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8-22 pes2010消息汇总,大量高清demo屏射更新

实机视频我以上传群共享。要看的入tgwe群:75203640,或者pm我也行。
上传youku了。变得很胡。


[ 本帖最后由 syu 于 2009-7-15 16:43 编辑 ]


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The PES 2010 playtest was a very nervous experience, and something I couldn’t begin to describe or attempt to put into words. A series that’s given so much pleasure over a decade has done the opposite in recent years, and more than ever this year is the year it can simply not fail to deliver.


The instant we arrived at the offices our eyes were fixated on the number of screens around the playtest venue, already in full use by the PESGaming and PESFan crew. At first, in all honesty, my heart sank a little. I saw similar animations and a similar look to last year, coated in a very pretty exterior. I turned back to Suff, who was still meeting and greeting, and gazed over worryingly at him. My whole persona must have alerted a few of the Konami employees, as they ushered us quickly onto a test unit to sample the game.
The moment we started playing my frown became a smile, from a mixture of realisation about the gameplay, and (to my amazement) Suff’s sheer enjoyment at how the game was unfolding. Slowly the disappointment of seeing a similar looking game started to fade away, as the gameplay of PES 2010 took over.
Looks like PES 2009 at a glance, but well and truly isn't

Before the event me and Suff sat down and spoke of realistic expectations of what we were about to see. Using his wisdom thanks to his experience with FIFA 10, he expected it to be more of a proof of concept rather than something we could judge off the bat. After playing EA’s title in April, then a month later in Vancouver, he explained how the difference in development time was so substantial that initial impressions in the first playtest counted for very little – with improvements and inclusions significantly improving ones experience. What was important then, was to assess the platform Konami had created for PES 2010, and to evaluate if the vision going forward was going to be a significant step in taking the series back to the glory days.
When talking about what we wanted to see, the pace of the game came up almost instantly. Some might say that PES 2009 itself wasn’t itself set at an arcade pace, but many aspects around it were. Dribbling and the ease of getting into goal scoring opportunities were big stumbling blocks for most, and conflicted with what many thought the series was built around. Secondly, as a lot of you might have guessed, was teamvision. A word that sends a shiver down Suff’s spine when he hears it, and something he was hoping to see very little of at the event. The AI was abysmal last year, and (something that was synonymous with PES 2009) became excruciatingly annoying after prolonged playing time.
Finally, our thoughts shifted to the general movement of the game, and how it played out a match. Was the rigidness gone? Has the passing been sorted? Are the tricks still on the d-pad/analogue stick? Animations certainly came into our thoughts, although Suff assured me that he would be shocked if they were there in their full glory at this early stage.
I’m more than happy to say then, that all the things we were intrigued about were just as we hoped; massively improved over last year with plenty of time to improve further.
Up close, PES 2010 looks absolutely incredible - even at this early stage

Before we explain just how it has, lets get some information on the code we were playing. Let there be no doubt, this was an extremely early version of PES 2010; the earliest Konami had ever shown the game publicly. We were told the game was around 50% complete, with the option to only play with either Liverpool and Barcelona. There was no other game mode apart from exhibition, with Anfield being the stadium of choice. So as you would expect, Suff was over the moon! The menu’s were nothing more than place holders to serve a purpose, as it was a few screens before you got straight into a match. Just to emphasize how early this game was, we were sampling it through the source code! That’s actual PC’s running the game, with PS3 and Xbox 360 controllers attached to it.
The beauty of PES 2010 came almost instantly, after the initial disappointment. As soon as you start to play it felt more assured, more complete. PES 2009 had these awkward animations that interlinked the passing and shooting. These affected the game significantly, making the game feel stagnated and robotic. And while the animations weren’t complete in the build of PES 2010 we played, the way the basic and important ones were implemented and improved were significant. The extra frames also lent itself to how the pace of the game played out, in a similar vein to EA’s franchise. Like their game, the animations fed into how you played.
And I thought the faces in PES 2009 were good...

