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» 非常非常重要的一篇访谈录,关乎PES6,也关乎WE的未来,以及KONAMI的次世代态度
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非常非常重要的一篇访谈录,关乎PES6,也关乎WE的未来,以及KONAMI的次世代态度
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发表于 2006-8-30 00:30
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完全实况的精华加大热帖,就这么转过来其实是很不厚道的
但是思量再三,还是转过来了,希望叶大看在我曾经为你卖过命的份上不要抽我,阿门
感谢完全实况论坛网友sheep的翻译
Winning Eleven: Pro Evolution Soccer 2007(or PES 6 in Europe)is one of the biggest games shown here at the 2006 Games Convention forEuropeans in attendance. During the show I had the opportunity to interviewSenior Producer Shingo “Seabass” Takatsuka and Aki Saito Konami Europe’s SeniorManager with a close personal friend of mine Thomas Puha from Finland’spremier video game magazine, Pelaaja. This extensive North American/Europeandouble team interview covers everything from the newly debuted Xbox 360 version,and current PS2, PSP titles. Plus we get details about the upcoming PlayStation3 version, and the potential for a Wii release (we’re betting on it).
To fully understand this interview, I needto make a few things clear. Winning Eleven is released at different timesacross the globe with different names for the game. Each year Winning Eleven isreleased first in Japan – usually in the spring.Then in Europe Pro EvolutionSoccer or PES is released in the Fall (which is funny they call it soccer in Europeand not football, but then again PEF looks kind of stupid). In North America the Winning Eleven games come out inSpring, nearly a year after the Japanese version.
In Japan Winning Eleven 10 was alreadyreleased, Pro Evolution Soccer 6 is the next title in Europe releasing thisFall, and in North America the newly named Winning Eleven: Pro Evolution Soccer2007 is set to be released in Q1 of 2007. After the Japanese version isreleased Konami improves on game elements before the European version, and thesame is done before Winning Eleven is released in the states. So basically, inthis interview, a number of different versions are being mentioned. We hopethis clears things up before you begin reading. Or there could be the distinctpossibility we’ve had too much Wienerschnitzel, and we apologize. Phew! Now onwith the interview…
Winning Eleven: ProEvolution Soccer 2007 (在欧洲叫PES 6)是2006 Games Conventionfor Europeans展出其中一个最大的展出游戏。在展示过程中我有机会和我要好的好朋友--自芬兰第一的电视游戏杂志《Pelaaja》的Thomas Puha对首席制造者高冢新吾和Konami欧洲首席经理Aki Saito和做一次访问。这次由北美/欧洲两支团队进行的内容广泛的访问覆盖新登场的Xbox 360 ,当前的PS2,PSP。而且我们还得到了即将来临的PS3的详细资料和Wii发布所带来的潜力(我们看好它的!)
为了全面地了解这篇访问,我有一些东西要说明:Winning Eleven 在全球的不同的时间以不同的游戏名称发布。通常每一年的春天Winning Eleven首先在日本发布。然后在秋天Europe Pro Evolution Soccer或者PES就会在欧洲发布(在欧洲称足球为soccer很有趣,但再出现pef看上去就有点愚蠢了)日本版本发布后差不多一年,Winning Eleven就会在北美发布。
Winning Eleven 10已经在日本发布了,Pro EvolutionSoccer 6是将会这个秋天发布的欧洲版本的名称,而在2007年第一季度发布的北美版游戏就会被赋予新的名字--WinningEleven: Pro Evolution Soccer 2007。在日本版发布之后Konami在欧洲版本发布前改进了游戏元素,同样的改进在北美版本发布之前也会进行。我希望以上在你阅读之前把线索整理好。否则那就会有很大可能我们有太多Wienerschnitzel,我们抱歉。好,现在开始访问。。。
Q: When we spoke at E3 and at the TokyoGame Show last year you said you were going to the World Cup. I wanted to knowhow you liked the experience of the World Cup this year.
记者:当我们在上年在E3和东京游戏展聊的时候你说你将会去看世界杯。我想知道你有多喜欢你在世界杯的经历
Shingo “Seabass” Takatsuka: I stayed inFrankfurt and traveled all across Germany. We saw five matches andall of the matches were exciting. The atmosphere was terrific. The best match Isaw was Argentina vs. Serbia. Goingto the match you could see the supporters and how big the Serbia people are and I thought Japan wouldhave a very tough time facing them.
