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[新闻] MGS4的GS 评分出炉: 满分 10分 (FAMI,IGN,GS - 大满贯)~

服了,KOJIMA这次真长脸了
作为软饭,只能再次恭喜KOJIMA了

[ 本帖最后由 深蓝LWL1123 于 2008-6-14 09:10 编辑 ]


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翻译: 英语 » 中文
Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway. The story is both convoluted and compelling. Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You'll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It's impressive enough that these scenes look as good as any prerendered cinematic you've ever watched. It's even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them--and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced. Talking about what, exactly, is going on in the plot in the midst of MGS4's grand sweeping gestures is to risk spoiling each little surprise as it emerges. Snake, suffering from the rapid onset of aging, now must cope with stiff joints in addition to the looming specter of Liquid Ocelot's newest plans. This is Snake's final hurrah; yet as the story reaches one height after another, the juxtaposition of huge set piece battles and formidable bosses with Snake's deteriorating body creates tension and gravity even beyond the series' usual pretensions. Some new plot strands emerge while others get tied up, and old friends (and enemies) refuse to be forgotten. You'll also bear witness to a few reunions--some bloody, some teary, and some legitimately shocking. Parts of it are overblown, to be sure. The musical score gets heavy-handed and the voice acting and writing are frequently dogmatic, so while there are plenty of subtle moments, subtlety isn't really MGS4's strong suit. But it doesn't need to be. After all, the fate of the world hangs in the balance, and judging from a few silly attempts at humor that don't work, developer Kojima Productions was wise to err on the side of melodrama. The gameplay proper is familiar to fans, but it's been cleaned up and expanded, holding as many twists and surprises as the story. For starters, both gunplay and close-quarters combat are more satisfying. Regarding melee, the controls have been streamlined, making it less cumbersome to grab an enemy soldier or perform a stealthy blade kill. Shooting mechanics are even more improved, so much so that shooting your way out of a pickle is just as enjoyable as sneaking around it. There are a huge number of weapons to play with; so many that you'll probably finish the campaign without using many of them. Yet, quality wasn't sacrificed for quantity: Every weapon feels just right, from your handy operator sidearm (best when upgraded with a silencer) and standard issue assault rifles to a powerful railgun. The standard over-the-shoulder view is fine for the most part, but you can gaze down the sights from a first-person perspective. Both views can be further improved with various enhancements, such as laser sights and scopes. Not that you don't have all the tools for completely avoiding your enemies if you choose that route. Snake's got the basics covered: crawling, hugging walls, peeking around corners, and hanging from ledges, for example. Cover mechanics are tighter than ever, so you can crouch and take potshots from behind cover with ease. There are also a number of important gadgets that will make your life easier in this regard. The most obvious of these is your OctoCamo suit, which takes on the texture of your surroundings when you're prone or pressed against cover. Not only does this make it simpler to avoid watchful eyes, but it's also a cool visual effect. Eventually, you'll be able to camouflage Snake's head, and a few of the available camo options are bound to stir some fans' nostalgia. The Solid Eye is your other major tool, as it expands your compass into a sonic-sensitive radar and allows you to use night vision and a tactical first-person view. These are helpful gadgets indeed, even during boss fights, like a stirring encounter in a blinding blizzard. Shooting is always a viable option if you don't want to sneak. Other gadgets, such as portable hiding places (cardboard boxes and rusty barrels) and the Metal Gear Mk. II (a stealthed robot that you can command as a scouting device), are useful to anyone who prefers the sneaky approach. Not every gadget is a welcome addition, though. For example, the much-ballyhooed iPod is a neat touch, but