And like EA’s latest effort, FIFA 10, the action on the pitch is considerably slower, with a realistic feel I’ve not felt in a PES game for a while. The players seemed to build up to a sprint, rather than running full pelt from go. Controlling of the ball was also key, with players like Iniesta and Xavi having a lovely first touch when receiving a pass, while Yaya Toure struggled to kill the ball instantly when under pressure.
Player individuality has always been key in PES, and is the sole reason why, even in this slow considered pace, the player will be forced into playing to the strengths of the team rather than the strengths of the game. This single aspect separates the PES series from FIFA, and is more of a noticeable difference with both going for the same style of play this year.
I mentioned animations earlier, and while the majority of them weren’t in the build we played, the ones that were impressed a great deal. The previously mentioned first touch of skillful players was also visually appeasing, with players at all times trying to use their favoured foot when passing, controlling and shooting. If timed right you could control a ball perfectly to one side, evading oncoming players in very crowded areas.
Its not only when receiving the ball do you see something new, as the players distribute it just as variedly. Passing for instance has had something of a facelift from last year, with fresh new animations for when releasing the ball under pressure – similar to the urgency system in FIFA. Players will stretch and strain to release a pass before being tackled, adding a great deal of realism. The same can be said for shooting, which was as satisfying as ever. Like the passing, it really has been given a facelift, with there being many more ways of striking the ball. This helped the game distance itself further from last years robotic and rigid feel. There was a situation when, playing as Barca, Henry received the ball wide left and cut in towards goal. Pressing shoot, I was greeted with him shifting his body to the side to try and strike it with his right foot. As he opened up his body he convincingly stroked the ball into the far the far corner with the inside of his right foot – leaving both me and Suff stunned in amazement. Then there was Messi, who looked complete in his movements, right down to mannerisms off the ball. A lot of that player representation was down to the drop dead gorgeous visuals, which has raised the bar when it comes to graphics in a football game.
The new chest control animation was in, and looked lovely

Konami talked long and hard about how certain aspects of the game were early and far from finished, but at the same time proudly conversed with us regarding the visual fidelity. At this early stage, the game is looking incredibly good, with things like faces, player models, stadiums, grass etc better than I’ve ever seen it. The test always comes when in wide cam, and its difficult to judge it right now without the animations implemented fully. FIFA 09/10’s charm comes when the impact of playing the match stays the same when in wide cam, and this is predominantly down to how it moves. With promises coming from the guys at the event regarding major inclusions on animations and individual traits, I guess its too early to judge or comment on them conclusively. Luckily we will only have to have to wait a few weeks from now to see if it indeed has been improved as promised.
What’s left then to discuss is the game as a whole, and the dreaded teamvision. Thankfully the AI has been improved so much that we never found ourself fighting with it. The helping elements, like tackling, passing, shooting for you have been totally removed, or at least weren’t there when we played. This perhaps was one of the key reasons why Suff was won over, himself saying he’s not enjoyed PES this much since the PS2 days.
Anfield looked lovely, Suff was ecstatic to see it in the game

The AI also helped teams play as their real life counterparts, with no misunderstanding about how a team plays in real life converting into the game. When going through the new team formation options, you have a slider bar that lets you affect the mentality of the team like how much they attack or defend. For example, Barca’s attacking mentality is 80/100, while Liverpool’s is 20. Defensive figures flip other way, as you would expect. Convert this into the game and it plays out how you would expect. Liverpool’s game is all about constraining the opposing teams attacking elements, with the quality of Gerrard and Torres ever present going forward.
The first match me and Suff played was goalless, and was a cagey affair, with myself having the possession but never really threatening. It was only until Suff changed his attacking mentality to 80 did I manage to create more space and punish a team that wasn’t used to playing an attacking way. Again, this is another realistic situation, as the players Liverpool have aren’t as technically gifted as the Barca player’s to play a certain way.
Great improvement, Alonso more so