高冢新吾 :我住在法兰克福,还游玩了整个德国。我看了5场十分激动人心比赛,赛场的气氛令人觉得“恐怖”。阿根廷对塞黑是我看得最正的一场比赛。在比赛中你可以看到塞黑球迷的力量,我想当日本队面对塞黑时将会遇很大的困难。
Q:Was there anything that you’d witnessed at the World Cup that you’d like tobring to your games?
记者:你有把你在世界杯中一些你看到喜欢的东西加到你的游戏里面吗?
Seabass: Well yes it influenced a lot, andactually we implemented it already in our PES 6 for Europe.I’ll give you three examples. One is the ball keep. When you have your defenderand you’re keeping him blocking, that up until PES 5 and Winning Eleven 10 nomatter which player, you were invincible, and we thought that wasn’t true whilewatching the world cup.So now in PES 6 according to the body strength of thedefender and yourself you might lose even though you might be blocking theball.
Also the pass speed we thought that thegame was too fast for all teams. We decided to slow down for the weak passingteams. Like for instance Japancould never score by passing, passing, and passing and taking a shot. This isnot realistic, but this happened in our past Pro Evo and Winning Eleven series.We decided not to do that and this was influenced by the World Cup.
Lastly we changed the positioning of thedefenders. We thought that the defenders positioning was much different afterwe saw the World Cup so that’s already implemented.
高冢新吾:唔,世界杯影响游戏很多,而且实际上我们已经在我们的PES 6中实现了。我举三个例子:
一是护球,在PES5和Winning Eleven 10中,当你用防守球员去拦截的时候你会令他保持拦截状态,而且它是无敌的(译注:大概是指按X拦截过程中球员不会被撞倒)。在看世界杯的过程中我觉得这是不真实的。所以现在PES6根据防守球员的强壮度就算你正在拦截时候也有可能失去平衡。
同样地我觉得游戏中所有的球队的传球速度都太快了。我们决定把把传球能力差的球队的传球速度降低。,就像日本对无法通过一连串连续的传球然后射门,这是不真实的的情况在以往的PES和Winning Eleven系列中出现。由于世界杯的影响,我们决定解决这个问题。
最后,我们改变了防守球员的站位。看完世界杯后我们对防守球员站位(的理解)有了很大的不同,所以这个已经实现了。
Q: Isaw a lot of screenshots of the online mode for the PS2 version and it lookslike there are a lot of improvements and new options for the online gameplay.Can you give us the details of the various upgrades to the online mode?
记者:我看过很多ps2版本网上对战模式的截图,看上去网上对战模式有很多改进了还加了新的选项。你能告诉我们网上对战模式的多个升级的详细资料吗
Seabass: I can’t give you all, but I cangive you the main topics of the new online mode. We expanded the multiplay muchmore so if you have four consoles and two players on each console there’s amaximum of eight players for online. Also we decided to have the PC players andthe PS2 players play for the first time together online. Those are the twobiggest things that we implemented in PES 6.
高冢新吾:虽然我不能把全部告诉你,但是我可以说新的网络对战模式的主要特点。我们把多人网络对战扩展了很多,所以现在如果你有4个主机而且每台主机有两个玩家那样网络队战最多支持8人同时游戏。(译注:consoles翻译作主机不知道是否合适)而且我们决定使PC玩家和PS2玩家第一次能通过网络进行对战。那就是PES6实现的两个最大新特点。
Q:Are there things like more statistics for players? How many matches you won,lost, and the percentage? Do you have goals scored, passes made, things likethat?
记者:那么玩家会有更多的统计资料吗?就像胜了多少场,胜率,入球数,传球数。
Seabass: Well, sorry to say but we didn’tmake any drastic changes to that part. Of course we did balance parts, andmaybe there are some new things in there. But we didn’t so much increase thatdata screen. What we tried to emphasize this time was having more fun with themultiplayer and allowing users to play multiplayer online for this version.
高冢新吾:恩,我很遗憾我们并没有对那个部分做太大的修改。但当然我们改变了平衡部分,所以那里应该会有新东西。
但我们并没有令数据屏幕增加多少,这次我们所强调的是网络多人队战将会更有趣和这个版本允许玩家进行网络对人对站。
Q:There were screenshots that we saw for the PS2 version that said things like“group” so can you organize things like tournaments for your friends onlinenow?
