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[公告] 寂静岭V消息专贴 主要信息和消息目录在1楼 消息停止更新 [复制链接]

youki贡献勋章

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发表于 2008-4-29 13:30:17 |只看该作者 |倒序浏览
有关于寂静岭V的消息都发布到这里,不用在独立发布主题。这里所有内容都是网上收集,全部都是转载内容。
美版PC发布时间公布,9月30日发布。禁止不合法下载,至于能否10月份拿到手还不得人之。
官方OST将于9月底放出,到时候会开贴放出。

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Konami公布寂静岭V重归故里网站,地址:http://online.konamimobile.com/KDEOnline/SilentHill_Widget/index.html



进去先输入自己的生日,因为限制年龄,要17岁以上的人才能登陆。请17岁以下的人不要登陆。
然后进入页面,里面有News(新闻),About(游戏内容和特性),Screen Shot(载图),Video(08E3预告),三个diary(Alex,Elle,Wheeler的日记),Add Widget(内嵌至网页中),Legal(公司网站,标志,版权信息)。
Index是目录,prev是向前,next是向后,就像网页的前进和后退一样。

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公布发售时间信息:PS3/XBOX360
Silent Hill: Homecoming
Publisher: Konami
Platform: PlayStation 3

Release Date: September 30, 2008
Release Region: United States


Release Date: November 28, 2008(ToTheGame.com报出)
Release Region: United Kingdom


Release Date: No date
Release Region: Japan


Release Date: No date
Release Region: Australia


以上是IGN公布寂静岭V的PS3发售时间。


Silent Hill: Homecoming
Publisher: Konami
Platform: Xbox 360


Release Date: September 30, 2008
Release Region: United States


Release Date: October 31, 2008(时间未定)
Release Region: United Kingdom


Release Date: December 31, 2008
Release Region: Japan


Release Date: No date
Release Region: Australia

这些是IGN公布寂静岭V的XBOX360版发售时间。

IGN没有公布PC版发售时间,但已经有PC版页面,大家只有慢慢等待。


根据德国USK的消息,这次欧版不只是发行英国版,还有德国版,准备在2009年2月出来。澳洲版因为一些游戏上的设计问题可能会取消发售,这要看Konami怎么修改了。

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看来XBOX360真的泄露出来了,这次的载图官方还没有公布出来,但一些网站已经有720P的载图了,疑似出自泄露版之图。呵呵。这一代表距离PC版寂静岭V上市也不远了。
还有寂静岭V重归故里人物系列画册已经预购,原价12.99英镑,亚马逊英国预售价11.99英镑。
预购地址:http://www.amazon.co.uk/Silent-Hill-Homecoming-Signature-Guide/dp/0744010438/
想预购的可以去这里看看。

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1-4楼公布寂静岭V的一些载图和先前发布视频
17楼公布JA专访。因为没时间翻译这个,所以先用英文放在那里。
19楼公布6月中旬发放的游戏视频
28楼公布俄罗斯Igromania杂志团队率先玩上寂静岭V试玩视频
29楼公布试玩发售时间
31楼公布游戏封面(欧版两幅盒子封面,好像第二张是正式的)
33楼公布E3展寂静岭V试玩影像集合
36楼公布Gamersyde发布的清晰试玩影像
38楼公布圣迭戈文化展寂静岭V试玩影像和Grant Matson采访
39楼公布寂静岭V制作人采访翻译
44楼公布圣地亚哥动漫展视频
49楼公布寂静岭V多版本消息,某网站公布PC版发售日期,月份是真的,不知日期是不是真的
51楼公布IGN发布寂静岭V发布在3个平台上的发售月份消息
52楼公布部分在GC08展上的寂静岭V载图,全部都是怪物和BOSS,转自EUROGAMER
53楼公布怪物图片赏,云集现在所知道的怪物们
57楼公布GC08展出寂静岭V新预告
64楼公布寂静岭V发布时间(谢谢权威评论家提醒)
由于本人疏忽,没注意有几天发布的消息,造成消息遗漏,引起一定的误报。在这里向大家道歉。
83楼公布第一关Boss战斗游戏影像
84楼公布GCHD网站公布的游戏影像编辑版,不知道最后的结尾是不是游戏的结尾
85楼公布cynamite.de贴出新图
90-92楼公布三大游戏网站公开的游戏初体验,顺序是Gamespot,Gameinformer,UBO.com,评测是英文版
93楼公布自己翻译Gamespot报到的游戏初体验译文,供大家查看和参考
由于三篇文章报道的内容大体一致,外加GS的权威性,我就只翻译了GS报道的
100楼公布XBOX360高清载图,外国论坛很多人都猜测不是官方偷偷透出(官方目前没透出),疑似是透出版本的载图
101楼公布大家久等的PC载图,看效果还不错,但感觉比XBOX360的要差一点
106楼公布G4专访,采访DAVID专访

