
Chinese: 
流行歌曲的名声不太好
它是过去一个世纪最伟大
也是最普及的艺术形式之一
然而“流行”却在音乐圈中成为了一种侮辱
因为乐队抵制公司运作
固执的粉丝诋毁乐队“背离初心”
类似的事层出不穷
因此当《再见狂野之心》这样的作品
一个霓虹复古街机游戏
毫不掩饰的展现他们对流行音乐的爱的时候
我被吸引住了
因为...
我爱流行音乐
它不只是庆祝流行音乐
《狂野之心》坚称自己是一个
流行专辑游戏

English: 
The pop song has a bit of a bad reputation.
It is one of the greatest and most ubiquitous
artforms of the past century, and yet “pop”
has become somewhat of a dirty word in music
circles, with bands resisting the label and
die-hard fans disparaging their favourites
when they “sell-out” with something a
little bit poppier.
Which is why when something like Sayonara
Wild Hearts comes along, a neon-lit arcade-throwback
game unashamed in its love for pop music,
I pay attention.
Because I love pop.
More than just a celebration of pop music,
Sayonara Wild Hearts stakes its claim as a
pop album video game.

Chinese: 
这不是互动音乐视频
也不是主打流行歌曲的节奏游戏
事实上《狂野之心》根本不是一个节奏游戏
因为流行音乐的内涵不止于此
Simogo工作室的二人之一，说：
“我们没有想制作一个基于节奏的游戏，
而是想制作一个场景和动作跟随音乐变化的游戏。”
《狂野之心》没有让玩家仅仅反馈音乐
它将把自己和音乐同化
它提取出流行这种流派的核心
再将其融合到游戏的设计中
流行怀疑论者会说那些核心思想
乏味，简单且缺乏创意
但是，身为一个乐观主义者
我认为这些特征有些被误解了

English: 
This goes much deeper than just being a playable
music video, or a rhythm game set to glitzy
pop songs - in fact Sayonara isn’t really
a rhythm game at all, because pop music is
about so much more than just its rhythm.
Simon Flesser, one half of the game’s dev
studio Simogo, said that they “didn’t
want to make a game that was deeply tied to
the rhythm, but rather make a game in which
the flow of the songs would influence the
scenarios and actions on screen.”
Instead of being a game in which the player
reacts to music, Sayonara Wild Hearts assimilates
itself with music, taking the ideas core to
pop as a genre, and baking them into the very
concept and design of the game.
Pop skeptics would say that those core ideas
are vapid, simple and derivative.

Chinese: 
这些其实是这种流派出色的原因
《狂野之心》讲了一个关于爱和心碎的故事
一个近年来被无数流行歌曲作为立意的
古老话题
在序言的只言片语中
我们被告知主角刚经历了心碎
这使得宇宙出现了裂痕
这恰好是心碎之人的感受
主角掉进了一个霓虹和高速公路的子空间
随后在那里遭遇了狂野之心
神出鬼没的风流韵事的掩面化身
你会在每场比赛和战斗中与她们对抗
代表着每一段感情关系中的风险
这种暧昧而浅显的
对爱与心碎主题的叙述
是流行音乐所共有的

English: 
However as a poptimist, I think these traits
are a little misunderstood and are actually
what makes the genre so great.
Sayonara Wild Hearts is a game about love
and heartbreak, an age-old story that's been
the focus of countless great pop songs over
the years.
While the plot itself is left rather vague,
we are told in the intro that the protagonist's
heart has been broken and it's caused the
opening of a rift in the universe, which is
exactly what it feels like to have a broken
heart.
Our main character is thrown into a subspace
of neon highways and there encounters the
Wild Hearts, masked avatars of romantic flings
that have come and gone.
You are always clashing against the Wild Hearts
in contest or combat, representing the difficulties
faced in each relationship.
This vague and rather shallow approach to
the narrative themes of love and heartbreak
is something shared by pop music and it’s
often perceived as vapidness.

