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【忍龙2 】硫酸脸 最新独家访谈

Kikizo网最近采访了Ninja小组,以下是片断:

                        

      
就《忍龙2》的血腥风格是否受到了《战神》的影响,Ninja小组的一位成员表示,他玩过《战神》,也玩过《战神2》,不得不说《战神》是他们最喜欢的游戏之一,但这不代表它有资格让《忍龙》“震动”。虽然在《忍龙2》里他们不断地突破自己,但《忍龙1》的理念依然绝对不是市场上哪个A或B作品可以横加干涉的
      


        就游戏中的暴力问题越来越严重,而日本的评级制度让好些欧美游戏很难在日本上市的问题,板桓伴信回答到:

   
        
“首先,要分清楚谁是对游戏的暴力内容真的从心里反感,谁是仅仅在口头上进行道义的谴责;第二,我相信这句话:“艺术家要想完全表达出自己的心声,就不能完全按照规矩来”;第三,现在游戏中的世界和世界观,和现实中的世界完全是脱节的,而玩家的愿望就是希望能在一个完全不同的虚拟世界里做自己在现实世界里不能做的事。我们是娱乐界的人,既然是娱乐,那本身就不应该,更不可能包含让人不舒服或翻胃的东西。
                     
      
      
              同时,板桓伴信抱怨说日本的评级制度老是原地踏步,没有赶上国际潮流。




原文:http://games.kikizo.com/features/teamninja_iv_oct07_p8.asp


Part 2: Ninja Gaiden 2 (Xbox 360)

Kikizo: How much of the original Ninja Gaiden team is working on the sequel?

Yoshifuru Okamoto: It's almost everybody - almost the whole team from the original.

Kikizo: You seem to have show Ninja Gaiden 2 quite early in development compared to your previous games, would you agree with this and if so why is it the case?


Okamoto: Actually that is not really the case. We started development on Ninja Gaiden 2 after we finished DOA4, so this would have been in January 2006, so we've been working on it for about a year and nine months. And that's why we're able to show you such a polished build right after announcement. We're really happy, I don't feel there many games out there that have as much to show at the beginning. There were a lot of factors involved in why we announced it around this timing - as you can imagine, everyone in the team was really excited to be able to show the game finally - we've been having to keep it a secret all this time.


Kikizo: Mr Itagaki has suggested that the team doesn't view the original Ninja Gaiden as a masterpiece. Do you think you're being too critical on yourselves? We think Ninja Gaiden 1 was one of the best games of last generation.

Okamoto: I would agree with what Itagaki said. We're not creating Ninja Gaiden 2 as an extension of the first game; we're not taking Ninja Gaiden 1 and adding things onto it. What we've done is totally broken down what Ninja Gaiden is - cut off the fat, and gotten rid of the stuff that we didn't think was necessary or weren't happy with, and really extended all the elements that we liked and built upon those, and kind of remade the game, in the way that we thought would be best for the sequel. So this is kind of the big challenge for out team. This is probably the most ambitious challenge we've ever done. We also feel that our Dead or Alive franchise is the number one fighting game in the world, and now we believe it is our duty to make Ninja Gaiden the number one action game franchise in the world, and that is the goal with this game, to make the best action game on the planet.


Kikizo: Are you aiming to achieving this through new weapons, or somehow just adding 'more' action? Please can you explain some more about this challenge?

Okamoto: I think the key consideration for the weapons is, what would look cool, when Hayabusa is using it? This is our super ninja, and we love our character, and we want to have a little bit of bad-ass. What is he going to look like a bad-ass wielding? And instead of doing what a lot of other say, we have x number of new weapons, you know, and some of them may be crap. We would rather say it's not about total amount, how many new weapons, it's about how awesome does he look when he's cutting people up with it. Our philosophy at Team Ninja is not really to try and push our games by saying that we have x number of this and that. You know, you can go out there and say we have 150 weapons but none of them are fun! But then really what's the point of that? That's not to say there won't be a lot of cool ones, it's just that we're not going to limit ourselves; we still have quite a ways to go, we're not shipping until next year. So I think that how it's going to go is to see what other kinds of things we would like Hayabusa do, and what else do we need to make Ninja Gaiden 2 the most compelling action experience - I think that's how it's going to go.

Kikizo: Can we expect any major differences with gameplay, and are you discussing the story aspects just yet?