to use it, you cannot have another gadget equipped, so you'll quickly forget the option even exists. But aside from these nitpicks, one of the things that makes the core gameplay so enjoyable is that you're rarely strapped into a single style of play. Shooting your way through requires more thought and care than you'd put into a standard action game, but you never feel as though the gun mechanics are stuffed uncomfortably into a stealth game. If you'd rather sneak, you never have the impression that stealth was shoehorned into a game that's meant to be played as a shooter. Sure, you're Solid Snake--you're not supposed to get caught. But if you're stuck in a jam, breaking stealth isn't a death sentence, and in fact, facing certain enemies head-on is often a heart-pounding, challenging experience. The few levels that do force you into one style, such as one in which you shadow your target through an Eastern European city, are still great, if not quite as impactful. You'll need to keep an eye on Snake's stress levels and psyche. Though these aspects are more peripheral than health levels, they fit nicely within the plot. When Snake gets stressed (if he gets cold or encumbered, for example), his psyche gauge starts to deplete. The lower the gauge, the slower you will move and the less quickly you replenish health. Generally speaking, the psyche meter is rarely a factor, and should you notice Snake groaning a bit more, there are items like compresses you can use for a pick-me-up. Should the meter get too low, you won't be able to hold up your weapon or rush for cover. This doesn't happen often though, and while you'll need to keep a close eye on your health for obvious reasons, you won't need to pay too much heed to psyche. Regardless of the tactics you use, the level design and enemy artificial intelligence work in tandem to create unparalleled gameplay. If you go stealth, hiding in that rusty barrel isn't a perfect solution. Your foe may look at it suspiciously, kick it a few times, and eventually blow your cover, so don't expect to be able to trick your way through as you might in other stealth games. In full-on firefights, enemy teams will flank you, use cover to their advantage, and throw grenades with precision to force you out of hiding. Most of your surroundings, inside and out, are littered with objects and cover opportunities, from a trek through a South American jungle to a nostalgic journey through a snowy island base. Each level is more-or-less linear, but within the confines of these areas, you still have remarkable room to explore the various gameplay options and test the limits of your foes. Some enemies are standard soldiers, though many others are wonderfully imaginative. The colossal mechanical Gekkos, for example, are unpredictable and keep you on your toes, while female operatives that pounce from wall to wall intensify an early escape scene. There are ample cover opportunities. Later in the game, a few set piece battles deepen the core gameplay even further, including a few peerless on-rails sequences. One of these, a motorcycle chase, is as close as any game has gotten to translating the excitement of similar moments in films to a game format. Another level, which features a gigantic automaton, showcases destructible environments where walkways collapse on top of each other and the screen fills with smoke. In all of these cases, the controls are excellent, with the exception of that same mech's third-person view a bit later on (the first-person view works infinitely better). The interpretation of Metal Gear Solid as an interactive film still applies, but in a way you may not have expected: These levels make you feel like the star of your own action movie. Boss battles are stimulating, though they aren't all that difficult. Nevertheless, a few of them are tricky and require you to put some thought into your tactics because just riddling the boss with bullets isn't going to ensure victory. Early on, it's clear that you'll be encountering the four members of the Beauty and the Beast unit--female supersoldiers that are as psychologically complex as they are fun to battle. These battles are long and normally require you to fight other enemies in addition to your primary target. In one of them, you can use your night vision to track your target's footprints and use the wind direction