Chinese: 
而且经常被批判为乏味
但是，省略细节正是流行音乐普适的原因
能够俘获全世界的听众
是因为可以契合每个人不同的经历
流行歌曲能够让我们将生活投射进其中
获得喜悦和安慰
它帮助我们分辨和表达自己的情感
无论是跟着音乐起舞
还是在社交媒体上发歌词自嘲
流行音乐是人们体会被理解的一种途径
体会被自己和他人接纳
流行音乐有如此的能力
得益于其与生俱来的可及性
流行音乐整体上并不高深
它追求新鲜和随时享受
为了能尽快提供愉悦感
流行音乐很简单
也有公式化的制作方式

English: 
However, omitting details is what enables
pop songs to be universal, connecting with
so many different people by meeting them in
their own circumstances.
Pop songs allow us to project our own lives
into the music and find comfort or joy in
the sound.
It helps us to identify and express our emotions,
whether through dance or sadposting cryptic
song lyrics to social media.
Pop music is a way for people to feel understood,
by themselves and by others.
Pop is able to do this for so many people
thanks to its inherent accessibility.
Pop music is generally not meant to be a challenging
listen, it’s made to be refreshing and immediately
enjoyable.
So in its quest to be instantly likeable,
pop music is simple and can even become formulaic
in its approach.

English: 
There’s a general structure that most pop
songs fall into, they often use the same basic
chords and progressions, and the focus is
on crafting catchy, bite-sized hooks.
Likewise, Sayonara Wild Hearts is not a particularly
challenging game.
Most of the time you’ll just be swerving
left and right to avoid obstacles and occasionally
pressing the A button in time to the beat.
You can collect heart pieces along the way
to generate points, but your score has no
bearing on whether or not you pass a level,
it’s purely just an encouragement to do
better.
Even if you do crash or fall, the game doesn’t
penalise you any points for your failure,
you’re just quickly reset at the previous
checkpoint, which are generously placed at
every few bars of the song.
The game also follows the same structure as
pop music.
The entire thing only takes around an hour
to complete, about the length of an album,

Chinese: 
它们遵循一种相同的结构
使用相同的基本和弦与和弦进行
而且专注于制造悦耳动听，朗朗上口的记忆点
类似的，《狂野之心》也不是一个富于挑战性的游戏
基本上你只需要左右移动躲避障碍
以及偶尔跟着节奏按下A键
你可以收集心和碎片获取分数
但是分数不是通关条件
纯粹是督促玩家做得更好的鼓励
即使撞到障碍或者掉下深坑
游戏也不会因此给你扣分
你只会立即在上一个检查点重新开始
检查点也设置的十分慷慨
游戏也遵循和流行音乐同样的结构
流程通关只需要一个小时左右
和一张专辑的时长相近

Chinese: 
游戏分为23个短关卡（我不会数数）
每个关卡只持续几分钟
道中关卡由无形式的电子流行乐曲组成
Boss关卡则使用了完整的合成器流行乐
也遵循更传统的主歌-副歌结构
在关卡“Begin Again”中
你遇到了名为“踊舞之魔”的摩托三人组
随着关卡和音乐第一个段落的开始
你开始在马路上追逐其中一人
到了预合唱的部分，她制造出一个裂谷
然后随着副歌开始，游戏的玩法完全更改
变成了星际火狐一样的移动钻圈

English: 
and it’s broken up into 22 short levels
each only lasting a couple of minutes.
While regular levels are scored by more formless
electro-pop pieces, the boss levels feature
fully-fledged synthpop songs and follow a
more classic verse-chorus form.
In the level Begin Again, you find yourself
up against a motorcycle trio called The Dancing
Devils.
As the first verse opens the song and stage,
you begin by chasing one of the gang members
through the streets.
When the pre-chorus arrives they open up a
gaping canyon, and as the chorus hits the

English: 
gameplay changes entirely, turning into StarFox
as you fly through rings in four directions.
Then as the second verse starts up, you’re
back to chasing a second Devil through the
city, and it repeats this same structure for
each of the members, giving the level its
verse-chorus pop song form.
Also just like pop songs, every level introduces
a brand new idea that forms its basis.
One moment you’re riding a deer through
an enchanted forest, bouncing atop enormous
mushrooms, the next you’re in a muscle car
drifting around the endless curves of a serpentine
desert highway, or snapping between dimensions
while slowly cruising through the city on
your bike.
Each level has its own unique hook.
Hooks are the most essential part of a pop
song - it's the catchy bit that grabs the
listener's ear and demands their attention.

