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» 【PS3】The Last of Us The Truck Ambush trailer 720P下载!
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[新闻]
【PS3】The Last of Us The Truck Ambush trailer 720P下载!
chenke
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发表于 2012-5-16 11:59
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IGN先行公布!
trailer源地址
http://www.youtube.com/watch?v=ShP5xn9Tz90
trailer评论源地址
http://www.youtube.com/watch?v=9NVfBfJHatc
我传的720P下载
http://t.cn/zOnNs8g
http://t.cn/zOnOZSA
顽皮狗调整了下Ellie的外貌,去掉了雀斑:D
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本帖最后由 chenke 于 2012-5-16 15:12 编辑
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发表于 2012-5-16 13:06
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原帖由
tripx
于 2012-5-16 12:03 发表
单纯的我还真以为那个人是求救的啊, 真是险恶啊
TLoU刚公布时GameInformer杂志专题文章里有详细的情节描述,后面就是玩家操作部分了,如何用仅有的几发子弹配合Ellie的砖头脱出杂货店...
在一个充满阳光的午间,驾驶着战利品的卡车轰鸣驶入一个看似平静的市区。一首西部乡村经典乐曲从扬声器中悠扬高鸣,然而这却不是从广播传来的歌声。
空旷的街道的尽头却停满了升满铁锈的弃车,拥堵中倒有一条小路可供通行。
“好吧,太棒了,”Joel抱怨着自己把卡车开至死路。
“那现在怎么办?”他的年轻同行伴侣,Ellie问道。
Joel环顾四周,简单地考虑着退回原路。“去它的,”他骂着掉头。
但不过一会儿,一个男子捂着肚子蹒跚的走到车前呼救。Joel见到此景便踩下刹车。
“小心点!我的天啊。我们要不要去帮他?”Ellie 问到。
“把你的安全带系上,Ellie。”
“那这男人怎么办?”
“他根本都没有受伤,”Joel回答着的同时踩下油门。
街上的男子瞬间站直掏出一把枪,并在卡车从他头上碾过之前一枪射穿了挡风玻璃。而此时他的同伙也急速出现。在她们驶过街道时,
一个登上卡车副驾驶侧的人一拳将Ellie边上击碎,玻璃碎渣散落在车内。而此时的卡车虽然摇摇摆摆,但也并未失速。
貌似他们本可以逃脱,直到一辆城市公交侧撞入卡车,使得他们冲入一个废弃的店面。补给品全都掉落在后墙边,留下了Joel和Ellie在座位上眩晕着。
“我还好,我还好,”Ellie喘息着说
“那就出来。快,”Joel答到
突然,拾荒者们破门而入,并把他俩拉开。Joel眼看着Ellie在他面前尖叫,挣扎着被带走,直到Joel的头狠狠地被敲在卡车仪表盘上。
他猛然冲出并推开补给品堆成的障碍物,到了商店的另一边。待他回过神来的同时,一个攻击者突然将他推到一个仅剩一片8英尺大小的玻璃碎矗立着的古老窗框上。
Joel挣扎着抵抗,而此时他的颈部则紧贴着尖锐的玻璃碎片。Ellie则在背后不断的尖叫。
Joel和Ellie已经成功到达了Pittsburgh,但如果此时不抗击那些拾荒者,那么这将是他们旅途的终点。Joel肘击了袭击他的敌人,掀桌并将对方击倒早玻璃碎片上。
当袭击者试图起身时,从喉管涌出的血液喷溅而出。
在附近,Ellie死死咬了按住她的男人一口,却被一掌扇倒在地。她与他缠斗着,试图逃离,而此时Joel冲了过来一脚蹬在了他的头上。而他却还要勉强站起,知道被Joel再一次一拳击倒。
“妈的,他们吃错什么了?”Ellie咆哮到。
“歇一口气,我们要逃了,”Joel说。
“当心!”
