» 您尚未登录:请 登录 | 注册 | 标签 | 帮助 | 小黑屋 |


 19 12
发新话题
打印

[新闻] 转A9,神秘海域4第一个试玩评测被泄露

好像是一家意大利媒体Spaziogames.it率先泄露了神海4的部分评测(好像只玩了三章?),虽然文章很快下线,但是被机智的网友截取了评测内容和图片,不过那位意大利文用谷歌翻译得不太好,我再翻译就更饶舌了,凑合看看

Never before in this chapter are the fatal events to lead our to make the difficult decision to leave for distant lands is not the promise of a millionaire treasure, nor the fame and glory; but a dramatic situation that can overturn the cards on the table.

和前作不同,这个新篇中让我们面临困难的选择和把我们带到遥远地域去的原因并非价值百万的宝藏,也不是名声和荣耀,而是一个充满颠覆性的戏剧性情况。

The desert environments with strong colors red blood that stand before the players are in fact fully explorable and at first glance seem to propose different approaches to the mission: in fact the suspension of disbelief does not have such a long life, the locations are built so that they can recreate the feeling a huge open space despite the existence of a single junction and only need the continuation of the story.

-带着艳丽的血色出现在玩家眼前的沙漠环境事实上是完全可探索的,且乍看上去提供了不同的方式用以完成任务,事实上这种推测很快就被证实了,这个地点就是为了重现这种巨大的开放空间的感觉而构造的,尽管其中依然存在某个单独的节点让你激活以推进故事主线。

The immense landscapes stand out on the retina of the player, featuring a broad and rich in minute details; details that only a few software companies in the world are able to carve and donate to their productions.

出现在玩家视网膜上的宏大风景,充满了事无巨细的丰富细节,世界上只有少数公司才敢在自己的作品中实现这种程度的细节。

Uncharted 4: End of a thief managed to dispel almost all of the (very few) doubts that tormented me before the single-player test, carried out last Friday behind closed doors in that of Milan. The game seems to granite in every aspect: the story of this new chapter starts from a premise more mature than previous episodes - without neglecting the typical humor of the series - while the already solid gameplay has been touched up with some interesting additions and supported by a level design that allows a variety of different approaches. The only question appears on the narrative front: Naughty Dog will be able to reconcile the lockout and masterful storytelling of previous episodes with the new (albeit apparent) freedom of action typical of this fourth chapter? There are only a few weeks to find out, but on May 10 has never been so far away.

《神海4:盗贼终点》已经消除了在这次单人测试之前折磨着我的所有(尽管非常少)疑惑(在上周五我将这游戏从米兰带出门时),这游戏看上去在各方面都坚不可摧。这个故事新篇开始于一个比前作更为成熟的前奏(依然带有系列标志性的幽默),而已经非常赞的gameplay上又加上了一些新的有趣元素,并且精心的关卡设计保证了可以用多样的方式和路径进行游玩。

现在唯一留存的疑问在于故事的表述上:顽皮狗是不是能将前几章紧张而强大的剧情发展和这充满了战斗自由度的第四章维持一致呢(虽然很明显)?还有几个星期就可以找到答案了,但我觉得5月10日从未变得如此遥远。。。。

