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» 1UP KILLZONE2 试玩感受
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[新闻]
1UP KILLZONE2 试玩感受
老刘吃嫩草
混世魔头
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发表于 2008-5-21 13:35
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http://www.1up.com/do/previewPage?cId=3167906
好象不容乐观.
小编肯定了伎术上制作组做出的努力.但关卡设计评价不太好.
场景有些单调,灰色色调不太讨好.游戏时自由度太差,目前还没看出比其他众多FPS更优秀的地方.
What We Played: The playable demo encompassed two sequential areas, helping to demonstrate the "sectioning-off" approach Guerrilla hopes will make the long levels more manageable for players. The first area opened with our character on a flying assault landing craft approaching a Helghast base. After getting shot down, we had to make our way through debris and enemies to reach the entry to the next section. The second part of the demo took the action inside a warehouse environment, ultimately leading to a gate-control room where we opened the door for a whole convoy of our buddies to come through.
Good to Go: In the section we played, Killzone 2 handily cleared the technical hurdles and demonstrated its ability to execute well on all the fundamental shooter mechanics. After a slight tweak to the sensitivity settings (the default halfway setting felt way too twitchy), the controls responded predictably to our inputs, and the onscreen action moved smoothly. A number of special effects, particularly motion- and depth-of-field blurring, helped play up the cinematic feel of the game. And while not overemphasized, the cover system worked very comfortably. It was easy to get into a protected position -- and once there, peek out to take a quick look or squeeze off a couple of rounds.
Warning Sign: The level design in certain places felt forced. Sometimes, this was as simple as needing to blow open a wall -- a handy rocket launcher would just happen to be nearby. The major concern came from a stretch in the first section we played, where enemies could be seen on catwalks ahead, but the producer guiding the demo advised us we were wasting our time sniping them, as they would infinitely respawn. The explanation given was that access to those positions along the line allowed the enemy to reinforce at will, but watching guys file back in to take the places of their fallen comrades almost immediately broke some of the game's immersion. And then, once we got to the right place in the sequence, we actually were able to eliminate those enemies, making it feel all the more artificial.
Warning Sign: Killzone 2's designs show a tremendous attention to detail, but what we saw struggled to stand out. The drab environments filled with concrete, rubble, and more concrete looked like a stage from any number of similar games. The guns might not have been modern real-world weapons -- but, for all intents and purposes, they could've been. The warehouse area -- which turns into a killhouse when commandos drop through the skylights -- didn't do anything to distinguish itself. Nor did the requisite exploding barrels and gas tanks.
Lukewarm Afterglow: The intoxicating effects wore off fairly quickly once we actually started playing. The game's subdued gray color palette certainly didn't help matters, but the issue goes deeper than that. "Been there, done that" crept in pretty quickly, and the strict, linear progression in this play session only emphasized that. We almost got the feeling that the developers programmed every action we took: take cover here, shoot guy to right, shoot guy who comes through doorway to left, slide right.... And infinite respawn spots -- seriously? Killzone 2 definitely proved its technical ability; now the question becomes whether it finds a way to distinguish itself from the crowd
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