to your advantage. In another, you'll dodge missiles from flying creatures while taking on the main boss. The gameplay and story would, perhaps, not be as effective if Metal Gear Solid 4 did not look and sound so impressive, but truth be told, it's an amazing piece of technology. From the gritty textures of concrete walls to the effective lighting and shadowing, there are few aspects you could reasonably fault. In the biggest battles, billows of smoke fill the screen and blood splatters against the camera--all while meticulously designed helicopters fly overhead and ad-hoc team members take potshots from behind grungy dilapidated vehicles. Yet in the midst of the visual drama, it's the little things that are likely to provoke awe. Small details, such as how Snake rubs his sore back when his stress levels get high or the authentic manner in which he ascends staircases, create as much atmosphere as cluttered underground tunnels and war-torn Middle Eastern cities. You will have to wait through some scattered install periods (just under 20 minutes worth, in total) and the occasional loading screen, and you may find some frame rate drops and low-res textures here and there, but these aren't issues in light of MGS4's impressive graphical accomplishments. The sound design comes together nearly as well. The soundtrack on its own is rather pompous, but in context, it works just fine to create the appropriate mood for any given cutscene or battle. The voice acting follows suit but succeeds far better. Because the growling voice of David Hayter's Solid Snake is so good, the rare hamming from the mostly excellent supporting cast is easily forgotten. But the sound effects are unforgettable and excellent across the board. The Gekkos emit blood-curdling moos like gargantuan cows, explosions are outstandingly obnoxious, and everything from the clicks of the Solid Eye to the laughter and screams of the beastly bosses are top-notch. Snake's final hurrah is a remarkable technical achievement. On top of it all, Metal Gear Solid 4 offers some enjoyable online 16-player action to complement its superb single-player experience. Deathmatch and Team Deathmatch are represented, of course, and they play just fine, assuming you don't approach the online component as a standard shooter. The maps are beautifully rendered and packed with detail, and while not every mechanic is as wonderful in multiplayer as it is in single-player (hiding in your cardboard box won't usually get you far, for example), it's all good fun once you adjust to the pace. The multiplayer star, however, is sneaking mode, a Team Deathmatch variant in which one player plays as Snake and another supports him as the Metal Gear Mk II. Shooting others is amusing--but sneaking enthusiasts will enjoy the violent, stealthy game of hide and seek you play as Snake. Playing support is equally entertaining because as Mk. II, you can go invisible, creep up on other players, and zap them with your electronic tentacle. It's a blast. Other modes include base mission, in which teams compete to conquer bases; a capture and defend mode; and rescue mission, which is similar to the same mode in Metal Gear Solid 3: Subsistence. Unfortunately, the process of creating an online account is laborious, so expect to take a few minutes to enter a litany of information (a pain if you aren't using a keyboard). Thankfully, the variety of customization options and sheer numbers of players online mean that this process is quickly forgotten. If the story-heavy presentation of previous Metal Gear games taxed your patience, Metal Gear Solid 4 won't change your mind. For anyone who appreciates games that rise above the simple act of pushing a few buttons and pulling a few triggers, Metal Gear Solid 4 is a stimulating ride that you won't soon forget. You'll want to see what happens next, yet when its long campaign draws to a close, you'll wish it would continue. That's not just because it's a well-told tale, but because that tale is woven through a thoroughly impressive game that tops its predecessors. By Kevin VanOrd, GameSpot Posted Jun 13, 2008 12:18 pm PT [ 本帖最后由 sunix 于 2008-6-14 04:58 编辑 ]                
潜龙谍影4 :枪的爱国者,是技术上最令人叹为观止的视频游戏。这也是一个好榜样故事的威力在其中,结合游戏和叙事,使slickly和美丽,这是不可能的,以摆脱一个从其他。它有可能是你会出现awestruck从您的第一起通过,希望经验,将继续,但尽管如此满意的结论。它的困难,不健全的双曲当我们讨论mgs4 ,因为每一个部分,它的设计看似履行其视野,毫不妥协。有没有半途而废。