记者:我看到有PS2版本的截图好像有类似于“群组”的东西,那么利用它玩家可以在网上和朋友组织联赛之类的东西?
Seabass: Sorry we can’t really say itofficially but if you saw it in a screenshot you can kind of guess what’s goingto be in there. We can’t confirm yet, and honestly we don’t know if its goingto work out. We might pull it out, but we are trying to get a lot of stuff inthere. As I said, the emphasis is on the PC and PS2 working together, and the8-player multiplayer, and we don’t want to sacrifice any of that so if theretoo much more lag or server trouble we might pull some out. That’s why we can’treally confirm at this time
高冢新吾:对不起我们不能正式地说那个,但如果你是在截图中看到那个,那么你可以大概猜到那里会有什么了。我们无法保证,或者老实说我们不知打那个是否能实现,我们可能去掉那个部分,但是我们正在尝试那里实现很多东西。就像我刚才所说的,这次的重点是PC,PS2的互动和8人网络对战,我们不像牺牲以上任何一个,所以如果延迟太厉害或者服务器问题,我们会把一些东西去掉。那是为什么我现在真的无法确认那个部分。
Q:Is the Xbox 360’sonline component exactly the same as far as the options?
记者:Xbox 360 的网络部分是连选项都完全一样吗?
Seabass: 360 is on the next gen, meaning wewent back to the drawing board because the next-gen and the old-gen can’treally match when you play online, therefore 360 we regret to say one vs. one.But we had a different goal to maximize the one vs. one. on the next-gen 360version this year for intense one-on-one play.
For the PS2 and PC version you might havefound from time to time that there were some awkward moves and some jumpingmovement. We won’t do this on the 360 because we concentrated on this tightnessfor intensive gameplay. For the 360 our main goal was to let the users playonline as if there was a stand alone and you were playing with your friendsright next to you.
高冢新吾:360是次世代主机,这意味着我们要回到开始状态因为两代引擎在网络对战中无法真正的对应(起来)。因此我遗憾地说360只有单机模式。但(与PS2和PC版本相比)我们有一个不同的目标--今年为了实现激烈的单机对战而去最大限度地改进360的1对1模式。
在PS2和PC版本(的游戏)你也许发现有时(游戏)有一些笨拙的移动和弹跳。我们没有让这些在360版本中出现,因为我们为了精确的游戏体验而集中力量在这些细节上来巩固精确地游戏体验(gameplay),在360版本中我们的主要目标是让玩家网上对站就像有你的朋友站在你身边和你一起玩游戏一样
Q:What are your plans for Xbox 360 modes and do you have plans for anydownloadable content?
记者:你对Xbox 360的模式计划是什么?你有计划推出一些能供下载的内容吗?
Seabass: Of course we want to pursue thisone-on-one, the more precise gameplay because the game control is everything inPES. We don’t want to lose that if you play online. Offline or online we’regoing to deepen and enrich the soccer feeling when you play the game withupgraded AIs.
If we talk about modes, I want to make themaster league completely different and make it completely fun for the audience.That’s in the future line-up. We’re even thinking about online master league inthe near future. Multiplayer we’re going to expand, even though the 360 isone-on-one this year, we’re not satisfied with one-on-one. We want to firstcreate the base and then expand to multiplay. We already have a good main coresystem for this year set up. Meaning, like your FPS online game. You will haveno lag and you will feel comfortable playing online. We’re almost up to thatpoint that we can deliver that next year.
You aked about Live downloads - this is alittle bit difficult issue. Once we have the license and political stuff sortedout we are trying to get the downloadable upgrades on your stats, teams,rosters, whatever. But this is all in our future plans.
高冢新吾 :当然我们想追赶这个one-on-one,更加精确的游戏体验,因为游戏的控制是PES的一切,我们不想你在网络对战中失去它。无论是不联机还是联机我们将会深化和丰富你和我们升级了的AI游戏时的足球感觉
如果我们说关于模式,我想令master league (与现在)完全的不同,使他对于观众来说十分有趣。这已经在我们将来的计划里面了。我们甚至想过online的master league。网络队战将会被扩展,即使今年的360版本是单机的。我们不会满足于单机模式,我们想说先建立基础然后扩展到网络对战。我们今年已经装配了一个很好的核心系统,这意味着,就像你的联网fps游戏,当你网上对战时你将没有延迟和感觉十分舒适。我们差不多准备好明年开始营运。
你问到的实时下载,这是一个优点困难的事情。一旦我们有许可证和挑选好的行政素材我们会努力提供出场阵容,队伍,转会的可下载升级,无论如何这些全部在我们以后的计划中。
Q:So you won’t have roster updates in this version?
