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【IGN开发者专访】摩托风暴和05E3相比究竟怎么样?(英文)

UK, October 16, 2006 - Following last week's hands-on with the latest build of MotorStorm, IGN tracked down Simon Benson, producer at Evolutions Studios, to grill him over what gamers can expect to see in the final game.



IGN: The original MotorStorm E3 trailer looked incredible. How confident are you that the final version of the game will look as good as (or better than) that trailer?

Simon Benson: Obviously we are very proud of what we have achieved with the look of MotorStorm but, more significantly, we are proud of MotorStorm as a whole. The popularity of the trailer wasn't just down to the way it looked, but also the experience that it promised. We are confident that we have managed to translate the incredible moment-to-moment action of the original trailer into the game, which was by far the most challenging task. As for the visuals, people on forums are still looking at our latest screen shots and arguing over whether they are actually in-game shots or from another pre-rendered movie, so I guess that's the proof you're looking for.

IGN: You mentioned the latest build of MotorStorm is faster than the version we saw. What other improvements can we expect to see in the final game?

Simon Benson: Everything is now undergoing a major polish. You can expect more intelligent AI, which gets more brutal as the difficulty increases; a broader sense of contrast between stages, especially with the new lighting conditions; a refined and beautiful menu system; more speed and an incredible new vehicle select system. The 'death camera' system is being overhauled too so that players can enjoy their devastation to the fullest.

It's also worth remembering that on PS3, games continue to improve 'beyond the box' due to downloadable content and for MotorStorm, think bigger than just a few more cars and tracks, so the concept of 'final game' no longer really exists.

IGN: Aside from the cars and bikes in the TGS build of MS, what other vehicles will be playable in the game?

Simon Benson: Every type of vehicle you saw in the TGS demo is available to the player in the full version, so that's seven classes: 4X4s, bikes, big rigs, racing trucks, ATVs, rally cars and buggies. Each stage gives you a choice of vehicle and the challenge is to figure out how to win in that class against the others. The 'MotorStorm' events allow you to choose any class on a giant stage called The Grizzly. Plus the stages are crafted in such a way that each class can find better routes and exploit surface types that play to their strengths. We also have an AI matrix so that certain classes hate others, or are afraid of them, so ATVs are scared of trucks, but will brawl with bikers at any opportunity. Balancing all this has been a real challenge but has produced a truly unique racing genre.

IGN: What cool online services are you planning with game?

Simon Benson: We can't really say a lot right now, but imagine the brutal MotorStorm experience played out with your mates. What could be more fun than punching your best friend off his bike just before the finish line and watching him roll under the wheels of a big-rig driven by your brother - leaving you to take the gold! Also expect brand new tracks, vehicles, characters, game modes and possibly a few surprises available for download too.

IGN: Has the tilt functionality been implemented into the game as a serious control system or more a bit of fun?

Simon Benson: It did take a while to implement but it's more than just a trivial thing, you can get a lot out of it. Our feeling is that what we've done with tilt will be seen by some as the final MotorStorm challenge, whereas others will naturally adapt to it immediately. You know the way about half of gamers use the analogue stick and the other half use d-pad? We reckon that eventually it will be a third using the stick, a third favouring the pad and a third opting for tilt, so its inclusion is all about offering preferences. Besides, it'll be fun to see your mum trying to steer with it as they often tilt the pad anyway!