To finish up, lets talk about little improvements around the game that will please many people. Konami have managed to fix a lot of small details even at this early stage that used to infuriate the more demanding fans. Things like goalkeeper gloves being officially licensed, no more sand bags behind the goals, and the look and feel of the stadium was key - adding another layer of atmosphere that PES 2009 never had. Then there’s the welcome news for many that tricks are no longer mapped onto the d-pad/left analogue stick, going back to the combination of holding R2 and a direction. We then have a new penalty system, which was always going to be the case after the Wii version had a new way of taking/saving them. At first glance it seems very close to FIFA, where you can literally aim anywhere in the goal, with the amount you hold down the power and direction affecting your success. Goalkeepers can also be moved too before a kick has been taken. The ability to untuck shirts in edit mode will again bring a smile to the faces of people who have missed this option since the PS2 versions. All in a way trivial to the game as whole, but the little things count for a lot when trying to create the complete package.
All in all then, the playtest event was more of a statement of intent than anything, with the build being quite literally barebones and the base for all upcoming improvements. With that in mind the upcoming playtest in a few weeks will be vital. Suff played FIFA 10 at the Emirates in April, then played the game again in May in Vancouver – the difference obvious and substantial. We’re hoping for the same with PES. The good news is, even at this early stage, its miles ahead of PES 2009, with FIFA in its sights.
The battle of the cover stars continues



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ps3版画面




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当然了,不仅仅只是新图,Konami欧洲,准确地说是英国分部还邀请了英国几个大的FANS网站的负责人去试玩2010!在经过了欧洲各路媒体试玩之后的2010会得到怎样的评价呢?

游戏的整体速度变慢(再次确认),让游戏更趋于真实。
游戏的画面素质有较大程度提升,特别值得一提的是对于光源的处理效果。
新的战术滑动条系统对于控制战局非常有效。
假动作依然是使用左摇杆(或十字键)来完成。
球员的动作更加流畅细腻(似乎每一作都有这个说法)。
把球员放在他不熟悉的位置,能力值会有所下降。
像2009这样用卡卡或者伊布以一敌十的情况不会再出现,防守方变得有利。
带球时不能使用90度直角转身,在速度慢下来的时候可以进行45度转向。
依然是8方向移动。
主罚任意球之后,主罚者不会再像2009那样傻愣着站一会儿,而是可以立即做出移动。
充分利用了按键压感的新的点球系统很棒,模拟出了主罚点球时的紧张感。
丢边线球的时候,依然有一道“无形的屏障”让防守方无法有效地防守边线球。
裁判不会像2009那样那么喜欢出红牌了。

另外,关于球员能力值:
2010引入了一种名为“TOP LINE”的数值(怎么翻译还没想好,谁给出个好主意?),这个数值不同于SHOOT、JUMP那些数值,而是作为一个衡量该名球员在球队阵容中所起到的重要性而存在的,单从这个数值玩家就能够看出该名球员是否适合他目前的位置(或球队),比如精神领袖杰拉德之于利物浦,他的TOP LINE值达到了96,托雷斯的值为80,梅西之于巴萨的TOP LINE值为82,而中场发动机哈维达到了92,亨利则只有66……首先我们可以肯定一点,这个值是可以变化的,例如利物浦的贝纳永,让他司职前腰、中前卫和后腰就会有3个不同的数值。然后,决定这个值的绝不仅仅只是球员能力值的平均数,至少你还应当把他所持有的“特技卡牌”算上,至少在Konami官方出来解释这个值的意义之前,我们只能这么来理解。
那么,有个问题:TOP LINE的数值变化是如何反映到游戏中去的?暂时我们还没有准确的答案,但我们相信这个值是一种类似于“加权百分比”的存在,就好像球员的状态好坏会影响他几个主要数值的波动一样,TOP LINE数值的变化应该也同样起到了这个作用,至少,你不能再拿一个数值看上去很不错的球员当万金油使了。

转自lv guoki博客

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demo估计还早了。

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就是啊。到现在没好好和你踢过。

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多谢更新。这几张图我看到没更新。

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皮耶罗成为意大利版封面人物

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PES 2010 Master League Details Emerge!
The first details on PES 2010 Master League have been announced by Konami!
The press release details new features that are ready to be discussed, introducing expanded managerial elements, sponsorship (with real currency), and youth team elements. Hit the jump for all the info and new screens, NOW!


