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标题:ign对kz2与geow的和谐评价
时间:08-05-21 18:35
作者:hexie

其中画面的一段

Indeed, it's quickly apparent that Guerilla has come much closer to the original trailer than most anyone thought possible. It's not 100% identical to be sure, but there are times (quite often) when it's really, really damn close.

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.

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.

大意kz2damn close朝着制作组希望的(估计E3 05)。不像geow那样那么多法线在预象素、皮革化漫反射以提高低模光照的真实性。而kz2是用更多多边形来提高真实性, well, everything. Soldiers' 脸looked unbelievable。这么多细节在ue3的游戏里是看不见的。

光照,Ue3的光照用大量强光照每个物体(太过滥用光,无那种间接性光照真实性)。而kz2的有大量直接、间接、漫反射、柔和的光照。小编(自己认为)从没有过如此印象深刻的光影,更真实的光影可能会有,但是更令人印象深刻的光影没有。

http://ps3.ign.com/articles/803/803129p1.html
-----------------
kz2其实画面是不错的游戏,不知道为什么这么多人喷他,有点不平。





回复列表 (67)
#2 村上春樹 2008-5-21 18:36
http://ps3.ign.com/articles/803/803129p1.html

原來LZ挖的是2007 E3的老文啊:猴子赞同: 那時IGN 看過GEOW 2了嗎?

這段請lz自我翻譯一下

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

[ 本帖最后由 村上春樹 于 2008-5-21 18:37 编辑 ]

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#3 取暖的刺猬 2008-5-21 18:37
kz2damn close朝着制作组希望的
well, everything. Soldiers' 脸looked unbelievable

怎么翻译的:哇哦(赵叔专用):

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#4 hexie 2008-5-21 18:39
kz2damn close朝着制作组希望的
well, everything. Soldiers' 脸looked unbelievable

怎么翻译的

-----------
意会,呵呵

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#5 村上春樹 2008-5-21 18:40
LZ 還欠著我的問題沒答呢,能自我回應一下嗎?

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#6 hexie 2008-5-21 18:43
也就是geow的光是每个物体都投上大量光注意"boast"没有间接、漫发射表现。



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#7 村上春樹 2008-5-21 18:44
原帖由 hexie 于 2008-5-21 18:43 发表
也就是geow的光是每个物体都投上大量光注意"boast"没有间接、漫发射表现。


喔,怎麼看出間接、漫發射的?

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

要你好好寫出一段中文翻譯作不到嘛?

===================
#8 hexie 2008-5-21 18:45
kz2混有实时和预渲染,extremely smooth and, frankly, extremely impressive lighting model。

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#9 村上春樹 2008-5-21 18:46
原帖由 hexie 于 2008-5-21 18:45 发表
kz2混有实时和预渲染,extremely smooth and, frankly, extremely impressive lighting model。


算你半對,紅字部分寫中文,別答什麼漫設間接射了,於下面這句看不到

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

===================
#10 moonworm 2008-5-21 18:50
看楼主的翻译想到了盘神
原帖由 PSONY 于 2008-5-7 7:26:00 发表
直接、间接、软、环境、刺目、多色、漫光照以及自阴影、软阴影、漫射阴影!这游戏的技术含量太NB了!!!


[ 本帖最后由 moonworm 于 2008-5-21 18:51 编辑 ]

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#11 村上春樹 2008-5-21 18:51
光看LZ連「well, everything. Soldiers' 脸looked unbelievable」都弄不出中文,怎能要他做正常的翻譯呢?

還漫射與間接反射,亂翻譯只是顯得自我能力的拙劣與欺騙自己與網路大眾一樣無鑑別力而已

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#12 hexie 2008-5-21 18:53
从句子可判断作者意图玛,前面说了kz2 The lighting is smoother。而geow是boast每个光在每个物体。后面再进一步说明kz2的光 extremely smooth and, frankly, extremely impressive lighting mode了。英语这东西要意会。

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#13 moonworm 2008-5-21 18:53
ign到底是不是渣站?

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#14 AngelKillerr 2008-5-21 18:53
他英文需要查字典当然翻译不出来了。不过谁能推荐一个变压器没有风扇的噪音,还能带动Xbox360的?

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#15 hexie 2008-5-21 18:54
「well, everything. Soldiers' 脸looked unbelievable」这一句都看不懂么。

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#16 村上春樹 2008-5-21 18:55
原帖由 hexie 于 2008-5-21 18:53 发表
从句子可判断作者意图玛,前面说了kz2 The lighting is smoother。而geow是boast每个光在每个物体。后面再进一步说明kz2的光 extremely smooth and, frankly, extremely impressive lighting mode了。英语这东西要意 ...