Okamoto: I think in terms of gameplay, the newest features are probably how we are integrating the violence and the gore into the gameplay. We don't want to do violence just for its own sake; we want to make sure that it's connected with the gameplay, and we feel we've accomplished that pretty well. As far as story goes, we're not really talking about that right now, because we've just announced the game and we want people to focus on how much the gameplay itself has improved, but we'll be talking about the story more as we move along.


Kikizo: OK, but at the end of the trailer you have released, it says, "Vengeance begins 2008". The ending to Ninja Gaiden 1 seemed fairly conclusive! So can you at least say what this vengeance relates to?


Okamoto: Once again, I don't think it's really the time to get involved on details with the story right now; we definitely want to save a lot of juicy stuff for later. And plus I think we have so much going on, on the gameplay front, for you to look at. This is really just to give you a little tease as to what the story is going to be about. Obviously there's a reason why Ryu Hayabusa is out there and killing all these people, and obviously this has to do with him being wronged in some fashion and him taking revenge, so this is all I can say right now.

Kikizo: Can you describe more about how you mentioned the gore and violence aspect is now more linked with the gameplay?


Okamoto: It shows itself in a lot of ways, but one of the ways is in how the enemy AI changes. The enemies aren't just automatons, we have all dismemberment and things, and if you cut off an enemy's arm or leg, he's not going to die instantly, but that's going to affect the way the enemy moves and how he thinks, and the AI routines in technological terms. So from the enemy's point of view, he's there to kill Ryu, but if you take off his leg, this guy's not going home - he's not going back to his wife and kids, right. So he'll pull out a grenade and grab you and do a suicide bomb, because he's like, if I'm going to die, I'll take you with me. So you'll notice I think if you look at the demo closely that all the enemies' attacks are changing. And that's one of the things, we don't want for someone's arm to be chopped off and that's just the arm gone, there have got to be consequences, that are going to affect the battle around you.

Kikizo: Are there specific combos designed to take off an arm and a leg therefore, or is it kind of random?


Okamoto: Yeah that's basically how it is; every time you use a certain move, there's a certain chance that it will dismember a part of the enemy's body. It would be weird if you were hitting from above and it cut off a leg, so if you sweep the guy from below, that will cut off a leg, but if it's more of a body hit then maybe it will cut off an arm. We believe it's quite intuitive, that you can either choose to do it or not, at will.

Kikizo: You've also shown off the Ninpo arts. Some players underused these abilities in the first game, and just focused on weapons combat. Is this something you are looking to influence or change in NG2?


Okamoto: Obviously in the demo we're using a lot of Ninpo just to show it off. I think it's going to be a somewhat similar situation as you have in the first game, where you have limited usage, so you really have to wait until you're in a difficult situation and then use it to break out. That being said, I do think that the goal with the Ninpo in this game is to make it more effective and more impressive, so I think people will want to use it more.

Kikizo: Have you decided what you would like to do with Xbox Live beyond the original or the features seen in Sigma for PS3 at this stage?

Okamoto: I think we're going to talk about things like downloadable content after release. But obviously with still plenty of time left until we ship, we're going to be going through our options and seeing what's the best way to incorporate Xbox Live features. Since we're on 360, we know that it has to be a big part of the title. It's just about going in and saying, what features sit well with the Ninja Gaiden franchise.

Kikizo: Have you played God of War? Would you say its violence is encouraging NG2 to go even more violent, or influencing any other ideas for NG2?


Okamoto: I have played it, and lately God of War 2, and I have to say it is one of my favourite games that I have played, but that doesn't mean that it has directly affected anything. Team Ninja's philosophy is not that game A or game B on the market is doing such and such, and therefore we must do the same or better. It's more, what does Ninja Gaiden 2 need to be the best game in the market. And then we just look at each of those needs, and build on those, and we think that's working well for us.

Kikizo: Why is Microsoft publishing the game instead of Tecmo, and does this change the commercial importance of the game to your company?


Okamoto: From a developer standpoint, I think it's very simple; we want to get as many people in the world as possible to play our game. And we felt that partnering with Microsoft as a publisher was the most awesome way to do that, considering how much we enjoy working on this hardware. I think it's a big challenge for us to be developing a game and working with Microsoft as a publisher, but so far it's been really exciting and fun working with them.

Kikizo: Thanks for your time, and we can't wait to see more of the game.


转:http://bbs.a9vg.com/read.php?tid=772413&fpage=1

[ 本帖最后由 west2046 于 2007-10-27 07:30 编辑 ]


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英文原文还是很多东西的!!有兴趣的兄弟可以去翻译一下!!

:D :D :D



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硫酸脸满赛!


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硫酸脸拿刀的那张图。。。

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