PES 2010: Master League Evolves


Konami reveals expanded managerial elements, including new fiscal, sponsorship, and youth team elements

Konami Digital Entertainment GmbH has outlined significant advances to the Master League section of its forthcoming PES 2010 title.
Master League has proven one of the key attributes to the PES series’ longevity, and PES 2010 will introduce a number of new elements that will contribute to the overall realism and lasting appeal of the new game.

On selecting the Master League option, players are now presented with a menu split into three areas: ‘Club House’, ‘Stadium Walk’, and ‘Office’. Each of these is an umbrella for different parts of a manager’s role, with ‘Club House’ used for tactical and match day options, ‘Stadium Walk’ for main game settings, and ‘Office’ for scouting and player acquisition dealings.

The in-game menus are now much simpler to navigate, and players can jump between the three areas with ease. The Club House element has also seen the creation of an all-new Youth Team section, which works alongside the first team squad. As the game progresses, the player can opt to invest in talented members of their youth team to fast-track their development. This burgeoning talent can then be introduced into the first team, as with so many real-life ‘academies.’

The Office area is where all transfer and financial dealings take place. Real currency is now used in PES 2010, and additional monetary routes are also available. Sponsorships can now be negotiated, with player securing big money deals with companies that can be used to invest in the team and youth set-up. Results on field affect the direct value of the club tio interested parties, and fan clubs are also used as a barometer of the club’s success.

The information released is extremely promising, and signifies Konami’s intentions of creating a more deeper and involved ML in PES 2010. It’s the first bit of info we have regarding the much loved mode, but certainly not the last. Expect more details and new features to be announced in the coming months!
We’ll be dissecting the pics and press release later today, so stay tuned for more insight!

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ml模式翻译

Konami reveals expanded managerial elements, including new fiscal, sponsorship, and youth team elements
KONAMI透露大师联赛的扩展元素,包括新的财政,赞助商和年轻队伍的元素。

Konami Digital Entertainment GmbH has outlined significant advances to the Master League section of its forthcoming PES 2010 title.
KONAMI数码娱乐公司概括了它即将发售的PES2010大师联赛的重大改进。

Master League has proven one of the key attributes to the PES series' longevity, and PES 2010 will introduce a number of new elements that will contribute to the overall realism and lasting appeal of the new game.
大师联赛已经被证明是PES系列寿命长短的关键标志,而且PES2010将会引入很多对整个游戏真实性和持久吸引力有帮助的新元素。

On selecting the Master League option, players are now presented with a menu split into three areas: 'Club House', 'Stadium Walk', and 'Office'. Each of these is an umbrella for different parts of a manager's role, with 'Club House' used for tactical and match day options, 'Stadium Walk' for main game settings, and 'Office' for scouting and player acquisition dealings.
在选择大师联赛的选项后,一个被分成三个区域的菜单:“俱乐部房屋”,“球场行走”,和“办公室”便立刻呈现到玩家们面前。所有这些都是不同大师模式部分的保护伞,其中“俱乐部房屋”用于战术调整和比赛日选项,“球场行走”是游戏的主要设置,而“办公室”是球探和球员获得和交易。