记者:所以这个版本没有转会升级?
Seabass: No, we’re not cleared for thelicense issues just yet for this year.
高冢新吾 :没有,我们没有升级因为许可证只能今年使用
Q:So that’s the reason PES 5 didn’t have any updates because of legal reasons?
记者:所以那就是PES5没有任何更新的原因?因为法律问题?
Seabass: Yes, that was the main reason.Technically speaking from a programmer’s side this is all possible. We can doit and we want to do it, but we don’t want to get sued by doing it so we haveto clear a lot of things first.
高冢新吾:是的,那是主要原因。从一个程序员的技术角度来说这完全可能,我们可以也希望做到,但是我们不想因此而惹来起诉,所以我们无奈地先要忽略很多东西
Q:Why can EA do it? Is it the FIFA license?
记者:为什么EA可以那样做?那是FIFA许可证?
Seabass: Well, EA is still a little aheadin terms of licenses. As you said they have the crown and are the mostprestigious and the biggest. As you know from our series we’re trying our bestand always expanding.
高冢新吾 :嗯,EA仍然在许可证方面有一些领先,就像你所说他们拥有皇冠,是最有声望和最大的(公司)。就像你从我的系列知道的那样我们正在尽我们的努力,同时(授权数量)一直在增长。
Aki Saito: Sorry, but I have to say onething about the Microsoft presentation. The presentation was misleading. We neversaid exclusive for one year for the next generation. We said this year. We wereagreed that it was this year.
Aki Saito:对不起,但我一定要说一些关于Microsoft的陈述。那个陈述是会使人误解。我们从来没有说作为次世代主机(Xbox 360)的独占游戏一年,我们说的是今年。我们的协议是那是今年。
Q:So up until January 1?
记者:所以截至到一月一日?
Saito: Yes. In a sense. If we’re going torelease PES 7 next year during this time, yes it may be one year. But we neveragreed that we were going to say that officially. It was kind of misleading anda misunderstanding. What we meant or agreed with Microsoft was this winter orthis season for PES 6 – this is exclusive.
Aki Saito:是的,某种意义上说。如果我们在下一年的这个时候发布PES 7,是的,那应该是一年。但我们从来没有承认我们已经正式地那样说了。这里有些误解和误会。我们的意思或者与Microsoft的协议是这一个冬天或者这个季度的PES6--这是(Xbox360)独占的。
Q: Iwanted to ask about that. Was that agreement you came to the conclusion thatyou couldn’t get a PS3 version out anyway or was there some sort of marketinginvolved or incentive from Microsoft to make that announcement?
记者:我想问下,你们所达成的协议是(因为)你们得出结论无论如何也无法拿出一个PS3版本,还是一些市场因素又或者是Microsoft的激励因素?
Seabass: It’s a very difficult question toanswer and there are a lot of company politics involved.
高冢新吾:这是一个十分难答的问题,那里涉及了很多公司政策。
Saito: Seabass is not responsible for thataspect so I should probably answer. As Konami, we always try to be better –this is true. We don’t want to go exclusive on anything basically because webelieve there are PlayStation users, Microsoft users, Nintendo users, PSPusers, and everything. No matter how much a good marketing deal there is westill believe that we should be equal. And this is a company policy as well.
So this announcement was made, but itwasn’t anything to trigger any issues with the other parties. But actually thisone year thing that we didn’t kind of allow, it triggered a little issue rightnow and we’re trying to sort this out. Microsoft understands that yes, we’reequal, but we’re trying to be fair. So this year, yes, it’s 360 only on thenext gen.
Saito:高冢新吾不是负责那个方面的所以让我来答比较适合。作为Konami,我们一直努力变得更好 - 这是事实。我们不会想作为任何东西的独占品,主要地因为我们相信有PlayStation的用户,Microsoft的用户,Nintendo的用户,PSP的用户,和一切的东西。无论一个多大的市场交易在那里,我们仍然相信我们应该平等(对待),那也是公司的政策。
所以虽然这个发布了公告,但是它不会引发对任何其他公司的影响。因为事实上这一年我们没有任何承诺,它现在的引发了一些影响但我们正在尽力排除。Microsoft也明白这个,我们是平等的,但是我们正在尽力做到公平。所以这一年,对的,仅有360(的游戏)在次世代主机。
Q:Can I just expand on that. At E3 when we talked a PS3 version wasn’t evenstarted. Has it started production, and as you said just now does it mean thattheoretically we could have Winning Eleven 10 or PES 6 next spring on PS3?