再补充一个关于战斗方面的
thanks to the greater openness of the environment and the resulting different possibilities of approach. the landscape offers numerous strategies to face the enemy, accerchiandolo, sticking his head down or quietly, with stealth killings calibrated to the millimeter. the innovations introduced here thus refer the detection-system AI enemy and Nate's ability to act through stealth movements, favored by the natural shape of the location. the battle can be divided into two simple stages: the first consists in the approach to the target, with the possibility of mark the enemies from a distance, by pushing the buttons L2 and L3; mechanical performance rather trivial in the application because of a too wide range that allows the player to activate profusely markers on enemies are not in visual range. The second, however, is the classic phase of engagement, already present in other earlier chapters, in which the user can decide how to proceed in the clash: the level design of Uncharted 4: End of a Thief in fact allows all types d ' action, emphasizing stealth attack in favor of a boarding without rules. Naughty Dog has provided in this chapter carto the slaughter of unsuspecting enemies of the presence of Drake and, in the vicinity of some contextual areas - such as evergreen shrubs borrowed from a long line of previous games, the body can be automatically hidden from view. Often the latter technique is necessary to eliminate the large number of soldiers present: their projectiles causing high damage to Nathan and throw himself openly in the battle is only recommended for experienced players. This constant urge towards a silent approach has led the Californian software house to design a detection system consisting of the three states "ignorant", "alarm" and "fighter", each determined by a specific color and by a device placed over the roar opponent's head. The system is surprisingly responsive and the look of the sentries is natural and well designed, without encountering thus casus belli generated by X-rays of a friendly guard armed named Clark Kent. Last but not least it is inevitable to mention the grappling hook, already known after the introduction trailer released in the previous months; it can be used not only to solve puzzles related to the environment but also in battle, to rappel from above on unsuspecting enemies or to move quickly on the pitch.

得益于宏大的开放式环境和因此导致的多样化战斗选择性,环境为你在面临敌人时提供了多种策略选择,比如近距离刺杀(?)或者远距离静悄悄地狙杀。这里引入的创新是AI敌人现在带有了侦测系统,而NATE获得了更丰富的潜行能力,而多样化的环境又加强了这种玩法。

本次的战斗可以分为两个简单的阶段,第一阶段是在接近敌人的过程中,你可以在远距离通过L2和L3键“标识”目标(译者:类似于MGSV???),地域非常广阔,玩家可以标识那些不在目测范围内的敌人(这句原文看不懂。。。)

第二阶段,就是经典的遭遇战,已经在其它早期的章节里演示过了,当然现在玩家可以选择如何推进进攻了(译者:得益于地形选择和可以自由切换潜入状态的AI系统)。因为神海4的关卡设计允许各种方式的选择,可以突突突也可以玩潜入攻击,并没有什么规则限制你怎么打。

下面内容精简一下:
敌人脑门上有三种状态"不觉", "警戒" and "战斗",由敌人头上的不同颜色标记。
系统反馈性很好(译者:就是指你的意图可以很好滴通过你的行动表达出来),敌人AI设计非常自然,不像超人,眼睛里没有X光来探测你。
不得不提的是钩爪,不但可用于解谜攀爬,一样可以晃到某个没有察觉的敌人上方一击必杀。

原文来自http://www.neogaf.com/forum/showthread.php?t=1204066


TOP

半沙盘化了?一张大地图上,某个点触发推进故事



TOP

引用:
原帖由 东东球. 于 2016-4-4 14:20 发表
半沙盘化了?一张大地图上,某个点触发推进故事
估计是漏斗形式的地图,要发展剧情必须进入某个入口才能进下一个地图,不发展剧情的话在原地图探索一些装备和宝物,这样就兼容了游戏性和脚本演出。


TOP

新图也有泄漏一些。

[img][/img]











TOP

posted by wap, platform: GOOGLE Nexus 4
标记是类似孤岛危机,战斗前部署,方便你判断敌人的方位。

TOP

感觉这种风格很赞啊,更期待了!!!!

TOP

图能不能再大点

TOP

等日式游戏迷教顽皮狗做人

TOP

去年E3的展示就看出来openworld化了,估计类似mgsv?

TOP

posted by wap, platform: Galaxy S7 Edge
买买买

TOP

posted by wap, platform: iPhone
屌爆了啊,赶紧出

TOP

感觉似乎好像也许可能画面缩了!

TOP

posted by wap, platform: GALAXY S III
标记我猜估计和聆听一样是可开关的

TOP

现在唯一能喷的就是画面缩不缩了

TOP

posted by wap, platform: Firefox
天气大师又来挑拨带节奏了,比牛肉人差远了

TOP

 19 12
发新话题
     
官方公众号及微博