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标题: [新闻] 3DS媒体评测汇总~(SF,新光神话,生化,Zelda)全部补完 [打印本页]

作者: 影法师    时间: 2011-1-9 14:03     标题: 3DS媒体评测汇总~(SF,新光神话,生化,Zelda)全部补完

不知为何体验会后,一直没有媒体评测出现,外国媒体也没动静,都在准备1月18号的欧美发布会么?日方媒体呢?
我搬两个米国网站的私人评测好了。。分别是3dsbuzz和3dsblog。。我就翻译一下重点体验部分好了。。(PS个人水平有限,可能部分地方会与原文有出入,将就看吧)
地址在这:http://nintendo3dsblog.com/  和  http://www.3dsbuzz.com/
嘛。。由于不同游戏体验不同,我就分游戏来写了,至于主机的整体体验,一家是完全没有提及,另一家提及的时候只有三句话(貌似对于北美玩家来说没有什么 买不买的犹豫问题,只有买什么游戏的问题。。

3dsblog说 zelda没排,等第二天早点去。任天猫狗和潜艇大战第一天没排,但也是迟早会去(原文是 we weren’t insanely eager to Nintendogs + Cats or Steel Diver (but will get to them nevertheless))。 割草和雷顿由于语言问题没有尝试(解释是,如果队伍短的话可以尝试,但是对于他们来说,第一天最好把时间花在能让他们有更好的感受的游戏上)然后该站对于这次日本之行的三句话感想就是:



街霸4:
3dsblog:

Given that this was the first game that we played on the Nintendo 3DS, Rollo and I’s opinions may be tainted by the initial cool-factor of 3D gaming, but I still think picking up Street Fighter will elicit the same response in most gamers: it looks like they’re fighting in a box!
由于是在N3DS上体验的第一个游戏,Rollo(站主朋友)和我的观点可能会被3D游戏的初次惊艳所影响,但我认为选择SF能够反映出在大多数游戏中的感觉:就像在盒子里打架一样!

…because that’s exactly how it is. I selected Ryu to fight with and was instantly struck with how it appeared as if I was controlling a relatively little man who was fighting for my amusement, as if I was a puppet-master in some sadistic fight to the death, that just happened to be in theme of Street Fighter. I loved it.
...因为感觉就是这样的。我选了Ryu,然后立刻就有一种感觉--我在控制一个小人来为了我个人乐趣而打架,就好像我是一个木偶师在某种虐待性的至死方休的比赛中,这就是SF给我的主感觉。我喜欢这种感觉。

I wouldn’t consider it the most inventive use of 3D. In fact, the portion of the game we played felt quite unambitious overall. It’s really just Street Fighter on a handheld with 3D effects. But that’s enough for me, and if you like fighting games or want to get into them, then it’ll probably be enough for you. Don’t mistake unambitious for bad. But also don’t mistake this remake for anything particular innovative.
我不会认为这是最富有创造力的3D的用法。事实上,就我们所体验到的游戏的部分总体来说是没有野心的(这句不不知道怎么翻译,所以直译了,大家理解就好)。这个游戏就是掌上型的3D SF。但对我来说这个已经够了并且如果你喜欢格斗游戏 或者想要去尝试,那么对你来说可能也是足够的。不要把 没有野心 这个词 当做是 不好。同时也不要把这个复刻版当做任何有创新的东西。

The advantage of this, however is that the 3D effect had no effect in regards to eye strain. Whereas some other demos (most notably Pilot Wings Resort, or more relevantly, Dead or Alive Dimensions) caused a few problems in a short amount of time. Not so with Street Fighter. It just felt like I was looking at any regular LCD screen. Maybe that would pop up if I spent more time with the game, but because it relied solely on creating a sense of depth (at least as far as I could tell), I doubt this will be the case.
这样做的优点是,SF的3D效果不会造成更多的眼疲劳。鉴于其他的某些demo(最明显的飞行员俱乐部,或者更类似的,DOA)在短时间的试玩中会有一些问题。SF却不会。让我感觉就像是看普通的LCD屏幕。或者可能花更多的时间以后问题就出现了,但是由于游戏仅仅是制作出了一种深度感(至少我认为是这样),我很怀疑这点(就是长时间以后会有问题)。

