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板垣谈忍者龙剑传2的一些变化

转:http://bbs.a9vg.com/read.php?tid=829149&fpage=1

[360]板垣谈忍者龙剑传2的一些变化

原贴1UP首发,原文如下
http://www.1up.com/do/previewPage?cId=3165629

Team Ninja's enigmatic mastermind Tomonobu Itagaki is a well known fan of Halo. But last week, when he went to the offices of Microsoft Game Studios in Seattle, it wasn't to convince his pals at Bungie to make Halo 4: Gravemind's Revenge. He was there to show off an early version of Ninja Gaiden 2, which Microsoft will publish for Xbox 360 later this year. And while mum about whether the game will feature a second playable character (rumored to be a woman who isn't Rachel), support downloadable content like the last Ninja Gaiden or have battles set in a certain city known for large fruit, he did go into more detail about other aspects of the game that he hadn't before.

Taking a cue from the Capulets & Montagues (or J. Lo and Mariah Carey), the story of Ninja Gaiden 2 is centered around a feud. "As you know, our hero [Ryu Hayabusa] is from the Hayabusa clan," Itakagi explains, "but there's another ninja clan that's been fighting with them for as long as anyone can remember. So what you're going to see is the intense conflict between these two clans."

Heading this enemy clan is Genshin, a guy who doesn't take "no" for an answer. Which makes Ryu's job that much more difficult. "Genshin is so focused on killing Ryu that if one of his lesser ninjas doesn't kill Hayabusa, Genshin will kill them for failing," Itakagi says. "So since they have nothing to lose, they're still going to come at you even when they get an arm chopped off or a leg chopped off."


SCREENS: Talking to Itakagi, it's obvious he's a game designer who listens to his fans. And corrects them when they're wrong. "I'd actually like to clear something up," he tells us at one point. "A lot of the hardcore fans on the forums have been getting upset because they think the dual katanas [in NG2] are the ones that were in Ninja Gaiden Sigma. But they've actually been greatly improved and they're not very different. We're actually treating them as a whole new weapon." Click the image above to check out all Ninja Gaiden 2 screens.

It is then that Ryu will get to employ his newly learned Obliteration Techniques, which are like the moves you do in Mortal Kombat when you're told to, "Finish Him." Except Obliteration Techniques aren't meant to humiliate your enemies, they're meant to honor them. "In the Japanese warrior tradition," Itakagi explains, "it's very important to finish an enemy off in an appropriate way. The most vile thing you can do is kill someone in a way that takes a long time to die. If you're going to kill a guy, you should do it as swiftly and as painlessly as possible." (Which Itakagi illustrates by cutting one enemy ninja into neat little cubes.)

Finishing off your enemies with an Obliteration Technique doesn't just honor your enemies, though. "It will not only increase your standing at the end of a stage, when you're ranked on your performance," Itakagi points out, "but also, like in the first game, when you finish off an enemy you get essence, and the amount of essence increases if you use an Obliteration Technique."

Of course, ninjas from Genshin's clan will also be hoping to give you a warrior's death. Luckily, this sequel features a new regenerating health system. "Because Hayabusa is a super ninja," Itakagi explains, "he's able to concentrate and focus his energy to regain some of his health back. But you can't get it all back."

The thinking behind this, Itakagi notes, is because, "I wanted to reduce the number of times that you're taken out of the gameplay, like when you want to heal or use an item." Though he also cites the health systems in such games as the Call of Duty series as being an influence as well. "There are a lot of FPSes where, if you stand still, you get all your health back," he says. "But if you can always get all your health back at anytime, no questions asked, you're always able to approach any enemy, any situation, at the optimum conditions, so there's no risk involved."


"But in our game," he continues, "if you have a save point where all your health is restored and then have five encounters before the next save point, and in the first two you screw up and your permanent damage is really high, you really have to batten down the hatches to get through the other three or you're not going to make it to the next save point. We wanted to add that level of unpredictability."

Unlike Ninja Gaiden, NG2 takes place in such real-world locales as Venice, Italy and Tokyo, Japan, which is where the game begins. But Team Ninja isn't afraid to take a few liberties with the zoning laws. "We're not going to be 100% faithful," Itakagi admits. "We're changing them around and adapting it to our game."

