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标题: Zelda Wii 大图! [打印本页]

作者: xboxnext    时间: 2009-6-5 10:51     标题: Zelda Wii 大图!

:D

作者: iiwang    时间: 2009-6-5 10:53

酷啊。
作者: hnaaa    时间: 2009-6-5 10:56

背后原来是个人?之前小图还以为是把剑。
作者: krojb    时间: 2009-6-5 11:01

总算来了!
作者: bladewing    时间: 2009-6-5 11:05

帅,又和其他妹子有染............

Zelda  双飞公主!
作者: krojb    时间: 2009-6-5 11:10

这个林克感觉比TP里的还要成熟一点。
作者: Leny    时间: 2009-6-5 11:10

为什么感觉像同人作品呢………………
作者: 阿西达卡    时间: 2009-6-5 11:15

link手中无剑,背后那个女的脑袋很锋利
对应屁股操作

The Legend of Zelda : 变形剑
作者: krojb    时间: 2009-6-5 11:15

引用:
原帖由 Leny 于 2009-6-5 11:10 发表
为什么感觉像同人作品呢………………
这显然是概念图。
相当于草图的感觉,比较潦草。
实验概念,多方探索的意思。
作者: krojb    时间: 2009-6-5 11:16

引用:
原帖由 阿西达卡 于 2009-6-5 11:15 发表
link手中无剑,背后那个女的脑袋很锋利
对应屁股操作

The Legend of Zelda : 变形剑
为什么听着很黄很暴力呢?
作者: hnaaa    时间: 2009-6-5 11:17

引用:
原帖由 阿西达卡 于 2009-6-5 11:15 发表
link手中无剑,背后那个女的脑袋很锋利
对应屁股操作

The Legend of Zelda : 变形剑
不如叫 The Legned of Zelda : 剑人
作者: bladewing    时间: 2009-6-5 11:19

抓着大腿抡呀( ⊙ o ⊙ )!

The Legned of Zelda : 人剑人爱!
作者: 爱姿病    时间: 2009-6-5 11:19

没觉得LINK变成大叔啊。。。大叔版LINK呢
作者: 任天鼠    时间: 2009-6-5 11:20

希望林克能长高一点,达到1.75
作者: 影法师    时间: 2009-6-5 11:21

IGN: Great seeing you again, Mr. Miyamoto. We know that you have been trying to make your games -- even traditional ones -- appealing to a wider spectrum of audiences. In Hollywood, the same studios might make an R-rated horror movie and also work on a G-rated family movie, specifically targeting two very different demographics. Have you thought about taking this approach with your games and do you think trying to appease all players ultimately dilutes your games?

[B]Shigeru Miyamoto[/B]: I consider myself in some respects a writer and as a creator in that vein, I don't really have anything negative to say about my own work, of course. The work that I do generally is just something that appeals to a wider range. I've produced other games that third and second-party games have developed for us that are, as you would say, focused on one particular audience and I have no problem with that whatsoever. I've done that. As to why we don't do that, as for example, Mario Paint, if we just went and honed it down, that would be a game that could be just for artists. Again, I would never say anything bad, maybe, those writers focused on making something for a specific audience, but, you know, one of the problems we face in the gaming industry is that the gaming population is shrinking. There are less people playing games. And one of our goals is to bring that back up.



Check out the full video interview.

For us, the products that we make really just sort of match that goal naturally, so that's why we are taking that route. To further expound upon that, I think that when we are working with other developers, a lot of times they will try to come and make games that are very Nintendo-esque, and that's something that we actually ask them to stop doing. We say, if you're going to make a game with us, try to make something that really expresses your vision and what you would like to do. So we hope in the future to go ahead and work with people to again make games that are maybe more skewed toward an older audience or a more focused audience.

[B]IGN: At your developer roundtable this week, you showed off a single piece of artwork from the next Wii Zelda game. This piece of art has not yet been released publicly, but we noticed that Link appears to have grown to full adulthood. He looks older than he did in Twilight Princess. Is that a correct assumption?[/B]

[B]Shigeru Miyamoto[/B]: Well, the story setting for this Zelda is, of course, in a completely different era and Link is older than he was previously. More approaching adulthood. There is one hint. Maybe from the art work you can see that he's not holding a sword.

[B]IGN: Has he lost his Master Sword?[/B]

[B]Shigeru Miyamoto[/B]: [Laughing] I just wanted to make sure that you understand we are making it. That's all I'm going to say on that subject.