The matches were designed to be won, so it’s difficult to judge the fun-ness of the fighting as the sense of urgency with attacks just wasn’t there. It also made it look sluggish, but I believe this was mostly my lack of experience with fighting games and my general lack of certainty of what I was actually doing. Either way, it drew me in made me want more challenging opponents and the need to improve my skills. Unfortunate that the combat couldn’t bring out a more dire situation though.
试玩的demo很简单,似乎是必赢战,所以很难说格斗方面的游戏性是怎样的,因为并没有体会到那种攻守间的紧迫感。这同样使游戏有一点迟缓的感觉,但我相信这极有可能是因为我缺少格斗类游戏的经验和我不太清楚我到底在做什么。不管是哪种原因,都让我想挑战更多的人来提升技巧。不幸的是试玩的战斗并没有更多严峻的情况出现(就是demo的AI太菜了?)

Controls felt invisible. Which is great. I suspect there’s a lot more depth my inexperience caused me to miss out on, but after just a few seconds I was mashing the buttons instinctively and wasn’t drawn out of the experience because of said mashing. As far as I could tell everything was perfectly responsive too.
控制的手感很好(作者形容为invisible,没找到合适的中文说法。。就是很爽吧)我怀疑由于我缺乏经验可能让我错过了很多东西,但是几秒钟后,我就本能的开始搓了(汗。。)然后搓键也没让我的体验变得不好。我能说的就是所有都很完美的反映出来了。

And riding on the casual gaming wave is the inclusion of touch screen controls that allow you to perform various combos (up to four) by simply tapping them. This seems like the noob-option (because honestly, it is) but as a noob myself, I appreciated their presence and don’t feel they’ll detract from multiplayer when dealing with more “serious” gamers. Co-ordinated button pressing will without a doubt be the quicker option, but the touch screen offers a solid alternative to play through the game.
同时让游戏变得随意简单的是触摸屏上有4个按键让你轻松发招。这个看起来(其实就是)新手系统,但由于我就是个新手,我觉得这种设定很好,而且觉得这种设定不会是网路对战逊色,特别是和那些更严肃的玩家(也就是不用这个的)。十字键毫无疑问发招会更快,但是触摸屏也提供了另一种选择。

Given that Street Fighter is one of the few solid launch titles in Japan it’ll be a day one purchase for me. But even if it wasn’t a launch title I’d pick up the game based on the demo simply because it felt polished. It may be an unfortunate sign that one of the best games at Nintendo World 2011 is a port/remake, but that doesn’t detract from the fact that it was a worthwhile experience.
If you’re keen for more Street Fighter-ing then I doubt you’ll be disappointed.
SF作为为数不多在日本发布的大作之一(啥意思?应该是指首发吧。从后文来看。因为该站编辑会在日本待到三月,所以会入日版)肯定是我的必入游戏。但即使不是首发游戏,由于demo的出色表现,我也会买。也许看起来说Nintendo World 2011 上最好的游戏之一是复刻的不是让人很爽,但这并不影响SF是一个很棒的体验

You may have noticed that I didn’t write about the game’s graphics when I wrote these impressions. Why? I simply forgot to. And I think that’s the most telling signs. Street Fighter on the 3DS is by no means a bad looking game, it just had a certain un-specialness to it. This didn’t detract from the experience, but the look also didn’t add to it. I know this sounds negative, but I don’t intend it to be. You won’t be disappointed with the graphics, and the screenshots we’ve seen are accurate representations of the game, but I think the box-effect of the 3D simply takes hold of your attention and doesn’t let go.你们可能注意到我并没有写任何关于游戏画面的评述。为什么?我只是忘了(再汗。。)。并且我认为这是最值得一提的地方。SF 3D 绝对不是画面不好的游戏。只是没什么特别的。这不会使游戏体验变遭但也不会加分。我知道这听起来不是很好的评论,但那并不是我本意。你不会对画面失望,之前的截图很准确真实的反映了游戏的画面,而我却认为3D的盒子效应已经会抓住你的注意力,并且深深地吸引你了。