The in-game menus are now much simpler to navigate, and players can jump between the three areas with ease. The Club House element has also seen the creation of an all-new Youth Team section, which works alongside the first team squad. As the game progresses, the player can opt to invest in talented members of their youth team to fast-track their development. This burgeoning talent can then be introduced into the first team, as with so many real-life 'academies.'
现在游戏中的菜单更容易操控了,而且玩家可以从容的在这三个区域之间跳转。俱乐部房屋的元素也是年轻队伍部分的创作物,它在一队旁运行着。随着游戏的进行,玩家能够对他们年轻队伍中有才华的球员投资来让他们的能力快速发展。然后这个才能的急速发展就能够被引进到一队里,跟许多现实中的“大学”一样。

The Office area is where all transfer and financial dealings take place. Real currency is now used in PES 2010, and additional monetary routes are also available. Sponsorships can now be negotiated, with player securing big money deals with companies that can be used to invest in the team and youth set-up. Results on field affect the direct value of the club to interested parties, and fan clubs are also used as a barometer of the club's success.
办公室区域是交易和财政行为发生的地方。真实的货币现在被运用到PES2010中,而且额外的货币路线也是可行的。赞助商如今能够谈判,伴随而来的是球员确保和那些能在球队中投资和对年轻球员的资助的公司企业的大金钱交易。这个领域的结果会影响俱乐部对于感兴趣伙伴中的直接价值,而且球迷俱乐部能够作为俱乐部成功与否的晴雨表。

A big change of interface it looks like. Out goes the side panel navigation from the last few games for this 'dial' like system. At first glance it looks more organized but I guess how it functions will be the most important bit. Nice to see actual months and currency being used, they're only small things but welcome nonetheless.
看上去界面有一个大改变。外面是侧面面板的导航,来自过去很少游戏中用到的象“拨号”那样的系统。第一眼看上去更显得条理化但我估计它怎么起作用将会是最重要的一点。很高兴看到实际月份和现金被运用上。它们都是很小的东西但却是无任欢迎的。

The youth team is a great addition in my opinion. Hopefully it will help develop the younger players who aren't quite good enough to play for the first team when they join the squad. Having a quick look down the squad list from the screenshot you can see plenty of familiar names with ML legends Castolo and Minanda still in the game.
年轻队伍在我看来是个极好的补充。希望它将帮助培养那些当加入球队时实力不够好而不能到一队比赛的年轻球员。从屏幕截图中快速的往下看球队的清单,你能够看到很多熟悉的名字,大师联赛传奇卡斯特罗和米兰达仍然在游戏里。

The strategy gauges bring new tactical elements to the game, and with these additional managerial elements, as well as more to come, Master League is shaping up to be a much deeper game mode.
战术计量表给游戏带来新的战术元素,而且拥有这些额外的大师联赛元素,跟更多将会到来的消息一样,大师联赛正发展成为一个更有深度的游戏模式。

Is this news what you were hoping for? Let us know.  感谢游侠WEYX小组提供和翻译。。。
这条新闻是你所希望看到的吗?让我们知道。

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制作人田中先生畅谈PES2010的最新进展
Hello PES fans,
PES的球迷你们好,

I am Tatsuya Tanaka, a director in charge of all match-based gameplay and mode designs. I wanted to take this opportunity to discuss and expand on the newly-implemented team style slider and playstyle card.
我叫田中达也,是负责所有比赛游戏性和模式设计的主管。我想借此机会来讨论和详述新执行的球队风格滑动器和比赛风格的卡片。

In PES 2010, you can see the fusion of the individuals and teams. The slider to change team style is a useful tool to tailor your team as you like, and a wide number of strategies can be expanded by changing the value of eight sliders. You can use this feature to completely reproduce your favourite team or to create a brand-new team style you have not ever played before (such as tailor the team to make the best use of players you obtained in Master League).
在PES2010里,你能够看到个人与球队融合起来。改变球队风格的滑动器是一种很有用的工具来根据你的喜好修改你的球队,而且很多战术能通过改变八种滑动器的数值来扩展。你能够运用这个特性来完全的重新制作你喜爱的球队,或者创建一种你过去从来没玩过的崭新的球队风格(例如在大师联赛中修改球队来让你所得到的球员得到最好的运用)。

