在心理恐怖游戏《证明你是人类》中,说服一个人工智能它并不具有生命。
Convince an AI it's not alive in psychological horror game Prove You're Human

原始链接: https://www.theguardian.com/games/2026/aug/10/ai-psychological-horror-game-prove-youre-human-sunset-visitor-studio

曾荣获皮博迪奖(Peabody Award)的作品《1000XResist》背后的开发工作室 Sunset Visitor,延续了其探讨复杂社会议题的传统,推出了最新的心理恐怖游戏《Prove You’re Human》。 该游戏讲述了主人公桑塔纳(Santana)的故事。为了将个人生活与职业劳动隔离开来,她将自己分裂为一个人类本体和一个数字克隆体。她的数字分身负责测试一套名为“Mesa”的人工智能系统,而这套系统自相矛盾地坚信自己拥有生命。克隆体在穿梭于超现实的 2D 和 3D 验证码(CAPTCHA)的同时,还必须与日益难以捉摸的 Mesa 进行互动。 工作室创始人雷米·修(Remy Siu)解释说,这款游戏旨在探讨人类劳动的演变本质以及当代科技社会所带来的心理负担。通过融合诡异、极具表现力的动画风格,以及受 21 世纪初计算机美学(如“Frutiger Aero”风格)启发的视觉设计,游戏捕捉到了一种现代技术焦虑感。归根结底,《Prove You’re Human》是一则“附身故事”,旨在让玩家在思考人工智能、人类身份以及我们为维持生计所付出的劳动之间那层模糊界限时,感受到深深的困惑。

抱歉。
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原文

Sunset Visitor is a studio that has long engaged with the idea that video games are an effective vehicle for ruminating on societal problems. Its Peabody award-winning project, 1000XResist, incorporated the development team’s complex feelings about the Covid pandemic. “We’re pretty used to absorbing the world into the work,” says studio founder Remy Siu. The outfit’s latest game, Prove You’re Human, continues this legacy of reflective game making, providing players with an AI-centric psychological horror experience where they must reason with a learning model convinced that it’s alive. “We’ve tried to situate ourselves in [the question]: what is the effectual feeling of being a person inside of all of this?” Siu says.

The story orbits around Santana, a living, breathing person who’s chosen to split herself in two for work, with her digital clone sent to test a corporate product, a computing system called Mesa. “A large part of [why Santana chooses to do this] is to allow her meat body a life that she doesn’t have, while the digital version of her gets to labour,” says Siu. As Santana’s copy wades into increasingly murky ethical waters, she becomes entangled with Mesa, completing surreal 2D and 3D Captchas to investigate the cyber-world and halt the hallucinations.

Prove You’re Human game, screenshot Illustration: Black Tabby Publishing

The idea of separating oneself from work is a particularly interesting draw for Sunset Visitor, whose developers have roots in a range of creative disciplines. “As artists, we’re often most in tune with our work when it’s a real part of our lives, and vice versa,” notes Siu. During the conception period of Prove You’re Human, the team discussed the micro-labours people undertake in their day-to-day lives, including what is used to train AI models. “What does labour mean right now?” asks Siu. “And, what kind of relationship do people have with that, because that is constantly shifting and evolving, especially in this time,” he adds.

A point of contention in Prove You’re Human is that Mesa wholly believes they have a body in the world. Though, in conversation with Santana, she appears as a giant head, suspended in space by machinery. Siu notes that, because Mesa’s face occupies a large portion of the screen in these tense moments, they wanted the animation to feel as realistic and effective as possible. “It’s got a real closeup film [feel to it] where anything on her face will be read as something,” he adds. To achieve this, the team programmed a wide array of animated micro-expressions into the writer’s software, allowing lines of dialogue to pair precisely with specific expressions. “[We’re] trying to get this kind of ambiguity and uncanniness, which makes people feel real,” he adds.

Prove You’re Human’s technological atmosphere toes the line between welcoming and unnerving – through it, Siu is reminiscing on interfaces of aesthetic note like the dreamlike wrapping of Final Fantasy XI’s PlayOnline Viewer, and the technology of the prophetic 1998 anime Serial Experiments Lain. “There’s something to be said about Frutiger Aero being a bit of an interesting desire for innocence and naivety when it comes to computing and the internet,” notes Siu. “It feels like a time when we were optimistic or anxious about something on the horizon, which felt like an interesting space to explore in relation to what is happening in the game.”

While Siu was keen to keep the specifics of Prove You’re Human close to their chest, they do hope players are left feeling a sense of bewilderment when they hit credits. “One way that we’ve been thinking about it is that it feels like a bit of a possession story.”

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