当更多拾荒者们进入了店铺,Joel和Ellie分头找到掩体。“他在柜台后面,”一个人呼喊道
Joel在黑暗中掏出了手枪。在屋子里唯一的光源便是窗外撒入的阳光。只能看到对方黑暗的轮廓小心翼翼缓慢接近他们。这时Joel突然串起开枪射倒一人。他匍匐前进到一个新地点并试图向另一个目标射击,但他却没有了子弹,按动扳机的空膛声响彻整个空间。
听闻这声响,敌人嘲弄折Joel并向他的位置步步紧逼。Joel没有子弹也就没了武器。这处境十分糟糕。
“嘿,看!”Ellie向对方脸上扔去砖块后叫着。晕旋着的敌人咒骂着,但这已经足够让Joel翻出柜台直接击倒他。
“背后!”她警告着。但太晚了,另一个人拿着2x4木条挥在了Joel的背上。
他迅速躲避了第二击并空手夺走他的武器。Joel将其击倒在地后,刚将木棒举过他的头顶。那男人哀求着原谅,但Joel毫不犹豫的对准他的头骨敲击下来。
“在公车后面,”Ellie说到。更多人攀过瓦砾追逐她们。
“天啊。跑,”Joel命令。她们同时从商店一侧潜出。Joel看了下背后,残余的拾荒者们仍在搜寻这充满血迹的现场。
“上帝啊,”其中一个人低语。“大家当心。这人有点儿能耐!”随后他离开了,然而Joel在角落处又看到一人。他潜伏过去并让他窒息了。
“嘿,你找到什么了?”一个人在远处喊着。Joel和Ellie在人接近他们之前偷偷转移,而留下了那具尸体被敌人发现。
“喔,不。嘿,他们在这里。他们仍然在这里!”敌人喊着,Joel捡起砖头扔向他。在敌人还晕乎的时候他用那根木棍干掉了他。在搜索尸体时,他发现了一些子弹,
并装入手枪瞄准一个只拿着铁管子的敌人。
“啊,倒霉,”那人看到手枪后念叨着回头跑去。
Joel紧跟着他,小心的爬过过道,举起枪却没有敌影。只有Joel的脚步声和紧凑的呼吸声。突然,那人从背后尖叫的向他攻来,但Joel转身直接回头开枪。
“好了,我觉得这应该是他们里最后一人。你还好么?”Joel问到。
“嗯,我猜是的,”Ellie回答。
“好吧,因为我们必须从这鬼地方逃出去。”
Joel盯着那辆之前挡路的公交车。“从这条路我们肯定走不回去,你找到什么了么?”他问
“还没有,”Ellie回答。他们在街上四处溜达寻找可能的出炉。一个关闭着的车库似乎很有希望。“嘿,或许我们可以从这儿走。”
“好吧,让我看看我能不能进去,”Joel说着把铁门抬高了十几英尺。“进去。看看你能不能找到支撑物把门撑开。”
Ellie迅速滑步穿过。在她搜索内部的时候只能看得见她的脚。她停止了搜索。“唔,有一些十分糟糕的东西在这儿”她警告说。
“Ellie!”
“好吧,”Ellie突然摆脱之前的犹豫而说着,并找出了门链来拉住门“好了,走。”
Joel穿入后转身拉住门链,慢慢放下大门为的就是不惊扰任何人。当他终于看到屋子里面是,发现许多尸体,大堆的衣服,鞋子,还有一些补给物品。
很显然这个匪团诱使了所有高速公路上的交通进入这一个埋伏点,把任何一个驶入的人都杀了后夺取所有他们的物品。
“去他的猎人们。看,这可能是我们,”Joel警觉地说道。
“老兄,那是很多最后没有成功的人,”Ellie思索着回答。
“我知道我们本该让那该死的卡车调头的。”
“我们活下来了。”
“差一点。好了,让我们离开这儿。”
两人从附近楼梯上楼。
“你怎么知道的?”Ellie问。
“什么?”
“那个埋伏。”
“我曾经为两边做事。”
“啊。”
他们到达了猎人们生活的地方,打开锁后看到大量补给品,还有满地床垫。
“所以,呃,杀了很多无辜的人?”Ellie挖苦着。
“只管搜索这片地方。”
“我会把这理解成肯定的回答。”
“随便你怎么理解。”
他们都花了一些时间搜索这块地方。
“脏衣服,脏衣服,啊,更多的子弹,”Ellie兴奋的宣布。
“好。谢谢你,”Joel言不由衷回复着移动到室外。
“噢,天啊,”Ellie说。
“来吧,你不用这样。”
“我见过更糟糕的。”
“那就好吧。”
Joel瞭望着地平线,翠绿的植物覆盖着城市的建筑。树木从道路迸发出来后随意生长,灌木丛则夹杂在这片海水里,更多充斥着的的废弃的汽车。
“好,那儿就是桥。我们从那儿出去,”他说,但是Ellie已经爬下去了。“Ellie,慢点,等我。”
“什么?我就在这儿。”
“你让我先走如何?然后把你的声音压低就好。”
“好吧,”她嘲讽的用壮汉低沉的语气回答,
他们缓缓地从车海中穿过,并注意到所有车上都有弹孔,而里面则藏着已经死去很久的尸体。这些都指向了一处大门已经被拆卸的隔离区。熟习的隔离墙隐约出现在眼前。
“这里发生了什么?也是你的猎人朋友们做的?”Ellie问到。
“好问题,答案自然是不,我的钱压在军方。”
“为什么他们杀掉所有人?”