故事是错综复杂和令人信服的。

充分实现,冗长的故事序列来毫不奇怪的人谁发挥了金属齿轮的游戏。您花了良好的一半mgs4观看cinematics ,但将是一个严重的误解,以为伟大的游戏需要次要的故事。相反,这两个因素是紧密交织在一起,这挂毯是一起举行的由一个重要的技术论题: cutscenes是提供充分的实质时间内的游戏引擎。它的令人印象深刻的不够,这些场面看,不如任何prerendered电影你曾经看过。它甚至更加令人惊奇的,当这些同样的场景过渡,暂停进入游戏,和相同的膨胀机械,你观看了木材约在电影,是迫在眉睫的上述你。微妙的动画,郁郁葱葱的环境,以及丰富的材质相同,在进出的故事序列,效果是如此天衣无缝,它可能需要你的呼吸消失。你可以跳过过去的场面,如果您愿意,但这样做会软化的经验。故事序列携带更多的重量,因为激烈的游戏之前他们-和游戏的感觉更具吸引力,因为故事让您强大的理由来关心你的任务。高点的融合,这发生在一个令人振奋和难忘的分割画面序列,单纯,必须经历。

谈到是什么,究竟是对在地积在中mgs4的大清扫的动作,是破坏的风险,每个小惊喜,因为它的出现。蛇,痛苦,从迅速开始老化,现在必须面对激烈的关节在除迫在眉睫的幽灵液体豹猫的最新计划。这是蛇的最后hurrah ;然而,正如故事达到1高度后,另一个,并列设置一块巨大的战斗而艰巨的老板与蛇的日益恶化的身体造成的紧张局势和严重性甚至超过了该系列一贯的伪装。一些新的阴谋strands出现,而其他人绑起来,和老朋友(和对手)拒绝被人遗忘。您也可以见证数相逢-有些血腥,一些着,有些合法令人震惊。部分,它是言过其实,可以肯定的。音乐评分得到沉重的霸道和语音代理和写作,经常教条化,因此,虽然有很多微妙的时刻,微妙的是不是真的mgs4的强烈适应。但这并不需要。毕竟,世界的命运挂起,在平衡,并从几个愚蠢的企图幽默不工作,开发小岛制作是明智的错误就一边闹剧。

该游戏是适当的熟悉的球迷,但它的清理和扩大,拥有了不少曲折和惊喜,作为故事。首先,双方gunplay和近战更令人满意。对于混战,管制已经简化,使少繁琐抢到敌人的士兵或执行隐身刀片杀人。射击力学,更是改进,以致拍摄您的出路,一个咸菜,只是很享受偷偷靠近它。有数量庞大的武器发挥;太多了,以至于你可能会完成的运动,而不使用他们中的许多。然而,质量不牺牲数量:每核武器觉得恰恰好,从您的方便营办商sidearm (最佳时,升级与消声器)和标准的问题,突击步枪,以一个强大的railgun 。超过标准- -肩负的看法是,罚款,大部份,但你可以凝视下来,目光从第一人称视角。双方的意见,可以进一步改善与各增强,如激光瞄准和范围。

不是说你不具备所有的工具,完全避免您的敌人,如果你选择这条道路。蛇的涵盖了基本内容:抓取,拥抱墙壁,偷看周围的角落,并挂在ledges ,例如。涵盖力学,是比以往任何时候都更严格,所以你可以克劳奇,并采取potshots从背后的封面与安心。也有一些重要的工具将使您的生活更轻松,在这方面的工作。最明显的,这些是您的octocamo适应,需对纹理您的周围当您容易或压涵盖的范围。这不仅使它更简单,以避免众目睽睽,但它也是一个冷静的视觉效果。最终,您将可以伪装蛇的头,和少数的可用camo选项,必将挑起一些球迷的怀念。坚实的眼睛是你的其他主要工具,因为它扩大了您的指南针,成为一个声波敏感的雷达和允许您使用夜视和战术第一人称的看法。这些都是有用的工具事实上,即使在老板打架,像一个搅拌中遇到的一致盲暴雪。


射击一直是可行的选择,如果您不想偷渡来。

其他小工具,如便携式藏身地(纸箱和生锈的桶)和金属齿轮旺角警。第II ( A stealthed机器人,您可以命令作为侦察装置),是有用的人谁喜欢鬼鬼祟祟的做法。不是每一个小工具是一个值得欢迎此外,虽然。举例来说,很多ballyhooed的iPod是一个干净接触,但使用它,你不能有另一个小工具配备,让您快速忘记的选项,甚至存在。但除了这些nitpicks ,其中一件事,使核心的游戏,使愉快的是,您很少紧张成一个单一的风格发挥。拍摄您的方式通过需要更多的思考和关怀,比您想要投入一个标准的动作游戏,但你永远不觉得好像枪力学填充令人不安的是成为一个隐形的游戏。如果您想要,而不是偷渡,你从来没有印象,即是隐形shoehorned成为一个游戏的意思,将发挥作为一个射手。当然,您坚实的蛇-y ou're不是要陷入。但如果您坚持在一个果酱,打破了隐形是不判处死刑,而事实上,面对某些敌人迎头就往往是心的冲击,富有挑战性的经验。数的水平,这样做的力量,你到一个风格,如一个在你的阴影,您的目标是通过东欧的城市,仍然是伟大,如果没有相当作为产生影响。