哪裡看出漫射與間接射?

:猴子赞同:

意會個鳥.

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#17 村上春樹 2008-5-21 18:56
原帖由 hexie 于 2008-5-21 18:54 发表
「well, everything. Soldiers' 脸looked unbelievable」这一句都看不懂么。


大家都懂,就考考你怎麼翻成中文啊?看你天真的,還跟人談翻譯要意會呢

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#18 村上春樹 2008-5-21 18:58
ign 告訴讀者,geow 是全即時光照,KZ 2混合美工畫上去的光照(PRE-CANNED便是這意思,預先做好)與即時光照。

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#19 yilaguan2k2 2008-5-21 18:58
我喷游戏不喷人,当大家看不懂英文吗?
“Ue3的光照用大量强光照每个物体(太过滥用光,无那种间接性光照真实性)“
就这句话就看出你翻译时所带有的倾向性了。

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#20 hexie 2008-5-21 19:03
我喷游戏不喷人,当大家看不懂英文吗?
“Ue3的光照用大量强光照每个物体(太过滥用光,无那种间接性光照真实性)“
就这句话就看出你翻译时所带有的倾向性了。


---------------------
是的这句我是有倾向性,原句意思只是说ue3用大量光投在每个物体上。

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#21 tripx 2008-5-21 19:03
不管如何,拿KZ2和GEOW1比,

实在...:D



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#22 yilaguan2k2 2008-5-21 19:05
原帖由 hexie 于 2008-5-21 19:03 发表
我喷游戏不喷人,当大家看不懂英文吗?
“Ue3的光照用大量强光照每个物体(太过滥用光,无那种间接性光照真实性)“
就这句话就看出你翻译时所带有的倾向性了。


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是的这句我是有倾向性 ...


你这种倾向性带有明显的误导读者的意图,人家明明是中性的语句,到你这就变成贬义了。
发贴前你自己看过自己的翻译吗? 这样的漏洞不是招人来喷你。

[ 本帖最后由 yilaguan2k2 于 2008-5-21 19:07 编辑 ]

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#23 村上春樹 2008-5-21 19:06
原帖由 hexie 于 2008-5-21 19:03 发表
我喷游戏不喷人,当大家看不懂英文吗?
“Ue3的光照用大量强光照每个物体(太过滥用光,无那种间接性光照真实性)“
就这句话就看出你翻译时所带有的倾向性了。


---------------------
是的这句我是有倾向性 ...


IGN 提出的GEOW 即時兩詞被你吞了?看到KZ 2後面有PRE-CANNED嚇到得藏起來不見人?

[ 本帖最后由 村上春樹 于 2008-5-21 19:07 编辑 ]

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#24 苍月 2008-5-21 19:08
事实上GOW1也没什么不能和KZ2比的。两个游戏侧重点不同。KZ2虽然有更好的爆炸效果,子弹打中土地激起的尘土也更好些。但若比材质,KZ2就太一般了。各有千秋吧。

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#25 苍月 2008-5-21 19:10
的确有很多喷KZ2的贴子,不过我感觉更像是喷天师和盘神的。反而与KZ2本身没有更大关系。:D

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#26 cfqxd 2008-5-21 19:12
lz你不翻译也罢,论坛里能看懂英文的也不少,你要是翻译了还加上自己的偏见,把中性的语句翻译得带歧视,那你就不要说那是ign的评价,那时你的评价,还英语这东西要意会,我没看出初中生就能翻译的东西有什么要意会的

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#27 yilaguan2k2 2008-5-21 19:14
这坛子里喷KZ2楼最高是我那个帖子,请所有觉得不平的去看主楼。
我的对KZ2的评价是,画面中等偏上,这才是和谐的评价。

[ 本帖最后由 yilaguan2k2 于 2008-5-21 19:23 编辑 ]

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#28 苍月 2008-5-21 19:16
不过话说KZ2的爆炸效果确实不错。希望GOW2也有所改进。

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#29 cfqxd 2008-5-21 19:17
觉得那多边形来堆的时代已经过去了,但使用多边形可以相对更容易的实现光照,如果用了法线贴图还想做出比较好的阴影,就得像ue3那样超级采样,一般小厂怕是没有那么大实力,其实kz2没必要画面上一流,有特色就可以了,使命召唤4的战场感觉很震撼,但画面并不是很一流,光晕3锯齿也很明显,但是场景宏大,ai一流,这些都是好游戏,与其花费这么大的力气拼画面,不如改善画面之外的东西

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#30 cfqxd 2008-5-21 19:19
苍月你觉得,如果把法线贴图+全局光照+超级采样的阴影做到像geow2那样,一台主机还有多少资源来实现复杂的粒子特效啊?