记者:可以让我在那里展开来说。在E3当我们说PS3的版本仍然没有开始(制作)。那么现在它已经开始成形了?你刚才所说的是不是意味着理论上我们可以有在下一个春天有Winning Eleven 10 或者 PES 6的PS3版本?
Seabass: That’s no doubt. We already started,and I said in that interview I think that how we work as fair is that we don’twork on one console anymore. We work on the core and then we spread it out – wehave this mentality.
So for next year, if the market is there.If the PS3 doesn’t ship this year, and there’s no users, there’s no meaning forus to present PS3. As long as we hear the users voice, and everyone wants it wewill consider it. I already am considering that, and probably PS3 will bereleased, they’ll be good followers and fans. If it’s up to us, we’re going todeliver it.
高冢新吾:那毋庸置疑,我们已经开始(开发)。我在那个访问说的我想我们最美好的工作情况是我们无需再工作在一个平台,我们开发核心然后把它展开 - 我们有这样的思路
所以在下一年,如果有那样的市场,如果PS今年跳票,没有用户,呈现PS3(的作品)对于我们来说是没有意义的。只要我们听到用户的声音,所有的人希望PS3的作品我们将会考虑它。我已经考虑那个,大概PS3将会发售,他们将会是好的跟随者和爱好者。如果PS3的作品适合我们,我们将会发布它。
Q:Now are you going to continue creating current generation – PS2, Xbox – ofWinning Eleven/PES?
记者:现在你将会继续创作当前的一代(主机) - PS2 ,Xbox的Winning Eleven/PES吗?
Seabass: Yes, we will. If you look back atthe days when we jumped from PS1 to PS2 we kept on releasing for about twoyears on the PS1. This time on the PS2 it’ll probably be much longer because weknow that the fans are there. But we’re not going to make the simpleconversions and upgrades each year.
From our new development on the next gen,which will be our main on the years to come, we will try to take the bestessence of that and filter that to the PS2 or the last-gen machines. We don’twant to do easy data changing upgrades even for the PS2 versions of the future.
高冢新吾:是的,我们会。如果你看会那些我们从PS1转变到PS2的日子我们有大概两年继续发布PS1游戏。这一次在PS2,时间大概会更长因为我们知道有玩家在那里。但我们将不会每年作简单的变化和升级。
从我们今后几年的主要目标 --次世代主机的新开发中,我们将会尽力把次世代最好的特质渗入到PS2或者对上一代的机器(的游戏中),即使是对于未来的PS2版本(的游戏)我们不想仅仅做数据升级.
Q:The visual upgrades for the Xbox 360 that we noticed – the facial features arefantastic, but the rest of it – the stadiums and the fans in the seats seemlike more of a high-res Xbox version. Is this a new graphical engine, or isthis a high-res Xbox version for the 360?
记者:我们注意到Xbox 360 (版本)可见的升级 - 面部特征是令人惊叹的,但其他部分 - 体育场和观众就好像是高分辨率的Xbox版本。那是新的图像引擎,还是360版本是一个高分辨率的Xbox版本?
Seabass: Since it was next-gen we can’treally make use of the old-gen materials, meaning we did create new things fromscratch. In years to come with PS3, maybe Windows Vista, next-gen machines tocome, we still think that there’s more space to expand the graphical aspects.Because of my graphics staff working hard, what you see in the 360 version is akind of real renewed models and everything.
高冢新吾:由于那是次世代(主机)我们不能完全使用旧代(主机)的材料,意味着我们要从头开始开发,在通向PS3,或者还有 Windows Vista,下一代机器的数年中,我们仍然觉得有更多空间扩展图像方面。因为我们图形工作人员的辛勤工作,你所见的Xbox360版本是一种真正全新的 -- 从模型到其他东西。
Q:So with the PlayStation 3 version we can expect to see the visuals take alarger step?
记者:所以我们可以看到PlayStation 3版本的游戏图像有一个更大的飞跃?
