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主机&掌机游戏讨论区
» KillZone2 更多的情报透露中(持续更新)- 控制 手雷 反锯齿
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KillZone2 更多的情报透露中(持续更新)- 控制 手雷 反锯齿
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发表于 2007-7-13 04:24
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http://bbs.a9vg.com/read.php?tid=724954&fpage=1
消息来源:
http://blog.newsweek.com/blogs/l ... one-2-hands-on.aspx
是newsweek的人去亲手体验后的评价:
Part1:
You can always simply crouch behind obstacles, as you would in any other shooter, but Guerrilla has added something extra. When you hit L2 near cover, the game puts you into cover mode. Once you're in cover, you can use the left analog stick to pop up, lean left or lean right to take precise aim at your Helghan enemies. Alternatively, you can blindfire by simply pulling the trigger (R2) on your weapon. You're completely safe behind non-erodable cover as long as the enemy is on the same plane as you; if they've got the high ground, they can hit you if they have the right angle. We didn't ask Guerrilla directly whether the use of cover would be all-but-mandatory, as with Gears of War, or optional; regardless, it adds a tactical element to the game that fits seamlessly with the Killzone mythos. Overall, the cover mechanic works extremely well, without ever having to switch the gamer into a third-person view as does Ubisoft's Rainbow Six Vegas, and we won't be surprised when we see a number of Guerrilla's peers paying homage to borrowing stealing this idea after they get their hands on it.
目前的操作设定:
L1: 暂时下蹲
L2: 进入掩体模式,可躲在在不可破坏的掩体背后。同水平高度的敌人无法射击你,但地理位置高的仍然可能射击到你。在掩体模式下,可以用右棍上/左/右来探头出去寻找攻击的机会
R1: 手雷,目前仍然没有引爆时间的设定,成品会有改善。
R2: 射击
R3: 瞄准/狙击模式
Part2:
We also appreciated Guerrilla's decision to go with a minimal amount of screen clutter. Right now, all you'll see onscreen is the aiming reticule and an ammo counter. Don't expect to see the ammo counter in the final product, however. Guerrilla wants to eliminate the HUD entirely by putting the ammo readout on the weapons themselves,
操作屏幕的布局:
目前在游戏进行中屏幕上只有显示准星和子弹的数量,预计到了最后武器的载弹量会合并到武器本身上面,这样游戏进行中的画面会非常的简洁(准星+生命+手雷?)
Part3:
There's practically not a jagged line to be found on the power lines, or any other lines, for that matter; we're told it's because Killzone 2 is using the Cell's SPUs and the RSX graphics chip to achieve 4x full-screen anti-aliasing.)
反锯齿:完全没有明显的锯齿,据我们了解 Cell的SPU+RSX提供了4x全屏反锯齿
Part4:
One of the things that made us believe in Guerrilla's potential, even when it hadn't yet been fully realized, was the company's attention to detail. Looking up above, we see cables that look like power lines or telephone lines, swaying in the wind. ( There's a glow decal that happens when bullets make contact; right now it's applied to all weapons, but they're planning to dial it back and only have it apply to certain weapons. Even the tracer fire seems specific to Killzone 2, as if it has a slight upward arc the further it gets from the muzzle. When you kill a Helghast, a red pool of blood not only forms to indicate that he's dead, but it also turns yellowish over time. The dramatic light and shadow in the previous screenshot of the Helghast vaulting over a rail, which has been the subject of much chatter online, comes from the game's multiple dynamic lights. There's even a complete Helghan alphabet, seen on signage throughout the level, which was created by the game's concept designers.
细节方面的表现:
即使是天上悬挂的电话线,都没有任何锯齿
现在所有的武器都会在击中目标后有闪光的decal(不过某些武器可能会被取消)
当Helgast士兵被击毙后会有一大片红色的血迹流出,随时间的迁移会变成黄色
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