“不能让所有人进去。”
“所以就杀了他们。”
“死人不会受到感染。牺牲少数,拯救多数。”
“这真是荒唐。”
“对。”
当车辆间距更加接近,Joel和Ellie开始在屋顶和汽车上行走。
“你知道,除了所有恐怖的事情,这地方实际上有点儿美丽。”
“好吧,一旦我们走出了这个城市,我会停下来问问玫瑰花儿的。”
突然靠近大门附近的一群乌鸦飞起。
“躲起来,”Joel细语。他们都在一辆车的后备箱后躲着。
“什么,那是什么?”
“闭嘴。”
一阵明亮的警笛声响起。两个模糊的人形阴影爬上了车辆
而Demo则落幕了。
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本帖最后由 chenke 于 2012-5-16 13:31 编辑
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IGN最新采访文章来了
还是觉得第一个预告里的Ellie看着舒服...第二个预告里顽皮狗故意将Ellie调整得更幼嫩了,雀斑也没有了
大家可以比较下
全文翻译稍后...
The Last of Us: New Trailer, New Ellie
Joel, Ellie and a whole lot of despair.
by Greg Miller
May 15, 2012
Sure, there's been the occasional quote here and there, but developer Naughty Dog has been really quiet about The Last of Us, its first non-Uncharted PlayStation 3 game. Months ago, we met survivors Joel and Ellie as they battled infected humans turned monsters, but then, the game went dark. Today, Naughty Dog is ready to reveal a new cutscene from the game and answer some questions -- like why the studio already tweaked Ellie's design. Take a look at the trailer below and IGN's Rewind Theater. Then, check back in a bit for a Q&A session with the folks behind the game.
IGN: So, I hear you've changed Ellie. How? I'm watching this trailer and I don't notice any "Cole"-like V-necks or anything. Why'd you change her?
Neil Druckmann (Creative Director): When we came up with the character of Ellie we put a lot of thought into what we wanted her to look like, researching the facial proportions, coloring and bone structures of dozens of faces and bodies. In addition to this, we held numerous casting sessions to ensure we had the right performance capture artist to represent Ellie, eventually selecting actress Ashley Johnson. As we’re still in the midst of development with The Last of Us, the team has been continuing to put a lot of thought into the creation of Ellie. After delving further into the game’s narrative over the past few months, we decided to modify Ellie’s model to better reflect Ashley’s personality, and also resemble a slightly younger teen more fitting to the story. We're happy with the final result shown in the cinematic we have released today, and hope the fans like her too.
IGN: What has it been like at Naughty Dog since the VGA announcement?
Bruce Straley (Game Director): It’s been a flurry of activity. We’ve been hard at work on The Last of Us for quite some time, but the VGA announcement really lit a fire under our asses. It signaled to the whole team that this is real now that everyone knows about the game, now let’s go finish it!
IGN: It can be hard to get people behind a new game, but everyone seems to have taken to The Last of Us. Were you expecting that? Were you expecting the Naughty Dog name to mean so much to people?
Bruce Straley: From the beginning we were trying to do something different, a darker look at the world, but with the depth of character and performance that Naughty Dog has been known for. Somehow we managed to take everyone by surprise by revealing that Naughty Dog has a new game in the works.
We knew people would be stoked once they found out Naughty Dog was developing the game, but we never expected the kind of reaction we felt first hand at the VGAs. It’s humbling and stressful as now we have to live up to our fan’s expectations.
IGN: Now that Game Informer and other sites have peeled back some of the layers to The Last of Us, how do you describe this title to people who don't know about it? What exactly is going on in this world?
Bruce Straley: It’s a game about the human condition. 20 years after a plague has decimated our society, how does man survive? When all moral and ethical codes have been stripped, who do you trust? After watching your friends and loved ones pass, do you think you could still love? What is life without hope? We’re trying to make you feel these dilemmas while you’re playing The Last of Us.