终于翻完了。。剩下的游戏吃完晚饭再说吧。。我去吃饭了。。


新光之神话
3dsblog:(这篇英文原文错误不少。。有的地方就按照我的理解翻译了。。)

One of the longest lines on the first day of Nintendo World 2011 was for Kid Icarus: Uprising, with a wait of about 20-30 minutes even though there were two demo areas setup. And for good reason too. It was by far the stand-out of the day, and while we’ve only played half of the demo (as we chose the easy mode option, which is completely different from the hard mode) it’s just one of the titles that clicks with you right away.
Nintendo World 2011 第一天队伍最长之一的就是新光之神话,尽管有两个试玩区,仍要排20~30分钟(这也叫长。。)这样是有原因的。这是当天最棒的游戏。我们只玩了一半的demo(我们选择的简单模式,跟困难模式完全不一样)。这是另一个会立刻抓住你的游戏(最后一句是个人理解,我真的没太读懂。有读懂的同学可以告诉我)



The demo starts with an on-rails section. Right off the bat you could feel the immersion of the 3D effects. Enemies that are far away look far away and sweeping through valleys and over the ocean feels like it has an actual weight too it. At one point (which is shown in the trailer) you’re soaring over the city and the camera pans around as you ready for another wave of enemies, who fly at you in all sorts of formations with some of them popping up right in front of you, requiring quick reflexes to defend against them. This moment of soaring made me completely aware of the fact that this game I was playing was fun.
Demo开始于空战。你立刻就能感受到沉浸于3D效果中。远处的敌人看起来就是在远处,飞过山谷和海面的时候也感觉身体就有重量一样。从其中一点来看(就像在预告里面看到的一样),你在城市上空翱翔,镜头在你周围旋转 就好像你已经准备好对付下一批敌人了, 敌人成各种队形,有的会突然从你前方出现,这就要求反应很快来对抗。飞翔的这段时间使我完整意识到一个事实就是我正在玩的这个游戏是很好玩的。

Controlling Pit had a great simplicity to it, but didn’t leaving you feeling disengaged through its ease. Moving around the screen was done with the slide pad (or circle pad as I think it’s being called now), while aiming was handled with the stylus. Firing involved pressing the left trigger and felt satisfying as we blasted away at all our foes. The only downside of this is that it may be difficult to play the game if you’re standing up, which is why the demo station was the only one with seats. You really needed to be quite stable. Nevertheless, the controls were perfectly precise and responsive and I quickly lost that sense of disconnection that I’ve felt when controlling characters in other games.
Pit的控制很简单,但也不会让你觉得因为简单而没有代入感。移动的控制由滑杆完成(或者现在应该叫做circle pad),瞄准则是由触笔完成。开火用L然后轰跑所有敌人的这个过程是很愉悦满足的。这个游戏的唯一不好的地方就是如果你站着玩的话可能会有点困难(操作上吧。。),因此新光神话的试玩区是唯一一个有椅子的。你真的需要坐好。尽管如此,控制非常精确,响应也很完美,因此我很快就没有了那种控制其他游戏的角色所有的脱离感。

After battling your way through the aerial assault Pit hits the ground and you begin the off-rails portion of the game. Aside from this variety being great I think the ground-based combat is where a lot of the advantages of 3D come to light. As enemies fire projectiles as you there’s something marvellous you realise: you know exactly when they’ll reach you. Now, you can often soon work out how long it takes for projectiles to reach you in most games, but this was instant. You could judge the distance accurately, and easily dive out of the way by pushing the slide pad all the way to the left or right. Effortlessly avoiding differently-timed balls of death-bringing light makes you feel quite awesome.
在用你的方式解决掉空袭后,Pit落地了,你也就开始了游戏的陆地战部分。除了这种多样性体验很棒以外,我认为这种陆地战使的3D优势变得明显。当敌人向你开火后,你会感觉到一些不可思议的事情:你能准确知道攻击到你的时间。如今,大多数游戏中,你都可以很快得出还有多久攻击才会到来,但这里是即时的。你可以很准确的判断距离,并且很轻易的通过滑杆的左或右来躲避。毫不费力的躲开不同时间的球和破坏死光让你感觉很棒。