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#31 苍月 2008-5-21 19:24
原帖由 cfqxd 于 2008-5-21 19:19 发表
苍月你觉得,如果把法线贴图+全局光照+超级采样的阴影做到像geow2那样,一台主机还有多少资源来实现复杂的粒子特效啊?

========
只是美好的愿望,呵呵。视频中主角身边爆炸的那个机械体让我很不爽。一直都是SF由其是天师的把柄。

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#32 苍月 2008-5-21 19:30
不过看来还是EPIC技术比较先进,出游戏引擎一套就行了。不像KZ2这么多体力劳动。

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#33 cfqxd 2008-5-21 19:32
那个爆炸确实不爽,貌似一代里面也没有印象很深刻的爆炸,UE3最大的优点就是解放美工,不然就凭epic那四十多个人,能用两年就搞出个战争机器来?

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#34 WANNZ 2008-5-21 19:34
geow 是全即時光照?:企鹅抽筋蹬腿: :企鹅捶地: :肥雀寒:

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#35 realclone 2008-5-21 19:49
IGN又成神站了:悠嘻猴放炮:

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#36 jfb 2008-5-21 20:03
翻译成这个样子, 索黑的太厉害了。

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#37 村上春樹 2008-5-21 20:04
原帖由 WANNZ 于 2008-5-21 19:34 发表
geow 是全即時光照?:企鹅抽筋蹬腿: :企鹅捶地: :肥雀寒:


盤盤也來啦:猴子赞同: :猴子赞同: :猴子赞同:

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#38 神话传说3 2008-5-21 20:12
07年的视频评论也拿来说了,,,:企鹅拍你丫的:

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#39 sherho 2008-5-21 20:36
一篇July 11, 2007 的文章,现在讨论的意义几乎没有。还是等KZ2出来了再研究也不迟:笑脸:

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#40 杀气腾腾 2008-5-21 20:40
两款游戏都是必买。。

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#41 hourousha 2008-5-21 20:42

pro-pixel leatherization diffusion
预象素、皮革化漫反射

自某篇龙穴的评论之后
又看到这种NB的名词和翻译了:企鹅抽筋蹬腿: :企鹅抽筋蹬腿:



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#42 west2046 2008-5-21 20:49
製作人:《戰爭機器2》將把X360推向極限 by Levelup.cn

預定在今年上市的《戰爭機器2》將有著更大規模的戰役,更有破壞性的武器並且有著更流暢的畫面。不過還是有不少人想問,這是否意味著遊戲比前作更好呢?

在本週一接受CVG採訪時系列的製作人CliffyB說道:“玩家們應該期待一款全新的完全超越前作的里程碑式作品。”

他接著說道:“(虛幻引擎)從來沒有停止過改進。角色的光影有了大幅度的改進,遊戲的環境將可以被炸碎,樹也是可以像真實物體一樣被砍倒。有太多東西已經改進了,這一作的規模會是前作的5倍。我想這款遊戲也將展示出引擎的表現也比原來的更加流暢了。”

CliffyB認為他和他的團隊已經把X360這台接近三歲的遊戲機推到了極限“因為這次X360並沒有變得更強,X360還是X360。這是一個限定的平臺,它不變,(要想讓遊戲更棒)我們就得往前進步。”

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#43 WANNZ 2008-5-21 20:49
原帖由 村上春樹 于 2008-5-21 20:04 发表


盤盤也來啦:猴子赞同: :猴子赞同: :猴子赞同:


A9让你一同进了XHW
觉得心里过意不去
这不,来TG看你了么

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#44 cfqxd 2008-5-21 20:56
盘盘还是用psony xx 的号吧,让大家知道你来了

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#45 村上春樹 2008-5-21 20:58
原帖由 WANNZ 于 2008-5-21 20:49 发表


A9让你一同进了XHW
觉得心里过意不去
这不,来TG看你了么

沒關係啊,A9 現在也在悼念,我沒差.

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#46 DBTEL 2008-5-21 22:38
原帖由 WANNZ 于 2008-5-21 20:49 发表


A9让你一同进了XHW
觉得心里过意不去
这不,来TG看你了么


听说你在LU永远XHW了,怎么回事啊,张小姐不是LU的斑竹么,都不罩你,真是的

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#47 moonworm 2008-5-21 22:49
原帖由 DBTEL 于 2008-5-21 22:38 发表


听说你在LU永远XHW了,怎么回事啊,张小姐不是LU的斑竹么,都不罩你,真是的

张静怡?