Seabass: Don’t get us a wrong, we’re notgoing to create another engine for the PS3, we’re probably going to use thenext-gen engine. But the advances we did for PES 3 to PES 4 to PES 5 – WinningEleven 7, to 8, to 9 – that kind of upgrade we’ll do for the PS3.
高冢新吾:不要误会我的意思,我们没有打算为PS3创造另外一个新的引擎,我们很可能使用次世代引擎,但接近我们从PES 3 到 PES 4 到 PES5 – Winning Eleven 7, 到 8, 到 9 所做的,在PS3我们将会做那样的升级。
Q:You only released one Winning Eleven for the GameCube, (Ed: Winning Eleven 6Final Evolution in Japanonly) what kind of plans do you have for Wii?
记者:你们在GameCube上仅仅发布了一个Winning Eleven(作品)(注:Winning Eleven 6 FinalEvolution 仅在日本发售)你们在Wii上会有怎样的计划。
Seabass: That’s not a next-gen engine(laughs) but I shouldn’t say that for good reasons. The graphics are not reallythe same as the 360 or PS3. But the controller is simply unique. We are alreadydiscussing with Nintendo – we have always been discussing with all parties. Inour discussions with Nintendo it’s how we utilize this new controller. As acreator I am looking forward to how to make use of the controller. At the sametime I fear that it’s going to be tons of work and innovations that I have tocome up with to create PES on Wii.
高冢新吾:那不是次世代(笑)但我不应该说那是好说法。(Wii的)图像不是真正地像360 或者PS3,但手柄是完全的都独有的。我们已经开始和Nintendo讨论 - 我们过去和现在一直和所有的合作伙伴讨论。我们和Nintendo讨论的事我们怎样利用新的手柄。作为一个创造者我正在寻找怎样利使用新的手柄。同时我十分害怕在我一定要面对的在Wii上创造PES的堆积如山的工作和创新
Q:At E3 we talked about PES 6 for the PS2 and you said small changes could be bigchanges. Now that the game is almost done, what are the key changes fromWinning Eleven 10 (the Japanese version that was released in Spring) to PES 6.Has the goalkeeper AI been changed?
记者:在E3我们谈到PS2版本的PES6时候你说新的改变会变成大的改变。现在游戏差不多完成。从 Winning Eleven 10 (春天发布的日本版本) 到 PES 6 的最关键改变是什么?守门员的AI改变了吗?
Seabass: I remembered you thought that you(Thomas) pointed out that defending was a little weak in Winning Eleven andthat the goalkeeper is dumb.
高冢新吾:我记得你想你(Thomas)指出Winning Eleven 的防守有一点点弱,还有守门员是木头。
Thomas: I didn’t quite say that.
Thomas:我不是那样说的。
All: (laughs)
众人:笑。
Seabass: We thought so as well. We wentback and upgraded those small tweaks but it made the gameplay much different.The version you see here the goalkeeper has much better positioning, however,even today as we speak the team is still brushing this up. PES 6 will be muchdifferent than the samples you see at the Games Convention today. Thegoalkeeper could be super strong and stop super shots but at the same time wecreated new weak points for the goalkeepers. So if you play like you’re playingPES 5 and you think it’s a goal, it won’t be a goal, and vise versa. If you aimat the weak point you’re more likely to score.
Also about the positioning of defenders, inPES 5 and Winning Eleven 10, we saw that there was some easy goals. You knowwhat I’m talking about – when you go down the side but you don’t cross but makea pass, we changed the positioning so you can’t do that anymore. You’ll have atotally different gameplay feeling and you’ll need a little work to crack atit.
高冢新吾:我们也是那样认为的,我们回去修正了那些弱点但这让游戏十分不同。你现在看到的版本守门员有好很多的站位,可是,甚至今天当我们谈话的时候工作组仍然在提高它。PES6将会和你们今天在Games Convention所见的样板有很多不同,守门员将会更加强大能挡出十分漂亮的射门但同时我们为守门员增加了新的弱点。所以如果你像玩PES5那样玩(PES6),当你认为是一个进球的时候,那将不会是一个进球。如果你对准弱点,你更加有希望进球。
同样关于防守球员的站位,在PES 5 和 Winning Eleven 10,我们会见到一些轻松的进球(方法)。你知道我在说什么--当你在边路下底但你不是大脚传中而是一个普通传球。我们改变了站位所以你无法再那样做了。你将会获得一个完全不同的游戏感觉你将需要一些功夫去适应它。
Q
S2 was the lead platform for Winning Eleven/PES. It was basically your breadand butter and where you sold millions of copies of games. What do you thinkyour lead platform is going to be in the future?
