
Featuring a beautiful, detailed open-world and a haunting soundtrack, Everybody’s Gone to the Rapture is non-linear storytelling at its best.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Danish, Dutch, Finnish, Japanese*, Korean, Norwegian, Polish* +5 more
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Hours played at review time, across 43 reviews with recorded playtime.
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Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Everybody's Gone to the Rapture's writing takes a nose-dive with a completely unnecessary subplot. The writers chose to include a romantic storyline involving a 16-year-old girl, complete with dialogue trying to brush off her age ("she's not a kid"). As paying consumers, we buy video games to be entertained. Even as someone who enjoys dark or horror themes, there should still be a basic limit of human decency and quality control. There was absolutely no disclaimer or content warning ahead of time for this and because the game frames it as "consensual," standard online safety searches don't flag it. If I pay money for a product, I expect a standard of quality that doesn't include being blindsided by the sexualization of a minor. I would have refunded this, but I passed the 2-hour Steam limit. 0/10
[h2]索尼发行的奇怪作品[/h2] 查看PlayStation Studios在Steam上推出的作品时,你会发现这款非常奇怪的作品——《Everybody's Gone to the Rapture》。首先本作发行的很早,除了2015年的初代《绝地潜兵》就是本作了。现在夹杂在索尼的一众PS平台移植而来的大作中,本作显得有些突兀,因为它实际只是款独立游戏。此外,本作还锁国区,明明开发商的名字是The Chinese Room(中文房间),还不允许中国玩家购买? 索尼发行的原因来自大家熟悉的圣莫尼卡工作室。大家以为该工作室专做《战神》系列,其实他们还拥有一个外部工作室,专门用来扶持并发行独立游戏,类似于EA旗下的EA Originals。他们发行的游戏中最为著名的就是Thatgamecompany的《Journey》,此外还有《未完成的天鹅》、《花》以及本作等。这个部门在2016年被关闭,一些已发行的游戏以及后来《艾迪芬奇的记忆》的版权都卖给了Annapurna,而本作可能是没卖出去,因此2016年移植到PC上的时候就留在PlayStation的发行商页面里了。至于为什么锁国区,这就要问索尼的发行部门了,我反正是找不出任何锁区的理由。 [h2]警告:不推荐游玩[/h2] 哇,索尼发行,因《亲爱的艾丝特》而声名大噪的The Chinese Room进行开发,圣莫妮卡工作室也参与其中,还有来自《孤岛危机》制作组的Cry Engine引擎,画面强悍,音乐动人,配音出色,那么游戏一定非常棒吧!并不!千万别被各种名头所骗了,本作实际上一点都不好玩。游戏节奏极其缓慢且缺乏引导,除了走路、开门和按按钮几乎没什么互动性,只能看看风景,听录音和对话,甚至面对一个足球都无法移动其分毫。游戏人物走路速度非常慢,在所有第一人称游戏中大概只排在倒数第一的《纸人》前面,并且无法奔跑,无法下蹲,无法跳跃。游戏全程一个人物也见不到,一直都在一个几十个人规模的村子里走来走去,极为无聊,是个名副其实的「走路模拟器」。除此之外,本作的优化非常糟糕,哪怕你用40系显卡玩这款11年前的游戏,帧数也非常低而且不稳定,容易让人晕3D。 