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今天一看寂静岭5的网站,发现这些新图杀青,很不错,拿出来晒晒。

先是新Alex形象,下面是以前的形象。

New Alex



Old Alex



[ 本帖最后由 Xconan 于 2008-9-28 10:07 编辑 ]
附件: 你需要登录才可以下载或查看附件。没有帐号?注册

一切皆为过去,现在努力开始。
现在处在打工状态

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youki贡献勋章

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沙发
发表于 2008-4-29 13:32:06 |只看该作者

新图1





















[ 本帖最后由 Xconan 于 2008-4-29 13:36 编辑 ]

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youki贡献勋章

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板凳
发表于 2008-4-29 13:33:50 |只看该作者

新图2















[ 本帖最后由 Xconan 于 2008-4-29 13:40 编辑 ]

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地板
发表于 2008-4-29 13:34:21 |只看该作者

影像和MANIAC杂志

影像还是建议大家自己下载,大小是86M,效果很不错。
这段影像是外国某游戏节目对Silent Hill系列的介绍,前4分40秒是SH1-4,后面全是SH5的内容。

http://silenthill5.net/silenthil ... omecomingmaniac.mpg

MANIAC杂志对这次SH5的专访已经有人发过了,想看的人可以去这看。

http://game.ali213.net/thread-2049463-1-1.html

[ 本帖最后由 Xconan 于 2008-4-29 13:48 编辑 ]

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★★★★★★★★★

元老版主勋章精华勋章版主勋章活跃勋章荣誉勋章资深版主勋章大头像勋章youki贡献勋章

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5#
发表于 2008-4-29 13:47:12 |只看该作者
很不错啊,期待游戏发布。
那个拱起的木乃伊很吓人

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6#
发表于 2008-4-29 13:49:33 |只看该作者
影像更刺激点,而且这回还有游戏影像,简单介绍下操作。

一切皆为过去,现在努力开始。
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7#
发表于 2008-4-30 07:23:02 |只看该作者
原帖由 polo800000 于 2008-4-29 13:47 发表
很不错啊,期待游戏发布。
那个拱起的木乃伊很吓人


人家早上起床刚作两个俯卧撑,男主角就要去骚扰人家,能不生气吗?

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8#
发表于 2008-4-30 08:49:19 |只看该作者
说实话,这些图片有点DX7的味道........
i7 2600
九州风神 冰凌400黑玉至尊
技嘉Z68AP-D3
宇瞻+威刚DDR3 1333 4G×4=16G
华硕GTX560 Ti DCII/2DI/1GD5
OCZ SAT3-120G SSD固态硬盘
希捷2T×4=8000G
先锋 蓝光刻录机BDR-S06XLB
海韵X-660
酷冷至尊 武尊神II
DELL U2711
罗技MK100
漫步者5.1

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9#
发表于 2008-4-30 09:51:18 |只看该作者
画面好像没啥长进呀~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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10#
发表于 2008-4-30 10:43:08 |只看该作者
说实话,我个人更喜欢前两代的男主角,个性阴郁,一脸愁容,与游戏内容配合的很贴切,这五代的退伍大兵,光从眼神看就很犀利啊,与寂静岭一贯的沉郁风格有点不大配。——估计是我太怀旧。

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11#
发表于 2008-4-30 22:42:40 |只看该作者
这个系列只喜欢一代,其它的都不大喜欢,没什么进步,老是在一个地方转来转去的,喜欢那种美式的大场景游戏,如果那种大场景加上这个恐怖感那可真是完美了

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12#
发表于 2008-5-7 10:52:52 |只看该作者
看了下贴图 我宁愿相信是测试图~比如衣服上根本没贴图嘛~~~

原来还多画面会进步~如果是这样的话寂静岭真的是完了~

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13#
发表于 2008-5-8 17:07:55 |只看该作者
怎么画面上色块这么厉害!

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14#
发表于 2008-5-8 21:20:53 |只看该作者
恩!很不错的说,很期待

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迦太基行省总督

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15#
发表于 2008-5-14 11:33:46 |只看该作者
这代有PC版吗
                              。
我艹
              我不相信这是真的

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youki贡献勋章

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16#
发表于 2008-5-14 12:42:38 |只看该作者
PC要明年了,上面图像都是PS3和XB360的。貌似只有一张PS3的,其他全是360的。

一切皆为过去,现在努力开始。
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17#
发表于 2008-5-16 18:39:43 |只看该作者

Jason Allen专访

这次采访到了制作寂静岭的首席设计师Jason Allen,下面是这次问他关于寂静岭5:重归故里的对话,英文的,晚上先翻译一些。呵呵。最近事多,会尽快翻译完的。

The combat system appears much more action oriented this time around, can we expect the same creepy atmosphere?