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#48 piglet 2008-5-22 01:00
LZ真的以为别人都看不懂蝇文?或者以为别人最多停留在天师那much of、as solid as的水平上?

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#49 piglet 2008-5-22 01:24
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

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#50 piglet 2008-5-22 01:25
Google了一下,找到这篇文章

http://www.tomgame.com/news/1000028167/

[PS3]【原文翻译】killzone2 之印象――注意:ign并没有说kz2技术如何强大

E3 2007: Killzone 2 Impressions

killzone2 之印象

Yes, it's real.是的是真的!

by Chris Roper
July 11, 2007 - Note: Images and video coming very soon.注意图形和视频会紧随其后的。

Tonight, Sony Computer Entertainment finally pulled the curtains back from its highly-anticipated first-person shooter, Killzone 2. The console giant has been entirely mum on the game since its debut at E3 2005, and though it started with tremendous hype, gamers have grown more and more weary over its status as time has gone on. The issue up until now has been that as impressive as the trailer was, it was all pre-rendered, and being that no one has really heard about the game in nearly two years now (aside from an SDK demo at this year's GDC which was in no-way indicative of the actual title), gamers everywhere have simply had to speculate as to whether or not it would live up to the extremely impressive trailer. And perhaps more so, whether or not said pre-rendered footage would doom the game to become a disappointment.
今晚,sony娱乐公司最终展示了令人期待的fps游戏kz2。自从05年e3后ps3上的kz2一致保持沉默,由于当初的视频具有欺骗性,随着时间的推移玩家们这款游戏的地位(期待)也变得越发疲倦。直到现在结果出来了,效果和当初(05年e3)游戏展示一样令人印象深刻,当初的视频完全是预渲染的(pre-rendered,预备渲染:可以理解成纯粹cg),从05e3到现在2年时间里这个游戏几乎消声匿迹,全世界的玩家只是怀疑是否真的存在这样一款超强画面的游戏。也许更严重的是,当时展示的画面说不定会毁了这款游戏(由于展示画面和实际游戏巨大的差异)。

Tonight's demo opened very similarly to what we saw two years ago. Clouds canvassed the screen until a soldier's head crept into view. He and others on his "cargo" vessel converse in short and abrupt sentences about how they're on their way to certain death. The scene is extremely similar to the lead-up to the invasion on Normandy Beach - certain hell is ahead, and the soldiers can't help but hold on to their helmets and hope to make it to the war zone intact and actually have a fighting chance.
今晚的游戏演示内容和两年前类似。。。。。(以下描述画面情节,与2年前类似,运输机降落。。。等等)


A couple more vessels come into view, engines kicking below their flat surface while soldiers can only crouch and hold on to the thin railing. There's no protection here, nor even seats. Just as the clouds begin to part, one of the vessels is hit by incoming fire and begins plummeting to the very expansive city below. After falling for what seems like an eternity, it finally lands in a ball of flame as soldiers on the other vessels talk about how they're certain to die. Their commander tells everyone to lock and load...
画面中又出现两个飞艇,引擎产生的气流使得甲板上的士兵只能抓住护栏匍匐蜷缩着。飞船上没有座位和保护。当烟雾散开,其中一个飞船被集中,冲向广阔的城市建筑物。这艘飞艇坠毁,形成一个火球,而另一艘飞艇上的士兵们真在讨论他们(坠毁的飞艇上的士兵)是否生还。这时他们的指挥官命令大家锁定目标着陆

The opening was once again fantastic, but we couldn't help but sit there and think, "When are we finally going to see some in-game footage?" The only thing was that we had been looking at in-game footage. As soon as our soldier hits the ground and his gun comes into view, very much like what we saw with the opening to Resistance, we couldn't help but think, "Holy hell, all of that was in-game?"
开始画面令人着迷,我们坐在那里忍不住想“什么时候能看到游戏里的时间画面?”接着我们看到了。士兵们着陆后,他的枪进入视野(指进入主视角),非常象《反抗》的开头部分。我禁不住想“天哪,刚才是游戏的实际画面”

Indeed, it's quickly apparent that Guerilla has come much closer to the original trailer than most anyone thought possible. It's not 100% identical to be sure, but there are times (quite often) when it's really, really damn close.
确实,这个demo所能达到的接近当初演示的效果是任何人都难以想象的。当然效果不可能100%一致,但是却非常非常接近。
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.
尽管没有战争机器象素中的那么多的通过法线映射产生的皮革散射特效,但kz2在其他方面很强。例如细节方面的多边形更多,嗯,几乎任何东西(的多变形很足)。战士的脸看起来难以致信(真实),而对于肩膀部分,你要仔细观察的才能发现多边形棱角,我们想再说一次你一定要仔细观察。街道和建筑物很丰富。电线、箱子、栏杆、窗台、垃圾桶。。。。到处都是。尽管没有虚幻3游戏中那么多的特效,但是很显然场景中的东西有着更多的细节。

