South of Midnight Wins Game of the Year at Games for Change
《午夜之南》在「遊戲變革獎」中榮獲年度最佳遊戲
更新於: 2026年7月23日 上午01:15
On July 21, 2026, the gaming world turned its eyes to New York for the annual Games for Change (G4C) Awards.
2026年7月21日,遊戲界將目光投向紐約,關注一年一度的「變革遊戲獎」(Games for Change Awards,簡稱G4C)。
The top honor, Game and Experience of the Year, was awarded to South of Midnight, an action-adventure title created by the Montreal-based Compulsion Games.
最高榮譽「年度遊戲與體驗獎」(Game and Experience of the Year)頒給了《午夜之南》(South of Midnight),這是一款由總部位於蒙特婁的Compulsion Games工作室所開發的動作冒險遊戲。
Selected from entries spanning 42 countries, the game was celebrated for its deep social and cultural impact.
該遊戲從涵蓋42個國家的參賽作品中脫穎而出,因其深遠的社會與文化影響力而備受推崇。
During the ceremony, leadership noted that the journey of returning to independent development mirrors the game's own themes of resilience and facing the unknown.
在頒獎典禮上,負責人指出,重返獨立開發的歷程,正呼應了遊戲本身關於韌性與面對未知的主題。
Set in a fictionalized American Deep South, the story follows Hazel, a young woman navigating the aftermath of a devastating hurricane.
故事背景設定在虛構的美國深南部,描述年輕女子海柔(Hazel)在毀滅性颶風過後所展開的旅程。
By mastering ancient powers and confronting folklore-inspired creatures, she uncovers long-hidden family secrets.
她透過掌握古老力量並對抗民間傳說中的生物,揭開了塵封已久的家族秘密。
As the industry evolves, titles like South of Midnight, alongside other notable winners like Consume Me and And Roger, prove that video games are a powerful medium for storytelling and social connection.
隨著產業發展,《午夜之南》以及其他知名獲獎作品如《Consume Me》和《And Roger》,證明了電玩遊戲是傳遞故事與連結社會的強大媒介。