For individual players, the Playstyle Cards are the key. Cards are used to reproduce characteristic player movement (playstyle): not to simply adjust parameters, but also to give the player an insight for the things which would happen next.
对于球员个人来说,比赛风格的卡片是关键所在。卡片是用于重新建造球员特有的动作(比赛风格):不仅仅是调整参数,而且给予球员一种预料对于接下来将会发生什么的洞察力。

This is an aspect I am very confident in for PES 2010. Player characteristics cannot be perfectly reproduced just by parameter adjustments. Preparations are important to make a good finish. I am sure that you will be surprised when you see CPU player who has Cards! You will feel as if you are playing in a real-life match and will notice how dangerous the player is.
这是我对PES2010很有信心的一个方面。球员特征不能够仅仅通过参数调整来完全重新的制作。准备工作对于好的结果是很重要的。我可以肯定的是当你看到有卡片的CPU球员时将会感到惊讶!你将会感到你好象在进行一场真实的比赛,而且将会注意球员的危险性。

There is also big news about other Modes.
其它模式也有一些大的新闻。

Master League has been totally renewed and UEFA's two big competitions are implemented in. I hope you all like this. Also, the ultimate goal of Master League is no longer to simply win the competition but also to make a glorious history of the team. In the past, there were many vague factors and fake elements, but we have changed such vague and fake elements to real ones. Consequently, Master League has attained more reality and greater longevity. Of course, UEFA Champions League and UEFA Europa League make a great deal of difference, but there are also more elements contributing to the game.
大师联赛已经全面的更新而且欧洲足联的两项大赛事都得到实现。我希望你们都喜欢这个。而且,大师联赛的终极目标不再仅仅是赢得赛事的冠军,而且是创造一个球队光荣的历史。过去游戏里有很多模糊和虚假的元素,但我们已把它们改为真实的元素。因此,大师联赛已经得到更多真实性和更长的寿命。当然,欧洲冠军联赛和欧洲联盟杯会有一些不同,然而那里也都有更多有助于游戏的元素。

Another 'secret' information... There are some surprises which we have implemented following your extremely helpful comments and opinions. With these, the new game will more than meet your expectations. The only downside is that our hours have got very long and I often use a taxi to go home at midnight!
另一个“秘密”消息...有很多我们已经遵循你们极为有帮助的意见和主意而执行的惊喜。有了这些,新游戏将会更满足你们的期待。唯一不利的是我们工作的时间实在很漫长,而且我经常到凌晨才坐出租车回家!

Stay tuned for further updates!
请继续关注进一步的更新消息!

Tatsuya Tanaka
田中达也

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Konami have today released some very interesting new PES 2010 screenshots. These screenshots show off the new master league and online modes. The online stuff looks rather impressive but first lets look at the master league mode.
今天Konami释出一些很有意思的PES2010新图片。这些新图片炫耀着全新的大师联赛和线上模式。线上模式的东西看上去给人印象很深刻,但首先让我们看看大师联赛的模式。

For years now PES fans around the world have been crying out for a restructuring of the master league mode and it looks like Konami have finally listened. Going by the screenshots it  looks like Konami have followed in the footsteps of the FIFA manager mode and then a step further too. First of all, the menus now have a more user friendly look which was something that was needed as the previous menus were a bit overwhelming and “daunting”. A couple of the shots also show that you will have scouts at your disposable who will help you find players that you need and give you information on potential targets, something which I believe is not possible in FIFA.
这几年来全世界的PES粉丝都已在呼吁一个重新制作的大师联赛模式,而且看上去Konami看上去终于听到了。依照这些图片,Konami看起来已经跟随着FIFA经理模式的脚印而且也在这基础上踏出了一大步。首先,这些菜单拥有一个更让玩家觉得亲切的外观,由于之前的菜单有点势不可挡和“让人畏惧的”,因此这是一些过去所需要的东西。有几个镜头也显示出你将会拥有球探,他们将帮助你寻找你所需要的球员而且给予你一些有潜力的目标的信息,这是我相信在FIFA中不会拥有的元素。