[Jason Allen] The Silent Hill series is all about narrative, exploration and atmosphere; even though this has been developed outside of Japan with an entirely new team (with the notable exception of Akira Yamaoka), we are still creating a Silent Hill game. Foremost in our design philosophy for this title has been a strong desire to maintain the trademark atmosphere of the game. If we were to change that part of the experience - in my mind - it would cease to be Silent Hill. For a lot of western horrors, the key components are gore, shock and brutality. Atmosphere in Silent Hill is much more about dread, loss of identity and a sense of the futility of struggle; it hits you in an entirely different manner and in some respects is much more frightening to behold. So in a roundabout way, yes, you can expect the same creepy atmosphere.

Why did you feel that the combat system needed to be changed?

[Jason Allen] The way I perceive things, there's a fine line between presenting a protagonist as an 'everyman' who's not particularly skilled in combat on the one hand; and making the player feel frustrated by an inability to deal with situations we've created for them to enjoy on the other. I believe - and this is the approach the combat scripting team utilized - that you can still create situations where the player feels barely able to fight the manifestations they encounter - maintaining the everyman fiction - without making them also feel frustrated through a poor combat system. Fluidity of controls and logical progression of attacks, dodges and counters with well balanced scenarios are the way to achieve these results. Part of our mandate when being asked to create the next installment in the series was to make it more appealing to a broader audience; this was one of the areas we felt could be improved without sacrificing the essence of why it was designed this way in the first place.

Puzzles have played a big part in the previous Silent Hill's, can you talk about anything unique or different about the way the puzzles work?

[Jason Allen] The main focus for the puzzles within Silent Hill Homecoming has been to ensure the transition between navigation to puzzle mode occurs in the most seamless way possible. Every time we transition the player from one mode to another - in any game - there is every possibility that we'll be reminding them their experience is nothing more than an artifice. If we want the player to suspend their disbelief, to feel at-one with their avatar, we must make every effort to ensure all game systems are contextually part of the whole experience, and that each transition is as invisible as possible. We've tried to remain true to this philosophy for the puzzles within Silent Hill: Homecoming.

While a lot of people are anticipating the release of Silent Hill: Homecoming, a lot of fans are still sceptical about the changes. Can you talk about your efforts to accommodate for some of the series' new, much needed changes, but keep the "Silent Hill feeling" alive?

[Jason Allen] To be given the opportunity to take over an existing franchise that is as well received as Silent Hill is something of a privilege. We all have been, from the very beginning of the project, acutely aware of just how precious this game is to the hearts of its many fans. As I mentioned previously, with any new iteration of a franchise you have to walk a fine line. The publishers give a certain amount of freedom to develop the game, but it's never total. The reason the game is popular is because it contains certain consistent thematic elements; those elements need to remain if the game is to be true to its origins. So, during the major design phase of the game, the team was always trying to balance the need for new content within the confines of the game's existing thematic architecture. For example, when dealing with pickups, notes, interest points and maps, we tried to remain true to existing style. The font is almost the same; the coloring of letters is the same, and the sounds are consistent from previous games. We wanted to ensure that all those who'd played the game previously instantly felt at home when picking up Silent Hill: Homecoming.

Will difficulty settings return for both the game and puzzles?

[Jason Allen] We do have difficulty settings, affecting just gameplay. Puzzles have a single difficulty level only.

What did you set out to do in Silent Hill: Homecoming when you took on the project? What are you hoping fans will take away from the experience?

[Jason Allen] In essence I set out to make a game that would appeal to those people who'd never played the series before; that would stand on its own merit and yet would feel like coming home for the existing fans of the series. I hope the fans will see that even though it's had a western developer, we understand the essence of the game; that the magic is still there.

Can you talk about the general atmosphere of the game? Apart from fear, what are you trying to make the player feel?