[B]IGN: Does the game follow the story progression of Twilight Princess or is it something completely different?[/B]

[B]Shigeru Miyamoto[/B]: I can't go into details except to say that it's something completely different.

[B]IGN: You just mentioned that the game audience is shrinking and that Nintendo is always looking for ways to entice new players. Is this something that you're thinking about for the new Zelda, too, or is there a separation where that's off limits because the franchise is traditionally hardcore?[/B]

[B]Shigeru Miyamoto[/B]: I think we do this with Mario and Zelda as well. When we are working on the plans for them, we are trying to come up with ways where we can satisfy our longtime fans and bring new players into the franchises as well. That's something we're always looking at. However, when I get involved in a title, I focus a lot on more experience and the more advanced gameplay elements. If I get into it, there's a tendency for difficulty levels to ramp up so that's something I really have to watch for myself to make sure that I don't do that.

IGN: Twilight Princess obviously started on GameCube and then came to Wii. We remember you saying that the team wanted to do more visually with the game for Wii, but ran out of time. So can we assume the visuals for this new game will set a new bar for Wii graphics?

[B]Shigeru Miyamoto[/B]: Well, yeah, again I can't say anything in detail about the graphics in-game or anything like that. But I can tell you, as you just pointed out, that Twilight Princess was developed and ran on both hardwares while this new game will be only on Wii, so I think there are some expectations as to what it will be since we are focused on this console.

[B]IGN: Tell us about the four-player mode in Legend of Zelda: The Spirit Tracks.[/B]

[B]Shigeru Miyamoto[/B]: Yeah, if you remember in Phantom Hourglass we had that two-player tag. This time we're bringing four people local wireless and there will be some similar sort of tag-like gameplay. I don't want to give too much away about what the gameplay will be, but I think it will be really exciting. And there are some cooperative elements. Remember back to what, maybe, Four Swords' gameplay was like. But you won't be using any swords.

[B]IGN: Onto Super Mario Galaxy 2. We remember a quote from you awhile back where you said that you loved the foundation created for that game, but you wanted to see it taken further. Maybe make it more difficult. Is that true?[/B]

[B]Shigeru Miyamoto[/B]: I don't know if I want to make it more difficult or more challenging or maybe just more innovative or unique. But there were so many elements that we want to use and so many ideas that we had that we weren't able to implement last time around. So I'm hoping this is just filled with moments where players go, "Oh, hey, that's a great idea. Oh, what an interesting concept that is." And you saw in the videos that drill item that you use to drill through the different platforms and worlds and whatnot, and that's really exciting -- there's a lot of really high-action moments using that to navigate parts of the world.

[B]IGN: We have to ask about Pikmin 3, of course. What happened to it at this year's show? Also, if we've got it right, Pikmin was the last original IP you came up with specifically for traditional gamers. Any idea when we can expect a new so-called hardcore property from you?[/B]

[B]Shigeru Miyamoto[/B]: In regards to the IP question, I really don't consider Pikmin to be the last original IP. I look at the Miis, the Wii Sports, Nintendogs -- these are all original IPs from me. Even the island in Wii Sports Resort, I'm considering that an IP -- that island itself.

[B]IGN: We're thinking more along the lines of a strictly hardcore title versus those you mentioned, which fall into the casual category, too.[/B]

[B]Shigeru Miyamoto[/B]: No, I'm all dried up [laughs]. But luckily, there are lots of young and creative people at Nintendo[/COLOR], so I think they're really going to be driving a lot of that new original IP and yeah, we do have a lot of really great stuff that we're thinking about. And in terms of Pikmin, I've always thought of it more of an expanded audience title myself so if a longtime fans think of it as something for them and if our expanded fans think of it as something for them, well, that's great for us.




[B]IGN: What's the status on Pikmin 3?[/B]

[B]Shigeru Miyamoto[/B]: As you know, this year we've announced a lot of games. Amongst those there are so many that I've been deeply involved with. Wii Sports Resort, Wii Fit Plus, Super Mario Galaxy 2, New Super Mario Bros. Wii. I have just been running around extremely busy. With Pikmin 3, we've got all the basics pretty much done. Now it's just a matter of how do we go in and fill that out? What sort of work do we give our designers? That team has been constantly been moving forward. So with a little time, we'll be able to make more progress and I hope we can bring you something that will make you happy.

[B]IGN: Have you thought about making a Wii game that uses two Wii remotes with MotionPlus?[/B]

[B]Shigeru Miyamoto[/B]: I think if Wii Sports Resort sells really well, that's something we'd definitely like to think about. Like, table manners.