IGN: Who is Joel and who is Ellie?
Neil Druckmann: Joel is a brutal survivor of the world you see in The Last of Us. He’s seen what life was like before the pandemic. He’s had to do some horrible things to survive, and he has few moral lines left to cross. Ellie has only known life inside the military quarantine zone. Much of her knowledge of the world as it was comes from pop culture items like comic books and magazines —relics left over from “the old world”. She’s a young teenage girl that’s wiser and braver beyond her years. She’s been toughened by the harsh realities of her environment.
IGN: What's left of the world right now in the wake of this virus? Joel and Ellie have escaped a quarantine zone, but how safe is even that place?
Neil Druckmann: Civilization as we know it in present day has been radically changed after the pandemic. The human population has been decimated and most cities have been abandoned, left to be reclaimed by nature. Now city streets are flooded and covered in moss, vines, and newly grown trees. Quarantine zones were set up by the military as outposts for survivors – a way to escape the ever-growing numbers of infected. Martial law, however, presents its own set of dangers. Citizens are constantly monitored, supplies are scarce, and anyone caught breaking the law is executed. In the world of The Last of Us, safety is a relative term.
IGN: How are people able to survive outside of these safe zones?
Neil Druckmann: Those on the outside must be especially tough to deal with the constant threat of the infected. During their journey Joel and Ellie will meet several factions of survivors that manage to live outside of the Quarantine Zones through different means.
IGN: Why release this cutscene -- Joel and Ellie taking on some drifters? What about it makes it your showcase?
Neil Druckmann: We wanted to whet people’s appetite before E3. This trailer is a nice little teaser that shows a good look into the world of The Last of Us. It also hints at the layers in Joel and Ellie’s relationship and frames their different perspectives on this world.
the-last-of-us-20120302090934102
Beat it.
IGN: What is the status of the rest of the world? Has any country or significant enclave avoided infection, or is this a worldwide pandemic?
Neil Druckmann: Communication and fast modes of transportation (like flying) quickly disappeared once the outbreak occurred. 20 years later, everyone that is still alive in the US assumes that the rest of the world is in shambles.
IGN: How slow was the infection to drive humanity back to these hideouts? Did it all happen in a flash or was it a gradual process? How much of this history is in the game?
Neil Druckmann: The Infection was quick in driving mass migrations towards Quarantine Zones. While some made it, many failed in their escape. Much of that backstory will be left for the player to piece together between the environmental storytelling and conversations between the characters.
IGN: What is the status of the United States government? Are the enclaves independent, or are they taking orders from a centralized organization?
Neil Druckmann: The Quarantine Zones used to be under the centralized control of the military. Over the years most of the Quarantine Zones collapsed leaving many survivors to fend for their own. At the outset of the story Joel and Ellie are in one of the last remaining Quarantine Zones. While it’s still run by the military – this Quarantine Zone has no contact with any of the other Zones.
IGN: What are the major economic focuses of the enclaves? How do they survive?
Neil Druckmann: Each enclave has their own way of procuring food and supplies for survival. So far we’ve talked about the military quarantine zone that forces its citizens into hard labor, producing goods. With this cutscene, we’re revealing a second enclave of hunters – survivors who ambush and kill others for their precious belongings. Joel and Ellie will encounter these and other enclaves and bear witness to their methods of survival.
IGN: How's making The Last of Us different from making Uncharted? You can't really go on location for these environments...
Bruce Straley: Actually, you can. We had a rainy day field trip to a hospital that was being torn down. The whole bottom floor was flooded and the power was out. It was so creepy! But yeah, there’s a wealth of stuff out there– just do a quick search on the Internet – where abandoned buildings and ruins have been slowly retaken by nature. It’s been well documented by photographers with an interest in this kind of locale, and there’s a whole genre of photography dedicated to this. It’s really beautiful stuff. The funny thing is, anybody that’s had to deal with a leaky roof has good reference for The Last of Us.
the-last-of-us-20111211004512728
Sorry, bro!
IGN: Why didn't you make this a co-op game? You have two main characters.
