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它展示了一個不需要讀盤的無縫世界。它使用了眩目的、可折射冰狀的動態冰雪效果。它表現的光影,不會在PS3以外的平台上出現。 另外,它是運行在Wii上的。 嚇了一跳吧?可以理解。確實,做為一款硬件上中規中矩的主機,任天堂的這款革新性產品從2006年11月誕生起就不是優異畫面效果的受益者。不過據[寂靜嶺:記憶碎片For Wii]的首席設計師Sam Barlow說,在一個簡單前提的促進下,Climax工作室的這款新的Wii平台上的大作在這方面獲得了重要發展。 它看上去應該像一款真正的次世代硬件所能表現的那樣。 「([記憶碎片]有)大量從未在其它平台出現過、或是表現旗鼓相當的特效,」4月9日Barlow在IGN的採訪中說到,「光影是種隨處可見的線索——完整地籠罩在所有東西上、角色在自己身上的投影。甚至雪花都有投影。此外,還有一套比其它任何一款Wii遊戲都要好的冰雪渲染器。
It showcases a seamless world without loading screens. It uses dynamic ice effects for dazzling, refractive glacial forms. It exhibits lighting that wouldn't seem out of place on a PlayStation 3. And it's running on the Nintendo Wii. Surprised? Understandable. Nintendo's innovative console hasn't exactly been a beneficiary of stunning graphics since launching in Nov. 2006, built from modest hardware considered dated even then. But according to Sam Barlow, lead designer of Silent Hill: Shattered Memories for Wii, there is a simple premise fueling the development of Climax Studios' terrifying new Wii title. It should look as next-generation as the hardware allows. "(Shattered Memories has) a ton of effects which I haven't seen elsewhere or done quite as well," says Barlow in an Apr. 9 interview with IGN. "The lighting is an obvious hook -- full shadowing off everything, self shadowing on characters. Even the snowflakes cast shadows. Then there's the suite of ice shaders that are better than anything else I've seen on Wii."
……director Mark Simmons is quick to point out the Climax team hasn't taken a form-over-function approach to the game's development.
……監製Mark Simmons迅速指出Climax在遊戲製作中不會做出任何讓「形式大於內容」的事來
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