您需要留意对蛇的应力水平和心理。虽然这些方面都更比周边健康水平,他们配合好,内部的阴谋。当蛇得到强调, (如果他冷战或抵押,例如),他的心理评估开始消耗。较低的压力计,慢,你会动议和不足很快你充实健康。一般来说,琪米是很少的一个因素,并应通知您蛇groaning多一点,有项目,例如压缩您可以使用一个回升,我跟进。应该米获得过低,您将无法举行了您的武器或急于为封面。这并不经常发生,虽然,而您需要继续密切留意您的健康原因很明显,您将不必支付太多的注意心理。

无论是战术使用,水平的设计和敌人的人工情报工作在串联,创造无与伦比的游戏体验。如果你到隐身,躲藏在这生锈的每桶不是一个完美的解决方案。你的敌人,可能会看看它,形迹可疑,踢它数次,并最终打击您的封面,所以不要期望能把戏,您的方式通过,作为您可能会在其他隐形游戏。在全面对交火,敌队会侧翼你,使用,掩护他们的优势,并投掷手榴弹,与精密,迫使你走出躲藏起来。最有效地利用您周围的环境,内,满布的对象和范围的机会,从一个跋涉通过南美丛林到一个怀旧之旅,透过雪的岛屿基地。每个级别的是更多的或较少的线性,但局限这些领域,你还有显着的空间探索各种游戏选项和测试的界限,你的敌人。一些敌人,是标准的士兵,尽管许多其他人完美的想象力。庞大的机械gekkos ,举例来说,是难以预料的,并保持对你的脚趾,而女性操作工说,突袭从墙墙加大早日逃离现场。


有充足的支付机会。

后来在游戏中,有几个设置一块战斗深化为核心的游戏,甚至进一步,包括一些无可匹敌对-钢轨序列。一这些,一辆电单车追逐,是接近任何游戏得到了翻译的激动时刻,在类似的电影,游戏的格式。另一个层次上,哪些功能一个庞大的自动机,展示destructible环境下的行人通道,崩溃,再加上对方,并在屏幕上填写与吸烟。在所有这些情况下,控制良好,除同机械的第三人称视角晚些时候对(第一人称视角工程无限更好)。解释潜龙谍影作为一个互动的电影仍然适用,但在方式,您可能没有预期:这些水平,使你觉得像明星自己的动作片。

老板战役是刺激,虽然他们是不是所有的困难。然而,其中一些是微妙的,并要求你把一些思想到您的战术,因为刚才筛选老板与子弹是不打算以确保胜利。在初期,很显然,您将遇到4名成员的美女与野兽单位-女性s upersoldiers是由于心理复杂,因为他们是很有趣的战斗。这些战斗是长期的,并且通常要求你在争取其他的敌人,除了您的主要目标。在其中一人,您可以使用夜视跟踪您的目标的足迹和利用风向到您的优势。在另一,您道奇导弹飞行的动物,同时对主要的老板。

该游戏和故事,或许不一样有效,如果潜龙谍影4没有的外观和健全的,所以印象深刻,但真相告诉,这是一个了不起的一块技术。从gritty织构的混凝土墙,以有效的照明和跟踪,有几个方面你可以合理地故障。在最大的战役, billows烟雾填满萤幕和鲜血溅满对相机-所有,而精心设计的直升机飞行开销和特设小组的成员采取p otshots从背后g rungy破旧的车辆。然而,在中视戏剧,它的小东西,很可能会挑起敬畏。小细节,例如如何蛇rubs他喉咙痛,回时,他强调,各级获得高或真实的方式,他在其中ascends楼梯,创造多气氛凌乱的地下隧道和饱受战争蹂躏的中东城市。你将不得不等待通过一些分散的安装时间(刚下20分钟的价值,在总)和不定期加载屏幕,您可能会发现一些帧速率下降和低解析度的纹理在这里和那里,但这些都不是问题,根据mgs4令人印象深刻的图形化的成就。

良好的设计来一起几乎一样。原声带其本身是相当pompous ,但在上下文中,它只是罚款,以创造适当的情绪,对于任何给定cutscene或仗。声音署理如下西装,但成功好得多。因为咆哮的声音,大卫海特的固体蛇是那么好,难得海明从大多是优秀的演员支持是很容易被遗忘。但声音效果是令人难忘的和优秀的全国委员会。该gekkos排出血液curdling moos一样,庞大的奶牛,爆炸是出色的厌恶性,一切从点击了坚实的眼睛,以笑声和尖叫的beastly老板争创一流。