Chinese: 
接着歌曲第二段开始
你又回到街上追逐第二个化身
相同的结构在每个成员身上循环
赋予了关卡同样的主歌-副歌的流行曲式
和流行歌曲同样的还有
游戏每一关都引入一个新的点子
作为其玩法基础
上一秒你骑在鹿背上穿梭魔法森林
在巨大的蘑菇帽上蹦跳
紧接着你就坐在肌肉车里
沿着蜿蜒无尽的沙漠公路漂移
或是在各个维度之间转换
骑着摩托车在城市中缓慢巡游
每个关卡都有独特，专属的
记忆点
记忆点是一首流行歌曲的核心
它是最能吸引听者注意力的部分
记忆点可以是任何东西

English: 
A hook can be almost anything: the contagious
vocal melody of a chorus, a daring instrumental
lead, even a drum beat if you're The National.
A good pop song should have multiple strong
hooks that are distinct enough to identify
the song at a glance, keep the listener consistently
engaged throughout its runtime, and ultimately
make the song stick in your head.
So these level gimmicks in Sayonara Wild Hearts
are hooks.
They give each level its individual flavour
keep you engaged by constantly changing the
gameplay style on you, while keeping its core
foundation simple.
Even just a shift in perspective, such as
looking backwards from in-front so the controls
are reversed, or limiting your peripheral
vision in the first-person goes a long way
in ensuring there’s no chance of you ever
getting bored.
However, levels are so short that the hooks
are almost over as soon as you hit a groove.

Chinese: 
无论是副歌里洗脑的人声旋律
一段大胆的乐器主音
甚至只是一段鼓点
例如The National乐队
一首优秀的流行歌要有多个强记忆点
而且足够鲜明，让人一下就能认出来
在整首歌中持续提供参与感
最终把这首歌刻进你的大脑里
所以《狂野之心》这些关卡中的小花招
正是记忆点
他们赋予了每个关卡独特的风味
通过不断的改变游戏玩法吸住你
同时保持核心足够简单
有时仅仅是更改了视角
例如从前向后的视角造成操作反转
或者用第一人称视角限制视野
都非常成功的确保了你不会无聊
同时关卡又如此的短
你刚体会到要领，记忆点就要结束了
以关卡 Heartbreak IV 举例

Chinese: 
这关中引入了画面两侧的传送门
这个机制发展了不到一分钟
然后关卡结束
边缘传送门再也没有复现在游戏里
在游戏最后一刻
有一个轻灵的滑行动作
大概持续了5秒钟
然后就结束了
游戏无情的向你抛出新的记忆点
然后在用滥之前迅速丢弃
这正是流行音乐的做法
一些记忆点会在多个关卡中延续
在此过程中不断演化
有的会在后面作为组合曲的一部分回归
但是你始终得不到满足感
因为没有体验到机制的全部
这是一种持续的勾引，让你渴求更多
勾着你不得不回头再玩一遍
就和你会反复听你最爱的专辑一样
这些记忆点不都是原创的

English: 
Take the stage Heartbreak IV, which introduces
portals on each side of the screen that teleport
you across.
This mechanic is explored for not even a minute,
then the level ends, the side-portals are
gone and they never return.
In the last minute of the game there’s an
ethereal skateboard grind that lasts all of
5 seconds and that’s it.
The game relentlessly throws new hooks at
you and just as quickly discards of them before
they get stale, in much the same way as a
pop song does.
Some hooks may span a couple of levels, evolving
in the process, and a few return later in
the game for a medley, but you never feel
completely satisfied that you got the full
experience with any of the mechanics.
It's a tantalising taste that leaves you wanting
more, drawing you back to the game to play
it over again, just as you do with your favourite
albums.

