回复主题: ign对kz2与geow的和谐评价
作者:piglet

我来和谐翻译一下吧

While not featuring as much normal mapping in pro-pixel leatherization diffusion as Gears of War, it bests it in other ways. For one, there's more polygonal detail in, well, everything. Soldiers' faces looked unbelievable, and while you can pick out polygons while studying their shoulders, we must repeat that you have to study them. Streets and buildings are lined with stuff, and there's not really a better way to encompass that. Power lines, boxes, railings, window sills, trash... it's all there. While there aren't as many effects going on as we've seen in some UE3 gamers, there's unmistakably more detail to everything.

虽然没有鸡鸭鹅那么多的……(专业名词,不会翻),它在其它方面胜出。比如,更多多边形。士兵的脸看起来不可思议,虽然仔细看他们的肩还是有多边形感觉。必须强调需要仔细看才能察觉。街道和建筑很复杂,构建得不能再好了(这句不知道怎么翻才贴切)。电线、箱子、栏杆、窗台、垃圾……都有。虽然不像基于UE3的游戏有那么多特效,但是肯定有着更多的细节。

The lighting is also smoother. While UE3 games like Gears boast realtime lighting for everything, Killzone 2's lighting scheme mixes realtime and pre-canned lighting for an extremely smooth and, frankly, extremely impressive lighting model. The art direction, what with its dark colors and overly-gritty feel, keep the game from looking "real", but that doesn't mean it isn't absolutely immersive. I will personally say that I can't remember seeing a more impressive lighting model than this. More realistic? Maybe. But more impressive? No.

光照感觉更柔和。基于UE3的游戏比如鸡鸭鹅夸耀每一样东西都有即时光照,而KZ2的光照是混合了即时光照和预渲染光照以求得极其柔和,给人极深印象的光照模式……(后面就是感性认识,翻不好也就不翻了)


简单说,人家就说了KZ2特效用得没鸡鸭鹅多,光照不是全即时的,但是多边形比较多。画面给人的感觉是很好的(其实我看包括我在内的很多RF、FSF也同意看起来不错)。至于是不是体现了神姬的机能不足,反正天师等人是不会同意的



[登录后才可回复]