What I also found curious was that the game didn’t cause any eye strain even though it was one of the longer running demos. As I’ll surely bring up elsewhere, games with immense landscapes seemed to cause the most problems, but it didn’t seem to be an issue at all in this instance.
我发现另一件奇怪的事是,尽管这是最长时间的demo之一,这个游戏并没有引起任何眼疲劳。当我想起其他有类似情景设计的游戏很容易引出很多问题,但在这种情况下,这似乎不是问题。

The demo wrapped up with a boss battle with Twin Bellows, a Cerberus-like creature that was featured in the original game. There’s not much to say about this though. The battle looked gorgeous, but the easy mode made it really easy. Continually diving out of the way and spamming the left trigger did the trick in a matter of seconds. This made the preview a little anti-climactic but that’s why we’ll be heading back tomorrow and playing through it on hard mode which will offer up a different slice of the game.
Demo结束于和Twin Bellows的boss战,一个在FC版中作为重要角色出现的很像地狱犬的生物。这部分没啥可说的。战斗看起来很华丽,但是简单模式让战斗变得很简单。只是躲来躲去然后不停地按L键然后很轻松就可以解决掉了。这让试玩有一点反高潮但这也是我们决定第二天回来尝试一次困难模式的原因,困难模式会让我们感受到游戏的另一面

Overall I’d say Kid Icarus: Uprising is the best thing we’ve played at the show. It used the 3D well, controlled like a champ and no annoyances that took me out of the experience. We’re yet to get to Ocarina of Time (the line was ridiculous, so we’ll arrive earlier tomorrow), so that may take the crown, but I’d definitely suggest you at least give Kid Icarus a look when it’s released. Definitely a day one purchase for me.总体来说新光神话是我们在体验会上玩过的最好的游戏。3D效果很好,操控很好而且也没有任何不愉快使我脱离这种体验。我们还没去过Zelda(队伍太夸张了,我们明天早点来),时之笛很可能是最棒的,但我绝对要建议你,新光神话发售的时候多留意一下。因为对我来这是必入的游戏。

3DSbuzz:(这段是朋友翻译的,分工合作,谢谢她的帮助)
The demo for Uprising comes in two flavors: Easy and Hard. Both difficulty modes feature separate missions, which are reportedly bite-sized chunks of the actual stages in the game. The Easy mission takes place first in the air and later in the ground, culminating in a boss fight. The Hard Mission is a much more intense on-rails stage taking place entirely in the sky, and apparently draws similarities with last year’s Sin & Punishment 2 on the Nintendo Wii. This mission also featured a stage boss that was reportedly “two stories tall”.
Uprising的Demo分为两种,简单以及困难模式。 两种难度模式各有不同的任务,据说是来源于实际的游戏关卡。简单模式的故事任务一开始发生在天空,然后转到了地面。最后以boss战结尾。 而困难模式则更强调剧情线索 。整个故事任务完全发生在空中。而且,很显然有着去年wii上Sin & Punishment 2的痕迹。这个任务同样有boss战,并且据说最后的boss有“两层楼那么高”
Anoop praised the game’s visuals as some of the best yet seen on the 3DS, but also stated that the controls took some getting used to; things eventually improved after a second playthrough, but it seems the controls could ultimately use some fine-tuning (which could very well happen, according to series director Sakurai).
Anoop称赞这是其 目前见过最好视觉效果的3DS游戏之一,但同样他也认为这个游戏的控制方式需要一点时间来适应。经过一段时间的游戏后便能习惯。同时,似乎游戏的控制仍需要一定调整。(这种情况非常有可能发生。源引自系列开发者Sakurai)
Those issues aside, Kid Icarus: Uprising is looking one of the biggest “must buy” titles for the 3DS.
抛开这些问题,Kid Icarus: Uprising将会是最应该购买的3DS游戏之一。


生化 启示录
3dsblog:


I’ve been really excited for Resident Evil: Revelations. In all the trailers it looks fantastic and that’s why it was the second game Rollo and I checked out at Nintendo World 2011. But unfortunately, it was pretty much the biggest disappoint of the show (so far). That’s not to say it’s the worst game of the show. Nor that it doesn’t have its merits, but going in with such high expectations only served to feel let down as I put down the 3DS and moved on.
我一直对生化危机启示录感到兴奋,所有的预告片看起来都很完美所以这是Rollo和我在体验会上玩的第二款游戏。但不幸的是,这是目前为止最失望的地方。这并不是说这是展会上最差的游戏。也不是说没有优点,但抱着极大地期望却只感到失望使我放下了3DS离开了。