[B]IGN: We're going to suggest Marionette, the title that popped up on Nintendo release lists a long time ago and then disappeared. You use two Wii remotes to control Mario like a puppeteer.[/B]

[B]Shigeru Miyamoto[/B]: That puppet team really still wants to work on that so maybe we've got something really cool with that.

[B]IGN: As far as DSiWare and WiiWare, is there anything you would like to do personally on those platforms?[/B]

[B]Shigeru Miyamoto[/B]: In relation to DSiWare, Flip Note Studio is something I really wanted to do for a long time. I'm working with Mr. [Yoshiaki] Koizumi, who was the director of Super Mario Galaxy and producer of Super Mario Galaxy 2. This is a really, really innovative piece of software that allows you to create your own flip-book style animations. I hope it's got some really great tools that will allow people to be very creative.

[B]IGN: Finally, can you tell us something cool that you haven't told anybody else?[/B]

[B]Shigeru Miyamoto[/B]: [Laughs] I think I've told you guys stuff already that I haven't told other people. Now this is something that was just announced last night out of Japan. I don't have any solid plans outside of Japan, but we are releasing with Monster Hunter Tri a black Wii. And then there's a classic controller grip.

Thanks to Shigeru Miyamoto for the interview.
作者: 影法师    时间: 2009-6-5 11:21

视频地址:

http://stars.ign.com/dor/objects ... iyamoto_inv_e3.html
作者: krojb    时间: 2009-6-5 11:22

引用:
原帖由 爱姿病 于 2009-6-5 11:19 发表
没觉得LINK变成大叔啊。。。大叔版LINK呢
比我大的都叫大叔———90后概念。

作者: wjbobby    时间: 2009-6-5 11:58

好像林克的衣服长了不少,有点像长袍了,很有大佬的感觉啊
他的右手没有拿着Master Sword?

Shigeru Miyamoto: Well, the story setting for this Zelda is, of course, in a completely different era and Link is older than he was previously. More approaching adulthood. There is one hint. Maybe from the art work you can see that he's not holding a sword.

好像林克没剑了

那个精灵看来是林克的同伴,帮助他战斗的
作者: jswooden    时间: 2009-6-5 13:02

前面那个外星人是穿着丝袜 吗
作者: 飞人乔丹    时间: 2009-6-5 13:06

左撇子林克彻底死了,哎
作者: krojb    时间: 2009-6-5 13:11

引用:
原帖由 飞人乔丹 于 2009-6-5 13:06 发表
左撇子林克彻底死了,哎
林克之所以是林克,不在于他是不是左撇子。

况且左撇子为什么就不用右手持剑?

再说了,根本没人会在意这种无伤大雅的改变。

[ 本帖最后由 krojb 于 2009-6-5 13:18 编辑 ]
作者: krojb    时间: 2009-6-5 13:14

3500X5000像素的超级大图:

http://www.rayfile.com/zh-cn/fil ... -8954-0014221b798a/
作者: 飞人乔丹    时间: 2009-6-5 13:19

引用:
原帖由 krojb 于 2009-6-5 13:11 发表

林克之所以是林克,不在于他是不是左撇子。

况且左撇子为什么就不用右手持剑?

再说了,根本没人会在意这种无足轻重的改变。
当时工本猫就林克左手持剑改右手还专门说过,到你这里就变成无足轻重了,厉害。
作者: krojb    时间: 2009-6-5 13:25

引用:
原帖由 飞人乔丹 于 2009-6-5 13:19 发表


当时工本猫就林克左手持剑改右手还专门说过,到你这里就变成无足轻重了,厉害。
如果我没记错,宫本茂是根据wii遥控器特性做出的改变。
试想一下,游戏里面遥控器就相当于剑,如果林克还是左手持剑,玩家是不是也要改成左手握遥控器?如果不改,那不觉得别扭么?

难道这里会有人觉得,右手持剑的林克就不是林克了?林克之所以是林克,就因为他是左撇脂?
真有人会为了这个改变而捶胸顿足,除了阁下?
作者: 高露洁    时间: 2009-6-5 13:46

现在的link哪只手持剑在于操作者了
你要是左撇子林克就也是左撇子,有爱的话可以自己去吻合
本来link就从来也没发过言,很符合操作者身份
作者: 防水望远镜    时间: 2009-6-5 13:55

支持屁股以后,控制就更精确了,不知可不可以想砍腿就砍腿,想砍脑袋就砍脑袋?
    如果可以的话,对于左手挥舞遥控器的人,控制右手耍剑的林克就很别扭了。
作者: NintendoWii    时间: 2009-6-5 14:02

