I’ll hope you’re forgive on the grounds that’s it’s also a good one: Duncan Fyfe’s oral history, for Vice, on an infamous piece of C&C: Red Alert 3 scenery-chewing by the dearly departed Tim Curry.这是一篇旧文,希望你能看在它写得很好的份上原谅我:这是 Duncan Fyfe 为 Vice 撰写的口述历史,讲述了已故的蒂姆·克里(Tim Curry)在《命令与征服:红色警戒 3》中那段臭名昭著的夸张表演。

"SPACE!" he snarls: throat thrown back, eyes rolling up to face God. Then he looks down the camera - he looks at you - with delirious, high-wire glee. It’s almost gloating, that look: he did it, he finished the line, and there’s nothing you can do about it.“太空!”他咆哮着:喉咙向后仰,双眼翻向上方看着上帝。然后他看向镜头——看向你——带着一种狂喜和高调的快乐。那种眼神几乎是在幸灾乐祸:他做到了,他完成了这句台词,而你对此无能为力。

Music this week is oh shit, there’s a new Clutch track? A nice one, too. Thick, chunky rock 'n' roll that requires a trip to Wikipedia to understand what the lyrics are on about, just as a Clutch song should.本周的音乐是——天哪,Clutch 出新歌了?而且还是一首好歌。厚重、扎实的摇滚乐,需要去维基百科查查歌词到底在讲什么,这才是 Clutch 歌曲该有的样子。