我一开始看画面还不错,兴冲冲的进去游玩,还被悬疑气氛所吸引。然而,随后数小时的无聊体验让我几乎兴致全无,除了看景色就是听零星的对话,别的什么都干不了。游戏引导也一般,我不知该跟着光球走,还是该按自己的心意把全镇先逛一遍,总是迷路。直到看到第一章末尾的萤火小径,我才终于知道主线是要求探索完一定数目的人物历程。后来,我重开游戏,拿出纸笔,把所有人物的名字都记了下来,并搞清楚了相关的社会关系。玩到结局那里,整个游戏的故事以及各个人物的经历我也已经明白了,有感人之处,只是整个过程实在无聊,要是半夜玩的话很容易睡着。 [h2]无聊的成就反而比游戏好玩[/h2] 成就系统可能是整个游戏最好玩的地方了,因为至少还有些额外的互动性。比如一动不动挂机10分钟,耐心看完8分钟的制作人名单,在电话亭里等3分钟,在吧台前或者旋转架上等2分钟,在火车模型前看2分钟……哈哈,这些听起来可以上史上最无聊成就排名的成就跟游戏本身相比已经算是很有正反馈了。你还得找到并观看46本图书封面、31个告示牌、6个火车号码、5个涂鸦,去敲24个露营车的门,按4个微波炉的按钮。有时甚至要求你反复进出一道门10次,然后倒着走路50秒!此外,不触发前四章结局,直接去第五章;触发所有100多段故事;利用5条回溯路线回到之前去过的每个区域等几个成就还需要你玩多周目,真的是疯了! 因此,我非常不推荐各位游玩本作,而且千万别像我一样去做全成就,这款游戏并不值得。推荐喜欢步行模拟器的玩家去试试《看火人》和《艾迪芬奇的记忆》,体验要好得多。纵然媒体界还蛮喜欢这种游戏,但对于玩家群体,本作只适合很少数人,注定评价两极分化。 [h2]背景设定与核心故事[/h2] 本作灵感来自早期的末世科幻作品,设定于80年代的英国乡村,此处风景不错,有个度假区。由于人烟稀少,远离城市,还建了个大型天文台。天文台里的研究员史蒂芬就来自这个村庄,他曾去往美国娶了一位同为天文学家的美国黑人妻子凯瑟琳,后来返回这里工作。他们意外发现了一种来自于外星的特殊生命体「波纹」,以光的形式存在,可以像病毒感染一样进入生物内部,还可以通过电线和信号线等进行移动传播。这种生命体进化迅速,跟地球生物交流的时候会对其产生伤害,鸟类和牛会直接死亡,人类会出现头痛、眩晕和流血等症状。到了后期,所有与其接触过的人类全都会原地消失,只会留下一些曾经的记忆片段。游戏开始于村里人都消失后,主角是谁也不知道(凯特琳?外界调查员?外星生命体?),就是主打一个瞎逛。最后听完凯特琳的留言,看到她和光后以开放式的结局结束。既也不知道啥意思,也不知道最后结果是啥,镇子之外如何也未知。似乎是所有人都肉体消失,精神融合了(类似EVA中的橙汁),而且快乐无比,就像是在天堂里?! 面对这种未知生命体,凯瑟琳和史蒂芬的应对方式大相径庭。前者努力放大其信号并尝试与其交流,后者则四处警告大家,力图阻止这种感染扩散。史蒂芬最终促成了外界对这里使用毒气弹进行轰炸,自己在地堡里自焚后消失。游戏的主要人物中除了第一章的牧师,剩下的人分别是天文学家史蒂芬的母亲、叔叔、前女友、自己和妻子。主线其实没多少可说的,无非就是居民面对症状和封锁而恐慌、逃跑、聚集商议,最后全部消失。与此同时,游戏利用相当的文本刻画这些人的过去和日常,比如村里对女黑人科学家的成见、神父的日常工作和迷茫、凯瑟琳如同叶文洁般的孤独、夫妻之间各种分歧和争吵、年轻人的私会等等。丧偶的史蒂芬母亲极力拆散儿子的婚姻,并撮合他跟前女友复合(实际俩人确实搞在了一起,女方还怀孕了)。史蒂芬叔叔的妻子常年患病,最后被牧师执行安乐死,但是他没勇气在场。史蒂芬前女友腿部残疾,在村里经营露营基地,日子并不快乐。游戏在人物的情感表达上确实有一些感人之处,比如对逝去亲人的怀念,旧情复燃,出于本能对孩子的保护等。 [h2]非线性叙事与谜题彩蛋[/h2] 本作类似于Fullbright在2013年推出的《Gone Home》和后来的《塔科马》,特别是后者。你可以看到曾经人物的行动轨迹,并听到其声音,但看不到动作、表情、衣着等,只有个模糊的轮廓。游戏的配音很棒,人物的性格、情绪等都表达的很真实。毕竟这是主要叙事方式,如果配的不好直接就砸了,至于人物画面,就只能靠你的想象了。音乐上也不错,大量采用管弦配乐和空灵的女高音吟唱,营造出了哀伤气氛和宗教感。什罗普郡深处的雅顿村空无一人,生活痕迹全都留在了这里,你可以自由探索村里的居民区、商店、诊所、教堂、汽修厂、农场、湖边、度假区、车站等各种地点,并聆听曾经的对话片段,满足一定的偷窥欲。游戏的故事以对话和独白的形式扔在了整个地图里,出场人物和顺序都随机,十分碎片化。游戏没有节奏和玩法可言,缓慢、沉闷、松散、平淡,缺乏转折,叙事也不连贯,完全依靠玩家自己以十足的耐心来拼凑和脑补,可以说是个典型的非线性叙事。 游戏本身没有任何谜题,甚至连个密码锁都没有,然而同时也充斥着大量意义不明的符号、字母+数字、重复的女声数字播放、钟表指向的时间、结尾的数字密码等。玩家想要了解这些需要一定的物理学知识、检索能力和猜测水平,比如地图上和天文台里到处画着的蝴蝶般的符号,实际是经典力学中混沌理论里的洛伦兹吸引子。火车上的字母和数字,实际上指的是搜寻地外文明过程中探测到的Wow!信号。