Chinese: 
事实上它们大部分跟更早期的游戏相似
《狂野之心》对于它受到的广泛的流行文化启迪毫不遮掩
并且自豪的发挥着自己的影响力
总体而言它让人回忆起
《创》，《魔卡少女樱》还有《歪小子斯科特》
音乐上它有
CHVRCHES, M83 和 Carly Rae Jepsen 的影子
玩法上它的根源来自于街机游戏
例如 Outrun，《太空哈利》和《铁板阵》
《狂野之心》广泛的借鉴了各种游戏里的小点子
从3D索尼克到星际火狐
从 Rez 到铁甲飞龙
用来保持游玩过程的新鲜感
流行音乐经常被指责缺乏创意
因为它过于依赖其他声音
它从跨越地区和流派的音乐风格中取材
再覆上一层闪亮的光泽
这成就了流行音乐中百花齐放的流派

English: 
These hooks aren’t all entirely original
though, instead they’re often references
to older games.
Sayonara Wild Hearts is unashamed of its wide
set of pop culture inspirations and wears
their influences proudly.
Conceptually it’s reminiscent of Tron, Cardcaptor
Sakura and Scott Pilgrim.
Musically it has shades of CHVRCHES, M83,
and Carly Rae Jepsen.
And its gameplay roots are in arcade titles
such as OutRun, Space Harrier and Xevious.
But Sayonara wildly borrows small ideas from
a diverse range of games, from 3D Sonic and
StarFox, to Rez and Panzer Dragoon, in order
to keep the playstyle fresh.
Pop music is often called derivative due to
its reliance on other sounds.
It borrows liberally from other genres and
styles of music from across the world, and
covers it with a glassy sheen.

Chinese: 
并为声音实验留下了空间
也把难以接触的音乐形式开放给大众
从而促进了音乐的发展
流行乐就像人类智慧的拼贴画
包装在光亮的糖纸内供给每个人品尝
它可能听起来缺乏原创
结构简单
主题也有些虚伪
但也恰恰是这些让流行音乐得以流行
无论《狂野之心》看起来或玩起来如何
它都不是一个节奏游戏
也不是一个竞速游戏
它不是无尽跑酷
不是弹幕躲避
也不是光枪射击
它含有所有这些类型
但又不仅是其中任何一个
《再见狂野之心》是一个“流行”游戏
它采取了一个简单的基础
用多个迅速抓人的记忆点来扩充

English: 
This creates a wide diversity of sound within
pop music, and provides a space for experimentation,
in which less accessible forms of music can
be introduced to a broader audience, and niche
voices amplified.
Pop is then a musical collage of the world’s
shared experience, wrapped up in a glossy
packaging that everyone can appreciate.
It may be derivative in its sound, simple
in its composition, and vapid in its themes,
but these are the things that make pop Pop.
Despite how it plays or looks, Sayonara Wild
Hearts is not a rhythm game or a racing game.
It's not an endless runner or a bullet hell
or a rail shooter.
It's all of these genres, and yet it's none
of them.
Sayonara Wild Hearts is a pop game.
It takes a simple foundation, augments it
with a diverse set of rapidfire hooks, and

English: 
pairs it with a universal story of love and
heartbreak.
Instead of degrading music to just its rhythm
and using it as a mechanic, Sayonara Wild
Hearts inhabits the very ideals that make
pop music what it is and builds a game out
of them.
And just like my favourite albums and songs,
it’s a game that I will be returning to
over and over again.

Chinese: 
再结合关于爱和心碎的普适故事
《狂野之心》没有将音乐降格成为旋律
仅仅作为一个机制使用
它抓住了流行音乐美好的理念
在此之上建筑了一个游戏
正如我最爱的专辑和歌曲一样
这个游戏我将会一次再一次的回顾