Bruce Straley: Well, to put it simply, it’s just not the type of game we Dogs are choosing to make right now. We’re interested in telling a very tight, well-constructed, narrative-driven gaming experience that (if we do our jobs right) successfully parallels the player’s feelings with our main protagonist. And in co-op it’s very difficult to align both of the players’ intentions with the narrative, or even the gameplay goals. A lot of this has to do with play styles of each individual. Not everyone wants to play the game the same way, and this breaks the other person’s experience. It’s certainly an interesting challenge, but for now we’ve chosen a hard enough path just making the single-player game.
IGN: Uncharted's combat is all about wasting bullets and then just finding more. If we're scavenging in this apocalypse, is that style of fighting out the window?
Bruce Straley: Not completely, but it will have a much different feel, and greater consequence if you choose to play that way. The Last of Us takes place in a much darker, more brutal world. There has to be realistic tension between the characters, and a sense of danger and consequence when you are in combat. Civilization and the production of goods as we know it have ceased, and many things are in short supply – especially expendables like bullets, or first aid supplies. Because of this, you’re going to have to make judgment calls on when to use and when to conserve your supplies. But there still will be avenues the more action-oriented player can take to make their way through the game. That creates very different combat scenarios from most shooters out today.
IGN: What can people expect from The Last of Us at E3?
Bruce Straley: Our team has been working hard to have something ready at E3 that will please our fans. We’d love to say more, but we don’t want to spoil anything.
[
本帖最后由 chenke 于 2012-5-16 15:39 编辑
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发表于 2012-5-16 16:24
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看这次采访,在线co-op是没有的
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发表于 2012-5-16 22:35
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转个翻译
虽然偶有新闻,但是顽皮狗对于他们ps3上首款非深海游戏一直藏很深。几个月前,我们首次看到预告后,就没消息了。
今天顽皮够发布了游戏中的一段过场,并回答了几个问题,比如为什么要调整女主角的外观。下为访谈:
IGN: 听说女主的外观变了,为啥?
Neil Druckmann (创意总监): 我们创造Ellie这个角色时,注入了很多想法。同时为这个角色的选角(体模&声优,玩过神海的都懂的)做了很多的试镜,最后觉得Ashley(体模)最适合这个角色。目前我们仍然处于开发中期,所以我们还在往这个角色中加入各种元素,因此在开发过程中我们决定修改女主的模型来更好的适应体模Ashley的个性,同时为了符合故事,我们把角色的年纪调的小点 。我们对目前这个Ellie的形象很满意,希望粉丝们也会喜欢她。
IGN: 自从VGA公布游戏后,顽皮狗内部啥情况啊?
Bruce Straley (制作人):我们做这游戏好久了,但是自从公布后,就像是屁股下点了火(呵呵,直译)。现在要来真的了,大家都知道这个游戏的存在了,所以我们会加油完成制作的!
IGN: 新游戏往往关注度一般般,但是TheLastofUs似乎一下吸引了大家的眼球。你们之前有预料到大家有这么大反应么?
Bruce Straley: 我们一开始就想做一款不一样的游戏,触及世界的黑暗面,当然少不了顽皮够擅长的角色深度和表演。揭晓这款新作真的震惊到了玩家们。我们当然知道玩家会被震惊,但是当时在VGA现场大家的反应还是让我们意外。现在我们鸭梨很大啊。
IGN: 虽然我们已经知道了不少,但是对于那些没怎么关注的人,你可以描述下TheLastofUs是款怎么样的游戏么?游戏世界里到底发生什么了?
Bruce Straley: 这款游戏是关于人类的生存状态。瘟疫毁灭了人类社会后20年,人们怎么生存?当道德和伦理丧失时,你会信任谁? 当你爱的人一个个死去后,你还懂的爱么? 没有希望的生活是怎么样的?我们希望玩家在玩的过程中能去感受到这些难题。
IGN: 谁是Joel (男主),谁是Ellie(女主)?
Neil Druckmann: Joel 是一个游戏中冷酷的生存者。他看过瘟疫横行前的世界,为了生存他做过很多可怕的事情,对他来说已经没有什么道德的底线了。Ellie则只知道在军事隔离区的生活。她对世界的认识来自诸如漫画书和杂志等“旧世界"的流行文化。她是一个比实际年龄更加聪明勇敢的少女。现实世界的残酷让她变得更加顽强。
IGN: 瘟疫后的世界还剩什么?主角们从隔离区出去,隔离区不安全么?