The main issue is controls. Perhaps I need a little more practice, or I was simply doing something wrong, but as far as I’m aware controlling the viewpoint is done with the touch screen display, while aiming is done with the right trigger. I guess it’s an interesting approach, but Rollo and I both found that the camera would continually swing in awkward directions, and when an enemy appeared on screen we’d end up shooting their crotch more than anything else as our thumbs lacked the precision to line up a proper shot (or, as I found later, Rollo simply didn’t use the touch screen, which was possible, but still clumsy).
最主要的问题是控制。或许我需要更多的练习,或者我只是做错了。但就我了解到,控制视角要用触摸屏,而瞄准用R键。我猜这是一种很有趣的方法,但Rollo和我都发现视角会持续向不合适的方向转动,当一个敌人出现时,我们射杀他们的胯下要比别的地方多的多,因为我们的拇指缺少精度来做最有效地射击(或者,像我后来发现的,Rollo根本没用touch screen,这种方式是可能但仍然很笨拙)

And while the graphics aren’t bad by any means, there’s definitely a roughness to them when you see them up close. It’s probably not even worth mentioning as the environments (which I’ll talk about more in a moment) are quite gorgeous. Jill Valentine, the character you play as through the demo appeared almost as if she was roughly cut out of a piece of paper. I know that’s a weird comparison, but with the 3D all the way up she just seemed disconnected from the entire scene.
尽管画面并不坏,假如贴近看那些zombie的话,会发现有些粗糙。可能有点不值一提的是(我稍后会谈)环境都很漂亮。Jill Valentine,Demo里你控制的角色,就好像是从一张纸剪下来的一样。我知道这听起来很奇怪,但是由于3D效果,使得女主角和整个画面有些脱节。

There was definitely a tenseness to the gameplay however. At one point you hear a rattling noise, assume its an enemy only for a rat to jump out and scutter away. That may not sound impressive, but it felt like a nice touch. Another example would be a window shattering, wind gushing in and a swarm of bats flying towards you. It may not make you jump in fright, but those small amounts of excitement were appreciated.
当然,玩起来肯定会有紧张感。比如,你听到了嘎嘎声,以为是个敌人结果发现只是只老鼠跳了出来然后逃走了。这听起来可能不是很让人印象深刻,但却是一次很好的尝试。另一个例子就是窗子破碎,风吹了进来,一大群蝙蝠冲你飞了过来。这可能不会吓你一跳,但这些小小的刺激是值得赞扬的。

At the end of the day I don’t want to say Resident Evil: Revelations is bad, but it just left me feeling “meh.” Or, perhaps a better way to put it is that I wouldn’t buy the game in its current stay, or even play it if I was given it for free. Maybe the controls simply have a learning curve, but with most of the other titles working so naturally I don’t feel particularly oblidged to let such a griping slip. That said, the last we’ve heard is that the game is 20% complete, which gives it a ton of time to morph into something far more playable.
在一天的最后,我不想说启示录很糟,但只是让我感觉“唔”。或许,可能就目前的版本来说我不会买这个游戏,或者即便有人免费给我我也不会玩。可能控制方面有学习曲线,但由于其他大多数游戏操纵起来都很自然,我并不觉得需要就这么放过这点。我们上次听说这个游戏的时候仅仅完成20%,也就使得游戏商有很多时间改进让这个游戏变得更好。


3dsbuzz:
Andriasang member Anoop posted continuing descriptions about the game, which we’ll compile here. The demo is called the “Pilot Version”, and features Jill Valentine as the playable character for this portion. The controls for fending off zombies is familiar enough, using the analog stick to move, the B button to run, readying the equipped weapon with the R shoulder button, and firing with Y. The good news is that the game controls just like its console counterparts. The bad news? You still can’t fire your weapon and move and the same time.
Andriasang的会员Anoop贴出了对于这个游戏的评测,我们也会编辑在这里。这个Demo叫做“Pilot Version” ,Jill Valentine 是这部分的主角。躲开丧尸的操作很熟悉,用滑杆来移动,B是跑,R是抬起武器,Y是开枪。好消息是操作就像主机版的。坏消息?你仍然不能同时移动和开火。