The final way in which NG2 distinguishes itself from its predecessor, Itakagi tells us, is how magic, or ninpo, is now an offensive tool instead of a defensive one. Additionally, Itakagi points out, "In the previous game, it was an all-or-nothing thing; when you used it, it effected every enemy on screen equally. But now, if you jump into a throng of enemies and use your ninpo, it might kill some enemies, injure other, and might throw others off their feet, giving you the opportunity to finish them off."

翻译了一下





参考自蒙太古家和凯普拉齐家的关系(猪猡记里的两个家族),NG2的故事情节围绕着“世仇”一词展开。“你知道,我们的主人公来自隼之忍者里”板垣道,“另外有一个忍者里从不可记载的遥远古代就一直与隼之里对峙,在NG2中将描绘出两个忍者集团间的强烈冲突。”





敌对的蜘蛛忍者们的头目叫作“源信”,一个不会承认失败的强者。它的存在使得隼龙的任务难上加难。“源信将除掉龙视为最大的目标,当他的下忍们不能完成任务时,等待的只有死刑的处罚。”板垣说,“所以这些忍者们横竖都是死去,也因此失去了恐惧和畏缩,这也是为什么你能在视频里看到他们即使断手短脚也会挣扎着尽最大可能抹杀隼龙的原因。”

所以隼龙便有了更多的机会来施展他的新功夫——终结技,即是像致命格斗中敌人生命值清空后的那个“Finish Him”。与MK的区别在于,NG2的终结技不是用来羞辱敌人的,相反是用来对敌人表示尊敬的手法。”在我们日本人的武士道传统思想里,用适当的方式杀死敌人是很重要的。磨磨蹭蹭的下手不爽快是无礼的低陋之举,用你最华丽最快速的雷霆手段送敌人上路才能表明你心中对对手的尊敬“板垣这么解释。[(一边说着这话,板垣一边把一个敌人砍成一堆整齐的肉块)。不过用终结技杀死敌人不仅仅给敌人带来荣誉。“这个并不会仅仅对关卡结尾的评价有影响”板垣指出,“相对于普通杀敌,用终结技还可以打出更多的魂量。”

当然了,你的敌人同样也会想要给你一个“战士的荣誉”。幸运的是,NG2中引入了生命值回复系统。“隼龙是一个超忍,能人所不能。所以他可以控制自己身体里的气来为自己疗伤”板垣表示,“但是你不可能将自己完全治愈”。





说道这个系统,板垣承认,是“因为我想要减少游戏被中断的次数,游戏中需要时常暂停来使用药剂使游戏的连贯性减低。”同时板垣也承认了这个思路受使命召唤4等FPS游戏影响很大(板垣是公认的Bungie青,Namco黑,他最爱Halo最恶Tekken)。“现在的很多FPS游戏的设定是你只要维持安全一段时间生命值就可以快速的回复到100%,但是我认为这个设定还是令游戏过于安逸了,你总是可以使自己在最佳状态战斗,危险性不足。”板垣说,“所以在我的游戏里,假定你在一个存盘处回复满了HP,然后到下一个存盘处要经过五场打斗,而你在前两场受了很重的伤,这样你的HP可恢复的最大值就会大大降低,你将不得不以很低的HP上限来打后三场战斗,这样的设定,使得游戏的进程充满了不确定感。”

和NG不同,NG2的场景有很多取材自实景,例如威尼斯或东京。板垣会完全的采用实景么?回答是:“我们不会做到100%写实的,一些地带我们肯定会做一些修改来配合游戏的流程。”

最后一个NG2的与众不同之处,板垣说是忍法的变化,忍法这种在NG里趋近与防守技能的设定,在NG2被设定为更趋近于攻击技能。板垣还透露,“以前的忍法有些像古典清版街机的“放大宝”,你放一个招,范围内的敌人全都中招而且效果也都一样,但是这次不同了,你跳到敌人中间放出一个忍法,一些人死去,一些人受伤,还有一些人会被放倒,给你终结技的机会”





板垣提醒您:“玩我的游戏,过我的人生!”


[ 本帖最后由 west2046 于 2008-2-2 13:14 编辑 ]


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引用:
原帖由 ddaaii 于 2008-2-1 10:03 发表
但是你的xo撑不了10年
720五年内就会来的!



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