引用:
原帖由 防水望远镜 于 2009-6-5 13:55 发表
支持屁股以后,控制就更精确了,不知可不可以想砍腿就砍腿,想砍脑袋就砍脑袋?
    如果可以的话,对于左手挥舞遥控器的人,控制右手耍剑的林克就很别扭了。
没办法,第三人称无法做到如此精确。

我的想法就是,画面中林克没有持剑,会否与MotionPlus有些许关联?此外,MotionPlus还可以应用于其它道具的操作,不单单只是攻击而已。
不过塞尔达总归是塞尔达,即使没有MotionPlus也能够让你能够很好的进行操作才对,应该不会强制性要求你必须准备MotionPlus。
作者: 飞人乔丹    时间: 2009-6-5 14:18

引用:
原帖由 krojb 于 2009-6-5 13:25 发表

如果我没记错,宫本茂是根据wii遥控器特性做出的改变。
试想一下,游戏里面遥控器就相当于剑,如果林克还是左手持剑,玩家是不是也要改成左手握遥控器?如果不改,那不觉得别扭么?

难道这里会有人觉得,右手持 ...
233,
作者: radiata01    时间: 2009-6-5 14:41

期待操作会有新的变化,不断突破才是老任的游戏理念
作者: Fiorella    时间: 2009-6-5 14:53

假的吧……左手拿盾?
作者: 半熟英雄    时间: 2009-6-5 14:55

新作不是说完全对应MP的嘛。做的好的话,也是一种变革了。
作者: Fiorella    时间: 2009-6-5 14:57

像米多娜,又感觉不是米多娜,比米多娜年轻,米多娜的妹妹或者女儿?
林克和米多娜女儿不得不说的故事……
作者: HI    时间: 2009-6-5 15:00

ゼルダの伝説 - 黄昏の尼姑
作者: primos    时间: 2009-6-5 15:09

引用:
原帖由 krojb 于 2009-6-5 13:14 发表
3500X5000像素的超级大图:

http://www.rayfile.com/zh-cn/fil ... -8954-0014221b798a/
赞,赶紧收藏
作者: 耶稣复临    时间: 2009-6-5 16:17

这女人的衣服和头部简直就是大师剑啊!!!
作者: lvren    时间: 2009-6-5 17:05

这是什么
概念图...
作者: krojb    时间: 2009-6-5 18:18

这个女的应该是妖精女王/公主。和TWW里的大妖精非常接近!
作者: GAYBL    时间: 2009-6-5 18:54

背后原来是个人?之前小图还以为是把剑。
作者: 天堂    时间: 2009-6-5 20:02

开始大叔化了?
作者: assa    时间: 2009-6-5 20:38

丝袜美腿,开始走性感路线了
作者: 明着贪可难    时间: 2009-6-5 20:47

不好看 而且没走出TP的人设············
作者: krojb    时间: 2009-6-5 20:50

引用:
原帖由 明着贪可难 于 2009-6-5 20:47 发表
不好看 而且没走出TP的人设············
为什么要走出来?

TP的风格我觉得很赞,延续就可以了。再说也不是没改变,这个林克明显比TP的更成熟坚定。

本来ZELDA写实的几作就风格接近。
作者: yak    时间: 2009-6-5 20:50

TP的人设,很好,是值得所有ZELDA-fans赞美的存在。
=======================================

不过,如果那个女的是大师剑,那么新作ZELDA里面将无法出现【三角力】,
LINK也不是“勇气之力”的代表,否则这剧情就乱套了。
作者: krojb    时间: 2009-6-5 20:51

引用:
原帖由 yak 于 2009-6-5 20:50 发表
TP的人设,很好,是值得所有ZELDA-fans赞美的存在。
=======================================

不过,如果那个女的是大师剑,那么新作ZELDA里面将无法出现【三角力】,
LINK也不是“勇气之力”的代表,否则这剧 ...
现在就这么一张图,不要YY过度了。
作者: krojb    时间: 2009-6-5 20:53

TP美术风格我非常喜欢的一点就是把诡异/黑暗/阴森的风格拿捏得很得体,不过不少的。
作者: wjbobby    时间: 2009-6-5 21:24

已经证实这是官方发布图,官网下载地址如下:
http://E32009:nintendo@press.nin ... ii/Wii_Zelda_e3.zip
作者: zentdk    时间: 2009-6-5 22:21

不错
作者: Apocalypse    时间: 2009-6-5 22:44

公布的信息太少了啊




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