But as a consolation, the 3D effect is reportedly great, giving Jill a very “solid” look (and no doubt offers an extra bit of detail on her scrumptious curves…why else would zombies keep chasing her?), and the atmosphere seems to err closer to the original Resident Evil trilogy in terms of atmospheric horror. Special mention was also made to the sound design, which seems to really stick out and enhance the overall experience. Rather surprising considering how loud it must be inside the event theater.
作为安慰,3D效果很不错,给了Jill一个很“立体”的外表(毫无疑问的,对她的曼妙曲线着重了细节刻画...不然zombie为什么追她?)游戏气氛错误的更接近于生化危机的前三部曲而不是恐怖。声音的设计也用了很多特别的动作,使得音效很突出,也加强了整体体验。假如想象一下在事件中心回事多吵会很令人吃惊。(这句的意思没想好更好的表达方式。。)

Update:It seems it actually is possible to move your character and shoot at the same time, as pointed out by Anoop in a recent message. By holding down the L button along with the R button to aim, you can strafe your character around and shoot at the same time.
更新:似乎确实有办法同时移动和射击,这是由Anoop才指出的。按住L同时按住R来瞄准,你可以控制你的角色来扫射。(虾米意思。。)

This is a significant revelation (ha!) as the previous console game has been heavily criticized for lacking this feature. Just goes to show how much care is being given to this game.
这是具有重大意义的一次革新(吐了个槽)因为前一代由于缺少这一要素遭到了强烈批评。这就是为了证明开发商有多关心这个游戏。



最后一篇,Zelda
3dsbuzz:
The demo featured three different scenarios: the beginning trek around Kokiri Village, crawling inside The Great Deku Tree, and a third segment that wasn’t demoed due to the limited time.
Demo由3个不同剧情组成(我没玩过时之笛,剧情名就不翻了。。也不会翻,有知道的告诉我好了。。)

While Anoop admits that it had been many years since playing the original Ocarina of Time, the layout and enemies inside the Deku Tree dungeon seemed to be unchanged. Utilizing the tried-and-true touchscreen feature that was also found in the DS, Link’s assortment of weapons and items can be easily cycled through with a single tap, along with the dungeon map. Whenever Navi wants you to LISTEN! to her advice, you can also respond by tapping an icon on the lower screen (we can only pray that we can turn off her hints this time).
Anoop承认自上次玩初版时之笛已经过了很多年,Deku树地牢(或者地下城?)的布局和敌人似乎没变。利用DS也有的触摸屏(tried-and-true是啥。。)LInk的武器和物品的分类可以很简单的改变,同时触摸屏上还有地牢的地图。当Navi想要你听她的一件事,你也可以单击下屏的一个图标来回应(我们只希望这回可以关闭她的提示)

Most interesting of all, however, is the camera icon also located in the bottom screen. Tapping this icon will set the game in “view mode” where players can use the analog nub to look around in first person view. An alternative is using the handheld’s motion sensors to physically turn the 3DS in the direction you want, in which the game will follow suit. This can also be used to manually aim projectile weapons like the boomerang and bow and arrow, which could lead to lots of wacky wailing around, which seems to be a requirement for Nintendo games these days.
最有趣的是下屏还有一个照相机图标,点击这个图标会让游戏进入“观察模式”,玩家可以用滑杆来用第一人称观察周围的失误。还有一种方式是利用传感器来把3DS对准你想要的方向,然后游戏中的视角也会跟着改变。这也可以用于爆弹,弓箭之类武器的瞄准。(后半句没明白。。)

Anoop did express some concern about the 3D effects not working as well as intended, pondering whether this was an isolated incident, or if it could be a sign that the 3DS might not be able to keep up with faster-paced games. Hopefully some further clarification will appear as the event continues on.Anoop还表明对于3D效果并不出众的担心,考虑是个 个案 还是一个事件表明3DS不能跟上高速游戏。希望随着体验会的进行会有更进一步的解释说明。