Online wise it looks like Konami have once again listened to what fans have been saying for a good few years now. Finally a PES game will have online tournaments/competitions, the most exciting being the inclusion of an online Champions League. The screenshots suggest that players will be able to create tournaments of their own too, one of the many possibilities being the creation of an online co-op tournament. Speaking of co-op we also noticed the words “add guest user” in a couple of the shots which would suggest that (like Gears of War) you will be able to take a friend online with you from the comfort of the same living room. All these online options sound great but one eternal question remains unanswered, will PES still be a laggy mess online? We have been told that a totally seperate development team is working on the online aspect of the game and judging by the new options unveiled today we actually think that is true, we just hope that shows in the online play too.
在线模式看上去Konami已经再次听到粉丝们这些年所说的一切。PES游戏将拥有线上锦标赛/竞赛,其中最让人兴奋的是线上冠军联赛也包含在内。这些图片暗示着玩家们也将可以创建他们自己的锦标赛,许多可能性之一是一个线上合作锦标赛的创建。说起合作模式我们在一些镜头也注意到“加入客机的玩家”的话语,这暗示着(象战争机器那样)你将能够在线上的房间带着一位朋友和你一起游戏。全部这些线上的选项听起来很好,但有一个永恒的疑问仍然是没有答复的,PES的线上游戏将仍然有延迟吗?我们已经被告知一支完全独立的发展队伍正在从事游戏的在线模式工作,而且根据今天揭开的新选项来看,我们觉得那是真的,我们只是希望它也在线上模式显示出来。

As well as releasing some new screenshots Konami have also announced that PES 2010 will feature a 360-degree control system as well as a host of other new features which include:
除了发布一些新图片以外,Konami已经宣布PES2010拥有360度带球系统而且包括以下一些新特性:

Manual Goalkeepers: PES 2010 will be the only football title to offer users complete control of the keeper. Players can switch to their goalkeeper at any time, and will enjoy total control of his actions.
手动控制门将:PES2010将会是唯一的能完全控制门将的足球游戏。玩家能够任何时候切换到他们的门将,而且将享受他们一切的动作。

New Goalkeeper Moves: Players can now perform quick under-arm throws to their nearest defender to get attacks rolling more quickly.
全新的门将动作:现在玩家能够进行快速地滚球来传到他们最近的后卫队员来快速发动进攻。

All-New Animation: Key animation related to dribbling, running, turning, etc, has been reworked and enhanced, creating a more natural and organic feel to the way players chase down balls, change direction and move around the pitch. The result is a more fluid and natural look to the game.
全新的动态画面:关键的画面涉及带球,跑动,转身等等,已经被重新制作和改善,这会创造一种在球员追逐皮球,改变方向和在球场上移动时更加自然和真实的感觉。这样的结果是给游戏带来更为不可预见和自然的外观。

Fine-tuned Close Control: The PES Productions team has worked to improve trapping of the ball and basic close control elements, giving the user more ways to spread and move the ball around effortlessly.
细腻的控球:PES制作组已经努力改善捕捉皮球和基本的控球元素,给予玩家更多方式来轻松的传球。

Manual Ball Request: The ability to demand the ball when running into space is now available to the player, and will be accessible in all game modes.
手动要球的请求:在跑到空挡时要球的技能已经是可行的,而且将会在所有游戏模式中都可运用。

Simpler Skills: Moves such as feints, drag backs and upper body feints can be applied more naturally when taking on or trying to beat an opponent. The PES series has long been associated with clever flicks and tricks, and PES 2010 will boast the most to date.
更简易的技巧:当要打击对手时,象假动作,拉球和上肢假动作那样将能够更加自如的运用出来。PES系列已经有很长一段时间拥有那些聪明的蹭球和假动作,而且PES2010将会以有这些而自豪。

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