钟表指向的6点7分,可能是圣经某一卷的6章7节(创世记?)。同时游戏里还埋藏了颇多彩蛋,比如VALIS天文台的名字来自菲利普·K·迪克的小说《VALIS》。游戏结尾的数字密码翻译为字母后,可以组成道格拉斯·理查德·霍夫施塔特的《我是个怪圈》(I Am a Strange Loop)中的语句。不过,重复的女声念数字到现在也没人破解出意思来。 [h2]标题该怎么翻译?[/h2] 最后再说一下游戏的标题,第一眼看上去还以为是所有人都搬到「销魂城」了。Rapture意为狂喜,极度快乐的状态,而且这个词带有基督教意味。圣经原文里并没有这个词,但是翻译过程中被提到空中与主相遇,即被提这个意思变成了Rapture。游戏标题最广为人知的中文版本是「万众狂欢」,乍看上去还以为是大家在开狂欢派对,跟本来的意思并不契合。「众人皆被提」这个翻译也容易让人看不懂,个人认为还不如翻译成「万众升天」,或者直译为「所有人都升天了」。The Chinese Room制作组之前发行的《失忆症:猪猡的机器》和《亲爱的艾丝特》我都玩过并测评过,很想聊聊专门这个制作组。不过,他家的《Still Wakes the Deep》我看评价不错,还是等我打完那个再聊吧。
Apparently, Rapture is church cpncept related to Protestant and Evangelical traditions, a belief that believers will be suddenly taken away before end times. But the game uses the term more evocatively: it carries the sense of both being spirited away and entering a state of transcedence. It's a deeply poetic and philosophical game. Rather than objectives and a route from A to Z, it gives you impressions, memories. Landscape still holds the shape of the people who lived in the village and you listen, or maybe absorb their echoes, piecing together a scenario but..it's more about emotions lingering in that space, than facts. You don't know anything: why are you here or why is a light fluffball guiding you. It's a little adorable, that orb. It's incomprehensible, possibly responsible, still somehow shaped like: Please follow me. I have feelings and no body. I may be an odd one but it's like Valley: vanished Physics: uncertain Humanity: ???? Me: Aww, fluffball. Though you do piece together story sequence from memories scattered around various places in the valley, it's not about why, it's about the things that happened, impressions, memories, echoes. Emotions, most of all. You walk through a landscape that peacegful, quiet, but very eerie and you absorb memories that are connected with events in a givrn location. They are not chronological. Absolutely beautiful game, story that leaves more to think about. It answers nothing, or very little. Warrants more than one playthrough. The first one - you orient yourself. Then, the second time you already know these people. And depending on how you walk, there may be paths and memories you may have missed. A most haunting walk.