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开发者确实很自信:D



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皮确实厚:D


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谎言将在12月7日拆穿

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明早我起床这贴还不翻译锁就一个字,大概翻译重点就行了

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by google
西蒙华辉:我们很显然我们已经取得的成就感到自豪与motorstorm面貌,更重要的是,我们为此感到自豪motorstorm作为一个整体. 民望下跌拖不只是为了这样的长相,而且它承诺的经验. 我们有信心,我们已成功地将难以置信的时刻到行动的时刻到了原来的游戏拖车,这是迄今最有挑战性的工作. 至于直观,人们仍对论坛看最新屏幕镜头和争论,其实无论是在游戏还是从另一个镜头前提供电影,所以我猜想的证明你们要抓.     国家地理:您提到的最新建motorstorm比我们看到的版本. 什么其他改进才可以看到在最后的游戏?     西蒙华辉:一切正处于重大的波兰. 你可以期待更聪明哎,愈来愈残酷的难度增加; 更广义的反差阶段,尤其是在新的照明条件; 精致、漂亮的菜单系统; 更不可思议的速度和新车责制. <死亡相机『制度正在大修,使球员能享受过的最大灾难.     这也是值得大家注意,在结业,游戏继续改善越位盒子』由于内容和下载为motorstorm,觉得比只多车轨,所以对'最后一场'不再存在.     国家地理:除了汽车和自行车股份有限公司在建余,还有什么车将演奏的游戏?     西蒙华辉:你看到每一款汽车股份有限公司在演示供玩家在足本,使七类:四轮驱动车、自行车、大钻机,赛车车,atvs,凝聚汽车童车. 每个阶段,为您选择汽车和面临的挑战是如何赢得这一数字阶级反对别人. 『motorstorm'事件让你选择任何一个巨人级阶段称为灰色. 加上精工阶段是这样每班可以找到更好的路线和利用,发挥其优势表面类型. 我们也有一定的阶级仇恨,让爱基别人,还是怕他们,怕得atvs卡车,而且将有机会在斗殴与骑自行车者趋之若骛. 这个平衡已经产生了一种真正的挑战,但真正独特赛车体裁.     国家地理:什么你酷的在线服务与游戏规划?     西蒙华辉:我们真的不能说现在有很多,但残酷motorstorm经验发挥想象出你交配. 怎么好玩比你最好的朋友摘下自行车冲压前夕终点线,他看着滚动的车轮下大驱动钻机令弟-留下你采取黄金! 也期盼崭新轨道、车辆、文字、游戏模式甚或惊喜可供下载.     国家地理:已实行倾斜功能纳入管制制度作为一项严肃的游戏或更多一点乐趣?     西蒙华辉:它的确需要一段时间来落实却只是件小事,你可以找到很多了. 我们的感觉是,我们已经做了一些倾斜可以看出,作为最后motorstorm挑战,而其他自然立即适应. 你知道如何约半数玩家使用类比坚持使用,另一半丁瓦? 我们认为这将是第三次终于用木棒,第三名偏袒垫倾斜,第三选择,因此将其列入给予优惠是怎么一回事. 另外,以后看到你妈妈乐试图以它作为引导他们往往倾斜垫反正!

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引用:
原帖由 网上的final 于 2006-10-17 12:44 发表
by google
西蒙华辉:我们很显然我们已经取得的成就感到自豪与motorstorm面貌,更重要的是,我们为此感到自豪motorstorm作为一个整体. 民望下跌拖不只是为了这样的长相,而且它承诺的经验. 我们有信心,我们已成 ...
还不如不翻

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在将来 我们的语言中 会出现一种 新的 语体 ,称之为google文
就是将自己表达的意思写成英文,然后通过google机器翻译成华丽的中文

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另外,以后看到你妈妈乐试图以它作为引导他们往往倾斜垫反正!

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那位一直逛美国论坛的神人呢?

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能比么?
e305那个motor和f1都是全局光啊好不好。。
达不到当时的效果那是很符合情理撒。。

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翻译。。。。。。。。。

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引用:
原帖由 采姑娘de小蘑菇 于 2006-10-17 18:22 发表
翻译。。。。。。。。。
2楼就是专访的精髓

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引用:
原帖由 网上的final 于 2006-10-17 12:44 发表
by google
西蒙华辉:我们真的不能说现在有很多,但残酷motorstorm经验发挥想象出你交配. 怎么好玩比你最好的朋友摘下自行车冲压前夕终点线,他看着滚动的车轮下大驱动钻机令弟-留下你采取黄金!

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召唤05e3那张车体粉碎的图:D

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