记者:PS2曾经是Winning Eleven/PES领先的平台。那是你主要的面包和黄油,你在那里有数百万的游戏销量。你怎样看待你的领先平台在将来会变成什么样
Seabass: It was a natural flow from ourdevelopment from PS1 to PS2 and it’s a natural flow to understand that it’sgoing to be PS3. But with the 360 version in development and its going to beout this fall (in Europe) this natural flowmight not be the natural flow in the future.
We still think that the PC, 360, PS3, andWii considered as next gen, we will not differentiate or create specificallyfor those. Our goal is to create something in the center and then spread outwhere the audience is. However, frankly speaking, with controller matching thebest controller that matches our game is the PlayStation controller. In thatsense PS3 is definitely going to be a good match in terms of play feeling andcontrol, but even so I am trying to adjust control feel so you will have noawkward feeling in all platforms if we bring them out.
高冢新吾:曾经有一股自然的潮流在我们从PS1转向PS2的开发中,这是一股自然的流向需要明白现在即将是PS3。但随着360版本进入开发,它即将在这个秋天发布(在欧洲)这一自然潮流大概不会是未来的自然潮流。
我们仍然认为PC,360,PS3,Wii会被看作次世代(主机),我们将不会区分或者为他们创造特定的东西 。 我们的目标是制造中心的一些东西,然后在有拥护者的地方把它展开。然而,坦白地说,使用手柄比赛(游戏)适合我们游戏的手柄是PS3的手柄。在那种认识上PS3一会是一个很好在游戏感觉和操作方面的匹配,虽然如此但我们正在尽力调整操作感觉使得无论我们在任何平台带出的作品都不会让你有笨拙的感觉 。
Q:Does the lack of 360 sales in Japanaffect your decision at all?
记者:360在日本的滞销根本地影响你们的决定?
Seabass: Yes, to some extent maybe youcould say that because in Japanthe hardware itself is not really selling as everyone expected. But that’s justa fraction of what we think - it doesn’t affect our work. It’s more of a salesand marketing side, but on the developer side we don’t try to differentiatewith that decision.
高冢新吾:是的,进一步也许你可以说因为在日本硬件本身的销量不是完全地如所有人预料那样。但那仅仅是我想的一小部分,那并不影响我们的工作。那是更多的事销售和市场方面,但在开发者方面我们不会尝试以那决定作区分。
Q:Expanding on that, the franchise sells over a million copies in Japan, and two to three million copies in Europe, and the Japanese version is always a bitdifferent than the European version. Are you going to do anything for ourfriends in North America, because that game isstill huge in that market.
记者:进一步地说,在日本超过百万的销量和在欧洲两三百万的销量,日本版本和欧洲版本总有一些不同。你们将会为我们在北美的玩家做些什么吗?因为在那里游戏仍有很大的市场。
Seabass: Yes, definitely. We’re not notthinking about North America. We know thatthere are many fans in Mexicoas well. We would like to not stop trying to expand minor things like doinglanguages, voice overs, and text. We have not forgotten about the Americanmarket.
高冢新吾:是的,一定。我们并不是没有考虑到北美。我们知道在墨西哥也有有很多的fans。我们想将会停止尝试扩展次要的像语言,声音和文字之类的东西。我们并没有忘记美洲的市场。
Q:We were playing the PSP version and it’s greatly improved and we were wonderingif you could talk about the link with the PS2 version and how has that beenimproved.
记者:我以前一直在玩PSP版版本,他是很大的改进,我想知道是够我们可能谈关于连接到PS2版本的事情,那事情进展怎样了?
Seabass: We can’t really discuss that rightnow. There are still issues on the R&D end, and we can’t say anything atthis moment about the link up with the PS2 and PSP – what is new and what isrefined.
高冢新吾:我们现在好不能真正地谈那个。它仍然在开发周期中,我们现在还不能说任何关于PSP与PS2的互联 -新加入什么和那有多好。
Q:One of the things that you promised last year that didn’t make it into the gamewas being able to bounce back and forth between the PS2 and PSP with yourMaster League season. Are you shooting for that at least?