I desperately want to like this game. Every time I boot it up I'm reminded that there are many performance issues, which shouldn't need to be fixed by the player. Fixes that don't necessarily work, even when playing on a high-end PC. I'm barely able to get 30fps in 2026.
honestly this is a hard game to recommend. if the actual physical gameplay of a game matters a lot to you i probably wouldnt get it--the walking is abysmal, which is arguably pretty important in a ♥♥♥♥♥♥♥ walking sim. if you dont want to spend four hours tripping over your own shoes in molasses, definitely dont buy this. that being said, if gameplay doesnt matter as much or if you like feeling like god turned you into a snail, this game is incredible. i genuinely adored the story itself, and for that alone it was personally worth it. its not "scary" in the sense of jumpscares at all, so if you dont do well with horror, i promise you'll be okay for this one.
I like walking simulators but this is hardly a game. Walk forward and look around occasionally until a button prompt appears. You can't even jump and you walk at a snail's pace. Just bad all around.
This isn't a game. It's a walking simulator that forgot the "game" part. You spend hours trudging at a snail's pace through a ghost town with zero mechanical depth and no way to sprint. It mistakes "tedium" for "atmosphere." The performance is abysmal and It runs like a slideshow, stuttering constantly despite the lack of actual gameplay. The combination of a fluctuating frame rate and a locked, glacial movement speed is a recipe for a headache.
A lovely, slow-paced game involving a mystery set in the British countryside. Pros: If you enjoyed Dear Ester, Gone Home and other 'walking-simulators' then you will enjoy this journey through an English village. The mystery is fairly original and lends an almost unnerving atmosphere to an otherwise beautiful slice of country. The graphics are beautiful to look at and it makes me wish that more games used England as a place to set their stories! Cons: Firstly, understand I love Dear Esther, Gone Home, What Remains of Edith FInch, but my goodness there is 'walking' and then there is 'crawling'. This game felt like a slog because it is so, so slow. Even the presence of a RUN button doesn't do much of anything. Also keeping track of the plotlines going through the game can, at times, be very confusing - especially as you travel from one area to another - and I love games with stories. Overall, a lovely, slow-paced game for those who have the time to play it. Would I play it again? No, but I did like my time with it. Worth at least 1 playthrough!
It's a walking simulator. So you walk. and walk. and walk. You thought you could run, HAHHAHAHAHA, YOU FOOLS. you can only walk. For me at least, the shift button did not work. The landscape is very pretty, slow paced story. Relaxing environments. Stephen's dialogue is kinda redondant, he repeats the same things like 10 times, I was like, it's ok buddy, we got it the first time. *patpat. Would recommend if you like walking simulators, there's no choices, no puzzles, nothing, just following the story like a novel. Also worth it to mess around the video settings, for me what worked best was: (in advanced settings) 30 fps caps, temporal anti-aliasing OFF, vsync OFF, motion blur OFF. Also decreased the mouse sensitivity. Otherwise it made me sea sick.
This game is very beautiful if you "play" it the right way. I put play in quotation marks, because in my opinion it's not really a typical game you play where you are punished for your actions, or you get a reward for finish the game in a short time. Actually, it's rather the opposite, you "experience" this game, get immersed into it, and it feels rewarding just absorbing the environment in the game. Look around, listen, think about the story and what's happening, you'll have to be patient. It's a very beautiful experience and in some form it captures perfectly a world that once was. Btw, I had some lag during the game, there is a fix for that if you google for it.
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