[Jason Allen] In any narrative driven game, you are always trying to make the player identify with their avatar. To blur the lines between where the player ends and where their gameworld construct begins. If we manage to do that and in a seamless way, it feels as though the character's journey becomes your journey. Fear, I believe, is only part of what makes Silent Hill's narratives interesting. Most narrative-driven games still tend to use very black and white characters. The hero is clearly good and the enemy is clearly bad. Though these help define boundaries in the game, they bear little resemblance to everyday life. The characters in Silent Hill, however, have always been believable, flawed personas with something to hide. When we share their journey, to some extent, we share their plight. How we unfold this narrative throughout the course of the player's journey and the settings we use to support the storytelling to a very large extent, creates the atmosphere of the game. The environment, the sound, and the information we uncover to the characters we meet; all these elements are designed to create the mood necessary for our protagonist at that particular juncture in their character arc. We want the player to feel the same discovery that Alex feels as he makes his journey. All journeys in life are fraught with 'ups and down', wrong turns and misjudgments, we've tried to inject the same believable elements into Silent Hill: Homecoming.

When making Homecoming, are you aiming to create a game more accessible to new comers who might not know what Silent Hill is about, or is this for the fans?

[Jason Allen] As I mentioned previously, this game - in many respects - has a foot in both camps. We've attempted to create an experience that is on the one hand familiar to previously experienced visitors and on the other, palatable to newcomers as a place they'd enjoy visiting again. I don't believe that a new player would have to play the older games to understand the Silent Hill paradigm; obviously there is a rich history and newcomers would enjoy playing the older games, but I believe they can gain the 'Silent Hill' experience from playing Homecoming.

Now there is a new battle system, will events such as boss battles have anything new added to them, or will we be standing in the corner just shooting like previous games?

[Jason Allen] Any good boss design uses the lessons learnt from fighting the regular "Soldier' class characters and applying those to a more structured boss scenario. It should reinforce those techniques you've already become familiar with using and also perhaps attempt to - periodically - wrong-foot the player for extra fun. It is also important that the player can 'read' the cues given during the combat sequence to uncover patterns of behavior, and ultimately.weaknesses. I feel the boss encounters the player will experience in Homecoming should be some of the most exciting of the entire series.

Apart from the obvious, how will the "Objectives" system help the player? Can we assume that Homecoming will be a less linear experience than the others?

[Jason Allen] Silent Hill games are a journey of discovery. Objectives, I believe, should simply serve as a reminder of where the player is currently going and what tasks they need to be performing. The general progression of the game should be enough for the player to understand their journey. However, in the Silent Hill universe, nothing is obvious. Objectives therefore serve to help the 'stuck' player without ruining the act of discovery. The player understands they have to go somewhere, perhaps meet someone or perform some activity, but not necessarily why. Understanding is therefore a player-centric task and I'm very keen not to remove that element of discovery from their journey.

Silent Hill: Homecoming is not a free form game, nor is it a completely linear experience. The best description would be one of 'Managed' exploration. There are areas within the game that act like Hubs, allowing the player to go and explore certain areas in any order; there are also some areas in the game that must be completed in order to progress.

A big frustration with Silent Hill 4 was the limited inventory. Can you comment on the Inventory system in Homecoming?

[Jason Allen] The inventory in Silent Hill: Homecoming has been specifically created with three purposes in mind 1) Ease of access; 2) At-a-glance understanding of exactly what you hold; 3) Providing enough space for all the items you need on a level-by-level basis. We've standardized key and item usage throughout the game so the player is not confused about the purposes of each item. Our goal was for the player to quickly gain an intuitive grasp of how objects can be manipulated and used in the gameworld. I believe a good design becomes a 'second-nature' activity within a short space of time, no longer requiring the player to think about how to use or examine an object, but to simply act; in essence, removing one more barrier to immersion.

[ 本帖最后由 Xconan 于 2008-5-16 18:44 编辑 ]

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18#
发表于 2008-5-16 20:23:19 |只看该作者
真的帥很多。哈哈哈,期待!!!!!!!!

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youki贡献勋章

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19#
发表于 2008-6-26 17:30:59 |只看该作者

新补上两段游戏视频

上面英文对话没翻译主要因为个人原因,有兴趣的可以翻译下。

http://flash3.clubic.com/disk2/s ... s_247048.flv.hd.flv

http://flash3.clubic.com/disk2/s ... s_247050.flv.hd.flv

大家可以下来看,如果想在线看,登入下面地址在线观看。

http://www.jeuxvideo.fr/video-co ... ng-actu-145718.html

视频我不做任何评论,大家在这里慢慢谈。期待今年9月底的回归。

[ 本帖最后由 Xconan 于 2008-6-26 17:39 编辑 ]

一切皆为过去,现在努力开始。
现在处在打工状态

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发表于 2008-6-26 23:01:40 |只看该作者
看了1楼我还以为标错了,上面的图明显感觉差,水的效果象水银,拜托那是PS级别的吧,人物就更不要说了

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