Neil Druckmann:瘟疫后的文明已经大不相同。人口锐减,城市被遗弃,自然界重新回到城市。现在街道被水淹,覆盖着青苔,藤蔓,和新长出来的树木。军事隔离区是由军队建立的起来的幸存者营地,用来逃离被感染人群。然而军法也有其危险性。每个居民都被监视着,物资短缺,犯法的人会被立即处决。在这个世界里,安全只是个相对的说法。
IGN: 在隔离区外怎么生存?
Neil Druckmann:在外面生存的人必须很强大,他们需要对付无止尽的感染人群(蘑菇头?)。 在主角的旅途中他们会遇到不同的生存者派系,他们以各自的方式生存在隔离区外的世界中。
IGN:为什么发这段过场(就是主角对付几个流浪汉的过场动画)? 有何用意?
Neil Druckmann: 我们想在E3前吊吊大家的胃口。这个预告很好的展现了游戏世界。其中还展示了男女主角间的关系,以及他们不同的世界观。
IGN:美国以外的地方怎么样了?有什么地方躲过了这次世界范围的瘟疫么?
Neil Druckmann:通信和快速交通(飞机)在瘟疫爆发后不久就消失了。20年后所有在美国的幸存者都 觉得其他地方也是如此。
IGN: 瘟疫把人类赶到避难区用了多久?是非常快,还是一个缓慢的过程?这段历史在游戏中有体现么?
Neil Druckmann: 感染以非常快的速度把大量的移民赶到隔离区。有些人成功了,有些人在逃离过程中死掉。这些背景故事(那段历史)会在游戏的场景,游戏的对话等等地方体现出来,有待玩家自己去发掘。
IGN: 美_国_政_府怎么样了?这些军事隔离区是独立的还是听从一个中_央组织的领导?
Neil Druckmann: 隔离区曾经受军队的统一领导。但是这些年大多数隔离区都崩溃了,留下生存者靠自己存活。游戏的开始,男女主角在最后仅剩的几个隔离区中的一个。尽管还是军队掌控,这个隔离区和其他的隔离区并无联系。
IGN: 隔离区的经济来源?
Neil Druckmann: 每个隔离区都有自己的方式来生产食物和供应。之前讲的军事隔离区,他们强迫人民从事大量劳动来生产。而这个过场中,我们揭晓了猎人隔离区,这些人靠攻击杀害其他人来获取物资。男女主角会在路途中遇到很多隔离区,并目睹他们的生存方法。
IGN: 怎么让 The Last of Us 和神秘海域不同? 这个游戏里的场景你实际中去不了啊~
Bruce Straley: 实际上,我们可以啊。我们曾在一个雨天去了一个废弃的医院。整个地板都是水,电力早没了 。太恐怖了。其实可以参考的东西还是很多的 ,上网搜可以找到很多,比如废弃的建筑啊,已经被自然界重新占领的废墟啊。摄像师们拍了大量这种题材的照片,甚至有个专门的摄影类别(可以google :ruin porn)。 这很美(。。。)其实只要你家屋顶漏水,你就找到一个参照了(呵呵)。
IGN: 为什么不做成合作的游戏呢?你有两个主要角色啊。
Bruce Straley: 简单说,这种模式的游戏不是我们顽皮狗们想做的。我们喜欢紧凑,节奏好,故事驱动的游戏体验,使得玩家的感觉和游戏主角的感受同步。然而在合作模式的游戏很难平衡两个玩家的感受。每个人的玩游戏方式不同。人们的玩法不同,这样会导致一个人的决定 会破坏另一个人的游戏体验。这当然很有挑战,但是当前我们选择单人游玩的模式,这已经够难了。 .
IGN: 神秘海域的战斗就是倾泻子弹,然后找更多子弹。如果在瘟疫横行后的世界中,这种战斗方式是不是废弃了。
Bruce Straley: 也不尽然。但是如果你这么玩的话(倾泻子弹),你会感觉大不同,而且后果更严重。The Last of Us发生在一个更黑暗更残酷的世界。角色间有一种真实的紧张感,以及战斗中的危险感和后果。文明和生产都停滞了,很多东西都短缺,特别是像子弹,医药包等消耗品。所以你总是要考虑保存物资。但是游戏中还是给玩家赚钱的方法。这就使得这个游戏的战斗场面和其他市面上的游戏大不相同。
IGN: 对于E3大战,我们能看到更多 The Last of Us 的消息么?
Bruce Straley: 为了满足玩家的需求,我们组员都在为这次E3展的内容辛苦工作中。我也想多说点,但是暂时就这样吧~
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