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.
光照也很柔和。虚幻3引擎的游戏例如战争机器中所有的物体都采用实时光照(运算量非常大),然而kz2中的光照采用混合方法既实时光照+预渲染光照,最终形成一种非常柔和并且惊人的光照模型(效果)。尽管在艺术风格上kz2的黑色调以及那钟过度颗粒化的感觉使人有一种不真实的感觉,但并不意味着完全没有身临其境的感觉。我个人认为我从未见过如此令人印象深刻的光照模型(效果)。有比kz2是否更真实的光照?也许有。但是有比它更加令人印象深刻的光照?没有。
译者:目前所有的游戏可以采用实时光照,只是在技术上尽可能的接近真实变化,但是不可能大规模的实用光线跟踪技术,对与假光照通常是实用贴图等艺术手段完成,判断的方法很简单:如果一个游戏采用贴图光影,是无法表现昼夜变化等大面积的光线反射效果,对应特效的应用会很少,否则露馅。

Now for the gameplay... Do you remember what it felt like to first play Call of Duty, with bullets flying everywhere and feeling like safety or even pause was nowhere to be found? That's Killzone 2 in a nutshell. The bullets only stopped when a hallway was cleared and you haven't gotten to the next corner yet. And that didn't happen very often.
现在开始玩游戏了!你记得自己第一次玩使命召唤的感觉么?那种子弹满天飞,找不到安全的地方,甚至不能停下来喘口气。kz2就是这样!子弹仅仅是当走廊中战斗刚结束才停止乱飞下来,没等你走到拐角处,有开始战斗了。并且这种情况(之紧张战斗中的喘息片刻)非常少(译者:也就是说战斗很紧张!)
Taking place in the streets of the city, inside its alley-flanking buildings, on second- and third-story balconies and on a rooftop or two, there were always Helghast about and bullets were always in the air. One theme is clear - you'll never stay put. The demo-er rarely stopped moving, and when he did it was only to take out a single soldier. As soon as that one was dead, he was on the move again.
战斗发生在城市的街道中,在延街的建筑物中:2、3楼阳台、屋顶都有子弹发射过来。一个小场景打过去后,你根本就不能停下来。演示demo的人,在游戏中很少停止移动,当试玩的人停下来的时候仅仅是为了找敌人。一旦另一个死去,他又接着移动。(翻译的不好)


A cover system looks to be in place in some fashion, though it's a little unclear as to how "deep" it is. You're able to lean around the sides of cover or corners to take out enemies, and you can blind fire around and over it (with your soldier holding his weapon sideways as it kicks bullets into uncertain territory). It didn't kick you out to a third-person view ala Rainbow Six: Vegas however, so we're not sure how much you're intended to rely on it.
游戏中有一个现在流行的掩蔽系统,尽管还是不太清楚这个系统的细节。演示中你可以贴到墙角或者掩体上。。。
Speaking of not switching views, there were only two points in the demo where the view was not in first-person. One was at the very end of the level to show off a nice explosion, and another when the level's mini-boss appeared. When the player approached one of the alleyways, the camera pulled away and zoomed in on a massive, chaingun-wielding Helghast soldier, replete with nearly a tanks-worth of armor. He took down a number of AI soldiers before the Guerilla rep was able to stun him with some bullets to the face and then take him out by shooting some energy packs on his back. We expect the rest of the game to play out in a similar manner where most cutscenes leave you in a first-person view, while specific scenes or characters of importance are highlighted.

The big explosion at the end that we referred to has to do with the destruction of an electrical canon, the end-goal of the level. Throughout the mission, the sky lit up repeatedly with lightning that lit up the environment. We originally thought this was solely the work of mother nature and unrelated to the battle, but once we finally got a view of the city from a few stories up we saw that some of the electricity was coming from something man-made, or Helghast-made, to be precise.

The Helghast are capable of utilizing, and perhaps even controlling, the weather. This level has you seek out an electrical canon that first absorbs lightning, and then re-use the energy as an offensive weapon. We're not sure how much weather will play out in the rest of the game, but at the end of the demo Guerilla noted that weather will indeed play a part in actual gameplay, and that the Helghast will certainly make use of it.

-未完-

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