» 您尚未登录:请 登录 | 注册 | 标签 | 帮助 | 小黑屋 |


发新话题
打印

三年9部千万级作品!!!

posted by wap, platform: LG
引用:
原帖由 @混血王子  于 2020-5-12 13:31 发表
那叫性能指标,performance ,帧数和画面本质上好不好看有个毛线关系
你太狭隘了,以下这段是IGN对阳光马里奥画面的评论,你自己去感受一下画面和机能有没有关系


The phrase "for the sum of all its parts" comes to mind when trying to describe Super Mario Sunshine's graphics engine. It has a style all its own. Vibrant almost to the point of blinding, the art style and texture designs are unlike anything we've seen before. There's no mistaking it for a Mario game. The engine runs at a mostly smooth 30 frames per second, and is a mixed bag of good and bad technology.

Starting with the good, Super Mario Sunshine's draw distance is awesome. You can see clear across every world in the game. Everything from the trees and enemies is visible. It's not just for bragging rights, either. When you're on the hunt for coins or a certain item you'll be able to see it even if it's what seems like a mile away. Above all, this is probably the engine's best strength.

Second to it are the water effects. It should come as no surprise that a title based on a tropical island has stunning water. Almost everywhere you turn you'll see a stretching sea of sparkling water. Notably, it is not flat or boring. Nintendo has mastered the physics and "glitter." The rolling waters feature several texture layers that provide a near-perfect shimmering effect under the bright sun. It is exactly the effect that Wave Race: Blue Storm was missing. Refraction, which bends the images behind water, is also done nicely. You'll see plenty of it as you spray water around the worlds. The reflections on still water are also a pleasant touch. If you create puddles below Mario, you'll see his reflection appear before it evaporates.

There are many subtle touches on the visuals. The goop and colored paint that is scattered throughout the world will stick to Mario, causing him to leave behind footprints or a murky cloud if he rinses off in the water. And, if you prefer, you can spin Mario around quickly to shake off the paint and watch as the particles go flying about.

本帖最后由 psi 于 2020-5-12 13:41 通过手机版编辑


TOP

这是要恢复战区荣光么?

可惜大家年龄都大了,只想看troll自己表演不想参与了



TOP

posted by wap, platform: iPhone
引用:
原帖由 @nikutai  于 2020-5-12 12:40 发表
比烂有意思么?
你说psv烂还是黄金深渊烂?


TOP

引用:
原帖由 nikutai 于 2020-5-12 03:15 发表
posted by wap, platform: Android
NGC时难道不是这样?为啥没人买帐?也就这十来年突然成了脑白金信仰。
说任天堂对game play不懈追求是指企业的目标和方向,但不代表经凭这点每一次主机大战任天堂都会赢,对手也不是不能比你做的更好,当硬件相比对手失败时(NGC在硬件的玩法拓展上相比对手没有突破,甚至手柄功能性还落后了),再加上一些时代因素(PS~PS2时期正式电影化和CG大行其道之时),失败是完全合理的,但从今天向后看任天堂的发展史,对game play的追求确实是任天堂最显著的标志。

TOP

posted by wap, platform: HTC
也就骗这一年了。明年你看还有人买老任的游戏吗?

TOP

引用:
原帖由 老牛吃嫩草 于 2020-5-12 03:18 发表
posted by wap, platform: OPPO
恩,没错,所以其他竞争者都是在非游戏方面“哗众取宠”,比如sonyx海x神xx生还者等等对吗...







其实还真就是这样,即便不玩不喜欢任天堂游戏及口味(比如我),也得承认老 ...
个人不这么认为,老棒鸡光环的游戏性高耸入云、瑞奇与叮当的游戏性打上任天堂LOGO毫不违和,这样的例子我还能举出很多,很多3A游戏都是画面演出和游戏性双高的,但这些游戏与任天堂游戏的区别在哪里?只是任天堂在游戏性的道路上坚持的更久罢了。任天堂大量IP都是从8位、16位机一路进化过来的,而现在这些3A大作IP能延续多久呢?

所以不是说现在任天堂那些第一方游戏的game play真的神到其他游戏公司难以触碰,而是任天堂几十年如一日的坚持形成了一定的光环效应,自然成了game play典型和代名词,这对任天堂的第一方游戏销售是有帮助的。

TOP

posted by wap, platform: 小米NOTE
引用:
原帖由 @nikutai  于 2020-5-12 06:51 发表
索软就算游戏老套,至少人家还有画面。
再说,人家也没把人设世界观设定从80年代用到现在。

本帖最后由 nikutai 于 2020512 06:54 通过手机版编辑
别扯有的没的好吗,列几个游戏出来我看看,什么叫革命性,什么叫不腻,好不好?喷了半天任天堂,自己一个游戏列不出来?

TOP

posted by wap, platform: VIVO
引用:
原帖由 @丹尼K  于 2020-5-12 15:47 发表
也就骗这一年了。明年你看还有人买老任的游戏吗?
一直以为a9的无脑黑是最多的。。泥潭好歹也是中老年论坛。。这下限尼玛同样深不见底啊。。

TOP

posted by wap, platform: Android
奥德赛和马车都是60帧吧感觉

TOP

引用:
原帖由 丹尼K 于 2020-5-12 15:47 发表
posted by wap, platform: HTC
也就骗这一年了。明年你看还有人买老任的游戏吗?
拭目以待

TOP

ns游戏买了不少,但前十一个没有。。。

TOP

发新话题
     
官方公众号及微博