记者:你上年承诺的其中一件事但没有在游戏中实现,那是玩家的Master League能在PS2和PSP间来回切换。你最后完成它了吗?
Seabass: That’s a very difficult questionto answer. It might not be. We were understaffed and we had 360 coming up – ohI’m starting to make excuses now. (laughs)
高冢新吾:那是一个很难回答的问题,那大概不会有。我们人员不足加上即将推出360版本。噢我正在找借口了。
Q:Going back to rosters, the game is going to ship in Europein October, and a lot of the fans want to know what is the roster cut off date?
记者:回到游戏的球员名单,游戏将会在10月在欧洲发售,很多玩家想知道名单的最后确定的时间是?
Seabass: We have always tried to make themost to date game as possible. Currently Rigatoni - the Italian - is up forgrabs right now. We don’t know how that’s going to be. Even the team iswondering what we should do with Rigatoni. We can’t tell you the cut off date,but we are trying to please the users as much as possible and make the mostup-to-date version.
高冢新吾:我们一直努力尝试尽可能接近游戏发售的时间 。在当前 通心粉-意大利赛-在赛季间隔当中。我们不知道它以后会成怎样。甚至联赛的球队还不确定,这是我们要对意大利作处理。我们不能告诉你最后的确定日期,但我们正在努力使玩家尽可能地满意,做出一个最up-to-date的版本。
Q:Your fan base in North America, Europe, and Mexico – a lot of us have JapanesePS2s because we have zero patience. Europe gets the game before North Americadoes, and Japanis before that so we import the game, and then get the game again when it comesout in our own country. Next year would mark the year that you will bereleasing Winning Eleven 11 in Japan, and I’veasked you this question before, but I’m curious if you’re planning on releasingsome special edition of Winning Eleven 11 for PS2? And what are you planning oncalling it because Winning Eleven 11 sounds kind of silly.
记者:你们在北美,欧洲和墨西哥的玩家-我们当中的一大部分有日本版的PS2因为这样我们就不需要等待。欧洲在北美前拿到游戏,日本早与欧洲,所以我们进口了那(日本版)游戏。这样我们在游戏在我们国家发售时又得到了游戏。下一年应该会标志着你们将在日本发售Winning Eleven 11,我在之前也问过这个问题,但我很好奇你们是否计划在PS2上发售一些特别版的Winning Eleven 11?你们将会对新作怎样命名因为WinningEleven 11听起来有点古怪。
A: (laughs) Speaking of title names,Winning Eleven 11 is actually one of my favorite title names and I’m trying topush within the team, and within the company to call it as is – Winning Eleven11. It could be fun. It’s not decided.
For the U.S. version we have a gorgeoustitle Winning Eleven: Pro Evolution Soccer 2007. I like that as well because itsounds very gorgeous. This is an on going battle, but my preference is WinningEleven 11. It’s my favorite.
A:(笑)说到游戏名称,Winning Eleven 11实际上是我最喜欢的名字,我正在努力把推动团队和公司内部这样叫它 -- Winning Eleven 11。那十分有趣,但那还没有决定下来。
对于美国的版本,我们有一个华丽的名字Winning Eleven: Pro Evolution Soccer 2007,我也很喜欢它因为它听起来十分华丽。这仍然在争论中,但是我的选择食Winning Eleven 11,它是我的最爱。
Q:So you think that’s what it’ll end up being called?
记者:所以你觉那就是它结束时候的名称?
A: There are still a lot of people in thecompany that think we should not use Winning Eleven 11. It’s a tug-of-war rightnow within the company.
Everyone kind of thought that when westarted Winning Eleven – two or three Winning Elevens. We didn’t actually thinkwe’d do 11 Winning Elevens.
thank to Thomasgoal
A:公司里面很多人仍然认为我们不应该用Winning Eleven 11,在公司内部现有有激烈的争论。
当我们开始(开发)Winning Eleven的时候所有人或多或少会认为-(将有)两或者三个Winning Eleven。我们没有想到我们居然可以做到11个Winning Eleven。
thank to Thomasgoal
完了,以下是我的废话:
1.XO版大好,以后的PS3版基本引擎也和XO版一样,除了只在日本发售的最终版外XO依然能分享每一作新WE,但是PS3依然是最适合WE的平台
2.PES6是史上最靠近真实足球的一作,即使是PS2版的系统也被调整到比WE10更高的地步
3.PS2上的WE还有相当值得期待的进化程度
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