蛇的最后hurrah是一个了不起的技术成就。

再加上这一切,潜龙谍影4提供了一些愉快的在线16播放器的行动,以配合其高超的单人游戏经验。死斗模式和团队死斗模式的代表,当然,他们发挥不错,假设你不做法线上的组件,作为一个标准的射击游戏。地图精美的劳务费和包装与细节,而不是每个技工是美好的,在多人因为它是在单人游戏(躲藏在您的纸箱通常不会让您到目前为止,例如),它的所有好好玩一次你适应的步伐。该多人明星,不过,潜入模式,团队死斗变在其中播放,因为蛇和另一个支持他作为金属齿轮旺角警二。射击别人是有趣的- 但是,偷渡爱好者将享受暴力,隐身的游戏,隐藏,并寻求你发挥的蛇。发挥支持同样是娱乐,因为旺角警。二,您可以到无形,蠕变了对其他球员,和zap他们与您的电子触手。这是一个爆炸。其它的模式包括基地的使命,在这种团队竞争,要征服基地;捕获和维护模式;和救援任务,这是类似相同的模式在潜龙谍影3 :生存。不幸的是,过程中创造一个在线帐户是辛苦,所以预计需要几分钟的时间进入了一个一长串的资料(一疼痛如果您使用的不是键盘)。幸好,各种个性化选项的和纯粹的人数玩家的意思,这一进程是很快地就被忘记。

如果故事沉重的陈述前金属齿轮游戏征税,您的耐心,潜龙谍影4将不会改变主意。任何人谁赞赏的游戏,超越简单的行为,推着数按钮和拉几个触发器,潜龙谍影4是一个刺激坐,你将不会在短期内忘记的。您想看看会发生什么情况在明年,但是当其长期运动接近尾声,您希望它会继续下去。这不只是因为它的良好的说故事,但因为这是编织的故事,通过一个彻底令人印象深刻的游戏,顶部它的前辈。

由Kevin vanord ,游戏
张贴2008年6月13日下午12时18铂

[本帖最后由sunix于2008年6月14日4时58分编辑]

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夕阳无限好,可惜近黄昏!

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靠,35楼的翻译还不如不翻译,机译太恶心了~~~

顺便,恭喜小岛君,恭喜MGS4~~~~~

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引用:
原帖由 倍舒爽 于 2008-6-14 08:40 发表
gs:
这一段时间来最频繁地向媒体“公关”的,莫过于Konami的《合金装备4》了----有些行为我们相信已经过了底线:今年年初,北美地区全部的主要媒体都飞往日本,参加一个由Konami举办的,被戏称为“新兵训练营”的活 ...
gs:sony,怎么样,我的演技岂是ign那些二流货色可比的,经过我前期的铺垫粉饰这个10分可是含金量高多了,多余的100万没白花吧

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引用:
原帖由 jfb 于 2008-6-14 06:10 发表
这个,应该是微软努力的结果。没有微软和索尼的共同支持,mgs4 满分 是不可能的。 我想微软为了争取 mgs4 和ff13 所做的努力吧。 这个结果让 人知道  ff13 跨了就不同担心销量了。    因为,微软做为主要广告商都能支 ...
21世纪缺的是什么?就是这种人才!瞻仰啊!

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好久不见
书记了

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引用:
原帖由 马甲007号 于 2008-6-14 08:29 发表
历史上第一个取得三双的游戏!!!
褒獎過頭了,薩爾達傳說:時之笛在十年前就辦到這點了

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听说会移植到X0和PC
真的假的

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虽然很喜欢 但是满分。。。

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引用:
原帖由 jiayueqwer 于 2008-6-14 07:47 发表
这个记录,除了REFF7,几乎很难破了吧...............
REFF7能得满分,我用头走路

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其实个人认为GTA4和MGS4的满分评价都是被高估的,当然9分的素质肯定有,10分嘛,呵呵,有粉丝的感情因素吧:D

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昨天玩了,确实是一拿起就放不下

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