由于3dsblog方面第一天觉得zelda人多没有去,所以没有评测,但网站已经快速更新了看法,虽然只有一句话:
And Ocarina of Time was pretty darn good. Will write the complete preview later.
时之笛(征用有道对pretty darn good的翻译就是)真他,妈太好了。稍后奉上详细评测。


附一张传说OS的图?长这样?我喜欢。。





http://forum.tgbus.com/viewthread.php?tid=1916669&extra=page%3D1


在日本工學院留學的玩家試玩感想
(這名玩家本身有戴近視眼鏡)

今天展會我也去看了看,對於已經用慣了夏普3D手機來說,看N3DS的3D效果並沒有任何不適的感覺
我原來發的那個手機帖子裡也說過了,看習慣後眼睛沒有任何問題的,我現在一天到晚盯著裸眼3D手機屏看行動電視都沒問題的,眼睛的疲勞程度和看普通螢幕是一樣的。

就是類似這個暈眩效果 (換新眼鏡時偶而會有的暈眩感),估計一天玩4小時,4天左右可以習慣,一天8小時,1天就習慣了...

http://tieba.baidu.com/f?kz=972345654
MGS是會場遠近感表現最強大的遊戲,3D效果超強,
貼圖雖然大輸BIO,但比PS2版和PSP和平行者強

WE的3D效果還算不錯,不過他對足球沒興趣只看影片

海賊.TOA.鋼彈畫面都不怎麼樣,3D效果很普通,
但任天堂自家遊戲影片都很立體

BIO畫面是會場最好的,3D轉視角不會掉格,適應度良好,
向內凹的遠近感非常明顯,貼圖強大

SF4的3D效果主打斜視角模式,3D效果並沒比較爽快

飛行者畫面很像GC太陽馬力,遠近感強烈,貼圖精美,
行徑速度不快,新感覺的飛行遊戲,他覺得會大賣

潛水艇畫面設計強大,光看背景治癒性就很高,
還充分運用體感操作,他覺的會場可玩性最高的3DS遊戲

任天狗不好玩,網路畫面跟DS版雖然差不多,
實際看已大幅超越PSP,毛有很重的層次感

光神話比網路圖片強,他說是STG,像N64的罪與罰,
畫面很乾淨,貼圖像WII大亂鬥
RR光影比PSP版強不少,但3D畫面普通,開3D速度感很高,
3D後背景還算強大,眼睛會痛,他說2D就沒問題

無雙畫面雖然跟PSP差不多,不過3D加分很多,他喜歡無雙...

DOA也是會場畫面最好,開3D後上下閃躲畫面很立體,
玩起來跟家用主機版差不多

雷頓很圓滑,背景全3D畫面不錯,2D動畫部分開3D效果很好,
雖然貼圖是賽路路,但背景和人物都做的非常生動

薩爾達貼圖雖然不如光神話,但立體感不輸MGS,
鋸齒3D被處理的很乾淨,體感轉視角的操作很容易上手
http://forum.tgbus.com/viewthread.php?tid=1916280&extra=page%3D1



[ 本帖最后由 影法师 于 2011-1-9 14:42 编辑 ]
作者: dog    时间: 2011-1-9 14:36

posted by wap, platform: iPhone

2011年最期待的
作者: 影法师    时间: 2011-1-9 14:42

全部补完
作者: superpip33    时间: 2011-1-9 14:46

首发游戏是什么呢~~
作者: marsghost    时间: 2011-1-9 16:22

首发必入~~
作者: 逍遥咸鱼    时间: 2011-1-9 16:40

看的我很激动啊,争取首发入
作者: hsu    时间: 2011-1-9 16:59

The Nintendo 3DS is a lot of fun. 3DS非常好玩There are some great games coming to the platform.3DS平台上会有很多好游戏

我看到这样信达雅的翻译情不自禁的拍红了手掌!太得味了!
作者: bigbigsmallstar    时间: 2011-1-9 21:47

虽然很激动,但是还是不首发了,等BIO或是MGS或是MARIO或是ZELDA任意一款推出的时候入




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